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Received: 14 January 2021 Revised: 10 June 2021 Accepted: 25 June 2021

DOI: 10.1111/caim.12459

RESEARCH ARTICLE

Supporting innovation processes using material artefacts:


Comparing the use of LEGO bricks and moderation cards as
boundary objects

Lukas Zenk1 | Nicole Hynek1 | Stephanie A. Krawinkler2 |


3 1
Markus F. Peschl | Günther Schreder

1
Department of Knowledge and
Communication Management, Faculty of Various collaborative innovation methods are increasingly used in strategy develop-
Business and Globalization, Danube University
ment and the implementation of organizational challenges. The aim of applying them
Krems, Krems an der Donau, Austria
2
Department of Management, University of is to involve different agents of an organization and support them in generating new
Applied Sciences FH WIEN, Vienna, Austria ideas in a joint effort. For this research, an experimental field study was conducted in
3
Faculty of Philosophy and Education,
the course of an innovation workshop for 80 top managers in the public sector using
Department of Philosophy, Vienna Cognitive
Science Hub Austria, University of Vienna, a quantitative questionnaire and an ethnographic observation. A novel workshop
Vienna, Austria
format was designed using different materials to support the beginning of this inno-
Correspondence vation process. The groups used either traditional workshop materials, that is, moder-
Lukas Zenk, Department of Knowledge and
ation cards (small sheets of colored paper), or novel workshop materials, that is,
Communication Management, Faculty of
Business and Globalization, Danube University LEGO bricks. Our results show that both materials significantly influenced the human
Krems, Dr.-Karl-Dorrek-Straße 30, 3500
experience in the workshop. The use of LEGO bricks was perceived as more enjoy-
Krems an der Donau, Austria.
Email: lukas.zenk@donau-uni.ac.at able, active, and inspiring than the use of moderation cards. However, the perceived
group outcome using moderation cards was rated higher than that working with
LEGO bricks. We discuss how using novel workshop materials changes the experi-
ence of an innovation workshop, but we also highlight that additional factors, includ-
ing translation effects, trained facilitators, and specific innovation phases, must be
considered to outperform the use of traditional materials.

KEYWORDS
cognition, innovation process, LEGO bricks, LEGO serious play, moderation cards,
organizational change, strategy making, workshop materials

1 | I N T RO DU CT I O N individuals with different personal preferences and backgrounds can


make the process of innovating strategies challenging if they insist on
Societal changes like digitalization require continuously innovative holding onto their own points of view rather than jointly exploring
strategies to do justice to the social and digital transformation of our new ideas for an organization (Lempiälä & Vanharanta, 2018). The
fast-paced and complex society. Such strategies are often the result question of how people can actually innovate in a joint effort is raised.
of the collaborative interaction of multiple stakeholders (Sørensen & Roos et al. (2004) pointedly described a traditional strategy meeting
Torfing, 2016), which empowers complex innovation processes as a group of people sitting around a table, having conversations,
(Caccamo, 2020; Roberts, 2000). However, bringing together using documents, and suppressing emotions in favor of cognitive

This is an open access article under the terms of the Creative Commons Attribution License, which permits use, distribution and reproduction in any medium,
provided the original work is properly cited.
© 2021 The Authors. Creativity and Innovation Management published by John Wiley & Sons Ltd.

Creat Innov Manag. 2021;30:845–859. wileyonlinelibrary.com/journal/caim 845


846 ZENK ET AL.

elements. They concluded that ‘… the overall lesson for managers is a stage-gate process (Cooper, 2014), an innovation process driven by
that if you are striving for innovative strategy content, then start by design thinking (e.g., Brown, 2009), or an open innovation process
innovating your strategy process’ (p. 565). They proposed to improve (Chesbrough et al., 2006). In one way or another, most innovation
the innovation process by introducing unconventional workshop processes comprise a phase of (1) creation and discovery, (2) develop-
materials such as LEGO bricks as socio-material elements ment and prototyping, (3) delivery and, in certain cases, (4) some kind
(Orlikowski & Scott, 2008). of feedback loop to restart a new circle of innovation. Each of these
There is a plethora of definitions and perspectives on what inno- stages requires different knowledge processes, social interactions,
vation is (e.g., Baregheh et al., 2009; Fagerberg, 2006; Kahn, 2018; process/workshop formats, and potentially supportive and enabling
Schumpeter, 1934; Tidd, 2006; Tidd & Bessant, 2009). According to materials.
their extensive literature review, Baregheh et al. (2009) proposed the Although different workshop materials for experience-based
following definition: ‘Innovation is the multi-stage process whereby learning processes are used in creativity and innovation workshops,
organizations transform ideas into new/improved products, service or for example, using design thinking (Hölzle & Rhinow, 2019;
processes, in order to advance, compete and differentiate themselves Johansson-Sköldberg et al., 2013; Primus & Sonnenburg, 2018), the
successfully in their marketplace’ (p. 1334). More specifically, we ‘… research on the influence of objects on creativity has largely been
understand innovation as a dynamic capability of an organization overlooked’ (Chen et al., 2020, p. 481). Thus, the aim of this study is
(Schoemaker et al., 2018; Teece et al., 2016) realized as a socio- to investigate two different workshop materials in the first phase of
epistemic process that is embedded in a material environment. This an innovation process as part of an experimental field study focusing
implies that innovation is intrinsically social and epistemological. On on (1) the perception and experience of the usage, (2) the perceived
the one hand, it is about creating novel knowledge (Wöhler & mutual understanding between group members and (3) the self-
Reinhardt, 2021). On the other hand, as shown by many studies assessed outcome of the individuals in a group. For this purpose, an
(e.g., Fagerberg, 2006; O'Connor & McDermott, 2004; Tidd & innovation workshop for top managers from the City of Vienna was
Bessant, 2009), innovation has increasingly become a social process conducted. The overall goal of the workshop was to innovate the digi-
as the world has evolved to be more complex and interdisciplinary: In tal open data strategy of the city as part of the ongoing transdisciplin-
most cases, it is the result of well-orchestrated teams, formal but ary project ‘Governmental Laboratory’. In the workshop, participants
mostly informal social networks, and interactions, as well as processes conducted group innovation tasks either with moderation cards, that
of intense collaboration and a tradition of prior knowledge is, small, rectangular pieces of colored paper that can be written on
(Weisberg, 1993). and pinned to metaplan boards and are traditionally used in work-
Hence, innovation increasingly results from a team of humans shops, or LEGO bricks, that is, small, colorful plastic interlocking build-
cooperating in order to negotiate and co-create meaning and new ing blocks that were originally designed for children's play, as novel
perspectives as well as novel knowledge. As we show in theoretical workshop materials (see Figure 1).
detail in the following section, these processes of conversations In addition to comparing the use of these two material objects
between team members can be supported by making use of material (moderation cards vs. LEGO bricks), in this paper we are interested in
objects, such as, in our case, moderation cards or LEGO bricks. These the following question: Assuming that an innovation process com-
boundary objects, which Star and Griesemer (1989) defined as prises a series of socio-epistemic processes, to what extent can they
‘… objects which are both plastic enough to adapt to local needs and be supported by these material artefacts in a conducive way?
constraints …, yet robust enough to maintain a common identity’ In the next section, relevant theories and selected empirical stud-
(p. 393), are used as mediators and enablers for these socio-epistemic ies are outlined regarding the use of different workshop materials,
processes. especially LEGO bricks. Then, the methods are described and, subse-
Although a high diversity of possible approaches to innovation quently, quantitative and qualitative results are summarized. Finally,
and innovation methodologies exists (Baregheh et al., 2009; the results are discussed with regard to theoretical contributions and
Kahn, 2018), one can identify a pattern of stages or phases that can further research questions, and practical implications for how similar
be found in almost all types of innovation independently, whether it is workshops can be conducted in the future are highlighted.

