This study hopes to make a correlation between wit and design innovation ability. Wit, being the ability to perceive in an ingeniously humorous manner the relationship between seemingly incongruous things (Morris, 1976), and not simply the ability to be funny. Wit also implies intentional creation while humor does not (Bergen, 2008). A previous study found a correlation between wit and creativity and determined that creativity was the single best predictor of wit (Clabby, 1980). I might argue that creativity and wit are not entirely exclusive traits and that they might be the same thing with different names. Creative people might not know that they are witty and witty people might not know that they are creative. I might also argue that anyone is capable of being both creative and witty. In this study, we will address wit as innovation in the realm of language. We believe that those individuals that are good innovators with language should also be good innovators in the area of design and idea generation (i.e. those that can quickly make non-obvious connections between seemingly unrelated things in one domain should be able to do the same in other domains). We developed a tool called Association Mapping (Ludden, Kudrowitz, 2007) that we believe can help and train people to be both innovative with language as well as design. Wit is both a trait and a process (Feingold 1993), which suggests that it is possible to be learned. And similarly, creative thinking can be learned by means of divergent thinking exercises (Fink 2008). The tool is based on free association in mind mapping where a concept or item is placed in the center of a page and attributes related to that entity are written around it. Words that describe each attribute are written and then further associations are made from those words. This method is a bit more structured than the free association mapping presented by Michalko (1991) and it also adds the element of mapping back to the original domain. When one maps back to a different suggested domain this is similar to the method of Brute Think or our method, as applied to product design, Crossing Products. In any form, this way of associative thinking can help the design engineer address a problem in non-obvious manners. It also has potential to make people be wittier. This study will 1) determine if there is a relationship between wit and innovativeness in product design 2) determine if association mapping is an effective means of making people more witty as well as more innovative designers. Experiment Description To begin this study, we examine the relationship between an individual’s ability to produce a punch line to a familiar joke “set-up” and that individual’s performance in an individual Brainstorming/Brainwriting session. Wittiness Evaluation In the few studies that have dealt with creation of humor (Treadwell 1970, Clabby 1980, Feingold 1993) the test involves adding a funny caption to a caption-stripped cartoon. This method is acceptable but we believe that there is a better alternative. Creating a funny caption does not necessarily mean being witty or making nonobvious connections between unrelated items. One can create a funny caption based irony and not associations. Having a cartoon also allows for many directions, which could make it hard to compare the funniness. This test, however, could be administered in addition to our punch line test. In the punch line creation test, the participant will be given the “set up” line: A ____________ walks into a bar and the bartender says, “I can’t serve you because____________.” The examiner will state the subject matter that will walk into the bar and the participant has a given amount of time (3 minutes) to come up with as many punch lines as they can for that subject. The reason that this joke in particular is used for this experiment is that the format is familiar to the general public, open ended, and adaptable. The fact that it involves a bar brings with it a tone that anything is appropriate. It also is quite short and typically leads to associations involving the subject of the joke and something related to a bar. Subjects will be presented with the prompt that they are participating in a study on humor and creativity and that this particular segment deals with joke creation. They will be told that it does not matter if the punch lines they think of are silly, not overly stimulating, or inappropriate. They should write any punch line that comes to mind. They are told that they should try to come up with as many punch lines as they can and that they will have several (3) minutes for each subject. Each participant will be given five* subjects that walk into the bar one at a time in a varied order. Possible things to walk into a bar could be: elephant, penguin, lawyer, doctor, engineer, giraffe, magician, frat boy, football player, caveman, artist, police officer, stripper, the president, frog, broom, computer, robot etc. A pretest found that penguin, magician, caveman, pirate, and computer produced the most varied and numerous responses from a group of 4 males and 4 females ranging from 18-28 years of age in various degrees of study. In this pretest, 7/8 participants did not develop any new punch lines after 3 minutes. The one participant that did produce punch lines after 3 minutes went until 5 minutes, however, most of the coherent punch lines were developed within the 3-minute time. (*We will need to have 10 subject options and randomly select 5 for each participant) Participants’ unique responses will be counted (quantity) and the funniness (or innovativeness) of the punch lines will be measured afterward by the average scores of a panel of