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Creating creativity: user interfaces for supporting innovation
Open accessAbstract
A challenge for human-computer interaction researchers and user interf ace designers is to construct information technologies that support creativity. This ambitious goal can be attained by building on an adequate understanding of creative processes. This article offers a four-phase framework for creativity that might assist designers in providing effective tools for users: (1)Collect: learn from provious works stored in libraries, the Web, etc.; (2)Relate: consult with peers and mentors at early, middle, and late stages, (3)Create: explore, compose, evaluate possible solutions; and (4)Donate: disseminate the results and contribute to the libraries. Within this integrated framework, this article proposes eight activities that require human-computer interaction research and advanced user interface design. A scenario about an architect illustrates the process of creative work within such an environment.
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“While clearly intended to augment creativity, this puts mixed-initiative interfaces at odds with the traditional design patterns of creativity support systems, which include being maximally unobtrusive in order to promote and sustain user engagement [51].”
From When is a Tool a Tool? User Perceptions of System Agency in Human–AI Co-Creative Drawing (2023) · cites this paper as [51]
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“Almost by defnition, mixed-initiative systems violate the principle of maximal unobtrusiveness that has long been a hallmark design principle for creativity support systems [51].”
From When is a Tool a Tool? User Perceptions of System Agency in Human–AI Co-Creative Drawing (2023) · cites this paper as [51]
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Self-citationMaking creativity: the value of multiple filters in the innovation process
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“The ambition to support evolutionary creativity led to the four-phase generator of excellence: collect, relate, create, and donate (Shneiderman, 2000).”
BackgroundUnderstanding design as a social creative process
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“Shneiderman [ 44 ] uses a four stage model to describe the creative process: Collect; Relate; Create; and Donate.”
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Developing creativity, motivation, and self-actualization with learning systems
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BackgroundInfluentialHaptic experience design: What hapticians do and where they need help
Schneider, O., MacLean, K. E., Swindells, C., & Booth, K. S. (2017) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2017.04.004 · Cited by 166
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Newsmap: a knowledge map for online news
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“To lighten the manual process, Shneiderman [36] has identified eight activities that support creativity and has proposed the GenEx (Generator of Excellence) framework to help designers create powerful tools that enable users to be more creative more of the time.”
MethodCreativeConnect: Supporting Reference Recombination for Graphic Design Ideation with Generative AI
Choi, D., Hong, S., Park, J., Chung, J. J. Y., & Kim, J. (2024) · Proceedings of the CHI Conference on Human Factors in Computing Systems · doi:10.1145/3613904.3642794 · Cited by 124
Discovering information in context
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“Shneiderman (2000) focuses on the capacities that interfaces need to support creativity.”
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“that colleagues and domain norms are essential to the realization of individual creativity (Schneiderman, 2000).”
BackgroundInteraction design of tools for fostering creativity in the early stages of information design
Yamamoto, Y., & Nakakoji, K. (2005) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2005.04.023 · Cited by 106
Informing the design of computer-based environments to support creativity
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“Focusing on recommendations for software tool design, Shneiderman (1999, 2000) has proposed a conceptually similar analysis in some of his recent work.”
MethodSketching Designs Using the Five Design-Sheet Methodology
Roberts, J. C., Headleand, C. J., & Ritsos, P. D. (2015) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2015.2467271 · Cited by 122
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Some student teachers’ conceptions of creativity in school science
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“Such orderly approaches to enhancing creative thought can work (Osborn 1957; Torrance 1975; Shneiderman 2000; Moseley et al. 2005) but they are not devices which make someone creative.”
BackgroundEvaluating Creativity Support Tools in HCI Research
Remy, C., MacDonald Vermeulen, L., Frich, J., Biskjaer, M. M., & Dalsgaard, P. (2020) · Proceedings of the 2020 ACM Designing Interactive Systems Conference · doi:10.1145/3357236.3395474 · Cited by 96
“INTRODUCTION The design, development and use of Creativity Support Tools (CSTs) has grown rapidly since Shneiderman [137] and Fischer [47] called attention to the potential for digital systems in Human-Computer Interaction to better support and augment human creativity.”