F I G U R E 1 The used materials for the


working environment after the innovation
workshop: On the left, a table with moderation
cards; on the right, a table with LEGO bricks
[Colour figure can be viewed at
wileyonlinelibrary.com]
ZENK ET AL. 847

2 | T H E US E O F L E G O B R I C K S A S A N process of mutual form-giving and form-receiving as the mind inter-


U N C O N V E NT I O N A L W O R K S H O P M A T E R I A L acts with its artefact (Chen et al., 2020; Orlikowski & Scott, 2008).
These theoretical positions stress the notion that physically external-
2.1 | Thinking with objects izing ideas encourages an exploratory mode of thought and creation as
opposed to following and executing a pre-existing plan.
According to Roos et al. (2004), the process of developing innovative
strategies is constrained by the media and mode used. The media
comprises all documents and materials used (e.g., PowerPoint slides, 2.2 | The 4E approach to cognition
documents, Post-it Notes, moderation cards and LEGO bricks), and
the mode includes the human experience during the interaction In a broader context, in this paper, we propose to approach our work
(e.g., thinking, analyzing, reflecting, playfully exploring). In the mid- from the still fairly recent cognitive perspective on innovation (Sund
1990s, researchers conducted studies to investigate these constraints et al., 2018). The activities described in our workshop design are
both theoretically and practically and initiated an applied research closely related to what, in the field of cognitive science, is called the
project in collaboration with the International Institute for Manage- 4E approach to cognition. This is a relatively new approach where ‘4E’
ment Development in Switzerland and the LEGO Group. LEGO, a denotes an embodied, embedded, extended, and enactive approach to
family-owned enterprise, experienced the impact of the first indica- cognition (e.g., Chemero, 2013; Clark, 2008; Menary, 2010; Newen
tions of a digitized world, which led to a decrease in sales after steady et al., 2018; Rowlands, 2010; Varela et al., 2016). In short, this means
growth (Kristiansen & Rasmussen, 2014). Although LEGO's business that (1) cognition always involves the body and is not limited to the
strategy focused on creativity and imaginative toys for children, the functions of the brain (‘embodied’). Furthermore, (2) every cognitive
company had to admit that their strategy meetings were rather system is embedded in its external environment at all times and inter-
unimaginative and non-innovative regarding their digital strategies. acts with it (‘embedded’), and (3) cognition itself extends to this envi-
The idea that they could use their own product as a novel medium for ronment; in other words, the external environment is part of and
their strategy meetings was born. Instead of two-dimensional and constitutive of cognitive processes (‘extended’). Finally, (4) cognitive
text-based artefacts like documents that are traditionally used in such systems do not only interact with their environments via their cogni-
meetings, they introduced LEGO bricks as three-dimensional, tactile tive/neural processes and bodies; they actively engage with and co-
artefacts to enable participants to construct physical representations create both their (internal and external) environments and themselves
of their ideas and concepts (Roos & Victor, 2018). as living organisms in a closed feedback loop. Hence, they shape their
A founding philosophy in the use of LEGO bricks is the idea that environment, and thereby, their cognition and experiences are shaped
‘… participants can unlock their creative thinking through play and by the environment by being closely coupled with it (‘enactive’).
“thinking with objects”’ (Wengel et al., 2021, p. 10). This assumption This is in stark contrast to earlier approaches to cognition
is based on Papert's theory of learning called ‘constructionism’ (e.g., Clark, 2001; Friedenberg & Silverman, 2012) that have focused
(Harel & Papert, 1991). The basic idea of constructionism is ‘learning on understanding it as an information process manipulating and oper-
by making’ and is based on Papert's observations that the learner ‘is ating on abstract representations of the external world or as a process
guided by the work as it proceeds rather than staying with a pre- of neural activities and changes in the neural architecture driven only
established plan’ (Harel & Papert, 1991, p. 6). According to Papert's by the brain.
theory, learning and thinking are situated and are not detached from For the context of our study, these ‘4Es’ play a major role as they
the learner's context or personal goals. A very similar approach that describe how cognitive systems interact with their environment by
emphasizes ‘thinking through making’ can be found in Ingold (2013), creating artefacts (e.g., using LEGO objects) and utilizing them as tools
who was inspired by the ecological psychology of Gibson (see for supporting their own cognitive activities as well as sense-making
Withagen & Kamp, 2018). According to Ingold (2013), most cognitive and creative processes. As suggested by Ingold (2013), cognitive sys-
theories of creativity are based on a ‘hylomorphic’ approach, that is, tems are using the artefacts not only to externalize their knowledge
novel ideas originate in the mind at the beginning of a creative pro- but also to learn from them and make sense of them for their own
cess. The physical body imposes this novel form on the material, and, cognitive processes. By enacting their (built material) environment,
as a result, the material (i.e., the artefact created) embodies the origi- they engage in a co-creative process in which both their creativity and
nal idea. Consequently, the idea and the constructed object are iso- the latent ‘creative potential’ of the materials used (e.g., possible ways
morphic, that is, the original idea is manifested in the shape of the to connect bricks and potential emerging shapes) enter into a process
physical object/material. Contrary to these traditional views on crea- of co-shaping each other and inspiring the creative agent. Beyond
tivity, Ingold described the creation of a new object as an ongoing this, it is not a single cognitive system that is involved in such an activ-
interaction between the crafter and the material. The object responds ity but a whole group of systems interacting with each other and their
to the action of its maker, who reacts to this response with a new artefacts, leading to a process of participatory sense-making
action, and the process continues in a feedback loop of mutually (Jaegher & Paolo, 2007) and co-creation.
influencing each other. From this perspective, novel objects are not According to Ingold (2013), this process of co-shaping can be
created by an isolated and form-giving mind; instead, they emerge in a characterized as an activity of mutual form-making and form-taking in
848 ZENK ET AL.

