How Does Progressive Visual Feedback Enhance Controllability? An Empirical Study of LLM-Driven, Culturally Sensitive Sustainable Rural Landscape Design
Abstract
1. Introduction
2. Literature Review
2.1. LLMs in Participatory Design: Role-Playing and Deliberation
2.2. Digital Preservation of Sustainable Rural Cultural Landscapes: Constraint and Feedback Mechanisms
3. PLDG Framework and Methodology
3.1. Text and Image Tools
3.2. System Overview and Workflow
3.3. Multi-Role Thinking Simulation and Prompt Engineering
3.4. Evaluation System
- Cultural Congruence: Cultural congruence serves as a critical criterion for assessing cultural authenticity. Our team established a four-tier verification mechanism based on outcome data and experimental process metrics to ensure controllability in cultural sensitivity.
- Tier 1: Assessment of Culturally Sensitive Elements from Output Perspective (Expert Blind Evaluation). Fifty independent experts without vested interests, comprising approximately 12–13 specialists each from rural planning, cultural heritage, folklore studies, and architectural design (all affiliated with universities or research institutions external to the study area), conducted double-blind evaluations. Evaluations were based on five dimensions: fidelity of regional symbolism, appropriateness of folk activity integration, indigenousness of material craftsmanship, emotional resonance with villagers, and potential for modern cultural reinterpretation [56]. Blinding procedures ensured anonymity regarding scheme origin and attribution. Ratings were independently obtained using a 5-point Likert scale, with mean scores used for comparative analysis between PLDG and conventional design outputs. Krippendorff’s alpha was utilized to assess inter-rater reliability and experimental consistency.
- Tier 2: Protection of Authenticity Baselines (Technical Threshold Constraints). Immutable thresholds for core cultural identifiers were established through semantic recognition functionalities to ensure their non-negotiable preservation. Given that chromatic variations frequently occur within patterns of identical materials, we applied the Lab color-space methodology for building material color identification [57]. Final thresholds were established as follows: pattern motif mutation degree < 15% (via SigLIP), ΔE ≤ 3 for indigenous material colors (Lab color space), and semantic similarity between narrative text and archetype ≥ 0.85 (BERT embedding cosine similarity). Violation of any threshold triggered an automatic scheme rollback (Figure 4).
- Tier 3: Sensitive Conflict Resolution (Deliberation Process Tracking). Through documenting deliberation rounds and analyzing eye-tracking heatmaps, the framework traced the complete trajectory of culturally sensitive elements from initial conflict articulation to final consensus, thereby evaluating the framework’s deliberative effectiveness on sensitive issues.
- Tier 4: Processual Identification of Sensitive Elements (Deliberative Classification Mechanism). Using PLDG’s “deliberative vs. non-deliberative” categorization, explicitly articulated, non-negotiable cultural elements, such as ancestral worship spaces, fengshui woodlands, and century-old trees, were identified. Their frequency of occurrence and the intensity of related controversies were systematically documented.
- Participation: Participation serves as a critical metric for evaluating stakeholder engagement processes; thus, collection of experimental process data is essential. Trunfio et al. identified three key elements related to LLM dialogue: behavior, time, and output [58]. In participation research, the social media engagement elements outlined in Forrester’s business proposal closely align with Palermo’s findings [59]. Consequently, we adopted their comprehensive participation index formula to measure behavioral frequency, active duration, and output volume, subsequently generating a participation index ranging from 0 to 100. Since cultural sensitivity is the core conversational concern in user participation, behavioral frequency was operationalized as conflict trigger instances, active duration as deliberation depth, and output volume as veto intensity, thereby validating the efficacy of user participation.
