Clinton, G., & Rieber L.P. (2005). Creativity, flow, and the training of graduate students in design and development skills. Instructional Technology Monographs 2 (2). Retrieved <insert date>, from http://itm.coe.uga.edu/archives/fall2005/gclinton.htm.

Creativity, Flow, and the Training of Graduate Students
in Design and Development Skills

by

Gregory Clinton
Lloyd P. Rieber
University of Georgia

 

Abstract

Graduate programs in instructional technology face the challenge of teaching instructional design and development skills effectively. Two closely related phenomena, creativity and flow, have been studied very little in the context of such programs. This study examines perceptions of creativity and flow in the learning process of nine graduate students enrolled in a design and development tools course. Students’ design journals, an end-of-course questionnaire and debrief session, and course evaluations were all examined. While students’ assessment of their personal creativity level varied considerably, students regarded creativity as an important aspect of their design work, and all students reported episodes of flow. Implications are discussed in regard to how students of varying creative ability might be better served in such programs.

 

Theoretical Considerations Method Results and Discussion Conclusions References

 

Introduction

This study was a pilot intended to help clarify the goals of a developing dissertation study. The authors sought to discover the roles of creativity and flow in a graduate-level, constructivist-based instructional design and development learning community. Creativity is understood to be the generation of ideas that are both novel and useful (Caropreso & Couch, 1996; Csikszentmihalyi, 1996; Feist, 1999; Root-Bernstein & Root-Bernstein, 1999; Sternberg, 1999; Sternberg & Lubart, 1999). Flow is a motivational construct identified by Csikszentmihalyi (1990); flow is defined as "...the state in which people are so involved in an activity that nothing else seems to matter; the experience is so enjoyable that people will do it even at great cost, for the sheer sake of doing it" (Csikszentmihalyi, 1990, p. 4). Specific research questions addressed by the study were 1) What are the characteristics of “flow” experience among adult learners participating in a constructivist design and development tools training environment? 2) What are students’ perceptions of creativity as it relates to design? 3) How does a learner’s perception of his or her own creativity influence the learning experience?

 

Theoretical Considerations

This study was a preliminary phenomenological inquiry into individual learning experience in an environment shaped by constructivist views of learning and instruction. Crotty (1998) states that phenomenology “invites” us to construct fresh meaning from phenomena, to do what constructivism describes (Crotty, 1998, p.79). Constructivism may be summarized as the belief that each individual constructs his or her own knowledge uniquely as a result of interaction with the environment (Duffy & Cunningham, 1996; Papert, 1991).

The psychological literature on creativity presents diverse points of view regarding how levels of creativity should be categorized. Many authors (e.g., Csikszentmihalyi, 1996; Policastro & Gardner, 1999; Simonton, 1999) only study Creativity “with a capital C,” exemplified by eminently creative persons in the likes of a Mozart or an Einstein. Entire branches of creativity research, however, have been devoted to the study of creativity as a relatively stable aptitude among all individuals, one that can be measured psychometrically and scored on one or more continua (e.g., Guilford 1987; Torrance, 1974; Albert & Runco, 1999). Tests such as the Torrance Tests of Creative Thinking (Torrance, 1974) have for decades received widespread use by school psychologists. However, such tests have been criticized for measuring only a narrow slice of a multifaceted phenomenon (Plucker & Renzulli, 1999).

It was a premise of this study that students pursuing a master’s degree in instructional design and development come into the program with varying degrees of creative ability. We are interested in student perceptions of their own creativity, and the role that this perception of creativity plays in the learning process.

