4.8 Scenario Visualization: The Psychological Evidence
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Thus far in this chapter, my primary aim has been to describe how it is
that our early hominin ancestors evolved scenario visualization. However,
since modern humans evolved from early hominins, it is important that I
present evidence that this conscious activity occurs in our present-day
species. Support for my suggestion that scenario visualization occurs in our
species, and is a form of conscious behavior, comes from two broad areas
of evidence. The fi rst is psychological evidence derived from case studies,
interviews, introspective reports, and biographical studies of people who
either are involved in controlled problem solving experiments or who have
exhibited creativity in terms of their livelihood as inventors, artists, theorists,
and the like. The second is neurobiological evidence derived from
studies on monkeys as they perform simple problem solving exercises and
from PET and fMRI scans of humans performing simple mental tasks such
as forming mental images, recalling images in memory, and engaging in
future planning as well as performing more advanced problem solving
exercises.
Many people report using visual images to answer questions and solve
problems in controlled experiments. Answering a question as simple as,
How many traffi c lights are there at the end of your street? or solving a
problem such as lining up balls on pegs, in a certain way, in the least
amount of moves—as in the Tower of London test—can involve the utilization
of mental pictures (see Tye, 1991; Shallice, 1988; Beveridge & Parkins,
1987). In fact, as Finke, Ward, & Smith (1992, p. 45) point out, “there is
considerable evidence that much of our everyday thinking is based on the
formation and transformation of visual images.” This makes sense given
the visual animals we are, and in the words of Tye (1991, p. 59), “Just as
it is much easier to see whether three cities lie on a straight line by looking
at a map than by performing calculations on a list of descriptions of their
longitudes and latitudes, so too it is often much easier to construct and
examine a mental map or quasi-picture than it is to proceed in any other
way.”
In one experiment put together by Shephard & Metzler (1971), people
were shown 1,600 pairs of Rubik’s-cubish-looking three-dimensional block
fi gures and then asked whether they were congruent with one another or
not (if you have ever taken a battery of IQ tests, then you may remember
a similar spatial manipulation test). People reported that, in order to
answer the question, they needed to form mental images of the block
fi gures and then manipulate and rotate them around in a variety of scenarios
against a variety of imagined backgrounds “in their minds” and/or
“in their heads” (also see Shephard & Cooper, 1992; Kosslyn, 1980, 1996;
Gregory, 1997).
The Tower of Hanoi puzzle was invented by the French mathematician
Edouard Lucas in 1883 and has been used by researchers in problem
solving experiments with humans (Simon, 1975). In the puzzle, the subject
is given a tower of eight disks, initially stacked in increasing size on one
of three pegs. The objective is to transfer the entire tower to one of the
other pegs, moving only one disk at a time and never moving a larger disk
onto a smaller one. Neth & Payne (2003) report that while subjects engaged
in the Tower of Hanoi experiment, the moves were used to plan ahead,
indicating that the subjects were visualizing possible scenarios. They noted
that, rather than “learning by doing,” subjects meticulously utilized “online
planning” of one move to the next.
Further, when children begin to pretend, they set up visual scenarios
and then suppose themselves to be in the scenario. They pretend that
bananas are phones while an important business call is being made, or
they simulate teatime occurring with stuffed animals all around a table
The Evolution of the Visual System and Scenario Visualization 127
(Jarrold, Carruthers, Smith, & Boucher, 1994; Nichols & Stich, 2000; Harris,
2000). Also, the drawing of pictures to express situations, scenarios, and
circumstances appears to be integral to the developing psyche of a child,
and children instinctively will engage in such activity (Richert & Lillard,
2002). Picture drawing resonates with early hominin cave painting and
other forms of pictorial representation (Eshleman, 2003).
As Arnheim (1969) makes clear, not only is visual imagery necessary for
childhood development but it is arguable that the very elements of reasoning—
thoughts, concepts, abstractions, and words—require visual
imagery and the further use of that imagery in creative and imaginative
ways. Kosslyn & Koenig (1995, p. 146) bolster this argument when they
maintain that visual imagery is integral to reasoning and that “using
imagery to reason involves not only inspecting objects and generating
them, but also transforming objects in imagery and retaining images long
enough to work with them.” Reasoning itself can be viewed as the ability
to either solve novel problems, manipulate several disparate concepts
simultaneously, or deal adaptively with a complex and changing environment
(see the papers in Sternberg, 1998, 1999, 2001; Sternberg & Frensch,
1991; Sternberg & Kaufmann, 2002). When viewed in this way, reasoning
could require the use of visual images in a variety of ways, against a
variety of imagined backgrounds, and in a variety of visually imagined
scenarios.