which both the cognitive and creative agents and the environment knowledge and understanding enables others to anticipate distinct
and artefacts are engaged in a process of creating novelty. Material ways of understanding. Once these personal representations of
engagement theory suggests that ‘… there can be no a priori separa- knowledge, ideas, and perspectives are made available for communi-
tion between what is ‘out there’ and ‘in here’ with respect to the cation, a basis for mutual understanding emerges (Boland &
boundaries of skin and skull. The skin cannot act as a barrier between Tenkasi, 1995).
the mind and the material world’; instead, ‘… it lies in the ability of the LSP has drawn attention to using unconventional materials for
brain to connect, to attend, to respond, to attune, and relate to workshops and has recently gained traction as an increasing number
the world using its extraordinary plasticity and sensitivity. In other of studies have attempted to analyze its potential benefits (Roos &
words, brain operations are inseparable from those of the rest of the Victor, 2018). Empirical evidence supports the claim of the positive
body and its surrounding relevant environment’ (Malafouris, 2019, effects of using LEGO bricks and serious play in relation to idea devel-
p. 5f). The entire process is a ‘socio-epistemic-material’ practice of opment (Ashton & Giddings, 2018), greater creativity (Harn &
cognitive becoming in which the mind transforms and moves together Hsiao, 2018), and better academic performance (Hussain et al., 2006).
with, as well as following, its environment. In the study by Bulmer (2011), participants agreed that the LSP
Schön (1992) pointed in a similar direction when he described method created a playful environment in which to interact with their
design processes as reflective conversations with the material. The team and that the workshop helped them discover more about the
material artefacts being co-created act as boundary objects functioning other participants' knowledge. Bulmer also found that teams using
as mediators and objects of sense-making for the participating LEGO bricks demonstrated improved team performance in the con-
cognitive agents (Star, 1989). They have ‘interpretive flexibility’ text of innovation compared to teams that did not use them. Similarly,
(Caccamo, 2020; Star, 2010) so that their meaning has to be negoti- Cherapanukorn and Jintapitak (2017) found that their use created a
ated, perspectives have to be changed, and, in the course of these fun and relaxed atmosphere that enabled LSP workshop participants
conversations and material interactions with these artefacts, novelty to share their ideas and express their thoughts.
might emerge. Nevertheless, theories on more-conventional workshop materials
should not be underestimated. Dove et al. (2018) investigated the use
of 3M Post-it notes with design teams and analyzed this material in
2.3 | LEGO bricks in contrast to a conventional terms of possible cognitive benefits. Based on Dix and
workshop material Gongora (2011), they described four specific functions of design
materials as externalizations of thoughts and feelings: (1) informa-
Using LEGO bricks as a novel workshop material, Roos and Victor (1999) tional: to communicate ideas to reach a similar understanding;
expected to transform the mode of operation from a purely cognitive (2) formational: to form an idea through the act of writing it down in
activity into an exploratory and multidimensional mode of material contrast to merely representing an existing idea; (3) transformational:
socio-epistemic engagement with the environment in the format of seri- to augment thinking and interacting with the externalized ideas, for
ous play: Cognitive, emotional, and social aspects, as well as bodily example, when modifying a given note; and (4) transcendental: to
interactions with the environment, are integrated to address and sup- group and structure the ideas, which can lead to new insights. These
port complex issues such as strategy and innovation processes. In this functions are very similar to the characteristics attributed to LSP as
context, play is understood as the ability to create new solutions in an described above. In light of these theoretical considerations, the ques-
exploratory, playful, and imaginative way that is crucial to ideate, inno- tion raised is whether LEGO bricks do, indeed, contribute new quali-
vate, and develop future scenarios (Roth et al., 2015; Statler ties to a workshop or merely share the benign properties of a whole
et al., 2011). In this sense, play is not used as pure amusement, range of established workshop materials.
i.e., ‘frivolous play’, but rather as the purpose and structure of a philo-
sophical dialogue following Plato's ‘serious play’ (in Greek, spoudaious
paidzein; see Roos et al., 2004). It emphasizes an exploratory mode that 3 | DE VE L OPME N T O F H Y P OT H ES ES
enables autotelic behaviour in which participants experience a sense of
curiosity that may even lead to a highly creative mental state Although various studies have supported the positive effects of using
(Nakamura & Csikszentmihalyi, 2014). The developed method was, LEGO bricks, they are, to some extent, limited. In several studies, the
accordingly, named LEGO® SERIOUS PLAY® (LSP) as a facilitated meet- participants were mostly students, and consequently, the results are
ing, communication, and creative problem-solving process. not easily comparable to senior managers who are socialized in their
In the context of LSP, the use of LEGO bricks is not about making organizations and familiar with different ways of working
a physical representation of what something looks like but about (e.g., Dann, 2018; Geithner & Menzel, 2016; James, 2015). While
building a metaphorical model that can aid in presenting a story to the other studies have investigated stakeholders and managers, they used
group (Bab & Eriksen, 2014). These models should help participants to mostly small sample sizes and, thus, have focused on qualitative
construct new knowledge as well as to share meaning, support collab- methods without testing hypotheses (e.g., Fletcher et al., 2016;
oration, and reach a shared understanding (Geithner & Menzel, 2016; Grienitz & Schmidt, 2012; Wengel et al., 2016). Therefore, most stud-
Roos & Victor, 1999). Making and exchanging representations of one's ies do not have a design that allows for comparing the use of LEGO
ZENK ET AL. 849

