Alcohol and Creativity: A Pilot Study Jesse C. Smith Georgia Institute of Technology jesse.smith@gatech.edu Teresa M. Smith IT Consultant terri.m.smith@gmail.com ABSTRACT Ellen Yi-Luen Do Georgia Institute of Technology ellendo@gatech.edu creativity, Lori Reisenbichler [10] challenged this view in two important ways: (i) the ‘creative genius’ is a simplistic myth; (ii) creativity is enhanced by alcohol consumption. According to Reisenbichler, creativity does not require anything other than an average mind and imagination. In this paper, we describe the design, execution, and results of a study of the effects of alcohol consumption on creativity. We are specifically interested in myths surrounding alcohol and creativity; one’s view of self as a creative being; and the effects of alcohol on inhibition and perception of creativity. One noteworthy finding that this author cites is that alcohol is consumed more frequently after creative work than after non-creative work and rarely ever during creative work, as found in studies by Norlander and Gustafson in 1994 and Rothenberg in 1990. This finding indicated alcohol was used as a reward after a hard day at work instead of a stimulant during the creative process. Also noted, Rothenberg found that the anxiety of the creative process leads many authors to drink. Author Keywords Creativity, alcohol, social, interaction, design, sculpture, drawing, prose, poetry. ACM Classification Keywords H.5.2 [User Interfaces]: Theory and methods. H.5.0 [General]. On the other hand, Beveridge & Yorston [1] romanticize alcohol, relying on personal accounts of famous artists and authors. This approach from perception leads to a uniquely introspective, challenging viewpoint on creativity. However, they caution in their conclusion that perhaps alcoholism and creativity are correlated with some other factors, perhaps a genetic or behavioral predisposition to depression, alcoholism, and creativity. General Terms Design, Experimentation. INTRODUCTION Always remember that I have taken more out of alcohol than alcohol has taken out of me. – Winston Churchill People often remark that they think they are more creative when they drink alcohol. We wondered about the actual and perceived effects of alcohol consumption on individual creativity. There is a general opinion of increased creativity and decreased inhibition while under the influence of alcohol. Does this translate to a better creative output? Stephen King, in his autobiography On Writing, devotes some thought to his own struggles with alcoholism and drug abuse. He has a very dim view of alcoholic authors, referring specifically to Hemingway, Thomas, and F. Scott Fitzgerald. He notes that their claims that drugs and alcohol help take the edge off, “are just the usual self-serving bullshit…Hemingway and Fitzgerald didn’t drink because they were creative, alienated or morally weak. They drank because that’s what alkies are wired up to do” [5]. To address the ‘creativity myth,’ that of a lone writer or creative genius fueled by liquor, in this paper we review relevant literature in the following section and then present a small-scale pilot study to investigate the effects of alcohol on creativity. Is it true that most people are only capable of average creativity or none at all? Can people accurately gauge their own creativity? Does alcohol increase creativity or simply the perception of creativity? Bourassa and Vaugeois conducted a study on the effects of marijuana on divergent thinking in creativity. They defined several important factors in divergent thinking: “(a) ideational, associative, and verbal fluency; (b) spontaneous, adaptive flexibility; (c) originality; and (d) elaboration” [2]. Using Torrance’s Tests of Creative Thinking [2, 11], they concluded that marijuana use produced no positive effects in novice users and actually reduced divergent thinking in regular marijuana users [2]. RELATED WORK Dylan Thomas. Ernest Hemingway. Jackson Pollock. These names conjure up images of the creative loner. Often a complete mess, this troubled genius can always be found in the company of liquor [1]. In an expansive treatise on In the expansive and comprehensive Encyclopedia of Creativity, Plucker and Dana address many facets of the relationship between drug use (including alcohol) and creativity: popular beliefs, experimental findings, methodological concerns in existing experiments, and the possibility that creativity actually leads to drug use in Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. C&C’09, October 26–30, 2009, Berkeley, California, USA. Copyright 2009 ACM 978-1-60558-403-4/09/10...$10.00. 