Flow (Csikszentmihalyi, 1990) is described as an “optimal experience,” a conscious state of intense mental focus on a task or activity in which the challenges of the activity are appropriately matched to the skills of the participant. It includes a sense of productive momentum as well as timelessness and is highly motivating (Csikszentmihalyi, 1990, Csikszentmihalyi, 1996). Flow was considered by the creators of the original Design and Development Tools course (Rieber, Orey, & King, 2004) to be a necessary ingredient in the self-directed learning aspect of the course. Therefore, a brief discussion of flow theory is normally included in one of the orientation sessions conducted early in the semester. While flow and creativity appear to be intimately related, the relationship between the two is not completely understood. Csikszentmihalyi (1996) stated that flow is a common denominator among the eminently creative persons included in his large-scale creativity study. However, flow is described as being available to all people, not just those who are famously creative (Csikszentmihalyi, 1990). Even if the two constructs are distinct phenomena, the fact that flow is already imbedded in the philosophy and teaching of the Design and Development Tools course suggests that one would be remiss to study the role of creativity in the course without also studying role of flow. Therefore, flow is a desirable state of consciousness, and creativity is a desirable aspect of ability, for students doing the challenging design work that is part and parcel with learning the tools of design and development.

 

Method

Nine students, four males and five females, participated in the summer version of the three semester-hour Design and Development Tools course. Ages ranged from early twenties to upper thirties. Two of these (two males) were “second timers” (normally the course is taken twice). The remaining seven students were taking the course for the first time. The first and second authors were co-instructor and lead instructor, respectively.

Students were provided with a detailed course handbook that was adapted for the summer session. Introductory workshops were given in three Macromedia tools: Dreamweaver, Fireworks, and Flash. Skills were also introduced for several additional computer-based tools. Seminar sessions were conducted regarding the philosophy, procedures, and requirements of the course as outlined in the handbook, including topics such as principles of design, constructivism and constructionism (Papert, 1991), self-directed learning, and flow theory (Csikszentmihalyi, 1990). Thus the first half of the course was focused on tool and concept learning. The second half of the course was devoted to project completion, peer and instructor feedback, and fulfillment of related course requirements. The primary deliverable for students at the end of the course was a multimedia project of their own choosing and creation, displayed publicly in an advertised showcase event. Students were encouraged to select an intrinsically motivating project as a vehicle for tool learning, not necessarily instructional in nature. An online design journal for this project was also required. The journal was a public document chronicling a student’s tool learning and design experience, containing at least eight separate reflections by the end of the semester. Journal entries were also expected to include student responses to required readings in software design and learning theory. A debrief session was conducted following the public showcase. In addition to customary wrap-up items (including a prompt for students to complete online course evaluations), a portion of the debrief session (approximately 15 minutes) was devoted to completion of a questionnaire. The questionnaire consisted of a section of six exploratory short answer questions (“write the first thing that comes readily to mind”), followed by a more conventional section of five multiple choice and one short-answer question. The questionnaire, with responses, is provided in Table 1. The questionnaire activity was followed by a 20 minute researcher-led discussion of creativity and flow as they relate to the students’ learning experience. Students were not briefed as to what kinds of responses were looked for in the questionnaire, save that they should relate the questions to their course experience. Questionnaire responses were compiled and examined for patterns. Whiteboard notes from the discussion were also preserved so as to provide an additional data source for the pilot study. Anonymous course evaluations were completed online apart from the debrief session. Students’ design journals were analyzed for themes relating to the research questions. The analysis procedure consisted of a) reading of each journal from start to finish; b) online page-by-page word search of each journal for key terms such as “flow,” “creative,” “creativity,” and “idea” and color-coded highlighting of all such key words on the printed copy; c) re-reading each journal and coding in the margins for themes; and d) compiling theme-related passages into two separated documents (one containing theme-related passages written prior to the debrief session, one containing theme-related passages written after the debrief session).

Data Sources

The Design and Development Tools course was conducted during a summer session lasting 4 weeks. Student design journals, questionnaire results, whiteboard notes from the debrief discussion, and anonymous course evaluations were used as primary data sources. Student projects, the course handbook, and slides from the seminar on self-directed learning served as secondary or informal data sources. 

Results

Flow and creativity questionnaire.