Finke et al. (1992) recount a test utilized by McKim (1980) called the
monk problem. In the problem, subjects are told that a monk walks a path
to the top of a mountain to meditate, stays overnight, and then descends
the mountain the next day. Subjects then are asked the question as to
whether the monk was ever at the same place on his path, at exactly the
same time of day, on both days. As Finke et al. (1992, p. 175) point out,
the solution to the problem “becomes obvious by visualizing the monk
simultaneously ascending and descending the mountain. Since there must
be a point at which he would ‘meet’ himself, such a place must indeed
exist.”
McKim’s problem along with the Tower of Hanoi puzzle and the experiment
put together by Shephard & Metzler are examples that are representative
of the various kinds of problem solving exercises people engage in on
a regular basis either in think tanks, brainstorming sessions, analysis of
problems on the GRE exam, even fi guring out where to place a new couch
in one’s living room. People fi nd themselves constantly constructing visual
images and future scenarios—either in one’s mind, or on paper, or on a
chalkboard—and then transforming, moving, shifting, rotating, and/or manipulating the images around in order to visualize a solution to the
problem (Huttenlocher, 1968; Meyer, 1989; Prince, 1970).
The scenario visualization hypothesis I have been putting forward comports
well with what is known as the pictorialist approach, whereby mental
images are understood as pictures in the mind. This approach to images
has been put forward by Kosslyn (1980, 1983, 1996), Kosslyn et al. (2001),
Marr (1983), Pinker (1984), and Finke & Pinker (1982). In their human
studies, Finke & Pinker (1982) have argued that images are generated from
three-dimensional representations of the spatial relationships and appearances
of parts of objects in the visual fi eld. Such images may be stored in
one’s memory, fi led away like slides or photographs that can be recalled
spontaneously or by certain stimulus cues, if necessary. We should note
that the visual image that is immediately constructed in the visual fi eld,
as well as the memory of such an image, are both understood as pictorial
representations. Tye (1991) traces this idea back to Aristotle (1941, 427b19):
“For imagining lies within our power whenever we wish, e.g., we can call
up a picture, as in the practice of mnemonics by the use of mental images.”
Kosslyn et al. (2001, p. 635) have referred to visual mental imagery as
“giving rise to the experience of ‘seeing with the mind’s eye.’ ”
Someone may object at this point that not everyone visualizes when
they solve problems, and/or that blind persons, who cannot visualize in
the way I have defi ned the term, surely have the ability to solve problems.
I will respond to these two points.
First, it seems implausible that no one ever visualizes when trying to solve
a problem. There is a debate concerning whether people use visual images
or some other form of semantic reasoning when they solve problems
(e.g., Pylyshyn, 2003; Kosslyn, 1996; Tye, 1991). I am not suggesting that
people always visualize or never use semantic forms of reasoning, or other
forms of reasoning, when solving problems. I simply am pointing out that
there exists this capacity to scenario visualize in our species as a whole and
that, at times, people utilize it to solve problems in innovative ways. In
fact, whether one utilizes scenario visualization most likely will depend
upon the type of problem with which one is confronted. There are some
problems—for example, certain mathematical problems—that can be
solved without the use of scenario visualization. Other problems, like
spatial relation or depth perception problems, may require scenario visualization.
The kinds of problems with which our early hominin ancestors
were confronted most likely were of the spatial relation and depth relation
types, and so the capacity to scenario visualize would have been useful for
their survival. Our early hominin ancestors were not solving math equaThe
Evolution of the Visual System and Scenario Visualization 129
tions; they were negotiating environments primarily with the use of their
visual systems.
Second, I am trying to give an account of how it is that the human species
as a whole, with their visual systems intact, evolved the ability to solve visionrelated
problems. Thus, my account skirts the issue of a blind person’s
capacity to solve problems because such a person does not have an intact
visual system and so does not solve vision-related problems. Blind persons
assuredly have the capacity to solve problems in sophisticated and innovative
ways. Louis Braille, the man who invented Braille as a means for blind
persons to communicate information with the usage of bumps on pieces
of paper, is a prime example (see Davidson, 1971). However, he obviously
could not scenario visualize (maybe he could scenario tactilize?). The
human species as a whole has evolved the capacity to engage in scenario
visualization, even though certain members of our species do not have this
capacity because of blindness. This makes sense, since humans, in general,
are not coded genetically for blindness—they are coded for sight.
