Logic-Driven and Technology-Supported Creativity Development Model in Open-Ended Design Tasks
Abstract
:1. Introduction
2. Related Works
2.1. Creativity Theory and Approaches for Fostering Creativity
2.2. The Role of Digital Design Tools in Design Education
- (1)
- Generating Unexpected Design Outcomes
- (2)
- Rapid Prototyping and Iteration
- (3)
- Challenges and Limitations
2.3. Logical Frameworks in Design Thinking
2.4. Open-Ended Design Tasks
3. Materials and Methods
3.1. Materials
3.1.1. An Open-Ended Design Project: The Mars Habitat Design Project
- (1)
- Represents a Highly Flexible Open-Ended Task
- (2)
- Emphasizes Logical Frameworks in Problem-Solving
- (3)
- Requires Deep Integration of Digital Tools
3.1.2. Digital Design Tools
- (1)
- Rhinoceros 3D 7.0 and Grasshopper. These parametric modeling tools provided students with the ability to generate complex architectural forms and supported rapid design iteration. Grasshopper’s algorithmic design features further stimulated students’ creativity in exploring architectural forms;
- (2)
- 3D visualization tools. Tools such as Keyshot 10 and Lumion 10 were used to render and communicate design concepts. These tools enabled students to present their design proposals with high-quality visual representations. Keyshot was chosen over Rhinoceros 3D for rendering due to its superior real-time visualization, material presentation, and lighting control, making it more effective for quick and high-quality design presentations;
- (3)
- 2D drafting and documentation tools. Tools such as AutoCAD 2019 and Adobe Illustrator 2020 were employed to create drawings and final design documents.
3.1.3. Participants
3.2. Methods—Grounded Theory
- (1)
- Data Collection and Cleaning
- (2)
- Three-Type Interpretation
- (3)
- Theory Construction
4. Results
4.1. Construction of the Logic-Driven and Technology-Supported Creativity Development Model
4.1.1. Open Coding
4.1.2. Axial Coding
4.1.3. Selective Coding
4.2. Explanation of the Logic-Driven and Technology-Supported Creativity Development Model
4.2.1. Logic-Driven and Technology-Supported Creativity Development Model
- (1)
- Logic Framework as the Foundational Driver for Creativity Development
- (2)
- Digital Design Tools as the Technological Support for Creativity Development
4.2.2. The Dual Impacts of Open-Ended Design Tasks
- (1)
- Open-Ended Tasks as Stimuli for Creativity
- (2)
- The Challenges of High Freedom
4.2.3. Supporting Mechanisms of Educational Context and Curriculum Design
- (1)
- Enhancing Logical and Technical Capabilities through Education
- (2)
- Multi-Method Educational Models for Comprehensive Support
- (3)
- Encouraging Reflection on the Balance Between Technology and Creativity
5. Discussion
5.1. The Role of Logic-Driven and Technology-Supported Frameworks in Creativity Development
5.1.1. The Role of Logical Frameworks as Core Support in Design Tasks
5.1.2. The Multifaceted Role of Technological Support in Creativity Development
5.1.3. The Combined Role of Technological Support and Logical Frameworks in Fostering Creativity
5.2. The Dual Role of Open-Ended Design Tasks in Supporting Creativity
5.2.1. The Stimulating Effect of Task Freedom on Innovation
5.2.2. Balancing Task Freedom with Logical Frameworks
- (1)
- Teaching Logical Framework Construction
- (2)
- Providing Tools and Guidance
5.2.3. Combining Freedom with Contextual Constraints
5.3. Supporting Mechanisms of Educational Background and Curriculum Design
5.4. Pedagogical Implications of Logical Frameworks and Digital Tools in Design Education
- (1)
- Enhancing Logical Frameworks in Design Education
- (2)
- Balancing Digital Tool Usage with Critical Thinking
5.5. Research Limitations and Future Directions
5.5.1. Research Limitations
- (1)
- Sample Scope Limitations
- (2)
- Task Type Limitations
- (3)
- Data Source Limitations
5.5.2. Future Directions
- (1)
- Exploring Broader Task Types in Design Education
- (2)
- Interdisciplinary Applications in Industrial Design and Engineering
- (3)
- Integration of Emerging Technologies
- (4)
- Longitudinal Studies on Creativity Development
6. Conclusions
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Indicate | Options | Frequency | Percentage |
---|---|---|---|
Gender | Male | 4 | 40% |
Female | 6 | 60% | |
Diverse Familiarity with Digital Tools | Experienced Users | 7 | 70% |
Inexperienced Users | 3 | 30% |
NO. | Questions |
---|---|
1 | How do you define creativity in the architectural design process? |
2 | Do you think the absence of typical constraints (e.g., site, local context) in the Mars Habitat Design Project supported your creativity? Why or why not? |
3 | After receiving the design brief, what were your initial ideas for the project? |
4 | Did digital tools (e.g., design software, digital fabrication) help you realize your ideas? If so, how? |
5 | Did digital tools enhance your creativity further? If yes, in what specific ways? |
6 | Were there instances where digital tools hindered your ability to realize your ideas? If so, how? |
7 | Besides digital tools, did you use any other methods to support your design? How do these compare to digital tools in terms of effectiveness? |
8 | Through this course, do you think your design skills have improved? Which aspects are related to creativity, and which are related to digital tools? |
9 | Beyond this project, what role do you think digital tools play in fostering creativity in architectural design? |
