Professional Documents
Culture Documents
the passion and other important aspects of her life. Tis harmonious relation-
ship with the object of our passion applies to any activity we “romance” with,
including activities that require creativity. Moreover, Vallerand and his col-
laborators discovered that harmonious passion correlated most with positive
emotions and lack of negative emotions after the engagement; there were no
negative feelings when prevented from engagement with passion (St-Louis
& Vallerand, 2015). If Dr. Grohman were to be obsessively passionate about
teaching, the activity would start to control her behavior and choices – and
consequently her well-being. In more concrete terms, she may feel compelled
to engage in teaching-related activities at the expense of her health and per-
sonal life, but she cannot help but do what she feels needs to be done.
Te two types of passion seem to capture our imagination well, and we
can be quite eager to fnd examples of creative people with harmonious or
obsessive passion. But what if every creative person out there shows at times
harmonious and at times obsessive passion? Julia Moeller and her collabora-
tors asked a similar question (Moeller et al., 2015, 2017; Obschonka et al.,
2019; Newman et al., 2021) and discovered that people who are passionate
about an activity to a high degree can be at times harmoniously and at times
obsessively passionate about it. She observed that “the general degree of pas-
sion, rather than the distinction between harmonious and obsessive individu-
als, accounted for the inter-individual diferences in passion” (Moeller et al.,
2015, p. 131). Terefore, fnding an activity about which you are passionate,
and recognizing when you exhibit harmonious and obsessive passion, will lead
to better outcomes, such as creativity (and a healthy body and relationships).
multiple preparation tasks with feedback before working on the fnal project
(see Grohman, 2018). By doing so, we help our students to feel more com-
petent at each step and increase the likelihood that they feel that the chal-
lenge matches their skills, which makes them considerably less overwhelmed
(or bored). Te feedback also helps students to recognize that the task is not
restricted by current ability. Students can develop their skills and try new
approaches for the project. For example, we remind our students that there
are multiple ways to illustrate children’s books, and these do not have to be
drawings. Students should note whether they are thinking about a course/skill
with a fxed or growth mindset, and if fxed, try to change their mindset by
changing their thinking and study approach to the topic.
A second suggestion is based on the motivation research. Intrinsic moti-
vation is increased with autonomy. Terefore, creativity may be more likely
when students have choices and can include their own interests and prefer-
ences in assignments. Students can select topics that relate to their hobbies or
career goals. We ofer our students two choices for the creative project assign-
ment: (1) they can choose to write a poem or song lyrics, write a children’s
book or comic strip, or they can try a creative essay, and (2) they can select any
infuential artist, scientist, or inventor to include in the course project (many
students select someone who made a major contribution to their major domain
of study).
Finally, the passion research also ofers suggestions to teachers and stu-
dents. Teachers should show their passion! Many of our students write in our
evaluations that they become more interested in learning and practicing crea-
tivity when we share our passion. College is an exceptional opportunity to
explore and pursue passions. Students should take the time to explore their
interests and identify their passions by taking diferent courses, even courses
outside their majors and in subjects that they have no previous experience of
learning about. Students should also take time to recognize their priorities:
for example, although it is important to pursue passions, it is also important to
take care of health and relationships.
Conclusion
Let’s summarize what we know from research regarding the role of
mindset, motivation, and passion in why we create. Taking a growth mind-
set, wherein we seek to learn and develop our creativity skills, is important
toward taking risks in creativity and being more creative. Intrinsic motivation
is important for creativity, and it requires feeling autonomous and compe-
tent. Extrinsic factors can be helpful when they provide feedback regarding
78 Creativity and Innovation
performance and actually reward creative work. And fnally, fnding our pas-
sion, committing to it, and recognizing when we are showing harmonious and
obsessive passion can help us to be willing to spend the hours or years of hard
work to be creative in healthy ways.
References
Amabile, T. M. (1996). Creativity in context. Westview Press.
Amabile, T. M., Hill, K. G., Hennessey, B. A., & Tighe, E. M. (1994). Te
work preference inventory: Assessing intrinsic and extrinsic motivational
orientations. Journal of Personality and Social Psychology, 66, 950–967.
Beghetto, R. A. & Karwowski, M. (2017). Toward untangling creative self-
beliefs. In M. Karwowski & J. C. Kaufman (Eds.). Te creative self: Efect
of beliefs, self-efcacy, mindset, and identity. Academic Press.
Blackwell, L. S., Trzesniewski, K. H., & Dweck, C. S. (2007). Implicit theories
of intelligence predict achievement across an adolescent transition: A
longitudinal study and an intervention. Child Development, 78, 246–263.
Byron, K., & Khazanchi, S. (2012). Rewards and creative performance: A
meta-analytic test of theoretically derived hypotheses. Psychological
Bulletin, 138, 809–830.
Cameron, P. A., Mills, C. J., & Heinzen, T. E. (1995). Te social context and
developmental patterns of crystallizing experiences among academically
Why Do We Create? 79
Creativity and
Mental Illness
So Many Studies, So Many
Scattered Conclusions
James C. Kaufman
Key Take-Aways
¥¥ Te relationship between creativity and mental illness is complex and
nuanced.
¥¥ Although there is evidence from highly eminent populations that
mental illness may be broadly associated with creative genius in spe-
cifc domains (such as the arts), the studies looking at everyday popu-
lations are inconsistent.
¥¥ Some subclinical disorders are associated with some types of creativity
(but not all); one possible reason is that creativity and mental illness
share certain commonalities.
¥¥ Many studies suggest everyday creativity is connected to positive men-
tal health.
DOI: 10.4324/9781003233923-7 83
84 Creativity and Innovation
Many debates or hot topics within creativity research may spur intense dis-
cussions in the feld, but be of less interest to the general population. Whether
creativity is more domain-specifc or domain-general may spawn books (e.g.,
Kaufman et al., 2017), but may not necessarily inspire cocktail conversation.
Te relationship between creativity and mental illness, however, is a source
of great interest, both academically and casually. Creative people care a great
deal (Kaufman et al., 2006).
Te mad genius, from brooding poet to cackling scientist, is a com-
mon concept, but not necessarily accurate. Some of the best narratives are
great stories, but aren’t true. As much as it’s a great story, John F. Kennedy
never actually said he was a jelly donut, the Fiji mermaid wasn’t real, and
Paul McCartney is (as of this writing) still alive. Te creativity–mental illness
question isn’t about disproving a myth, but rather fguring out exactly what
question is being asked. Creativity is a multifaceted, enormous construct with
countless ways of being measured. Mental illness is an even bigger variable,
with volumes written simply to distinguish and label the thousands of possible
diagnoses (Kaufman, 2014; Silvia & Kaufman, 2010).
Interpreting how to even study the relationship between creativity and
mental illness can take many forms, yet most reviews lump everything
together. Consider four diferent fctional studies. Te frst examines biog-
raphies of creative people, and fnds that those who are considered the most
eminent are more likely to show symptoms of bipolar disorder than those who
are merely good. Te second gives divergent thinking tests and measures of
depression to college students, and fnds a positive correlation. Te third com-
pares mental patients and random people on their ability to draw pictures, and
fnds the patients’ art is rated as more creative. Te fourth asks children with
and without behavioral disorders to rate themselves on their own creativity,
and fnds the children with behavioral disorders think they are more creative.
I am purposely using mock studies instead of actual ones for the sake
of argument, but there are 30 comparable studies for each example provided
above. Te problem is that these disparate research lines are too often com-
bined and overextended to say that creativity is connected to mental illness. As
noted earlier, collecting these types of studies together does not make much
sense. It is comparable to reading that parrots can’t eat avocado, dogs can’t
eat grapes, rats can’t eat blue cheese, cats can’t eat onions, and horses can’t eat
potatoes … and then concluding that giving any food to an animal is a bad
idea (see Kaufman, 2016).
So what do we know? Te most frequently cited studies on creativity and
mental illness have countless faws and fundamental errors (Schlesinger, 2009).
Tat said, there are also numerous historiometric studies that use biographi-
cal information on eminent people to assess both creativity and evidence of
Creativity and Mental Illness 85
to build their resiliency and help recover from major trauma (Forgeard, 2013).
Further, expressive writing (Pennebaker, 1997) and visual art (Drake &
Winner, 2012) have both been empirically found to be helpful as parts of a
therapeutic process.
What is there to take away from the muddled research? Tere is enough
evidence to believe there is some type of connection between creative genius and
some mental health issues. Tere are also undoubtedly nuanced, domain-specifc,
and illness-specifc connections, some of which have been well-studied and oth-
ers that may become clearer in time. However, creativity also interacts in a posi-
tive way with mental health. From the existing research, I would be hard-pressed
to say anything more defnitive, and you should be highly skeptical of anyone
who claims the debate has been settled. Anything further would require extrapo-
lating big-C research to little-c populations or assuming one type of popula-
tion, measure, diagnosis, or methodology is more generalizable than it actually
is. Such speculation is ultimately dangerous. I am personally much more excited
to follow research on how creativity can be used to help people (e.g., Forgeard &
Kaufman, 2016) than in trying to place negative labels on creators.
References
Acar, S., & Sen, S. (2013). A multilevel meta–analysis of the relationship
between creativity and schizotypy. Psychology of Aesthetics, Creativity, and
the Arts, 7, 214–228.
Creativity and Mental Illness 87
Neuroscience
of Creativity
Oshin Vartanian
Key Take-Aways
¥¥ Creativity involves the dynamic interplay of brain systems that sup-
port associative and executive modes of thinking.
¥¥ Functional connectivity between the default network and the executive
control network characterizes creative cognition – switching between
them is regulated by the salience network.
¥¥ Te neural architecture of creativity appears to be componential,
including both domain-general and domain-specifc aspects.
¥¥ More and less creative adults difer in their brain function even when
they are not engaged in a creative task, suggesting that developmental
diferences might have given rise to a pattern of brain function that
facilitates the emergence of creativity.
DOI: 10.4324/9781003233923-8 89
90 Creativity and Innovation
et al., 2013). Most of the research has been conducted using functional mag-
netic resonance imaging (fMRI), which is a method for measuring brain acti-
vation indirectly. Specifcally, when neurons in a particular region of the brain
need to work harder to satisfy task demands, their metabolic demands are
greater. In order to satisfy those greater metabolic demands, more blood is
supplied to those regions to deliver the necessary oxygen for cellular function.
Te fMRI scanner measures changes in the magnetic feld that occur when
oxygen is dispensed to those regions, providing a proxy signal for how hard
they are working.
Te earliest fMRI and other modern neuro-imaging studies investigating
the workings of the creative brain began to appear around the beginning of
this century. Tose early studies were primarily examples of “brain mapping,”
in which the main focus was to locate a brain region that underlies a spe-
cifc mental activity, in this case creativity. In addition, the researchers used
many diferent types of tasks to assess creativity, including divergent thinking,
drawing, fnding pragmatic links between incoherent sentences, and solving
anagrams and insight tasks. Not surprisingly, the results across studies did not
seem consistent, painting a very heterogeneous picture of the neural bases of
creativity.
However, a very useful tool available to neuroscientists that can separate
the chaf from the wheat is meta-analysis – an analytic approach that can iso-
late regions that are activated consistently across studies regardless of vari-
ations in participants, tasks, and neuro-imaging modalities. Gonen-Yaacovi
et al. (2013) conducted such a meta-analysis based on 34 neuro-imaging
studies that had been published to date, revealing some important insights.
