Design Principles For Creative Spaces
Design Principles For Creative Spaces
Design Principles For Creative Spaces
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Abstract
Work and study environments that facilitate creative design processes—so called creative spaces—have
gained an increased interest in the past years. This paper contributes to this emerging field by providing
a set of guidelines for creating such environments. We developed a set of 49 abstracted design principles
(patterns) that are empirically developed, embedded in the broader system of creative spaces, and
supplemented by examples. The suggested principles provide concrete, yet adaptable, guidelines for
designers, educators, and spatial planners who want to redesign their creative environments.
Keywords: creative space, architectural design, design guidelines, design science, design
theory
1. Introduction
Designing a creative work or study environment involves several aspects, such as ergonomics, comfort,
technical infrastructure, or personal taste. However, those design decisions are often based on ad-hoc
decisions and rather unsystematic. Although there exists a substantial amount of literature with examples
of creative spaces or even suggestions for design solutions, a systematic and comprehensive set of design
guidelines with related propositions about the potential impact of these designs, is missing. The
development of such design principles is the concern of the work presented in this paper. This endeavour
bears resemblance to the seminal book “A Pattern Language” (Alexander et al., 1977) but addresses the
peculiar area of creative environments in both design education and practice. Alexander et al.’s Pattern
Language presents a total of 253 abstracted guidelines (patterns) for any area related to architecture and
town planning that can be adapted to individual building or construction projects. A few of these patterns
address workspaces (patterns 146 to 153), but without any focus on creative spaces. We build on
Alexander’s concept and present a set of 49 design principles that can also be considered ‘patterns’ for
creative spaces. We regard a space as ‘creative’ when it facilitates activities in a design education or
design practice environment. This includes but is not limited to the facilitation of creativity. The term
‘creative space’ spans from a single piece of furniture to the interior design and layout of rooms; and
from architectural structures to the location within neighbourhood and city (Figure 1).
2. Related literature
The large number of recently published ‘coffee table books’ on the topic of creative spaces in both
design educational and practitioner’s contexts indicates the increased public interest in this field (e.g.
Stewart, 2004; Groves et al., 2010; Dudek, 2012; Ehmann et al., 2012; Borges et al., 2013; Mirchandani,
2015; Georgi and McNamara, 2016). However, these publications do not provide any theoretical
underpinning or explanations about possible reasons why the spaces are designed as they are, or how
one should design a creative space by oneself.
To further investigate this topic, we conducted a systematic literature search within the Scopus database
with both keywords ‘creative learning spaces’ and ‘creative work or office spaces’. For both search
steps, possible combinations with synonyms were also considered (e.g. space vs. environment, creative
vs. innovative, office vs. work). The resulting 242 sources were analysed based on their abstract and
full-text and expanded by cross-citation analysis. This procedure resulted in a total of 44 sources
identified as relevant. These 44 sources were clustered and grouped according to their contribution (case
studies, classifications, literature reviews, theories, experiments, and design guidelines). Only five
sources presented guidelines for developing creative spaces. In the following we only discuss those
because this is also the concern of our paper.
Snead and Wycoff (1999) suggested several instructions how a space should be designed in order to
facilitate collaboration and teamwork. They provided some abstract spatial configurations that should
support the identified categories Interaction, Visual Thinking, Beauty, Fun, Abundance, and Tools.
However, they provided no evidence or theoretical underpinning why the suggested spatial settings would
result in improved collaboration. Moreover, space types other than collaboration spaces were disregarded.
Doorley and Witthoft (2012) presented a collection of 63 instructions for designing collaboration furniture
or interior design elements. These detailed blueprints include drawings, material suggestions and even
names of suppliers. Also, each blueprint provides some links to other blueprints that might be of relevance
in that context, which resembles the Pattern Language by Alexander et al. (1977). However, the presented
blueprints are not embedded into a broader system of creative spaces, nor do they provide explanations
how they are supposed to facilitate creative work processes. Williams (2013) developed a linguistic
grammar of creative workplaces that also resembles Alexander et al.’s Pattern Language approach (1977).
