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Task 3 - FINAL
Task 3 - FINAL
- Well-defined problems: all aspects of the problem are clearly specified (initial state, goal,
methods available) (maze/chess)
used in research as there is an optimal strategy & errors can easily be identified
goal is well specified bcs it is clear when it has been reached
planning is much less necessary
- Ill-defined problems: definition of problem is underspecified (initial state, goal & methods
unclear
(becoming happier)
endless strategies
most everyday problems
- Knowledge-rich problems: can only be solved with prior knowledge
- Knowledge-lean problems: can be solved without prior knowledge as necessary info is
provided by problem statement
most traditional research on problem solving involved knowledge-lean problems bcs
such problems minimize individual differences in relevant knowledge
Theories
Gestalt Approach
- Early research on problem solving was dominated by the Gestaltists
- Trial-&-error learning: solution is reached by producing random responses
- Reproductive thinking: re-use of previous experiences to solve a current problem
mostly required on well-defined problems
- Productive thinking: involves novel problem restructuring
mostly required on ill-defined problems
Insight
= the experience of suddenly realizing how to solve a problem
Findings
- Non-insight problems: “warmth” (closeness to solution) gradually rises
→ expected bcs they involve several processes
- Insight problems: warmth stays rather low until it suddenly rises before solution
Problem-solving strategies
Problem Space Hypothesis – Newell & Simon
- Central insight: the strategies we use when tackling complex problems reflect our limited
ability to process & store info
assumes that we have limited STM capacity & that complex info processing is typically
serial (one process at a time)
- Problem space: an abstract description of all the possible states that can occur in a
problem situation
consists of initial problem state, goal state, all possible mental operators (ex: moves to
solve Tower of Hanoi) that can be applied to change a state into a different one
- Possible to produce a computer simulation of human problem solving (= general problem
solver) → actually wasn’t
- Rely heavily on heuristics (= rules of thumb) that produce approx. accurate answers
(unlike algorithms that guarantee solution)
Algorithms: computational procedure providing a set of steps to problem solution
Strategies/Heuristics
Hill climbing
- Hill climbing: making moves that will put u closer to the goal
- Most used when the problem solver has no clear understanding for the problem structure
- Focus on short-term goals & so often doesn’t lead to problem solution
- One step at the time, trial & error
Means-ends analysis
- Means-ends analysis: creating a sub-goal to reduce the difference btw current & goal
state
Support: few fast moves break few fast moves …
- Essence:
1) note difference btw current problem state & goal state
2) form a subgoal to reduce the difference
3) select a mental operator that permits achievement of the subgoals
- Generally, very useful and assists problem solution
- Evidence that ppl sometimes persist with that heuristic even when it impairs performance
- Use of means-ends analysis requires knowledge of goal location
Meta-reasoning
- Meta reasoning: monitoring processes that influence time, effort & strategies used during
reasoning & problem solving
- Example: progress monitoring: ppl assess their rate of progress towards the goal
if progress is too slow to solve the problem within the maximum number of moves
allowed, ppl adopt a different strategy
- Involves stages of problem representation, planning & plan execution
- Support: 9-dot-problem less likely to experience criterion failure = less likely to shift
strategies
Planning
- Most ppl presented with complex problems will engage in some preliminary planning
- Areas within the prefrontal cortex associated with planning and other complex cognitive
processes should be activated during problem solving
- Brain damaged persons performed worse
- Damage to PFC can lead to difficulties with real-world planning and difficulties to cope
with life
→ PFC important in planning on many problem-solving tasks
Cognitive miserliness
- Many ppl are cognitive misers
Cognitive miser: someone who is economical with their time & effort when
performing a thinking task
- Low scores on the Cognitive Reflection Test perform relatively poor on a wide range of
judgement and reasoning tasks
bcs low scores are cognitive misers
also, partly due to the fact that performance on the Cognitive Reflection Test
correlates positively with intelligence
participants with the correct answer were anyways initially drawn to the incorrect
answer suggesting they inhibited the incorrect intuitive answer
Cognitive Reflection Test: test assessing individuals’ tendencies to override
intuitive (but incorrect) answers to problems
- We use heuristics bcs we are forced to by our limited processing capacity
In contrast: cognitive misers use heuristics bcs they are reluctant to engage in
effortful processing rather than bcs they cannot
- Type 1 processes
intuitive, fast, effortless
- Type 2 processes
Slow, controlled
- Analogy: a comparison btw two objects that emphasizes similarities btw them
- Important in everyday life
- Close links to fluid intelligence (= ability to reason & solve novel problems)
Most used test of fluid intelligence: Raven’s Progressive Matrices
- Analogy supports problem solving under uncertainty by narrowing the space of
possibilities to facilitate quick, approximate problem solving, reasoning, & decision making
- 3 main types of problem similarity:
Superficial similarity: solution-irrelevant details (e.g. objects)
Structural similarity: causal relations btw the main components
> glove is to hand like sock is to foot
Procedural similarity: procedures (actions) for turning the solution principle into
concrete operations
- Retrieval failures often underlie ppl’s inability to solve analogical problems
- High intelligence is a factor in facilitating effective use of analogies
Working memory
- Analogical reasoning = sufficiently complex for us to predict it requires the central
executive component of the WM system
problem-solving performance should be impaired if a secondary task involving the
central executive is performed at the same time
proved with four-term analogies & Raven’s Matrices problems
Individual differences
- Average correlation btw measures of WM capacity & performance on Raven’s Matrices
(which requires analogical reasoning & involves fluid intelligence) was +0.49
- Most cognitive tasks (lvl 3) require top-down, goal-focused executive attention (lvl 1)
such tasks differ in extent to which they also require maintenance (keeping relevant info
accessible) & disengagement (removing/inhibiting outdated info) (lvl 2)
- In essence:
fluid intelligence involves executive attention + disengagement
WM capacity involves executive attention + maintenance
- Evidence that fluid intelligence & WM capacity both involve executive attention was
frontal-parietal brain areas associated with executive attention were activated when
participants performed tasks involving WM or fluid intelligence
- Individuals high in fluid performed better than those low in fluid intelligence regardless
of whether problems involved a repeated or novel rule
that they are better depends in part on their ability to disengage (= ability to think
flexibly)
with Raven’s Matrices problems, that often involves a re-representation of problem
structure by making it more abstract
- Re-representation is critical bcs analogies are slaves to their symbolic representation
Brain Mechanisms
- Right hemisphere: important in insight
- Occipital & parietal areas: associated with visual & spatial processing, followed by
extensive involvement of the PFC
- Left rostrolateral PFC: integrates info within analogical problems
activated with visuo-spatial & verbal analogies, probably bcs of its involvement in
mapping or relational integration.