Teir analysis showed that the entire brain appears to be involved in creativ-
ity. However, looking more closely at the data, their analysis revealed a high
degree of process-specifcity in the results: Specifc regions of the brain appear
to switch on and of depending on the type of creativity at hand. A very simi-
lar picture emerged from another meta-analysis by Boccia et al. (2015) based
on 45 neuro-imaging studies, showing that there are dissociable patterns of
brain activation depending on whether creativity occurs in the musical, verbal,
or visuospatial domains. Tis prompted the authors to conclude that “creativ-
ity relies on multi-componential neural networks and that diferent creativity
domains depend on diferent brain regions” (p. 1).
Tis inference is consistent with componential views of creativity and prob-
lem-solving, according to which higher-order cognitive abilities are decom-
posable into sub-processes (e.g., memory, attention, etc.) (Amabile, 2012;
Sternberg, 1980), and regions of the brain that exhibit functional specifcity
in relation to those sub-processes can combine dynamically to support their
emergence (Vartanian, 2012). Note that fundamentally, such a componential
92 Creativity and Innovation
quality of generated ideas (Beaty et al., 2018), extending the utility of the
network-based approach to the products of the creative process.
Finally, there data to show that there is functional connectivity between
the default network and the executive control network when people are actu-
ally being creative, but also that this functional connectivity exists even when
they are at rest, meaning when they are not engaged in creative cognition
(Beaty et al., 2014). A similar picture has emerged from electrophysiological
studies of insight, where it has been found that there is greater activity in the
right anterior temporal lobe in people who are more likely to solve problems
with insight when they are at rest (Kounios & Jung-Beeman, 2009). Te right
anterior temporal lobe underlies semantic memory, and the involvement of
this region is consistent with the view that solution of problems with insight
is facilitated by the formation of remote or loose associations between ideas.
Te fact that these functionally relevant areas exhibit diferential activity and
connectivity at rest is signifcant because resting-state activity is fairly stable
and has a genetic basis, suggesting that fundamental properties of the nervous
system can have far-reaching infuence over components of creative thinking
(Vartanian, 2011b).
Te evidence presented above is broadly consistent with Campbell’s (1960)
classic two-step model for creative cognition, according to which creativity
arises as a function of “blind variation” (when novel ideas are produced in the
mind) followed by “selective retention” (when those ideas are sifted through
for selecting the best solution) (see also Simonton, 2010). Given the pres-
ence of functional connectivity evidence in support of this process, it is now
important to ask whether there are data that can shed light on the causal links
between the networks. Vartanian et al. (2018) used dynamic causal mode-
ling to test two competing hypotheses based on fMRI data collected in the
course of engagement in a divergent thinking task: Are the data consistent
with a model wherein the prefrontal cortex exerts unidirectional control over
the temporal and parietal lobes (i.e., implying that the output of the default
network is regulated by the executive control system before responding), or is
it the case that there is bidirectional control in the form of successive, iterative
feedback loops until eventually a response is generated? Te data were over-
whelmingly supportive of the former model, meaning that there was a single
generation–selection sequence. However, it is possible that if the task itself
were more complex (e.g., creative writing), then the pattern might resemble a
bidirectional, cyclical, iterative process – a possibility that has yet to be tested.
Examining this body of work, there are three take-away messages. First,
the data strongly support the idea that creative cognition rests on both asso-
ciative as well as executive processes. To be creative appears to necessitate
a dynamic and fexible interplay between these two modes of thought, and
94 Creativity and Innovation
the neural systems that support them. Second, the neural infrastructure of
creativity appears to be componential, dynamically reconfgured to support
diferent types of creativity. Within this componential infrastructure there
are both domain-general as well as domain-specifc parts. In other words,
some neural structures are activated generally across many diferent creativity
tasks (e.g., prefrontal cortex), whereas others are activated specifcally for those
tasks that draw on them (e.g., motor cortex for musical improvisation). Tird,
there are neural diferences between creative and non-creative people, not only
when they are thinking creatively, but also when they are not. Tis suggests
that developmental diferences might arise in brain structure and function
that could facilitate the emergence of creativity in adulthood. Although there
are still many outstanding issues that need to be worked out in this burgeon-
ing discipline, there is reason to be optimistic that our understanding of the
psychology of creativity will be enhanced by improved understanding of its
neurological bases.
References
Abraham, A. (2018). Te neuroscience of creativity. Cambridge University Press.
Amabile, T. M. (2012). Componential theory of creativity. Harvard Business
School working paper 12-096. Harvard Business School.
Beaty, R. E., Benedek, M., Kaufman, S. B., & Silvia, P. J. (2015). Default and
executive network coupling supports creative idea production. Scientifc
Reports, 5, 10964.
Neuroscience of Creativity 95
Beaty, R. E., Benedek, M., Silvia, P. J., & Schacter, D. L. (2016). Creative
cognition and brain network dynamics. Trends in Cognitive Sciences, 20,
87–95.
Beaty, R. E., Benedek, M., Wilkins, R. W., Jauk, E., Fink, A., Silvia, P. J.,
Hodges, D. A., Koschutnig, K., & Neubauer, A. C. (2014) Creativity
and the default network: A functional connectivity analysis of the creative
brain at rest. Neuropsychologia, 64, 92–98.
Beaty, R. E., Kenett, Y. N., Christensen, A. P., Rosenberg, M. D., Benedek,
M., Chen, Q., Fink, A., Qiu, J., Kwapil, T. R., Kane, M. J., & Silvia,
P. J. (2018). Robust prediction of individual creative ability from brain
functional connectivity. Proceedings of the National Academy of Sciences of the
United States of America, 115, 1087–1092.
Boccia, M., Piccardi, L., Palermo, L., Nori, R., & Palmiero, M. (2015).
Where do bright ideas occur in our brain? Meta-analytic evidence from
neuroimaging studies of domain-specifc creativity. Frontiers in Psychology,
6, 1195. 10.3389/fpsyg.2015.01195
Campbell, D. T. (1960). Blind variation and selective retention in creative
thought as in other knowledge processes. Psychological Review, 67,
380–400.
Christof, K., Irving, Z. C., Fox, K. C., Spreng, R. N., & Andrews-Hanna,
J. R. (2016). Mind-wandering as spontaneous thought: a dynamic
framework. Nature Reviews Neuroscience, 17, 718–731.
Ellamil, M., Dobson, C., Beeman, M., & Christof, K. (2012). Evaluative and
generative modes of thought during the creative process. NeuroImage, 59,
1783–1794.
Galton, F. (1869). Hereditary genius. Friedmann.
Gonen-Yaacovi, G., de Souza, L. C., Levy, R., Urbanski, M., Josse, G., &
Volle, E. (2013). Rostral and caudal prefrontal contribution to creativity: a
meta-analysis of functional imaging data. Frontiers in Human Neuroscience,
7, 465.
Jung, R. E., & Vartanian, O. (Eds.).(2018). Te Cambridge handbook of the
neuroscience of creativity. Cambridge University Press.
Kounios, J., & Jung-Beeman, M. (2009). Te aha! moment: Te cognitive
neuroscience of insight. Current Directions in Psychological Science 18, 210–216.
Limb, C. J., & Braun, A. R. (2008). Neural substrates of spontaneous musical
performance: an FMRI study of jazz improvisation. PloS One, 3, e1679.
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Liu, S., Erkkinen, M. G., Healey, M. L., Xu, Y., Swett, K. E., Chow, H.
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96 Creativity and Innovation
Lykken, D. T., McGue, M., Tellegen, A., & Bouchard, T. J. Jr. (1992).
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Martindale, C. (1999). Biological bases of creativity. In R. J. Sternberg (Ed.),
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CHAPTER 5
Cognition and
Creative Thought
Cynthia Sifonis and Thomas B. Ward
Key Take-Aways
¥¥ Te Creative Cognition Approach assumes everyone has the abil-
ity to be creative, and that creativity involves applying normal cog-
nitive processes to normal knowledge structures and occurs during
problem-solving.
¥¥ Creative imagery is often used during creative problem-solving.
Re-representing the problem as an image frees individuals from the
constraints of the task, enabling insight.
¥¥ Mental set and design fxation can result from viewing fawed exam-
ples prior to generating ideas. Tis can be avoided by not viewing
examples or by viewing examples with unusual features or correlations
between features.
¥¥ Conceptual expansion involves basing new ideas on existing knowl-
edge. Although ideas based on specifc instances of a category may be
practical, more creative solutions result from thinking abstractly rather
than retrieving specifc examples from memory.
¥¥ Combining existing ideas or concepts is a useful way to generate new
ideas. It is possible to increase the creativity of such combinations by
DOI: 10.4324/9781003233923-9 97
98 Creativity and Innovation
that he was daydreaming in front of the fre after a long day working on the
problem. As he was dreaming, he imagined strings of objects that looked like
snakes swirling around each other (generative process). One of those “snakes”
spun around and grabbed its own tail, forming a circle (preinventive struc-
ture). Tis resulted in the creative insight that the molecular structure of ben-
zene was a ring, which Kekule explored and verifed the following day.
Because the same basic cognitive processes are involved in creative think-
ing as are involved in noncreative thinking, the creative cognition approach
predicts that creative and noncreative thinking fall on a continuum. Where
one falls on the continuum depends on the extent to which generative pro-
cesses, exploratory processes, and preinventive structures are involved which
give rise to emergent features. Te more these types of experiences are involved
in the creative process, the more creative the thinking.
Similarly, the creativity of the idea itself ranges on a continuum (Boden,
1991). At one extreme is psychological or P-creativity, in which the idea is
creative to the individual, but might actually be a common solution to that
type of problem. At the other end is historical or H-creativity. Sometimes
people generate psychologically creative ideas that are also historically crea-
tive. Te creative cognition approach assumes that the same types of processes
give rise to both. Diferences in creativity are a matter of the extent to which
the Geneplore processes are engaged in. Tese creativity diferences are also
afected by a wide variety of non-cognitive factors that also infuence creativ-
ity, such as motivation, experience, culture, and society.
Creative Imagery
Many creative individuals report using mental imagery as a basis for their
ideas, including scientists, artists, musicians, and writers (see Benson & Park,
2013; Finke, 1990; LeBoutillier & Marks, 2003; Roskos-Ewoldsen et al.,
1993; Shepard, 1978). A notable case is Albert Einstein, one of the greatest
thinkers of the 20th century, who reportedly often thought in mental pictures
rather than words, and achieved insights by considering images such as an
observer riding a light beam or alongside it.
Te creative cognition approach seeks to use such anecdotal accounts and
fnd ways to operationalize the processes describe in them so that the phe-
nomena of interest can be studied in the laboratory. Finke extended cognitive
psychology research to determine whether people could use visual imagery
to combine and transform basic forms to generate useful insights, solutions,
and innovations. As mentioned earlier, many eminent creators have attrib-
uted their creative insights to mental imagery by representing the problems
102 Creativity and Innovation
also noted that the creative patterns arose from either the creative arrangement
of the shapes used to make up the pattern or creative interpretations of the
resulting combination. Tis is a good example of the interplay between gen-
erative and exploratory processes – an idea which Finke (1990) further exam-
ined by having participants arrange a set of complex shapes (e.g., wires, cones)
and varying the number of constraints they had to work within. Tis research
difered from the previous work in that the objects participants created had to
belong to one of eight categories – furniture, personal item, scientifc instru-
ment, appliance, transportation, utensil, toy, or weapon. Te created objects
were then rated on a 1–5 scale in terms of how practical and how original
they were. In the one constraint condition, participants were either allowed
to pick three shapes, but were provided with the category of the invention or
they were provided with the three shapes and allowed to pick the category of
invention. In the two-constraint condition, participants were provided with
the three shapes they were supposed to work with and told what category of
item they had to create before they arranged the shapes. In these conditions,
participants were mainly engaged in creatively arranging the shapes to gen-
erate their novel product. In the most restrictive three-constraint condition,
participants were given the three shapes they were supposed to work with and
told to create an object with those three shapes. Only after the invention had
been created were they told the category of invention. Consequently, in this
condition the creativity resulted from the creative interpretation of the object,
rather than the creative arrangement of the shapes. Even though the number
of inventions rated as practical stayed the same across all three conditions, the
originality of those products increased as the number of constraints increased.
