1. Introduction
Design creativity is fundamental to innovation in various fields, such as product design, architecture, engineering, and human-computer interface (Reference AmabileAmabile, 1982; Reference RhodesRhodes, 1961). It relates to the capacity of creating ideas that are both novel and useful, hence fostering technical and societal advancement (Reference AbrahamAbraham, 2022; Reference Bastian, Luo, Xia and AlbersBastian et al., 2025; Reference Casakin and GeorgievCasakin & Georgiev, 2021; Reference ÇelikÇelik, 2025). Evaluating design creativity is then crucial in the design field, not only to better understand creative processes conceptually but also to select ideas for production, and foster innovation (Reference AmabileAmabile, 1982; Reference GongGong, 2024). Nonetheless, evaluating design creativity continues to be a challenge because of its subjective, multifaceted, and context-dependent characteristics (Reference AmabileAmabile, 1982; Reference Kudrowitz, Te and WallaceKudrowitz et al., 2012; Reference Kwon and KudrowitzKwon & Kudrowitz, 2019; Reference Niu and SternbergNiu & Sternberg, 2001). Conventional evaluation methods, such as the Consensual Assessment Technique (CAT) (Reference AmabileAmabile, 1982), depend on experts’ evaluations of creativity. Although prevalent, CAT (and other creativity metrics) is frequently impacted by several recognized factors, including evaluator bias, order effects, preference inclinations, and aesthetic influences (Reference Kudrowitz, Te and WallaceKudrowitz et al., 2012; Reference Kwon and KudrowitzKwon & Kudrowitz, 2019; Reference Niu and SternbergNiu & Sternberg, 2001). These factors highlight the need for more scientific, transparent, and reproducible methods to evaluate design creativity.
To address these challenges, we summarized the factors affecting creativity evaluation, which we named four elements of creativity evaluation (4ECE). These include four main elements involved in the evaluation: evaluator, evaluated product, evaluation process, and external factor, which are categorized into subjective and objective factors. While subjective factors, such as prior experiences or individual preferences, are difficult to eliminate, specific objective factors might be mitigated through improved evaluation tools and methods. Thus, we developed an innovative evaluation tool and approach that implements design creativity evaluation via triadic comparison instead of absolute grading. In this way, evaluators are presented with three ideas simultaneously and instructed to rank them based on a specified criterion, rather than give a score in relation to the entire pool of ideas. The tool generates a comprehensive rating of all ideas through iterative comparisons and computational aggregation, which has the potential to enhance the reliability and validity of design creativity evaluation.
2. Background theory
To better understand the theoretical background behind the current study, we initially clarified the definition and essential items, such as design creativity and design creativity evaluation techniques. In addition, we explained the elements affecting design creativity and summarized them into a framework. Moreover, we highlighted the research gap that inspired and triggered the current study.
2.1. Design creativity
Design creativity refers to the process of generating ideas (e.g., solutions or products) that are both novel and useful within a given design context (Reference Chakrabarti, Raghavan and CafeoChakrabarti, 2009; Reference Gong, Gonçalves, Nanjappan and GeorgievGong et al., 2024). It is a fundamental element in design fields, driving innovation and problem-solving (Reference AbrahamAbraham, 2022; Reference Bastian, Luo, Xia and AlbersBastian et al., 2025; Reference Casakin and GeorgievCasakin & Georgiev, 2021; Reference ÇelikÇelik, 2025). The process often entails iterative cycles of divergent and convergent thinking, when designers initially investigate a broad spectrum of options before assessing or refining chosen ideas (Reference Gonçalves, Cardoso and Badke-SchaubGonçalves et al., 2016; Reference Gonçalves and CashGonçalves & Cash, 2021). Design creativity is frequently evaluated based on novelty and usefulness, two criteria that collectively characterize design creativity (Reference Dean, Hender, Rodgers and SantanenDean et al., 2006; Reference Shah, Smith and Vargas-HernandezShah et al., 2003). However, other criteria are often also considered depending on the researcher’s focus, such as workability, aesthetic quality and elaboration (Reference Georgiev and CasakinGeorgiev & Casakin, 2019; Reference Gong, Lee, Soomro, Nanjappan and GeorgievGong et al., 2022, Reference Gong, Gonçalves, Nanjappan and Georgiev2024; Reference Sääksjärvi and GonçalvesSääksjärvi & Gonçalves, 2018). Understanding and evaluating design creativity outcomes is essential to advance the study of design creativity (e.g., what supports it or hinders it) and for developing educational strategies and design-support tools that lead to innovation.
