Sport Sparks: Supporting Creative Thinking by
Professional Coaches
James Lockerbie
1
, Neil Maiden
1
, Alex Wolf
2
and Konstantinos Zachos
1
1
Bayes Business School, City, University of London, London, U.K.
2
Alex Wolf, Liberating Brilliance Ltd., London, U.K.
Keywords: Creativity, Structured Creative Thinking Techniques, Prototype Digital Support, Elite Coaching.
Abstract: This short paper reports a new digital tool that supports creative idea generation about possible solutions to
these challenges. Exploratory design research resulted in a new digital tool that was designed for use by the
coaches of elite athletes, to discover creative ideas with which to remove, overcome and mitigate the effects
of concrete athlete under-performance. Furthermore, initial feedback from 22 professional sports practitioners
revealed that use of the tool led to most of them understanding the challenge from new perspectives, exploring
alternative options to solve the challenge, and influenced their decision-making about the challenge.
1 STRUCTURED CREATIVE
THINKING IN ELITE SPORTS
Coaching elite athletes often requires these coaches
to solve complex coaching problems. Examples of
these coaching problems include overcoming
recurring injuries, motivating athletes, and
maximizing their performance at the right time.
Solving these problems is rarely perceived to involve
creative thinking, even though many of these
problems might be perceived to be wicked and ill-
structured, and benefiting from creative thinking.
Creativity has been the subject of extensive
research. It can be defined as the ability to produce
work that is novel and original, as well as appropriate
and useful (Sternberg 1999). According to Maher &
Fisher (2011, p46), most definitions of creativity
include novelty as a criterion in creativity assessment,
often expressed as a new description or new value of
an outcome. Kaufman & Beghetto (2009) define 4
different forms of novelty that distinguish between
big-C creativity that is an eminent contribution to
society, and little-c creativity that is an everyday but
novel outcome not often perceived to be creative in
society. Opportunities for big-C creative outcomes in
sports coaching are few. One example might be the
members of a professional football team sitting down
to write a book together, as undertaken by Swedish
team Östersund. Opportunities for little-c outcomes
in elite coaching are much more common. These
outcomes might be novel to the elite athlete and
coaches who generate them, but perhaps not to others.
Reported examples of little-c coaching outcomes
include changing an athlete’s home diet, replaying
set-piece training on large screens next to the pitch,
and using different clothing when training. In this
paper we argue that reframing some elite athlete
coaching as everyday creative thinking to generate
little-c outcomes has the potential to solve athlete
challenges more effectively, and as a consequence,
contribute to athlete performance.
Numerous structured creative thinking processes
and techniques are now available to guide individuals
and teams to generate little-c creative outcomes.
Many of these processes and techniques can be traced
back to the new creative solving processes reported
by Osborn (1953) and Green (1960). During the
1960s and 1970s leaders such as Edward De Bono
(2007) developed lateral thinking and Genrich
Altshuller evolved the TRIZ method for structured
creative problem solving (Altshuller 1999). These
foundations have resulted in a large number of
structured creative thinking techniques that can be
applied to solve problems. However, so far, there
have been few reports of uses of these techniques to
coach elite athletes. One of the exceptions was the
rollout of CPS, a structured creative thinking process
and techniques (Isaksen et al. 2011) for use by
strength-and-conditioning coaches at the English
Institute of Sport, after the Rio 2016 Olympic Games.
Up to 45 coaches were trained to use it to resolve day-
Lockerbie, J., Maiden, N., Wolf, A. and Zachos, K.
Sport Sparks: Supporting Creative Thinking by Professional Coaches.
DOI: 10.5220/0010621700003059
In Proceedings of the 9th International Conference on Sport Sciences Research and Technology Support (icSPORTS 2021), pages 79-86
ISBN: 978-989-758-539-5; ISSN: 2184-3201
Copyright
c
2021 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
79
to-day coaching challenges. However, published data
about the effectiveness of the rollout is still lacking.
What is more, there have been no reports of digital
creativity support tools being used to coach elite
athletes. Digital creativity support tools are a breed of
tool that help people engage more creatively with the
world. People use them to, e.g., discover new content,
synthesize novel content from existing material, or
direct their thinking to generate new ideas. Most
reports of successful uses of these tools are in creative
industries such as broadcasting (Bartingdale et al.
