Sunday Times (Sri Lanka)

Virtual meetings crush creativity

- By Katie Hunt

Although the effects appear to be robust, this is a single study and the effects are somewhat small, amounting to a difference in one or two ideas between the groups,"

Collaborat­ion has been behind some of humanity's greatest achievemen­ts -- the Beatles' biggest hits, putting a man on the moon, the smartphone.

Do Zoom and other forms of video interactio­n crush the creative process that led to such feats? Yes, according to new research published Wednesday that found it's easier to come up with creative ideas in person.

It's an answer many employers have been searching for over the past two years, as working from home has become the norm during Covid-19 pandemic. The National Bureau of Economic Research in the United States said last year that 20% of workdays will be from home when the pandemic ends, compared with just 5% before.

"We initially started the project (in 2016) because we heard from managers and executives that innovation was one of the biggest challenges with video interactio­n. And I'll admit, I was initially skeptical," said Melanie Brucks, an assistant professor of business marketing at Columbia Business School and author of the study that published in the scientific journal Nature.

Brucks said she previously believed virtual interactio­n mimics an in-person experience "pretty well" and assumed that videoconfe­rencing naysayers were Luddites. She spent four years exploring whether it really had any impact on people's ability to generate innovative ideas.

Generating ideas

She recruited 602 people, including university students and staff, and divided them into pairs to work on tasks either in person or virtually. The tasks involved coming up with new uses for everyday things, such as bubble wrap and a Frisbee, and each room had the same five items.

"When we innovate, we have to depart from existing solutions and come up with new ideas by drawing broadly from our knowledge. Coming up with alternativ­e ways to use known objects requires the same psychologi­cal process," she explained.

The performanc­e of each pair was determined by how many ideas they came up with and the novelty and value of their ideas as ranked by student judges. (For example: a creative use for a Frisbee: knock fruit out of tree, deliver a message. Less creative: a picnic plate or hat.)

Researcher­s also used eye- tracking software, which found that virtual participan­ts spent more time looking directly at their partner, as opposed to gazing around the room. What's more, she said pairs who were videoconfe­rencing remembered less of their surroundin­gs, which were identical to those who were meeting in person.

"This visual focus on the screen narrows cognition. In other words, people are more focused when interactin­g on video, which hurts the broad, expansive idea generation process," Brucks said.

Jay Olson, a postdoctor­al scholar at McGill University in Canada who studies ways to measure creativity, said that people often look to their surroundin­gs to help them generate ideas.

"Objects in the room can prompt new associatio­ns easier than trying to generate them all internally," said Olson, who wasn't involved in the research. "The authors find that interactin­g through a computer screen could unintentio­nally shift attention in a way that reduces the generation of these novel ideas."

Real-world findings

The findings were replicated in a similar but larger experiment outside the lab. Some 1,490 engineers working in five different countries (in Europe, the Middle East and South Asia) for a telecommun­ications infrastruc­ture company were randomly paired, either face-toface or via video call. They were asked to create product ideas and choose one to submit as a new product for the company.

Bruck said the findings were similar, even though the exercise was more complex than the lab- based test, the engineers knew one another beforehand, and they were regular users of videoconfe­rencing software.

"The field study shows that the negative effects of videoconfe­rencing on idea generation is not limited to simplistic tasks and can play out in more complicate­d and high- tech brainstorm­ing sessions as well," she said.

"The fact that we replicate the negative effect of videoconfe­rencing on idea generation in our field setting suggests that the negative effect of videoconfe­rencing will likely not weaken as people become more familiar with software such as Zoom or get more experience generating ideas and working together with their teams."

But there were some important caveats. The study found that videoconfe­rencing didn't hinder all collaborat­ive work. While generating ideas was easier in person, it didn't make a difference in the ability to critically evaluate creative ideas, such as selecting the best idea out of the set, Bruck said.

Creativity and zoom aren't incompatib­le

Ellen Langer, a professor of psychology at Harvard University and author of "On Becoming an Artist: Reinventin­g Yourself Through Mindful Creativity" said the new research was an important first step. However, she said it was a mistake to conclude that creativity and videoconfe­rencing are in compatible.

Whether or not we're creative while over Zoom may depend on how creative we are in the first place and the task at hand, said Langer, who wasn't involved in the research. Generating uses for a Frisbee and generating novel ways of dealing with conflict aren't the same -- one task may be better done alone, outside of any sort of meeting.

"Perhaps many of us make friends faster in person than over Zoom, and creativity flourishes when we're relaxed. But when Zooming from home, people are probably more relaxed than when in an experiment," she added.

Olson and Langer both suggested there is a practical solution to the conundrum that could be tested in future research: If people are asked to spend more time looking around the room during their virtual sessions, would they generate as many ideas as they do during in-person sessions?

Olson said managers shouldn't rush to get people back in the office or add more face-to-face meetings as a result of this research, although it might make sense to hold brainstorm­ing sessions in person.

"Although the effects appear to be robust, this is a single study and the effects are somewhat small, amounting to a difference in one or two ideas between the groups. How much impact this has would depend on the company: It could range from a trivial difference to a massive compoundin­g effect," Olson said.

"I wouldn't want to see a company double their in- person meetings hoping to improve their innovation, if this also means doubling the commute time resulting in less happy -and perhaps less creative -employees."

 ?? ?? The study looked at which way of communicat­ion is generally best for creativity.
The study looked at which way of communicat­ion is generally best for creativity.

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