A virtual reality–enhanced design thinking model for developing visual thinking and creativity skills in interior design education

Developing visual thinking and creativity skills is central to contemporary interior design education, yet studio-based instruction often provides limited opportunities for students to visualize, test and refine spatial ideas iteratively. This study developed and evaluated a six-stage instructional model integrating virtual reality (VR) with design thinking, termed the virtual reality–design thinking (VR–DT) model, and structured around empathize, define, ideate, prototype, test and reflection. The model was developed through a review of relevant literature and expert-informed design, refined through focus-group feedback and evaluated by the same expert panel for clarity, pedagogical alignment and feasibility. It was then implemented over six weeks in an undergraduate interior design course and compared with conventional studio-based instruction. Expert ratings indicated strong agreement on the model’s structure and classroom suitability. Post-intervention results showed that students in the VR–DT group achieved higher rubric-based scores in visual thinking and creativity skills than those receiving conventional instruction. The findings suggest that embedding VR within a structured design thinking process may support observation, spatial checking, feedback and creative refinement in studio-based design education.

Authors

Institutions

Publication Details

Journal
Cogent Education
Published
2026-10-17
DOI
https://doi.org/10.1080/2331186x.2026.2749179
Primary Topic
Design Education and Practice
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

A virtual reality–enhanced design thinking model for developing visual thinking and creativity skills in interior design education

Thanin Ratanaolarn, Kanyarat Sriwisathiyakun, Haotian Wu
Cogent Education
Design Education and Practice
article

A virtual reality–enhanced design thinking model for developing visual thinking and creativity skills in interior design education

Thanin Ratanaolarn, Kanyarat Sriwisathiyakun, Haotian Wu
article en

Abstract

Developing visual thinking and creativity skills is central to contemporary interior design education, yet studio-based instruction often provides limited opportunities for students to visualize, test and refine spatial ideas iteratively. This study developed and evaluated a six-stage instructional model integrating virtual reality (VR) with design thinking, termed the virtual reality–design thinking (VR–DT) model, and structured around empathize, define, ideate, prototype, test and reflection. The model was developed through a review of relevant literature and expert-informed design, refined through focus-group feedback and evaluated by the same expert panel for clarity, pedagogical alignment and feasibility. It was then implemented over six weeks in an undergraduate interior design course and compared with conventional studio-based instruction. Expert ratings indicated strong agreement on the model’s structure and classroom suitability. Post-intervention results showed that students in the VR–DT group achieved higher rubric-based scores in visual thinking and creativity skills than those receiving conventional instruction. The findings suggest that embedding VR within a structured design thinking process may support observation, spatial checking, feedback and creative refinement in studio-based design education.

Cogent EducationVol. 13(1)
King Mongkut's Institute of Technology Ladkrabang (TH)
Quality education
Openalex Percentile: Top 22%
Design Education and Practice
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.