- Design Innovation Degree: Research indicates that stable innovation capacity requires consistent innovative proficiency throughout the experimental workflow. Assessment of innovativeness necessitates integrating both process-based and outcome-based vectorization. Daryanavard et al. utilized vectorization methods to operationalize a CNN-based, three-dimensional evaluation model, deriving experimental weight coefficients [60]. However, excessive innovation risks violating cultural authenticity baselines; thus, innovation requires constraints. Based on CNN experiments (detailed hyperparameter configurations provided in Appendix C), innovativeness weights were synthesized by aggregating three core dimensions: visually constrained innovativeness (cultural constraints), semantic feasibility, and stylistic utility, calculated as the mean of input breadths.
3.5. Methodological Synthesis: From Theory to Empirical Test
4. Empirical Application: The Majiadi Village Case Study
4.1. Site Selection and Background
4.2. Experimental Design Process
- a1. Prompt: Collect villagers’ design requirements for renovating the entrance square, including daily life records, memories, photographs, voice recordings, and local online materials.
- a2. Prompt: Distill specific villagers’ demands regarding the entrance square (Figure 5).
- b1. Prompt: Re-synthesize villagers’ needs using divergent thinking, contextual thinking, and survival-rationality thinking.
- b2. Prompt: Classify the distilled requirements into “non-deliberative” (no further negotiation needed) and “deliberative” (requiring further negotiation) categories.
- c1. Prompt: Consolidate non-negotiable elements derived from systems, user, and value thinking into design proposals; consolidate negotiable elements derived from relational, game, and consensus thinking into proposals as well.
- c2. Prompt: Form a complete design plan for the entrance square based on conflict and non-conflict outcomes.
- d1. Prompt: If villagers reject a proposal, apply negotiation, exchange, and contractual thinking, along with behavioral game, trust threshold, and profit-loss sensitivity thinking, to analyze negotiation willingness and the psychological trade-offs in cultural element changes.
- d2. Prompt: Synthesize villagers’ negotiation intentions and conditions to reconstitute key design points for the entrance square.
- e. Prompt: Generate rendered design sketches from text using Stable Diffusion (SD) and collect visual preferences via an interfaced eye tracker (Appendix E details eye-tracking results).
- f. Prompt: Consolidate synthesized information into a design proposal. If approved by villagers, formalize it as design documentation; if rejected, return to steps d1 and d2 until approval is secured.
4.3. Generation Effects and Comparative Analysis
5. Comprehensive Evaluation
5.1. Quantitative Results
5.1.1. Verification of Cultural Compatibility Sensitivity Results
5.1.2. Identification and Protection of Culturally Sensitive Elements
5.1.3. Verification of Innovation in Design Outcomes
5.1.4. Verification of the Comprehensive Participation Index
5.2. Qualitative Interview Analysis
5.3. Mixed-Method Validation
6. Discussion
6.1. Theoretical Contribution
6.1.1. Towards a Computable Definition of “Cultural Sensitivity”
6.1.2. Synergistic Mechanism of Progressive Dialogue and Visual Feedback for Sustainability
6.2. Practical Significance: Reconfiguring Power Dynamics in Rural Planning
6.3. Advantages and Disadvantages of the Proposed Solution
6.4. Limitations and Future Work
7. Conclusions and Outlook
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| LLM | Large language model |
| CNN | Convolutional Neural Network |
| PLDG | Multimodal Participatory Landscape Demand Generation System |
Appendix A
| Character | b1 | c1 (No Need for Negotiation) | c1 (Need to Be Negotiated) | d1 (Negotiation Terms) | d1 (The Willingness to Negotiate) |