10 | What reflections did you have after completing this course, especially regarding creativity and digital tools? |
11 | In future projects, how will you approach creativity and the use of digital tools? |
Sample Data | Open Coding | |
---|---|---|
Conceptualization | Initial Categories | |
Interview 1, 3, 6, 10 | Creativity is based on logic and contextual framing. | Definition and Sources of Creativity |
Interview 2, 4, 8, 9 | Inspiration can arise from randomness and iteration. | |
Interview 5, 7, 8 | Interdisciplinary thinking enriches creative generation. | |
Interview 1, 2, 3, 10 | Logical frameworks underpin creativity. | |
Interview 3, 6, 9 | Creativity is a dynamic balance between conceptual generation and refinement. | |
Interview 2, 4, 8, 10 | Digital tools accelerate complex form generation and iterative optimization. | Supportive Role of Digital Technology |
Interview 5, 7, 9 | Technology enhances diversity and flexibility. | |
Interview 3, 4, 6, 8 | Randomness supports inspiration. | |
Interview 4, 5, 7, 10 | Parametric tools provide precise design representation. | |
Interview 3, 6, 9, 10 | Digital tools expand the possibilities of design expression. | |
Interview 3, 5, 8, 10 | Steep learning curves hinder digital tool adoption. | Limitations of Digital Technology |
Interview 5, 6, 9 | Functional constraints impede creative expression. | |
Interview 4, 7, 10 | Tools’ inherent logic can constrain design reasoning. | |
Interview 2, 6, 9 | Over-reliance on technology may lead to creativity stagnation. | |
Interview 3, 8, 10 | Disconnection between digital technology and real-world needs limits design implementation. | |
Interview 1, 3, 7, 9 | Unconstrained design environments encourage divergent thinking. | Supportive Role of Unconstrained Environments |
Interview 5, 7, 10 | Open environments inspire innovative exploration. | |
Interview 3, 4, 6 | Open tasks encourage logical structuring and multidirectional attempts. | |
Interview 2, 5, 9 | Open design contexts break traditional design paradigms. | |
Interview 2, 6, 10 | Excessive design freedom can lead to directionlessness. | Challenges of Unconstrained Environments |
Interview 3, 4, 7 | Lack of clear frameworks makes it difficult for students to focus on goals. | |
Interview 2, 5, 8 | Students need to construct logical frameworks to address uncertainties brought by freedom. | |
Interview 3, 7, 9 | High freedom increases task complexity and psychological pressure. | |
Interview 4, 5, 7, 9 | Sketching helps capture ideas quickly. | Integration and Optimization of Methods |
Interview 3, 6, 8, 10 | Physical models provide intuitive feedback and spatial validation. | |
Interview 2, 5, 7, 9 | Literature research provides theoretical support for design logic. | |
Interview 3, 4, 6, 8 | Combining methods compensates for the limitations of digital tools. | |
Interview 2, 4, 8, 10 | Combining randomness and logical frameworks fosters creativity. | Interaction Between Technology and Creativity |
Interview 3, 5, 9 | Technology clarifies students’ design logic. | |
Interview 5, 6, 8 | Automation and visualization deepen design exploration. | |
Interview 4, 7, 10 | Combining digital and manual methods enhances flexibility. | |
Interview 1, 5, 10 | Students recognize the importance of logical chains in design. | Students’ Reflection and Skill Development |
Interview 3, 6, 9 | Coursework improves students’ technical and innovative capabilities. | |
Interview 2, 7, 9 | Students reflect on balancing technological dependence and creativity. | |
Interview 4, 8, 10 | Parametric and interdisciplinary learning enhance the ability to manage design complexity | |
Interview 3, 5, 9 | Open-ended tasks cultivate logical reasoning skills. | Educational Significance of Open-Ended Tasks |
Interview 2, 6, 10 | Open design promotes creative expression. | |
Interview 4, 7, 8 | Combining technology and logic in coursework supports learning growth. |
Main Categories | Initial Categories |
---|---|
Sources and Manifestations of Creativity | Definitions and Sources of Creativity |
Support and Limitations of Digital Design Tools | Supportive Role of Digital Technology |
Limitations of Digital Technology | |
Dual Impacts of Open-Ended Tasks | Supportive Role of Unconstrained Environments |
Challenges of Unconstrained Environments | |
Diversification and Optimization of Methods | Integration and Optimization of Methods |
Interaction Between Technology and Creativity | Interaction Between Technology and Creativity |
Support Mechanisms from Educational Backgrounds and Curricula | Students’ Reflection and Skill Development |
Educational Significance of Open-Ended Tasks |
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Li, Y.; Lu, S.; Xu, W.; Gao, Y. Logic-Driven and Technology-Supported Creativity Development Model in Open-Ended Design Tasks. Buildings 2025, 15, 871. https://doi.org/10.3390/buildings15060871
Li Y, Lu S, Xu W, Gao Y. Logic-Driven and Technology-Supported Creativity Development Model in Open-Ended Design Tasks. Buildings. 2025; 15(6):871. https://doi.org/10.3390/buildings15060871
Chicago/Turabian StyleLi, Yuqian, Shuai Lu, Weiguo Xu, and Yingzhou Gao. 2025. "Logic-Driven and Technology-Supported Creativity Development Model in Open-Ended Design Tasks" Buildings 15, no. 6: 871. https://doi.org/10.3390/buildings15060871
APA StyleLi, Y., Lu, S., Xu, W., & Gao, Y. (2025). Logic-Driven and Technology-Supported Creativity Development Model in Open-Ended Design Tasks. Buildings, 15(6), 871. https://doi.org/10.3390/buildings15060871