Ward, Thomas B. (2007)
Methods vol. 42 (1) p. 28-37
Creativity is a complex and multifaceted phenomenon.
The approach adopts what has come to be a consensus view that creative products are characterized by two key properties; they are original or novel, and they are useful, practical or in some way appropriate to the task at hand.
In the creative cognition approach, ideas and tangible products that are novel and useful are assumed to emerge from the application of ordinary, fundamental cognitive processes to existing knowledge structures.
The goal is to provide guidance on developing studies concerned with the role of basic cognitive operations in creative performance.
2. A focus on underlying cognitive processes
The creative cognition approach is deeply rooted in its parent disciplines of cognitive psychology and cognitive science.
It assumes that the cognitive capacity to behave creatively is a normative characteristic of humans, and it seeks to advance our understanding of creativity through precise characterization and rigorous scientific study of the cognitive processes that lead to creative and noncreative outcomes.
A side benefit of the approach is advancing our understanding of basic cognitive processes by assessing their application in creative endeavors.
2.1. Beyond divergent thinking
Creative cognition seeks to move beyond traditional psychometric approaches to understanding creative thought, such as relying heavily on fluency and flexibility scores from divergent thinking tests as indicators of creative functioning.
Many criticisms have been leveled at psychometric procedures.
From the perspective of creative cognition, the problem with an emphasis on divergent thinking is not so much that it is confused with creativity, for even researchers who use divergent thinking tests are careful to distinguish between creativity and performance on those tests e.g. [4], and others note that such performance is at best, a measure of creative potential not creativity itself [5].
Nor is the central problem that performance on divergent thinking tasks is unrelated to real world creativity, for there are some studies that do identify such links [4] and [6], albeit relatively modest links that do not account for large amounts of variance.
The major shortcoming of divergent thinking tests from a cognitive perspective is that divergent thinking is too broad a construct to provide a precise characterization of the processes that underlie creative accomplishment.
When a person achieves a certain fluency score on a divergent thinking task by listing items in response to a prompt (e.g., alternate uses for a shoe), for example, the listed items may have been derived from the application of a wide range of processes, including episodic retrieval (e.g., recalling having used a shoe to kill a bug), mental imagery (e.g., scanning a mental image of a shoe, noting that it has laces, and realizing that they could serve a specific purpose), analysis of features (e.g., noting that shoes have the property of being heavy and therefore could be used as doorstops), abstraction (e.g., interpreting a shoe as a container, with the consequence that it could be used to store things), among many other possibilities.
The point is not that any one participant uses all of these specific processes, but rather that it is the underlying processes that are doing the work and therefore are of most interest; the divergent thinking score is simply the end result.
“There is nothing wrong with using the score as an indicator, but a more precise characterization of creativity will require a detailed consideration of the processes that were used in generating the items that led to that score.”
“By extension it is essential to come to understand the basic underlying processes that lead to all forms of creativity.”
3. A convergence strategy
“As a general guide to developing studies of creative processes, the creative cognition approach makes use of a convergence strategy [7] and [8].”
“Using convergence strategy, anecdotes or historical accounts of creative achievements or failures are examined to provide hints about potentially relevant processes and conceptual structures.” (AJ Note: As with Qualitative analysis)
“Those processes and structures are then defined operationally in terms of experimental procedures and outcomes in a way that allows controlled experiments to be conducted to investigate them.” (AJ Note: As with Quantitative analysis)
“Combining anecdotes and laboratory studies helps to overcome the shortcomings of either approach alone.”
“Anecdotes about real world instances of creativity are important because they point to processes that may have some ecological validity. On the other hand, being accounts of events that may have happened a long time ago, it is difficult to verify the extent to which particular processes were actually used and the extent to which they were causally associated with the real world accomplishments or failures.”
“Laboratory studies can be more effective in establishing causal connections between processes and outcomes, but they may create entirely artificial situations and assess processes with little or no relevance to real world creative endeavors.”
“But, by basing laboratory investigations on processes and structures that are derived from anecdotal accounts, laboratory studies have a better chance of assessing relevant processes in reasonably valid ways.”
“Thus, using a convergence approach it is possible to balance the strengths and weaknesses of anecdotal and laboratory procedures against one another. The result can be a more compelling account of the cognitive underpinnings of creative accomplishment.”
4. Examples of specific methods
“Key aspects of the methods to be considered are the main creative task that the participants are asked to perform, associated procedures needed to assess and manipulate the stimulus materials, the populations from which participants are sampled, outcome variables that are used to indicate more versus less creativity or creative potential in the responses (e.g., ratings of originality and emergent properties), potentially relevant aspects of coders and procedures to increase trust in their ratings, generality across populations and materials, and other relevant design considerations.”
4.1. Accessing stored knowledge at various levels of abstraction
“Creative activities clearly rely on accessing stored knowledge, but some ways of accessing knowledge may be more conducive than others to the development of original ideas that diverge from those that have come before.”
“(…) work that examines the impact of accessing information at different levels of abstraction on the development of original and practical ideas.”
4.2. Preliminary anecdotal evidence of retrieval at specific concept levels
“Anecdotal evidence suggests that, at least for ordinary (as opposed to revolutionary) creative accomplishments people often access highly specific examples of solutions to earlier problems and pattern new solutions directly after them, a tendency that can facilitate a rapid solution but also impose constraints when unnecessary properties of known concepts are projected onto new solutions.”