bricks with other workshop materials in a quantitative manner. Based performance using LEGO bricks (Ashton & Giddings, 2018; Harn &
on the previous theoretical discussion and earlier empirical studies, Hsiao, 2018; Hussain et al., 2006). For example, Brown and
three hypotheses were formulated for the present empirical study. Collins (2018) described workshops with students using LEGO bricks
Perception and experience: The use of a novel workshop material, and found that this material fostered their creative and playful explo-
i.e., LEGO bricks, changes the experience from a purely cognitive ration within the complex and solitary experience of PhD research.
interaction to a more playful exploration (Roos & Victor, 1999); Also, Bulmer (2011) reported a greater innovative performance for
thereby, the evolving mode of serious play integrates, in addition to teams using LEGO bricks compared to teams that did not use these
cognitive interactions, emotional and social aspects of collaboration. artefacts. Accordingly, the following hypothesis will be tested:
Various studies have highlighted the positive atmosphere of work-
shops that use LEGO bricks (Gridley, 2018), and Nerantzi (2018) even H3. The group outcome is perceived as more valuable
described LSP workshops as an ‘affective experience’ (p. 294). In sum- in the condition with LEGO bricks than in the condition
mary, using LEGO bricks seems to have an effect on positive emo- with moderation cards.
tions. In contrast, the use of a traditional workshop material,
i.e., moderation cards, does not necessarily have such an effect on the
perceptions and experiences of participants. Accordingly, the follow- 4 | RE SE AR C H ME T H OD
ing hypothesis is formulated:
In the present work, an innovation workshop with top managers was
H1. Participants perceive and experience the use of conducted in order to study the workshop material in the field. In con-
LEGO bricks with more positive emotions than they do trast to research conducted in a laboratory, such real-world settings
with the use of moderation cards. can introduce confounding variables that are beyond the control of
the researchers (Podsakoff & Podsakoff, 2019). This could lead to
Mutual understanding: Referring to Roos et al. (2004), it appears reduced reliability and replicability of the results, but the benefit is a
that the medium is also able to influence the way in which group higher ecological validity of the empirical data, which is still lacking in
members interact with objects and with each other. Thus, it is con- this applied research area. In order to consider potential difficulties, a
ceivable that, depending on the material used to represent personal quantitative questionnaire was complemented by an ethnographic
knowledge and ideas, there may be differences in the development of observation to further enrich our data qualitatively, as suggested for
a mutual understanding (Boland & Tenkasi, 1995). In the context sociomaterial-based studies (Moura & Bispo, 2020).
of the first phases of innovation processes, initial ideas are exchanged
that may not yet be developed as definite concepts. Based on tacit
knowledge, preliminary visions and the potential for new possibilities 4.1 | Setting and procedure
need to be discussed. The use of LEGO bricks enables a metaphorical
representation of such ideas that can better express implicit knowl- The innovation workshop was conducted in Vienna's Town Hall and
edge and the first fragile ideas than single words written on cards. was designed for 80 top managers to study collaborative innovation
Thus, according to the current literature, LEGO bricks, as a three- processes in an experimental setting. Of the 80 participants, 50 com-
dimensional and tactile material, seem to contribute to a better under- pleted the questionnaire in full. For the purpose of the workshop, five
standing of one another's tacit knowledge compared to two- major topics were defined as relevant to innovating the digital strat-
dimensional and text-based materials such as documents (Geithner & egy (i.e., motivation, obstacles, organizational culture, internal use and
Menzel, 2016; Roos & Nilsson, 2020; Wengel et al., 2021). Therefore, external collaboration of open data). The participants were randomly
in the current study, it is hypothesized that the use of LEGO bricks divided into 10 groups with the aim of collaboratively developing new
will lead to better mutual understanding in the first phase of innova- ideas for open data strategies. Five groups used a traditional work-
tion processes than will the use of moderation cards. shop material (moderation cards), and five groups used a novel
workshop material (LEGO bricks) (see Figure 1). Thus, five tables were
H2. The perceived mutual understanding of group equipped with standard 10  20 cm moderation cards (about 4  8
members is higher in the condition with LEGO bricks in.) with the same shape but different colors and black flipchart pens;
than in the condition with moderation cards. the remaining five tables were each equipped with a large pile of
LEGO bricks (about 5 kg or 11 lbs) in various colors, shapes, and sizes,
Perceived group outcome: From a constructivist perspective similar to the ‘Identity and Landscape Kits 2000430’ by the LEGO
(Harel & Papert, 1991), learning is situated and supported by physi- Group.
cally constructed ideas. Likewise, Ingold (2013) described the cogni- Each table was prepared for the participants, and one facilitator led
tive approach of making new objects and emphasized that new ideas the process. All 10 facilitators (six researchers and four public-service
emerge while interacting with these objects. The use of LEGO bricks staff) conducted a short preworkshop training and were briefed by the
might, therefore, support the creation of ideas (Gauntlett, 2018), and main facilitator, one of the researchers who is also a certified LSP facili-
several empirical studies have shown increased innovative tator. The facilitators were given worksheets comprising a detailed
850 ZENK ET AL.

schedule and guidelines, including the exact questions they were to understood by the others or was able to understand the others
pose to their groups. Due to limited time resources, a rigorous schedule (e.g., ‘With the method used, I was able to communicate my point of
was developed. The workshop lasted 3 hours, including presentations, view to the other group members’; ‘The other group members were
collaborative innovation processes, and the development of measures able to communicate their point of view to me, thanks to the method
(see Table A1). This study focuses on the first part of the collaborative used’) (see Table A2).
innovation process, which lasted 1 hour and in which three iterations To test the third hypothesis, the group members' evaluations of
took place. In the first iteration, the facilitators asked for the partici- the perceived group outcome were assessed with a four-item scale
pants' personal perspectives on open data (e.g., ‘What motivates you with Cronbach's α of .79. Self-perceived measures of the group out-
personally to publish open data?’). In the second iteration, facilitators come instead of performance-based measures were chosen because
asked about the perspective of the department on open data (e.g., ‘What self-perceived measurements can provide more insights
motivates your department to publish open data?’). In the final itera- (Hocevar, 1981; Zhou et al., 2008) as creative behaviours are goal-
tion, participants were asked about the perspective of the city oriented and intentional (Shalley, 1991).
(e.g., ‘What strategies should the City of Vienna use to increase the Moreover, the questionnaire covered items on the perceived
motivation to publish open data?’). quality of the group discussion process, measured with a seven-item
Following the core process of LSP according to Kristiansen and scale with a Cronbach's α of .72, and additional questions (single
Rasmussen (2014), every iteration consisted of a short introduction to items) were posed to assess the perceived group climate and discus-
the topic followed by a specific question for the group. Subsequently, sion as well as satisfaction with the method and the facilitator's
all participants had 5 minutes to independently write their answers on moderation.
moderation cards or to build a model with LEGO bricks, depending
on which material was available at their table. Immediately afterward,
every person had a maximum of 2 minutes to share his or her findings 4.3 | Ethnographic observations
with the group at the table. Finally, the whole group reflected on their
findings by grouping the cards on the table or by putting the LEGO An anthropological perspective was further incorporated in regard to
constructions together to illustrate their group outcomes. the interaction between participants and how they experienced the
workshop material in situ. This permitted an open observation of
the situation in the innovation workshop in order to complement the
4.2 | Questionnaire quantitative data and to give readers deeper insight into the interven-
tion from a practical point of view. One author of the present paper
Directly following the empirical phase of the collaborative innovation observed the workshop from about 15 minutes before it formally
process, all participants completed a questionnaire that included began to the same amount of time after it ended; she also had oppor-
semantic differential and multi-item as well as single-item scales as tunities to engage in brief conversations with the participants. During
described below. For the semantic differential scale, the measure- the workshop, she moved freely and visibly among the tables, holding
ments ranged from 1 (a left-side adjective is well-matched, a notepad and making notes without verbal interaction with the work-
e.g., ‘enjoyable’) to 7 (a right-side adjective is well-matched, e.- shop participants. Using an ethnographic approach where ‘everything
g., ‘boring’), and for the focal constructs, seven-point Likert-type counts’ (Goodall, 1989, p. xv), the aim was to consider as many
scales ranging from 1 (strongly disagree) to 7 (strongly agree) were ‘things’ as possible; therefore, none of the previously mentioned
used. The internal consistency (Cronbach's α) was calculated for all hypotheses were applied.
the scales developed in the questionnaire. Participating ethnographically means being immersed in the infor-
The study included three dependent variables according to the mants' realities for a certain amount of time and observing, listening,
formulated hypotheses. Regarding the first hypothesis, a semantic questioning, and ‘… in fact, collecting whatever data is available to
differential scale was used to assess how the participants perceived throw light on the issues that are the focus of the research’
and experienced the workshop material. They were asked to sponta- (Hammersley & Atkinson, 2007, p. 1). The applied observer role,
neously evaluate the material using 13 adjectives paired with their according to Bernard (2006), signifies that the researcher follows the
respective antonyms that were presented in the questionnaire. The informants and notes their behaviours. Interaction with the infor-
selection of adjectives was partly oriented to insights from user- mants occurs as situations allow it. The result of this ethnographic
experience studies to capture the perceived hedonic and pragmatic observation is an observation protocol that will be reflected in the
qualities of the workshop methods (e.g., Hassenzahl, 2018). Two main discussion.
factors were extracted using principal component analysis and used
for hypothesis testing. Their Cronbach's α was .81 and .72.
Regarding the second hypothesis, the group members' perceived 5 | RE SU LT S
mutual understanding was captured with a four-item scale with
Cronbach's α of .93. The statements on the scale addressed perceived First, the results of the questionnaire and the statistical analyses
mutual understanding by asking whether the participant felt regarding the three main hypotheses are reported. Subsequently, the
ZENK ET AL. 851

