What Creativity Really Is (Demystified)
Most people believe creativity is a mysterious gift — something you either have or you don't. Some imagine it as a lightning bolt that strikes geniuses in the shower. Others think it belongs only to artists, musicians, and poets. These beliefs are wrong, and they are harmful: they stop ordinary people from developing one of the most valuable thinking skills there is.
This section strips creativity down to its real mechanics. By the end you will know exactly what creativity is, how it actually works inside your mind, and how to get more of it — deliberately.
Myth-Busting: Three Lies About Creativity
Before we can understand creativity, we have to clear away the wrong ideas most people carry.
Myth 1 — "Creative people are born, not made"
This is the most damaging myth. It turns creativity into a fixed trait — something locked in your DNA — so there is no point even trying to improve it. Research by psychologist Carol Dweck at Stanford shows that people who hold this fixed mindset about their abilities achieve less, give up faster, and avoid challenges. In contrast, people with a growth mindset — the belief that abilities grow through practice — consistently outperform them over time. In a poll of 143 creativity researchers, the single most-agreed-upon ingredient in creative achievement was not talent: it was perseverance and resilience, qualities any person can build.
Myth 2 — "Creativity is only for artists"
Engineers, doctors, lawyers, teachers, and parents all solve novel problems every day. Writing code that nobody has written before is creative. Designing a better checkout flow is creative. Figuring out how to explain a complex idea simply is creative. The output does not need to be a painting. Creativity shows up anywhere a new and useful idea is needed.
Myth 3 — "Creativity is a sudden flash of inspiration"
The "eureka moment" is real, but it is only one small step in a much longer process. The famous story of Archimedes leaping from his bath shouting "Eureka!" is memorable precisely because that instant of insight feels dramatic. But what nobody remembers is the weeks of hard preparation that came before it. The flash does not arrive without the groundwork. We will see exactly why in the Wallas model below.
The Real Definition: Novel + Useful
Psychologists and philosophers have studied creativity for decades. The definition that most researchers now agree on is clean and practical:
Creativity = producing ideas (or things) that are both novel and useful.
Both words matter:
- Novel means new — something that did not exist before, or that combines existing things in a way that has not been done before.
- Useful means it serves a purpose — it solves a problem, adds value, communicates something, or works in the world.
Philosopher and cognitive scientist Margaret Boden (University of Sussex) refined this further: she says a creative product must be "new, surprising, and valuable". She also draws an important distinction between two kinds of novelty:
- P-creative (psychologically creative): An idea is new to you, even if someone else has thought of it before. This is still genuinely creative for your own development.
- H-creative (historically creative): An idea is new to the whole world — nobody has ever produced it before.
Most daily creativity is P-creative, and that is completely fine. The skill of generating novel-and-useful ideas is the same whether or not you happen to be the first person in history to have that idea.
Where Creative Ideas Come From: Connecting Things
If creativity means producing novel and useful ideas, the next question is: where do those ideas come from?
The answer is almost always: from combining existing things in new ways.
Steve Jobs made this exact point in a now-famous 1996 interview with WIRED magazine:
"Creativity is just connecting things. When you ask creative people how they did something, they feel a little guilty because they didn't really do it, they just saw something. It seemed obvious to them after a while. That's because they were able to connect experiences they've had and synthesize new things."
Jobs was not just being modest. He was describing something deeply true about how human minds work. The brain does not generate ideas out of nothing. It recombines existing patterns, memories, concepts, and experiences. The more raw material you have, and the more varied that material is, the more connections become possible.
Margaret Boden called this type of creativity combinational creativity — producing new results by combining two or more previously existing ideas. She identified it as the most common type of human creativity. Her other two types are exploratory creativity (pushing the edges of an existing space, like exploring a new musical genre) and transformational creativity (breaking the rules of a space entirely, like Einstein rewriting Newtonian physics).
But the core mechanism — combining — underlies even the most radical innovations. The airplane is a combination of an internal combustion engine and a bird's wing. Netflix is a combination of mail-order DVD rental and subscription pricing. Most "original" ideas are really excellent remixes.
The Two Modes: Divergent and Convergent Thinking
In 1950, psychologist J.P. Guilford gave a famous presidential address to the American Psychological Association. He argued that standard intelligence tests measured only one kind of thinking, and that they missed the kind of thinking most important for creativity. He called the two modes divergent thinking and convergent thinking.
| Mode | What it does | Goal | Typical question |
|---|---|---|---|
| Divergent | Generates many possible ideas by branching outward | Quantity and variety of options | "How many different ways could we solve this?" |
| Convergent | Evaluates and selects the best option from many | One correct or best answer | "Which of these ideas is actually the best one?" |
Both modes are necessary. Divergent thinking without convergent thinking gives you a messy pile of ideas with no action. Convergent thinking without divergent thinking gives you the first half-decent idea you thought of, because you never generated alternatives to compare.
The creative process needs them in the right order: diverge first, then converge.