The first section of the questionnaire presented six words or phrases (Design, Creative, Creative Process, Creative Design, Un-creative design, and Creative Flow) and asked students to “write one or two other words or phrases of similar meaning that come readily to your mind.” Responses were tabulated and evaluated for patterns. Responses to the “Creative Flow” item were somewhat problematic because about half of the participants initially interpreted “flow” as referring to an aspect of the user’s experience (judging by responses and by comments given during the debrief session). Presumably the early teaching on flow was not recalled to mind yet for these students until the second section of the questionnaire, where questions were more explicit. The second section of the questionnaire presented five multiple-choice and one short-answer question. A full tally of questionnaire responses is provided in Table 1.

Whiteboard notes from debrief session.

While the brief whiteboard notes represent a less formal data source, these notes shed additional light on the questionnaire responses. In particular, the notes confirm what is suggested by some of the short-answer questionnaire responses – that some participants initially interpreted the meaning of the word “flow” as the smooth usability of their creation rather than an aspect of the creation process. Students offered responses mainly to one discussion question: What is flow?” With time running out, a few responses were also obtained to the question: When important ideas happened, what was the experience like? In general, students confirmed that they related easily to the idea of flow in their own experience, even if they had not pointed described this experience in their design journals. A complete copy of the whiteboard notes is provided in Appendix A.

Design journals.

Originally, themes identified in the design journals included Flow, Creativity, Ideas, Special ”Aha!” Moments, Constructivism, Self-Directed Learning, and Changes Made After Feedback. Further reflection resulted in consideration of additional themes that could be coded such as satisfaction/frustration with the day-to-day learning experience (to compare with the anonymous course evaluations) and specific design principles. However, it was later concluded that, while all of these themes relate at least broadly to the research questions, only the specific themes of Flow and Creativity should be examined in detail for purposes of this study.

1) Flow. Experiences that seemed to match Csikszentmihalyi’s (1991) concept of flow were documented by four students over six journal entries prior to the debrief session. Discussions of flow were also included in the final reflections of three students. Journal passages prior to the debrief session include statements such as:

“As I began to see results, it became quite fun.”

“The effect of this was completely outstanding and made me extremely happy that I could think about what I wanted to do and actually finish it.”

“I tried to go back to my reading, but that was impossible. I worked until after one AM in the morning when the keys on my keyboard began to merge together.”

2) Creativity. Creativity was discussed by four students over ten passages prior to the debrief session. Discussions of creativity were also included in the final reflections of three students. Of note is the fact that creativity was discussed “unsolicited” in the journals of three students who made a point of saying they don’t consider themselves creative persons. Journal passages prior to the debrief session include statement such as:

“The attractiveness will be something that I struggle with as I have never thought of myself as having creative talent.”

“We have some very creative people in our class. I think one of the reasons that Flash is not one of my favorite programs is because I am not that creative. I know how to find items or activities that are creative, but I am not necessarily good at creating them.”

“Going through the process of trial and error with these Macromedia tools has taught me a great deal about design and creativity.”

“I have noticed that what appears to be an easy process for others in creating objects or buttons or animations in Flash and Fireworks, often takes much more time for me to repeat the process. I am not an original artist.”

Anonymous course evaluations.

Student responses on the course evaluations for the summer 2004 EDIT 6190 course were overwhelmingly positive. The online evaluation form consisted of demographic questions followed by 20 likert-type rating questions and a space for additional comments. All students responded to all 20 rating questions. With 1 as the lowest and 5 as the highest rating, taking the average student response for each item and averaging the averages together, the overall composite rating for the various aspects of the course was 4.6465. The “additional comments” item received responses from seven of the nine students. All comments were positive, with three of the responses including a suggestion for possible improvement. A full tabulation of course evaluation responses is given in Appendix B.

Secondary sources.