In a semiotic sentence structure (following an if – then structure known from e.g. computer science), the
condition of a specific intended behaviour (syntax) would result in a peculiar combination of place,
properties, and affordances (lexis). The main portion of Williams’ work is dedicated to developing and
testing the grammar’s elements and to providing codes for those elements’ characteristics. The results are
instructions how one could construct spatial rules with the provided grammar elements (the ‘act of writing
sentences’) on their own. To that effect, she developed the grammar but did not develop the language or
patterns that would be needed to design creative spaces by oneself. Paoli et al. (2017) analysed images of
creative spaces found in the Internet and categorized these according to five themes: (1) Home, (2) Sports
and Play, (3) Technology, (4) Nature, and (5) Symbolism. For each theme they present a summary of
certain design characteristics that can be regarded as design guidelines. Ceylan et al. (2008) measured the
perception of different office designs regarding creativity. They presented photographs of 25 different
offices to 60 managers from a large manufacturing company. Based on these managers’ self-reports,
preliminary guidelines for creative spaces were developed. The identified physical characteristics that
would support creative processes include (1) low complexity, (2) bright colours, (3) cool colours, (4)
presence of plants, (5) presence of windows, and (6) presence of computers.
3. Methodology
3.1. Theory construction
In this paper we present the groundwork of a ‘pattern language’ about how to design creative work and
study environments, which can be regarded a preliminary design theory. According to Popper (1934), a
theory is an abstracted model of the reality. Building on that, Gregor (2006) differentiated between five
types of theories:
1. Theories for analysing only describe and classify the reality, e.g. as a typology (what is?).
2. Theories for explanation attempt to provide explanations for specific incidents (what is, how,
why, when, and where?).
3. Theories for prediction provide predictions but without causal explanations (what is and what will be?).
4. Theories for explanation and prediction provide predictions as well as testable propositions and
causal explanations (what is, how, why, when, where, and what will be?).
5. Theories for design and action provide explicit prescriptions for constructing an artefact (how to
do something?).
The current paper constitutes a type 5 theory (Gregor and Jones, 2007) because it aims to provide design
principles, that is, how to design creative work and study environments.
Collaboratio – provide access – indicate rules for – facilitate – invite and – provide visual
n Space to knowledge usage and teamwork enable and acoustic
should/might: – display explicit behaviour – provide social stimulation
knowledge – be accessible collaboration interaction – allow higher
– enable tacit – be playful furniture – provide noise level
knowledge – facilitate – include meeting – limit noise level
exchange common rituals flexible and areas to acceptable
moveable degree
furniture
Making – provide – invite – provide – facilitate – allow higher
Space instructions for experimentation materials task-related noise/dirt level
should/might: usage – invite trial-and- – provide social – limit noise/dirt
– display artefact error making interactions to acceptable
knowledge – allow noise and infrastructure degree
dirt
Presentation – facilitate – upvalue/highlight – provide – invite – reduce external
Space knowledge presenter or work infrastructure feedback/ distraction
should/might: transfer – enable/encourage for presenting discussions – presentation
– display artefact feedback – provide a should become
knowledge platform to main
display/present stimulation
work
Intermission – facilitate – be inviting, cosy, – provide outdoor – facilitate – provide fresh air
Space knowledge welcoming, or access coincidental and/or food
should/might: transfer representative – provide meetings – provide reduced
– display – facilitate recreation area – enable stimulation
knowledge of common rituals – provide access to collective – provide natural
general interest suppliers breaks stimulation
– provide access – be in proximity
to field/user to other spaces
research
1 Genius Loci 2 The Innovation Hub 3 Field Access 4 The Food Truck
41 The Gym 42 The Greenhouse 43 The Interim Exhibition 44 The High Seat
Furniture
45 The Spare Seat 46 The Chameleon 47 The Trolley 48 The Communal Desk
49 The Confessional
Example The Dessau School of Design is located in direct proximity to the German Bauhaus. The presence of the
historic provenance of the design discipline might positively affect students’ creative mood and motivation.
Literature Priming: “Understanding Priming Effects in Social Psychology” (Molden, 2014)
Priming: “The state, not the trait, of nostalgia increases creativity” (Ye et al., 2013)
Motivation: “Motivation and Creativity” (Collins and Amabile, 1998)
Motivation: “Enhancing Creativity” (Nickerson, 1998, p. 411)
Fixation: “Design Fixation” (Jansson and Smith, 1991)
Solution Integrate paper note pads, whiteboards, or other writeable surfaces into furniture.