unbiased individual reviewers. Rating of funniness should be based on a set scale (perhaps 5 point) as opposed to a ranking, a decibel laugh measure, or a binary funny/not funny (Feingold 1993). The joke punch lines are to be digitized with grammar corrected. When reviewers rate the punch lines, they should read all the jokes from the same theme in a random order with repeated punch lines removed. Reviewers should do the rating individually where they cannot influence other reviewers. At least 20(?) people of different backgrounds, gender, and age should review. This should take into account punch lines that are targeted for different audiences. Developing a joke punch line could be viewed as the same process as innovating around a given prompt. In both situations, the individual is attempting to make nonobvious connections between seemingly unrelated things. Based on the two-stage model for joke appreciation, what makes a joke funny is the amount that the punch line violates the recipient’s expectations while assuming the recipient is still able to make sense of the information (Suls 1972). When the connections are too obvious, then it would not be considered innovative or funny (i.e. the bartender says “I can’t serve you because you are a computer and computers can’t drink?”). Product Innovation Test To compare an individual’s wittiness with their product design innovation abilities, there are several possible tests to administer for the latter (Torrance Tests of Creativity Thinking, the Mednick’s Remote Associates Test, Guilford’s divergent production test, Alternative Uses, 30 Circles, etc). Many of these creativity tests are not specific to product design innovation and so in this study, we will ask the participants to individually brainstorm innovative redesigns of everyday products. Such products could include: toasters, umbrellas, toilets, toothbrushes, garbage pails, beds, lamps, backpacks, shoes, pens, etc. The ten products that are chosen should cover a wide range of interests and have a large open-ended solution space. Each participant will be asked to brainstorm on a random selection of five of the ten products, one at a time. In the individual brainstorm, the participant will be given a stack of paper and a marker. They will be told that they have five minutes to come up with as many ideas as they can that address the prompt. They will be told that each new idea should be sketched on a separate piece of paper and given a short title. They should sketch all ideas even if they deem them to be silly, inappropriate or uncreative. They should also be told that drawing ability does not count and that stick figures are acceptable. A good idea generation session is characterized by many ideas, feasible ideas, creative ideas, and sometimes the variety of ideas (Butler and Kline, 1998, Shah and Vargas 2002). In some experiments (Rietzschel, Nijstad and Stroebe, 2003, Amabile 1982, Fink Naubauer 2008) an unbiased expert panel measures these three characteristics after an idea generation session on a score from 1-5 from not original/feasible to highly original/feasible. Others argue that it is best to count the number of original or feasible ideas to avoid the influence of a large number of bad ideas (Reinig and Briggs, 2006). In this study, we will have a review panel, made up of 5-7 designers and design instructors, assign a score from 1-5 for creativity and feasibility to each idea drawing. Prior to rating, the panel will agree upon a standard for what a 1, 3 and 5 score would be. Reviewer scores will be added or averaged. If added, a large number of bad ideas are helpful and if averaged, a large number of bad ideas will lower the overall score. If we have reviewers count the number of novel/useful instead, each participant’s ideas must be kept together as a packet and not randomized. A forth rating should be added addressing the funniness of the product idea. Low scores on feasibility and high scores on novelty do not necessarily designate a humorous idea. Good engineering design should be both feasible and novel (Shah and Vargas, 2002), but could also be humorous. Each participant’s scores for punch line quantity and funniness will be compared to their scores on the brainstorming test. The order of testing should alternate for subjects, as subjects that take the punch line test prior to the brainstorming test might have higher creativity scores from the positive affect associated with joking around (Isen 1987). To see if Association Mapping influences innovation and wit, this same series of tests should be administered to a second, different group of individuals. These participants would be taught the method prior to testing. The reviewers will not know which ideas or punch lines came from participants that were taught the association mapping technique. Experiment Logistics Overall, These tests should be administered to 96 people: -24 without Association Map instruction with punch line test prior to brainstorming, -24 with Association Map instruction with punch line test prior to brainstorming, -24 without Association Map instruction with brainstorming prior to punch line test, -24 with Association Map instruction with brainstorming prior to punch line test In each group, 6 subjects should be senior students in engineering/design related majors and 6 subjects should be freshmen undecided on major/interest. We would also like to test if known innovative product designers are witty and known witty individuals have innovative design abilities. In each group, 6 subjects should be known innovative designers from the design industry, and 6 subjects should be known witty improvisational comedians. Ideally, the