2.2. Evaluation of design creativity
Evaluating design creativity remains a persistent challenge because of its inherently subjective and multidimensional nature (Reference Baer and McKoolBaer & McKool, 2009; Reference Kaufman, Baer, Cole and SextonKaufman et al., 2008). One widely accepted approach is the Consensual Assessment Technique (CAT), positing that creativity should be evaluated by domain experts (Reference AmabileAmabile, 1982) on various criteria, such as novelty, usefulness, and overall creativity, frequently employing Likert scales. Other studies utilize metrics to evaluate creativity based on divergent thinking research, encompassing fluency (quantity of ideas) (Reference Verhaegen, Vandevenne, Peeters and DuflouVerhaegen et al., 2013), flexibility (variety of categories) (Reference Borgianni, Maccioni, Fiorineschi and RotiniBorgianni et al., 2020; Reference Jagtap, Larsson, Hiort, Olander and WarellJagtap et al., 2015), and originality (Reference Borgianni, Maccioni, Fiorineschi and RotiniBorgianni et al., 2020; Reference Dean, Hender, Rodgers and SantanenDean et al., 2006; Reference Shah, Smith and Vargas-HernandezShah et al., 2003). Nonetheless, the evaluation method may exhibit inconsistency among evaluators and over time.
2.3. Four elements influencing design creativity evaluation
The evaluation of design creativity is influenced by various factors, with most of the previous studies focusing on methods, evaluators and the quality of sketches of ideas (Reference AmabileAmabile, 1982; Reference ChristiaansChristiaans, 2002; Reference Kudrowitz, Te and WallaceKudrowitz et al., 2012; Reference Niu and SternbergNiu & Sternberg, 2001). However, prior studies may have overlooked “external factor,” such as the physical environment, which might potentially impact the evaluation due to the “Context effect” (Reference Schwarz and SudmanSchwarz & Sudman, 2012). This refers to the effect of environmental factors on how stimuli are perceived, illustrating that our context significantly influences perception of our daily experiences (Reference Schwarz and SudmanSchwarz & Sudman, 2012). Therefore, this study conceptualizes a framework for understanding creativity evaluation, referred to here as the four elements of creativity evaluation (4ECE), including evaluator, evaluation process, evaluated product, and external factor (Figure 1). Among these, the evaluator plays a central role: their cognitive abilities, personality traits, preferences, cultural background, and prior experience substantially shape how creativity is evaluated. It is evident that the “evaluated product,” such as the idea, solution, or product, requires evaluation, and the quality, content, and creativity of them influence the evaluation of design creativity. Furthermore, the “evaluation process,” specifically the methodology and evaluation setting employed to evaluate design creativity, subsequently influences the evaluation of design creativity. “External factor” refers to contextual conditions surrounding the evaluation situation that are not inherent to the evaluator, the evaluated product, or the evaluation process itself, such as the physical environment surrounding the evaluator, which may affect evaluators’ perceptions and judgments.
