Notes on Dahl & Moreau (2007) – Constrained Creative Experiences
Paper: “Thinking inside the Box: Why Consumers Enjoy Constrained Creative Experiences”
Main Topic or Phenomenon
This paper examines constrained creative experiences - why consumers increasingly seek out products designed to help them be creative (like cooking kits, paint-by-number sets, home improvement guides) and under what conditions these experiences are most enjoyable. The core phenomenon is the paradox that consumers enjoy creative activities more when they have some constraints rather than complete freedom.
Theoretical Construct
The paper builds on Cognitive Evaluation Theory (CET), which focuses on two fundamental psychological needs:
- Competence: People’s desire to interact proficiently or effectively with their environment; the anticipated satisfaction from completing a creative project successfully
- Autonomy: People’s desire to believe they are the originator of their own actions; enjoyment derived from freedom to choose the process and/or design of the creative task
The key theoretical insight is that intrinsic motivation is enhanced only when perceptions of competence are accompanied by perceptions of autonomy - requiring a delicate balance between the two.
Key Findings
- Optimal constraint condition: Participants enjoyed creative tasks most when given instructions (enhancing competence) but no target outcome (preserving autonomy)
- Competence effects: Instructions without target outcomes led to highest perceived competence; target outcomes provided negative feedback that reduced competence perceptions
- Autonomy effects: Both instructions and target outcomes reduced autonomy, with the lowest autonomy occurring when both constraints were present simultaneously
- Mediation: Perceived competence was a stronger mediator of the relationship between constraints and enjoyment than autonomy
- Skill level moderation: For high-skill individuals, fewer constraints led to greater competence and enjoyment; for low-skill individuals, more constraints (including target outcomes) helped achieve comparable competence levels
Boundary Conditions and Moderators
Prior Skill Level is the primary moderator identified:
- High-skill consumers: Prefer fewer constraints (instructions without target outcomes) as they can provide their own guidance and benefit from creative freedom
- Low-skill consumers: Benefit from more constraints (including target outcomes) as external guidance helps them achieve competence they couldn’t reach independently
Additional boundary conditions:
- Difficulty level of target outcomes affects competence perceptions
- Magnitude of outcome constraints influences overall enjoyment
- Type and helpfulness of instructions would likely alter effects on both competence and autonomy
Building on Previous Work
The paper extends creativity research in several ways:
Previous focus: Prior creativity research in marketing focused on objective creativity assessments by independent judges rather than subjective consumer experiences
This paper’s contribution: Shifts focus to consumers’ subjective experiences and enjoyment of creative processes, arguing this is more predictive of future consumption
Theoretical advancement: First to apply CET to consumer creativity contexts and provide experimental evidence for the competence-autonomy balance in creative experiences
Methodological innovation: Uses actual hands-on creative tasks rather than hypothetical scenarios, adding realism and generalizability
Theoretical Contribution
The paper introduces the concept of “constrained creativity” to consumer behavior literature and demonstrates that the relationship between constraints and creative enjoyment is non-linear and complex. The key theoretical insight is that optimal creative experiences require balancing competence-enhancing constraints (like instructions) with autonomy-preserving freedom (like outcome flexibility). This challenges the assumption that more freedom always leads to better creative experiences.
Major Managerial Implication
Segmentation strategy: Companies should segment customers by skill level when designing creative products:
- Offer detailed instructions with outcome flexibility for skilled consumers
- Provide both instructions and target outcomes for novice consumers
- Consider offering products at different constraint levels (beginner, intermediate, advanced)
Product design: The “sweet spot” for many consumers is providing process guidance while allowing outcome customization - giving people the tools to succeed while preserving their sense of personal creative expression.
Unexplored Theoretical Factors
Several potential moderators and factors that could influence the competence-autonomy-enjoyment relationship were not explored:
Individual difference factors:
- Entity vs. incremental theorists (people who view abilities as fixed vs. malleable)
- Need for uniqueness or conformity
- Perfectionism tendencies
- Risk tolerance/uncertainty avoidance
Situational factors:
- Social context (alone vs. with others)
- Time pressure or time availability
- Purpose of creation (gift vs. personal use)
- Cost of materials/failure consequences
Product design factors:
- Aesthetic appeal of target outcomes
- Cultural relevance of creative tasks
- Technology-mediated vs. traditional crafts
- Collaborative vs. individual creative experiences
Motivational factors beyond competence/autonomy:
- How learning motivation, community belonging, or identity expression might independently or jointly influence the constraint-enjoyment relationship
- The role of flow states in creative experiences
- Long-term skill development vs. immediate gratification goals
Reference
Dahl, Darren W. and C. Page Moreau (2007), “Thinking inside the Box: Why Consumers Enjoy Constrained Creative Experiences,” Journal of Marketing Research, 44 (3), 357–69.