ethnographic observation protocol is presented in a condensed form, According to the first hypothesis, it is assumed that participants
and the observations that were not connected to the research ques- perceive and experience the use of LEGO bricks in a way that differs
tion are omitted. from how they perceive and experience moderation cards. To test this
hypothesis, a semantic differential scale was used to measure the par-
ticipants' attitudes towards the material used. On a seven-point rating
5.1 | Questionnaire scale, participants rated their perceptions and experiences using con-
trasting adjectives (e.g., ‘classical’ vs. ‘creative’). In Figure 2, the mean
In total, 50 participants filled out the questionnaire completely, 23 per- values of the two kinds of workshop materials show the perceived
sons in the condition with moderation cards (male: 13; female: 10) quality.
and 27 persons in the condition of LEGO bricks (male: 19; female: 8); The largest difference was observed between the adjectives well-
80% of the participants were between 41 and 60 years old. known/new, classical/creative, and factual/emotional. A principal
component analysis with varimax rotation was further used to identify
the factors underlying the 13 components of the semantic differential
scale. The factorability was deemed adequate. The Kaiser–Meyer–
Olkin measure of sampling adequacy was .71, which is well above the
recommended value of .6. Bartlett's test of sphericity was significant
(χ2 [78] = 336.86, p < .01). The communalities of most items were
rather high, showing that each item shared some common variance
with other items.
Three main factors with initial eigenvalues above one were
identified, and they explained 32%, 25% and 11% of the variance
(see Table 1). The first factor was labelled ‘playful’ and comprised
the items enjoyable, interesting, pleasant, active, and inspiring. The sec-
ond factor was labelled ‘serious’ and comprised the items serious,
well-known, organized, and factual. The third factor comprised only
the item complex and was, therefore, excluded from further analysis.
The numbers in Table 1 indicate the extent to which the adjectives
are loaded to the specific factor. A positive number indicates the
loading of the first adjective and a negative number the loading of
F I G U R E 2 Results of the semantic differential sorted by size of
the second adjective. For example, in the first row, a value of .87
difference and including 95% CI: Mean values of the perceptions and
means the adjective ‘enjoyable’ loads highly to the factor ‘playful’; in
experiences of participants who used either moderation cards (blue)
or LEGO bricks (green) [Colour figure can be viewed at the fifth row, .65 means the adjective ‘classical’ loads highly to the
wileyonlinelibrary.com] factor ‘serious’.

T A B L E 1 Factor loadings and


Factors
communalities based on a principal
components analysis with varimax Items Playful Serious Complex Communalities
rotation for the 13 items of the semantic Boring/enjoyable .87 .77
differential
Uninteresting/interesting .84 .70
Passive/active .75 .57
Obvious/inspiring .73 .33 .64
Classical/creative .63 .65 .20 .87
Bad/good .51 .61 .35 .76
Superficial/deep .51 .36 .60 .75
Unpleasant/pleasant .51 .29 .36 .48
Well-known/new .46 .70 .71
Factual/emotional .36 .57 .46
Chaotic/organized .83 .71
Unserious/serious .78 .65
Simple/complex .28 .80 .71

Note: Factor loadings <.2 are suppressed.


852 ZENK ET AL.

The items bad/good, classical/creative, and superficial/deep were used (H2), and the outcomes of the groups using LEGO bricks are per-
also excluded as each had high loadings on more than one factor. ceived as more valuable than those of the groups using moderation
However, regarding the excluded items, two interesting observations cards (H3). The main variables were assessed for normality of distribu-
were made. First, the item creative had a high factor loading on the tion separately in each group using the Shapiro–Wilk test (see
first factor, ‘playful’, and its opposite item, classical, loaded high on Table A2). Depending on the result, the unpaired Student's t-test or
the second factor, ‘serious’, and was, therefore, not included as one Mann–Whitney U test was used to compare the difference between
of the main factors. Second, the item good loaded high on both fac- conditions. The assumption for the Mann–Whitney U test of non-
tors, which means both factors can contribute to a generally positive normal distributions was also tested in a similar manner. Whenever
evaluation of a method. the test statistics were significant, the analysis was complemented by
We computed composite scores for each of the remaining two a Holm–Bonferroni multiple comparison post-test.
factors (‘playful’ and ‘serious’) based on the mean of the items, which The second hypothesis could not be confirmed. No significant dif-
had their primary loadings on each factor. The scores were close to a ferences between the groups using LEGO bricks (M = 5.28,
normal distribution and had high internal consistency (see Table 2). SD = 1.04) and those using moderation cards (M = 5.65, SD = 1.01)
Finally, independent samples t-tests with composite scores were cal- were observed regarding mutual understanding (t [47] = 1.27,
culated to compare the two materials used in the workshop. The p = .21). Testing the third hypothesis regarding differences in the
experience with LEGO bricks was evaluated slightly more on the fac- evaluations of the outcomes, a significant result was observed but in
tor ‘playful’ than the experience with moderation cards (t [47] = 2.37, the opposite direction, as hypothesized. The group outcomes were
p < .05). Moderation cards were assessed as far more ‘serious’ than rated higher in the condition using moderation cards (M = 6.43,
LEGO bricks (t [47] = 10.39, p < .01). Therefore, the first hypothesis SD = .42) than in the condition using LEGO bricks (M = 5.64,
is supported. SD = .79; t[48] = 3.09, p < .01). Therefore, the second and third
According to the second and third hypotheses, the perceived hypotheses are rejected. All results of the between-group statistical
mutual understanding differs depending on the workshop material comparisons are reported in Table 3.