The four elements were categorized into subjective and objective factors, illustrated in Figure 1 by orange (subjective factor) and blue (objective factors) backgrounds. The categorization is based on their primary source and the degree to which each element can be externally addressed. The evaluator is categorized as a subjective, due to the inherent influence of internal cognitive processes, prior experiences, cultural background, and personal preferences on evaluative judgments. It is challenging to standardize without modifying the evaluator themselves or choosing evaluators who have had exactly the same experiences – a virtually impossible feat. In contrast, the evaluation process, evaluated product, and external factor are treated as objective factors, as their impact might be somewhat alleviated or organized through methodological and environmental design. This distinction does not imply that objective factors are bias-free, but rather that they are more manageable and might be easier to mitigate, compared to subjective evaluator-related factors. For example, several effects of objective factors in the evaluation process, such as the evaluation setting and presentation format, might potentially skew evaluations (Reference AmabileAmabile, 1982). Specifically, the sequence of presentation of ideas may affect evaluators’ perceptions; earlier or more distinctive designs might induce primacy or contrast effects (Reference AmabileAmabile, 1982). Nevertheless, they might be alleviated by an appropriate setting to diminish their impact. In addition, evaluated product (ideas under evaluation), that have a high level of realism and detail, are often deemed more creative when compared to less visually compelling ideas, even though they may lack substantial conceptual originality – this phenomenon is termed the “beauty bias” in the evaluation of design creativity (Reference Kudrowitz, Te and WallaceKudrowitz et al., 2012; Reference Kwon and KudrowitzKwon & Kudrowitz, 2019). This bias might be mitigated by comparative and repeated evaluation. Furthermore, external factor also potentially affects design creativity evaluation, such as the physical environment (also possibly to be mitigated by a suitable setting). However, subjective factors may be challenging to mitigate or reduce. As mentioned, commonly used creativity evaluations require domain experts (evaluator in the framework) to evaluate design creativity. The experts bring their cultural background, prior experiences and preferences, which may influence their interpretation of the novelty and usefulness of ideas (Reference AmabileAmabile, 1982; Reference ChristiaansChristiaans, 2002; Reference Niu and SternbergNiu & Sternberg, 2001).
Factors influencing design creativity evaluation

2.4. Research gap and motivation
Despite extensive research on design creativity evaluation, existing techniques still encounter limitations, as explained above. Scoring-based methods, such as the CAT, provide valuable insights but can vary due to evaluator bias, preference, inconsistent selection, ranking order and the visual refinement of ideas (Figure 1).
To address these challenges, the current study introduces a ranking-based evaluation tool through triadic comparisons to mitigate objective factors in design creativity evaluation. Comparative methods have demonstrated greater consistency (Reference Gill and BramleyGill & Bramley, 2013; Reference PollittPollitt, 2012; Reference Tarricone and NewhouseTarricone & Newhouse, 2016), but have not yet been widely adopted in design research. By developing this tool and approach, the study aims to provide a reliable and effective approach for evaluating design creativity by mitigating several known objective influences in design creativity evaluation.
3. Tool development
3.1. Rethinking design creativity evaluation
The most recognized approach in the creativity field for evaluating creative output is absolute scoring. However, comparative judgement is grounded in cognitive psychology (Reference ThurstoneThurstone, 1974), with evidence showing that humans are more accurate in making relative than absolute judgements (Reference Gill and BramleyGill & Bramley, 2013; Reference PollittPollitt, 2012; Reference Tarricone and NewhouseTarricone & Newhouse, 2016). Comparative judgments were initially used to pair psychophysical stimuli, such as weight and height, and to measure values and attitudes (Reference ThurstoneThurstone, 1974). Its goal was to achieve immediate perception and minimize cognitive processing by repeatedly comparing pairs of items, objects, or performances (Reference Tarricone and NewhouseTarricone & Newhouse, 2016). Researchers have argued that one reason comparative judgment is more accurate is that it limits evaluators to only two options: A or B, whereas absolute judgments have several levels to choose from (Reference Gill and BramleyGill & Bramley, 2013).
