Designing Rewards for Rewarding Designs: Demonstrating the Impact of Rewards on the Creative Design Process
Pith reviewed 2026-05-07 15:26 UTC · model grok-4.3
The pith
In an iterative 3D chair design task, goal-aligned rewards prompt participants to explore the design space more thoroughly and favor those rewards while keeping output diversity intact.
A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.
Core claim
By representing the parametric chair design activity as a Markov Decision Process, the study shows that participants who receive rewards at each step explore a larger portion of the possible design space than those who receive none, actively maximize the goal-aligned rewards over the goal-agnostic ones, and still produce sets of designs with comparable variety. The abstractness of the given goal further modulates how useful participants report the rewards to be.
What carries the argument
The Markov Decision Process representation of the 3D parametric chair task, in which each state is a chair configuration, each action changes one or more parameters, and a reward signal is delivered after every change.
If this is right
- Participants explore a wider set of design options once rewards are introduced at each step.
- People consistently work to collect goal-aligned rewards rather than goal-agnostic ones.
- The variety of final designs remains similar whether rewards are present or absent.
- The abstractness of the design goal changes how helpful participants find the reward signals.
Where Pith is reading between the lines
- Reward signals could be added to interactive design software to encourage broader search without forcing convergence on a single solution.
- The same reward logic might be tested in other sequential creative activities such as story writing or recipe development under fixed constraints.
- Design tools could adapt the reward type dynamically once the goal's concreteness is known.
Load-bearing premise
The simplified 3D parametric chair task and the chosen reward signals capture the essential features of real-world creative design under constraints, and participants' self-reports accurately reflect how the rewards changed their decisions.
What would settle it
An experiment with the same reward structure but a different constrained creative task, such as iterative logo design or furniture layout, in which participants show no increase in design-space coverage and no preference for the goal-aligned reward.
Figures
read the original abstract
The creative design process involves transforming abstract goals into concrete outcomes through a series of decisions made under constraints. While such processes are commonly shaped by feedback like rewards, their impact on design decision making remains unclear. To better understand the role of rewards in the design process, we modeled a 3D parametric, goal-based chair design task as a Markov Decision Process. We tracked participants' decisions as they iteratively developed designs for an abstract design goal, and presented either a goal-aligned or goal-agnostic reward at every step. We tested the effect of these rewards on task behaviour and self-reported experience. With rewards, participants more thoroughly explored the design space, and maximised goal-aligned over goal-agnostic rewards while preserving diversity across designs. The nature of the goal also mattered, influencing participants' perception of the reward's usefulness. Building on these insights, we propose guidelines for designing effective feedback for design decision making.
Editorial analysis
A structured set of objections, weighed in public.
Referee Report
Summary. This paper examines the influence of rewards on the creative design process using a 3D parametric chair design task modeled as a Markov Decision Process (MDP). Participants iteratively refined designs for abstract goals while receiving either goal-aligned or goal-agnostic rewards at each decision step. Key findings indicate that the presence of rewards encourages more thorough exploration of the design space, participants tend to maximize goal-aligned rewards over goal-agnostic ones without sacrificing design diversity, and the specific nature of the design goal affects how useful participants perceive the rewards to be. The authors conclude by proposing guidelines for designing effective feedback mechanisms in design decision-making contexts.
Significance. Should the empirical results prove robust, this work contributes to the field of human-computer interaction by providing concrete evidence on how different reward structures shape exploration and decision-making in constrained creative tasks. The MDP modeling and decision tracking offer a replicable framework for studying design behaviors. The insights into goal-aligned versus agnostic rewards and the moderating effect of goal nature have direct implications for developing more effective interactive design tools and feedback systems.
minor comments (2)
- The abstract would benefit from including a brief mention of the sample size, statistical tests, and effect sizes to provide immediate context for the strength of the behavioral claims.
- The proposed guidelines for feedback design could be strengthened by linking them more explicitly to specific results from the user study, such as particular behaviors observed under different reward conditions.
Simulated Author's Rebuttal
We thank the referee for their supportive review, positive assessment of the work's significance, and recommendation for minor revision. We are pleased that the contributions to HCI, the replicable MDP framework, and implications for design tools were recognized.
Circularity Check
No significant circularity: empirical study with independent observations
full rationale
The manuscript describes an empirical user study in which participants performed an iterative 3D parametric chair design task modeled as an MDP; rewards (goal-aligned or goal-agnostic) were presented at each step and behavioral metrics plus self-reports were collected. No equations, fitted parameters, or predictions are claimed; the central results (greater exploration, preference for goal-aligned rewards, goal-nature effects) are direct summaries of observed data rather than reductions of any input by construction. No self-citation chains or uniqueness theorems appear in the load-bearing sections. The analysis is therefore self-contained against external benchmarks.
