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.

Highlights

  • An insight moment is defined as a sudden new understanding, idea or solution accompanied by an emotional Aha experience (Jung-Beeman et al, 2008; Klein and Jarosz, 2011)

  • Just under two thirds allocated moves to all four solving types whilst over 90% experienced at least three

  • This study demonstrates that Connect 4 represents a naturalistic task that elicits insight and search problem solving experiences as a player make moves dropping counters into a grid, working toward the overall winning goal of getting four counters in a row

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Summary

Introduction

An insight moment is defined as a sudden new understanding, idea or solution accompanied by an emotional Aha experience (Jung-Beeman et al, 2008; Klein and Jarosz, 2011). A similar rewarding aspect to insight moments has recently been demonstrated by Friedlander and Fine (2016) whose Cryptic Crossword solving sample identified the Penny Dropping Moment (the Crossword solver community’s term for insight moments) as the main motivation for pursuing their hobby In both these examples the insight experience is a positive one, something that can be seen as a tacit assumption in the historical approach to insight research (Gick and Lockhart, 1995). It has been proposed that insight moments might incorporate negative realizations, with an accompanying Uh-oh moment rather than the prototypical Aha (Hill and Kemp, 2016; Hill and Kemp, unpublished a) This presents a problem for current methods that elicit insight for empirical exploration, which are only designed to produce positive solving experiences. As such this article describes a preliminary exploration of a new method to elicit experiences that incorporate both positive and negative insight and search solving

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