Inspired by this evidence, we developed a novel tool and proposed an approach to evaluate design creativity through comparative evaluation. The high accuracy of comparative judgment may stem from raters’ random selection in pair comparisons (Reference Gill and BramleyGill & Bramley, 2013); thus, we employed triadic comparisons instead of pair comparisons to eliminate random selection between two alternatives. Another reason for selecting triadic comparisons rather than four or five is that previous studies demonstrated that increasing the number of options inflates cognitive burden and difficulty of choice. The larger sets can reduce decision consistency and increase ambiguity in judgments (Reference CowanCowan, 2010), making smaller comparison sets, such as triadic comparison, a well-established balance between contextual richness and cognitive manageability. However, it remains impractical to rely solely on triadic comparison, as a complete triadic comparison requires a large number of comparisons, many of which are redundant once transitive relations are established. For instance, when comparing A, B, and C, A surpasses B and C; in the comparison of D with E and F, D exceeds E and F; and when comparing B with D, B is superior to D. Consequently, all comparisons involving A and F, as well as, B and F, are unnecessary (e.g., comparisons between A and C, D, E, and F). Therefore, we attempted to integrate several algorithms and ranking methods into the tool to decrease the rounds of comparison. Finally, based on testing, we found integrated triadic comparisons with Tournament-based ranking to maintain a balance between precision and the number of comparison rounds. Tournament-based ranking exploits such transitivity to prune comparisons, reducing the required number extensively. For example, 24 ideas result in roughly 50–60 triadic comparisons using Tournament-based ranking, compared to 2024 rounds without it, balancing accuracy and feasibility.
3.2. Tool design and function
The evaluation tool was developed as an interactive, web-based system that combines intuitive interfaces for evaluators with a computer back-end for rating aggregation. The system facilitates the organized gathering, processing, and visualization of design creativity evaluation.
3.2.1. Rationale for comparative evaluation
As stated in previous section 3.1, we employed triadic comparison for design creativity evaluation. In each round, evaluators are presented with three images (ideas) simultaneously and rank them as best (+1), average (0), or worst (−1). In each ternary comparison, images are compared to each other to determine which ones are better than others. When image A is rated “best,” B “average,” and C “worst,” the resulting preference chain is A → B → C. When evaluators continue to rate sets of images, these relationships are added to a directed graph. Each node represents an image, and each edge represents a preference (the “winner” points to the “loser”). This relational structure forms the basis for the tournament sort process, where comparative data are translated into a ranking that reflects the collective evaluation of ideas.
3.2.2. Ranking through Tournament Sort
We established a tournament-style ranking system, influenced by the Tournament Sort algorithm and pairwise comparison frameworks, to transform comparative evaluation outcomes into an organized ranking of design ideas. Tournaments are a commonly employed method for ranking (Reference Orbán-Mihálykó, Mihálykó and GyarmatiOrbán-Mihálykó et al., 2024; Reference Sziklai, Biró and CsatóSziklai et al., 2022; Reference Zeng and ZengZeng & Zeng, 2023). The algorithm builds directed edges (like A → B → C) and incorporates them into an expanding graph each time an evaluator completes a three-image comparison. Once all images have been rated, the algorithm performs topological sorting to determine the final order of the images, prioritizing those with no incoming edges (i.e., images that are not outperformed by others). When the algorithm identifies a cycle, such as A beating B, B beating C, and C beating A, it resolves the confusion by considering both the number of ratings and the recency of those ratings. The sorting mechanism provides higher priority to images that have been rated more frequently. This approach enables the system to determine the optimal order when direct preference relationships result in circular dependencies. After resolving all cycles, the system examines adjacent images in the provisional order to see if they have a direct or indirect preference link. If no relationship exists, the pair is considered a tie. These tied images are flagged for additional comparison in subsequent rating rounds to improve the ranking.
This approach ensures that the ranking evolves iteratively: user feedback keeps strengthening the graph structure, resolving ties, and improving the ordering accuracy. As a result, the final ranking reflects both the frequency of wins and the relational strength among images, capturing the true comparative landscape of user preferences. The overall ranking workflow is illustrated in Figure 2, which shows how user ratings, graph construction, sorting, and tie-handling interact to produce a continuously improving ordered list.
Workflow of the rating and ranking process. The system creates directed edges from ternary ratings, sorts them using topological sorting, resolves cycles using rating frequency and recency, and flags unresolved ties for future comparisons

3.3. Effectiveness of the tool
To test the tool’s efficacy for ranking, we compiled a list of 24 images, and each image was labelled simply as “Idea 1,” “Idea 2,” and so on, up to “Idea 24,” as the examples in Figure 3. Notably, the images are not actual ideas or sketches; they are simply blank pages labelled with numbers aiming to verify the effectiveness of the tool for ranking. For each comparison of three ideas, we assign a rating from 1 to 3 according to the idea’s label. For example, if the screen displays three ideas, “Idea 5,” “Idea 6,” and “Idea 16,” then we rank “Idea 5” as the best, “Idea 6” as the average, and “Idea 16” as the worst. When the ranking is from 1 to 24 according to the label of the ideas, it indicates that the tool effectively ranks based on the evaluators’ input.