Tis could be interpreted as evidence that increasing the constraints of the
task actually increases the creativity of a product. It could also be interpreted
as the creative interpretation of a product (or task or problem) being at least as
important to the perceived creativity of a product as the creative arrangement
of elements in the product.
spill-proof cofee cups and measuring devices for blind people, after viewing
examples of others’ designs. Te interesting result was that they tended to incor-
porate aspects of those other solutions into their own designs. Unfortunately,
this included design faws, such as straws incorporated into a spill-proof cup,
which would not allow the passage of air over the beverage to cool it before the
burning hot liquid reached the unsuspecting consumer’s tongue.
Tis type of fxation, the type that is caused by examples experienced
immediately prior to a creativity task, is not limited to specialists in engi-
neering design, but seems to be more general. Just like mental set in normal
problem-solving is believed to be caused by the context in which the problem-
solving occurs, the “conformity efect” of copying even inappropriate elements
of a design into a novel product is caused by experiencing examples of poten-
tial solutions to a problem immediately before engaging in a creative genera-
tion task. When this happens, there is a strong tendency for people to conform
to the examples by including features of those examples in their novel products
(Smith et al., 1993). A common paradigm used to examine how the conform-
ity efect afects creative idea generation is to have participants create as many
novel examples of a category of items (e.g., toys, animals) as possible. Te
instructions given to participants emphasize both novelty and quantity. For
example, Smith et al. (1993) had participants generate novel examples of ani-
mals and toys. Ten, before creating their examples, some participants were
shown representative examples of those two categories. Tese examples all
shared three features, such as the three example animals all having four legs, a
tail, and antennae. Participants were told not to duplicate the examples or their
features. Te other participants were not shown any examples. Participants
then created novel category members which were then examined for the
shared features of the examples. Despite these instructions, participants who
saw examples, such as those in the Smith et al. (1993) study, were much more
likely to conform to the features they saw in the examples than participants
who did not view those examples. Tis conformity efect is fairly robust, being
demonstrated across a wide variety of categories, including generating solu-
tions to a problem (Bink et al., 1999; Marsh et al., 1997) and creating novel
non-words (Landau & Lehr, 2004; Marsh et al., 1996). Several factors have
been shown to increase the conformity efect, including increasing the number
of examples sharing the same feature, and delaying the time between seeing
examples and creating novel instances (Marshet al., 1996). When designing
new products, explicitly pointing out problematic elements of the design and
telling participants why they are problematic still fails to prevent participants
from incorporating those elements into their novel designs.
So how do we escape the efects of these examples? Simply educating peo-
ple about the conformity efect, indicating the problematic features of design
Cognition and Creative Thought 105
examples, and telling them not to use those features is not enough to elimi-
nate this efect (Chrysikou & Weisburg, 2005, Storm & Hickman, 2015).
Neither is telling people to be more creative (Landau et al., 2002). What
does seem to help reduce, but not eliminate, the efect is providing detailed
explanations about what the problematic elements of the examples are and
exactly how participants are supposed to avoid incorporating them into their
designs (Chrysikou & Weisburg, 2005). Telling them that their work will
be checked by someone in authority to make sure they didn’t copy the fea-
tures also decreases conformity (Landau et al., 2002). However, the concern
is that these authoritative approaches also run the risk of reducing creativity.
Actually requiring the incorporation of a particular feature into the product
(e.g., a shape into a drawing or a letter into a word) does reduce the conformity
efect. So does the requirement to include an unusual feature in the product
(George & Wiley, 2019; Landau & Leynes, 2004; McCafrey, 2012).
Because the conformity efect is pernicious, even some of the better inter-
ventions only mildly reduce the efect. Recently, researchers have attempted
to apply metacognition to avoid conformity in problem-solving (Storm &
Hickman, 2015). Metacognition is the ability to refect on your own cognitive
processes, and is broken down into three components: metacognitive knowl-
edge, metacognitive experience, and metacognitive monitoring and control
(Flavell, 1976; Li & Cau, 2019). Te hope is that having participants refect
on their cognitive processes will allow them to break free of mental set (Li &
Cau, 2019; Storm & Hickman, 2015). Ideally, metacognition should facilitate
better decision-making and problem-solving through the use of the aware-
ness of processing fuency. Unfortunately, processing fuency often makes
participants overconfdent about in their ability to solve a problem. Storm
and Hickman, (2015) had participants engage in a Compound Remote Task
(CRT) with the expectation that they could solve CRT problems after being
exposed to fxation associates. Specifcally, they were hoping that participants
would learn how to avoid fxation by providing them with incorrect associ-
ates over time. Across fve experiments, participants were told to avoid using
one of the practice examples of a CRT associate. When asked the degree to
which the example CRT associate would solve the problem, participants had
high confdence that the practice example would facilitate their ability to solve
the CRT task. Even when researchers told the participants that the practice
example of a CRT associate would never be a solution in a CRT item, par-
ticipants were still strongly confdent that the example would facilitate solv-
ing the CRT item. As a result, Li & Cao (2019) concluded that further work
on metacognition needs to focus more on the role of metacognition during
problem-solving as well as identifying diferent components of metacognition
that afect creativity diferently.
106 Creativity and Innovation
Perhaps the best way of dealing with the conformity efect is to make it
work for you by seeking out examples that are more conducive to creativity.
For instance, examples that have unusual features (e.g., words with numbers
for letters) or unusual correlations between features (e.g., antennae and claws
for animals) do result in conformity to those properties, but the perceived
creativity of the resulting products is increased (Landau & Lehr, 2004; Marsh
et al., 1996). In addition, when the presented examples are ones that have been
rated as highly creative, the resulting products also tend to be more creative
(Yi et al., 2015). Likewise, when the examples are designed to challenge peo-
ple’s culturally linked, basic assumptions (e.g., that drawings are supposed to
be realistic), their own products beneft from increased creativity. So seeking
inspiration from others’ ideas can be a valuable approach to boosting your own
creativity as long as you carefully consider what might be fawed and what
might be truly, originally useful about those ideas.
Conceptual Expansion
As we have shown, information can be activated when we see examples
of previous problem solutions, but even without being primed that way, some
parts of what we know are just more readily accessible than others. And those
things that come to mind readily infuence our creative thinking. Tis can be
very helpful to give us a start on developing a new idea, but it can also con-
strain us. On the positive side, many inventions were made possible because
inventors were able to build on their knowledge of the ideas of others that
came before them, including Edison’s light bulb and Eli Whitney’s cotton
gin (see, e.g., Basala, 1988; Friedel et al., 1987). On the negative side, new
products can include features of old ones that are harmful, such as the out-
side seating for conductors that was carried over from designers’ knowledge of
stagecoaches to the earliest railway passenger cars and may have contributed
to some conductors’ deaths (White, 1978).
Research examining conceptual expansion looks at how we use what we
already know to come up with new examples of a category. If you were asked
to design a new type of swing, you would probably use what you know about
swings to generate the new example. If you had been asked to generate a new
kind of alien animal, you would probably use what you know about Earth
animals to do so. Just as inventors retrieve what they know about specifc
prior inventions, you would very likely pull from memory specifc instances
of things you already know as a starting point. Tis exemplifes the research
conducted by Ward (1994) that demonstrates how our original ideas are con-
strained by our existing knowledge.
Cognition and Creative Thought 107
the participants who focused on function created more original aliens than
those who were given just the category name.
Tis line of research also helps to show how memory retrieval can afect
diferent aspects of creative outcomes, such as their novelty and usefulness.
Ward (2008) had students develop ideas for new sports. As in studies using
domains of animals, fruit, and tools, he found that those who retrieved abstract
information developed sports that were higher in originality, but he also found
that their sports were rated as less playable. So retrieving your knowledge at
higher, more abstract levels can help you make ideas that are diferent than
those that have come before, but it may come at a cost to their practicality. If
the goal is to have a workable solution, retrieving more specifc kinds of infor-
mation (such as particular yet more uncommon sports) might be more helpful.
Recent conceptual expansion research includes examination of brain
structures and the role they play in conceptual expansion. Recent fMRI
research verifed that specifc brain areas involving access, storage, and rela-
tional integration of conceptual knowledge were activated when engaging in
conceptual expansion. It was also noted that there were individual diferences
in performance/creation, with the high-creativity group activating more brain
areas than the low-creativity group when engaging in conceptual expansion
(Abraham et al., 2018).
Conceptual Combination
Conceptual combination is also a very useful way to generate new ideas, in
a variety of domains, including science, literature, and music (see, e.g., Ramm
& Halford, 2012; Rothenberg, 1979; Tagard, 1984; Ward, 2001). Te infor-
mation combined can be simple concepts, larger theories, and even artistic or
musical genres. Consider, for example, the interesting efects of combining
electronic and folk music styles, as in folktronica.
Traditional cognitive psychology research on conceptual combination
focuses on the comprehension of novel noun–noun phrases (e.g., “game date”).
Tis is actually a tricky research question, because there is often more than
one interpretation of the combination and that interpretation is often more
than the intersection of the two nouns (e.g., a “game date” is more than the set
of things “games” and “dates” have in common). It is also interesting because
combinations with similar constituents (“computer dog” and “apartment dog”)
can have very diferent interpretations.
Hampton (1987) proposed that the conceptual combination takes the set
of features of both nouns. Te combination inherits the salient attributes of
both sets subject to certain constraints, as follows: (1) features that are necessary
Cognition and Creative Thought 109
for one of the constituents will be included in the combination, and (2) fea-
tures that are impossible for one of the constituents will not be included in the
combination. One of the interesting things that happens during conceptual
combination, where creativity is concerned, is that it is possible for emergent
features to become part of the interpretation. An emergent feature is a feature
that is not (strongly) associated with either of the nouns in the combination.
Work by Wilkenfeld and Ward (2001) indicates that emergent features are
more likely when the nouns in a noun–noun combination are dissimilar from
each other (e.g., motorcycle harp) rather than similar to each other (e.g., apple
pear).
Perhaps the reason why emergent features are more likely with dissimilar
combinations is because one needs to engage in creative problem-solving when
trying to interpret the combinations involving dissimilar nouns/concepts.
Perhaps it is this exact thing that results in added value when combining dis-
similar things to create something new. It is certainly is a strategy suggested in
many creativity-enhancing techniques and put to use by creative individuals.
Most of the time these techniques use a random process to combine disparate
elements. For example, some techniques suggest taking the idea you are work-
ing with and pairing it with the frst object you see outside your window. Te
creativity often comes from the purposeful exploration of this combination.
