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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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BackgroundResultInfluentialThe Art of Creating Code-Based Artworks
Merino, M. V., & Sáenz, J. P. (2023) · CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA) · doi:10.1145/3544549.3585743 · Cited by 6
“In this scenario, a challenge for human-computer interaction researchers and user interface designers is to design and build technologies that support creativity [34] and expanding programming”
BackgroundEigler, T., Huber, F., & Hagel, G. (2023) · European Conference on Software Engineering Education (ECSEE) · doi:10.1145/3593663.3593670 · Cited by 6
A Zoomable Mapping of a Musical Parameter Space Using Hilbert Curves
Tubb, R., & Dixon, S. (2014) · Computer Music Journal · doi:10.1162/comj_a_00254 · Cited by 6
“Session histories can promote new ways of thinking by providing an overview of one’s own creative process (Shneiderman 2000).”
BackgroundTask Intelligence for Search and Recommendation
Shah, C. S., & White, R. W. (2021) · Synthesis lectures on information concepts, retrieval, and services · doi:10.2200/s01103ed1v01y202105icr074 · Cited by 6
Case Studies of Problem Exploration Processes in Engineering Design
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CREATIVITY IN DESIGN - HOW DESIGNERS GATHER INFORMATION IN THE "PREPARATION" PHASE
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12 Years of GENEX Framework: What Did Practice Learn from Science in Terms of Web-Based Ideation?Preprint
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“Therefore, his so-called GENEX framework proposes four basic activities representing the process of creative work [10], [11].”
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“Shneiderman proposes an agenda of supportive technologies to facilitate eight actions which he defines as components of the human creative process, with a particular emphasis on an overall characteristic of fluidity and directness [32].”
BackgroundMethodAn interactive environment for scientific model construction
Sánchez, J., & Pat Langley, B. (2003) · International Conference on Knowledge Capture · doi:10.1145/945645.945666 · Cited by 6
“However, nearly all research on computational discovery has aimed at generating knowledge automatically, whereas scientists generally prefer computational tools to assist in data analysis and model development, as Schneiderman [17] has pro- Permission to make digital or hard copies of all or part of this work for pers…”
BackgroundInfluentialA visualization tool for the sitemap of a knowledge portal and the concept map of group knowledge
Lin, Y. L., Wei, J.-D., Lee, G., & D.T.Lee (2005) · Cited by 6
How Creative Practitioners Use Tools to Capture Ideas: A Cross-Domain Study
Turco, E. R. D., Inie, N., Hollan, J. D., & Dalsgaard, P. (2025) · ACM Transactions on Computer-Human Interaction · doi:10.1145/3727979 · Cited by 5
What’s the benefit of problem exploration?
Vasconcelos, L. A., Crilly, N., Chen, C.-C., Campos, F., & Kelner, J. (2016) · Cambridge University Engineering Department Publications Database · doi:10.17863/cam.7036 · Cited by 5
Zhou, H., Zhu, J., Mateas, M., & Wardrip–Fruin, N. (2024) · International Conference on the Foundations of Digital Games (FDG) · doi:10.1145/3649921.3650001 · Cited by 8
“Similar to how creativity research lays out different phases within a creative act, Shneiderman also lays out many basic activities that relate to fostering creativity: to learn from examples, to receive feedback through socializing, to create, and to disseminate [51].”
BackgroundVisualisation Design Ideation with AI: A New Framework, Vocabulary, and Tool
Owen, A. E., & Roberts, J. C. (2024) · Future Internet · doi:10.3390/fi16110406 · Cited by 9
“Indeed, Shneiderman explains that ideas are “1% inspiration and 99% perspiration” [10].”
InfluentialIntegrating Technology with the Creative Design Process
Fairchild, J., Cassidy, S., Cushenbery, L., & Hunter, S. T. (2011) · Advances in human and social aspects of technology book series · doi:10.4018/978-1-60960-519-3.ch002 · Cited by 5
Mulholland, P., Wolff, A., Zdráhal, Z., & Collins, T. (2008) · Interactive Learning Environments · doi:10.1080/10494820802114242 · Cited by 5
“Shneiderman ( 2000 ) argued more recently that facilitating the collecting process is a key goal of computer support for creativity.”