147 certain cases. They conclude that alcohol has at best no effect on creativity and at worse a negative effect [9]. To summarize the Norlander and Gustafson findings, it appears that creativity is enhanced by alcohol during the incubation and illumination phases, not affected during the verification phase, and hampered during the preparation phase. This suggests that alcohol may not be universally detrimental to creativity if consumed during certain times. Researchers Norlander and Gustafson applied Wallas’ [12] four-stage model of creativity (preparation, incubation, illumination, and verification) in a novel series of experiments [4, 6-8] designed to gauge the effects of alcohol on each stage of creativity. In the first study, they studied the preparation phase: the application of a “persistent intellectual effort over time and ability to reason deductively” [4] in order to generate a creative work. In the study, three groups (control, placebo, and alcohol) were formed from 42 men and women who were asked to complete tests measuring deductive reasoning and persistent effort. Both the alcohol and placebo groups “were impaired with respect to persistent effort” [4] and the alcohol group showed reduced deductive reasoning. This indicated an overall negative effect on creativity. Interestingly, it also indicated a perception effect: those in the placebo group who thought they may be under the influence of alcohol began to act as if they were under the influence: a placebo effect. EXPLORING CREATIVITY After reviewing these perspectives and findings, we debated creativity as a concept, in order to determine what aspects of creativity on which we would focus. We drew heavily from Gardner’s multifaceted analysis of creativity [3], though we disagree with the findings: creativity should not be defined by experts in the field or the popularity of the resulting art or product. Rather, the inherent creativity of a work rests in the opinions of the artist. Any external, imposed ruling on the creativity of a work is limiting, stifling, and fickle. What of the artist who is not recognized in her own day, only to be ‘discovered’ later? The creativity of the works have not changed, only the tastes of the community. Many great artists will attest that they do not care for the opinions of others, since they know the merit and worth of their own works. In the second study, Norlander and Gustafson measured the effects of alcohol on the incubation phase, where incubation is defined as recurring notions which undergo continual modification when one is not focusing on the creative act [7]. The results were quite different from the first study: “the participants in the alcohol group produced significantly more incubations in their diaries and significantly higher levels of originality” [6]. This distinction between authorial and external creativity is separate from the established psychological/personal creativity, in which a person may create something new to them, and historical creativity, in which an idea is produced which has never before been produced. We choose to define the valuation of creativity simply as a private, introspective act. In the third study, Norlander and Gustafson noted that most alcohol use in the context of artists and creators occurs during the incubation phase and after the creative act [7]. In the study, they used a similar experiment design as the 1994 study to analyze the effects of alcohol on the verification phase of the creative process. They chose painting a picture based on a poem as the test. The verification phase occurs after sketching and involves secondary effects such as handicraft and motor impairment [7]. The results were mixed: while alcohol consumption did not affect originality, it did affect handicraft ability: those participants under the influence or using a placebo tested lower in the ability to paint. This seems logical, as motor impairment is a sideeffect of alcohol consumption. The placebo results can be attributed to the placebo effect noted in the first study. In this spirit, we developed a ‘creativity game’, in which participants would create various small artistic works while drinking measured amounts of alcohol. Each participant would then rate the creativity of each of their own works at the end of the experiment and again when they were sober. We felt it was important for the participants to rate themselves individually as opposed to competitively. This was communicated early in the experiment to discourage feelings of inadequacy and encourage camaraderie. Our hypothesis was that as the alcohol affected each participant, he or she would begin to lose inhibition and take more creative risks. We were also interested in determining whether the creators would rate their works differently when inebriated than when sober. STUDY DESIGN In the final study, Norlander and Gustafson studied the illumination phase, during which “a thought achieves sufficient success or stature in order to break into consciousness” [8]. The experiment followed the design elaborated previously. A group of 21 authors and 21 nonauthors took a figural fluency test, which measures nonverbal mental flexibility. The results were interesting: flexibility of thought was lower but originality was higher in the alcohol group. Authors and non-authors were compared and the results were the same [8]. This study was designed iteratively, with several smallscale dry runs over the course of a month. Many formats for artistic expression were posited, including sculpture, drawing, painting, singing, musical performances, and poetry and prose in several formats. In trying to determine novel and interesting activities in which people could be creative, we were inspired by several games. CraniumTM is a board game in which each player tries to progress around the board by successfully completing activities such as sculpting, humming, drawing, and charades. We 148 Activities incorporated the sculpting and drawing activities into our experiment. We play an impromptu game from time to