As with what we discussed about the conformity efect, successfully com-
bining concepts that are quite dissimilar to each other often results in crea-
tive products. However, it is quite difcult to combine disparate concepts. In
fact, Poincaré discussed conceptual combination and creativity. Poincaré was
a mathematician, a theoretical physicist, and a philosopher of science. He was
deeply interested in the creative process and made detailed observations of
his own creative processes. He believed that mathematical creation comes
from useful combinations of elements, and that the way one can distinguish
the useful combinations from the poor ones is through the use of analogy (to
similar approaches or elements that have worked in the past). He noted that
the greater the disparity between the elements in the combination, the more
likely it was to be a more creative solution. However, the disparity between the
elements also increased the likelihood that the combination would result in a
totally unworkable solution.
Empirical research backs the idea that discrepancy between the items
to be combined could pose problems for developing workable ideas. Mobley
et al. (1992) asked participants to come up with concepts that could explain
grouping together exemplars from each of three distinct categories. For some
problems, the three starting categories were closely related, and in others they
were not. When the component objects were more dissimilar, people gener-
ated more original outcomes, but the outcomes were also judged to be of lower
110 Creativity and Innovation
whereas the rider of the motorcycle sits on a seat. You would also notice that
the saddle is between the front and rear legs of the horse, just like the seat is
between the front and rear motorcycle tires.
Te fnal process is inference/transfer. Once you have established corre-
spondences between the source and target domains, it is possible to identify
diferences between them. It is these diferences that can potentially suggest
how to solve the problem in the target domain. Tis happens when you notice
something in the source domain (the saddlebags behind the saddle for car-
rying things) that is missing in the target domain (the motorcycle is missing
the saddlebag). You transfer the knowledge from the source to the target,
and then adapt the solution to the specifcs of the target domain (e.g., sad-
dlebags could be hung across the motorcycle’s rear fender to carry supplies). It
is the inference/transfer stage that is associated with creative insights during
problem-solving. Insight is often experienced as a sudden epiphany – an Aha
experience – and is believed to result from a sudden restructuring of the repre-
sentation of the source domain that allows the solution to the target problem
to be identifed (Finke et al., 1992; Lv, 2015).
Te frst studies examining analogy in creative problem-solving used ill-
defned insight problems such as Dunker’s (1945) radiation problem. One of
the functions of this initial research was to verify existing anecdotal evidence
that analogy contributed signifcantly to scientifc insight and problem-solving
through the use of distant analogies (Gick & Holyoak, 1983). Since then, much
of analogy research focused more on the basic processes of analogy (especially
retrieval) and less on how analogical problem-solving enables highly creative
solutions to problems. Consequently, little is known about the role these basic
processes play in facilitating creativity. Tere are exceptions, though. Dahl and
Moreau (2002) empirically examined the use of analogy to aid in developing
novel products. In their experiment, they had experienced product designers
develop a system for eating food in an automobile. Tey recorded the designer’s
use of analogy in the development process. Tey found that the creativity of the
product developed was positively correlated with the number and conceptual
distance of analogies used during product development. Te greater the number
of analogies used by the designers, the more creative the resulting product. Te
greater the conceptual distance between the source and target domains of the
analogies used by the designers, the greater the creativity of the product they
developed. Te manner in which Dahl and Moreau (2002) examined the rela-
tionship between conceptual distance and creativity is typical for research of this
nature. Tey examined the correlation between conceptual distance and creativ-
ity. In this and similar studies, the problem-solver retrieved the source domain
from memory to solve the problem. In comparison, Sifonis (2003) experimen-
tally examined the relationship between the conceptual distance between the
112 Creativity and Innovation
source and target domains and the creativity of the resulting solution to the
problem. Rather than having participants retrieve the source domain from
memory, Sifonis provided participants with a source domain. Te target domain
her participants were working with was solving the parking problem on campus.
Tis problem was chosen because participants were familiar with the problem
and deeply invested in generating solutions to it.
Tere has been some debate about the usefulness of near versus distant
source domains (see, e.g., Christensen & Schunn, 2007; Dunbar, 1997), and
the source domains Sifonis provided to participants difered in terms of the
conceptual distance of the “parking on campus” target domain. Some were
given the conceptually similar domain of parking at a mall. A second group
was provided with a more distant domain that was still transportation-ori-
ented – parking downtown. Te third group was told to use the source domain
of an amusement park, and the fourth group was asked to use the most distant
source domain of “Darwin’s Teory of Evolution.” Participants mapped the
source and target domains onto each other to generate solutions which were
then rated in terms of practicality and originality. Te results showed that a
source domain similar to the target domain (parking at a mall), led to the most
practical solutions. Te most original solutions were generated when using the
moderately distant source domain of an amusement park. Tis supports the
idea that more conceptually distant domains lead to more creative solutions …
up to a point. Perhaps when the source domain is excessively distant from the
target domain, creative and workable solutions are rare.
Perhaps an even more interesting component of this research involved
the types of solutions generated by mapping the diferent source domains
onto the target domain. It appears that the specifc source domain used to
solve the target problem afected the types of solutions that were generated.
For example, those using a mall as the source domain were more likely than
those using other source domains to generate the parking solution of having
the police enforce parking rules. Tose working with the downtown parking
source domain were more likely than the other participants to suggest solu-
tions involving parking determined by need (e.g., more handicapped park-
ing near the building; majors get to park closer to the department building).
Tose working with the amusement park source domain generated more solu-
tions involving the addition of conveniences/safety (e.g., food vendors in the
parking lot, protection from cars). Not surprisingly, participants working with
Darwin’s Teory as their source domain were more likely to provide solutions
that reduced the commuter population on campus.
Tese results suggest that the source domain constrains which aspects
of the knowledge structure are explored to generate solutions to the target
domain problem. Tis is consistent with prior analogical reasoning research
Cognition and Creative Thought 113
(Keane, 1996; Spellman & Holyoak, 1996) and leads to an important take-
away message. Tere are many diferent solutions to a problem. When using
analogy, the source domain exerts a strong infuence on the target domain
solution. Tis means that there are many diferent source domains that could
be applied to a problem, leading to many potential solutions to that prob-
lem (Scotney et al., 2020). However, it doesn’t necessarily mean that solutions
using one source domain are inherently better than those generated using a
diferent source domain. As long as the mapping and transfer processes are
engaged in thoroughly and methodically, it is possible for those diferent solu-
tions to be equally efective and equally creative for solving the problem.
Summary
Creative cognition ofers a way to understand creativity in terms of the
nuts and bolts of creative thinking from which new and useful ideas originate.
By considering basic mental operations we’re all capable of, it also provides
some guidance about how people can increase their chances of coming up with
creative products. It is clear that it is not just the processes, but also the way
they are implemented that matters. Generating mental images can spark new
ideas, but it may be helpful to simply “mentally doodle” without a particular
problem in mind, and only then try to use knowledge to see how the result
can be applied in a given domain. Exposure to examples of other solutions can
help or hurt, depending on whether those examples have faws or unusual but
useful characteristics. Retrieving specifc ideas from memory can limit origi-
nality, but it can also help with the practicality of new ideas. Combinations
of previous ideas can help, especially if those ideas are moderately discrepant.
Analogies can help, and the distance between the source and target domains
can afect the outcome. So, in being creative, not only is it helpful to use ordi-
nary processes, it is important to be aware of how we’re using those processes,
and to capitalize on the strengths of those processes.
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Cognition and Creative Thought 117
Insight: Developing
Creative Thinkers with
Ahas and Uh-Ohs?
Gillian Hill
Key Take-Aways
¥¥ Insight moments as mini-c creative experiences see the beginning of
a developmental journey in creative thinking with Aha and Uh-oh
moments playing a part in problem-solving that may be applied in the
classroom in approaches such as problem-based learning.
¥¥ Ideas and knowledge that arrive through insight moments ofer the
promise of “added value” by being better remembered, seeing a new
understanding unfold from the moment, and potentially provid-
ing motivation for students to seek out and persevere with future
problem-solving.
¥¥ We could adapt some of the tasks and approaches that research psy-
chologists have used to elicit insight in the laboratory, for example
word puzzles, tabletop games, and magic trick solving. Tese may be
useful to give low-stakes experiences that students can then apply and
refect on in solving opportunities aforded in class.
Jung-Beeman, 2003; Danek et al., 2014). Tese moments may often represent
a sought-out shift in understanding and even attitude in a student (Liljedahl,
2016; Singh, 2011). If such shifts could be elicited, captured, or replicated,
perhaps as threshold concepts, then there might be a way to arm learners with
a prepared mind to experience such moments (Meyer & Land, 2006).
A useful model in thinking about insight is provided by Kaufman and
Beghetto (2009), which separates creativity into four diferent levels of
achievement. Tis labels eminent creative achievements such as Archimides’
archetypal eureka moment as big-C, but recognizes that a lot of creativity does
not ft into this category. Most of us will not reach a level of eminence to show
big-C in our lifetime! To be fair to Zuckerberg, I suspect this is kind of the
point he was trying to make, too, suggesting that other forms of creativity are
more achievable for individuals to aspire to, rather than waiting for a big-C
eureka to hit out of the blue. Accordingly, the other types of creativity they
describe, pro-c, little-c and mini-c, may be more pertinent in our considera-
tion of insight moments in this chapter.
In fact, big-C creativity does not appear from nowhere, rather it builds on
knowledge and creativity at these other levels. A nice example of this is the
creative endeavor of Vijay Kakkar, who pioneered the use of anticoagulants
1 Te Fields Medal is seen as the equivalent to a Nobel Prize, and is one of the highest forms of
acknowledgment for a mathematician.
124
Puzzle 2 is a RAT (no, not a small animal, but the Remote Association
Test; Bowden & Jung-Beeman, 2003), which provides lots of
opportunities to solve through insight. These are quite hard, given they
were developed for adult participants.
The nine-dot problem (Maier, 1930) is a classic insight problem, and these
riddles or puzzles only give a one-off solving opportunity. Also, as you’ll see if
you check out the solutions, many of these have found their way out of the
laboratory, meaning that many of the solutions are quite widely known.
Match-stick Math Connect 4
4. Move one stick to make this sum work.
Figure HT4.3
Different puzzles can involve moving different sticks . The use of roman
numerals for numbers above three would expand the possible puzzle bank
(Knoblich et al., 1999).
Story Telling
Figure HT4.4
Frank Loesche developed Dira (Loesche et al., 2018), a computer-based version
of the card game Dixit (see https://en.wikipedia.org/wiki/Dixit_(card_game). He
found that it reliably produced insight moments. In this game, a story is told Adults playing this table-top game have been shown to experience
based on one of a selection of cards. The insight moments come when players both Ahas and Uh-ohs (Hill & Kemp, 2018a). Having simple rules and
identify which card and why. being affordable and easy to clean (plus there being of free online
versions), it is ideal for classroom use (the photo shows some of my
Magic Tricks students in a problem-solving class).
Amory Danek showed that people have insight moments when trying to work
out how a magic trick is done (Danek et al., 2014). Have a try yourself by visiting
Amory’s website (www.amorydanek.de/research/). This introduces aspects of
drama and performance, as the magician seeks to trick the audience.
Insight
125
126 Creativity and Innovation
Several studies have found that when solutions are given to solvers who have
yet to fnd the answer or are stuck in their solving attempts, they still often
experience an Aha (Kizilirmak et al, 2016; Webb et al., 2019). Terefore,
those sharing an answer with their class or a teacher providing feedback of
answers may elicit mini-c Aha moments in others, and so see benefts via
a vicarious Aha. For instance, providing or discussing problems and subse-
quent solutions may generate some early insight experiences for students and
help to motivate future solving attempts. A cautionary note here again is
that of course these are laboratory-generated fndings, which we as yet can-
not say for certain operate in the same way in the classroom or in younger
age groups.