Thus far in this chapter, my primary aim has been to describe how it is
that our early hominin ancestors evolved scenario visualization. However,
since modern humans evolved from early hominins, it is important that I
present evidence that this conscious activity occurs in our present-day
species. Support for my suggestion that scenario visualization occurs in our
species, and is a form of conscious behavior, comes from two broad areas
of evidence. The fi rst is psychological evidence derived from case studies,
interviews, introspective reports, and biographical studies of people who
either are involved in controlled problem solving experiments or who have
exhibited creativity in terms of their livelihood as inventors, artists, theorists,
and the like. The second is neurobiological evidence derived from
studies on monkeys as they perform simple problem solving exercises and
from PET and fMRI scans of humans performing simple mental tasks such
as forming mental images, recalling images in memory, and engaging in
future planning as well as performing more advanced problem solving
exercises.
Many people report using visual images to answer questions and solve
problems in controlled experiments. Answering a question as simple as,
How many traffi c lights are there at the end of your street? or solving a
problem such as lining up balls on pegs, in a certain way, in the least
amount of moves—as in the Tower of London test—can involve the utilization
of mental pictures (see Tye, 1991; Shallice, 1988; Beveridge & Parkins,
1987). In fact, as Finke, Ward, & Smith (1992, p. 45) point out, “there is
considerable evidence that much of our everyday thinking is based on the
formation and transformation of visual images.” This makes sense given
the visual animals we are, and in the words of Tye (1991, p. 59), “Just as
it is much easier to see whether three cities lie on a straight line by looking
at a map than by performing calculations on a list of descriptions of their
longitudes and latitudes, so too it is often much easier to construct and
examine a mental map or quasi-picture than it is to proceed in any other
way.”
In one experiment put together by Shephard & Metzler (1971), people
were shown 1,600 pairs of Rubik’s-cubish-looking three-dimensional block
fi gures and then asked whether they were congruent with one another or
not (if you have ever taken a battery of IQ tests, then you may remember
a similar spatial manipulation test). People reported that, in order to
answer the question, they needed to form mental images of the block
fi gures and then manipulate and rotate them around in a variety of scenarios
against a variety of imagined backgrounds “in their minds” and/or
“in their heads” (also see Shephard & Cooper, 1992; Kosslyn, 1980, 1996;
Gregory, 1997).
The Tower of Hanoi puzzle was invented by the French mathematician
Edouard Lucas in 1883 and has been used by researchers in problem
solving experiments with humans (Simon, 1975). In the puzzle, the subject
is given a tower of eight disks, initially stacked in increasing size on one
of three pegs. The objective is to transfer the entire tower to one of the
other pegs, moving only one disk at a time and never moving a larger disk
onto a smaller one. Neth & Payne (2003) report that while subjects engaged
in the Tower of Hanoi experiment, the moves were used to plan ahead,
indicating that the subjects were visualizing possible scenarios. They noted
that, rather than “learning by doing,” subjects meticulously utilized “online
planning” of one move to the next.
Further, when children begin to pretend, they set up visual scenarios
and then suppose themselves to be in the scenario. They pretend that
bananas are phones while an important business call is being made, or
they simulate teatime occurring with stuffed animals all around a table
The Evolution of the Visual System and Scenario Visualization 127
(Jarrold, Carruthers, Smith, & Boucher, 1994; Nichols & Stich, 2000; Harris,
2000). Also, the drawing of pictures to express situations, scenarios, and
circumstances appears to be integral to the developing psyche of a child,
and children instinctively will engage in such activity (Richert & Lillard,
2002). Picture drawing resonates with early hominin cave painting and
other forms of pictorial representation (Eshleman, 2003).
As Arnheim (1969) makes clear, not only is visual imagery necessary for
childhood development but it is arguable that the very elements of reasoning—
thoughts, concepts, abstractions, and words—require visual
imagery and the further use of that imagery in creative and imaginative
ways. Kosslyn & Koenig (1995, p. 146) bolster this argument when they
maintain that visual imagery is integral to reasoning and that “using
imagery to reason involves not only inspecting objects and generating
them, but also transforming objects in imagery and retaining images long
enough to work with them.” Reasoning itself can be viewed as the ability
to either solve novel problems, manipulate several disparate concepts
simultaneously, or deal adaptively with a complex and changing environment
(see the papers in Sternberg, 1998, 1999, 2001; Sternberg & Frensch,
1991; Sternberg & Kaufmann, 2002). When viewed in this way, reasoning
could require the use of visual images in a variety of ways, against a
variety of imagined backgrounds, and in a variety of visually imagined
scenarios.