|---|---|---|---|---|---|
| Villagers | Divergent thinking, contextual thinking, survival rational thinking | System thinking, user thinking, value thinking | Relational thinking, game theory thinking | Negotiation thinking, exchange thinking, contract thinking | Game thinking, trust threshold thinking, profit-loss sensitivity thinking |
| Tourist | Divergent thinking, contextual thinking, survival rational thinking | Experience optimal thinking, instantaneous demand thinking, and risk-avoidance thinking | Gazing at political thinking and consumption transfer thinking | Flow exchange thinking, emotional labor compensation thinking | Platform evaluation deterrence thinking, short-term trust threshold thinking |
| Developer | Analogy thinking, leverage thinking, bottom-line thinking | Floor area ratio thinking, capital turnover thinking, policy arbitrage thinking | Land rent capture thinking, conflict privatization thinking | Equity swap thinking, risk bet thinking | Capital exit sensitive thinking, government relationship threshold thinking |
| Designer | Systematic thinking, paradoxical thinking, critical thinking | Standardized thinking, prototype thinking, cost-aesthetic balance thinking | Professional authoritative thinking, rhetorical thinking, risk transfer thinking | Knowledge asymmetry, exchange thinking, design ethical contract thinking | Professional reputation loss sensitivity thinking, normative legitimacy pressure thinking |
Appendix B
| a1. Identification of demand from the demand side | We aim to comprehensively identify the needs of the relevant stakeholders. Please determine the specific requirements through the following review process.-Requirement: {Requirement}-Circumstance: {Circumstance}-Stakeholders of the requirement: {Stakeholders of the requirement}-Identified requirements: {Identified requirements} Review process: Step 1. Based on the confirmed role information, collect the recollections, pictures, voices, etc. provided by the roles. |
| a2. Collection of information on relevant stakeholders | Step 2. Based on the character’s background and functions, collect relevant texts and images, and summarize the specific requirements information. |
| b1. Consider the weight-giving role that the demanders’ thinking patterns play in the demands. | Step 3: Utilize systems thinking, paradox thinking, and critical thinking to identify the relevant needs of the designers. Skip this step if there is no such role. Step 4: Apply analogical thinking, leverage thinking, and bottom-line thinking to identify the relevant needs of the investors. Skip this step if there is no such role. Step 5: Employ divergent thinking, situational thinking, and survival rational thinking to identify the relevant needs of the villagers. Skip this step if there is no such role. Step 6: Utilize experiential thinking and projection thinking to identify the relevant needs of the tourists. Skip this step if there is no such role. |
| b2. Demand negotiation and non-negotiation identification | Step 7: Differentiate the requirements under the thinking reference model. The differentiation principle is: no negotiation required and negotiation required. |
| c1. The involvement of deliberative and non-deliberative thinking modes | Consider the identification status among the demanders: These identified demands form a relationship of either no negotiation or negotiation required. During the review process in step 7, the goal of precise identification of each demander’s demands and mutual identification of demands is achieved. Step 8: Utilize thinking methods such as systems thinking, user thinking, and value thinking to analyze the demand identification status of each role’s demand thinking. Step 9: Apply thinking methods such as relationship thinking, game thinking, and consensus thinking to analyze the mutual identification status of each role. |
