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Newell & Simon (1972) defined a problem as
an instance where a person wants
something but doesn’t know how to get it
effortful, conscious, takes time
Four features of problems
Initial State-description of unsolved problem
Set of operations/actions that can be used
Goal State- description of solved problem
Solution is not immediately obvious
Well defined problems
If all 4 features are specified (crossword)
More studied, as it is easier to study
Crossword Example:
Initial state->empty boxes
Goal state->fill the boxes correctly
Set of operations-> strategies involved and use clues
The solution is not obvious
Erikson is good at problem-solving
Ill defined problem
If 1 or more features are unclear
Usually, the goal state lacks detail
Difficulty figuring out the goal and the steps associated with it
Legislature wants to improve performance and fund education, but what’s missing is the HOW
Algorithm
specific rules or procedures that guarantee an accurate solution
Computers use this (may not have the best this, inefficient, and
time-consuming)
Heuristic
educated guess; an informal strategy that works under some circumstances,
some of the time
Humans use this (quicker but susceptible to error)
Apartment search example
We dont often have the processing power so we rely on these
Anagrams
Mental set: problem-solving rigidity in the last one of these
Water Jar Problem (Luchins, 1942)
You have 3 jars that can hold different amounts of water. Your goal is to measure out a
certain amount of water using these 3 jars
People tend to stick to the tried and true strategy that they know works, then they get
used to it and are unable to switch their problem-solving approach
Rope problem
If you put people in a room and have them paint and then solve the problem, they are
much less likely to, as they are stuck thinking that the painting tools are only for painting
Great lakes problem
Boat goes down and now you use the following to float
Rope keg of butter, country crock, coat, and frying pan
Hobbits and orcs
Equal amount of hobbits and orcs come to the shore of a river
Everyone needs to get across, but if the orcs ever outnumber the hobbits, they will eat
them
Isomorphism: they have the same structured problem space by they may vary by content
Guilford (1950)-> alternate uses test
Resident of the APA recognized the importance of studying problem-solving
Was his mission to see how problem-solving relates to creativity
Says that you must engage in divergent thinking, and this is the same thing as creative
thinking, as you have to break out of the mental set and reconceptualize the problem
space
Had a relativity and frequency task
Relevant idea alternative uses test
One definition of creativity is that it is a heightened sense of
problem-solving solving
Adopting a mental set means you are engaging in convergent thinking
Frequency task alternative uses test
Show someone a brick and ask them to come up with as many examples as they
can of what the brick can be used for
Shows qualitatively different levels of creativity or divergent thinking (creativity)
Obstacles to problem solving
Mental or response set
repeat same procedures that were successful in the past
Functional Fixedness
tendency to adhere to a single approach in problem solving; might be due to
adoption of mental set
How to become a better problem solver
Restructuring or changing the representation of the problem
Analogies
Means end analysis
Incubation
Setting sub goals
Analogies
Search
Positive and Negative Transfer
Means end analysis
reducing the distance between initial state and goal state
Working Forward: initial to goal state (direct flight)
Working Backwards: goal state to initial (march madness starting with one winner
working backwards)
Incubation
2 periods of intense work separated by a break (get fed up, take a break and
come back), you get an aha moment/insight during the break
Suvera (1971)-> chain problem (explained later)
Setting sub goals
Monster sized problem into more manageable pieces/subgoals
Example of restructuring
Task is to memorize ‘581215192226’
Group 1 is taught to understand pattern- add 3 then add 4
5 8 12 15 19 22 26
Group 2 is taught to chunk into groups of 3
581 215 192 226
Results: Same number of letters recalled, but Group 1 remembered over longer time
Personal analogy
Place yourself in the situation (toddler and keys example)
A lot of couples therapy uses role reversal
Direct analogy
Information from one space directly to another
Alexander Graham Bell using his knowledge of how the human ear works
and transferring into technology, now we have the telephone
Symbolic analogy
Very odd, think about something symbolically and then solve a problem
Smaller cars->need to fit a jack in the car-> used a snake in a basket design to fit
one into the smaller car like a screw going up
Gick and Holyoak (1985)
Understanding of problem space in one area might help (POSITIVE TRANSFER) in
another area
Positive transfer: successfully take information from one problem space to the
other and it HELPS
Rental car you use drives well and you can use it
Negative transfer: information from a previous problem set doesnt work for a new
one
Rental car gas example
Chain Problem (effects of incubation by Silveira, 1971)
Great example of incubation
length of break doesn’t matter, its how you break up the 30 min time with variable
breaks, people who worked hard on it at first and then came back to work for a
shorter time solve the problem better
Break allows you time to restructure how you approach the problem
Given: o-o-o o-o-o o-o-o o-o-o
Costs $.02 to open $.03 to close
Make continuous chain for $.15
Control Group - worked for 30 minutes
55% solved problem
Group 1 - work 10; break 1/2 hr; work 20
Group 2 - work 10; break 4 hrs; work 20
App 65% of each group solved the problem - not much diff.