A further consideration is that some students may not experience
insight at all. Linda Ovington (Ovington et al. 2018) found that an intrigu-
ing 20 percent of participants in her large-scale study of adults in Australia
reported never having experienced an insight moment. Tis corroborates
some of my own (unpublished) qualitative work conducted before Ovington’s
work was published. I recruited participants for a diary study to follow their
insight experiences over the course of a week, but many reported having
none at all. For me, this was somewhat of an Uh-oh moment. Was it that
they truly had not had insights at all, or had they forgotten to complete their
diary? In follow-up interviews, they explained to me that despite looking
out for these moments, they did not experience any, and crucially, they felt
that they never had. Terefore, some caution should be applied in expecting
all to experience or beneft from Aha moments until further work is done
with this group of people. In fact, it could be alienating to describe insight
moments as if they are a universally experienced phenomenon if you are one
of this group.
So, to conclude, Gopnik (2000) suggests that “it is not that children are
little scientists but that scientists are big children” (p. 303). Trough a focus
on these “big children,” our pro-c STEM professionals, we have identifed
the part mini-c insights may play when working with children. As seen in
the laboratory-based insight tasks, however, insight moments occur across
domains, so are not exclusive to STEM subjects. Not only can Ahas and
Uh-ohs play important roles in classroom problem-solving and topic-based
learning, they may also provide foundational experiences in the develop-
ment of creative thinkers. By exposing children to, and getting them to
refect on, experiences of insight moments, we may be able to help grow
motivated and resilient problem-solvers. So, fnally and in direct response
to Zuckerberg, “Eureka moments aren’t a dangerous lie – they are real, but
complicated!”
128 Creativity and Innovation
References
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of dopamine that is released when a puzzle is fnished. Te Daily Mail.
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130 Creativity and Innovation
Figure HT4.5
Figure HT4.6
CHAPTER 6
A Pragmatic View
of Teaching and
Measuring Creativity
Inside Digital
Media Design
Matthew J. Worwood
Key Take-Aways
¥¥ Design thinking’s emphasis on the end-user makes it more suit-
able for designing disciplines compared to other forms of creative
problem-solving.
¥¥ Teaching creativity inside design thinking requires teaching practi-
tioners to consider the infuence of audience members who exist inside
and outside the classroom environment.
¥¥ Students must learn how to diferentiate feedback from audience
groups that exist inside the classroom environment and consider their
limitations in efectively judging the likelihood of an outcome’s suc-
cess in the real world.
¥¥ Te 4C framework for creativity provides a pragmatic approach to
exploring diferent ways to evaluate outcomes when teaching creativ-
ity in Digital Media Design (DMD).
A Design-Based Approach to
Creative Problem-Solving
Tanks to established approaches in CPS (Mumford et al., 1991; Puccio,
2011), educators and scholar-practitioners can now explore diferent ways to
teach and promote this methodology inside their curriculum. Tis includes
situating CPS stages inside specifc disciplines (Mumford, 2017) and working
to facilitate deeper thinking around the actions that contribute to the crea-
tive process. Tis includes increased attention toward the environmental fac-
tors that may infuence student decision-making when working to design and
develop technological solutions in response to class assignments. Tis particu-
lar focus aligns CPS application with emerging sociocultural perspectives on
creativity that emphasize interactions that take place inside the environment
and their impact on the process (Glaveanu, 2013; Glaveanu et al., 2020).
Design thinking shares a similar profle with CPS methods; however,
it places more emphasis on human-centered design (Wolcott et al., 2020;
Worwood & Plucker, 2018; Worwood, 2020). Under these conditions, infor-
mation gathered about the end-user is placed at the forefront of idea genera-
tion, selection, and evaluation (Wolcott et al., 2020). Furthermore, real-world
application of design thinking is dedicated to the development of high-stakes
outcomes that address complex problems in felds such as architecture and
urban planning (Rowe, 1987), education and health care (Wolcott et al., 2020),
software development (IBM Design Tinking), and other forms of general
product design in industry. Although a potential discussion could examine
the intricacies of CPS and design thinking, the overall concepts in both meth-
ods represent a domain-general process to support deliberate creative produc-
tion (Worwood & Plucker, 2018). From this perspective, design thinking
shares the same objective as CPS – an intent to produce a creative outcome
in response to an ill-defned problem (Darbellay et al., 2018, Mumford 2017;
Puccio et al., 2011). However, design thinking’s emphasis on human-cen-
tered design requires practitioners to research and identify the needs of those
impacted by the problem to consider solutions based on audience and context.
Furthermore, its focus on the production of innovative products in society
and industry provides opportunities to engage DMD students in client-facing
real-world learning experiences. Although some visual designers may gravi-
tate toward aesthetics, applying design thinking increases attention on func-
tionality, as outcomes are measured based on addressing the context of the
users and their needs within this context. Terefore, DMD students engaged
in design thinking are tasked with using a collection of various design skills to
produce visually engaging content to solve a real-world problem. Furthermore,
as students interact with audience members during the process, they learn how
136 Creativity and Innovation
to apply user preferences during future iterations. Tis makes design thinking
more applicable to design disciplines that value iterative design than tradi-
tional CPS methodology.
highlight many similarities during the production of the outcome, but also
diferences that include how designers respond to the pressures of a client,
while also viewing outcomes from the bases of both functionality and poten-
tial to address the problem (Michlewski, 2008). Applying my experience as
a professor of Digital Media, DMD students often fall into three catego-
ries: those who approach problems and view outcomes artistically, those who
approach problems and view outcomes as a designer, and those who have the
capacity to shift their approach based on the context and situation. Given the
importance of designing visually engaging content, but content that addresses
the needs of the end-user, the latter are ideal DMD students. Using a design-
based approach to CPS helps facilitate and shift views of creativity when
working inside design thinking. Likewise, it helps teach students how to fnd
and clarify problems to guide creative production and identify what views
of creativity to prioritize when working to distribute the solution (Marcy
& Mumford, 2007). Applying sociocultural perspectives of creativity, these
views are infuenced by the audience that exists inside the student’s environ-
ment, and this audience will naturally infuence actions taken during creative
production (Glaveanu, 2013). Consequently, facilitating views of creativity
inside design thinking, including fnding problems and evaluating solutions,
requires thinking for the individuals and groups interacting with the student
during the creative process.
The Audience
As we explore the importance of the end-user while teaching for creativ-
ity inside design thinking, it is helpful to consider diferent components that
make up an audience. Sawyer (2006) identifes connoisseurs as the experts
with the most knowledge and practice in their domain, followed by amateurs,
who have less knowledge than connoisseurs, but still have enough experience
to participate and ofer infuential insight. Te fnal component of an audi-
ence is presented as the general public. Interestingly, Sawyer (2006) does not
discuss their knowledge, but distinguishes this group by representing those
with little infuence during the design and distribution of the outcome. In his
description, Sawyer utilizes flm as an example of how the quantity of people
engaged by the product indicates its success. If a flm is watched by one mil-
lion people and another flm is watched by ten million people, the latter is
deemed more successful. Terefore, although domain experts may have an
alternative view about the production, the number of people engaged in the
fnal product is considered indicative of creativity from at least one perspec-
tive. Although the numerical value of engagement will naturally vary by the
size of the potential audience, the concept remains the same – members of
the general public represent a group diferent to those that might exist inside
138 Creativity and Innovation
a classroom environment. When viewed from this perspective, there are two
groups to consider when engaging DMD students in digital media projects:
the experts or semi-experts who cast judgment based on the product’s rela-
tionship inside the discipline, and those who judge the product based on con-
textual factors applicable to the intended audience (i.e., the general public).
Determining what component of an audience to target is a crucial fac-
tor to consider when exploring how to view creativity inside design thinking.
As expressed in the research, investigations into creativity evaluation typi-
cally focus on measuring creativity through divergent thinking tests (Runco
& Acar, 2012) or opinions held by domain experts (Baer et al., 2016; Kaufman
et al., 2010). Te former is perceived as evaluating the individual, while the
latter considers the outcome (Sawyer, 2012). Debates continue in these prac-
tices, which seem infuenced based on the diferent ways to view creativity as
it occurs inside an environment. However, under current conditions of the
education system, outcomes produced in a classroom environment require
some level of judgment (Plucker & Makel, 2010). Given the diferent ways
to measure creativity, it is understandable why challenges exist in terms of
what views of creativity to promote when working to evaluate creativity inside
design thinking, particularly if students and instructors in this feld gravitate
toward diferent preferences and approaches during creative production.
As presented in Figure 6.1, fellow DMD students represent a group with
similar knowledge of the domain (i.e., the amateurs), while instructors and
industry professionals are considered experts and therefore in a better position
to ofer overall judgment of an outcome. However, the intended audience of
the outcome (if they are members of the public) may or may not physically
exist inside a classroom environment. Tis introduces an interesting dilemma
when presenting the concept of creativity when teaching DMD students about
design thinking. Do we defer overall judgment of an untested technological
solution to a single instructor who will issue a grade? Do we invite industry
professionals or real-world clients to ofer judgment based on what they think
will be most successful in the real world? How might these choices infuence
a student’s priorities during creative production? And fnally, in what ways
might these actions infuence what views of creativity a student chooses to
prioritize when engaged in design thinking in the classroom?
Tese questions emphasize a crucial part of teaching for creativity in
design disciplines. More importantly, they provide an opportunity to consider
the diferent ways to present creativity to DMD students engaged in crea-
tive production. As already presented in this chapter, those engaged in design
thinking do so with the intention to produce a new and useful outcome in
response to an initial problem (e.g., mental health during COVID). Terefore,
creativity inside design thinking should consider how the outcome interacts
Design Thinking and Creativity 139
with the intended audience inside the context where the problem exists (i.e.,
the general public). Tis view does not necessarily alienate other perspectives
of creativity, but it does focus attention on the desired outcome that initiated
the process – to solve a problem. Without some type of engagement with
the intended audience, the student (and instructor) lacks the capacity to ofer
conclusive judgment of the outcome from the audience’s perspective. To deny
students this experience dilutes the teaching of design thinking inside DMD.
Furthermore, absent this opportunity, students may turn toward preconceived
views of creativity that prioritize the outcome’s relationship to themselves or
progress inside the discipline. Although these perspectives of an outcome
serve creativity, they fail to address the overall objective of design thinking
and the development of a technological solution. For example, a digital game
with the objective to change behavioral attitudes toward recycling on campus
is viewed based on its relationship to existing game theory, as opposed to
whether it led to an increase in recycling; a social media campaign launched
to raise money for a local charity is evaluated based on its content and strategy,
rather than its engagement and money raised; and an animation produced
to inform the public about the importance of social distancing during the
140 Creativity and Innovation
4C Model of Creativity
Kaufman and Beghetto’s 4C Model of creativity provides an overall
framework to develop an understanding for the various ways to view creativity
inside design thinking. Mini-c outcomes consider views from the perspective
of the student; this includes new discoveries recognized and valued by the
individual (Beghetto & Kaufman, 2007), and these can include new ideas and
perspectives of the problem; however, the infuence of the outcome inside the
environment is limited to the student or group of students participating in the
process. As they progress ideas forward, they begin to engage in everyday acts
of creativity that address problems encountered during creative production
(Kaufmann & Beghetto, 2009). Tese outcomes contribute as little-c, as they
are available for others to recognize and appreciate inside the environment.