| c2. Collaborative and Non-Collaborative Information Organization | Organizing the identification of status information: Step 10: Based on the reviewed information, please briefly summarize the negotiated and non-negotiated information of the stakeholders. |
| d1. Identification of the thinking patterns of negotiation intentions and negotiation conditions | Consider the negotiation status among requirements: After the review in step 7, negotiations should be conducted to resolve the conflicts among requirements and reach a consensus. Step 11: Use negotiation thinking, exchange thinking, contract thinking, etc. to analyze the negotiation conditions after resolving the conflicts of each role’s requirements. Step 12: Use behavioral game thinking, trust threshold thinking, profit-loss sensitivity thinking, etc. to analyze the negotiation intentions after resolving the conflicts of each role’s requirements. |
| d2. Organization of consensus status information for negotiations | Step 13: Based on the review information, briefly summarize the negotiation conditions and intentions among the stakeholders, and formulate the key points of the landscape design. |
| e. Eye movement examination | Step 14: Based on the review results, generate sketches in the SD and link the eye-tracking device to collect information on the advantages and disadvantages of visual elements. Then, summarize the key design points. |
| f. Organize information | Step 15: Based on all the review results, integrate the identified needs, mutual identification, negotiation conditions, and negotiation intentions to form a design plan for the village square. Communicate with the demanders. If the demanders approve, a design document will be formed. If they do not approve, then repeat steps d1 and d2 again until approval is obtained. |
Appendix C
| Experimental Process Stage | CNN Architecture Layer | Hyperparameter Configuration | Input/Output Dimensions | Authenticity Bottom-Line Mapping | Function |
|---|---|---|---|---|---|
| Data Collection | Input Layer | Original data: Conversation records, requirement list, CAD design drawings | Unstructured, text/CAD | Structured, dataset | Data source control |
| T1: Conversation Vectorization | Channel 1 (Semantic) | Sentence Segmentation → Word2Vec, Embedding dim = 384 → 64 | Text sequence | Matrix M1, 64 × 256 | Preserve the meaning and completeness of the dialogue. |
| Dimension Reduction | Preprocessing | PCA: 384 → 64 dims, Zero-padding to W = 256 | 384-dim vector | 64 × 256, normalized | Dimensional standardization |
| T2: Requirement Vectorization | Channel 2 (Demand) | Optional/Required Negotiation Encoding | Requirement list | Matrix M2, 64 × 256 | Demand identification code, extraction |
| T3: Scheme Vectorization | Channel 3 (Solution) | CAD Feature Extraction + Text Fusion | CAD + Description | Matrix M3, 64 × 256 | Visual features, theme extraction |
| Three-channel Synthesis | Tensor Stack | Resize M1,M2,M3 → Same Width, Concatenate along Channel dim | 3 matrices, 64 × 256 | 3 × 64 × 256, 3D Tensor | Multimodal Alignment |
| Cultural Mask CNN | Mask Layer | Pattern Template Matching, verification of motif patterns, color ratios, and narrative prototypes, Threshold: >30% → Trigger Review | 3 × 64 × 256 | 3 × 64 × 256, masked | Core identification code, verification |
| Cultural Mask followed by a three-channel parallel structure | Channel 1: T1, (Dialogue Meaning) | Retention Channel: Dialogue Meaning and Function: Provides PLDG Dialogue Weights | 64 × 256 | 64 × 256 | Preserve the semantic foundation |
| Channel 2: T2, (Demand Semantics) | Retention Channel: Demand semantics, function: Provide evaluation benchmark | 64 × 256 | 64 × 256 | Maintain the demand baseline | |
| Channel 3: T3, (Scheme Semantics) | Retention Channel: Scheme Meaning, Function: Object to be Evaluated | 64 × 256 | 64 × 256 | Preservation of scheme features | |