BackgroundSupporting Design Thinking with Evocative Digital Diagrams
Herr, C. M. (2012) · IGI Global eBooks · doi:10.4018/978-1-61350-180-1.ch018 · Cited by 5
“This chapter aims to chart a new direction in what Shneiderman (2000) describes as “inspirationalist” approach to supporting creativity.”
BackgroundAccessing and Using Digital Libraries in Art History
Kamposiori, C., Warwick, C., & Mahony, S. (2018) · Communications in computer and information science · doi:10.1007/978-3-319-76992-9_6 · Cited by 5
Creating by me, and for me: investigating the use of information creation in everyday life
Lee, L., Ocepek, M. G., & Makri, S. (2021) · Information Research · doi:10.47989/irpaper891 · Cited by 5
“In the same vein, when describing a framework for technology design, Shneiderman (2000) defined the create stage as ‘Explore, compose, and evaluate possible solutions’ (p. 120).”
MethodVirtual Realisation: Supporting Creative Outcomes in Medicine and Music
Waterworth, J. A. (2003) · Psychnology · Cited by 5
The Effect of Operational Mechanisms on Creativity in Design
Warr, A., & O'Neill, E. J. (2005) · Lecture notes in computer science · doi:10.1007/11555261_51 · Cited by 5
Creativity, Music and Computers: Guidelines for Computer-Based Instrumental Music Support Tools
Johnston, A., & Edmonds, E. A. (2004) · Journal of the Association for Information Systems · Cited by 5
Supporting self-experimentation of behavior change strategies
Lee, J. (2013) · ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp) · doi:10.1145/2494091.2501090 · Cited by 5
“Shneiderman [15] highlights the need to integrate creativity support within the design of systems and interfaces, and his work provides strategies that I am incorporating to support end-user creativity to realize rich, meaningful, and effective UbiComp behavior change exploration and implementations.”
Background'Spheres of Influence': an interactive musical work
Johnston, A., Marks, B., & Edmonds, E. A. (2005) · UTS ePRESS (University of Technology Sydney) · doi:10.5555/1109180.1109195 · Cited by 5
Constructionism, creativity and virtual worlds
Girvan, C. (2014) · ORCA Online Research @Cardiff (Cardiff University) · Cited by 5
Gongora, L., & Dix, A. J. (2010) · Cited by 5
Alleviating communication challenges in film scoring
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“As far as creativity support is concerned, computer systems –if rigorously conceived– have been proven to be truly va uable [24; 25], in particular in the domain of the arts [3] an d i collaborative activities [14].”
BackgroundEureka! past, present, and future of creativity research in HCI
Farooq, U. (2005) · XRDS Crossroads The ACM Magazine for Students · doi:10.1145/1144375.1144381 · Cited by 5
Characterising the Creative Behaviour of Designers within the Late-Stage Engineering Design Process
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Terry, M. A., & Mynatt, E. D. (2005) · SMARTech Repository (Georgia Institute of Technology) · Cited by 5
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“The aim is generating new ideas – personal creativity - not social processes of innovation [2].”
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Ceh, S. M., Rafner, J. F., & Benedek, M. (2024) · doi:10.31234/osf.io/mpyw9 · Cited by 5
Hindrances to Innovation in the Design Studio
Sidawi, B. (2012) · Proceedings of DRS · doi:10.21606/drs.2012.127 · Cited by 4
On the Prospective Value of ICTs to New Service Conception
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Do Fewer Laptops Make a Better Team?
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Getting Customers’ Motives: Lean on Motivation Theory for Designing Virtual Ideas Communities
Bretschneider, U., & Leimeister, J. M. (2011) · IFIP International Federation for Information Processing/IFIP · doi:10.1007/978-3-642-24148-2_11 · Cited by 4
Interacting with piles of artifacts on digital tables
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Privacy issues in educational systems
Martinović, D., & Ralevich, V. (2007) · International Journal of Internet Technology and Secured Transactions · doi:10.1504/ijitst.2007.014838 · Cited by 4
“As a tool for computer mediated communication and a repository of information, W3C offers people the means to learn from previous work; to consult with their peers and mentors at all stages of work; to explore, compose and evaluate possible solutions; and to disseminate the results (Shneiderman, 2001).”