Problem | v [ DIVERGE ] ------> many possible ideas | v [ CONVERGE ] ------> select the best idea | v Solution
The Creative Process: Wallas's Four Stages
In 1926, British psychologist Graham Wallas published The Art of Thought. In it, he proposed the first systematic model of how the creative process unfolds over time. Nearly 100 years later, his four stages still hold up as the clearest description of how creative breakthroughs actually happen.
Stage 1 — Preparation
You gather information, define the problem clearly, and immerse yourself in the relevant knowledge. This is deliberate, effortful work. You read, research, experiment, and think hard about the problem. The mind fills up with raw material.
Example: A scientist reads every paper on a topic before designing an experiment.
Stage 2 — Incubation
You step away from the problem. You stop consciously thinking about it. This is not wasted time. While your conscious attention is elsewhere, your unconscious mind continues working — making new connections between all the material you loaded in Stage 1. This is why great ideas often arrive in the shower, on a walk, or just before falling asleep.
Example: You work intensely on a design problem, then go to the gym. On the way home, a solution forms.
Stage 3 — Illumination
The insight arrives. This is the "aha moment" — the sudden feeling that the pieces have clicked together. It can feel almost magical. But it is not magic: it is the payoff from Stages 1 and 2. Without deep preparation and incubation, there is no illumination.
Example: Archimedes in the bath. Newton under the apple tree (possibly apocryphal, but the structure is accurate).
Stage 4 — Verification
The idea is tested, refined, and developed into something real and useful. This is where most of the actual work happens. The insight from Stage 3 is almost never the finished product — it is a rough direction. Verification is where the idea gets built, stress-tested, and improved.
Example: A writer gets an idea for a book structure and then spends a year actually writing it.
+------------------+ +------------------+
| 1. PREPARATION | -> | 2. INCUBATION |
| Gather, study, | | Step away, rest,|
| immerse deeply | | let it simmer |
+------------------+ +------------------+
| |
v v
+------------------+ +------------------+
| 4. VERIFICATION | <- | 3. ILLUMINATION |
| Build, test, | | The "aha" |
| refine, ship | | moment arrives |
+------------------+ +------------------+
Why Quantity Comes Before Quality
One of the most counterintuitive truths about creativity is that the path to your best ideas runs through a lot of bad ideas first.
This was demonstrated in a story popularized in the book Art and Fear by David Bayles and Ted Orland. The story originates from photographer Jerry Uelsmann, who used a version of it to teach his Beginning Photography students at the University of Florida. It is told in Art and Fear with a ceramics class as the setting:
A ceramics teacher divided his class into two groups on the first day. The quantity group would be graded entirely on how much work they produced by weight — 50 pounds of pots got an A, 40 pounds a B, and so on. The quality group would be graded on a single pot: one perfect pot earned an A.
At the end of term, the teacher noticed something remarkable: the highest-quality pots all came from the quantity group.
Why? While the quality group sat thinking about perfection and theorizing about the ideal pot, the quantity group was making pot after pot, learning from every mistake, discovering what worked, and getting better with each iteration. They accidentally produced quality by pursuing volume.
This is not just a teaching fable. It maps directly onto how creative output actually works:
- Picasso produced an estimated 20,000 works in his lifetime. Most are unknown. A handful are masterpieces.
- Thomas Edison held 1,093 patents. Most were minor. A few changed civilization.
- Shakespeare wrote 37 plays and 154 sonnets. Not all are equally good. Several are the greatest works in the English language.
The masterpieces and the forgotten work came from the same source: a person who kept producing, kept shipping, kept experimenting. The high output was not separate from the quality — it was the cause of the quality.
Creativity Is Trainable: The Growth View
All of the above points to one conclusion that overturns the most common assumption about creativity: it is a skill you can deliberately develop, not a fixed trait you were born with or without.
Carol Dweck's research at Stanford distinguished two mindset types that apply directly here:
| Fixed Mindset View | Growth Mindset View |
|---|---|
| Creativity is innate — you have it or you don't | Creativity is a skill that grows with practice |
| Failure means you're not creative | Failure is feedback; it makes you more creative |
| Avoid hard creative challenges (might expose limits) | Seek hard creative challenges (they build the skill) |
| Creative output is fixed: what comes out is what you have | Volume + iteration reliably improves creative output |
What does "training creativity" look like in practice? Everything in this section points to concrete levers:
- Widen your inputs. Read across fields. Visit new places. Talk to people who think differently. More dots = more possible connections.
- Practice diverging. Set a timer for 10 minutes and generate as many ideas as possible without judging them. Do this regularly. Like a muscle, it gets stronger.
- Respect incubation. Build rest and stepping-away into your process. Sleep is not laziness — it is Stage 2.
- Increase your output volume. The ceramics class result is reproducible. More attempts = more learning = better output over time.
- Separate generation from evaluation. Keep the inner critic offline while brainstorming. Bring it back only during the convergent phase.