| CNN3D Network Structure | 3D Lightweight, CNN Container | Architecture type: 3D-CNN (three-dimensional convolution), total number of layers: 5 (Conv + Pool + Conv + GAP + FC), parameter quantity: Lightweight (<500 K parameters, suitable for 12-person small sample), convolution dimension: 3D (depth × H × W), input channels: 3 (corresponding to T1/T2/T3), output dimension: 3 (three-dimensional rating) | Input: 3 × 64 × 256, Output: 3 scores, [N, U, F] | Overall architecture, hyperparameter configuration | End-to-end assessment, process container |
| Feature extraction stage | Conv3-16, (CSV: Conv1) | kernel = 3 × 3 × 3, stride = 1, padding = 1, out_channels = 16, function: captures three-channel local correlation | 3 × 64 × 256 | 16 × 64 × 256 | Local mode, compliance check |
| Dimensionality reduction sampling | MaxPool, (CSV: Pool1) | kernel = 2 × 2, stride = 2 | 16 × 64 × 256 | 16 × 32 × 128 | Feature selection |
| Thorough verification | Conv3-32, (CSV: Conv2) | kernel = 3 × 3 × 3, out_channels = 32, Function: Cross-channel deep fusion | 16 × 32 × 128 | 32 × 32 × 128 | Cross-modal semantics and fusion verification |
| Global compression | GlobalAvg Pool, (CSV: GAP) | output\_size = 1 × 1 | 32 × 32 × 128 | 32 × 1 × 1 | Feature compression |
| Output 3D Scoring (0–1) | FC-3, (CSV: FC) | in = 32, out = 3, Sigmoid | 32-dim | [N, U, F] | Three-dimensional quantification and evaluation |
| Weighted Integration | Scoring Fusion | I = 0.4 × N + 0.35 × U + 0.25 × F, Weight configuration: Novelty > Utility > Feasibility | 3 scores | 1 scalar, Innovation Index | Comprehensive innovation, grade determination |
Appendix D


Appendix E

Appendix F
| a1–a2 First Visit | b1 Divergence | b2 Classification | c1 System | c2 Integration | d1-1 Negotiation | d1-2 Correction | d2 Consensus | |
|---|---|---|---|---|---|---|---|---|
| Villager A | 2.3 | 2.52 | 2.58 | 3.33 | 3.77 | 3.91 | 4.59 | 4.74 |
| Villager B | 2.04 | 1.44 | 2.84 | 2.02 | 2.72 | 4.03 | 5 | 4.82 |
| Villager C | 2.36 | 1.54 | 2.34 | 2.4 | 3.76 | 3.66 | 3.81 | 5 |
| Villager D | 2.71 | 2.12 | 2.95 | 3.32 | 3.41 | 3.62 | 4.84 | 4.97 |
| Villager E | 2.01 | 1.89 | 2.57 | 3.64 | 3.26 | 4.43 | 4.63 | 4.84 |
| Villager F | 2.01 | 2.56 | 2.68 | 3.3 | 3.91 | 4.64 | 4.51 | 5 |
| Villager G | 2.73 | 1.94 | 2.56 | 3.12 | 4.12 | 4.07 | 4.58 | 4.92 |
| Villager H | 2.41 | 1.69 | 3.54 | 3.02 | 4.07 | 4.5 | 4 | 5 |
| Villager I | 1.91 | 3.13 | 2.79 | 2.31 | 3.18 | 4.24 | 4.53 | 4.76 |
| Villager J | 2.32 | 2.29 | 2.38 | 2.77 | 3.44 | 3.84 | 4.71 | 4.83 |
| Villager K | 1.91 | 2.43 | 3.13 | 2.92 | 3.76 | 4.24 | 5 | 4.82 |
| Villager L | 1.91 | 1.69 | 2.31 | 3.83 | 4.09 | 4.72 | 4.44 | 4.61 |
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| Research Direction | Representative Literature | PLDG Solution |
|---|---|---|
| Consultation mechanism | Fu et al., 2024 [42] | Progressive feedback |
| Bussell et al., 2023 [43] | ||
| Cultural constraints | Tan et al., 2024 [45] | Multifaceted constraints |
| Chen et al., 2025 [44] | ||
| Evaluation method | Awashra et al., 2025 [46] | Culture and Participation Assessment |
| Kim et al., 2022 [51] |
| Stage | Modal Type | Explicit Text Records (Villagers’ Key Expressions) | Invisible Data | Design Solution Response and Correction | Core Insights |
|---|---|---|---|---|---|
| a–b: Initial Request | Text/voice/visual | 1. Under the tree, you can rest and enjoy the coolness. 2. The square can be lively but there are also quiet areas. 3. My family used to have a large well. | 1. The proportion of plants in the villagers’ photos 2. The proportion of blue sky in the scene 3. Types and quantities of non-daily patterns | Key extraction: Material: Stone; Location: Under the tree; Function: Cooling off + Socializing | Extract multiple pieces of information and organize them into preliminary basic elements. |
