HCI often characterizes creativity in rationalistic, intentional, and scientific ways. For
example, Schneiderman (2002, 2003) proposes a creativity framework for, in his words,
âgenerating excellenceâ with four parts: collect, relate, create, and donate. With it, he hopes
to capture the social, iterative, associational, and distributional characteristics of creativity,
especially as described by cognitive science. Evident in this perspective is an effort to model
creativity, which is seen as a social activity, with certain structural features that take place in
environments conducive to creativity.