Exploring Task Design and Heuristics Interaction Through a Knowledge‐Free Option Generation Task

Past research on option generation, the mental process of creating possible courses of action for goal-directed behaviors, focused extensively on the outcomes of the process, specifically, the quantity and quality of options generated. Accordingly, various effects were introduced to describe and categorize observed trends in option properties, yet these studies utilize differing task designs. This paper focuses on the "quantity-breeds-quality", "less-is-more", and the concomitant "Take The First" (TTF) heuristics. We conducted a secondary analysis of data from a culture-free, education-independent, and quantitative option generation task and compared the results to those predicted by the heuristics to discuss how study characteristics are well-aligned with the heuristics they investigate. To bolster ecological validity and reflect a more diverse range of cognitive experiences beyond the neurotypical population, 44 healthy individuals and 54 patients with Major Depressive Disorder were asked to generate as many different paths as they could between two fixed points on a touchscreen computer in 1.5 min, and the generated options were quantified based on three metrics of interest: fluency, uniqueness, and diversity. For both groups, the mean uniqueness, maximum uniqueness, and diversity of an individual's paths were negatively correlated with an increase in fluency, in line with the less-is-more effect yet conflicting with the results predicted by the quantity-breeds-quality effect. In addition, normalized path uniqueness decreased with the path index, contrary to the results predicted by the TTF heuristic. The results were analyzed with reference to the three heuristics, to discuss possible task characteristics that cause a particular heuristic to apply, and demonstrate the fundamental differences between real-life decision-making scenarios and knowledge-independent tasks.

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Publication Details

Journal
Scandinavian Journal of Psychology
Published
2025-04-01
DOI
https://doi.org/10.1111/sjop.13112
Primary Topic
Decision-Making and Behavioral Economics
Type
article
Field-Weighted Citation Impact
0.00

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article

Exploring Task Design and Heuristics Interaction Through a Knowledge‐Free Option Generation Task

Cristina Cusin, Yuen‐Siang Ang, Yanlin Chen, Diego A. Pizzagalli et al.
Scandinavian Journal of Psychology
Decision-Making and Behavioral Economics
article

Exploring Task Design and Heuristics Interaction Through a Knowledge‐Free Option Generation Task

Cristina Cusin, Yuen‐Siang Ang, Yanlin Chen, Diego A. Pizzagalli, Maurizio Fava
article en

Abstract

Past research on option generation, the mental process of creating possible courses of action for goal-directed behaviors, focused extensively on the outcomes of the process, specifically, the quantity and quality of options generated. Accordingly, various effects were introduced to describe and categorize observed trends in option properties, yet these studies utilize differing task designs. This paper focuses on the "quantity-breeds-quality", "less-is-more", and the concomitant "Take The First" (TTF) heuristics. We conducted a secondary analysis of data from a culture-free, education-independent, and quantitative option generation task and compared the results to those predicted by the heuristics to discuss how study characteristics are well-aligned with the heuristics they investigate. To bolster ecological validity and reflect a more diverse range of cognitive experiences beyond the neurotypical population, 44 healthy individuals and 54 patients with Major Depressive Disorder were asked to generate as many different paths as they could between two fixed points on a touchscreen computer in 1.5 min, and the generated options were quantified based on three metrics of interest: fluency, uniqueness, and diversity. For both groups, the mean uniqueness, maximum uniqueness, and diversity of an individual's paths were negatively correlated with an increase in fluency, in line with the less-is-more effect yet conflicting with the results predicted by the quantity-breeds-quality effect. In addition, normalized path uniqueness decreased with the path index, contrary to the results predicted by the TTF heuristic. The results were analyzed with reference to the three heuristics, to discuss possible task characteristics that cause a particular heuristic to apply, and demonstrate the fundamental differences between real-life decision-making scenarios and knowledge-independent tasks.

Scandinavian Journal of PsychologyVol. 66(5)
Agency for Science, Technology and Research (SG), Harvard University (US), McLean Hospital (US), Institute of High Performance Computing (SG), Massachusetts General Hospital (US)
Pfizer, Biogen, Patient-Centered Outcomes Research Institute, Stanley Medical Research Institute, BioClinica, ACADIA Pharmaceuticals, Neurocrine Biosciences, Arbor Pharmaceuticals, Avanir Pharmaceuticals, Cerecor, Marinus Pharmaceuticals, Concert Pharmaceuticals, Vistagen Therapeutics, H. Lundbeck A/S, National Institutes of Health, Allergan, Takeda Oncology, National Institute of Mental Health, National Institute on Drug Abuse
Peace, Justice and strong institutions
Openalex Percentile: Top 92%
Decision-Making and Behavioral Economics
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