Tis chapter recognizes the importance of mini-c and little-c perspectives,
as they are an important aspect of the learning process. Tey represent learn-
ing inside the domain, and provide an important foundation to build upon
as individuals or groups progress toward higher-stake outcomes valued by a
wider audience. However, students must recognize the diference between an
outcome they consider new and useful, an outcome considered new and useful
related to the learning of domain-specifc skills, and fnally an outcome val-
ued based on its impact on the intended problem. Tese diferences represent
views of creativity that can vary as a consequence of contextual factors that
infuence how creativity is measured inside a DMD classroom. Te instruc-
tor’s potential view of creativity is infuential in this process.
As we look toward an outcome valued by an intended audience, we begin to
consider big-C and pro-c outcomes; the impact of both these outcomes expands
beyond the individual, as they begin to produce systematic changes beyond the
four walls of the classroom. Big-C outcomes are considered those with signif-
cant impacts that endure the test of time (Kaufmann & Beghetto, 2009). Tese
Design Thinking and Creativity 141
outcomes are reserved for elite pioneers, such as Ada Lovelace, Shakespeare,
or Martin Luther King, whereas pro-c outcomes are more applicable to teach-
ing creativity inside design thinking, as they consider the systematic changes
produced inside an existing context. These outcomes are presented as high-
stakes creativity, as their novelty and usefulness expand outside the view of a
classroom or discipline. Rather than prioritizing the views of colleagues and
instructors, students learn to recognize that the overall success of an outcome
is ultimately determined by the changes experienced or enacted by the end-
user. A more pragmatic way to facilitate this type of discussion is to consider
ways to express these views as questions (see Table 6.1). This approach can
help facilitate a reflective learning experience that challenges a singular view
of an outcome inside the classroom environment. Furthermore, research sug-
gests that engaging design students in this type of metacognitive practice can
help improve outcomes when teaching students about creative problem-solving
techniques (Hargrove, 2012; Hargrove & Nietfeld, 2014; Xiaoyu et al., 2019).
The questions presented under mini-c offer opportunities to engage stu-
dents in reflective tasks to support learning (Beghetto & Kaufman, 2007),
while little-c questions help facilitate the type of feedback and critique com-
mon in design and fine arts curriculum. These social interactions typically take
place inside the classroom environment or as part of a juried exhibition. Like
Table 6.1
4C Model of Creativity
mini-c little-c pro-c big-C
What do I think of What do others in What does the How will your
my idea? your class think of intended audience outcome be viewed
your outcome? think of your by the audience
What do I think of outcome? 50 years from now?
my outcome? How new is your
outcome compared How new is your What impact will it
How do I value my to what has been outcome compared continue to have on
outcome? produced in the to what already the audience after
classroom before? exists for the this time?
What is new about audience?
my outcome when What value do What influences
compared to past others think your What value does will your outcome
work I’ve produced? outcome offers? your outcome offer have had on future
to the audience? innovations?
What discoveries What is the
have I made by relationship What impact does
engaging in this between your your outcome have
process? outcome and on the problem it
expectations was designed to
that exist in the address?
curriculum?
142 Creativity and Innovation
mini-c questions, they support learning and progress easily observed by oth-
ers. However, the learning experience from this view considers outcomes as
they exist inside the discipline (e.g., color choice); to be clear, this is an impor-
tant aspect of the creative process. Te development of domain-specifc skills
is a requirement for future creativity inside a discipline. However, returning
to the concept of a t-shaped professional, there is value in facilitating DMD
student thinking toward the questions that represent pro-c and big-C creativ-
ity. Although there are obvious challenges when addressing big-C questions,
pro-c questions are observable when systems exist to evaluate outcomes from
the perspective of the intended audience. Specifcally, they encourage students
to consider how they may engage with their intended audience to measure
the impact of a technological solution. Tis approach aligns with the core
principles of design thinking by gathering and using information about the
situation from the perspective of the end-user. However, the constraints of a
semester and the confnes of a classroom environment create barriers to the
teaching of this aspect of design thinking. Despite this, using the 4C frame-
work to explore ways to evaluate ideas and consider diferent ways to value an
outcome may introduce new ways to view creativity inside design thinking.
For example, a student may learn to recognize a preference for visual appeal
over functionality as a mini-c outcome, while feedback on the use of a font,
color scheme, or animation technique is recognized as a little-c outcome when
viewed inside the discipline. Most importantly, students recognize that absent
real-world information, it is difcult to determine the impact of their out-
come from the perspective of pro-c, which places value on how much impact
the outcome has on the intended audience. Design thinking in DMD is a
process to support the design and development of a technological solution,
and within this approach students must understand the diference between
what they think they’ve achieved and what they know they’ve achieved. All
views are valuable, but if our intent is to produce students with the capacity
to successfully apply domain-specifc skills to address real-world problems,
they must recognize the diferences. Terefore, I advocate for the teaching of
creativity inside design thinking as a new and useful outcome as measured by
its impact on a real-world situation. Te 4C Model serves as a tool to promote
this perspective.
Discussion
Some may not appreciate the value of Design Tinking, particularly
in situations when there is high regard for the teaching of domain-general
skills routinely taught in established disciplines (e.g., computer arts, graphic
Design Thinking and Creativity 143
design). As a result, singular views of creativity may have a priority inside the
curriculum. However, this chapter presents DMD as a discipline tasked with
developing technological solutions to novel problems that involve the visual
communication of information. Consequently, teaching students how to view
creativity inside design thinking is crucial for learning how to apply domain-
specifc knowledge to real-world problems impacting society. Te 4C frame-
work ofers a way to facilitate refective discussion of ideas and outcomes that
emerge during creative production inside DMD. Initial research in this area
suggests that students may have the capacity to distinguish between difer-
ent levels of creativity using the 4C framework (Kaufman & Beghetto, 2013;
Puente-Diaz et al., 2016; Puryear, 2016). Tis capacity can serve the develop-
ment of creative metacognitive skills that serve CPS (Kaufman et al., 2016),
therefore these questions may provide opportunities to support further inves-
tigation of this topic.
Finally, this approach doesn’t undermine a particular view of creativity,
but rather helps students to consider the context of feedback received inside a
classroom environment. Even if students are unable to evaluate outcomes at
the pro-c level, knowing they exist challenges them to recognize the limita-
tion of creativity judgments inside the classroom. And most importantly, it
sets more realistic expectations for real-world creative problem-solving in the
future. Tis supports sociocultural perspectives of creativity that highlight the
infuence of an audience during the creative process. Terefore, making stu-
dents more aware of these diferent views of creativity can assist in choosing
appropriate actions for assignments when responding to information received
inside a classroom environment.
As we look to address big challenges of the 21st century, we must encour-
age more of our students to recognize the goals of high-stakes creativity when
engaged in deliberate problem-solving. Consider the goals outlined in the
Paris Agreement that set CO2 reduction targets by 2050. Countries commit-
ted to these goals are now engaged in massive problem-solving as they work
to produce alternative forms of energy by designing solutions to the challenges
that exist to address this efort. Although we might celebrate and cheer on new
ideas, the value of outcomes within this context is ultimately judged on how
far they move us toward meeting the goals of this agreement. It is a mammoth
undertaking that requires mastery of domain-specifc skills; however, mastery
alone is not enough to enact change in the real world. Students must learn to
set measurable goals when challenged to address a real-world problem, and
unless they have obtained data to evaluate whether they’ve met those goals,
their capacity to evaluate the newness and usefulness of their outcome will
remain limited. Today’s students engaged in design thinking are the future
professionals tasked with addressing big problems facing our society. It is the
144 Creativity and Innovation
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Design Thinking and Creativity 145
Creative Efficiency
More Ideas, Better, Faster!
Stuart Goldsmith
Key Take-Aways
¥¥ When dealing with creativity, efciency needn’t be a dirty word.
¥¥ Comedians assemble their own unique toolkits to create their material.
¥¥ Don’t interrupt your fow state for editing, research, rumination, or
anything else.
¥¥ We create environments in which to fail safely.
¥¥ Te mini-crises provoked by the presence of an audience inspire crea-
tive connections.
¥¥ Be intentional about collating your own toolkit, analyzing the cir-
cumstances under which you are most creative, and recreating those
circumstances.
I’ve never heard anyone in the comedy industry use the phrase “creative
efciency,” perhaps because the two words seem disjointed from one another.
Tere’s naturally a friction between the idea of a heroically chaotic creative
mind plucking glistening new ideas from the ether and the somewhat clinical
notion that one can perform that task to order, or to even a measurable extent.
I was brought up to believe that there were “Arts” people and “Sciences”
people, and that to identify as the former meant renouncing the latter. But
creativity is not a mysterious, amorphous thing that is damaged if we talk
about it. On the contrary, professionally creative people think about it a lot
in an efort to improve their personal creativity. Comedy critics love to quote
E. B. White on how dissecting the frog of comedy kills it stone dead, but the
funniest people in the world analyze their art constantly, and only become
finty when working out their percentage of the door.
As a stand-up comedian, and interviewer of same, I’m drawn to the idea
of minting jokes out of thin air, of making something exist where before there
was nothing. Despite all my warrior-poet ideals, however, even I have to accept
that I’m really just smashing two pre-existing ideas together to create a third.
Sometimes those ideas are relatively mundane, such as a horse walking into a
bar and being asked, “Why the long face?” Sometimes they’re more nuanced,
like Mitch Hedberg observing that having to participate in your dreams is
exhausting, and that he’d rather dream about simply watching himself sleep.
If one aspect of our job is to launch a thousand ideas headlong into a thousand
more, and simply curate the “best” collisions into a set, can’t there be a way to
do so efciently?
Most of the guests on my Comedian’s Comedian podcast protest at frst that
they don’t really have a system or a toolkit, and then when probed go on to lay
out a completely unique way of recording their ideas, pulling them apart with
diferent tools and notions, and reshaping them anew. Sometimes the best
ideas fall out of the sky perfectly made, but this seems to happen a lot more
often when the engine of your creative brain is getting revved up on a regular
basis.
I’m fascinated by the idea that if a system exists, then it must be possible
to improve it – this may be motivated by not wanting to dread the blank page
for the rest of my professional life.
Some comics today will turn over an hour of new material every year or
two, with variations determined by work ethic, by whether their domestic
or international circuit is large enough to sustain touring the same gear, and
by the rate at which they expend it on TV and social media. In the UK, the
apparent career high-stakes of the annual Edinburgh Fringe Festival ensure
that to be taken seriously as an aspiring newcomer, three entirely new shows
in three respective years is the (pre-pandemic) norm. It certainly makes for an
Creative Efficiency 151
Distressingly, the second half is almost always funnier and more honest
than the hour of supposedly fnished material in the frst. Why wouldn’t it be?
I’m not following a script, I’m smashing the stuf together live, and wading
through the occasional lows makes the highs that much more enjoyable to
watch. Walking out onstage with ten index cards containing 20 half-ideas and
a decent closer has the super-brain vibrating at peak levels.
“Writing on stage” isn’t about trusting that a combination of luck and
blind panic will somehow do the job for you; or if it is, it isn’t just that.