Example The “Campfire Paper Table” by Steelcase provides a pad of round paper sheets integrated into the
round table top. Whiteboards are typical elements of creative spaces, either as a piece of furniture or
as an entire wall.
Literature Externalization: “The Knowledge Creating Company” Nonaka and Takeuchi (1995)
Retention of Ideas: (Simonton, 1998, 1999)
Context Window views are considered positive for creating an inspiring and stimulating atmosphere.
Problem However, always looking at the same scene might also result in boredom.
Solution Windows arranged in various sizes, angles, and vertical positions provide a multitude of different
views and motifs.
Explanation Surprising views can create inspiring stimuli. Making new connections can lead to flexibility of ideas.
Occurring coincidences can lead to serendipity.
Disadvantage Possible distraction
Example The Entrance Hall at Umeå School of Architecture provides a wall of variously-sized windows that
allow constantly changing views (providing peeks into the sky as well as to the ground); presenting
the viewer with motifs such as stray dogs, passers-by, flying birds, etc.
Literature Surprise: “From Positive Affect to Creativity” Filipowicz (2006)
Serendipity: “Ubiquitous Serendipity” (Goldschmidt, 2015)
Context When working in intermission spaces like hallways, people might enjoy casual chats with passers-
by, chance-encounters, or communication with co-workers/classmates.
Problem Seating at normal seating level results in an inconvenient positioning when communicating with
people who are standing or passing-by.
Solution Seating area on elevated platform (interior); high-seating stools with high tables (furniture)
Explanation Raising the eye-level of a seated person by approximately 40 cm will bring him/her in convenient
eye-contact with people who are standing (e.g. passers-by).
Disadvantage Possible distraction
Example Tampere University Finland redesigned their entrance hall by installing several platforms of
different height each (ground level, +40cm, and +60 cm). Each platform is equipped with
comfortable seating furniture.
Literature Case Study: “A Social Learning Place in Higher Education” Poutanen (2013)
These four examples illustrate the potential of the entire set of the 49 spatial design principles.
Designers, educators, or spatial planners can use them to identify any similar context or problems
within their own environments and adapt the suggested solution principles accordingly. Table 7
outlines the mapping of the 49 developed spatial principles to the typology of creative spaces (see
Figure 2 and Table 1). Each cell of the matrix provides the numbers of the related design principles
that could be used to address the respective spatial quality of the particular space type. That way,
Personal Space 20, 21, 28, 31, 14, 18, 19, 20, 7, 16, 26, 27, 15, 16, 28, 29, 7, 10, 11, 17,
33, 45 28, 29, 45, 49 46 45, 49 18, 19, 21, 26,
28, 29, 33, 34,
41, 42
Collaboration Space 20, 21, 28, 30, 2, 14, 17, 18, 19, 7, 9, 26, 27, 11, 15, 16, 23, 7, 10, 11, 18,
31, 33, 36, 37, 20, 22, 23, 28, 36, 37, 44, 45, 35, 40, 44, 45, 19, 21, 23, 26,
38, 45, 48, 49 29, 30, 31, 33, 46, 47, 49 48, 49 31, 34, 40, 41,
35, 36, 40, 41, 42, 43
42, 45, 48, 49
Making Space 12, 21, 30, 32, 30, 32, 34 8, 27, 34, 46 5, 9, 45, 49 17, 18, 19, 21,
34, 43 26, 32, 34
Presentation Space 21, 25, 36, 37, 6, 30 25, 27, 37, 46, 24, 25 21, 26, 34, 39,
43 47 43
Intermission Space 2, 3, 21, 24, 33, 1, 2, 6, 14, 22, 3, 5, 9, 24, 27, 3, 4, 8, 9, 11, 4, 5, 10, 11, 17,
36, 43 33, 40, 41, 42, 49 36, 44, 46, 47 13, 15, 16, 22, 21, 23, 26, 33,
23, 24, 35, 40, 34, 39, 40, 41,
41, 44, 45, 48, 42, 43
49
5. Discussion
5.1. Contribution
The presented design principles constitute a novel method for designing creative spaces. They provide
the users not only with inspirations for their own spatial designs but also references to related studies
with empirical data to substantiate any design decision. Furthermore, the paper adds to the existing
research on creative spaces by providing a structured schema for spatial analyses, as well as by
suggesting a variety of design possibilities.