BackgroundHerman, B., Samsel, F., Bares, A., Johnson, S., Abram, G. D., & Keefe, D. F. (2020) · IEEE VIS Arts Program (VISAP) · doi:10.1109/visap51628.2020.00009 · Cited by 4
“Tools that enable rapid visual experimentation like sketching are excellent examples of a broader category of user interfaces known as creativity support tools [36].”
BackgroundTask Intelligence for Search and Recommendation
Shah, C. S., & White, R. W. (2021) · Synthesis lectures on information concepts, retrieval, and services · doi:10.1007/978-3-031-02326-2 · Cited by 4
Creative Collaborative Strategies of Remote Sketching on Design
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Promoting innovation in agile methods: two case studies in interactive installation's development
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“Shneiderman (2000) also proposes a four-stage framework for creativity that can assist designers in producing the right tools their users: 1 collect: learn from previous works stored in libraries, the web, etc. 2 relate, consult with peers and mentors at early, middle, and late stages 3 create:…”
BackgroundSupporting Creativity in Software Development
Aurum, A., Handžić, M., & Gardiner, A. (2011) · IGI Global eBooks · doi:10.4018/978-1-59904-935-9.ch179 · Cited by 4
“A more restricted definition of creativity focuses solely on rare revolutionary and paradigm shifting ideas, while a looser definition includes useful evolutionary contributions that refine and apply existing paradigms (Shneiderman, 2000).”
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“Shneiderman describes such tools, emphasizing how “software support seems most realizable and beneficial for innovative scientists, doctors, lawyers, musicians, artists, teachers, or other knowledge workers who struggle with problems in recognized domains of work” [27].”
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Nakakoji, K., & Yamamoto, Y. (2004) · Transactions of the Japanese Society for Artificial Intelligence · doi:10.1527/tjsai.19.154 · Cited by 4
A computer system aiming to stimulate creativity for narrative
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“IMPLEMENTING THE PAN SYSTEM The PAN system has been designed based on the Genex framework, proposed by Shneiderman [5].”
MethodInfluentialGroupware for Design: An Interactive System to Facilitate Creative Processes in Team Design Work
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“Fischer (2003), Mamykina et al. (2002) and Shneiderman (2000) have put emphasis on collaboration and so- *Email: Bsidawi@ud.edu.sa cial interaction/dialogue to initiate creativity.”
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Nguyen, L., & Shanks, G. (2007) · ANU Press eBooks · doi:10.22459/isftrr.11.2007.07 · Cited by 4
“The problem solver (i.e. the systems analyst) moves between different problem areas in search of a possible solution, interacts and communicates his or her understanding with other stakeholders, and responds to the emergent situation.”
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Nathan, S. S., Hashim, N. L., & Hussain, A. (2016) · Jurnal Teknologi · doi:10.11113/jt.v78.8262 · Cited by 4
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Silva‐Rodríguez, V., Nava-Muñoz, S., Martínez‐Pérez, F. E., & Pérez‐González, H. G. (2018) · International Conference in Software Engineering Research and Innovation (CONISOFT) · doi:10.1109/conisoft.2018.8645944 · Cited by 4
“In this sense, developers and designers have little support in the process of making design decisions because they have that exclusive responsibility, and it is their ability to transform their knowledge about the user into successful design decisions that determine the experience of product use [11].”
Backgroundt-Room: Telecollaborative Room for Everyday Interaction
(2004) · Future University Hakodate Academic Archive (Future University Hakodate) · Cited by 4
SCWID: A Tool for Supporting Creative Work In Design
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User Experience of Creativity Support Tools – A Literature Review in a Management Context
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“Moreover, the work on the activities defined by Shneiderman [3] was assigned in a creative process.”
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Towards Understanding the Use of Wiki in Agile Software Development
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Supporting children's creativity through tangible user interfaces
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“Although children are usually thought of as extremely imaginative and creative, research from developmental psychology suggests that as children age their ability to generate creative solutions diminishes.”
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Structural Relationships between Online Wine Store Quality, Trust, and Perceived Risk
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“Shneiderman[28]는 온라인에서의 신뢰란 협조 적인 행동을 통해서 형성되며, 서로에게 확신을 주어 서 로간의 로열티를 획득해 가는 과정이라고 하였다[29].”