T A B L E 2 Descriptive statistics for


No. of items M (SD) Skewness Kurtosis Cronbach's α
the two factors of the semantic
Factor 1: ‘Playful’ 5 5.23 (1.02) .48 .54 .81 differential
Bricks 5.54 (.94)
Cards 4.88 (1.01)
Factor 2: ‘Serious’ 4 4.88 (1.36) .21 .79 .72
Bricks 3.82 (.82)
Cards 6.08 (.68)

TABLE 3 Results of the group comparisons

t test
Condition
Bricks Cards
Variable Mean (SD) n Mean (SD) n Statistic Df p
Perceived mutual understanding 5.28 (1.04) 27 5.65 (1.01) 22 1.27 47 .21
Evaluation of the outcome 5.64 (.79) 27 6.43 (.42) 23 3.90 48 <.01**
U test
Condition
Bricks Cards
Variable Mean rank n Mean rank n Statistic Df p
Evaluation of the discussion 21.87 27 29.79 23 212.50 50 .05
Perceived group climate 23.02 27 28.41 23 243.50 50 .16
Satisfied with moderation 26.19 27 23.55 22 265.00 49 .47
Satisfied with method 24.82 25 24.15 23 279.50 48 .87
Method supported the discussion 23.89 27 26.36 22 267.00 49 .52
ZENK ET AL. 853

5.2 | Ethnographic observation protocol talking about family, kids, and other personal topics. It seems that
LEGO bricks and their association with play facilitate a discussion
At 1:37 PM, group activities start. Each table has a facilitator, and the about these topics more readily than a more traditional work setting
anthropologist is positioned close to L3.1 The facilitator opens does. Other topics covered are creativity, the current process, and the
the session by introducing himself/herself. There are five participants differences between children playing and building with LEGO bricks
at the table, three men and two women. Two of the men hold LEGO compared to adults building and playing with the material.
bricks in their hands while the facilitator is talking. The key question The main facilitator announces that 5 minutes remain. The partici-
at this table is: How do you personally experience the organizational pants at M2 are still engaged with the task; the participants at L3 are
culture? One of the participants asks the facilitator to define organiza- returning to the main topic of the workshop. At M3 and L2, they
tional culture, and the facilitator provides support but no definition. are engaged in discussions. At L4, large constructions are visible on
The second time the facilitator is asked about the definition, he replies the table. At M4, the facilitator starts to pin the cards on the board. At
briefly and then elaborates on the design of the next 60 minutes. M1, the board has been moved directly next to the table. Everybody
During the next 15 minutes, there is silence at the table, and the is facing the board, and they are discussing their results. At M2, they
only sounds that can be heard are those made by hands browsing point towards their board, which is placed farther away during the dis-
through a pile of LEGO bricks. While participants at L3 work with cussion. At M5, the facilitator is pinning the cards to the board. The
LEGO bricks, participants at M2 use moderation cards. The different main facilitator terminates the round, and the participants start filling
aspects of organizational culture are written on cards, and the facilita- out the questionnaires.
tor supports the participants equally. Participants are writing on the
cards, and their facial expressions are earnest. During the presentation
of their ideas at the table, several continue to write on their cards. At 6 | DI SCU SSION
L3, very friendly faces are observed; participants are leaning into the
table, obviously curious about what their fellow members' construc- More rapid transitions, digital transformations, increases in complexity
tions signify. and speed, and unpredictability in society and technology demand the
The work atmosphere in the room is calm and concentrated, continuous adaptation and innovation of strategies. Understanding
whereas the working methods differ. While the facilitator at L2 takes and changing complex systems requires creative and innovative min-
photos of the constructions, the pile of LEGO bricks on L1 is signifi- dsets and making use of different perspectives as well as novel ways
cantly smaller, and there are rather large constructions on the table. of sense-making and knowledge creation. The aim of this study was
The pile of bricks on L5 is the most jumbled in comparison to the to analyze an innovation workshop on digital strategies with top man-
other tables using the same material. The participants at M2 mount agers in the public sector to investigate two different workshop mate-
their cards on the metaplan boards, and they are all standing at the rials as boundary objects in an experimental field study. Following the
wall discussing how to arrange the cards. The participants at the other research question asking to what extent these material artefacts
tables are not using the boards, for example, at M5, all the cards are support innovation processes, the setting was designed as a material-
lying on the table, facing in the same direction. mediated and process-oriented workshop, which was very well-
Overall, the atmosphere at the tables with LEGO bricks seems evaluated overall, regardless of the material the participants used. The
more relaxed and friendlier. The participants are engaged in the topic, strict process schedule, in which participants were asked specific
and faces show smiles; some participants share laughter. questions, then individually generated and presented ideas, and,
Exactly 20 minutes later, the main facilitator announces the sec- finally, reflected on their findings, seemed to fulfil their expectations
ond phase. At L2, all the constructions are aligned, and the facilitator of a collaborative innovation workshop (see Chapter 4.1). Compared
poses the next question: ‘What are the cultural factors in your depart- to less structured meetings, this core process emphasizes that partici-
ment?’ The participants start building items immediately, some more pants have time to individually ideate using a specific workshop mate-
abstract, others more realistic. There is interaction; people share the rial, share their insights in the group, and be equally involved in the
bricks they have with others at the table, and one of the participants discussions.
starts explaining what his construction represents.
The second round is coming to an end, and now M1 and M3 are
starting to use their metaplan boards. At the tables with cards, the 6.1 | Perception and experience of the material
participants' facial expressions remain more earnest, whereas those at
the tables with LEGO bricks continue to look more relaxed and happy, In relation to our first hypothesis regarding the extent to which man-
and participants constantly hold bricks in their hands. agers perceive and experience the workshop material, differences
Another 20 minutes later, it is time for phase three as announced between the use of LEGO bricks and moderation cards could be
by the main facilitator. At L3, people have completed their tasks, and found. The main factor ‘playful’ (consisting of the items enjoyable,
there is some socializing. They are still playing with LEGO bricks, interesting, pleasant, active, and inspiring) had a slightly higher primary
and they discuss the differences in the haptic attributes, weight, and loading for participants who used LEGO bricks. The main factor
other factors between LEGO and DUPLO blocks. Very soon, they are ‘serious’ (consisting of the items serious, well-known, organized, and
854 ZENK ET AL.