Axiom & Free-Parameter Ledger
Reference graph
Works this paper leans on
-
[1]
B. R. Anderson, J. H. Shah, and M. Kreminski. Homogenization effects of large language models. In Creativity and Cognition , pages 413–425. ACM, 2024
work page 2024
-
[2]
R. Bellman. A markovian decision process. Journal of Mathematics and Mechanics, 6(5):679–684, 1957
work page 1957
-
[3]
D. E. Berlyne. Conflict, arousal, and curiosity . 1960. 19
work page 1960
- [4]
- [5]
-
[6]
E. Cherry and C. Latulipe. Creativity support index. ACM TOCHI, 21:1– 25, 2014
work page 2014
-
[7]
R. G. Cooper. The stage-gate idea to launch system, 2010
work page 2010
-
[8]
V. Cristie and S. C. Joyce. Versioning for parametric design exploration. Automation in Construction , 129:103802, 2021
work page 2021
-
[9]
N. Cross. Engineering design methods . 2021
work page 2021
-
[10]
K. Dorst and N. Cross. Creativity in the design process: co-evolution of problem–solution. Design Studies , 22:425–437, 2001
work page 2001
-
[11]
G. Fischer et al. Embedding computer-based critics in the contexts of design. In CHI ’93 . ACM, 1993
work page 1993
-
[12]
J. S. Gero and U. Kannengiesser. Situated function-behaviour-structure framework. Design Studies , 25:373–391, 2004
work page 2004
-
[13]
P. M. Gollwitzer and G. B. Moskowitz. Goal effects on action and cognition . 1996
work page 1996
-
[14]
M. D. Hoffman and A. Gelman. The no-u-turn sampler. JMLR, 15:1593– 1623, 2014
work page 2014
-
[15]
Z. Ivcevic and M. Grandinetti. Artificial intelligence as a tool for creativity. Journal of Creativity , 34:100079, 2024
work page 2024
-
[16]
A. N. Kluger and A. DeNisi. Effects of feedback interventions on perfor- mance. Psychological Bulletin , 119:254–284, 1996
work page 1996
-
[17]
J. Lahikainen, N. M. Ady, and C. Guckelsberger. Creativity and mdps, 2024
work page 2024
-
[18]
I. Lebuda and M. Benedek. Creative metacognition framework. Physics of Life Reviews , 46:161–181, 2023
work page 2023
- [19]
-
[20]
J. H. Lee and M. J. Ostwald. Creative decision-making in parametric design. Buildings, 10:242, 2020
work page 2020
-
[21]
M. D. Lee and E. J. Wagenmakers. Bayesian cognitive modeling. Cambridge University Press, 2014
work page 2014
-
[22]
S. W. Lee et al. Impact of sketch-guided vs prompt-guided 3d generative ais. In CHI Conference. ACM, 2024. 20
work page 2024
-
[23]
A. Leue and A. Beauducel. Reinforcement sensitivity theory meta-analysis. Personality and Social Psychology Review , 12, 2008
work page 2008
-
[24]
D. C.-E. Lin et al. Inkspire: Supporting design exploration with generative ai. In CHI Conference. ACM, 2025
work page 2025
-
[25]
Y.-C. Liu, A. Chakrabarti, and T. Bligh. Ideal approach for concept gen- eration. Design Studies , 24:341–355, 2003
work page 2003
-
[26]
A. Nandy et al. Semantic properties of word prompts shape design out- comes. In Design Computing and Cognition . Springer, 2025
work page 2025
-
[27]
A. Nandy and K. Goucher-Lambert. How does machine advice influence de- sign choice? In Design Computing and Cognition , pages 801–818. Springer, 2023
work page 2023
-
[28]
S. S. Nath, P. Dayan, and C. Stevenson. Characterising the creative process,
-
[29]
S. S. Nath et al. Relating objective complexity and beauty. Psychology of Aesthetics, Creativity, and the Arts , 2024
work page 2024
-
[30]
A. Ng, D. Harada, and S. Russell. Policy invariance under reward transfor- mations. In ICML, pages 278–287, 1999
work page 1999
- [31]
-
[32]
A. Pan, K. Bhatia, and J. Steinhardt. Effects of reward misspecification,
-
[33]
J. K. Pugh, L. B. Soros, and K. O. Stanley. Quality diversity. Frontiers in Robotics and AI , 3, 2016
work page 2016
-
[34]
R. M. Ryan. Control and information in the intrapersonal sphere. Journal of Personality and Social Psychology , 43:450–461, 1982
work page 1982
-
[35]
R. M. Ryan and E. L. Deci. Self-determination theory. American Psychol- ogist, 55:68–78, 2000
work page 2000
-
[36]
D. A. Schön. Designing as reflective conversation. Knowledge-Based Sys- tems, 5:3–14, 1992
work page 1992
-
[37]
D. A. Schon and V. DeSanctis. The reflective practitioner: How profes- sionals think in action. Journal of Continuing Higher Education , 34:29–30, 1986
work page 1986
-
[38]
N. Shireen et al. Design space exploration in parametric systems. In Cre- ativity and Cognition . ACM, 2011
work page 2011
-
[39]
H. A. Simon. The structure of ill structured problems. Artificial Intelligence, 4:181–201, 1973
work page 1973
- [40]
- [41]
-
[42]
K. Son, K. Kim, and K. H. Hyun. Bigexplore: Bayesian information gain framework. In CHI Conference. ACM, 2022
work page 2022
-
[43]
R. S. Sutton and A. G. Barto. Reinforcement learning: An introduction . MIT Press, 1998
work page 1998
-
[44]
A. Swearngin et al. Scout: Rapid exploration of interface layout alterna- tives. In CHI 2020 . ACM, 2020
work page 2020
-
[45]
S. G. Valeri et al. Implementation of the phase review process in new product development: A successful experience, 2003
work page 2003
-
[46]
S. Wadinambiarachchi et al. Effects of generative ai on design fixation. In CHI Conference. ACM, 2024
work page 2024
-
[47]
M. B. Waldron and K. J. Waldron. Influence of designer expertise. In Mechanical Design: Theory and Methodology , pages 5–20. Springer, 1996. 22
work page 1996
discussion (0)
Sign in with ORCID, Apple, or X to comment. Anyone can read and Pith papers without signing in.