| Literature DB >> 30410453 |
Gillian Hill1, Shelly M Kemp2.
Abstract
Researchers have typically defined insight as a sudden new idea or understanding accompanied by an emotional feeling of Aha. Recently, examples of negative insight in everyday creative problem solving have been identified. These are seen as sudden and sickening moments of realization experienced as an Uh-oh rather than Aha. However, such experiences have yet to be explored from an experimental perspective. One barrier to doing so is that methods to elicit insight in the laboratory are constrained to positive insight. This study therefore aimed to develop a novel methodology that elicits both positive and negative insight solving, and additionally provides the contrasting experiences of analytic search solving in the same controlled conditions. The game of Connect 4 was identified as having the potential to produce these experiences, with each move representing a solving episode (where best to place the counter). Eighty participants played six games of Connect 4 against a computer and reported each move as being a product of positive search, positive insight, negative search or negative insight. Phenomenological ratings were then collected to provide validation of the experiences elicited. The results demonstrated that playing Connect 4 saw reporting of insight and search experiences that were both positive and negative, with the majority of participants using all four solving types. Phenomenological ratings suggest that these reported experiences were comparable to those elicited by existing laboratory methods focused on positive insight. This establishes the potential for Connect 4 to be used in future problem solving research as a reliable elicitation tool of insight and search experiences for both positive and negative solving. Furthermore, Connect 4 may be seen to offer more true to life solving experiences than other paradigms where a series of problems are solved working toward an overall superordinate goal rather than the presentation of stand-alone and un-related problems. Future work will need to look to develop versions of Connect 4 with greater control in order to fully utilize this methodology for creative problem solving research in experimental psychology and neuroscience contexts.Entities:
Keywords: Aha; Connect 4; Uh-oh; creative problem solving; negative insight
Year: 2018 PMID: 30410453 PMCID: PMC6209650 DOI: 10.3389/fpsyg.2018.01755
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Self-reported feeling of insight: descriptions given to participants playing Connect 4.
| Solving type | Description | Cue available whilst playing |
|---|---|---|
| Positive insight | You suddenly have an idea for your next move or how to win | Aha |
| Positive search | You work out your next move or how to win | I’ve worked out a good move |
| Negative insight | You suddenly see a problem or that you are in danger of losing | Uh-oh |
| Negative search | You work out a problem or that you are in danger of losing | I’ve worked out there’s a problem |
Questions asked of participants providing phenomenological ratings for the different solving types and labels for visual analog scale.
| Phenomenological rating | Question | Label for extremes of VAS | |
|---|---|---|---|
| 0 | 1 | ||
| Pleasantness | Please rate your | Unpleasant | Pleasant |
| Surprise | Please rate your | Not surprising | Surprising |
| Suddeness | The | Slowly | Quickly |
| Certainty | I felt about the ideas I had through | Uncertain | Certain |
FIGURE 1Frequency distribution of participant’s wins in Connect 4.
Breakdown of participants’ reported solving as positive insight (+i), positive search (+s), negative insight (−i), and negative search (−s).
| Reported | Nos. of participants | +i | +s | −i | −s | |
|---|---|---|---|---|---|---|
| 4 Solving types | 54 | ✓ | ✓ | ✓ | ✓ | |
| 3 Solving types | 19 | 6 | ✓ | ✓ | ✓ | |
| 1 | ✓ | ✓ | ✓ | |||
| 5 | ✓ | ✓ | ✓ | |||
| 7 | ✓ | ✓ | ✓ | |||
| 2 Solving types | 6 | 2 | ✓ | ✓ | ||
| 2 | ✓ | ✓ | ||||
| 2 | ✓ | ✓ | ||||
| 1 Solving type | 1 | ✓ | ||||
FIGURE 2Mean phenomenological ratings for solving type (insight/search) and valence (positive/negative) for Pleasantness, Surprise, Certainty, and Suddenness. Error bars = SE.