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Creative detours

Your Next Good Idea Might Be on a Walk

By SideQuest

When an idea will not budge, take it somewhere. A short walk can give a loose question room to become several possibilities—and a playful mission gives you something to notice along the way.

You might be thinking about what to make, where to take a friend, or how to spend a free afternoon. Sit with the question long enough and it can start to feel like another open tab. An outing offers a different way to approach it.

What walking research actually found

In a 2014 study by Marily Oppezzo and Daniel Schwartz, four experiments compared walking and sitting during creative tasks. Walking helped participants generate novel, appropriate ideas, including alternative uses for ordinary objects. Some of that benefit remained when people sat down afterward.

The result was specific. Walking helped with generating possibilities; it did not improve performance on every kind of thinking task. Benefits also appeared on an indoor treadmill, so being outside was not a requirement. The researchers examined walking and outdoor stimulation separately.

That is a useful invitation to experiment. Take a question that has several possible answers, find a comfortable route, and see what occurs to you. There is no need to arrive home with a brilliant solution.

Bring a question loose enough to play with

Choose a question that opens things up. What could make an ordinary lunch break interesting? What else could this shape become in a drawing? What small adventure would a friend enjoy?

A question with one exact answer may need a desk, a reference, or careful calculation. For this outing, leave room for several answers, including the odd ones. The first idea can be obvious. Keep going.

Give the outing a small limit. Ten or fifteen minutes is an optional starting point, not a duration prescribed by the study. Pick a public route you know and can use comfortably, with somewhere out of the way to pause.

Try the three-possibilities quest

Choose one ordinary object you can see: a bench, a window, a fallen leaf. Then imagine three different things it suggests. A curved bench might become a tiny stage, the edge of a spaceship, or the beginning of a story about someone waiting for good news.

You are imagining possibilities, rather than moving, marking, or using someone else's property. Let the surroundings supply a prompt. The game ends when you have three ideas and have chosen the one that interests you most.

If walking is not practical, use a seated outdoor spot or a view from a window for the same creative prompt. Those are ways to join the game; they are not claims that every version produces the study's walking effect.

Take a friend and trade discoveries

Choose one shared question before you set off. Each person gets a turn to offer a possibility, and each can build on something the other noticed. Save the verdicts for later.

Try planning an imaginary neighborhood festival, inventing a name for a fictional shop, or choosing a theme for a tiny photo collection. Keep the subject light enough that nobody has to defend a business plan on the sidewalk.

Pause to write or photograph an object if you want a record. Keep entrances and passing space clear, and ask before including another person. You can also leave the phone in your pocket and tell each other the idea again when you stop.

Keep one idea and leave room for another

At the end, choose one possibility to draw, describe, or try later. It can remain a sketch. An enjoyable outing is already a reason to have gone.

SideQuest gives small real-world adventures a playful starting point. Use a quest as your prompt, bring a friend if you like, and let the interesting part happen around you. For more starting points, browse 21 real-life side quest ideas or try a solo afternoon adventure.

Your next good idea might arrive halfway down the block. You will have a chance to notice it.

Source

Marily Oppezzo and Daniel L. Schwartz, Give Your Ideas Some Legs: The Positive Effect of Walking on Creative Thinking, Journal of Experimental Psychology: Learning, Memory, and Cognition, 2014.