Part of the uploaded images

The procedure is outlined as follows (Figure 4):
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1. Uploading images: We submitted 24 images (Figure 3) and then pressing “Start uploading,” as illustrated in Figure 4. Upon the display indicating “Successfully uploaded,” we could click “Start rating,” which will instantly transition to the “Evaluating images” interface (Figure 4).
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2. Evaluating images: we could view a screen displaying three ideas that we have to rank from 1 to 3 by clicking on the images (Figure 4). The first click denotes the most creative idea among the three, the second click signifies the intermediate idea, and the third click represents the least creative idea, illustrated in Figure 4. To alter the ranking, we could click the icon in the upper right corner, which displays a delete symbol. To enhance the visibility of the idea, we can utilize the magnifying icon located in the bottom right corner. Upon finalizing the ranking and opting against any alterations, we proceed by clicking “Submit rating.” Subsequently, we can rate another group of three ideas. After around 40 comparisons, the screen will instantly jump to “Viewing results.”
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3. Viewing results: This page displays the ranking of ideas, as anticipated, from “Idea 1” to “Idea 24”. Furthermore, it displays the “Average Score” and “Rating Count” for each idea, as shown in the screenshot in the lower left corner of Figure 4.
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4. Evaluation history: we can observe all comparisons and the time of each comparison (the screenshot in the lower right corner of Figure 4).
Procedure of tool utilization

Figure 4 Long description
The image contains one diagram. Panel 1: Uploading images. Selecting or dragging images to be uploaded. Clicking Start uploading. Panel 2: Evaluating images. Clicking Start rating. Panel 3: Viewing results. Idea 1, Idea 2, Idea 3. Panel 4: Evaluation history. Image ID, Rating, Rating Time, Operations.
3.4. Approach using the tool in design creativity evaluation
We recommend using the developed tool as a structured approach for evaluating design creativity for free (https://xy-image-analyse.onrender.com/). The approach is proposed as a theoretically grounded method suggestion for design creativity evaluation. While the tool was tested for its effectiveness (ranking accuracy), the suggested approach has not yet been empirically validated in real-world evaluation settings. The following procedure outlines the suggested steps for the approach integrated with the tool:
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• Preparation. Before conducting the evaluation, ensure that experts (evaluators) have the related domain expertise to rate design creativity. In addition, they have sufficient time and are not under pressure from other tasks. Adequate focus and mental readiness are essential for consistent and thoughtful evaluation.
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• Familiarization with ideas. After collecting all design ideas to be evaluated, invite experts to review them in advance, and they are encouraged to speak out and share their understanding of each idea. During this stage, evaluators should briefly explain their understanding of each idea and identify any ideas they find unclear. Ideas that cannot be understood should be excluded from further evaluation to maintain fairness and consistency.
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• Evaluation using the tool. Once familiarized, evaluators use the tool to conduct triadic comparisons and generate rankings. During the evaluation, they are encouraged to speak loudly about the reasons for their ranking. Evaluations can be based on one or multiple criteria, such as creativity, novelty, and usefulness. When multiple criteria are evaluated, evaluators should complete separate rounds of comparisons for each criterion. The second and subsequent rounds typically proceed more quickly, as evaluators are to be already familiar with the idea set.
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• Weighting and scoring. After obtaining the ranked results, a weighted scoring scheme can be applied to quantify the outcomes. For example, for only evaluating creativity in three levels, following the study of Reference Dean, Hender, Rodgers and SantanenDean et al. (2006), ideas in the top 10% of the ranking can be assigned a high score (3), representing highly creative ideas; the bottom 10% can be assigned a low score (1), indicating low creativity; and the remaining 80% can be assigned a moderate score (2). This weighted approach translates relative rankings into quantitative data for further analysis.
