Designing AI to Stretch the Mind

In our innovation programs with students, we often began with a deceptively simple exercise: take two things that do not obviously belong together and force a connection.

At first, the combinations sound absurd and students look unsure. But as they start working together ideas start to make sense. An umbrella and a jump-rope becomes a “Jumbrella” — a water-skiing device where you can sit and relax while being towed by a motorboat.  The point is not to reward randomness for its own sake but to help students escape the first layer of obvious ideas and enter a more interesting space where new meaning has to be constructed.

A less random exercise uses association maps where you try to connect ideas that are 2-hops away from the core object that you are trying to improve. One student, using an association map, started with the idea of a glove. And as he drew the map, he reached “scissors” and a new idea emerged: a glove with a cutting blade attached, making it safer and easier for children who find scissors difficult to hold. In the process of bringing the two concepts together, he recognized a common human problem and found a useful solution. 

This is what creativity looks like. It is not simply “thinking outside the box.” More often, it is a disciplined way of making novel and meaningful connections.

And the same cognitive techniques that help students invent also help them learn.

Creativity As a Learning Engine

We often treat creativity as a detour from learning, but it is actually one of the most effective ways to learn traditional subjects as well. In another of our programs, students created their own numbering systems as part of an imaginary world-building exercise.

On the surface, this looked like imagination: invent a world, design its rules, create its language, build its symbols. But when students had to create a numbering system, they started doing serious mathematical thinking. A worksheet about place value can tell a student how a base system works. But inventing a base-5 or base-11 numbering system forces the student to confront the mechanics of place value at a deep, structural level. 

We usually treat learning and creativity as separate capacities. Learning is associated with acquiring knowledge, mastering facts, and performing correctly. Creativity is associated with novelty, imagination, and original production. But this separation is misleading. At a cognitive level, both require the same fundamental act of viewing the problem from many different perspectives, recognizing gaps in existing mental models and updating them. 

A learner encounters something new and must fit it into what they already know. Sometimes the new idea can be assimilated easily. Sometimes it does not fit, and the learner has to reorganize their understanding. A creative thinker does something similar. She takes existing ideas, experiences, concepts, and constraints and recombines them into a structure that did not exist before. In both cases, the mind is not passively receiving information but actively reconfiguring an internal model of the world.

And classroom evidence points in this direction. For example, in one study students learning statistics were asked to invent ways of comparing data sets before receiving direct instruction on standard measures. Their early solutions were often incomplete, but the act of invention prepared them to understand the formal ideas more deeply. Similarly, in science classrooms, students learn abstract concepts more effectively when they create analogies and examine them. A circuit can be compared to water flow, but the analogy must also be questioned. What is like the battery? What is like resistance? Where does the comparison mislead us? Learning  does not come from the analogy alone but also from the act of mapping, testing, and revising the analogy. A newer study found that goal-directed association can better explain the creativity-learning link. 

Creativity Techniques as Metacognitive Tools

Creative techniques like associative or analogical thinking, are not just ideation tools — they also act as metacognitive tools. Much of our thinking is invisible, even to ourselves. A student might say, “I don’t get it,” without knowing if the roadblock is vocabulary, structure, or a false assumption. However, when that same student maps associations or compares metaphors, their thinking becomes something they can inspect. They can see which connections are obvious, which are missing, which are forced, and which open a new path.

This gives students a toolkit for ambiguity. In school, problems are often presented with clear instructions, known methods, and expected answers. In the real world, the most important problems rarely arrive that way. They are open-ended, poorly structured, and full of incomplete information. The student who has practiced making thinking visible has an advantage. She knows how to begin when the path is unclear: generate associations, map the territory, compare frames, test analogies, revise assumptions.

The AI Challenge

Learning and metacognition are precisely what are at risk with artificial intelligence.

AI can be an extraordinary tool for learning. It can explain concepts, generate examples, translate language, summarize research, and provide feedback at a scale no human could manage alone. But it can also short-circuit the mechanisms through which learning and innovation occur. If students ask AI for the answer before they have formed their own associations, challenged their assumptions and wrestled with their own confusion, they may produce better work but atrophy their thinking skills in the process.

Humans have always used tools to reduce mental effort. We write notes so we do not have to remember everything. We use calculators so we do not have to perform every computation by hand. Offloading is not inherently bad. In fact, civilization depends on it. The question is what and how much we offload.

When we offload storage, we may free the mind for higher-order work. But when we repeatedly offload sense-making, judgment, and creative struggle, we risk weakening the very capacities that make us learn and create.

So, the real question is: How should AI be designed if the goal is not to replace thinking but to stretch it?

An AI tutor could give the answer immediately. Or it could ask the student to first generate three associations, choose the strangest one, and explain how it might connect. A writing assistant could rewrite a paragraph. Or it could offer competing metaphors and ask the student which one best fits the argument and why. 

These are not small design choices. They reflect two very different theories of learning. One treats the learner as a consumer of answers. The other treats the learner as a builder of models.

We often associate technology with a certain kind of dopamine loop: the ping, the scroll, the like, the instant answer. This kind of reward captures attention by hacking into our fears and insecurity. But there is another kind of reward that is underused: the reward of insight.