Being able to re-direct your self-critical thoughts mid-performance is an
important part of any artist’s life, especially if the performance is also the
moment of creation. I’ve seen comics convince a tough crowd that they’re fan-
tastic simply by telling them so with confdence; I’ve seen others condemn
themselves to a silent grave by over-acknowledging their own mistakes.
Creativity fows when you tread a line between appropriate self-compas-
sion and just the right amount of crisis. If the problem is too great and your
creativity cannot overcome it in the moment, you shut down, you fop, you
bomb; every success story has a series of these undignifed collapses behind
it. Even the experts remain vulnerable to the occasional duf gig, otherwise
they’re counterfeiting risk and not truly embodying it. Te greats have simply
learnt to be comfortable being uncomfortable.
Comedians listen back to their gigs to spot the weaker material; some
even save time by looking at the waveform of their recording to identify the
quiet moments. Tere’s no reason at all why we can’t use the same diligence
to investigate when we’re at our most creative, recreate those conditions, and
make work not just faster, but more efcient.
Tere is no one way to be creatively efcient, but that doesn’t mean you
can’t cultivate your one way. Artists steal, tweak, embroider, and collage from
other people, other industries, and other disciplines. If you’re working with
others, whether in the workplace or classroom, encourage those around you
to play freely and to observe for themselves the moments when they most feel
the fow. Encourage them to be creative in their approach to their creativity!
Creative Productivity
across the Life Span
Dean Keith Simonton
Key Take-Aways
¥¥ Almost two centuries of empirical research has frmly established the
relation between age and creative productivity.
¥¥ Most typically, creative output frst increases rapidly to a peak some-
where in the late thirties or early forties, and thereafter slowly declines.
¥¥ However, the specifc shape of this age curve depends on the specifc
domain of creativity. In some domains the peak comes early, while in
others the peak comes much later, with a much less drastic post-peak
decline.
¥¥ Researchers must distinguish between quantity and quality of output,
quantity representing pure productivity and quality representing actual
creativity. Tis distinction is manifested in the location of a creator’s
three career landmarks: the frst, best, and last major work.
¥¥ It is also important to recognize substantial individual diferences in
the career trajectory. Te most highly creative persons produce their
frst major work at a younger age than most, maintain a high rate of
output throughout their career, and produce their last major work at
an older age than most – and thus exhibit much longer careers than
“one-hit wonders.”
When did the scientifc study of creativity begin? What was the topic
addressed by that very frst investigation? Te answers to these two questions
are surprising. First, the scientifc study of creativity began with publication of
Quételet’s (1835/1968) A Treatise on Man and the Development of His Faculties.
Although this mathematician was most concerned with establishing the nor-
mal (bell-shaped) distribution in the social sciences, he was also interested in
intellectual development. Second, and in line with this latter interest, Quételet
conducted the very frst scientifc study of how creative productivity changes
across the life span – thus making the age–productivity relationship the oldest
topic in creativity research!
I have a long-term afection for this topic as well. In fact, the frst paper
I had accepted for publication concerned this very same question (Simonton,
1975). And I have continued publishing on this issue for the past 40 years (e.g.,
Simonton, 2015b). Nor am I the only creativity researcher so engaged. Many
other investigators have also tackled this topic (e.g., Dennis, 1966; Lehman,
1953; Raskin, 1936). Hence, this question has accumulated more than a cen-
tury of empirical research (Simonton, 1988, 2012). Better yet, the empirical
fndings are actually cumulative! Tat is, certain central results have been rep-
licated again and again. Accordingly, I can write this chapter knowing that
the same fndings will probably hold up for centuries to come. So what are
these robust results?
Empirical Findings
In this section, I provide an overview of the following results: (a) the typi-
cal age curve, (b) the interdisciplinary contrasts in that curve, (c) the place-
ment of three career landmarks, and (d) individual diferences in the career
trajectory.
15
10
Productivity
0
10 20 30 40 50 60 70 80 90
Chronological Age
doesn’t usually go all the way to zero. Even an octogenarian creator can still be
generating creative ideas – such as Giuseppe Verdi, who composed his greatest
comic opera, Falstaf, when he was 80 years old. In fact, the expectation is that
the output rate at age 80 will still be about half that at age 40, when productiv-
ity maximizes. Older creators may be metaphorically “over the hill,” but they
haven’t yet reached the bottom of the hill. Indeed, their creativity compares
favorably with the young whippersnappers in the frst decade of their own
careers (Simonton, 2012).
It must be emphasized that the curve shown in Figure 7.1 represents only
a statistical average, an average computed across multiple creators. Like all
averages, any particular creative person may show exceptions on either side
of the curve. For instance, a recent study of the patents of Tomas Edison –
arguably the most prolifc inventor who ever lived – showed that he almost
ceased applying for patent protection in his mid-forties, when he should still
have been going strong (Simonton, 2015b). Te reason for this is that he ran
into problems with the enforcement of his patent rights, which led him to stop
applying for protection for a period. He still was producing the inventions, but
he was keeping them as trade secrets.
158 Creativity and Innovation
Interdisciplinary Contrasts
Creative disciplines can difer dramatically in the predicted age–produc-
tivity curve (Simonton, 2012). Some disciplines will tend to show a much ear-
lier peak and a much more precipitous decline. Other disciplines are prone to
display a much later peak, followed by a decline so minimal that it is often
difcult to speak of any age decrement at all. An example of the former are dis-
ciplines like lyric poetry and pure mathematics. It is no accident that one of the
most prestigious awards a mathematician can receive – the Fields Medal, often
called the “Nobel of Mathematics” – cannot be bestowed upon anybody whose
work appeared after age 40! Tus, poor Andrew Wiles, who was considered for
the Fields because of his breakthrough proof of Fermat’s Last Teorem, failed
to receive the award. A faw was found in his original demonstration which he
was not able to correct before he turned 41! It was probably disciplines like this
one that inspired Oliver Wendell Holmes, Jr. to say, “if you haven’t cut your
name on the door of fame by the time you’ve reached 40, you might just as well
put up your jackknife” (quoted in Lehman, 1953a, pp. 185–186).
Even so, sometimes 40 is yet too old! Teoretical physics underwent two
major revolutions in the early part of the 20th century – the quantum and
relativity theories. Te physicists who participated in these developments were
so young that their work was sometimes referred to as Knabenphysiks, which is
German for “boys’ physics.” Tus, Albert Einstein, a conspicuous participant
in both revolutions, once said that a “person who has not yet made his great
contribution to science before the age of thirty will never do so” (quoted in
Brodetsky, 1942, p. 699). An even more dramatic statement was advanced by
Paul Dirac, who got the Nobel for his work in quantum theory:
Naturally, Einstein and Dirac did their revolutionary work before reach-
ing age 30: Both were 26 years old!
What about disciplines where the peak appears much later in life, and the
decline is more gentile, if not absent altogether? Te best examples are found
Productivity across the Life Span 159
Career Landmarks
We have so far ignored a critical issue. Some early researchers defned
the age–productivity relation by tabulating every single work produced (e.g.,
Dennis, 1966), whereas others tended to count the truly great works (e.g.,
Lehman, 1953). Creative individuals will produce lots of creative products,
but not all are equally creative, and some might not be creative at all. Charles
Darwin put forward a theory of biological inheritance – his theory of pangen-
esis – that was an unmitigated disaster. Even a literary genius as great as
William Shakespeare could create inferior plays and poems (Simonton, 2009).
Among the plays, at the top stands Hamlet, at the low point is Timon of Athens,
which was created only about fve years later. Tus, rather than examine total
output, researchers can focus on “career landmarks” (Simonton, 1991a, 1991b,
1992, 1997; cf. Raskin, 1936; Zusne, 1976). Tese are major products that
together defne the beginning, peak, and termination of the most creative
period of a creator’s career. Tus, the frst career landmark is the age at which
creators produced their very frst signifcant work – signifcant in the sense
that the product continues to be considered a creative contribution to the dis-
cipline. Te last career landmark is the age at which creators produced their
very last signifcant work. Productivity may continue after that fnal work, but
160 Creativity and Innovation
those later works contribute nothing to the creator’s reputation. Between these
two landmarks is the age at which creators produce their single best work –
the creator’s masterpiece that essentially anchors their posthumous reputation.
For example, there can be no doubt whatsoever that the Fifth Symphony of
Ludwig van Beethoven, the work that begins with the famous duh-duh-duh-
dah theme indicating “fate knocking at the door,” represents his single most
high-impact work (Simonton, 2015a). Even people who have no interest what-
soever in classical music will recognize those four notes.
So our question now is how these three career landmarks relate to the
curve shown in Figure 7.1, assuming that that curve represents total produc-
tivity (quantity) rather than creativity (quality). Empirical research shows the
following (Simonton, 1991a, 1991b, 1997). First, and perhaps most obviously,
the middle career landmark, the single best work, tends to appear very close
to or a little after the peak for maximum output rate (cf. Sinatra et al., 2016).
Hence, given the curve in Figure 7.1, the optimal prediction is that the best
work would emerge in the early forties, on the average. For example, a study of
120 top classical composers found that the middle career landmark occurred
at age 40, which was very close to the peak for maximum output, namely,
39 years old (Simonton, 2016). In line with these statistics, Beethoven’s Fifth
Symphony was completed when he was 38 years old.
What about the remaining two landmarks – the frst and the last? Here,
the principle is not that diferent from what was said in the previous para-
graph: productivity infuences creativity. In the case of the frst landmark, the
faster creators accumulate products, regardless of quality, the sooner they will
fnally produce their frst truly notable work. By the same token, the more
prolifc creators are toward the end of their careers, the later will emerge their
last genuinely major work. Before the frst landmark, creators will contribute
juvenilia and other immature works, whereas after the last landmark, creators
will produce works that add nothing to their lifetime achievement. Probably
the last interval of the career is the most tragic. Einstein was selected “man of
the century” by Time magazine, yet people often forget that he devoted the last
part of his career to devising a unifed feld theory that was an ultimate failure.
Earlier, I pointed out that the curve in Figure 7.1 varies across disciplines.
Sometimes the acceleration to the peak is very fast and the post-peak decline
very rapid. Other times the peaks arrive much more slowly, and the age decre-
ment afterwards is much more modest. Given what was argued in the previous
two paragraphs, the developmental location of the three career landmarks must
refect the underlying curve for total output. Tis implication has been verifed
in empirical research (Simonton, 1997). An excellent example is found in a
study of more than 2,000 eminent scientists and inventors (Simonton, 1991a).
Te results are shown in Figure 7.2. No matter which career landmark we
Productivity across the Life Span 161
Figure 7.2 Mean chronological ages for the three career landmarks for
eight disciplines of scientific and technological achievement. The fig-
ure is based on data reported in Simonton (1991a), but the graph itself
is reproduced from Simonton (2004). A contribution was defined as a
discovery or invention that had a lasting impact on the history of the
discipline.
Individual Differences
In the previous subsection, I introduced the concept of the three career
landmarks and showed how the developmental placement of these landmarks
is contingent on the creative discipline. It turns out that even more compli-
cations must be introduced. Tese complexities all result from individual
diferences among creators rather than interdisciplinary contrasts. Two are
especially important (Simonton, 2012).
First, creative individuals vary immensely in lifetime creative produc-
tivity. Te most prolifc will produce dozens, even hundreds, of works over
the course of their careers, a large number of these counting as masterpieces,
whereas the least prolifc will more often stake their fame on a single work.
