Chapter 17
In This Chapter
Revealing mental processes with the Gestalt school
Solving problems with computers and experts
Considering cognitive research in learning
The film Apollo 13 depicts the true story of how disaster struck this lunar mission. An explosion forced the crew to retire to the spacecraft’s small command module and use it as a ‘life boat’ to return to Earth. But the module needed a better air filter for them to survive the journey and they didn’t have one that fit its life support system.
A famous scene in the film dramatically depicts the NASA engineers on Earth re-creating the available materials on the stricken spacecraft and frantically trying to use them to construct an air filter. They succeed and instruct the astronauts how to make a filter out of (among other things) a pair of socks, some duct tape and hoses from the space suits they no longer needed.
This event is a particularly compelling example of problem-solving, but innovative thinking isn’t limited to NASA engineers (it’s not rocket science …): you see or use this skill on a regular basis. People solve problems all the time, although they may take the ability for granted and not notice when they’re doing it. When someone asks you how you solve problems, you can struggle to put the processes into words. Try it now: think about the mental processes you go through when solving a problem.
For example, our current problem is to write this paragraph and yours is to understand the psychology of problem-solving. The fact that you’re reading this text suggests that you’re actively engaged in solving that problem. The means at our disposal are words, which we’re free to arrange in any order – though only certain orders will do the job. The problem is ill-defined, because no single correct paragraph or simple process exists to solve the problem. For this reason, psychologists often focus on well-defined problems – ones with definite goals and clearly specified rules.
The ability to solve problems is important for coping with the demands of everyday life. This chapter covers the main perspectives on how people develop ways of solving simple and complex problems. We look at the methods psychologists use to study problem-solving and some of the theories that have emerged to explain how people go about it.
Karl Duncker, a German Gestalt psychologist, stated that ‘a problem arises when a living creature has a goal, but does not know how this goal is to be reached. Whenever one cannot go from a given situation to the desired situation simply by action, then there has to be recourse to thinking’.
Well-defined problems are ones in which the goal state, the initial state and the operators you can apply are all well-defined. Many puzzles, such as the Rubik’s cube, fall into this category, but lots of real-world problems vary in the extent to which they’re well-defined.
Wolfgang Köhler, another German Gestalt psychologist, believed that animals and people are capable of more complex learning, involving insight and thought, than the trial and error approach that behaviourists put forward. He studied problem-solving by chimpanzees at a primate research station on the island of Tenerife, and published this research in a famous book entitled The Mentality of Apes in 1917.
Köhler argued that Thorndike’s puzzle boxes (see the nearby sidebar ‘Trial and error versus thought’) were unnatural and went so far outside an animal’s experience that the cats couldn’t apply their normal thought processes. He wanted to test animals with puzzles more suited to their natural intellect to see them demonstrate their mental abilities.
Köhler devised various puzzles in which chimps had to use objects to retrieve out-of-reach bananas. In one example, a chimp who’d already learned to use a stick to reach a banana was given two sticks, neither of which was long enough. At first the chimp tried both sticks and gave up when neither worked. But after some time sulking, the chimp stuck one stick into the end of the other to make a stick long enough to retrieve the cherished banana. A delicious result!
Behaviourists would object to us using words such as ‘sulking’ and ‘cherished’. They’d see them as too mentalistic, because they refer to concepts that can’t be observed and shouldn’t be assumed; yet they’d have trouble explaining this apparent moment of ‘insight’ by the chimpanzee. No trial and error learning existed before the chimp combined the two sticks, and it’s unlikely that the animal had previous experience of this type of problem. Therefore, it seems to have arrived at the solution purely by thinking.
Karl Duncker identified a particular limitation that often restricts people from spotting novel uses for familiar objects. He called this functional fixedness, because humans’ idea of how an object can function is fixed by their past experience. For example, perhaps you’ve been at a party or picnic when everyone has brought beer bottles but no one has a bottle opener. Resourceful individuals look for something else to open the bottles while others panic or sulk, their ability to see alternative uses for objects limited by functional fixedness.
The solution is to empty the drawing pins out of the box, use them to attach the box to the wall and use the box as a candle holder. People often have difficulty solving this problem, because they can’t see beyond the box’s use for holding the pins to its more general possibilities.
Yet how to study thought is a problem for cognitive psychology; despite what popular culture may have you believe, you can’t observe thoughts.
Nobel-prize winners Alan Newell and Herb Simon set about developing computer programs to simulate the processes a person goes through when solving a problem. On the one hand, they were developing ways to program computers to solve problems and thus contributing to computer science. On the other hand, they were trying to replicate the processes that occur when a person solves a problem; in trying to understand this, they contributed to the study of psychology as well. In other words, they were using computers to demonstrate how humans may solve problems.
Newell and Simon worked on a general approach to solving well-defined problems (with clear goals and specified rules), such as the following one. Try it out but also think about what makes it so tricky to solve.
