Creative Work as Seen Through the ATHENA Competency Model
Abstract
1. Introduction
2. Theoretical Foundations of the ATHENA Model: Towards a New Grammar of Human Skills
- Conation refers to volition, motivation, and perseverance, and is informed by theories of motivation and personality (Deci & Ryan, 2000; Kuhl, 1985). In ATHENA, it is broken down into categories such as motivation (intrinsic motivation, extrinsic motivation, self-efficacy), volition (self-regulation, perseverance, time management), proactivity (initiative, decision-making, problem solving), and adaptability (behavioral flexibility, uncertainty management, lifelong learning). Together, these facets capture the dynamic capacity of individuals to sustain, orient, and adapt their actions in uncertain or challenging contexts.
- Knowledge is conceived not simply as the possession of facts but as structured and mobilizable resources. Following expertise research (Chi et al., 1988), ATHENA distinguishes between declarative knowledge (factual knowledge, concepts, principles), procedural knowledge (technical expertise, algorithms, heuristics), metacognitive knowledge (learning strategies, self-awareness, cognitive self-regulation), and contextual knowledge (knowledge transfer, systems thinking, cultural intelligence, awareness of trends). This dimension emphasizes that adaptive expertise lies in both depth and transferability of knowledge.
- Emotion refers to the awareness, regulation, and productive use of affective states in learning and performance, grounded in emotional intelligence (Mayer & Salovey, 1997) and regulation models (Gross, 2002). ATHENA details emotional competence (emotional perception, emotional regulation, adaptive use of emotions), resilience (stress adaptation, optimism, post-traumatic growth), and empathy (emotional recognition, perspective taking, compassion, social intelligence). These facets highlight how creative and professional performance is inseparable from the affective resources that sustain collaboration, motivation, and adaptation.
- Sensorimotion emphasizes the embodied and perceptual dimensions of competence, in line with embodied cognition (Varela et al., 1991) and motor learning research (Schmidt & Lee, 2011). ATHENA distinguishes perceptual acuities (visual acuity, auditory acuity, proprioception), coordination (hand–eye coordination, balance, fine dexterity), motor performance (speed, precision, endurance, automatization), and sensorimotor integration (functional synesthesia, sensorimotor adaptation, sensory compensation). These resources remind us that competence is not only cognitive or emotional but always grounded in bodily engagement with the environment.
3. From Theory to Platform: ATHENA Educational Design in Action
4. Putting ATHENA in Action: Two Examples of Relating to Creative Thinking
4.1. Example 1: “Graphic Design” Conceived Through Athena Skills
4.1.1. Technicality (Knowledge Dimension—Expert Level)
4.1.2. Divergent Thinking (Cognition Dimension—Expert Level)
4.1.3. Hand–Eye Coordination (Sensory Motion Dimension—Expert Level)
4.1.4. Sustained Attention (Cognition Dimension—Expert Level)
4.1.5. Facts—Declarative Knowledge (Knowledge Dimension—Expert Level)
4.1.6. Behavioral Flexibility (Conation Dimension—Expert Level)
4.1.7. Inductive Reasoning (Cognition Dimension—Advanced Level)
4.1.8. Knowledge Transfer (Knowledge Dimension—Advanced Level)
4.1.9. Intrinsic Motivation (Conation Dimension—Advanced Level)
4.1.10. Self-Regulation (Conation Dimension—Advanced Level)
4.1.11. Emotional Perception (Emotion Dimension—Advanced Level)
4.1.12. Short-Term Memory (Cognition Dimension—Intermediate Level)
4.2. Example 2: “Workshop Facilitation” Skills Conceived Through Athena Skills
4.2.1. Behavioral Flexibility (Conation Dimension—Expert Level)
4.2.2. Self-Regulation (Conation Dimension—Expert Level)
4.2.3. Knowledge Transfer (Knowledge Dimension—Expert Level)
4.2.4. Emotional Perception (Emotion Dimension—Expert Level)
4.2.5. Sustained Attention (Cognition Dimension—Advanced Level)
4.2.6. Divergent Thinking (Cognition Dimension—Advanced Level)