2013), theatre (Schofield et al. 2013) and journalism
(Maiden et al. 2020). A smaller number have been
reported in other industries, e.g., manufacturing
(Maiden et al. 2019), but none in professional sports.
Therefore, this paper reports exploratory design
research to evaluate a new digital creativity support
tool called Sport Sparks to support elite coaches.
2 RELATED WORK
This section reports related work on creative thinking
in sports and digital creativity support tools.
2.1 Creative Thinking in Elite Sports
The need for creativity in elite athlete performance
has been established. For example, increased team
creativity was associated with goal scoring and
progressing to later rounds of elite football
tournaments (Kempf & Memmert 2018), and
developing more creative coaches and players was
central to a vision for the future of English football
(Football Association 2013). Some research has
sought to foster the creative capabilities in athletes.
For example, Memmert (2007) proposed method
principles for tactical creativity approaches for team
sports principles such as deliberate practice,
deliberate memory and diversification. He argued for
the use of these method principles to train divergent
thinking abilities, tactical creativity and creative
thinking to children and young people who were
engaged in sports (Memmert 2015). Evidence of the
effectiveness of the use of these principles in studies
revealed that, e.g., training in attention-broadening
techniques over 6 months facilitated greater
improvements in creative performance in complex
team sports tasks than in simple tasks (Memmert
2007) In a similar vein, Ludvig et al. (2019)
conceptualized creativity as a developmental
resource in sport training activities. Creativity was
framed as the exploratory and playful processes of
discovering, exploiting, and originating unusual
action possibilities, which led the authors to argue for
the stimulation of creative actions during training.
Some attempts to introduce creative thinking into
coaching methods have been reported. One exception
was the UK Sport’s search for novel ideas to have a
positive impact on medals for the Great Britain and
Northern Ireland team at the 2012 Olympic/
Paralympic Games (Hunter 2010). The adoption of
creative thinking methods based on rapid trial-and-
error of ideas was effective, even though it conflicted
with the established values of evidence-based science
from clinical practices that underpinned elite sports
coaching. Nonetheless, the UK teams finished high in
the two medals tables, suggesting a possible effect
from the use of these methods. However, there are
few other reports of the systematic use of creative
thinking techniques, skills or digital tools by elite
athlete coaches to resolve the problems that these
athletes encounter in more novel and useful ways.
2.2 Digital Creativity Support Tools
Digital creativity support tools have been the subject
of research and development for 30 years, and have
been applied in different forms to diverse artistic,
scientific and professional domains. Most of these
tools have been interactive, and combine automated
reasoning capabilities with new forms of interaction
(e.g., visualizations) to help people engage more
creatively with activities. One early system was
Dynamic HomeFinder, a prototype for real-estate
agents that used dynamic queries that allow users to
adjust the cost, number of bedrooms, and locations to
explore available house locations on a map more
creatively than with traditional queries (Williamson
& Shneiderman 1992). CombinFormation was a
mixed-initiative system that integrated searching,
browsing and exploring information, was developed
to support exploratory and combinational creativity
with information retrieved by Internet search engines
(Kerne et al. 2008). TweetBubble was a browser
extension to Twitter that enabled the expansion of
social media associations in usernames and hash-tags
in-context, and supported exploratory browsing on
top of metadata type system with new presentation
semantics (Jain et al. 2015). Some of the tools were
developed to support creative thinking in science and
engineering, e.g., new tabletop visualizations to
support biological discoveries (Wu et al. 2011) and
social media to support collaborative creativity in
education (Aragon et al. 2009).