5.2. Implications
The 49 principles presented in this paper suggest abstracted guidelines for designing creative spaces in
terms of furniture solutions, room layouts and interiors, the architecture, and the neighbourhood within
the campus or the city. We tried to find an appropriate level of abstraction that reduces the number of
principles to a minimum and avoids redundancy, but at the same time leaves the users enough flexibility
to adapt the principles to their own context and requirements. In that way, the principles could be used
to design or redesign spaces in design education or design practice, but also in other creative areas, such
as maker or hacker spaces, or even spaces for music and fine arts. Although the latter would most
certainly require different instantiations of a space (in terms of infrastructure), the general requirements
for creative environments remain comparable and can be addressed through the abstracted principles.
The presented design principles constitute the theoretical groundwork for a 'pattern language for creative
spaces', that still needs to be transferred into a tangible tool. We envision a card set that could be used
threefold: (1) as an inspirational resource that one can browse in order to find inspirations for their own
creative environments, (2) as some sort of analysis tool that one could apply in an existing environment
5.3. Constraints
It lies in the nature of these design principles that some are easier to implement than others. For example,
the suggested principles addressing the neighbourhood can only be realized when one is searching for a
new location to rent or build, while the architectural principles might require some fundamental
construction measures, such as tearing down walls, or building from scratch. In contrast, the principles
in the interior and furniture category are easier to implement and most can be realized with just a few
layout or design modifications or by buying or building some pieces of new furniture.
6. Conclusions
In this paper, we present a set of design principles that form a preliminary ‘pattern language’ of
creative spaces. Based on a typology of creative spaces (Thoring et al., in press) and an inductive
approach with eight expert interviews and case studies in 16 institutions, we developed a set of 49
design principles that can be adapted by the users to create design environments. The suggested
principles provide insights into working mechanisms for facilitating design activities and improving
design processes through the spatial environment. They are not meant to provide exact design
blueprints but rather exemplary concepts, which need to be adapted by the designers or spatial
planners to match their own contexts and requirements. Our principles for creative spaces provide the
users with the required context information, what kind of spatial configuration would be appropriate
for the given situation. Although the collection of design principles was developed with the peculiar
requirements of design education and practice in mind, we are certain that several of the suggested
guidelines are adaptable for other disciplines and environments. However, further research is needed
to investigate and validate this assumption.
The next step for finalising the pattern language of creative spaces will result in a tangible and
manageable form that can be used by designers and spatial planners. For this purpose, we will
consolidate all principles in a card set, each card representing one principle and an exemplary picture
of found instantiations of creative spaces. We are planning to conduct several spatial planning
workshops in different contexts in order to test the applicability of the developed principles.
Specifically, we want to validate the principles' usefulness (a) to analyse existing spaces, and (b) to
facilitate the design of a new creative environment. Some of the presented principles might raise some
contradictions—where improving one aspect results in a worsening of another aspect. For example,
an open space concept with lots of vistas allows for personal exchange and inspiring views (positive),
but at the same time it raises the noise level and the risk of distraction (negative). This situation bears
resemblance to the concept of TRIZ—a problem solving technique that was developed by Genrich
Altshuller in the 1940s (Altshuller et al., 1997). While TRIZ provides a list of possible solution
principles to technical contradictions, our goal is to adapt the approach to spatial design problems. A
first step for defining such contradictions is already outlined in the 'disadvantage' section of each
principle. In future work we want to elaborate on such emerging contradictions and develop the design
principles for creative spaces further into a "Spatial TRIZ" application. We based the development of
the 49 design principles on an iterative procedure of empirical and literature-based research until a
theoretical saturation emerged. Future work will include validation studies and extensions of the
principles, where needed.
References
Alexander, C., Ishikawa, S. and Silverstein, M. (1977), A pattern language: towns, buildings, construction, Oxford
University Press, New York, USA.
Altshuller, G., Shulyak, L. and Rodman, S. (1997), 40 principles: TRIZ keys to innovation, Technical Innovation
Center, Worcester MA.
Borges, S., Ehmann, S. and Klanten, R. (2013), Work scape new spaces for new work, Gestalten, Berlin.
Katja Thoring
Delft University of Technology, Industrial Design
Landbergstraat, 2628 CE Delft, Netherlands
Email: [email protected]