sobota, 28. junij 2014

Gauging creative thinking

Stanford researchers found that walking boosts creative inspiration. They examined creativity levels of people while they walked versus while they sat. A person's creative output increased by an average of 60 percent when walking.

The research comprised four experiments involving 176 college students and other adults who completed tasks commonly used by researchers to gauge creative thinking. Participants were placed in different conditions: walking indoors on a treadmill or sitting indoors – both facing a blank wall – and walking outdoors or sitting outdoors while being pushed in wheelchair – both along a pre-determined path on the Stanford campus. Researchers put seated participants in a wheelchair outside to present the same kind of visual movement as walking.


Different combinations, such as two consecutive seated sessions, or a walking session followed by a seated one, were also compared. The walking or sitting sessions used to measure creativity lasted anywhere from 5 to 16 minutes, depending on the tasks being tested.

Three of the experiments relied on a "divergent thinking" creativity test. Divergent thinking is a thought process or method used to generate creative ideas by exploring many possible solutions. In these experiments, participants had to think of alternate uses for a given object. They were given several sets of three objects and had four minutes to come up with as many responses as possible for each set. A response was considered novel if no other participant in the group used it. Researchers also gauged whether a response was appropriate. For example, a "tire" could not be used as a pinkie ring.



The overwhelming majority of the participants in these three experiments were more creative while walking than sitting, the study found. In one of those experiments, participants were tested indoors – first while sitting, then while walking on a treadmill. The creative output increased by an average of 60 percent when the person was walking, according to the study.



A fourth experiment evaluated creative output by measuring people's abilities to generate complex analogies to prompt phrases. The most creative responses were those that captured the deep structure of the prompt. For example, for the prompt "a robbed safe," a response of "a soldier suffering from PTSD" captures the sense of loss, violation and dysfunction. "An empty wallet" does not.

The result: 100 percent of those who walked outside were able to generate at least one high-quality, novel analogy compared to 50 percent of those seated inside.



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