Psychology in Problem Solving


© Isaac Ferguson
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Introduction
There are three general problem-solving strategies (Myers, 1992). The first, algorithms, is the most precise, tedious, and time-consuming way. An algorithm is "a methodical, logical rule or procedure" for answering problems. There is no room for creativity using this strategy, but it is ideal for computer-based problem-solving.

A heuristic is a "rule-of-thumb strategy" that helps individuals make judgements and solve problems quickly, if not always correctly. A common heuristic is the representative one, whereby a person judges the likelihood of something based on how well it seems to represent a particular prototype. An unimaginative and automatic use of a heuristic can often lead to the wrong conclusion (see "Pitfalls to Problem Solving" below), but creativity and general strategies go well together.

Insight is the strategy most often associated with creativity. It is a "sudden and often novel realization" - also known as an Eureka or A-ha moment-of the solution to a problem.

The Ideal Process
Bransford and Stein (1993) suggest the IDEAL (Identify, Define, Explore, Act, Look) method to problem solving. First, identify problem, then define it. If there are too many issues or goals, Rees (1991) recommends prioritizing them.

The next step is to explore alternatives. There are many ways to do this, but a common one is by brainstorming. Jot down as many possibilities as you can, without censorship, and only explore each one's worthiness later. Rees suggests establishing objective and measurable criteria, using both essential and desirable parameters, and then deciding on the solution that fits best. Once a solution has been chosen, make a plan of implementation. Act on the plan that has been chosen. Finally, look the, or evaluate, the effects. Is the solution working the way you thought it would? Why or why not?

Pitfalls to Problem Solving
The time consuming "rule of thumb" strategies that people often rely on can hinder creativity and provoke erroneous conclusions. A person faced with many dilemmas each day would benefit from learning the prevalent pitfalls to creativity. In this way, the individual can become mindful of common errors and thus avoid possible mistakes. Ashcraft (1994) states that there are three customary difficulties in problem solving: functional fixedness, confirmation bias, and negative sets.

Functional fixedness is "a tendency to use objects and concepts in the problem environment in only their customary and usual way." The famous Absolute Vodka advertisements, depicting a bottle of vodka integrated into different backgrounds, are a popular, and whimsicle, example of breaking functional fixedness. Functional fixedness hampers innovation; it pays for individuals to be wary of this natural, but detrimental, practice.

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