“Historical examples of this phenomenon abound, but a particularly interesting one is that, in the 1830s, when passenger rail travel was just getting started in the US, designers seem to have patterned the first railway passenger cars directly on horse-drawn stagecoaches, including the fact that conductors had to sit on the outside of the car[15]. This approach was efficient in the sense that railway passenger cars became available quickly, but because the conductors were seated on the outside, several of them fell off and were killed.”
“Accessing and relying on specific exemplars of earlier knowledge got in the way of innovation.”
“There is ample evidence from historical accounts that many non-problematic advances in a wide range of domains also were based on a slow incremental process of patterning new ideas after very specific earlier ones.”
“That approach to the creative generation of new products may favor practicality over extreme, but impractical originality.”
4.3. Converging laboratory-based methods: creative generation paradigms
The particular example of a creative generation study to be discussed in detail was designed to test a path-of-least-resistance model [22]. According to the model, and as hinted at in the anecdotes described above, people will tend to approach creative generation tasks by retrieving one or more specific known instances of the relevant conceptual domain and projecting the properties of those instances onto their novel creation.
Because the new products are constrained by specific properties of the retrieved exemplars, they are expected to be lower in originality than products developed by people who use alternative modes of processing.
Ward et al. [22] tested the assumptions of the path-of-least-resistance model across three conceptual domains: animals, tools, and fruit using data from creative generation, listing, and rating tasks. An important design feature to note is that the domains are relatively familiar to most people, so the studies could be conducted with a sample consisting of non-expert participants, in this case college students enrolled in psychology classes. Studies on creative generation for more specialized domains would necessarily dictate testing participants with at least some domain expertise. Another notable feature of the design is the use of three conceptual domains (rather than just one) to extend the generality of the results.
4.3.5. Connection between variables of interest and performance
Two related questions of interest are (1) whether, as hinted at by the anecdotal cases, a common processing tendency is to access and use specific known category exemplars, and (2) whether participants who do report a reliance on specific exemplars generate products that are less original, thereby indicating that their creativity is constrained by accessing those instances
A more specific issue of interest in Ward et al. [22] was the extent to which Output Dominance, as assessed in the listing task, predicted Imagination Frequency in the creative generation task. Are the most accessible exemplars the ones most likely to be used in a creative task? The answer is yes. The correlation between the Output Dominance of domain exemplars and Imagination Frequency of those exemplars were positive and significant for all domains, r (150) = .486, p < .01 for animals, r (201) = .615, p < .01 for tools, and r(79) = .622, p < .01 for fruit. Instances that come to mind readily in response to a category label are the ones that are most likely to be used.
4.3.6. Generality
“In addition, although investigators have not always assessed their participants’ approaches to creative idea generation, the tendency of novel ideas to be structured in predictable ways by existing conceptual frameworks has been observed in a range of populations, including young children [25] and [26], gifted adolescents [27], science fiction authors [11], design engineers [28], and other creative individuals[8] and [29].”
“Thus, it is reasonable to assume that the tendency to retrieve and rely upon basic level domain instances is a common one, occurring across populations and domains of knowledge. More generally, it is clear that creative generation paradigms are broadly applicable to investigating creative functioning across a wide spectrum of populations.”
4.3.7. Additional properties
“An important concern in creative cognition research is being able to link particular aspects of people’s stored concepts to creative generation outcomes.”
4.3.9. Causality
A crucial assumption in the creative cognition approach is that processes and the properties of conceptual structures are causally related to outcomes, which means that experimental manipulations of those processes and concept properties are needed.
4.4. Combining previously separate concepts
A second process that has been of great interest in the creative cognition approach is conceptual combination, the mental merging of two individual concepts that had previously been separate in the thinker’s mind. As with access to knowledge at different levels of abstraction anecdotal accounts and laboratory studies converge on important aspects of combining concepts.
4.5. Preliminary anecdotal evidence on the power of particular types of combinations
In anecdotal accounts, one of the most commonly noted processes underlying creative accomplishments is the combining of previously separate elements (e.g., words, concepts, visual forms, and so on) such that new properties, discoveries, or insights emerge from the combination that would not have been expected from a consideration of the separate elements.
A question for creative cognition is whether or not the power of combinations, particularly those composed of dissimilar or opposing pairs, to produce emergent ideas can be demonstrated in a laboratory study with non-expert participants.
6. Summary and conclusions
Other issues of importance are the causal, as opposed to purely correlational links between processes, structures and outcomes, the generality of findings across populations, materials, and situations, as well as the characteristics of raters and populations such as their domain expertise and cultural backgrounds. The fine-grained assessment of basic cognitive processes in the creative cognition approach is an important tool in coming to fully understand creativity.
References
- [1]R.A. Finke, T.B. Ward, S.M. Smith Creative Cognition: Theory, Research, and Applications MIT Press, Cambridge, MA (1992)
- [2]T.B. Ward, S.M. Smith, R.A. Finke, R.J. Sternberg (Ed.), Handbook of Creativity, Cambridge University Press, Cambridge (1999), pp. 189–212
- [8]T.B. Ward, R.A. Finke, S.M. Smith. Creativity and the Mind: Discovering the Genius WithinPlenum Publishing, New York (1995)
http://www.sciencedirect.com/science/article/pii/S1046202306002945