It’s the “aha” moment when a strange association suddenly makes sense. It is the pride and satisfaction of finding a clever solution to a real problem. That is the “better dopamine” to use. We should design systems that provoke association, analogy, reflection, and metacognition. That can lead to a more effective and beneficial partnership between humans and AI.

Computational Thinking and Creativity

In the decade between 2002 and 2012, the number of Bachelor degrees awarded in Computer and Information Sciences fell by more than 17%, the largest decline for any field in that time period. While graduation rates in Computer Science have been ticking up more recently, we still do not produce enough graduates to fill the growing demand for STEM jobs prompting Obama to comment: “Growing industries in science and technology have twice as many openings as we have workers who can do the job.”

One reason for the low number of STEM graduates is the high attrition rate (~50%) due to students who switch their major. Students whose first exposure to a programming language is in college find the coursework and getting good grades challenging. Researchers studying this phenomenon found that, “due to the difficulty experienced in learning to program, some students drop from the major all together instead of continuing and learning a different programming language or choosing an alternative technology track.” One clear solution is to start introducing computer science fundamentals, or computational thinking, earlier in schools. Computational thinking is an approach to formulating problems in a way that computers and other tools could be used to solve them.

Proponents of introducing computational thinking in K-12 point out, “All of today’s students will go on to live a life heavily influenced by computing, and many will work in fields that involve or are influenced by computing. They must begin to work with algorithmic problem solving and computational methods and tools in K-12.” That leads us to the next problem – how do you introduce a kindergartner to algorithms and programming concepts?

One approach that is gaining traction worldwide is the Computer Science Unplugged project. Initiated at the University of Canterbury, it uses games and activities to expose children to the kind of thinking that is expected of a computer scientist, all done without using any computers. One reason that the Unplugged approach is becoming popular is that it requires less commitment and resources to introduce children to computational thinking. But what exactly does computational thinking involve?

Mitchel Resnick, professor at MIT whose group created the Scratch programming language for kids, and his collaborator identified three dimensions of computational thinking – computational concepts (the concepts designers employ as they program), computational practices (the practices designers develop as they program), and computational perspectives (the perspectives designers form about the world around them and about themselves).

In our newest after-school program, currently in pilot, we are using the unplugged concept to not only introduce children to computational thinking concepts (like sequential logic, conditionals or flowcharts) but also creative thinking (changing perspectives, associational and analogical thinking) and storytelling. During this program children will create a puppet show that incorporates some programming and creative thinking elements, to make a fun and interactive final show.  

Both computational thinking and creative thinking are now considered critical 21st century skills. In fact, merging creative thinking exercises in computer science education has actually been shown to improve learning of computational thinking. Our goal with this program is to help children grow into more effective problem solvers.

Analogical Reasoning

In the early 1860s, when Leo Tolstoy was teaching writing to children of Russian peasants, he hit upon an interesting way to bring more creativity into the exercise. He asked his students to write a story on the proverb, “He eats with your spoon and then puts your eyes out with the handle.” The result of his exercise surprised even him.

After some initial hesitation, his students approached the challenge with an unexpected enthusiasm and produced a much better composition than the one Tolstoy had himself written. Tolstoy commented on the quality of his students’ work in an article with, “Every unprejudiced man with any feeling for art and nationality, on reading this first page written by me, and the following pages of the story written by the scholars themselves, will distinguish this page from all the others, like a fly in milk, it is so artificial, so false, and written in such a wretched style.

While Tolstoy was simply trying to motivate his students to write with more vigor and authenticity, he accidently introduced his students to a key creative thinking skill – analogical reasoning.

Analogical reasoning is the ability to find relational similarity between two situations or phenomena. Robert and Michele Root-Bernstein in their book, Sparks of Genius, consider analogical reasoning to lie at “the heart of what it means to think creatively” and a skill that many scientists rate as the most important one to possess.

In fact, several discoveries in science can be traced back to finding the right analogy. For instance, early geneticists likened genes to beads on a string to help them understand how traits are passed along. While this simple analogy couldn’t explain everything, it did suggest possible mechanisms for inherited traits. Making analogies is a fundamental way of thinking applicable not just in science, but in almost every field like mathematics, religion and literature. Robert Frost’s metaphor of life to a journey in “The Road Not Taken” is especially powerful because of the unique associations it invokes each time.

While it’s clear that analogical thinking plays an important role in creative thinking, what exactly does it involve? Underlying analogical thinking are three mental processesRetrieval (with a current topic in working memory, a person may be reminded of an analogous situation in long-term memory), Mapping (aligning the two situations on the relational structure and projecting inferences), and Evaluation (judging the analogy and inferences).  

The MindAntix brainteaser, Proverbial Tales, inspired by Tolstoy’s challenge to his students, aims to strengthen the mental processes used in analogical reasoning. Using proverbs from different cultures, users have to construct an original story that reflects the meaning of the proverb, forcing them to go through the different stages of retrieval, mapping and evaluation.

As Robert and Michele Root-Bernstein point out, “There is so much to be learned by analogizing that we must not neglect to learn how. Like every other tool for thinking, the capacity within ourselves and our children ought to be nurtured, exercised, trained.