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.

Creativity Hack: One-Hop Associations

Finding ways to connect two unrelated concepts liest at the root of many innovations. Combining unrelated objects or concepts is one hack to finding novel ideas. However, combining completely random ideas has one drawback – it often leads to incongruous ideas that don’t always resonate with people. The One-hop association method is a way to connect unrelated (but not completely random) concepts and leads to ideas that are perceived as surprising in a good way.  

About The Hack

For this hack, you start by building an association map of an object. Suppose your task is to make a new and interesting ruler. You first start with the ruler in the center and choose a few ways that a ruler might be connected to other objects. Attributes like “used with”, “material” and “similar to” tend to be easier to work with for younger children. Then, you list different values for each of those attributes like a ruler is used with paper and pen. This gives the first order of concepts that are directly associated with the ruler. Next you extend the association map by one more level and list second order concepts that are associated with the first order ones. Finally, you try to connect back the second order concepts with the original object and see if that leads you to any interesting ideas. 

As an example, a ruler is used with paper which is used with scissors. Trying to connect a ruler with scissors might give you an idea to make a ruler with a sharpened edge that can also help cut paper. The reason this hack works well is due to the incongruity theory. When people notice an incongruity, they can either find it amusing or be disappointed. When people can tie the incongruity back to the product, the product feels more fun, interesting or amusing, but when people can’t find an underlying connection, the idea appears confusing. 

Summary

Finally, here is a quick summary of the creativity hack and how to use it in product design or with students.

DescriptionTo find a creative idea for product improvement, try to build an association map and combine concepts that are one hop away. 
ExampleIn designing a new kind of ruler, start by listing concepts that are connected with a ruler using attributes like “material”, “used with” or “similar to”. Then repeat this exercise one more time to find the next level of concepts. Finally try to combine second order concepts with a ruler to   
Tips Instead of combining objects directly, use attributes of the second order object to combine which can lead to novel ideas  
ExtensionsTo extend the association map, use more types of attributes like “similar to”, “environment”, “sounds” and more. The more extensive the map, the more opportunities to find new ideas. 
Creativity Hack: One-Hop Associations

A Simple Technique To Generate Fun, Original Ideas

Daniel Kahneman, in his groundbreaking book based on decades of his research, used the associative nature of the human brain to explain different cognitive biases that we inadvertently succumb to. The same associative aspect can also be used in understanding how our brains think creatively and how sometimes we fall into an “associative rut”, where we keep going in circles with the same few ideas.

One way to overcome the associative rut is to find a connection between completely unrelated concepts, an approach that sometimes lead to very original ideas. Another simple, yet surprisingly effective, technique to generate amusing and novel product ideas  involves making an association map.

In this approach, the idea is to connect concepts that are related but not directly. In the examples used in the study, the researchers focused mainly on sensory attributes like sight and touch, which lead to more observable incongruities. However, we found that this approach works just as well with other attributes as well. 

In this approach, you start with an initial product – the subject of your innovation – which goes in the center of the association map. From there, you branch out with a few different attributes like “used with”, “material” or “similar to” to come up with the first order of associations. Since these associations are directly related to the object, they don’t really provide a chance for incongruence or novelty. However, once you start branching out more to the second order of associations, then things get more interesting. That’s where, when you make a  connection back to the subject, it’s not very obvious but at the same time not too hard for people to find the connection reasonable. It’s the perfect Goldilocks association!

Here’s an example, using a simple classroom supply. Suppose you want to make a more interesting ruler. So you start with the ruler in the center and choose some attributes like “used with”, “material” and “similar to”. Then, you list different values for each of those attributes like the material could be plastic or wood. This gives the first order of concepts that are directly associated with the ruler. The next step is to find another set of concepts, the second order concepts, that are associated with the first order ones.  Finally, you try to connect back the second order concepts with the original object and see if that helps uncover an interesting idea. 

For example, a ruler could be made of a flexible polymer and another use case of a flexible material is a slap bracelet. By connecting the concept of a slap bracelet with a ruler, one can imagine making a slap bracelet with ruler markings which a student can wear and use as a ruler anytime they needed one. With this invention, you always have a ruler handy (pun intended) whenever you need it!

The reason that the association map works well is due to the incongruity theory. When people notice an incongruity, they can either find it amusing or be disappointed. When people can tie the incongruity back to the product then it results in an appropriate congruity and the product feels more fun, interesting or amusing, but when people can’t find an underlying connection, the product appears confusing. 

In this example, a flexible strip of plastic material connects the concepts of both the slap bracelet and the ruler. So the incongruity between a slap bracelet and a ruler just seems appropriate and fun when connected together. 

So, the next time you are trying to come up with a new product idea, instead of using the typical mindmap, try making an association map and see if that leads you to some fun, refreshing ideas.