We usually tell creativity stories the other way round: a genius, a flash of inspiration, a masterpiece. The Seuss story is more useful, because it shows what creativity tends to look like up close. A hard constraint. A lot of work. A result nobody, including the author, could have planned in advance.
People really do differ in creative ability, just as they differ in everything else. But the research on how new ideas actually arrive points to something most people can use: creativity is less a trait you have than a process you run.
The four stages, and the one people skip
In 1926 the English thinker Graham Wallas described creative thinking as four stages, and the model has held up remarkably well:
| Stage | What happens | What it feels like |
|---|---|---|
| 1. Preparation | You load up on the problem: research, sketches, failed attempts | Hard work, often frustrating |
| 2. Incubation | You step away and stop consciously working on it | Like slacking off |
| 3. Illumination | An idea surfaces, often at an odd moment | The famous "aha" |
| 4. Verification | You test it, develop it, and usually fix it | Hard work again |
Popular stories keep only stage 3. In reality the flash comes after preparation, and it's worthless without verification. Most "aha" ideas need serious reworking, and many turn out to be wrong.
The shower idea is real. But it only arrives for people who did the work before they got in the shower.
Why stepping away works
Incubation sounds like an excuse, so it's been tested a lot. A 2009 meta-analysis in Psychological Bulletin by Ut Na Sio and Thomas Ormerod pooled the experiments and found a real incubation effect: setting a problem aside for a while improved the odds of solving it. Three details matter:
- Preparation first. Longer preparation before the break gave a bigger benefit. Walking away before you've really grappled with the problem doesn't help much.
- Open-ended problems benefit most. Tasks with many possible answers ("think of uses for a brick") gained more from a break than puzzles with a single trick answer.
- Light activity can beat doing nothing. Filling the break with demanding mental work reduced the benefit. For some problems, an easy, low-effort task worked better than resting.
That fits a well-known study on walking. In 2014, Stanford researchers Marily Oppezzo and Daniel Schwartz had people generate creative uses for everyday objects while sitting and while walking on a treadmill. Walking improved the scores of 81% of participants on this open-ended task, though it helped only 23% on a test that needed one correct answer. Walking outdoors produced the most novel ideas of all. A boost was still visible when people sat back down after walking.
Quantity first, quality later
There's a famous story in the book Art & Fear about a ceramics teacher who split his class in two: half would be graded only on the quantity of pots they made, half only on the quality of a single pot. The best pots came from the quantity group, who learned by making lots of bad ones. It's a great story, and it's partly invented. Co-author Ted Orland later explained that it came from a tactic the photographer Jerry Uelsmann used with his photography students at the University of Florida; he and David Bayles switched it to pottery for the book.
The underlying point is sound, though. The surest way to have a good idea is to have many ideas and throw most of them away. Early in a creative task, judging each idea as it arrives kills the flow. Generate first, judge later.
Brainstorming in groups: a surprise
Advertising executive Alex Osborn popularized "brainstorming" in his 1953 book Applied Imagination: a group shouting out ideas, no criticism allowed. It feels productive. The research says otherwise. In a 1987 review of 22 studies, Michael Diehl and Wolfgang Stroebe found that groups brainstorming together produce fewer ideas than the same number of people working separately and pooling their lists afterwards.
One big reason is "production blocking": only one person can talk at a time, so others wait, forget their ideas, or drop them. The fix is simple. Have everyone write ideas alone first, then share and build on them together.
Constraints are fuel, not obstacles
A blank page is harder than a narrow brief. Seuss's 50 words forced choices that a free vocabulary never would have. Limits work because they cut the space of options down to something you can explore, and they push you off the obvious path. If you're stuck, add a rule: a word limit, three colours, one hour, a budget of zero.
Creativity also depends on what's in your head to recombine. Many new ideas are old ideas from different places put together, which is why reading widely and collecting examples matters. (See Synthesis: The Art of Connecting Disparate Dots in Core Human Skills in the Age of AI, for the habit of building that collection.)
The honest part
Process doesn't erase talent, training or luck; some people will always produce more striking work than others. A process also won't rescue a project nobody cares about: motivation and real interest in the problem carry a lot of the weight. What the research does show is that much of what looks like a gift is a set of habits that anyone can practise, and that the most common creative mistakes, judging too early, never stepping away, brainstorming out loud, are easy to fix.
The takeaway
Creative ideas arrive through a process: prepare hard, step away, catch the idea when it surfaces, then test and rework it. Breaks really do help, especially after serious effort and for open-ended problems, and walking seems to help more than sitting. Generate many ideas before judging any, brainstorm alone before sharing in a group, and use constraints to give your thinking something to push against.
Try this: take a problem you're stuck on. Spend 20 focused minutes listing every possible approach, including bad ones, without judging. Then go for a 15-minute walk without your phone. When you sit down again, write whatever has surfaced before you look at the list.
Sources & Further Reading
Sources
- The Green Eggs and Ham bet (50 distinct words, $50, 1960): standard accounts, e.g. Wikipedia's article on the book.
- Wallas's four stages (1926): standard histories of creativity research.
- Sio U. N. & Ormerod T. C., "Does incubation enhance problem solving? A meta-analytic review," Psychological Bulletin 135 (2009).
- Oppezzo M. & Schwartz D. L., "Give your ideas some legs: The positive effect of walking on creative thinking," Journal of Experimental Psychology: Learning, Memory, and Cognition 40 (2014): 1142โ1152.
- The origin of the Art & Fear ceramics parable in Jerry Uelsmann's photography class: Ted Orland, as reported by James Clear and Austin Kleon.
- Osborn A. F., Applied Imagination (1953); Diehl M. & Stroebe W. (1987), the review of 22 brainstorming studies, Journal of Personality and Social Psychology; summarized in Wikipedia's "Brainstorming."
Go deeper
- ๐ Art & Fear โ David Bayles & Ted Orland (on the everyday work of making things, and the fear that stops it)
- ๐ Steal Like an Artist โ Austin Kleon (a short, practical book on creativity as recombination)
- ๐ Austin Kleon on the true origin of the "quantity leads to quality" parable