Student projects were not rated or compared, but familiarity with individuals’ projects in the minds of the authors forms a backdrop against which their journal entries and other responses can be put into perspective, hopefully acting as a safeguard against misinterpreting other data from a particular student. Likewise, the contents of the course handbook provide such a backdrop for understanding the students collectively, as it is one of the unifying pieces in the experience of all the students. Finally, the seminar session on self-directed learning presented early in the course, which included the concept of flow and flow theory, was a contextual element. It is important to keep in mind that students received this teaching, since any journal entries describing a “flow” type of experience might be regarded as having been suggested in the minds of students by the course instruction rather than arising naturally in the experience of the student. However, it is noteworthy that the topic of creativity was virtually or completely absent from this teaching. In-class discussion of creativity was not initiated or prompted by instructors until the debrief session.

 

Discussion

The clearest confirmation of the flow experience among students comes from the questionnaire responses to multiple-choice questions 5 and 6. All nine students in the constructivist Design and Development Tools course reported at least some experience of flow, with three reporting over 60%, and others distributed fairly evenly among the other responses. Likewise, All students reported experiencing periods of “a sense of momentum or ‘flow’,” ranging from “30 minutes at most” to “over four hours.” Seven of the nine students reported an hour or more of flow on at least one occasion. Clearly, the phenomenon of flow, as understood by this group of nine students, was a common denominator in their learning experience.

A description of this flow, addressing the first research question, “What are the characteristics of “flow” experience among adult learners participating in a constructivist design and development tools training environment?”, may be composited together from the above responses along with the debrief notes and the design journal passages. The experience, when it occurred, lasted from up to 30 minutes to over four hours. It could be described as “fun” or extremely engaging (“I tried to go back to my reading but that was impossible”) or something that “made me extremely happy.” It could also be considered equivalent to “in the zone,” or “productivity,” although it may not be directly related to quantity of output. Flow may be thought of as “creative flow” in the early stages of a project, in which the focus is that of design ideas, while later in the project it may be thought of as “procedural flow,” where the focus is more on technical and procedural accomplishment. Following the debrief session, additional observations were made in some students’ final design journal entry, such as, “When you are working ‘in the flow,’ time doesn't exist.” One student provided a lengthy elaboration of the distinction between “creative flow” and “ procedural flow” mentioned above.

The second research question, “What are students’ perceptions of creativity as it relates to design?” is addressed by the first section of the questionnaire. Students’ “quick responses” to the short-answer items (giving “one or two other words or phrases of similar meaning that come readily to your mind”) are difficult to summarize, but in general they correspond with the essential definition of creativity taken from the psychological literature, that is, the generation of ideas that are both novel and useful (Caropreso & Couch, 1996; Csikszentmihalyi, 1996; Feist, 1999; Root-Bernstein & Root-Bernstein, 1999; Sternberg, 1999a; Sternberg & Lubart, 1999). However, notably absent from student responses is any mention of problem solving. Also, students tended to lean toward the aesthetically pleasing aspect of “useful.” Both of these points suggest a frame of reference having to do more with the artistic side, rather than the scientific side, of creativity.

Regarding the third research question, “What role does a learner’s perception of his or her own creativity play in the learning experience?”, the picture suggested by the data is a bit more complex. Contrary to the expectations of the first author, students’ perceptions of their own creativity varied widely and evenly. These responses suggest that for prospective students considering enrolling in a master’s-level instructional design and development degree program (or, specifically, a Design and Development Tools course), perception of one’s personal creativity is apparently not a factor. In other words, the prospect of being engaged in intensive design tasks did not discourage less-creative persons from enrolling in the course. Moreover, course evaluations and satisfaction levels expressed about individuals’ projects suggest that students who regard themselves as less creative, or even non-creative, remain relatively undaunted and encouraged by their success in the course. It appears that the course as taught in the summer of 2004 was fairly successful in addressing the needs of these students. Nonetheless, students who identified themselves as less than creative uniformly expressed a sense of feeling intimidated by what they perceived to be higher levels of creativity in other students. This thought might be summarized as, “I would feel more at home in this learning environment if I were a more creative person.” These students struggled to keep themselves from comparing their own work too closely with that of their classmates. 

