| Literature DB >> 29480412 |
Niyat Henok1, Frédéric Vallée-Tourangeau2, Gaëlle Vallée-Tourangeau3.
Abstract
Insight is commonly viewed as originating from the restructuring of a mental representation. Distributed cognition frameworks such as the Systemic Thinking Model (SysTM, Vallée-Tourangeau and Vallée-Tourangeau, Cognition beyond the brain: interactivity and human thinking, pp 133-154, 2017), however, assumes that information processing can be transformed when it is distributed across mental and material resources. The experiments reported here investigated whether interactivity enhanced incubation effects with the cheap necklace problem. Participants attempted to solve the problem in a low-interactivity condition with pen and paper or in a high-interactivity condition with a set of metal chains. Performance was substantially better in a task environment that fostered a higher degree of interactivity at Time 1. There was evidence of an incubation effect as participants significantly improved in performance after a 2-week gap, particularly in the high-interactivity condition. Experiment 2 showed that the context within which people can enact their thinking following incubation is key to improve problem-solving performance. When the problem presentation changed after a 2-week gap (low interactivity to high interactivity or high interactivity to low interactivity), performance only improved for those who worked on a highly interactive task at Time 2. Taken together, these findings underscore the importance of adopting a systemic perspective when investigating incubation effects in problem solving.Entities:
Year: 2018 PMID: 29480412 PMCID: PMC6994426 DOI: 10.1007/s00426-018-0992-9
Source DB: PubMed Journal: Psychol Res ISSN: 0340-0727
Fig. 1Given and goal states in the cheap necklace problem
Fig. 2Systemic thinking model
(SysTM, adapted from Vallée-Tourangeau & Vallée-Tourangeau, 2017)
Solution frequencies in the low- and high-interactivity conditions at Times 1 and 2, along with solution latencies (in seconds), long-term memory performance (LTM; indexed as the difference in recall accuracy at Time 2), and working memory capacity (C-Span)
| Time 1 | Low interactivity | High interactivity | ||
|---|---|---|---|---|
| Yes | No | Yes | No | |
| Freq | 2 | 33 | 12 | 16 |
| % | 6% | 94% | 43% | 57% |
| Latency to solution | ||||
| | 806.5 | 787.3 | ||
| 333.0 | 247.0 | |||
Incubation-driven vs. enactment-driven expected performance rise at Time 2
| Initial interactivity level | Final interactivity level | |
|---|---|---|
| Low | High | |
| Incubation-driven performance improvement at Time 2 | ||
| Low | +a | +b1 |
| High | ++b1 | ++a |
| Enactment-driven performance improvement at Time 2 | ||
| Low | +a | ++b2 |
| High | +b2 | ++a |
Time 1 = initial interactivity level, Time 2 = final interactivity level
aDenotes small (+) or large (++) increase in performance observed in Experiment 1
bDenotes small (+) or large (++) increase in performance expected in Experiment 2, under the (1) incubation-driven or the (2) enactment-driven hypothesis, respectively
Solution frequencies in the low- and high-interactivity conditions at Time 1 and 2, along with solution latencies, long-term memory performance (LTM; indexed as the difference in recall accuracy at Time 2), and working memory capacity (C-Span)
| Time 1 | Low interactivity | High interactivity | ||
|---|---|---|---|---|
| Yes | No | Yes | No | |
| Freq | 4 | 23 | 14 | 20 |
| % | 15% | 85% | 41% | 59% |
| Latency to solution | ||||
| | 755.5 | 1107.6 | ||
| | 306.6 | 408.6 | ||
Performance improvement in Experiments 1 and 2 following incubation as a function of the initial (Time 1) and final (Time 2) level of interactivity
| Initial interactivity level | Final interactivity level | |||
|---|---|---|---|---|
| Low | High | |||
| SE | SE | |||
| Low | + 14% | 0.03 | + 52% | 0.04 |
| High | + 3% | 0.03 | + 25% | 0.04 |