Group 3 - work 20; break 1/2 hr; work 10
Group 4 - work 20; break 4 hrs; work 10
App. 85% of each group solved the problem
General creativity definition
Creativity is the process of creating something that is worthwhile and original
(Csikszentmihalyi, 1999)-> studies psychology of flow and happiness
(Guilford, 1950) creativity definition
Generation of products
(Cattell 1971) creativity definition
Cognitive process associated with problem solving and insight
Problem solving is an advanced state of cognition (thisperson/APA president)
(MacKinnon, 1962) creativity definition
Attribute of personality or response style being associated with creativity
(Simonton, 1975) creativity definition
Climate of development, particularly when you are younger being associated with
creativity
Categories for Criterion Measures of Creativity
Overt production of innovative products: frequency (numbers game) of accomplishment
(e.g., patents, pubs)
Professional recognition: number of awards given within an occupational field (e.g., NSF
presidential award)
Social recognition criteria: judgments of knowledgeable others in a field
Age and Achievement (Lehman, 1953) summary
Different factors associated with creativity-> archival data analysis (preexisting material)
-> wanted to utilize standard references to identify creative individuals who made
significant contributions across time and different cultures (historical view of what
creative individuals have in common)-> specifically interested in age and achievement
Major versus minor contributions to science
Major:When you are in school, education is constraining creativity-> younger adulthood
and everything is for the first time/good health/lack of social committments
Minor: Social advantage hypothesis-> professional expectations and contacts->
opportunities come to you
Major: idea that is new and can be applied to a large variety of problems
Prospect theory
Relativity
electricity
Minor: limited extension of that major idea
Printing
Twin paradox
television
Age and Achievement (Lehman, 1953) results
Major contributions most likely to occur in young adulthood whereas minor contributions
and net productivity occur in middle age.
Major contributions curve falls sharply while minor curve remains flat before gradually
declining in 60’s
Peak shifts downward for fields reliant on natural ability and upwards for fields
dependent on life experience
Natural ability: sports, math, music
Life experience: psychology
Findings stable across limited range of cultures and historical periods
Nature vs Nurture (Sir Francis Dalton in 1850s, Darwin’s cousin)
creativity born with and creativity developed
Nature: looked for Creative Personality Attributes (Barron & Harrington, 1981)-> survey based
Wide breadth of interest-> associated with creativity
You are curious at first!
Issues with academia as you become specialized
Attraction to complexity
High energy: willing to apply hard work
Independence of judgment
Autonomy & rejection of convention
Self-confidence
Ability to tolerate and resolve conflict
Mozart Effect Rauscher (1993)-> played classical music for newborns
Only a very small effect for spatial performance
Increases intelligence, but only a small bit
Related to policy (every set of parents would receive a this artist cd at the hospital)
Nurture: Environmental Influences on Creativity in Early and Later Life
Early influences:
Homes that provide intellectual stimulation and foster intellectual values
Non-controlling parental styles that allow development of independence and autonomy
Berry (1981): religious values component (Jewish & Protestant faiths); 30% of Nobel
laureates experienced loss of parent or family financial crisis (SELECTION BIAS)
Later influences:
Availability of mentors--gender differences (Tammy Allen from florida)
male-male-> not supportive at all
female-female-> more supportive
Challenging work environment
Creativity Syndrome (Mumford & Gustafson, 1988)
Creative behavior is determined by complex interactions of the individual and the
environment. These elements include:
An individual’s capacity to generate new ideas
Translation of ideas into action (gumption)
Attributes of the situation--incentives
Situational evaluation of the individual (incentivized to be creative versus being
judged when you are)
Study 1:
Give solutions for the parking problem, get people to only report what THEY
contributed to the conversation, often ripped off others
Study 2:
Boggle game-> you think of a word, the computer thinks of a word, then you
remember which words you contributed and you often rip off the computer
Discussion of Marsh, Landau, & Hicks (1996) experiment 1
Attempt to quantify creativity (one of several solutions)
Creativity tasks: “structured imagination task”
DV: conformity (ripping off attributes of examples)
Imagine a planet just like earth existing somewhere else in the universe that is
uninhabited and your job is to design new creatures to inhabit the planet (20 minutes to
draw your own creatures)
The more examples you provide, the more convergent thinking becomes (you are
reducing creativity by providing examples)
Discussion of Marsh, Landau, & Hicks (1996) experiment 2
Were they were actually stealing from the examples or are they just stealing from their
understanding of animals on Earth?
Artificial combination of examples
Conformity-tail and legs-> natural
Antennae/claws-> nobody in natural did that, only in artificial group
Discussion of Marsh, Landau, & Hicks (1996) experiment 3
They looked at conformity by immediate generation in the images versus one day delay
of the images.
Conformity was highest in delay
Crytomnesia is occurring because of source memory confusion
Evaluate the idea that there are no truly novel solutions…we only modify prior solutions.
Define cryptomnesia: unconscious plagiarism
Think about participant responses to the “silliness” of the generative task….comments?
Undergrads didnt care
Older adults thought the researchers thought they were crazy and wasting their
time
Inter-rater reliability issues? Only can look at qualitative data if it is above 0.8