Moreover, the development of digital tools to support
the creative thinking of people in professional roles
has been growing. Some have been implemented for
use by professionals in the creative industries, from
icSPORTS 2021 - 9th International Conference on Sport Sciences Research and Technology Support
80
the performing arts and music to film, television and
journalism. Examples include StoryCrate, a
collaborative editing tool developed to drive users’
creative workflows within a location-based television
production environment (Bartingdale et al. 2013),
Trigger Shift, which appropriated information
technologies into performance art in theatre (Honauer
& Hornecker 2015) and INJECT, which supported
journalists to discover new angles on news stories
(Maiden et al. 2018). Digital tools have also been
developed to support collaborative creative tasks
during early design ideas (e.g., Andolina et al. 2017,
Schnädelbach et al. 2016). Other tools included Risk
Hunting, which supported creative thinking to resolve
health-and-safety risks in manufacturing (Maiden et
al. 2017), and Carer, a smartphone app that supported
professional care workers to think creatively about
how to manage the challenging behaviours of older
people with dementia (Zachos et al. 2013). However,
in spite of the range of tools and positive lessons
learned from their application, the researchers were
unaware of direct applications in professional sports.
Research in the sport sciences has developed new
analytic capabilities based on the collection of large
datasets using, e.g., invasive and tracking sensor
technologies. Examples applied to elite athlete
coaching included force-time curve analysis of
athletic movements such as countermovement jumps,
isometric joint position holds and sidestep changes of
direction (Millett et al. 2018), and GPS tracking of
athletes in training and competition to profile running
intensities, accelerations and decelerations. Although
numerous algorithms to support sense making from
this data have been developed (e.g., De Silva et al.
2018), few of them support explicit creative thinking
have been reported. One exception is self-tracking
data as art to offer an alternative view on the concept
of the quantified self (O’Neil 2019), and builds on a
four-stage model of artistic creativity (Mace and
Ward 2019) that was demonstrated using artworks
constructed from self-data during cycling.
To conclude, this review revealed only occasional
uses of structured creative thinking in elite sports, and
none applied to support the problem solving by
coaches of elite athletes. Furthermore, no previous
uses of digital creativity support tools in elite athlete
coaching have been reported, to use the large datasets
now available in the sector. Research can introduce
new forms of systematic creative thinking into elite
athlete coaching for the first time.
3 CO-DESIGN METHOD
A collaborative co-design method was used to
introduce new forms of systematic creative thinking
into elite athlete coaching. Researchers worked with
a national sports body that was seeking to empower
its strength-and-conditioning coaches of elite athletes
with new form of digital support that leveraged its
expertise and digital resources. The focus of this
digital support was strength-and-conditioning, i.e.,
the physical and physiological development of
athletes for elite sport performance, for use by less-
experienced strength-and-conditioning coaches, most
of whom were recent graduates in sports science.
3.1 Creative Thinking Techniques
The researchers engaged strength-and-conditioning
coaches in some simple activities to understand the
scope and nature of creative problem solving about
athlete challenges. The researchers explored the
extent to which existing creative thinking techniques
could contribute to resolving athlete challenges. In
one exercise, the coaches explored the potential of
creative thinking heuristics extracted from the TRIZ
method (Altshuller 1999), and presented on a deck of
cards. Examples of these heuristics included evening
out different forces, and making things more flexible.
After being invited to select cards that had the
potential to stimulate creative ideas for athlete
strength-and-conditioning, the coaches agreed a set of
63 heuristics. The heuristics were also codified for
manipulation by the Sport Sparks prototype’s
algorithms to generate directed guidance for coaches.
3.2 Expert Knowledge
The researchers ran a workshop with two of the most
senior strength-and-conditioning coaches, each with
over a decade of experience of coaching elite athletes,
to surface meta-processing knowledge used to
discover ideas to resolve strength-and-conditioning
challenges. The SCAMPER creative thinking
technique (Michalko 2006) was used to surface the
coaches’ wide-ranging practices for resolving athlete
challenges.
A post-workshop analysis by the
researchers of all of the reported practices then led to
the development of the fishbone diagram depicted
graphically on the right of Figure 1. The diagram
depicts different causes extending to the left from the
athlete challenge as fishbones, with ribs branching off
the backbone for major causes, with sub-branches for
root-causes. It revealed that many of the contributing
Sport Sparks: Supporting Creative Thinking by Professional Coaches
81
types of cause for non-optimal performance in
training and competitions were not directly sports-
related. These cause types related to the personal
motivations of the athlete (e.g., income to provide for
family over competition success), the coaching
environment (e.g., personality differences with the
coach or other team members), home life (e.g., life
styles and priorities) and locations of competitions
(e.g., preferred climates, cultures and distances to
travel). These types were used to frame and select
different types of creative guidance manipulated by
the Sport Sparks prototype’s algorithms.