As mentioned previously, the three students who identified themselves as lacking in creativity all initiated the topic of creativity in their design journals, whereas only one of the remaining students did so. This fact would seem to highlight the discomfort experienced by less creative persons, as something that “weighed on their minds” enough to find outward expression in their reflective writing. Among the remaining six students, all of whom apparently regard themselves as at least somewhat creative (if not “definitely” creative), creativity was discussed overtly in the design journal of only one individual, and not, in this case, as an issue of concern. It would appear that, prior to the debrief session, creativity was an assumed aspect of their design work that did not need explicit discussion.

Among these nine students of varied ages and backgrounds, there appeared to be a willingness to self-report one’s personal level of creativity in a candid manner. This has important implications for further study if it represents a normal way of responding to such a question. The prevailing culture in the U.S. seems to revere creativity (Csikszentmihalyi, 1996), and thus it would not be too surprising if self-reporting of such a desirable trait were badly skewed. Moreover, creativity has proven over the years to be a difficult construct to quantify or measure in individuals (Albert & Runco, 1999). All self-reporting must be interpreted carefully, keeping in mind the inherent subjectivity in such data; however, if the results of this study suggest self-reporting offers a viable window into perceived relative levels of personal creativity, this may point to future study methods that combine psychometric tests with self-reporting.

One tempting conclusion from this study is that those students who experienced more flow in their design projects are those who were more creative. However, though the data do not conflict with this notion, neither do the data confirm it, because student responses that address the amount of flow experience are on the questionnaires that were filled out anonymously.

To summarize, creativity and flow both played an important role in the learning experience of adult participants in a constructivist-based Design and Development Tools course. All students experienced flow to at least some degree, with some reporting lengthy episodes. Several students specifically described occasions of flow that occurred during their design experience. Personal creativity was an inner resource identified by all students, most having confidence of its presence in their work, and some quite concerned about not having this confidence.

 

Conclusion - Importance of the Study

Computer-mediated learning environments are being implemented far and wide today in business and industry settings, public school settings, and higher education settings. The goal of this university’s instructional design and development master’s program is to prepare students for the field, and investigations such as this one may help further this goal by illuminating possible improvements in the program. Moreover, the presence of psychological discomfort on the part of less creative students suggests either that this discomfort be addressed or, alternatively, it raises the awkward question of whether the program is a good match for the goals and aptitudes of these individuals. The fact that some less creative students, self-identified, were merely “somewhat satisfied” with their design and development projects certainly leaves room for improvement in regard to how these students are served.

Finally, debates in educational technology literature about the role of creativity in instructional design and development also help build a case for the need for research on creativity and flow. In response to “the critics,” who were finding fault with the field of instructional design for leading to unimaginative learning products, Dick (Dick, 1995a, 1995b), argued for the proper use of instructional design as the solution.  However, other writers have contended that instructional design models tend to leave creativity out of the picture (Caropreso & Couch, 1996; Rowland, 1995), or that creativity needs to be fostered among instructional designers apart from the instructional design models themselves (Caropreso & Couch, 1996). Creativity is a desirable aspect of ability, and flow is a desirable state of consciousness, for students engaged in design work, for these qualities appear to be quite important for professionals in the field of instructional design and technology.

 

References

Albert, R. S., & Runco, M. A. (1999). A history of research on creativity. In R. J.
Sternberg (Ed.), Handbook of creativity (pp. 16-31). Cambridge, UK: Cambridge University Press.

Caropreso, E. J., & Couch, R. A. (1996). Creativity and innovation in instructional
design and development: The individual in the workplace. Educational technology, 36(6), 31-39.

Crotty, M. (1998). The foundations of social research: Meaning and perspective in
the research process. London: Sage Publications.

Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: Harper & Row.

Csikszentmihalyi, M. (1996). Creativity: Flow and the psychology of discovery and
invention. New York: Harper Collins Publishers.

Dick, W. (1995a). Instructional design and creativity: A response to the critics.
Educational technology, 5(4), 5-11.

Dick, W. (1995b). Response to Gordon Rowland on "Instructional design and
creativity". Educational technology, 35(5), 23-24.