Here’s the solution:
As well as studying how people solve individual problems, cognitive psychologists are also interested in how people develop expertise in solving problems of a particular type.
Research with expert chess players has revealed this ability. One clue to what changes in the brain and in processing as a person becomes an expert at chess is provided by a study on their memory for chess board positions. Expert chess players are better at remembering different arrangements of chess pieces on a board than novices. But this advantage only works for genuine arrangements of pieces from real chess games. When tested using random arrangements of pieces, the experts fare little better than novices.
Newell and Simon’s ground-breaking work on human problem-solving (refer to the earlier ‘Welcoming computers to the struggle’ section) established certain general principles, such as means-ends analysis, by which experts solve problems. John Anderson developed the ACT* theory, which incorporates not only a mechanism for general problem-solving but also addresses the question of skill acquisition – how do people build the knowledge that enables them to become better at a skill?
Anderson’s model allowed him to construct computer models of how students develop skills in areas such as mathematics and computer programming. This model simulated the learning of a skill as the gradual development and strengthening of specific production rules and was able to identify errors due to the misapplication of specific rules. So, in the preceding example, you hear a knock on the door and the action is to open it. But learning applies such that you may need to specify the condition (for example, at night opening the door may not be safe, and so you don’t, or during the day the caller may be a door-to-door salesperson and so you pretend not to hear it). With experience, the production rule becomes refined.
Even if you don’t want to become a chess grand master, you can still become an expert problem-solver by following these helpful hints:
Vary your experiences: If you deal with too many problems of the same kind you can become mired in repeated patterns of thinking (see ‘Getting stuck in a rut: Functional fixedness’ earlier in this chapter). Instead, try to build up a rich memory of different patterns (read the research in the later section ‘Improving problem-solving comes with experience’).
Relax: After you’ve done the hard work, take some time off. Many people report that novel and useful solutions to problems come to them after they stop working, relax, go for a walk or even to sleep. An unconscious process seems to sift through your memory looking for something that matches the structure of your current problem.
One example is the dreams of Friedrich August Kekulé, a German chemist. After struggling to discover the chemical makeup of a particular molecule, he slept. In a dream, he saw atoms dance around and then form themselves into strings, moving in a snake-like fashion. The snake of atoms formed a circle and it looked like a snake eating its own tail. Allowing his mind to relax and wander, Kekulé was able to discover the cyclic structure of benzene.
British psychologists Richard Burton and John Seeley Brown studied how children solved basic mathematical problems such as addition, subtraction, multiplication and division. Getting computers to calculate sums correctly is easy, but Brown and Burton wanted to reproduce the faulty thought processes that lead to wrong answers. For example, a child may forget to carry the tens when adding two numbers.
Brown and Burton took children’s answers to a series of simple calculations and used a computer model to simulate the pattern of correct and incorrect answers that they produced. The psychologists simulated the children’s thought processes using a set of production rules, each of which addressed different stages in a calculation (such as carrying tens). They then systematically replaced these rules with ‘buggy’ versions, which simulated a particular misunderstanding that a child may have. By trying out different combinations of correct and buggy rules they found the combination that re-created the child’s answers. This enabled the model to diagnose what particular mistakes each child was making.
Psychologists can produce a model of a human learner that identifies the areas where the person lacks knowledge or has particular misconceptions. Harriet Shaklee and Michael Mims studied the way in which people form associations between events. In this fascinating area of study, you encounter all sorts of interesting questions about everyday experience. For example, people often form illusory correlations between events (see Chapter 10), which are when the human brain links two rarely occurring events together.
If you’ve already experienced and solved a problem, you’re more likely to be able to solve a dilemma with the same underlying structure, even if it appears different on the surface. By applying Newell and Simon’s state space analysis (refer to the earlier section ‘Seeing the state space approach’), you can identify that underlying structure. Psychologists call two problems with an identical underlying structure isomorphic.
For example, the problem of getting a goat, cabbage and wolf across a river has the same structure as a number of other popular puzzles, including the fox, goose and bag of beans one (where you can’t leave the fox and goose or the goose and bag of beans alone together). If you draw the state space graph for the two different versions of the puzzle, you find that they have identical structures and the optimal path from the start state to the goal state is the same.
Psychologists Mary Gick and Keith Holyoak used a range of related problems to study how people use the knowledge gained from solving one problem to solve another similar problem. In particular, they were interested in how people find analogies between two problems as part of creativity, and how they come up with new ideas or new solutions based on existing knowledge.
Neither of these problems is well-defined, but you can see an underlying similarity – both problems involve splitting a stronger force into weaker ones that converge at a target.
Gick and Holyoak wanted to know whether, and how, their participants would use analogical problem-solving. To do so, the participants needed to notice the relationship and then map the corresponding elements between the original and the new problem (for example, fortress = tumour, rays = army and so on). They then needed to apply the existing solution to the new situation.