Figure 1: Different cause types for elite athlete challenges
identified by senior strength-and-conditioning coaches.
This analysis also led to a consolidated set of
practices reported to be effective for resolving
athletes’ problems. Using data from the workshops,
the researchers associated these practices to the cause
types described in the fishbone diagram. Practices
associated to the personal motivation of the athlete
included assessing the emotional state of the athlete,
and practices associated to the team environment
included considering relevance of the athlete’s
personal values. These practices were also codified in
the Sport Sparks prototype algorithms.
3.3 A User-centred Design Process
A user-centred design of the Sport Sparks prototype
took place with the less-experienced coaches from the
national sports body. These coaches trained
international athletes in sports such as rugby, field
hockey and rowing. After interviews with the coaches
to understand their work processes and uses of
existing digital tools, a decision was made to
implement Sport Sparks as a responsive web
application for use on the different types of desktop
computer, tablet and smartphone used by the coaches.
Subsequent design tasks were concentrated into a
series of workshops. The first workshops
demonstrated existing digital creativity support tools
developed for other domains and allowed the coaches
to experiment with different structured but paper-
based creativity techniques such as constraint
removal and TRIZ (Altshuller 1999). Feedback on the
potential value of and preferences for each technique
and tool was then interpreted to design a first Sport
Sparks prototype. During subsequent workshops, the
research team presented more complete and robust
versions of the prototype. Key changes made between
the workshops included tighter integration with the
causal analysis technique, better language processing
algorithms to generate more natural more readable
text outputs, and incremental refinements of the
algorithms that generated candidate creative ideas.
Once a robust and usable version of Sport Sparks
had been implemented, it was hosted online and made
available with user help and a discussion forum to the
same strength-and-conditioning coaches. This result
is described in the next section.
4 FIRST VERSION OF THE
SPORT SPARKS PROTOTYPE
A first version of the Sport Sparks prototype was built
to assist less-experienced strength-and-conditioning
coaches to solve problems experienced by athletes.
The prototype was designed so that an individual
coach would interact with it in 4 steps, and could
return to previous steps at any time. The steps were:
1) describe the athlete’s challenge; 2) explore ideas
about the challenge; 3) re-explore your ideas, and; 4)
generate the ideas guide to take forward. In this
section each interaction is demonstrated using an
example of a field hockey player struggling to
maintain fitness levels through an 80-minute match.
4.1 Describing the Athlete’s Challenge
Sport Sparks was designed so that the coach could
describe each challenge using natural language
phrases and one challenge type selected from a set of
predefined types. This type was required for Sport
Sparks to generate creative guidance specific to the
entered challenge. In our example, the page for
describing the athlete’s challenge is depicted in
Figure 2. The coach enters the challenge the hockey
player struggles to maintain fitness throughout the
match, tags it with the challenge type physical
wellbeing, then explores the generated guidance
defined by clicking the EXPLORE NEW IDEAS
button to the right of the challenge.
icSPORTS 2021 - 9th International Conference on Sport Sciences Research and Technology Support
82
Figure 2: Describing the athlete’s challenge using the Sport
Sparks prototype.
4.2 Exploring Ideas about Challenges
and Possible Solutions
In response Sport Sparks algorithms generate
candidate ideas with which to overcome, avoid or
mitigate the effects of the challenge, based on the
entered description and selected type. The prototype
generates 5 ideas about actors, objects and activities
extracted from the challenge description, another 5
ideas about possible solutions to the challenge, and 3
constraints to open up the space of possible ideas.
Examples of these ideas and constraints are shown in
Figure 3. Generated ideas and constraints were
presented as natural language sentences that were
easier to read, compared to graphical representations.
The presentation of each candidate idea was designed
to encourage the coach to think more creatively about
the described actors (e.g., the hockey player), objects
(e.g., stamina) or activities (e.g., completing the
game). Example ideas related to the example
challenge included Think about the athlete’s culture
and background impact on the diet. Example ideas
about possible solutions include Think about the
impact of balancing the diet with something else.