Finke et al. (1992) recount a test utilized by McKim (1980) called the
monk problem. In the problem, subjects are told that a monk walks a path
to the top of a mountain to meditate, stays overnight, and then descends
the mountain the next day. Subjects then are asked the question as to
whether the monk was ever at the same place on his path, at exactly the
same time of day, on both days. As Finke et al. (1992, p. 175) point out,
the solution to the problem “becomes obvious by visualizing the monk
simultaneously ascending and descending the mountain. Since there must
be a point at which he would ‘meet’ himself, such a place must indeed
exist.”
McKim’s problem along with the Tower of Hanoi puzzle and the experiment
put together by Shephard & Metzler are examples that are representative
of the various kinds of problem solving exercises people engage in on
a regular basis either in think tanks, brainstorming sessions, analysis of
problems on the GRE exam, even fi guring out where to place a new couch
in one’s living room. People fi nd themselves constantly constructing visual
images and future scenarios—either in one’s mind, or on paper, or on a
chalkboard—and then transforming, moving, shifting, rotating, and/or manipulating the images around in order to visualize a solution to the
problem (Huttenlocher, 1968; Meyer, 1989; Prince, 1970).
The scenario visualization hypothesis I have been putting forward comports
well with what is known as the pictorialist approach, whereby mental
images are understood as pictures in the mind. This approach to images
has been put forward by Kosslyn (1980, 1983, 1996), Kosslyn et al. (2001),
Marr (1983), Pinker (1984), and Finke & Pinker (1982). In their human
studies, Finke & Pinker (1982) have argued that images are generated from
three-dimensional representations of the spatial relationships and appearances
of parts of objects in the visual fi eld. Such images may be stored in
one’s memory, fi led away like slides or photographs that can be recalled
spontaneously or by certain stimulus cues, if necessary. We should note
that the visual image that is immediately constructed in the visual fi eld,
as well as the memory of such an image, are both understood as pictorial
representations. Tye (1991) traces this idea back to Aristotle (1941, 427b19):
“For imagining lies within our power whenever we wish, e.g., we can call
up a picture, as in the practice of mnemonics by the use of mental images.”
Kosslyn et al. (2001, p. 635) have referred to visual mental imagery as
“giving rise to the experience of ‘seeing with the mind’s eye.’ ”
Someone may object at this point that not everyone visualizes when
they solve problems, and/or that blind persons, who cannot visualize in
the way I have defi ned the term, surely have the ability to solve problems.
I will respond to these two points.
First, it seems implausible that no one ever visualizes when trying to solve
a problem. There is a debate concerning whether people use visual images
or some other form of semantic reasoning when they solve problems
(e.g., Pylyshyn, 2003; Kosslyn, 1996; Tye, 1991). I am not suggesting that
people always visualize or never use semantic forms of reasoning, or other
forms of reasoning, when solving problems. I simply am pointing out that
there exists this capacity to scenario visualize in our species as a whole and
that, at times, people utilize it to solve problems in innovative ways. In
fact, whether one utilizes scenario visualization most likely will depend
upon the type of problem with which one is confronted. There are some
problems—for example, certain mathematical problems—that can be
solved without the use of scenario visualization. Other problems, like
spatial relation or depth perception problems, may require scenario visualization.
The kinds of problems with which our early hominin ancestors
were confronted most likely were of the spatial relation and depth relation
types, and so the capacity to scenario visualize would have been useful for
their survival. Our early hominin ancestors were not solving math equaThe
Evolution of the Visual System and Scenario Visualization 129
tions; they were negotiating environments primarily with the use of their
visual systems.
Second, I am trying to give an account of how it is that the human species
as a whole, with their visual systems intact, evolved the ability to solve visionrelated
problems. Thus, my account skirts the issue of a blind person’s
capacity to solve problems because such a person does not have an intact
visual system and so does not solve vision-related problems. Blind persons
assuredly have the capacity to solve problems in sophisticated and innovative
ways. Louis Braille, the man who invented Braille as a means for blind
persons to communicate information with the usage of bumps on pieces
of paper, is a prime example (see Davidson, 1971). However, he obviously
could not scenario visualize (maybe he could scenario tactilize?). The
human species as a whole has evolved the capacity to engage in scenario
visualization, even though certain members of our species do not have this
capacity because of blindness. This makes sense, since humans, in general,
are not coded genetically for blindness—they are coded for sight.