Despite the growing interest in the ability of foreseeing (episodic future thinking), it is still unclear how healthy people construct possible future scenarios. We suggest that different future thoughts require different processes of scene construction. Thirty-five participants were asked to imagine desirable and less desirable future events. Imagining desirable events increased the ease of scene construction, the frequency of life scripts, the number of internal details, and the clarity of sensorial and spatial temporal information. The initial description of general personal knowledge lasted longer in undesirable than in desirable anticipations. Finally, participants were more prone to explicitly indicate autobiographical memory as the main source of their simulations of undesirable episodes, whereas they equally related the simulations of desirable events to autobiographical events or semantic knowledge. These findings show that desirable and undesirable scenarios call for different mechanisms of scene construction. The present study emphasizes that future thinking cannot be considered as a monolithic entity.
The term “design fixation” refers to a phenomenon where designers unknowingly limit the space within which they search for solutions. In an attempt to study this phenomenon experimentally, researchers typically set participants open-ended design problems, prime them with an example solution, and measure their performance through a variety of subjective metrics. This approach gives rise to various problems, including limited data capture and highly subjective evaluation of design behavior. To address these problems, we studied design fixation with a computer-based task inspired by psychological paradigms used to study “mental set” (also known as the “Einstellung effect”). The task consisted of a gamelike activity requiring participants to design a bridge within a specified budget. The use of a digital environment facilitated continuous data capture during the design activities. The constrained task (and direct quantitative measures) permitted a more objective analysis of design performance, including the occurrence of fixation. The results showed that participants who developed a mental set during the task failed to find alternative, more efficient solutions in trials admitting multiple solutions, compared to the participants who did not fall victim to this mental block. In addition, during the process of designing, the occurrence of mental set resulted in participants adopting a less efficient design behavior and reporting a different subjective experience of the task. The method used and the results obtained show an exciting alternative for studying design fixation experimentally and promote a wider exploration of the variety of design activities in which fixation might occur.
Design fixation experiments often report that participants exposed to an example solution generate fewer ideas than those who were not. This reduced 'idea fluency' is generally explained as participants' creativity being constrained by the example they have seen. However, the inclusion of an example also introduces other factors that might affect idea fluency in the experiments. We here offer an additional explanation for these results: participants not exposed to the example tend to generate ideas with little elaboration, while the level of detail in the example encourages a similar level of elaboration among stimulated participants. Because idea elaboration is time consuming, non-stimulated participants record more ideas overall. We investigated this hypothesis by reanalyzing data from three different studies; in two of them we found that non-stimulated participants generated more ideas and more ideas containing only text, whilst stimulated participants generated ideas that were more elaborated. Based on the creativity literature, we provide several explanations for the differences in results found across studies. Our findings and explanations have implications for the interpretation of creativity experiments reported to date and for the design of future studies.
Most experimental studies of prospection focused on episodic forms of future events prompted by means of verbal cues. However, there is evidence suggesting that future events differ considerably according to whether they are produced in response to external, experimenter-provided verbal cues or they are self-generated. In the present study, we compared the quality, the phenomenal characteristics, the temporal distribution, and the content of imagined events prompted by experimenter-provided cues (i.e., cue-words and short verbal sentences) or elicited by means of verbal cues that were self-generated in an autobiographical fluency task. The results showed that future events prompted by means of self-generated cues contained fewer event-specific details than future events prompted by experimenter-provided cues. However, future events elicited by means of self-generated and by experimenter-provided cues did not differ with respect to their phenomenal characteristics. The temporal distribution and the thematic content of future representations were also affected by the type of cue used to elicit prospection. These results offer a holistic view of the properties of future thinking and suggest that the content and the characteristics of envisioned future events may be affected by the method used to elicit prospection.
Increasing the range of methods available for researching design cognition provides new opportunities for studying the phenomena of interest. Here we propose an approach for observing design activities, using Virtual Reality (VR) design-build-test games with built-in physics simulation. To illustrate this, we report on two exploratory design workshops where two groups of participants worked to solve a technical design problem using such a platform. Participants were asked to sketch ideas to solve the problem, and then to design, test and iterate some of their developed design concepts in a VR game. Researchers were able to obtain continuous and multifaceted recordings of participants' behavior during the various design activities. This included on-screen design activities, verbal utterances, physical gestures, digital models of design outputs, and records of the test outcomes. Our experiences with the workshops are discussed with respect to the opportunities that similar VR game platforms offer for design cognition research, both in general and specifically in terms of ideation, prototyping, problem reframing, intrinsic motivation and demonstrated vulnerability. VR game platforms not only offer a valuable addition to existing research options, but additionally offer a basis for developing training interventions in design education and practice.
In inspiration and fixation experiments, example designs are often provided along with the instructions for how participants should treat them. However, research has not reached a consensus about the influence of such instructions, leading to difficulties in understanding how the examples and the instructions each affect idea generation. We conducted an experiment in which 303 participants designed for the same design problem, while given different examples and instructions, which ranged from strongly encouraging copying the examples to strongly discouraging copying. Exposure to the examples affected the number and type of ideas generated, whereas exposure to the instructions did not. However, instructions did affect how participants incorporated features of the examples in their ideas. Encouraged groups incorporated many features of the examples, while also incorporating structural features more than conceptual ones. Surprisingly, the incorporation of features in discouraged groups was not different from that of groups given no instructions or even no stimulus. This indicates that concrete features may be easier to recognize and reproduce than abstract ones, and that encouraging instructions are more effective than discouraging ones, despite how strict or lenient those instructions are. The manipulation of different features also allowed us to observe how similar approaches to solving a design problem can compete for attention and how the calculation of feature repetition can be misleading depending on how common or obvious the features might be. These findings have implications for the interpretation of results from fixation studies, and for the development of design tools that present stimuli to assist idea generation.
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