Generated constraints included Consider the analysis
software. Imagine that it is not a constraint. What
other ideas for training would be possible? Space in
this short paper precludes algorithm definition.
At any time, the coach could mark each idea or
constraint for further use by clicking on the light bulb
next to the idea each remained lit until the light bulb
was clicked again. She can also add new ideas of her
own using freeform textboxes. After the coach has
selected enough ideas and constraints to consider in
more depth, she could progress to the third step, to re-
explore the ideas.
4.3 Reexploring Generated Ideas
During this step, Sport Sparks encourages the coach
to explore selected ideas from alternative
perspectives, to encourage more creative ideation.
The select alternative perspective pulldown menu
encourages the coach to explore each selected idea
one idea that can solve a different type of challenge.
The coach could, for example, reframe the selected
idea Revise the training schedule to allow more
warm-up and preparation time before matches from
the perspectives of nutrition or location, then click the
EXPLORE THIS PERSPECTIVE button to generate
further ideas based on new type is shown in Figure 4.
Figure 3: Use of the Sport Sparks prototype to explore
candidate ideas to solve the hockey player’s challenge.
Figure 4: Re-exploring generated ideas from a different
perspective using the Sport Sparks prototype.
4.4 Viewing the Ideas Guide
At the end of each session, Sport Sparks allowed the
coach to print a meeting guide as a PDF document.
5 A FIRST EVALUATION
To elicit first formative feedback, the described Sport
Sparks prototype was made available to professional
sports practitioners who were working with elite
athletes. Each was sent the link to Sport Spark web
application, a second link to a website describing the
Sport Sparks: Supporting Creative Thinking by Professional Coaches
83
purpose of the prototype, and requested to use the
prototype to solve challenges that one or their athletes
might be facing. During this period, the researchers
provided no hands-on support to the practitioners.
A total of 22 professional sports practitioners each
used the Sport Sparks prototype to seek to resolve at
least one athlete challenge. The practitioners were
responsible for strength-and-conditioning in diverse
sports – football, skiing, athletics, rowing, rugby and
lawn tennis – as well as across combinations of these
and other sports. They were employed in different
types of organizations, from national sports bodies
and universities to Premier League football clubs.
And their titles included not only strength-and-
conditioning coaches and performance coaches, but
also physiotherapists and academic heads of sports
sciences. After using the prototype, each received a
questionnaire with 4 questions and spaces for them to
comment more generally on the prototype. All 22 of
the practitioners responded to this questionnaire.
The first question asked the practitioners whether
each had adopted, in part or fully, an option provided
by the Sport Sparks prototype to address the athlete’s
challenge. Although no practitioner replied yes fully,
19 of the 22 replied yes in part, and only 3 replied no.
This first result was more positive than expected in
light of the crude nature of the prototype, especially
as some of the practitioners had reported that the auto-
generated guidance was sometimes incoherent, e.g.,
some of the sentences were incoherent relating to
possible solutions”. Nonetheless, answers indicated
that Sport Sparks had the potential to be a tool that
coaches might use to resolve athlete challenges.
The remaining 3 questions elicited answers about
the extent to which Sport Sparks was perceived to
support creative thinking about athlete challenges.
Answers are summarized in Table 1. Their results
revealed that even the 3 practitioners who did not use
any Sport Sparks support to solve the athlete
challenge in the first question did not reject its impact
on their thinking about the challenge.
In response to the second question – how certain
are you that Sport Sparks offered an alternative view
to your performance question? 14 of the 22 of the
sports practitioners who responded were very certain
or extremely certain, and another 3 were somewhat
certain. One comment revealed the value of support
for creative thinking from different perspectives,
Having time to go through a process such as this
allows other perspectives to be explored and time to
think about the problem(s) through a different lens.
As a relatively less experienced coach, this allows me
to have more options on the table that I would not
have even considered before”. Other comments
revealed that Sport Sparks encouraged the athlete
perspective , e .g ., “This exercise allowed me to
Table 1: Responses from 22 professional coaches reporting
the certainty that each perceived about Sport Sparks support
for different creative thinking activities.
How certain are you?
Extre
mely
Very Some
wha
t
Not
so
Not
a
t
all
Sport Sparks
offered an
alternative view
to your
performance
question?
