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The ability behind the score

Creativity

Creativity involves producing ideas that are both original and useful in context. In a recent egg-protection problem, mean rated originality was 2.21 in adults aged 18–23 and 2.46 in adults aged 64–78 on a five-point scale—a task-specific result, not evidence for one universal age peak. 1

Last reviewed · 11 references

Explore the tests and tools ↓

01 / Understand

What it is

Generating an idea and making it work

Coming up with distant associations is one ingredient of creativity. Developing, testing and refining an idea adds other demands. A person can generate many unusual possibilities without selecting one that works, while an expert can make a useful original contribution within a narrow field. One quick task cannot capture every kind of creative achievement. 2

A simplified network account describes interaction between systems that support internally generated thought, memory and deliberate evaluation. Research on creative cognition often focuses on cooperation between default and executive-control networks, rather than a split between a creative right brain and a logical left brain. It is an account of interacting systems, not a diagnosis from a word score. 3

Helibrain’s word-association task samples the distance among meanings of words you provide. The three-word riddles ask you to converge on a linking word. Their different demands are useful: one favors spreading possibilities apart, the other finding a connection. Neither is a complete measure of originality, usefulness, craft or creative accomplishment. 2 4

How we measure it

MeasurementWhat it samplesWhat it leaves out
Alternative Uses TaskGenerate multiple uses for an objectDomain expertise and whether ideas will work in practice
Divergent Association TaskProduce words with distant meaningsDeveloping and evaluating a complete product
Remote Associates problemsFind a word linking several cluesMany open-ended forms of creative work
Rated productsJudge a drawing, story or solutionDependence on the domain, raters and instructions

Scoring needs the criterion. Fluency counts ideas, whereas originality concerns their uncommonness or rated novelty. Generating more ideas can create more opportunities for an unusual one, so those measures should not be silently treated as the same trait. 2

Word tasks also depend on language and familiarity. A riddle that is obvious to someone who knows an idiom can be opaque to a capable learner. The original remote-associate norms are attached to particular items and time limits; they do not give a universal creativity cutoff. 4

The relation between executive functioning and creative problem solving is not a simple rule that “less control is better.” A study comparing young and older adults measured inhibition, working memory, divergent thinking and remote association separately. That design illustrates why a single score cannot identify the process responsible. 5

Age and norms: what is a fair comparison?

There is no general creativity unit with a representative age norm for our word game. The following research-group comparison comes from Ozkalp-Poincloux and colleagues’ full-text participant table and results. Participants generated solutions to an egg-protection problem. “Expansion” ideas moved beyond the usual solution categories; originality was rated on a five-point scale. 1

Age rangeParticipantsMean expansion ideasMean originality
18–23832.572.21
29–46852.612.23
64–78773.312.46

Older adults produced more expansion ideas than the young group; this was not a representative norming study. It does not imply that an older person should score higher on every creativity test. 1

A separate study of compound remote-associate problems found mean correct-response proportions of 0.43 in 20–26-year-olds and 0.40 in 60–70-year-olds, with no statistically significant difference in that accuracy measure. Its other measures differed. Comparing these studies makes the boundary clear: task, scoring and strategy matter more than a slogan about an ideal creative age. 5

02 / Put it in context

What affects it

Evidence labels answer “is there an effect on this outcome?” They do not promise a particular gain. Where a Helibrain evidence-base rating exists, its population and outcome stay attached. “Not graded” means we have no matching rating; it does not mean no effect. Age and device findings are measurement evidence, not treatment grades.

Sleep

Not graded for creativity

Vigilance findings are indirect for originality or useful ideas.

Sleep-deprivation research cannot by itself grade the effect of sleep on this word-association score or real-world creative achievement. Avoid converting alertness evidence into a creativity promise. 6

Stress

Too little evidence

Stored rating: stress, pressure or anxiety → creative performance.

