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Toward a Meta-Theory of Creativity Forms: How Novelty and Usefulness Shape Creativity
Open accessAbstract
Creativity has long been defined in terms of novelty and usefulness. Surprisingly, however, there is relatively little agreement about the precise meaning of either dimension, the relationship between them, or the process through which they are produced. In this paper, we explore how novelty and usefulness have been used explicitly and implicitly in the creativity literature to reveal three ways to understand the definitional constructs. We propose that these three understandings give rise to distinct but interrelated forms of creativity: creativity as maximization, creativity as balance, and creativity as integration. Each form provides a different way of answering the question: what is creativity? We further theorize that the forms are shaped by the distal relations between novelty and usefulness, context, and process. Fundamentally, our theory suggests that developing a creative outcome for a distant alternative reality is a different form of creativity than developing an idea grounded in the present, so that as creators move through space and time, they also move through different forms of creativity. Our meta-theory furthers our understanding of creativity by revealing the centrality of usefulness in defining creativity; opening up the dynamics of the creative process; and highlighting interdependencies between ideas and context.
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“The most widely accepted framework evaluates innovation across two primary dimensions: novelty and usefulness (Amabile, 1982; Doshi and Hauser, 2024; Harvey and Berry, 2022).”
From AI-assisted design synthesis and human creativity in engineering education (2026) · cites this paper as Harvey and Berry, 2022
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“Creativity is typically assessed across two dimensions: novelty and usefulness (11, 12).”
From Generative artificial intelligence enhances creativity but reduces the diversity of novel content (2023) · cites this paper as [12]
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Institutional Antecedents of Creativity and Product Innovation in the Digital Cultural Industries
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Yang, R., Liu, X., & Tian, Y. (2026) · Sustainability · doi:10.3390/su18104799
Lin, J., He, Y., Zhang, S., Mo, L., Kuang, C., & Chen, Y. (2026) · Brain Structure and Function · doi:10.1007/s00429-026-03127-3
“Novelty is an essential hallmark for new creations, and usefulness helps further distinguish new results from being bizarre (Diedrich et al. 2015; Harvey and Berry 2023; Rietzschel et al. 2010).”
Which Type of AI ‐Based Public Services Are Citizens More Willing to Accept?
Miao, Q., & Yu, L. H. (2026) · Public Administration Review · doi:10.1111/puar.70150
Creativity as Balance: Harnessing Healthy Tensions to Foster Engaged Scholarship in Creative Firms
Ford, S., & Lalaounis, S. T. (2026) · Creativity and Innovation Management · doi:10.1111/caim.70073
Lifshitz‐Assaf, H., Randazzo, S., & Jung, O. (2026) · Organization Science · doi:10.1287/orsc.2022.16727
What is Truly New? A Philosophical Investigation into Novelty in Management Research Methodology
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After generative AI: authorship, labour, and cultural governance
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“Harvey and Berry (2023), for example, develop a meta-theoretical account identifying multiple forms of crea-tivity—maximisation, balance, and integration—depending on how novelty and usefulness are configured and evaluated in practice.”
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Jussupow, E., Bauer, K., Heigl, R. M., Vogt, B., & Hinz, O. F. (2026) · Information Systems Research · doi:10.1287/isre.2024.0951 · Cited by 8
Huang, S., Mao, J., Lü, K., & Li, G. (2026) · Journal of Informetrics · doi:10.1016/j.joi.2026.101855
Ummah, K., & Islam, A. F. F. (2026) · Wasilatuna Jurnal Komunikasi dan Penyiaran Islam · doi:10.38073/wasilatuna.v9i2.4818
Różańska, A., & Orzechowski, J. (2026) · Thinking Skills and Creativity · doi:10.1016/j.tsc.2026.102329
Influence of Team Interaction on Creativity Based on Behavioral Observation and Coding Analysis
Chen, J. (2026) · International Conference on Innovation Management and Information Systems (ICIMIS) · doi:10.1145/3821966.3822144
“Consistent with previous research, three evaluation indicators were employed [ 12 ] [ 14 ] : novelty ( 𝐶 1 : Is it very creative, relatively new?”
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Bellis, P., Knudsen, M. P., Trabucchi, D., & van Dun, D. H. (2026) · Creativity and Innovation Management · doi:10.1111/caim.70089
Source of novelty and invention impact: Evidence from biotechnology patents
Fang, W., Liu, X., & Xiao, Z. (2026) · Technovation · doi:10.1016/j.technovation.2026.103721
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Moon, K., Wang, Y., & Li, K. (2026) · Creativity and Innovation Management · doi:10.1111/caim.70087
Challenges and Opportunities of Digital Technologies in Creative Industries
Jones, C., Askin, N., Godart, F. C., Harvey, S., & Phillips, D. J. (2026) · Academy of Management Discoveries · doi:10.5465/amd.2026.0271
Self-citationMendares, A., Jongmans, É., & Gavard-Perret, M.-L. (2026) · Creativity and Innovation Management · doi:10.1111/caim.70092
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Clegg, M. (2026) · Current Opinion in Psychology · doi:10.1016/j.copsyc.2026.102481
Metadata
- Authors
- Harvey, S., & Berry, J. W.
- Affiliations
- University College London (GB)
- Venue
- Academy of Management Review
- Publisher
- Academy of Management
- Published
- 2023-07
- Volume
- 48
- Issue
- 3
- Pages
- 504-529
- ISSN
- 0363-7425 (ISSN-L)
- 1930-3807
- OpenAlex
- W4221038577
- Cited by
- 125
- References
- 154
- Citations by year
- 2026: 44 · 2025: 35 · 2024: 28 · 2023: 10
- FWCI
- 18.41
- Type
- journal article
- Language
- en
- Open access
- green
- discovery.ucl.ac.uk
- Locations
- Academy of Management Review (publishedVersion)
- UCL Discovery (University College London) (submittedVersion)
- Topics
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Creativity in Education and Neuroscience
- Physical Sciences › Engineering › Mechanical Engineering › Design Education and Practice
- Social Sciences › Business, Management and Accounting › Strategy and Management › Innovation and Knowledge Management
- Keywords
- creativity, novelty, usefulness, creativity theory, creative process, idea generation
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