factual) had a far higher loading for participants who used moderation different workshop materials using the LSP core process, we did not
cards. The two factors were equally evaluated as ‘good’ (compared to conduct a full LSP workshop. LEGO bricks seem to provide a good
‘bad’), showing that both have characteristics that can be desirable basis for a playful mode, but additional factors are required for effec-
for creativity and innovation workshops. However, the item ‘creative’ tive implementation.
had a high loading on the factor ‘playful’, and its opposite, ‘classical’, Cognitive effort. Our workshop participants know how to use
loaded high on the factor ‘serious’. These results demonstrate the dif- moderation cards and are familiar with the method, and it seems to be
ferent experiences of managers and are consistent with the qualitative easier for them to put ideas into written words. While the results of a
findings, in which a friendlier atmosphere and more laughter were workshop with moderation cards are rather clear, the meaning of the
observed at the tables where LEGO bricks were used. Similar to Roos objects created with LEGO bricks are only fully understandable to
et al. (2004), our findings support that the medium has an effect on the people who built them. Bonneau et al. (2017) found that working
the mode, that is, the use of the socio-material workshop elements with LEGO bricks requires participants to externalize abstract ideas
significantly influences the human experience in the workshop. This using metaphors, which can be quite difficult. Participants have to
playful experience can support an open atmosphere in which to translate the metaphorical objects back to a verbal meaning by expla-
collaboratively imagine new scenarios, create innovative solutions, nation or storytelling. Consequently, the bricks may affect thinking
and develop and adapt strategies (Celestine & Yeo, 2021; Roos & more strongly than the moderation cards do and, thereby, foster the
Victor, 1999). generation of new ideas; however, at the same time, more cognitive
In the ethnographic study, it was observed that having something effort, time, and skills are needed to work efficiently with them. This
haptic and playful in their hands engages people and builds interper- means that workshops with LEGO bricks should provide enough time
sonal connections. In this case, the participants were familiar with and further guidance to adapt to the unfamiliar situation and to
LEGO bricks, but the bricks were offered in an unexpected environ- explain, discuss, and interpret the built objects.
ment and with a different purpose. As derived from overheard con- Time and translation effects. Existing recommendations from
versations, it seemed that, for most of them, this was the first time empirical studies and practice highlight the importance of having suffi-
they had used LEGO bricks in a professional context. Before the cient time to get used to the new material, and that it is entirely sensi-
workshop started, there was uncertainty as to how well the managers ble to include a skill-building phase at the beginning of the workshop
would receive the use of workshop materials of any kind. Neverthe- (Kristiansen & Rasmussen, 2014; Primus & Sonnenburg, 2018). In our
less, the observation showed that all workshop materials were used study, we also see that there was not enough time for participants to
appropriately and according to the aim of the workshop. However, become fully immersed in this new medium. This factor is essential as
the LEGO bricks received more attention than the moderation cards time is a precious commodity in top management. However, skill-
from the moment the participants arrived until the moment they left building at the beginning of such a workshop and sense-making at the
the workshop. The atmosphere at the tables where LEGO bricks were end should not be left out when translating ideas into metaphors and
used appeared to be friendlier: There was a more amicable tone in retranslating them to gain valuable insights. Future research and prac-
these conversations, participants laughed together, and they seemed tice could take this translation effect into consideration in depth.
curious to learn about the LEGO constructions created by other group Trained facilitators. Although the moderators for this workshop
members. followed a clear structure, they were not trained in facilitating the
entire process, including the sensitive process of ideation and imagi-
nation. Without clear guidance, participants in the test group
6.2 | Required factors for effective observed a table full of LEGO models and new ideas but lacked writ-
implementations ten measures for adapting their strategy. Trained LSP facilitators
appear to be essential to guide participants through the process and
Regarding the second and third hypotheses, the scales of mutual support them to build models and formulate metaphors (Dann, 2018;
understanding and the evaluation of the outcome were both rated Kristiansen & Rasmussen, 2014; Wengel et al., 2021). As described
highly. However, for mutual understanding, no significant differences above, translating ideas into a different medium may have a positive
could be found and the material did not have a significant effect on effect on the experience of interacting and generating new ideas; nev-
this scale. In contrast to the third formulated hypothesis, the rating ertheless, a retranslation for organizational compatibility may be of
for the moderation cards was, in fact, even significantly higher than particular importance and should be guided by a facilitator.
the bricks regarding the perceived group outcome. Based on the theo- Embedding in innovation phases. Following our initial perspective
ries underlying the use of LEGO bricks or similar haptic materials on innovation as a socio-epistemic process, the experiences from our
(Harel & Papert, 1991; Ingold, 2013; Malafouris, 2019; Newen workshop design add an important element: material objects play a
et al., 2018), we had expected to find a more positive rating of the major role as mediators and enablers for such processes. While mate-
outcome of the workshop in the LEGO groups than in the moderation rial objects, such as moderation cards, are commonly used for exter-
card groups, as well as a more positive rating of perceived mutual nalizing the participants' knowledge and, thereby, making it available
understanding. Why did we not find these expected benefits of LEGO and accessible to other members of the team, we suggest going one
bricks? We must once again emphasize that, while we investigated step further and extending the role of material objects. As shown in
ZENK ET AL. 855

our theoretical considerations of 4E cognition, material engagement and innovation workshops, for example, by using different socio-
theory, and boundary objects, such objects may play a key role in the material workshop elements in order to collaboratively generate and
processes of creating knowledge, negotiating and creating meaning, discover new ideas.
developing new perspectives and exploring future potentials. The use
of LEGO bricks in such workshop settings has proved particularly fer-
tile for these kinds of socio-epistemic processes (Patrício et al., 2018; 7.1 | Theoretical implications
Zenk et al., 2018).
One key insight from our study is that it is not (only) the creativity of
a single cognitive agent or group of cognitive agents that is responsi-
6.3 | Future research ble for generating novelty or innovation. As shown by Ingold (2014)
and Peschl (2019a), creativity is a process of ‘undergoing’, that is, the
In future studies, innovation phases in which different socio-material environment plays a central role as a source of creativity and novelty.
workshop elements are used could be analyzed separately to investi- It is not so much our own creative act but our ‘submission’ and open-
gate the extent to which they support specific tasks. In laboratory ness (Ingold, 2013, 2014) to the environment that produces novelty in
experiments, it would be possible to use systematic observations and an emergent process of constant interaction and mutual form-giving/
the think-aloud method to uncover thinking processes during interac- shaping and form-taking apart from our social interactions. We are
tions with physical objects. Additionally, external judgments could be enacting novelty or innovation in close cooperation with our environ-
used to clearly measure the outcome of the group tasks, which we did ment. The environment (e.g., a specific configuration of LEGO bricks)
not include in our study. Individual differences should also be consid- offers both ‘interpretive flexibility’ or richness in interpretation
ered regarding how to create and interact with such objects. It might (Star, 2010) and a high level of potentiality to be changed or trans-
well be that participants tend to prefer different cognitive strategies, formed (e.g., a reconfiguration of LEGO bricks).
for example, they attempt to find ideas without interacting with the Such objects (e.g., LEGO bricks) not only offer different meanings
material and then attempt to convey these ideas with LEGO bricks. to different participants or trigger different perspectives in them; they
Others might interact with them from the beginning and successively also actively engage the participants in a process of participatory
create new ideas in the way Ingold (2013) described. Such individual sense-making (Jaegher & Paolo, 2007) and ‘thinking through doing’
differences could explain the findings that some participants struggle (Malafouris, 2019). They shape our minds by being shaped by our
with LSP. For field research, the ethnographic methods proved to be environments/artefacts (themselves being the results of our cognitive
highly valuable. It would be interesting for anthropologists to partici- activities) in a circular creative process. The LEGO setting in our study
pate at the tables to follow the moments of construction and sharing, employs exactly these mechanisms for an innovation process. Our
hence being able to observe the moments of creation and innovation. results demonstrate that the LEGO bricks setting particularly support
This would allow collecting the stories and lead to understanding at a the development of alternative perspectives, the reinterpretation of a
deeper level of how group members view the current challenges and specific question or problem, and the exploration of possibilities in
ideas for new strategies. a playful manner, as well as the discovery and creation of new solu-
tions to problems. More generally, the bricks seem to support diver-
gent thinking more than convergent thinking (Patrício et al., 2018;
7 | C O N CL U S I O N Zenk et al., 2018). Hence, the LEGO setting seems to be more appro-
priate, especially for the phases of ideation, creation, and discovery in
In a volatile, uncertain, complex and ambiguous (VUCA) world an innovation phase. Therefore, several studies (e.g., BenMahmoud-
(Baran & Woznyj, 2021; Bennett & Lemoine, 2014), it has become Jouini & Midler, 2020; Houde & Hill, 1997; Yu et al., 2018) suggest
critical not only to respond to the increasing rates of change, uncer- that such an approach might be useful for an initial phase of innova-
tainty, and complexity of the market but also to develop the capacities tion and design processes (Primus & Sonnenburg, 2018). For conver-
to proactively shape it in innovative ways. In order to address these gent thinking that is more apparent in the final phases of an
challenges of an uncertain future, completely new skills and methods innovation process, moderation cards may be beneficial to structure
(OECD, 2018; Peschl, 2019b; Teece et al., 2016) such as the and for fully comprehending the outcome of a workshop.
approaches discussed in this paper are necessary. Moreover, the com-
plexity of organizations has increased as well. As a result, it is no lon-
ger sufficient to employ a single long-term strategy that is developed 7.2 | Managerial implications
by individual managers; rather, the expertise and collaboration of dif-
ferent perspectives are needed to develop creative and innovative In our study, we used LEGO bricks as an unconventional workshop
strategies that can be adapted to constantly changing environments. material compared to moderation cards as a traditional material. At
For this purpose, seeing one's own organization with fresh eyes and the beginning of the workshop, it was observed that managers were
from different perspectives is indispensable. One strategy for skeptical about using ‘children's toys’, but once they started using
supporting this endeavour is to change the constraints of creativity the LEGO bricks, curiosity prevailed, and they immersed themselves
856 ZENK ET AL.

