36 of 38 people found the following review helpful:
5.0 out of 5 stars
A different approach, 12 Feb 2001
By Alex S.H. Cheung - Published on Amazon.com
This review is from: Creativity Games for Trainers: A Handbook of Group Activities for Jumpstarting Workplace Creativity (McGraw-Hill Training Series) (Paperback)
This book focuses on the stimuli (inputs/old ideas) and effective capaturing of responses (outputs/creative ideas) vs most other books about creativity focus on the thinking process, like mindmapping, six hats, thinking toys, etc. Thus, it directs to a total different path of how we build an environment to boost creativity. My analogy is no matter what thinking process you introduce, a group of housewives cannot invent a racket to reach the moon (don't get me wrong, I highly respect housewives for their contribution to families). It's the relevancy and variety of the inputs that matters.
I guess the author is a behaviourist who see thinking process as black box, i.e. non-observable and non-measurable. Thus, he only concentrates on the observable and measurable stimuli and responses.
I am a trainer for creativity for my company. I find this book very useful. The only complaint is that not all the games are up to my personal standard: able to demonstrate the theory AND able to energize the participants.
All in all, I highly recommand this book. You will see creativity in a different angle.
13 of 14 people found the following review helpful:
5.0 out of 5 stars
Excellent, 6 Feb 2004
By A Customer - Published on Amazon.com
This review is from: Creativity Games for Trainers: A Handbook of Group Activities for Jumpstarting Workplace Creativity (McGraw-Hill Training Series) (Paperback)
I've used Epstein's book together with Michalko's "Thinkertoys," in my creative thinking seminars with great success. You can't fail with these two books.
2 of 2 people found the following review helpful:
1.0 out of 5 stars
uninspired, dry and clinical, 15 July 2007
By Creativity Counselor - Published on Amazon.com
This review is from: Creativity Games for Trainers: A Handbook of Group Activities for Jumpstarting Workplace Creativity (McGraw-Hill Training Series) (Paperback)
A book about creativity, that lacks spark and "creativity" - it's too dry and clinical to be an enjoyable read and the exercises are uninspired. This material is dispassionate and lacks the flame it promises to ignite in others. As much as I admire the author's 15 years of clinical research, this book fall short in it's execution.