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=== Geneplore model === In 1992, Finke, et al., proposed the "Geneplore model", in which creativity takes place in two phases: a generative phase, where an individual constructs mental representations called "preinventive" structures, and an exploratory phase where those structures are used to come up with creative ideas. Some evidence shows that when people use their imagination to develop new ideas, those ideas are structured in predictable ways in accordance with properties of existing categories and concepts. Weisberg argued, in contrast, that creativity involves ordinary cognitive processes yielding extraordinary results.

=== Explicitimplicit interaction theory === Helie and Sun proposed a framework for understanding creativity in problem solving, namely the explicitimplicit interaction (EII) theory of creativity. This theory attempts to provide a more unified explanation of relevant phenomena (in part by reinterpreting/integrating various fragmentary existing theories of incubation and insight). The EII theory relies mainly on five basic principles:

co-existence of, and the difference between, explicit and implicit knowledge simultaneous involvement of implicit and explicit processes in most tasks redundant representation of explicit and implicit knowledge integration of the results of explicit and implicit processing iterative (and possibly bidirectional) processing A computational implementation of the theory was developed based on the CLARION cognitive architecture and used to simulate relevant human data. This work is an initial step in the development of process-based theories of creativity, encompassing incubation, insight, and various other related phenomena.

=== Conceptual blending ===

In The Act of Creation, Arthur Koestler introduced the concept of "bisociation" that creativity arises as a result of the intersection of two quite different frames of reference. In the 1990s, various approaches in cognitive science that dealt with metaphor, analogy, and structure mapping converged, and a new integrative approach to the study of creativity in science, art, and humor emerged under the label conceptual blending.

=== Honing theory === Honing theory, developed principally by psychologist Liane Gabora, posits that creativity arises due to the self-organizing, self-mending nature of a worldview. The creative process is a way by which the individual hones (and re-hones) an integrated worldview. Honing theory places emphasis not only on the externally visible creative outcome but also on the internal cognitive restructuring and repair of the worldview brought about by the creative process. When one is faced with a creatively demanding task, there is an interaction between one's conception of the task and one's worldview. The conception of the task changes through interaction with the worldview, and the worldview changes through interaction with the task. This interaction is reiterated until the task is complete, at which point the task is conceived of differently and the worldview is subtly or drastically transformed, following the natural tendency of a worldview to attempt to resolve dissonance and seek internal consistency amongst its components, whether they be ideas, attitudes, or bits of knowledge. Dissonance in a person's worldview is, in some cases, generated by viewing their peers' creative outputs, and, so, people pursue their own creative endeavors to restructure their worldviews and reduce dissonance. This shift in worldview and cognitive restructuring through creative acts has also been considered as a way to explain possible benefits of creativity for mental health. The theory also addresses challenges not addressed by other theories of creativity, such as the factors guiding restructuring and the evolution of creative works. A central feature of honing theory is the notion of a "potentiality state". Honing theory posits that creative thought proceeds not by searching through and randomly "mutating" predefined possibilities but by drawing upon associations that exist due to overlap in the distributed neural-cell assemblies that participate in the encoding of experiences in memory. Midway through the creative process, one may have made associations between the current task and previous experiences but not yet disambiguated which aspects of those previous experiences are relevant to the current task. Thus, the creative idea may feel "half-baked". At that point, it can be said to be in a potentiality state, because how it will actualize depends on the different internally or externally generated contexts it interacts with. Honing theory is held to explain certain phenomena not dealt with by other theories of creativity—for example, how different works by the same creator exhibit a recognizable style or "voice" even in different creative outlets. This is not predicted by theories of creativity that emphasize chance processes or the accumulation of expertise, but it is predicted by honing theory, according to which personal style reflects the creator's uniquely structured worldview. Another example is the environmental stimulus for creativity. Creativity is commonly considered to be fostered by a supportive, nurturing, and trustworthy environment conducive to self-actualization. In line with this idea, Gabora posits that creativity is a product of culture and that our social interactions evolve our culture in way that promotes creativity.

=== Everyday imaginative thought ===

In everyday thought, people often spontaneously imagine alternatives to reality when they think "if only...". Their counterfactual thinking is viewed as an example of everyday creative processes. It has been proposed that the creation of counterfactual alternatives to reality depends on cognitive processes that are similar to rational thought. Imaginative thought in everyday life can be categorized based on whether it involves perceptual or motor-related mental imagery, novel combinatorial processing, or altered psychological states. This classification aids in understanding the neural foundations and practical implications of imagination. Creative thinking is a central aspect of everyday life, encompassing both controlled and undirected processes. This includes divergent thinking and stage models, highlighting the importance of extra- and meta-cognitive contributions to imaginative thought. Brain-network dynamics play a crucial role in creative cognition. The default and executive control networks in the brain cooperate during creative tasks, suggesting a complex interaction between these networks in facilitating everyday imaginative thought.