Duffy, Thomas M., & Cunningham, Donald J. (1996). Constructivism: Implications for the design and delivery of instruction. In Jonassen, D. H. (Ed.), Handbook of research for educational communications and technology (pp.170-198). New York: Simon & Schuster Macmillan.

Feist, G. J. (1999). The influence of personality on artistic and scientific creativity. In R. J. Sternberg (Ed.), Handbook of creativity (pp. 273-296). Cambridge, UK:
Cambridge University Press.

Guilford, J. P. (1987). Creativity research: Past, present, and future. In S. G. Isaksen (Ed.), Frontiers of creativity research: Beyond the basics (pp. 33-65). Buffalo, NY: Bearly Limited.

Papert, S. (1991). Situating constructionism. In I. Harel & S. Papert (Eds.),
Constructionism (pp. 1-11). Norwood, NJ: Ablex.

Plucker, J. A., & Renzulli, J. S. (1999). Psychometric approaches to the study of
creativity. In R. J. Sternberg (Ed.), Handbook of creativity (pp. 35-61). Cambridge, UK: Cambridge University Press.

Policastro, E., & Gardner, H. (1999). From case studies to robust generalizations: An approach to the study of creativity. In R. J. Sternberg (Ed.), Handbook of creativity (pp. 213-225). Cambridge, UK: Cambridge University Press.

Rieber, L.P., Orey, M., & King, J. (2004). Handbook for the EDIT Studio Experience at the University of Georgia. Athens, GA: The University of Georgia, The Department of Instructional Technology.

Root-Bernstein, R., & Root-Bernstein, M. (1999). Sparks of genius: The thirteen
thinking tools of the world's most creative people. Boston: Houghton-Mifflin.

Rowland, G. (1995). Instructional Design and Creativity. Educational technology,
35(5), 17-22.

Simonton, D.K. (1999). Creativity from a historiometric perspective. In R. J.

Sternberg (Ed.), Handbook of creativity (pp. 116-133). Cambridge, UK: Cambridge University Press.

Sternberg, R. J. (1999). Creativity and intelligence. In R. J. Sternberg (Ed.),
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Sternberg, R. J., & Lubart, T. I. (1999). The concept of creativity: Prospects and
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Appendix A: Whiteboard Notes from Debrief Session

[Notes in brackets, preceded by “OF,” indicate out-of-field notes added after the event.]

What is Flow? (group discussion with white board; notes from whiteboard)

1) Could describe navigation/color … seamless, cohesiveness, usability [OF: Some students indicated that at first they interpreted the word “flow” this way on the questionnaire.]
2) Not directly related to quantity accomplished
3) Earlier [OF: in the project] – creative work
Later [OF: in the project] – design work
[OF: Flow can happen in both]
4) Definitely there were at least some times of flow and other times of “drowning.”
5) Flow ≅ “the zone”
6) Flow ≅ “productivity”
7) Flow ≅ “focus” [OF: contributed by Dr. Rieber]

 

Appendix B: Tally of Course Evaluations

Appendix B, Course Evaluation Table

Additional Evaluation Comments

1. The Studio concept used for this class suited my learning style very well. I was able to accomplish my goals, and I found that I put more effort into learning the tools that I might otherwise have done with a more rigid format. Because the project choices were mine, they were more meaningful. This encouraged me to continuously strive to improve upon the project work.
2. Although this course is tough to get everything done it is very satisfying when done.
3. a great class, a great teacher, and a great TA
4. This was a wonderful course. Dr. Rieber and Mr. Clinton did a wonderful job with the entire class. I thoroughly enjoyed it all!
5. Dr. Rieber covered everything needed in this class for work on our individual projects and was always willing to re-explain things when needed. The only concept I would have liked to have been addressed in this class was dealing with problems when inserting images and exporting and importing data from one tool to another.
6. Loved the whole process. During the summer, you may want to give students more reading options. Thank you for your hospitality.
7. Excellent course.