The matching existence rating is Very low. Stress effects vary with task and conditions; the evidence does not justify prescribing stress as a creativity technique. 7

Exercise

Limited evidence

Stored rating: walking → divergent thinking.

Walking may help idea generation under studied conditions; our matching rating is Low. This does not establish a lasting increase in creativity or the same benefit for convergent riddles. 8

Age

Age comparisons

Different tasks can show different patterns.

The studies above compare specific groups and outcomes. We do not turn a rated-solution advantage into an age percentile for word distance. 1

Practice

Too little evidence

Stored rating: structured creativity training → creative performance.

Our existence rating is Very low. The training meta-analysis reports gains but substantial uncertainty and variation; repeated word-game practice is not the same intervention. 9

Devices

Measurement context

Typing, timing and language change what the task demands.

Input and response deadlines can constrain idea generation. Keep the time limit and input method fixed before attributing a changed score to an altered creative ability. 10

What transfers, and what does not?

Practise the kind of creativity you need

Structured creativity courses can teach idea-generation and evaluation strategies, but the strength of the broad training claim remains uncertain in our evidence base. Studies differ in populations, content, control conditions and whether they measure an immediate test or a later product. We retain that uncertainty rather than promoting the pooled result to a guarantee. 9

A broader review of brain training reinforces the distinction between learning a task and transfer. Reusing the same word lists or learning what earns a high score can improve performance without demonstrating more useful ideas in a job, a story or a design problem. 11

If a particular creative outcome matters, make and evaluate that outcome. Generate several candidate approaches, state the problem constraints, then examine which idea meets them. Our concept map can hold alternatives and our task starter can help begin a project; their presence here is a practical connection, not proof that either raises creativity.

03 / Try and compare

Try it on Helibrain

Try the association task and the linking-word riddles as complementary prompts. English word knowledge matters to both. Interpret their results as performance on these tasks, with their own scoring and limitations.

There is no requirement to maximize distance between words in normal creative work. A useful solution can combine familiar components in a new way. Tools below help record or structure an activity; only an assessment of the intended product can answer whether it became better.

Tests and games

Tools and practice

Related answers

Frequently asked questions

Does the word game measure all creativity?

No. It samples associative distance, one aspect of creative potential. Usefulness, expertise, execution and real-world achievement require other evidence. 2

Does creativity inevitably fall after a particular age?

No single trajectory fits every measure. Age-group studies report different patterns depending on the task and criterion; our game has no representative age calibration. 1

Can walking make me more creative?

Walking may help divergent thinking under the studied conditions, with Low certainty in our evidence base. It is not a promise of lasting change or improvement on every creative task. 8

References

Links lead to the original DOI or source record. Research comparisons describe the cited tasks, not a validation of our browser versions.

  1. Ozkalp-Poincloux et al. (2026). Older adults can outperform younger adults in creative problem solving.
  2. Olson et al. (2021). Naming unrelated words predicts creativity.
  3. Beaty et al. (2015). Creative Cognition and Brain Network Dynamics.
  4. Bowden & Beeman (2003). Normative data for 144 compound remote associate problems.
  5. Cancer et al. (2022). Executive functioning and divergent thinking predict creative problem-solving in young adults and elderlies.
  6. Lim et al. (2010). A meta-analysis of the impact of short-term sleep deprivation on cognitive variables..
  7. Huang & Yu (2025). The double-edged sword of stress: A systematic meta-analysis on how stress impacts creativity.
  8. Thabane et al. (2026). The impact of walking on creative thinking: A systematic review and meta-analysis.
  9. Sio & Lortie‐Forgues (2024). The impact of creativity training on creative performance: A meta-analytic review and critical evaluation of 5 decades of creativity training studies..
  10. Anwyl-Irvine et al. (2020). Realistic precision and accuracy of online experiment platforms, web browsers, and devices.
  11. Simons et al. (2016). Do “Brain-Training” Programs Work?.