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“Creative scenarios can be constructed based on the Shneiderman’s four-phase genex framework consisting in collect, relate, create, and donate [15].”
BackgroundMethodNetwork Shapes Design Activities. ICT Supporting Open and Shared Design Processes
Ciuccarelli, P., & Valsecchi, F. (2007) · Virtual Community of Pathological Anatomy (University of Castilla La Mancha) · Cited by 3
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CreEx: A Framework for Creativity in Cooperative Problem Solving
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A locos-based tool capable of providing a clue for idea generation
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“[26]) - it is highly probable that the main support of VCs is taking place within the first two stages (“Scan and Search Environment” and “Strategic Select and Search”) of the innovation management process.”
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“Recently, Schneiderman [ 6 ] outlining the challenges in developing computer support for creativity, offered a four phase framework: collect (i.e.”
BackgroundAn investigation of innovation and knowledge creation in virtual worlds
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A theory of skills of software, interaction and graphics designers
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“The constructionist approach to learning also highlights such computer simulation as one important means of enhancing in-depth learning while constructing or analyzing a product (Shneiderman 2000).”
BackgroundUsing Social Network Analysis to Support Collective Decision-Making Process
Shum, S. B., Cannavacciuolo, L., Liddo, A. D., Iandoli, L., & Quinto, I. (2013) · IGI Global eBooks · doi:10.4018/978-1-4666-4002-3.ch005 · Cited by 2
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“More recently, information systems have been regarded as important tools assisting the creative process [15].”
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Human-Agent Interaction in Batik Digital Learning: Design of an AI-Driven Experiential Platform
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Meta-design in Co-located Meetings
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“It is important to support participants to explore solutions and “what-if” scenarios (Shneiderman 2000; Mamykina et al. 2002) scenarios, trying out assumptions to assess design proposals.”
BackgroundCorporate E-Learning: An Empirical Evaluation
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“Various KM features address the need for problem solving, decision making and creativity through self-directed learning (Shneiderman, 2000; Handzic, 2004).”
BackgroundA computer-aided system for narrative creation
Chang, Y.-T., Chen, S., & Li, T. (2013) · doi:10.1109/cicac.2013.6595219 · Cited by 2
Harrington, M. C. R. (2006) · Designing Interactive Systems Conference · doi:10.1145/1142405.1142464 · Cited by 2
“Creativity is commonly viewed as requiring high level cognitive processes that educators are keen to support [1], [2], [3] It is not well understood, but it is highly desired, for both great fine art and great scientific inventions require creative minds.”
BackgroundA study of virtualized server usage to support collaborative learning
Kojima, H., Sakai, H., & Yamasaki, N. (2010) · International Symposium on Aware Computing (ISAC) · doi:10.1109/isac.2010.5670487 · Cited by 2
“The need for a theory on which to build environments and a user interface that support creativity in problem solving have been studied previously [4].”
BackgroundFostering creativity in online collaborative learning environments
Pozzi, F., & Ott, M. (2009) · Cited by 2
Breaking into new Data-Spaces: Infrastructure for Open Community Science
Halfaker, A., Morgan, J. T., Pandian, Y., Thiry, E., Rand, W. M., Schuster, K. M., Million, A. J., Goggins, S., & Laniado, D. (2016) · ACM Conference on Computer Supported Cooperative Work (CSCW) · doi:10.1145/2818052.2855512 · Cited by 2
“…of this is due to the very nature of the research; it comes from all sort of fields from information systems (e.g. [5 ]) to computer science (e.g. [9 ]) to information science (e.g. [8 ]) to marketing (e.g. [4 ]), and is studied in a wide variety of platforms from Twitter (e.g. [ 10]) and Wikis…”
BackgroundJones, S., Rakočević, V., Williams, M., & Atanasova, E. (2011) · Cited by 2
System for Stimulating the Technical Problem Solutions
Wasilewska, B. (2017) · Procedia Engineering · doi:10.1016/j.proeng.2017.03.193 · Cited by 2
Lyndon, N., Suhana, S., Selvadurai, S., Azima, A. M., Hussain, M. Y., Awang, A. H., Zaimah, R., Sarmila, S., & Lim, J. W. (2014) · Cited by 2
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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