2 12 3 5 0
Sport Sparks
provided an
alternative
option to
consider for
performance
questions?
2 8 7 5 0
Sport Sparks
influenced your
decision-
making around
answering
performance
questions
0 8 12 2 0
stop and reflect on the possible problem and I was
able to begin to articulate what was really important
to for the athlete and skinned away any noise…. The
tool made me aware of the other factors that may also
play important roles in the puzzle and I now have
more clarity around how I can navigate to a
subsequent solution”. Another reported “I had not
previously considered the athletes perspective of the
situation. Nor did I consider the history of the athlete
with other members of the organization which could
massively impact the buy in required. The tool has
allowed me to approach the problem with more
empathy and realization that a shift in motivation/
behaviour won't happen instantaneously and that it is
in itself a process. From the use of the tool, I will
speak in person with the athlete to get a better
understanding of their perspective and where their
motivation truly lies”. And another reported Sport
Sparks has allowed me to gain alternative
perspectives on the challenge. Considering the
approach of the whole MDT (multi-disciplinary team)
allows the process to be aligned and athlete centre”.
Some coaches were also positive about the generated
constraints and their support for exploring the athlete
challenges from more diverse views, e.g., I found the
removal of constraints section especially useful”.
In response to the third question how certain are
you that Sport Sparks provided an alternative option
to consider for performance questions? – most of the
practitioners were either very certain (8) or somewhat
icSPORTS 2021 - 9th International Conference on Sport Sciences Research and Technology Support
84
certain (7), indicating that Sport Sparks was
perceived to be effective, although less effective for
providing alternative options than it was for
providing alternative views. Some of them reported
creative idea generation with Sport Sparks, e.g., One
of the ideas forced me to think and immediately gave
me an idea to attempt to tackle the problem in a
different way”. By contrast, others answered that use
of the prototype did not change their solution to their
current coaching problem, e.g., After having entered
the performance problem into sports spark, my
solution to the problem has not changed from own
decision-making process”. Another commented that
the scope to change coaching practices in some sports
is limited, e.g., “Based on the constraints of the sport
and the culture the athlete has been around for such
a long period of time, being able to change a small
aspect of their current training (training during a
competition week) is a challenging process”. That
said, the same practitioner then added The tool
allowed me to consider the impact of doing this on
their mental well-being (lifting maximally more
frequently per week). The implications will be to trial
during training before dosing into a competition
week”. Moreover, solutions generated by Sport
Sparks also encouraged at least one practitioner to
rethink the origins of the current coaching challenge
Even though some of the ideas were not clear it did
force me to think about the idea across many different
domains. Switching between the different headlines
pushed me to think about the origins of the problem
from many different perspectives”.
Responses to the fourth question revealed that
most practitioners were either very certain (8) or
somewhat certain (12) that Sport Sparks influenced
their decision-making around answering
performance questions. One commented on the
structure of the prototype’s support I believe I had
the solution to hand. So, it didn't offer an alternative
solution. It provided me with more rigor in
questioning to be more certain that the option I had
in my head, was most likely to be the best option”.
Another reported the advantages of the structured
approach This allowed me to be very specific and
clear in my prescription and delivery. And a third
reported that some learning was needed to use the
support, e.g., Second time with this question. I’m
getting more used to the structure of the questions”.
To conclude, the questionnaire responses were
more positive than expected, given that Sport Sparks
was a first prototype with limited functionality and
user testing, no prior training, and no support to use.
The results had implications for the next stage of the
design research.
6 CONCLUSIONS, NEXT STEPS
This short paper reports the results of a design science
approach to explore the feasibility and performance
of a designed artefact – the Sport Sparks prototype
with the explicit intention of improving the functional
performance of that artefact. Although this co-
designed first prototype was simple some of the
algorithms generated incoherent content, and the
coaches were unable to save or return to athlete
challenges between sessions – 22 coaches working in
at least 6 different sports reported potential benefits
of the digital support for their professional coaching
work. The authors are currently engaged in the next
steps, which to redesign and reimplement the Sport
Sparks prototype for longer-term evaluations. A new,
more complete version is being developed with more
refined algorithms. The authors plan to evaluate this
new version in a professional football club in 2021.
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