BackgroundExtending human creativity with AI
O’Toole, K., & Horvát, E.-Á. (2024) · Journal of Creativity · doi:10.1016/j.yjoc.2024.100080 · Cited by 112
Creativity Support Tools: A Grand Challenge for HCI Researchers
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“3.2 Everyone can be creative Another item with polarised opinion between researchers is the understanding of creativity as either a characteristic of eminent people only – the rhetoric of the "creative genius" – or of everyone – the democratic view of creativity (Banaji, et al., 2006; Beghetto & Kaufman, 2007; Robinso…”
InfluentialHashimi, S. A., Muwali, A. A., Zaki, Y. E., & Mahdi, N. (2019) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v14i21.10596 · Cited by 80
Idea Generation Techniques among Creative Professionals
Herring, S. R., Jones, B. R., & Bailey, B. P. (2009) · Hawaii International Conference on System Sciences (HICSS) · doi:10.1109/hicss.2009.241 · Cited by 76
When is a Tool a Tool? User Perceptions of System Agency in Human–AI Co-Creative Drawing
Lawton, T., Grace, K., & Ibarrola, F. J. (2023) · Proceedings of the 2023 ACM Designing Interactive Systems Conference · doi:10.1145/3563657.3595977 · Cited by 72
Constraining Ideas: How Seeing Ideas of Others Harms Creativity in Open Innovation
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“We draw this approach from the human–computer interaction literature, which highlights that the structural presentation of information can have a powerful influence on performance (Shneiderman 2000).”
MethodSupporting creativity in distributed scientific communities
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“Integrating seamless access to tools, collaborators, and their activities, are desirable requirements to facilitate creativity in collaborative environments to effectively support human-tohuman communication [8, 87].”
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Drawing with Reframer: Emergence and Control in Co-Creative AI
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“Facilitating the collecting process is also seen by Shneiderman [13] as a key goal of computer support for creativity.”
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Supporting creative and reflective processes
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“Whilst this covers the rare revolutionary events (Kuhn, 1996), ‘Eureka moments’ in which a great breakthrough occurs (Shneiderman, 2000) and evolutionary acts (Basalla, 1998), the necessity of recognition as innovative by external judges excludes what might be termed ‘everyday’ (Candy and Edmonds, 1999) or P-creativit…”
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“Keywords: Agent; Cognition; Cooperation; Knowledge management; Teamwork; Workflow”
Creative problem solving in digital space using visual analytics
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“Whereas Shneiderman (2000) describes three views of the creative process, the structuralist view appears most relevant to IVA since it applies a more systematic approach to exploring and transforming conceptual spaces.”
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“Creativity Guildford’s (1967) contribution to creativity research was key in aiming to provide a concrete definition (Batey, 2012; Kurtzberg & Amabile, 2001; Shneiderman, 2000).”
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“Computers and software tools can support creativity [2, 21, 22]”
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Sharmin, M., Bailey, B. P., Coats, C., & Hamilton, K. (2009) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/1518701.1519064 · Cited by 48
“Studying relevant prior work and existing designs is often the first and most important step [32].”
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Zarządzania, W. O. I., Wolniak, R., & Grebski, M. E. (2018) · Scientific Papers of Silesian University of Technology Organization and Management Series · doi:10.29119/1641-3466.2018.116.16 · Cited by 45
“Shneiderman, B., Creating Creativity: User Interfaces for Supporting Innovation, ACM 34 Transactions on Computer-Human Interaction, Vol. 7, No. 1, March 2000; 35 ssltest.cs.umd.edu/ben/papers/Shneiderman2000Creating.pdf. pp. 5-6.”
InfluentialInnovativeness and creativity as factors in workforce development – perspective of psychology
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Creativity in Amateur Multimedia: Popular Culture, Critical Theory, and HCI
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Computer-Supported Creativity: Evaluation of a Tabletop Mind-Map Application
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An experiment on the effectiveness of creativity enhancing decision-making support systems
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“This type of description regarding the creative process, coined by Shneiderman (2000) as the “inspirationalist” perspective, suggests sudden emergence of a useful idea.”
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Information system users’ creativity
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Heuristics for Evaluating IT Security Management Tools
Jaferian, P., Hawkey, K., Sotirakopoulos, A., Velez-Rojas, M., & Beznosov, K. (2013) · Human-Computer Interaction · doi:10.1080/07370024.2013.819198 · Cited by 38
“As ITSM involves creative work to address unknown conditions, providing usage histories supports creativity, learning, and quality improvement (Shneiderman, 2000).”
BackgroundTowards a Unified Design Theory for Creativity Support Systems
Voigt, M., Niehaves, B., & Becker, J. (2012) · Lecture notes in computer science · doi:10.1007/978-3-642-29863-9_13 · Cited by 37
Design Heuristics for Computer Supported Collaborative Creativity
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“The main literature which is relevant in the field of CSCW is summarized by Shneiderman [28] and Farooq et al.”