number of participants will be equally split by gender. After the testing, we can ask the participants a series of questions that can be used to access the playfulness of the activity as well as their opinions of themselves and their experience with idea generation. Survey questions could include: Age, Gender, Have you participated in a brainstorming session before? SELF-REFLECTING QUESTIONS: Are you creative? Are you artistic? Are you a funny person? Are you happy with the punch lines you created? Are you happy with the brainstormed ideas you came up with? PLAY RELATED QUESTIONS: Was this more like play or more like work? Was this enjoyable? Did you find this stressful? Did you treat this as a game? Were you fully absorbed into the activity putting aside other thoughts and worries about daily life? Would you do this again? What made this activity seem like play? What made this activity seem like work? How would you make it more playful? How would you make it more like work? We can see if any qualities of play correlate with each other and with the quantity, novelty and usefulness of the ideas generated in the brainstorm. I would expect that those who found the experience enjoyable and more like play and were fully absorbed in the activity would have produced more and more novel ideas. We can also see if any of these qualities correlate with the punch line creation test. As we are not able to pinpoint play behavior from a cognitive science point of view, we could also avoid the play areas for this round of testing and focus mainly on humor and innovation. The entire test should take approximately an hour for each participant (54-67 minutes). The introduction should take approximately 10 minutes for those with Association Mapping training and 2 minutes for those without the training. The brainstorming session should take 26 minutes for all five topics and the punch line creation session should take 16 minutes for all five subjects. There will also be 1015 minutes allotted for completing the survey at the end. Additional thoughts I believe that individuals, both students and professionals, regardless of background, who are wittier, will produce more novel and useful concepts in a brainstorming session. There is a chance, however, that the wittiness correlates with concepts that rate high on creativity but low on feasibility. A high number level of wittiness should also correlate with a high number of funny product ideas. These witty less feasible or useful concepts are sometimes termed aesthetic innovation, “unuseless,” Chindogu, or Novelty Items. High quantity of punch lines should correlate with a high quantity of ideas in a brainstorm session. This is not to say that “funny people” are more creative, but that witty people are innovative people. People that can manipulate language quickly and in unexpected manners should also be able to manipulate concepts for design innovation assuming they have some general knowledge of the subject matter. If this is true, perhaps there will be larger incentive to use joke theory based tools like Association Mapping in design process. If the punch line test proves to be a good predictor of innovative thinking, it could be used as another test for wit or creativity. Cognitive Science and FMRI To move into the realm of cognitive science and neurology, dopamine is closely related to creative thought, mainly the process of making non-obvious connections and associations (Flaherty 2005). Humor, in response to funny cartoons as well as comprehension of puns and jokes are in close relation with the creativity, the right hemisphere and release of dopamine (Fink, 2008). People with low amounts of dopamine are typically depressed and can develop Parkinson’s disease. People with too much dopamine are psychotic and take associative thought to a higher level making ridiculous associations between things and accepting them to be true. Dopamine is not the only factor controlling creative thought, but it does play a large role in association making (which is potentially a large part of innovation). Perhaps things that stimulate dopamine production would stimulate innovative thinking, such as candy, drugs, hugs, kind words, scary movies, jokes, sex, etc. This could be a step in the direction of scientifically proving that joking around and “playing” leads to a more creative environment. Maybe all brainstorm sessions should begin with a group hug. There have been studies performed to understand what is going on in the brain when a person comprehends a joke (Bartolo, Benuzzi etc 2006, Taber, Redden Hurley 2007) but no fMRI studies dealing specifically with joke creation. However, there is an fMRI study that investigates what happens in the brain when novel connections are made between unrelated words (Mashal et al, 2007). In essence, this is exactly what we are doing when developing a punch line for a joke or perhaps when innovating new design concepts. Verbal creativity, as they call it, could be defined as the ability to construct novel connections or associations between words and to integrate their meanings. This novel construction takes place in the right posterior superior temporal sulcus (PSTS) (Mashal et al, 2007). This area is homologous with Wernicke’s area, which is claimed by Flaherty as the area that needs to function for successful linguistic creativity (Flaherty, 2005). The temporal Lobe plays a large role in metaphoric thought, but it is a combination of three areas that contribute to creative drive: frontal, temporal and limbic systems (Flaherty 2005). The frontal lobe is mentioned often in other studies as linked with creativity. The generation of original ideas as well as divergent