in the process. As we were able to show, the use of LEGO bricks for co-organizing the field study and allowing the authors to conduct
was perceived as more enjoyable, active, and inspiring than the use a scientific study during their innovation workshop on digital strate-
of moderation cards. However, the perceived group outcome using gies. The study was funded by The Austrian Research Promotion
moderation cards was rated higher than that using LEGO bricks. Agency (FFG) (Collective Mind; Grant Number: 858535).
Depending on the objective of the workshop, the materials show LEGO, SERIOUS PLAY, IMAGINOPEDIA, the Minifigure, and the
different results. If the intervention aims to activate and inspire the Brick and Knob configurations are trademarks of the LEGO
participants, LEGO bricks will be the workshop material of choice, Group, which has not sponsored, authorized, or endorsed this
especially in the initial phase. If the perceived group outcome is the academic work.
highest priority, moderation cards will better serve this purpose, in
particular in the final phase. From an innovation perspective, it DATA AVAILABILITY STAT EMEN T
appears that LEGO bricks are more suitable for supporting creative The data that support the findings of this study are available from the
activities during the ideation phase, while traditional moderation corresponding author upon reasonable request.
cards are more appropriate for the later stages of an innovation pro-
cess (e.g., implementation, concrete project specification, planning OR CID
and budgeting, etc.). The whole workshop was designed in a similar Lukas Zenk https://orcid.org/0000-0002-8354-1747
way. As shown in Table A1, measures for new strategies were Nicole Hynek https://orcid.org/0000-0001-8391-2352
derived and presented in the last two workshop activities. For these, Stephanie A. Krawinkler https://orcid.org/0000-0002-6364-5856
only moderation cards were used. This allowed for a more appropri- Markus F. Peschl https://orcid.org/0000-0002-0876-6663
ate organizational retranslation by photographing the written ideas Günther Schreder https://orcid.org/0000-0002-3034-5195
for documentation purposes to be used in subsequent innovation
phases. ENDNOTE
In general, we would not recommend merely changing the 1
The tables equipped with LEGO bricks were labelled L1 to L5, and the
medium for an innovation workshop. Instead, the entire process tables with moderation cards were labelled M1 to M5.
should be meticulously designed to uncover the potential of different
workshop materials, and there is no reason to use only one specific
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ZENK ET AL. 859

AUTHOR BIOGRAPHI ES
Markus F. Peschl is Professor of cognitive science and philosophy
of science at the University of Vienna, Department of Philosophy.
Lukas Zenk is Assistant Professor for innovation and network
His areas of research and expertise include innovation, cognitive
research and Deputy Head of Research at the Department of
science, organizational theory and strategy, design, and spaces for
Knowledge and Communication Management at the Danube Uni-
knowledge and innovation work (Enabling Spaces). He is one of
versity Krems. In his research projects, he investigates how people
the founders of the Vienna Cognitive Science Hub.
collaboratively solve complex problems and how creative and
innovative processes can be supported. Günther Schreder is a Researcher at the Department of Knowl-
edge and Communication Management at Danube University
Nicole Hynek is a Researcher at the Department of Knowledge
Krems. His research focuses on how technology can support the
and Communication Management at the Danube University
cognitive processes of individuals and groups. He is teaching
Krems and is specializing in collaborative problem-solving in com-
quantitative methods, user-centred design, and cognitive
plex real-world problems research. Her specialized competences
psychology.
lie in the statistical evaluation of data and creating experimental
or mixed-method studies.

Stephanie Krawinkler is a Business and Organizational


How to cite this article: Zenk, L., Hynek, N., Krawinkler, S. A.,
Anthropologist. She is a researcher, lecturer at various academic
Peschl, M. F., & Schreder, G. (2021). Supporting innovation
institutions, and an author. She is an expert in the field of organi-
processes using material artefacts: Comparing the use of
zational ethnography and her research focuses on organizational
LEGO bricks and moderation cards as boundary objects.
culture, alternative modes of organization and management (new
Creativity and Innovation Management, 30(4), 845–859.
management paradigm), trust, and diversity & inclusion
https://doi.org/10.1111/caim.12459
management.

APP E NDIX A: WORKSHOP SCHEDULE AND QUESTIONNAIRE

TABLE A1 Workshop schedule TABLE A2 (Continued)

Keynotes: Open data strategies (30 min) Scale Questionnaire items

Workshop (experimental field (65 min) —The other group members were able to
study) communicate their points of view to me,
thanks to the method used.
Iteration 1 Personal perspective (20 min)
Evaluation of the outcome —The different opinions were equally taken
Iteration 2 Department (20 min)
into account in the group result.
perspective Cronbach's .79
—I am satisfied with the results of the group.
Iteration 3 City perspective (20 min) α
—The results of the group offer a valuable
Quantitative questionnaire (5 min) M (SD) 6.04 (.63) contribution to the topic.
—My personal opinion is similar to the group
Present findings (15 min)
result.
Derive measures for new (20 min)
Evaluation of the —The discussion contributed to mutual
strategies
discussion understanding in the group.
Present measures (20 min) —My opinion was taken into account in the
Cronbach's .72
α discussion.
—One or a few people dominated the
M (SD) 6.35 (.63) discussion.
TABLE A2 Scales and questionnaire items —Each person had equal opportunities to
share their opinions.
Scale Questionnaire items
—There was constructive discussion in the
Perceived mutual —With the method used, I was able to group.
understanding understand the views of the other group —I had the feeling that the other group
members. members had listened to me.
Cronbach's .93
—I believe that the other group members —I am satisfied with the course of the
α
were able to understand my point of discussion.
M (SD) 5.45 view, thanks to the method used.
(1.02) Perceived group climate I found the group climate pleasant to work
—With the method used, I was able to
with.
communicate my point of view to the Cronbach's .84
—In my opinion, we were able to talk openly
other group members. α
and freely in our group.
M (SD) 6.45 (.92)
(Continues)

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