time in which we create 10-word science fiction stories. The idea is to create an entire story or idea using exactly ten words. We were also inspired by a game called RorschachTM, in which players attempt to analyze each other using inkblots. Ink blots were chosen because they were found in our previous experiences to reliably provoke mental associations and interpersonal discussion. We set up a context of topics for the participants and showed Rorschach ink blots as prompts for other rounds. This decision was fruitful, as we found later (see Results). After careful planning and iterations, we selected five activities for the game play. They are sculpting, drawing, poetry, 10-word prose, and movie plot: After several iterations and consultations with colleagues, we developed the following format for the game. 1. Sculpting. Participants are asked to sculpt with their putty based on a given topic. Each of the resulting creations were photographed and recorded. 2. Drawing. Participants are asked to draw in their notebooks. A topic is given or a simple shape (prompt) is presented for each participant as a stimulus. 3. Poetry. Participants can choose to compose a short poem, haiku, limerick, or sonnet. A Rorschach ink blot is shown as a stimulus. 4. 10-word prose. This fun format presents a challenge to the participant: compose a piece of prose from a choice of three genres (for example, in round three, participants could choose between science fiction, western, and horror) in exactly ten words. 5. Movie plot. Participants must create a movie title and a short plot summary. A choice of two possible topics is given. Setup Once all of the participants have arrived, one experimenter explains the background, goals, and instructions for the game. Each participant reads and signs a consent form explaining the risks and benefits associated with the experiment. They also received a notebook for writing and drawing, a tub of putty for sculpting, and a questionnaire. The questionnaire asks three questions: • How do you rate your creativity? • In which forms are you creative? (Examples: sculpture, prose, interpersonal) • How does your creativity change when you drink alcohol? We made an exhaustive list of potential topics and categories for each type of activity (sculpting/drawing and writing) and worked through each topic, category, and task to determine the following criteria: 1. Could it be completed in a short period of time? 2. Could it spark the interest of most participants? We used these questionnaires to draw comparisons between individuals’ views of their own creativity and their perceptions of the effects of alcohol on creativity. 3. Was it abstract enough to encourage creativity, without being so abstract that it hindered creativity? 4. Was there enough variety in the chosen topics? It is stressed that each participant will be ultimately responsible for his or her own safety; while the experimenters will be watching for signs of inebriation or safety concerns; no person knows the tolerance of another. Participants are urged to stop drinking once they are moderately drunk in their own opinion. Participants are also reminded that they may stop drinking or participating at any time, for any reason, with no questions asked. We pared the original list down to twenty five activity possibilities that fit the criteria. Generally, rounds proceed in the following sequence: sculpt, draw, and write. Thirteen rounds were played during the experiment out of the twenty-five pre-selected possibilities (in the form Activity – topic): Rounds The first round is a benchmark in which participants do not drink while playing the game. In the first round, participants were asked to sculpt food with their putty. Subsequent rounds began with a ‘Jell-OTM shot’, rum in gelatin (chosen for homogeneity in consumption between rounds and participants, and for the ability to meter dosage quite accurately), followed by a pre-selected activity, described below. 1. Sculpt – food 2. Draw – power animal 3. 10-word – popular fiction, history, or romance 4. Sculpt – Martian furniture 5. Draw – supernatural or paranormal 6. Poetry – Rorschach 7. Sculpt – scary monster 8. Draw – dream house 9. 10-word – science fiction, mystery, or western 10. Sculpt or Draw – favorite artist or artistic style 11. Sculpt or Draw – a concept 149 12. Movie plot – numbers or pigs had two) but was already quite giddy and at times unintelligible. The creative output was similarly unintelligible and focused on the meta-game: he would often quibble with the rules or format and this was reflected in the works. Otherwise, the game proceeded quite smoothly. There was much discussion during the game and after every round, participants would share their works, commenting positively and having quite a fun time. Rounds lasted approximately five minutes each. 13. Prompted drawing – a simple shape is presented for elaboration Scoring After the last round, as determined by the general demeanor and scheduling concerns of the participants (“It is getting late. I have work in the morning.”), each participant is asked to write a sentence in their notebook describing how inebriated they feel. They are then asked to rank each round’s output from the least creative to the most creative. It is stressed that the artistic merit is not as important as the concept, to