Abstract
A growing body of evidence suggests that reflecting on performance is an important source of individual learning. Given the importance of creativity in contemporary business settings, reflection has also been cast as a useful strategy to facilitate creative problem-solving. Challenging this idea, we conducted a series of lab experiments to examine the effects of reflection on creative problem-solving. Drawing from theory in cognitive psychology on knowledge structures, we argue that reflection may sometimes debilitate rather than improve creative problem-solving, due to the reinforcement of existing cognitive schemas and the resulting cognitive entrenchment. To test our theoretical arguments, we developed two alternative reflection strategies, imaginative reflection and vicarious elaboration. In Study 1 (N = 101), we observed a detrimental effect of task reflection on creative problem-solving, which was offset by having participants engage in imaginative reflection. In Study 2 (N = 191), vicarious elaboration, elaborating on another’s creative experiences instead of reflecting on one’s own creative experiences, was introduced as a second strategy to counter cognitive entrenchment. In Study 3 (N = 235), we combined the reflection strategies, demonstrating that imaginative thinking was more effective when focused on one’s own experiences rather than on others’ experiences (i.e., vicarious imaginative elaboration). Together, these findings increase our understanding of the effects of different reflection strategies, but also call for further research to address an intriguing observation: none of the reflection strategies led to better outcomes as compared to a control condition without reflection, suggesting that individual reflection might not help creative problem-solving at all.
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Notes
Scenarios are included in Appendix A.
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Acknowledgment
We would like to thank Ronald Bledow, Ute Hulsheger, Jonas Lang, and Hannes Leroy for the comments on the previous versions of our paper.
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Appendices
Appendix A
Scenarios
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1.
Toilet paper scenario: A production manager of a multinational, which produces toilet paper, is confronted with a new package problem of toilet paper. Based on market research, it seems that consumers would like to have more compact packages of toilet paper without reduction of the amount and quality of toilet paper.
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2.
Shampoo bottle scenario: A production manager of a multinational, which produces shampoo bottles, is confronted with a complaint of consumers. Based on market research, it seems that consumers are being irritated if they are unable to use the last remnant due to the stickiness of shampoo.
Appendix B
Shampoo Design Coding Rules
General rule is ‘Count all specific design options for the shampoo bottle problem.’ The problem is stickiness of shampoo. Considering this problem: ‘Is the proposed design a concrete solution for the problem?’
Comma
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One bullet point with different ideas separated by comma = count as different ideas.
Brackets
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A different idea written between brackets next to another idea = count as two ideas.
Arrow
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One idea combined with an arrow and followed by a consequence = count as one idea.
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One idea combined with an arrow and followed by a new idea = count as two ideas.
Synonym and Rehearsal
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Synonyms = count as one idea.
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Writing down the same idea twice in different bullet points = count as one idea.
Conjunctions
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One bullet point with different ideas separated by & or and or or = count as different ideas. Beware, if the different ideas belong to one idea = count as one idea.
Essay
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If ideas are written as an essay instead of bullet points = count each different idea.
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An idea combined with an example = count as one idea.
Question
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Different questions = count as different ideas.
Drawings
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If a drawing is a visualization of an idea = count as one idea.
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If drawings represent different new ideas = count as different ideas.
Remainders
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Do not count the word ‘other’. If ‘other’ is written without suggestion, do not count it as an idea.
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Do not count incomplete sentences.
Appendix C
Reflection Exercise Coding Rules
1. Did the participant continue writing additional creative applications?
2. Did the participant write a ‘?’, ‘/’, or absolutely nothing?
3. Did the participant write random words that had nothing to do with the creativity task?
4. Did the participant indicate that it is abstract or too complex?
5. Did the participant think imaginatively?
6. Did the participant think factually?
7. Did the participant think imaginatively and factually?
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Rosseel, J., Anseel, F. When Reflection Hinders Creative Problem-Solving: a Test of Alternative Reflection Strategies. J Bus Psychol 37, 429–441 (2022). https://doi.org/10.1007/s10869-021-09741-8
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DOI: https://doi.org/10.1007/s10869-021-09741-8