| c–d Consultative Agreement | Text (System-Negotiation) | 1. The stone chair is uncomfortable. I want to replace it with a wooden one. 2. Post some posters on the wall. 3. Can the floor tiles be replaced with the blue bricks from our backyard at no cost? 4. Could we add some tables or something like that? | 1. Stone material 2. Poster design style 3. Types of floor tiles 4. Table style and function | System integration: No negotiation required: Ancient trees to be preserved (ecological bottom line), Negotiation required: Seat material concession (stone → wood), Protection measures: Set up a 1.2 m high fence | It involves using negotiation to balance the interests and determine the specific proportion of each element. |
| e: Visual feedback | Image (eye movement heat map) | Favorite items: Well, poster wall, big tree | 1. For the “wooden chair” area: Duration of gaze < 300 ms (skipped quickly, low interest) 2. For “the base of the ancient tree”: Duration of gaze > 1200 ms (high attachment, repeated viewing) 3. For “fence”: avoidance of gaze (suggesting a sense of psychological distance) | Identification of implicit preferences: What the villagers truly care about is “the sense of closeness to the trees” rather than “sitting on wooden chairs”; the text states that “asking for a stool” is an expression of social etiquette, and the visual evidence reveals the physical memory and emotional attachment to “the trees”. | Enhance the perceptual ability of non-designers and improve the correspondence with cultural demands. |
| f: Final revision | Text and Visual Elements | Very good. I’m satisfied. | The degree of language acceptance | Second adjustment based on language requirements | Implementing satisfaction measures |
| Evaluation Dimension | PLDG Group (Mean ± SD) | Traditional AI Group (Mean ± SD) | Improvement Extent/Significance | Key Findings |
|---|---|---|---|---|
| Cultural Compatibility-The degree of restoration of regional symbols | 3.9 ± 0.4 | 1.9 ± 0.5 | Overall improvement of 145.4% (p < 0.001) | The score for the local nature of the material technology was the highest (4.8) |
| Cultural Compatibility-Adaptability of homestay activities | 4.2 ± 0.5 | 2.3 ± 0.6 | ||
| Cultural Compatibility-Authenticity of local materials and craftsmanship | 4.8 ± 0.3 | 1.6 ± 0.4 | ||
| Cultural Compatibility-Villagers’ emotional identification with the design | 4.0 ± 0.3 | 1.2 ± 0.3 | ||
| Cultural Compatibility-The ability to modernize and reinterpret cultural elements | 4.4 ± 0.4 | 1.8 ± 0.4 | ||
| Villager Participation Index (PI) | 90 ± 8.5 | 36 ± 7.2 | p < 0.004, d = 6.90 | Significantly enhance the participation of individuals with low educational attainment |
| Design Innovation Degree (Innov) | 0.78 ± 0.03 | 0.42 ± 0.03 | p < 0.004, d = 2.18 | CNN—3D Model Validation of Effectiveness |
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Liu, C.-Y.; Qiao, X.-Q.; Ding, Y.-Q.; Zhao, Z.-C. How Does Progressive Visual Feedback Enhance Controllability? An Empirical Study of LLM-Driven, Culturally Sensitive Sustainable Rural Landscape Design. Sustainability 2026, 18, 6160. https://doi.org/10.3390/su18126160
Liu C-Y, Qiao X-Q, Ding Y-Q, Zhao Z-C. How Does Progressive Visual Feedback Enhance Controllability? An Empirical Study of LLM-Driven, Culturally Sensitive Sustainable Rural Landscape Design. Sustainability. 2026; 18(12):6160. https://doi.org/10.3390/su18126160
Chicago/Turabian StyleLiu, Chang-Yu, Xuan-Qi Qiao, Yan-Qiang Ding, and Zhen-Chao Zhao. 2026. "How Does Progressive Visual Feedback Enhance Controllability? An Empirical Study of LLM-Driven, Culturally Sensitive Sustainable Rural Landscape Design" Sustainability 18, no. 12: 6160. https://doi.org/10.3390/su18126160
APA StyleLiu, C.-Y., Qiao, X.-Q., Ding, Y.-Q., & Zhao, Z.-C. (2026). How Does Progressive Visual Feedback Enhance Controllability? An Empirical Study of LLM-Driven, Culturally Sensitive Sustainable Rural Landscape Design. Sustainability, 18(12), 6160. https://doi.org/10.3390/su18126160