Te latter are the so-called “one-hit wonders” (Kozbelt, 2008). How does this
variation in output afect the developmental location of the three career land-
marks? In the case of the middle landmark, the age at production of best work,
the response is easy: Tere’s no substantial diference. On average, if the best
work appears at 40 for the most prolifc, it will most likely appear at 40 for
the least prolifc. Yet it gets more interesting for the frst and last landmarks
(Simonton, 1991a, 1991b, 1997). For the most prolifc creators, the frst career
landmark occurs much earlier and the last career landmark occurs much later
– lengthening the total time when they are making creative contributions. For
the least productive creators, the frst career landmark appears much later and
the last career landmark appears much earlier. Indeed, in the extreme case of
the one-hit wonders, the frst, middle, and last major contribution are one and
the same work! All three landmarks take place at the same age.
Second, creators can vary in the age at which they start producing works,
whether creative or not (Simonton, 1991a, 1997). Tat is, some are early
bloomers, who got an early start, and others are late bloomers, who got a
late start. One of the main reasons for this variation is that creators difer
regarding when they discover their creative domain. Te composer Wolfgang
Amadeus Mozart might have launched his career as a musical prodigy, already
composing as a child, but other creators get a much later start. Grandma
Moses, the famous folk artist, waited until her late seventies before she began
her career as a serious painter. Happily for her, she lived until she was 101, so
she could still have a career as long as Mozart’s, who died in his mid-thirties.
Moreover, because the trajectory for creative productivity is actually a function
of career age rather than chronological age, creators who get a late start will
have the peak of their career shifted to later years. For example, the composer
Anton Bruckner didn’t dedicate himself to writing symphonies until he was
in his forties, which meant that his frst career landmark did not emerge until
his early ffties, and his greatest symphonies did not appear until he was in
his sixties. Bruckner was still going strong when he died at age 72, leaving
Productivity across the Life Span 163
On the left side of the fgure appear two curves for highly prolifc creators,
the top graph showing the curve for early bloomers who start productivity
at age 20, the bottom graph showing the curve for late bloomers who start
productivity at age 30. Here, the frst (f), best (b), and last (l) career land-
marks have about the same separation regardless of when creative productivity
began. In either case, the best work appears about a decade after the frst major
work, and the last major work appears more than two decades after the best
work. On the right side, we again see two graphs representing early versus
late bloomers, but this time the creators are assumed to be less prolifc. As a
consequence, the three landmarks are more scrunched together. As mentioned
earlier, in the extreme case of the one-hit wonders, the three landmarks would
collapse into a single developmental event.
It should be manifest by now that if the fourfold typology is combined
with interdisciplinary contrasts, we obtain an even more refned conception
of possible trajectories for creative productivity across the life span. Indeed,
this framework has been converted into a complex mathematical model that
makes specifc predictions regarding the developmental placement of the
three landmarks as a function of discipline, productivity, and age at career
onset (Simonton, 1991a, 1997). Tese predictions have been confrmed for
both artistic and scientifc creators (Simonton, 1991a, 1991b, 1992, 2007a).
Conclusion
As might be expected for a topic that has attracted empirical research
since 1835, we know a great deal about how creative productivity changes
across the life span. Furthermore, this brief chapter could only touch upon the
main points (cf. Simonton, 2012). Hence, you should consider this chapter a
mere introduction to a topic enjoying great intrinsic interest and importance.
Although I have placed the most emphasis on the scientifc fndings, it’s
worth noting that these results are not without practical applications. Such
applications operate at diferent levels – the societal and the individual.
At the societal level, many institutions, educational and otherwise, exhibit
biases about the relation between age and creativity that provide the basis for
prejudice and discrimination. For example, when I applied to graduate school,
some applications explicitly asserted that nobody would be admitted who was
40 or over. Even when this ageist bias is no longer explicit, it’s likely to remain
implicit in admissions to this day – operating under the false assumption that
such an applicant would already be “over the hill” before even fnishing the
graduate program. Yet, as seen earlier, nothing prevents someone from becom-
ing a late bloomer who attains their career peak much later in life. After all,
Productivity across the Life Span 165
the curves are primarily a function of career age, not chronological age. An
even more unfortunate manifestation of ageism operates at the other end of
the career course, when mandatory retirement forces creative individuals to
lose the resources necessary to continue their creativity (Stroebe, 2010). Yet,
as has also been shown, late-career output is a function of many factors that
can enable even elders to exhibit creativity comparable to younger members
of their domain. Indeed, as is evident in Figure 7.3, highly creative persons in
the latter part of their careers can exceed less-creative persons at the peak of
their careers.
At the individual level, the results graphed in Figures 7.1–7.3 provide the
baseline expectations for alternative career trajectories, such as early versus
late bloomers or scientists working in diferent disciplines. When might you
expect to have your frst success? At what age would you produce your best
work? How old could you be when your creativity runs dry? At the same time,
it must be recognized that these graphs represent only statistical averages
which allow for considerable variation around the expectation. For instance,
as noted earlier, eminent chemists tend to generate their last major contribu-
tion at the youngest age of all scientifc disciplines, with an average of 51 years
old (Simonton, 1991b). Yet the range around that mean is substantial, from
age 22 to age 102 – fully 80 years! Tis range partly refects the fact that some
chemists may bloom early and others late, but it also results from the fact that
those chemists who maintain prolifc output into old age are more likely to
produce their last major work at an older age as well (see Figure 7.3). In fact,
sometimes the individual can get a secondary burst of output that results in a
small but noticeable secondary peak late in life (Haefele, 1962).
For my part, I have found the research on this question ever more fasci-
nating as I fnd myself slowly sliding down the post-peak portion of the age
curve! Fortunately, I know I haven’t yet hit the zero point. Otherwise, this
chapter would not have been written!
Thought Questions
1. Do you have a favorite creative interest, such as music, art, or flm?
Can you identify the major creators in that domain? Assuming they
have already produced their frst major work – how else would you
know about them? – who do you think has already produced their
best single work? Is there anybody you believe is already past their last
major work? Are there any one-hit wonders?
2. Some recent research suggests that the post-peak decline seen in
Figure 7.1 has become less pronounced for recent creators, especially
166 Creativity and Innovation
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168 Creativity and Innovation
Development
of Creativity
Different Phases for
Different Ages
Sandra W. Russ
Key Take-Aways
¥¥ Te development and expression of creativity take diferent forms at
diferent stages of the life course.
¥¥ Childhood and adolescence are times for the development of creative
processes within the individual that set the stage for adult creativity.
¥¥ Adulthood is a time for creative production in one’s chosen domain.
¥¥ Later life and retirement are times for using one’s creativity to meet the
challenges of aging and to enhance pleasure through creative activities.
Pretend Play
Pretend play is a common form of creative activity during these early
years that includes many of the components of creativity. In pretend play,
where children make things up from scratch, transform objects such as
LEGO bricks into rocket ships and people, and act out stories with emo-
tion and fantasy, we can observe the fundamental components of creativity.
Pretend play occurs in various forms from the age of two through the ages of
172 Creativity and Innovation
(APS-P; Kaugars & Russ, 2009), with minor adaptations for the older chil-
dren. Tey found that older children had more organized play with a more
sophisticated plot, a more complex story, more novelty, and use of fantasy ele-
ments outside of daily experience. Tey also found more frequency of and more
variety of afect expression in the narrative in older children. When looking
at the factor structure of the play, they found a similar two-factor model, one
cognitive and one afective, with younger and older children. Tis two-factor
model is similar to those of Russ (2014) with smaller samples. Tese fndings
are important because even though pretend play becomes more complex with
age, the factor structure of components of play remains the same. In addition,
as we saw in the review of play and creativity, individual diferences in pretend
play are associated with measures of creativity in both preschool and elemen-
tary school children.
Marcelo (2016) carried out a longitudinal study with 250 children in a
racially diverse US sample. She administered the APS-P to children at four,
six, and eight years of age. Her results were similar to the cross-sectional study
of Delvecchio et al. (2016). Te older eight--year-olds had better imagination
and organization of the story and more complexity than they had when they
were younger. However, the afect expression in play did not increase with age.
In the Italian sample, afect did increase with age. It is possible that cultural
diferences accounted for this fnding. Marcelo also found a similar two-factor
structure across childhood for both boys and girls and across race/ethnicity.
Tere was a cognitive factor and an afective factor. Marcelo concluded that
the same play constructs are captured by the APS-P over time across gender,
race/ethnicity, and poverty status.
can fnd what areas they are interested in, enjoy, and in which they
have some talent. Elementary school should be a time for exploration.
¥¥ Encourage pretend play if that is an activity the child enjoys.
Tere are a number of safe venues where children can be free to express
themselves in nonconventional ways. Pretend play, theater, videogames, art,
and music are all safe areas where children can experiment and engage in free
associations. Children who participate in these activities are, in essence, prac-
ticing with creative thought. Tey are also experiencing the joy and pleasure
involved in creative work, Hopefully, these joyful experiences will motivate
children to continue engaging in creative activities as adults.
Creativity in Adolescents
Many of the processes that develop during childhood continue to develop
in adolescence. Adolescence should be a time of trying new things and experi-
menting with diferent activities and discovering one’s talents. Adolescents
begin to specialize in their creative pursuits, be they music, science, engineer-
ing, art, sports, or forms of fction. Baer (2016) has stressed the importance of
domain-specifcity in creativity. Tat is, one develops creative ability in specifc
domains of music, art, science, etc. Diferent domains require diferent crea-
tive processes and training, and practice should develop within the domain.
Kleibeuker et al. (2016) found diferent developmental trajectories for
insight, verbal divergent thinking, and visuospatial divergent thinking dur-
ing adolescence. Tey reviewed the neurological changes during this period
that focus on novelty and adaptation. Hofmann and Hills (in press) stress
the importance of the adolescent period as a time of susceptibility to train-
ing efects. Tey point out that schools should take advantage of this critical
period to foster creative abilities.
Creativity in Adults
Adulthood involves a focus on work and career. Pro-c includes creative
acts that follow years of immersion in a feld that then makes a contribution to
a domain (Kaufman & Beghetto, 2009), therefore making it a focus of adult
creativity. In some instances, the contribution might be major big-C creativity.
In order to make a signifcant contribution to a domain, one must frst
master the knowledge base in that domain. A painter needs to know the basics
Development of Creativity 175
of painting and then refne them to become an expert. A scientist must know
the content and methods of the feld before true creative work can occur. Ten,
it is important to go deeply into the area. Rocke (2010) discussed the impor-
tance of deep immersion in a scientifc feld, which enables new combinations
of ideas to emerge. Gruber (1981), in his study of creative people, theorized
that a deep understanding of a domain enabled multiple perspectives to be
considered and a re-combining of ideas that resulted in creative work.
Many research studies have explored techniques to facilitate creativity in
adults and workplace climates that foster creativity. For a review of the com-
plexity of the interaction of variables within an organization that infuence
creativity, see Reiter-Palmon (in press).
Creativity also occurs in everyday life. Karwowski and Wisniewska (in
press) present a framework for creativity in adulthood that includes crea-
tive adaptations to challenges of adulthood. Tey speak of the developmen-
tal changes that occur during diferent phases of adulthood, and the need to
transform the environment and also the self. Not only is creative problem-
solving necessary for meeting the challenges of daily life, but the creative
identity of the self is transformed. Tey state that the creative life path begins
in childhood. Children must meet many developmental challenges and face
these developmental milestones with creative problem-solving and also with
internal change and maturation. Creative acts and meeting developmental
challenges shape an identity and contribute to self-development.