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Outsight

Restoring the Role of Objects in Creative Problem Solving

Published online by Cambridge University Press:  09 January 2025

Frédéric Vallée-Tourangeau
Affiliation:
Kingston University

Summary

The way we understand creativity in psychology is built on a fundamental asymmetry between people and objects: people have thoughts, intentions, and the ability to act, while objects lack these qualities. However, despite this distinction, objects that are created communicate with their creator. During the process of creation, objects being formed by the creator take on certain characteristics and behave in certain ways, resulting in a kind of conversation between the person working on solving a problem and the results physically produced. In essence, while the traditional view focuses on the person's thoughts and intentions as the driving force of creativity, the dialogue between the creative individual and the evolving product of their work is overlooked. This Element proposes a methodology and theoretical vocabulary that restore the role of objects in the dynamic unfolding of creative problem solving. This title is also available as Open Access on Cambridge Core.

Information

Figure 0

Figure 1 A matchstick arithmetic problem. A false expression can be turned into a true one by moving a single stick to create a new operand or operator, or in this instance, both.

Figure 1

Figure 2 Matchstick movement: The transparent stick is the starting position, the light blue stick is the space where stick movement ends. Panel A illustrates how some movements produce new object-models of the solution that are far removed from the solution; Panel B illustrates how new objects approximate more closely the solution.

Figure 2

Figure 3 The matchstick arithmetic problems were presented on a grid with labelled rows and columns. The procedure was thus instrumentalized to permit the precise coding of the movements of each individual stick and the resulting model of the solution from the video recording of the session.

Figure 3

Figure 4 Screenshots of the annotations (or tiers) constructed in ELAN. In the control condition (a), the video was coded with two sets of annotations, corresponding to the participant’s and the experimenter’s utterances. In the interactive condition (b), two additional sets of annotations were constructed, namely whether a matchstick was moved and the resulting configuration of the arithmetic expression.

Figure 4

Table 1 A solution process coded as analysis in the interactive condition (P11, Problem 3).

Figure 5

Table 2 A solution process coded as analysis in the control condition (P30, Problem 2).

Figure 6

Table 3 A solution process coded as post hoc outsight in the interactive condition (P19, Problem 3).

Figure 7

Table 4 A solution process coded as enacted outsight in the interactive condition (P39, Problem 3).

Figure 8

Table 5 A solution process coded as insight in the interactive condition (P31 Problem 1).

Figure 9

Table 6 A solution process coded as insight in the control condition (P20 Problem 1).

Figure 10

Table 7 Solution frequencies, solution process frequencies (Freq. and Percentage) for the three problems in the interactive and control conditions.

Figure 11

Table 8 A solution process coded as post hoc outsight in the control condition (P54 Problem 3).

Figure 12

Table 9 Transcript from P16 in the control condition working on Problem 2 (I = II + II).

Figure 13

Figure A1 The practice work surface where the participant selected and dragged sticks from their location in the top left corner to each one of the landing rectangles on the right of the surface.

Figure 14

Figure A2 Test procedure, starting with informed consent questions, followed by a verbal protocol training exercise for 3 minutes, and then the presentation of the three matchstick arithmetic problems (the participant allocated up to 5 minutes to solve each problem.

Figure 15

Table A1 Latencies (Lat. in Seconds) and Solution Processes (SP) for each of the three problems in the interactive and control conditions.

Figure 16

Figure A3 Cumulative solution rate in the interactive (full line, black circles) and control (dashed line, open circles) condition for each of the three problems as a function of time, segmented in fifteen 20-second time bins.

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