- Dorsolateral PFC & inferior frontal gyrus: involved in inhibitory processes to prevent
distraction & interference
- Temporal lobes: involved bcs info about concept meanings (semantic memory) is stored
there
Expertise
= the high level of knowledge & performance in a given domain
than an expert has achieved through years of systematic practice
CREATIVITY
Cultural differences in Creativity
- Vertical thinking (deductive reasoning)
Use of conscious intent to develop logically justifiable conclusions from a set of premises
provided
intuitive reasoning: experience-based, opposes separating form from content and
overlooks rules and logic
> mainly used in Eastern cultures
formal reasoning: rule-based, emphasizes logical inference and overlooks sense
experience when conflicted with rules or logic
> mainly used in Western cultures
- Lateral thinking (creativity)
Eastern cultures emphasize mimicking existing abilities
> lack of self-exploration
Individualistic cultures foster creativity because one has to stand out and be unique
Comparison mindset
- difference vs. similarity mindsets
- individuals who are exposed to dual cultural primes with a high level of PERCEIVED
cultural differences - have better creative performance when adopting a comparison
mindset
Revolutionary creativity
- previous research had proposed that Western cultures are creative while Eastern are not
> sampling bias, places to live out their creativity are different from culture to culture
- Eastern cultures propose that creativity doesn't have to be revolutionary
> small steps in a changing world
Stereotypes
- Allows for categorization of ppl from different groups with certain characteristics
- Development occurs when beliefs or generalizations are made by perceivers in social
conditions regarding a group of people
- Stereotype threat
Neg. stereotype about ur group can hamper performance bcs of anxiety to prove
stereotype & lower social status
contrary: neg. out-group stereotype enhances performance of not-targeted in-group
members
- Stereotype susceptibility
pos. in-group stereotype becomes activated
improves performance
Design
- Inspiration from examples
serve as cues that help retrieve relevant concepts from long-term memory and helps
designing conceptual designs
presence of examples can modify the search strategy from a broad one to a focused one
(more in-depth search)
those who copied ideas from examples produced less variety of ideas
looking at examples can significantly improve the quality and novelty of the solution
ideas produced
- General
Goal: identify alternative strategies and solutions that are not instantly apparent with
initial level of understanding
Revolves around a deep interest to understand the people for whom we design products
and services
Helps us observe and develop empathy with the target users
Enhances our ability to question: in design thinking you question the problem, the
assumptions and the implications
Proves extremely useful when you tackle problems that are ill-defined or unknown
Involves ongoing experimentation through: sketches, prototypes, testing and trials of
new concepts and ideas
- Stages
Stage 1: Empathize—Research Your Users' Needs.
Stage 2: Define—State Your Users' Needs and Problems.
Stage 3: Ideate—Challenge Assumptions and Create Ideas.
Stage 4: Prototype—Start to Create Solutions.
Stage 5: Test—Try Your Solutions Out.
- Deductive reasoning: requires use of conscious intent to develop conclusions from a set
of premises
Asians prefer applying intuitive reasoning & Westerners favored formal reasoning when
problem solving
Intuitive reasoning = experience-based: opposes form from content, overlooks rules &
logic when at odds with intuition
Formal reasoning = rule-based: emphasizes logical inference, & overlooks sense
experience when conflicted with rules/logic
- Creativity:
chinese’s promote creativity to master existing skills & ideas to improve, refine, &
strengthen them
individualistic cultures promote creativity to stand out from a group & be unique
Results/Discussion:
- Chinese & US students believe that:
Americans are better at creative abilities
Chinese are better at deductive reasoning skills
Stereotype threat !!!
Creativity
- Personality factors & contextual factors related to motivation, cognition have been shown
to facilitate creativity
Individuals who pursue tasks for intrinsic purposes show enhanced creativity
A distant future focus leads to more creative negotiation outcomes & insight
Focusing on potential gains increases the accessibility of unconventional ideas &
thus enhances generating creative ideas
Creativity better when in positive/neutral state
- Every person has potential to become creative if he/she uses ordinary cognitive processes
to produce extraordinary creative outcomes
- Two kinds of cognitive processes that happen after each other:
1. Generative process to retrieve relevant infno
2. Explorative process determining which idea should we processed further
Revolutionary Creativity
Western Model China & India (Eastern Model)