thinking is associated with alpha synchronization in frontal brain regions and a diffuse and widespread pattern of alpha synchronization over parietal cortical regions which agrees with Jung-Beeman’s AHA! Expereience (Fink et al, 2008). A low cortical arousal or high alpha activity is typical of creative thinking and novel idea generation. Creative thinking involves the coordination between the frontal and posterior parietal cortical areas (Fink et al, 2008). Creative storytelling and making distant associations takes places in the prefrontal areas of the right hemisphere as well as the anterior cingulate cortex (ACC). (Howard-Jones et al, 2005). Metaphorical Design Stuff on the back burner… Connecting Play Qualities with Creativity It is believed that when people are playing they are more creative. There have been several studies that address this topic. In a child study, they found that children who are engaging in fantasy play found more uses for a certain object than when they were not engaging in fantasy play. Assuming that play is partially qualified by positive affect, Isen found that people who are with positive affect are better at solving anagram puzzles. There are several views on what exactly defines play. In Huizinga’s book Homo Ludens, he defines play by how our culture refers to it and not based on any cognitive science reasoning. There are 10 claims that he makes in different forms that seem to capture the essence. Play is enjoyable. Play is captivating (the player is intensely absorbed into the activity). Play is outside ordinary life (players enter a temporary sphere of internal reality). Play is superfluous (it does not contribute to necessary life processes and performed for its own sake). Play is voluntary or intrinsically motivated. Play is process and not product focused. Play is active. Play is flexible. Play is rule governed. Play is limited in time and space (playground, playtime). Several of these qualities seem to overlap and most are hard to test for in an experiment. If we are not yet able to pinpoint what defines play from a cognitive science approach, we can always use several of these key qualities and ask participants if they think they are playing (or perhaps working). Fantasy play is easy to observe in children but quite hard to observe or inspire in adults. Drawing Quality and Perceived Idea Innovativeness Somewhat related is drawing ability and creativity. A past study by Yang and Cham looked at the relationship between sketching skill and engineering design performance and found no conclusive correlation between sketching skill and design outcome. This would mean that a good design engineer doesn’t necessarily have to be a good sketcher. However, there could be a relationship between the quality of a sketch and the perceived innovativeness of the concept. There could also be a correlation between the artistic ability of the person and their creativity. I believe that a poorly drawn innovative concept will be perceived as less creative than a well made drawing of the same innovative concept. Oppositely, a well-drawn sketch of an uncreative/common/trite concept should be perceived as more innovative than a poorly drawn sketch of that same concept. If we find a correlation between perceived innovativeness and quality of the sketch, this would be a strong incentive for innovative engineers to be trained to make high quality, clear sketches. This could also explain help to explain why design teams discard “good” ideas in the early ideation stages of design. This concept could be carried over into later stages of design and marketing as well. Products that have more aesthetically pleasing features and packaging should seem more innovative (unfortunately). For the experiment, a team of designers will come up with a set of highly innovative product ideas and a set of common, less innovative product ideas. The level of innovation will be “measured” by polling a group of designers with the ideas in written form and having them rank the innovativeness (or score?). A set of 4 industrial designers and artists each will make sketches of the 4 high and 4 low innovative concepts. A set of 4 less skilled artists including elementary school children will be asked to draw the same concepts. These concepts should be ideas that can be conveyed with a simple drawing and pertain to themes that most people can relate to. Each drawing of the same concept would have the same text captions in any. Participants in the study will be shown two drawings at a time of the same concept, one from an industrial designer and one from a less skilled artist. They will be told that they are ranking innovative ideas within the same theme. They will be asked to say which concept for the given theme is more innovative. Ideally, both drawings should present the same concept just with different levels of drawing ability. Participants may catch on that all the idea pairs are the same with just different drawings and so we may want to have the subjects look through a packet of drawings of different ideas and have them rank order the innovativeness. In this method, there would be 8 packet options each containing the same 8 concepts in different forms each drawn by a different person. Each packet should contain two well-drawn highly innovative (WDHI), two poorly drawn highly innovative (PDHI), two well drawn low innovative (WDLI), and two poorly drawn low innovative (PDLI). In a separate but related study, we could have a panel review the drawings from the brainstorm test above and rate them only on quality of sketch. We could compare this to previous quantity, novelty and usefulness ratings for each participant. ___________