attempt to remove the bias against skill in certain art forms. In retrospect, this warning did not function effectively, as a clear cyclical pattern emerged in several participants’ scoring, with participants ranking some art forms over others. For an example of this trend, see Figures 6 and 7. Note the trend starting at round 4 of the inebriated scoring (the blue line): rounds 6, 9, and 12, all writing rounds, received higher scores than their neighbors. A similar pattern occurred in participants 06, 07, and 09. After the experiment, the results were compiled and individually emailed to each participant with a request for re-scoring. The previous scores were not shared with the participants, to more accurately gauge the difference in perception of creativity between those in an inebriated state and those in a sober state. See figures for examples of the creative works. Note in Figure 2 that the participant is playing with the format. Sober, the participant gave this the second-highest score. In Figure 3, participant 06 chose to incorporate both possible topics. PARTICIPANT SELECTION Originally, the experiment was to be conducted in two parts: a ‘beta’ experiment with a limited number of participants drawn from a pool of the experimenters’ friends, followed by a more developed experiment with participants drawn from the Creativity and Design Cognition class. In practice, logistic and monetary concerns limited the experiment to the first phase. See Future Work for the affects of this change. Figure 1: Participant 02, Round 2 (Draw your power animal.) A koala bear. Participants were recruited from our circle of friends through email, phone, and word of mouth. Eventually, the pool reached twelve participants and a date was set. The pool serendipitously served as a surprisingly diverse group of people representing different occupations, backgrounds, ethnicities, and self-reported creative potential. However, a larger control group and better random sample would have helped experiment validity. There once was a Viking from Peru Whose limerick would end on line two. And he didn’t quite scan properly Or count well either. Figure 2: Participant 05, Round 6 (Rorschach poetry, participant chose limerick.) Title: Pork THE EXPERIMENT We provided the materials, snacks, and alcohol. Participant 04 provided the location. Even though the experimenters expected a reasonable attrition and experimental error rate of 25%, we were surprised to have only thrown out one participant’s data. Participant 10 is an Emergency Medical Technician who frequently picks up extra shifts and therefore had been awake for the entirety of the preceding 46 hours. He was supposed to act as a control subject (we Pig shows ability to “count” by oinking number of times requested. Pig is actually an acute observer of human nature and uses his talents to rise through the corporate ranks to become CEO of a major investment firm. Figure 3: Participant 06, Round 12 (Movie plot, topics: choose numbers or pigs.) 150 “Oh my!” said the Vicar, “your bosom runneth over, ma’am.” Figure 4: Participant 11, Round 3 (10-word romance.) Figure 8: Participant 03, Round 8 (Draw dream house.) Figure 5: Participant 08, supernatural.) A wendigo. Round 7 (Paranormal Gun-slinging dueling men forgot to put on their butt-less chaps. or Figure 9: Participant 09, Round 9 (10-word science fiction, mystery, or western.) A 10-word western. After round 9, participants were asked to quit drinking unless they did not yet feel ‘tipsy’. Many elected to stop drinking. After the 13th round, everyone agreed that it was too late in the night to continue playing. All participants were thanked for their time, and they scored their creations before they departed. Participants 02, 05, and 08 did not understand the instructions and rated their works in the range of 1 to 10, non-uniquely (i.e., they gave several works a score of 4, and some scores were not represented). These scores were later normalized. Two days after the experiment, the works were emailed out to respective participants for re-scoring and comments. It took two weeks for responses to trickle back in. Comments were mostly positive, with several quite helpful procedural tips and ideas. Participant 03 lamented the lack of music as an activity. Participant 09 reported feeling more creative as the night progressed. Many participants noted that they did not feel drunk that night at all and offered suggested alternative forms of alcohol delivery. Figure 6: Participant 07, Round 13 (Prompted Drawing.) Capricorn rising. RESULTS We did not attempt exhaustive quantitative analysis of the data because our sample size was small. We therefore decided to draw simple qualitative inferences from the data. Instead of focusing on defining creativity as it relates to alcohol use, we decided to focus on the lessons we learned relating to experiment design for future work. However, our overall impression of the trend was positive: alcohol did appear to improve the creativity of the majority of our participants. Figure 7: Participant 04, Round 11 (Draw or sculpt a concept.) Infinity. One trend we have observed is the ‘cyclical scoring trend’: participants tend to score some activities higher than others. For example, participant 09 gave drawings higher scores than rounds in which they did not draw. See Figures 10 