4. Discussion and implication
In the section, we present our insights related to the design creativity field and interpret how the developed tool and approach might be helpful to mitigate several objective influences on design creativity evaluation. First, we identify the factors that might be addressed through the tool and approach, demonstrating its potential to mitigate influences on design creativity evaluation. We also discuss factors that remain challenging to mitigate, explaining the inherent limitations of design creativity evaluation. Furthermore, we highlight the broader implications of the tool, suggesting its potential applicability across diverse fields, such as academics, education and industry.
4.1. Mitigated influences in design creativity evaluation
As discussed earlier, several objective influences in design creativity evaluation might be mitigated through the application of the developed tool and approach, particularly those related to evaluated product and evaluation process factors. Because the external factor, while not directly addressed by the presented tool and approach, they may be alleviated through appropriate configurations, by asking the evaluators’ preferred physical environment prior to the evaluation and adjusting it accordingly.
One common evaluation process-related influence concerns the evaluation order of ideas. For example, when a creative idea appears early in the evaluation sequence and similar ideas appear later, the first idea may receive a higher score simply because it is perceived as novel at first glance. In contrast, subsequent similar ideas may be rated lower, as evaluators have already seen a comparable idea and thus perceive it as less creative. The developed approach helps mitigate this effect in several ways. First, evaluators are required to review all ideas before beginning the evaluation, allowing them to form an initial understanding of the entire idea pool. Second, the tool uses a comparative evaluation approach with randomized pairings, ensuring that similar ideas are eventually compared against each other rather than being influenced by their presentation order. Through this process, the potentially reduces the influence caused by the sequence of idea presentation and supports a fairer and more consistent evaluation of design creativity.
Regarding evaluated product-related factors, such as the sketch quality or visual presentation of ideas that influences perceived creativity (Reference Kudrowitz, Te and WallaceKudrowitz et al., 2012), the developed evaluation tool might also help mitigate these effects by emphasizing the evaluation criteria used. For instance, evaluators are explicitly reminded to focus on the designated metric of design creativity, such as novelty or usefulness, rather than drawing style or visual appeal. Evaluators are also encouraged to explain their reasoning aloud during the evaluation, explaining why one idea is considered more creative/novel/useful than another. Moreover, when evaluators hesitate or make inconsistent rankings between similar ideas, the system automatically provides higher priority to ideas that have been rated more frequently. In this way, the tool ascertains the ideal sequence when direct preference interactions create circular dependencies. Through these procedures, the tool promotes reflective evaluation and reduces the unintentional influences that may arise from differences in idea presentation quality.
4.2. Challenges in mitigating influences on design creativity evaluation
However, several subjective influences remain difficult to eliminate (e.g., evaluator in the 4ECE), such as those related to evaluators’ prior experiences and personal preferences. For example, an idea may be rated as highly creative by evaluators who have never encountered a similar idea, while another evaluator with prior exposure to comparable ideas may consider it less creative. Such differences can occur even among domain experts, as creativity evaluation is often shaped by individual knowledge, backgrounds and experiences.
Additionally, personal preferences may also affect evaluations. Nevertheless, the use of the developed tool might help to reduce (though not completely remove) these influences. Because the tool employs a comparative evaluation method, evaluators are encouraged to focus on the defined criteria (e.g., creativity, novelty, usefulness) rather than their subjective impressions or preferences. In cases where two ideas exhibit similar levels of creativity, an evaluator’s preference might still influence the ranking slightly; however, during the weighting stage, these ideas would likely fall within the same scoring category, thereby minimizing the overall impact of individual preference on the final results. The tool may also alleviate evaluator fatigue. In contrast to conventional approaches that necessitate evaluators to score numerous ideas, this tool requires a straightforward, relative ranking among three ideas at a time. This comparative evaluation reduces cognitive strain and maintains evaluators’ focus and precision during extended sessions.