BackgroundInfluentialAn integrated model of innovation drivers for smaller software firms
Rose, J., Jones, M., & Furneaux, B. (2015) · Information & Management · doi:10.1016/j.im.2015.10.005 · Cited by 37
“…2009; Kristensson et al., 2002; Leimeister et al., 2009; Massetti, 1996; Pisano & Verganti, 2008; Romijn & Albaladejo, 2002; Santanen et al., 2004; Shneiderman, 2000; Sosa, 2011) Ideation Expertise The ability to refine and exploit creative ideas to (Brem & Voigt, 2009; Cooper, 2011; Santanen…”
MethodRoberts, J. C., Ritsos, P. D., Jackson, J. R., & Headleand, C. J. (2017) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2017.2745878 · Cited by 37
“They acknowledge the balance of 1% inspiration and 99% perspiration – a flash of insight followed by much hard work to produce a practical result” [60].”
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Vass, M. T., Carroll, J. M., & Shaffer, C. A. (2002) · Creativity and Cognition · doi:10.1145/581710.581717 · Cited by 34
Priming Designers to Communicate Sustainability
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“Shneiderman recommended ways in which technology can enhance creativity and encouraged to develop creativity support tools through human-computer interaction [58].”
BackgroundKnowledge use in an advanced manufacturing environment
Reed, N., Scanlan, J., Wills, G. B., & Halliday, S. T. (2011) · Design Studies · doi:10.1016/j.destud.2010.10.002 · Cited by 34
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An interactive environment for the modeling and discovery of scientific knowledge
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“This view is consistent with Shneiderman’s (2000) proposal for computational tools that support creative enquiry.”
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“Early attempts to reduce interference often used electronic brainstorming systems [4,13].”
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“challenges in designing and building information and communications technology to support creative activities [27, 7].”
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Howard, T. J., Culley, S. J., & Dekoninck, E. A. (2007) · Cited by 33
Image libraries and their scholarly use in the field of art and architectural history
Münster, S., Kamposiori, C., Friedrichs, K., & Kröber, C. (2018) · International Journal on Digital Libraries · doi:10.1007/s00799-018-0250-1 · Cited by 32
Applying creativity in CS high school education: criteria, teaching example and evaluation
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Copy-and-paste between overlapping windows
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ICT as a driver for Creative Learning and Innovative Teaching
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Backdoor creativity : collaborative creativity in technology supported teams
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Predicting the creativity of design majors based on the interaction of diverse personality traits
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“Shneiderman (2000) identified three major design phases, namely collecting, creating and donating or communicating.”
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“Free association is important for drawing inspiration during the creative process [9] but also for reflection.”
BackgroundVoigt, M., & Bergener, K. (2013) · Hawaii International Conference on System Sciences (HICSS) · doi:10.1109/hicss.2013.195 · Cited by 28
“Hence, session histories support idea reflection and information storage within the group [57], as well as tracing the development of ideas by means of dialogue mapping.”
BackgroundThe Impact of Social Interaction and Communications on Innovation in the Architectural Design Studio
Sidawi, B. (2012) · Buildings · doi:10.3390/buildings2030203 · Cited by 29
“[6-9] have put emphasis on collaboration and the social interaction/dialogue to initiate creativity.”
BackgroundEvidence of problem exploration in creative designs
Studer, J. A., Daly, S. R., McKilligan, S., & Seifert, C. M. (2018) · Artificial intelligence for engineering design analysis and manufacturing · doi:10.1017/s0890060418000124 · Cited by 29
“Problem exploration in design can occur through an extensive research phase involving data collection (Archer, 1968; Shneiderman, 2000; Kruger and Cross, 2006), feasibility studies (Asimow, 1962), and market research (Vasconcelos et al., 2016).”
BackgroundKnowledge exploration with concept association techniques
Liu, C., Chiang, S. F., Chou, C., & Chen, S. Y. (2010) · Online Information Review · doi:10.1108/14684521011084627 · Cited by 28
“While new knowledge is built on previous knowledge, the development of new knowledge usually consists of associations that had not been thought of before (Shneiderman, 2000).”
BackgroundHeuristics for evaluating IT security management tools
Jaferian, P., Hawkey, K., Sotirakopoulos, A., Velez-Rojas, M., & Beznosov, K. (2011) · Symposium On Usable Privacy and Security · doi:10.1145/2078827.2078837 · Cited by 26
Changing the Perspective: Improving Generate thinkLets for Ideation
Knoll, S. W., & Horton, G. (2010) · Hawaii International Conference on System Sciences (HICSS) · doi:10.1109/hicss.2010.103 · Cited by 26
“We will introduce a new approach that implements these changes of perspective with thinkLets and argue how it can be used to improve the applicability of GSS for ideation process.”