and 11 for an example of this trend. Also note the general 151 positive slope in figure 10 of the scores as the night proceeded. This is typical of the responses, with only two negative slopes among all participants. Roughly half of the participants’ scores tracked similarly at the end of the experiment and when they were sober. Of the rest, only two (see Figures 11 and 12) had strikingly different scores when sober than directly after play. This may indicate that, at least among those chosen for this experiment, there is little difference in the perception of creativity when sober and when intoxicated. creativity generally improved over the course of the night. Alternately, the positive slope could indicate becoming comfortable with the rules of the activities, getting ideas from other participants, or experiencing an expectation effect that creativy increases over time. Note the cyclical scoring trend, similarity in scoring when sober and intoxicated, and general positive slope. Participant reported being “tipsy” at the end of the night, which may be related to the trends. To contrast with Participant 09’s graph, note Figure 11. There are no discernible positive or negative slopes in either the inebrated or sober rankings but a clear cyclical scoring trend. Participant 11 exhibited the highest delta (rating diffenence between inebriated and sober) of any participant in any round: her first round received her highest score while inebriated and her lowest when sober (see Figure 13 for the work). Many of her other scores had high deltas: rounds 3, 7, and 10 had a delta of 7. When asked later about these results, she remarked that she had no idea why they were so different, except that she may have been influenced by the opinions of the other participants when originally scoring [Personal Communication]. Figure 10: Participant 09 scoring graph. Figure 13: Participant 11, Round 1 (Food.) A pear. Note in Figure 12 the relative absence of cyclical scoring trend but marked disparity in scoring when sober and drunk, and total reversal of slope when sober. The participant reported being “moderately drunk”, which is a possible explanation for the scoring disparity. Figure 11: Participant 11 scoring graph. In the questionnaire, half of the respondents described their creativity as “above average”, with one “exceptional”, one “below average”, and two “random”. All of the participants selected at least one form of creativity, with many choosing multiple forms. “Arts and Crafts” received the most selections, at five. This led to an expectation that higher scores might happen on the sculpting activities. The results however did not lead to a clear indication as such. Responses to the last question (How does your creativity change when you drink alcohol?) indicated that many (four respondents: 04, 06, 07, and 08) did not know how alcohol affected their creativity. Coincidentally, most respondents noted after the experiment that reviewing their works when sober made them feel more creative than they previously indicated. Perhaps this is an indication that they under- Figure 12: Participant 05 scoring graph. Observe the graph in Figure 10. Participant 09’s inebriated and sober slopes are positive. This implies a belief that 152 report creativity due to low self-esteem or modesty? This would make an interesting research question, though it is beyond the scope of this paper. Another interesting finding was the inebriation of the participants: the alcohol was apparently not potent enough. Only two participants reported being more than tipsy: Participant 02 was ‘lightly drunk’ and 05 was ‘moderately drunk’. In the future, the experiment either must proceed through the rounds at a quicker pace or the alcohol must be presented in a different form (shots?). Another option is to spread the experiment out over a longer period of time, and encourage participants to move around between rounds, which can enhance the feelings of inebriation without requiring more alcohol. Careful considerations and trials must be taken to address safety and efficiency concerns. Norlander and Gustafson addressed this problem by administering 1 ml of 200-proof alcohol per kg body weight to each participant [4, 6-8]. In their experiments, this resulted in an average BAC of 0.08, or moderately drunk. For future work, we would measure the BAC of participants over the course of the experiment to determine the efficacy of the alcohol. An in-depth study could be conducted of 'creative people' who regularly drink during the creative process. If we ask them to stop drinking for a week and then interview them to understand how they feel about their creative expression, their responses might reveal some interesting insights. Most participants had an accurate opinion of their creativity level at the beginning of the experiment. There was one notable exception, though. Participant 09 indicated having Below Average Creativity in the questionnaire, which was the lowest of any participant. However, she quickly and effectively performed each task and as the night progressed she began showing them off with enthusiasm. She seemed very pleased with her creations and they were always well received by the other participants. FUTURE WORK Scheduling, preparing, and refining the experiment was an intense process. We were pleased to receive many