4.3. Implication of the developed tool
The created tool and approach for design creativity evaluation have substantial significance for academic, educational and industrial settings. The tool facilitates an organized, comparative, and transparent review process, enhancing the rigor, consistency, and reflection of diverse expert viewpoints in design creativity evaluation.
In academics, the proposed tool and approach advance design creativity evaluation by providing a systematic and efficient alternative to the traditional CAT, established nearly half a century ago and still the prevailing method for evaluating creativity. Despite decades of research in design creativity, evaluations still rely heavily on CAT with two domain experts, facing subjective and objective influences. In contrast, our comparative evaluation tool reframes creativity evaluation as a structured and data-driven process. Through triadic comparisons and rank aggregation, it captures evaluators’ relative judgments more consistently while reducing cognitive load and providing more rigor, consistency, and reflection of evaluation. The tool’s digital implementation further supports reproducibility and scalability, representing a modern enhancement and complement to the long-standing CAT method.
In design education, the tool can function as a pedagogical resource to assist students in comprehending the perception and design creativity evaluation. In addition, it could help educators fairly evaluate students’ ideas and products. Furthermore, engaging students in comparison evaluations allows them to understand the variability of creative ideas in terms of novelty and usefulness. The tool may further serve in peer evaluation activities, fostering debate and reflection on creative processes and results.
The tool aids design teams, innovation managers, and research and design departments in evaluating ideas throughout the first phases of product development in industry. Conventional brainstorming or ideation sessions frequently generate several ideas; however, evaluating the creativity of ideas can be difficult, as it is variable and subjective. The tool might reduce uncertainty by offering a consistent way to rate ideas, ensuring that the evaluation results come from a group of experts instead of personal opinions. This might improve decision-making efficiency and result in more rigorous idea selection procedures. Moreover, the tool’s adaptability for various evaluation criteria renders it suitable for a wide range of fields, including product design, service innovation, digital experience design, and engineering solutions.
5. Limitations and future work
Our current study has several limitations. First, due to the number of calculations and comparisons required, the tool is best suited for evaluating a relatively small number of ideas (fewer than 50). For example, in our test with 24 ideas, approximately 40 comparison rounds and around 5 minutes were needed, which was manageable. However, in practical implication, evaluating 24 ideas may require approximately 15 minutes, involving 38 to 55 comparative rounds for a single metric. The number of comparison rounds is significantly influenced by the evaluators’ inconsistent choices, prompting the system to automatically generate additional rounds to guarantee ranking accuracy while prioritizing ideas that have received more frequent and recent ratings. Second, while we successfully designed and tested the functionality and effectiveness of the tool, it has not yet been validated in a real-world study. For the proposed approach, which integrates the tool as we suggested, it is also not verified by a real-world setting. Future research will focus on applying the tool and approach in practical design creativity evaluation by recruiting evaluators from the design field. This will allow us to assess its usability, reliability, and potential biases in real evaluation scenarios. By conducting such empirical studies, we aim to identify both the strengths and limitations of the tool and approach, ultimately refining its design and expanding its applicability. We believe that this tool represents a novel and rigorous approach to evaluating design creativity, offering greater consistency and objectivity in the evaluation process.
6. Conclusions
Due to the challenges of design creativity evaluation, we initially developed a framework, named the 4ECE, which summarized four influences (evaluator, evaluation process, evaluated product, and external factor) on the evaluation of creativity and divided them into subjective and objective factors. In addition, inspired by the comparative judgement, we created an innovative tool that offers a more stringent and objective framework for evaluating design creativity. The tool relies on comparative evaluation rather than previous absolute evaluation, which is believed to be more objective and to reduce several recognized factors that affect the evaluation of design creativity. Moreover, we assessed the efficacy of the tool and suggested a comprehensive approach on its use. Additionally, we discussed the advantages of the tool for evaluating design creativity, which may help reduce certain objective factors that influence design creativity evaluation, while also highlighting the inevitable subjective influences involved in evaluating design creativity. Finally, we emphasized the significance of the tool in academics, education and industry. The established tool and approach might improve research and practice in evaluating design creativity by linking subjective human evaluation with systematic assessment, thereby offering a foundation for evidence-based improvements in design creativity evaluation.
