Why brain-teasers don't work

Martha Gill's Irrational Animals column.

Question: Beulah died in the Appalachians while Craig died at sea. Everyone was much happier with Craig’s death. Why? Answer: Beulah and Craig were both hurricanes.

Irritating, isn’t it? Brain-teaser questions are all irritating. It’s not that the answers are hard, just that they’re set in a context you’d have to be odd to anticipate. They’re the verbal equivalent of the game where you offer someone a high-five only to slap them in the face, or of dating men in London. Only a hyperalert psychopath could expect to get it right.

But ever since Microsoft decided to use brain-teasers in recruitment interviews back in the 1990s they’ve been spreading like gas in a hermetically sealed kitchen from which you have exactly nine minutes to escape. Tech firms use them; banks use them; Oxbridge has always used them.

They don’t work for hirers, though. They also actively discourage good candidates and have long-term ramifications for a company’s ability to recruit, according to research that came out in October. After putting 360 participants through the mill, Chris Wright of San Francisco State University found that otherwise qualified workers are put off interviews that use brain-teaser questions because they see them as unfair and setting them up for failure.

More than that, Wright found, interviewers don’t know what to do with the answers. The questions are often open-ended with no clear solution, so employers are often impressed with how a retort sounds, rather than what it includes. With open-ended brain-teasers – “Is this a question?” – it’s the smart-arse “Only if this is an answer” that gets points, though I wouldn’t be surprised if the similar “Is your mum a question?” and “Is your face a question?” scored just as high. In Wright’s study, interviewers did a much better job of working out a participant’s skill level after hearing answers to conventional rather than puzzle problems.

In his book Thinking, Fast and Slow the psychologist Daniel Kahneman lists a few puzzles that it’s hard to get right. Here’s one: a bat and ball cost $1.10. The bat costs $1 more than the ball. How much does the ball cost? The answer most people give is ten cents: “intuitive, appealing, and wrong”. That would make the bat $1.10 ($1 more than the ball) and the total $1.20. The answer is five cents.

Not too difficult to work out, in the end, so why do people get it wrong? Kahneman says that it’s a question of motivation. Some people are simply lazy and some are, by nature, “engaged. More alert, more intellectually active, less willing to be satisfied with superficially attractive  answers, more sceptical about their intuitions.”

But I would go further. Some people are expecting to be asked a brain-teaser question and are trying to impress the questioner, and others are simply trying to end the encounter politely so they can get to the bar. If you’re in the latter category, what the brain-teasers are testing is your sensitivity to context. If you’re sensitive enough, you get the answers wrong. Of course you do. The questioner is indicating left. Why would you ordinarily turn right? It would be a monumental waste of energy to expect the unexpected all the time. Thank goodness most of us don’t.

Infant protégé? Photograph: Getty Images

Martha Gill writes the weekly Irrational Animals column. You can follow her on Twitter here: @Martha_Gill.

This article first appeared in the 05 November 2012 issue of the New Statesman, What if Romney wins?

Photo: Getty
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Move objects with your mind – telekinesis is coming to a human brain near you

If a user puts on the Neurable headset, they can move virtual objects with their thoughts. 

On 30 July, a blog post on Medium by Michael Thompson, the vice-president of Boston-based start-up Neurable, said his company had perfected a kind of technology which would be “redrawing the boundaries of human experience”. 

Neurable had just fulfilled the pipe dreams of science fiction enthusiasts and video game fanboys, according to Thompson – it had created a telekinetic EEG strap. In plain English, if a user puts on the Neurable headset, and plays a specially-designed virtual reality video game, they can move virtual objects with their thoughts. 

Madrid-based gaming company eStudioFuture collaborated with Neurable to create the game, Awakening. In it, the user breaks out of a government lab, battles robots and interacts with objects around them, all hands-free with Neurable's headset. Awakening debuted at SIGGRAPH, a computer graphics conference in Boston, where it was well received by consumers and investors alike.

The strap (or peripheral, as it’s referred to) works by modifying the industry standard headset of oversized goggles. Neurable's addition has a comb-like structure that reaches past your hair to make contact with the scalp, then detects brain activity via electroencephalogram (EEG) sensors. These detect specific kinds of neural signals. Thanks to a combination of machine-learning software and eye-tracking technology, all the user of the headset has to do is think the word “grab”, and that object will move – for example, throwing a box at the robot trying to stop you from breaking out of a government lab. 

The current conversation around virtual reality, and technologies like it, lurches between optimism and cynicism. Critics have highlighted the narrow range of uses that the current technology is aimed at (think fun facial filters on Snapchat). But after the debut of virtual reality headsets Oculus Rift and HTC Vive at 2016’s Game Developers conference, entrepreneurs are increasingly taking notice of virtual reality's potential to make everyday life more convenient.

Tech giants such as Microsoft, Facebook and Google have all been in on the game since as far back as 2014, when Facebook bought Oculus (of Oculus Rift). Then, in 2016, Nintendo and Niantic (an off-shoot from Google) launched Pokémon Go. One of Microsoft’s leading technical fellows, Alex Kipman, told Polygon that distinctions between virtual reality, augmented reality and mixed reality were arbitrary: "At the end of the day, it’s all on a continuum." 

Oculus’s Jason Rubin has emphasised the potential that VR has to make human life that much more interesting or efficient. Say that you're undergoing a home renovation – potentially, with VR technology, you could pop on your headset and see a hologram of your living room. You could move your virtual furniture around with minimal effort, and then do exactly the same in reality – in half the time and effort. IKEA already offers a similar service in store – imagine being able to do it yourself.

Any kind of experience that is in part virtual reality – from video games to online tours of holiday destinations to interactive displays at museums – will become much more immersive.

Microsoft’s Hololens is already being trialled at University College London Hospital, where students can study detailed holograms of organs, and patients can get an in-depth look at their insides projected in front of them (Hololens won’t be commercially available for a while.) Neurable's ambitions go beyond video games – its headset was designed by neuroscientists who had spent years working in neurotechnology. It offers the potential for important scientific and technological breakthroughs in areas such as prosthetic limbs. 

Whether it was a childhood obsession with Star Wars or out of sheer laziness, as a society, we remain fascinated by the thought of being able to move objects with our minds. But in actual realityVR and similar technologies bring with them a set of prickly questions.

Will students at well-funded schools be able to get a more in-depth look at topography in a geography lesson through VR headsets than their counterparts elsewhere? Would companies be able to maintain a grip on what people do in virtual reality, or would people eventually start to make their own (there are already plenty of DIY tutorials on the internet)? Will governments be able to regulate and monitor the use of insidious technology like augmented reality or mixed reality, and make sure that it doesn't become potentially harmful to minors or infringe on privacy rights? 

Worldwide spending on items such as virtual reality headsets and games is forecast to double every year until 2021, according to recent figures. Industry experts and innovators tend to agree that it remains extremely unlikely you’ll walk into someone examining a hologram on the street. All the same, VR technology like Neurable’s is slowly creeping into the fabric of our lived environment.