tips from our colleagues and the participants about how to improve the game play logistics. We would like to engage at least 30 participants in future iterations of this experiment. This will allow the experimenters to draw more substantive conclusions and perform quantitative analysis. We could also conduct a round-table discussion format instead of individual scoring. One reviewer of this paper suggested that we should host a drinking game session during the Creativity & Cognition conference. Such an experience could provide interesting insights, especially with the conference participants being a highly intelligent population of researchers and artists. A sponsorship from a local brewery or alcohol appreciation club might help to make this a reality. In a different direction, a joint sponsorship by a fraternity and a sorority house might provide a male/female balanced participant pool as well as providing their own alcohol. This idea may not be ethically sound, as ‘Greek’ life is already tainted by the specter of alcoholism and irresponsibility. However, such an experience may provide a positive example of the correct usage of alcohol and also de-mystify the romantic notion of alcohol’s association with creativity. In summary, this paper presents a viewpoint on the effects of alcohol consumption on creativity and uses self-reporting as the metric for evaluating creativity, rather than external experts of popular opinion. We found the general topic of creativity enhancement through drugs (alcohol being just one example) fascinating. We have attempted to establish a clear research paradigm and experimental method. The results of the initial experiment show promise for future research. In this project we have stressed the importance of the 'concept' as opposed to the artifacts, even though most exercises focus on the creation of artifacts, i.e., drawings, sculptures, prose, etc. We understand that it may be hard for participants to separate self-evaluation of creativity (as demonstrated by the concept) and self=evaluation of the artwork (as demonstrated by the creation of an artifact). One solution could be to separate the evaluation into different categories for 'evaluation of concept' and 'evaluation of artifact'. We note that creativity has a social dimension, and future work could address this in the game setup and observation. We have discussed and considered the alternatives of changing the format of the game to account for the cyclical scoring trend noted in the previous section. This phenomenon is intriguing. Does such a trend indicate that participants might be more comfortable working in an individually pre-selected medium or format for the duration of the game? If so, what will be the impacts of that selection? If each participant chose their own preferred media, it would make it harder to compare participants. In that case, we could use a standardized measure of creativity, such as: The Torrance Tests of Creative Thinking [11] as used in [2]; the Kent-Rosanoff Word Association Test, the Alternate Uses Test, or the Remote Association Test as mentioned in [8]; the Purdue Creativity Test as used in [8]; or external judging, as used in [7]. Such rigorous tests could greatly increase scientific accuracy and generalizability that could be included in the future work. ACKNOWLEDGMENTS We thank our colleagues in the Creativity and Design Cognition class for their input and ideas, our participants for their patience and willingness to play our games, and the anonymous reviewers of this paper for their insightful feedback and positive comments, in which we hope the paper had benefited. 153 REFERENCES creative process. Creativity Research J., 10 (4), 355362. 1. Beveridge, A. and Yorston, G. I drink, therefore I am: alcohol and creativity. J. Royal Society of Med., 92, 646648. 8. Norlander, T. and Gustafson, R. Effects of alcohol on a divergent figural fluency test during the illumination phase of the creative process. Creativity Research J., 11 (3), 265-274. 2. Bourassa, M. and Vaugeois, P. Effects of marijuana use on divergent thinking. Creativity Research J., 13 (2), 411-416 9. Plucker, J.A. and Dana, R.Q. Drugs and creativity. In Runco, M.A. and Pritzker, S.R., ed. Encyclopedia of Creativity, Elsevier, Amsterdam, 1999, 607-612. 3. Gardner, H. Chapter 6, The creator’s patterns. In MA Boden, ed. Dimensions of Creativity, MIT Press, Cambridge, 1994, 143-158. 10. Reisenbichler, L. Creative tension: A crucial component of creativity in the workplace. Diss. U. of N. Texas, 1995. Retrieved February 20, 2009, from http://gram.eng.uci.edu/~ghubbard/mae189/Lreisenb.ht ml. 4. Gustafson, R. and Norlander, T. Effects of alcohol on persistent effort and deductive thinking during the preparation phase of the creative process. J. of Creative Behavior, 28 (2), 124-132. 5. King, Stephen. On Writing. Scribner, New York, 2000. 11. Torrance, E.P. Torrance Tests of Creative Thinking. Personnel Press, Lexington, MA, 1974. 6. Norlander, T. and Gustafson, R. Effects of alcohol on scientific thought during the incubation phase of the creative process. J. Creative Behavior, 30 (4), 231-248. 12. Wallas, G. The art of thought. In Vernon, P.E., ed. Creativity, Penguin, New York, 1970, 91-9. 7. Norlander, T. and Gustafson, R. Effects of alcohol on picture drawing during the verification phase of the 154