MethodCybulski, J. L., Nguyen, L., Thanasankit, T., & Lichtenstein, S. (2003) · Journal of the Association for Information Systems · Cited by 26
Breaking from realism: exploring the potential of glitch in AI-generated dance
Wallace, B., Nymoen, K., Tørresen, J., & Martin, C. P. (2024) · Digital Creativity · doi:10.1080/14626268.2024.2327006 · Cited by 32
“The ideation phase is generally seen as one of several stages in the creative process, together with problem analysis and idea evaluation (Gabriel et al. 2016), used to challenge an innovator ’ s existing mind set, allowing them to perceive the problem with fresh eyes (Shneiderman 2000).”
MethodBELIV'08: Beyond time and errors
Bertini, E., Perer, A., Catherine Plaisant, B., & Santucci, G. (2008) · CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA) · doi:10.1145/1358628.1358955 · Cited by 24
“Researchers are beginning to develop methodologies that help capture the process of discovery and understanding [2], and supporting the creative activities of data analysts [3].”
Backgroundde RAADT, M., Dekeyser, S., & Lee, T. Y. (2006) · Koli Calling International Conference on Computing Education Research · doi:10.1145/1315803.1315821 · Cited by 24
“Even as early as 1978 Shneiderman [16] describes difficulties encountered by students.”
BackgroundInfluentialA Learner-Centred Game-Design Approach: Impacts on Teachers' Creativity.
Frossard, F., Barajas, M., & Trifonova, A. (2012) · Dipòsit Digital de la Universitat de Barcelona (Universitat de Barcelona) · doi:10.1344/der.2012.21.13-22 · Cited by 23
“Different authors (Wallas, 1926, Amabile, 1983, Shneiderman, 2000) describe the creative process as an iterative sequence of steps or stages.”
BackgroundShneiderman, B. (2002) · Creativity and Cognition · doi:10.1145/581710.581711 · Cited by 23
Self-citationvan den Broek, S., Sankaran, S., de Wit, J., & de Rooij, A. (2024) · Participatory Design Conference · doi:10.1145/3661455.3669868 · Cited by 27
Deep Learning in Computational Design Synthesis: A Comprehensive Review
Singh, S., Rai, R., Khawale, R. P., Patel, D., Bielecki, D., Nguyen, R., Wang, J., & Zhang, Z. (2023) · Journal of Computing and Information Science in Engineering · doi:10.1115/1.4064215 · Cited by 25
Chevalier, A., Fouquereau, N., & Vanderdonckt, J. M. (2008) · Behaviour and Information Technology · doi:10.1080/01449290701288833 · Cited by 22
“The usability of websites is a very important aspect of their quality (Shneiderman 2000, Trewin et al. 2004), and assisting web designers to develop a user-centred activity is a very important challenge in human–computer interaction (HCI) research.”
BackgroundMelker, S., Gabrils, E., Villavicencio, V., Faraon, M., & Rönkkö, K. (2025) · International Journal of Technology and Design Education · doi:10.1007/s10798-025-09964-3 · Cited by 38
“The need to prioritize among numerous saved ideas, as emphasized by Shneiderman (2000), presents another potential application for AI.”
Shah, C. S., White, R. W., Thomas, P., Mitra, B., Sarkar, S., & Belkin, N. J. (2023) · Conference on Human Information Interaction and Retrieval · doi:10.1145/3576840.3578288 · Cited by 21
“Other task outcome metrics, including novelty and diversity [40], creativity [149], and adoption and retention, e.”
Background
Metadata
- Authors
- Shneiderman, B.
- Affiliations
- University of Maryland, College Park (US)
- Corresponding author
- Shneiderman, Ben
- ORCID
- Shneiderman, Ben
- Venue
- ACM Transactions on Computer-Human Interaction
- Published
- 2000-03
- Volume
- 7
- Issue
- 1
- Pages
- 114-138
- ISSN
- 1073-0516 (ISSN-L)
- 1557-7325
- OpenAlex
- W2136525681
- Cited by
- 432
- References
- 73
- Citations by year
- 2026: 14 · 2025: 14 · 2024: 18 · 2023: 17 · 2022: 5 · 2021: 11 · 2020: 13 · 2019: 10 · 2018: 25 · 2017: 18 · 2016: 12 · 2015: 19 · 2014: 17 · 2013: 21 · 2012: 15
- FWCI
- 34.74
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Locations
- ACM Transactions on Computer-Human Interaction (publishedVersion)
- Topics
- Physical Sciences › Engineering › Mechanical Engineering › Design Education and Practice
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Creativity in Education and Neuroscience
- Physical Sciences › Computer Science › Human-Computer Interaction › Usability and User Interface Design
- Keywords
- creativity support, creative process, user interface design, knowledge sharing, design framework
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