4.2.7. Intrinsic Motivation (Conation Dimension—Advanced Level)
4.2.8. Emotional Recognition (Emotion Dimension—Advanced Level)
4.2.9. Initiative (Conation Dimension—Advanced Level)
4.2.10. Adaptation to Stress (Emotion Dimension—Advanced Level)
4.2.11. Short-Term Memory (Cognition Dimension—Intermediate Level)
4.2.12. Hand–Eye Coordination (Sensory Motion Dimension—Intermediate Level)
5. ATHENA Profile
- (a)
- Language (e.g., whether training is delivered in a single language, in multiple languages simultaneously, or requires translation and subtitling to ensure accessibility);
- (b)
- Temporal availability (e.g., whether learners can dedicate one day, one week, or several months, and how this time is structured across their schedules);
- (c)
- Temporal sequence (e.g., whether learning should be concentrated in intensive sessions or spread out in a distributed learning sequence such as weekly workshops, reflecting evidence that spacing effects enhance long-term retention);
- (d)
- Physical or digital availability (e.g., fully in-person, fully online, or hybrid learning contexts, each of which brings distinct pedagogical opportunities and logistical constraints);
- (e)
- Social setting (e.g., training delivered in individual mode, within small peer groups, or to large cohorts, with implications for collaboration, peer learning, and feedback dynamics).
- (f)
- The trigger for the training initiative and the organization’s training culture: for example, is the training initiated by employee requests, or is it driven by top management? Is it part of a strategic transformation effort, a regulatory requirement, or another type of organizational priority? Are managers supportive and actively involved, or distant from the training process?
6. ATHENA Learn—Selection of Pedagogical Activities
7. Discussion
7.1. Theoretical Contributions
7.2. Practical Implications for Instructional Design
7.3. Benefits of the ATHENA Approach
7.4. Limitations and Challenges
7.5. Future Directions
8. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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| Framework | Conceptual Focus | Structure | Primary Use | Distinctive Features |
|---|---|---|---|---|
| KSAOs (Fleishman & Reilly, 1992) | Individual attributes (knowledge, skills, abilities, other characteristics) | 4 categories | Job analysis and selection | Static trait taxonomy; lacks developmental progression. |
| O*NET (U.S. Dept. of Labor) | Occupational descriptors and skills | Hierarchical database | Labour-market mapping | Descriptive; no systemic linkage between cognitive, emotional, or motivational facets. |
| Four-C Model (Kaufman & Beghetto, 2009) | Levels of creative expression (Mini-C → Big-C) | 4 levels | Creativity research and education | Focus on creativity, not general competency; lacks operational facets. |
| ESCO (European Commission, 2023) | Taxonomy of skills and occupations | Multi-level classification | Workforce standardization | Comprehensive but non-developmental; |
| ATHENA Model (Lamri & Lubart, 2023) | Agentic coordination of cognitive, conative, emotional, knowledge, and sensorimotor resources | 5 dimensions × 12 sub-dimensions × 60 facets × 4 levels | Research, instructional design, AI-assisted learning | Dynamic, systemic, developmental, and integrable with digital learning platforms. ATHENA builds semantic interoperability with ESCO. |
| Dimension ATHENA | Priority Educational Objective | Action Requested from the Learner During the Training Action | Observable Behavior During the Training Action |
|---|---|---|---|
| Cognition | Develop the ability to actively process information to analyze, reason, and solve complex problems. | Mobilization of attention, reasoning, abstraction, evaluation, metacognition. | Production of arguments, problem solving, diagramming, analytical discussion. |
| Knowledge | Enable the learner to acquire, organize and mobilize explicit knowledge, facts, concepts or theories. | Encoding, mental structuring, activation of concept networks, categorization. | Memorization, application of rules, synthesis of knowledge, questioning of facts. |
| Conation | Stimulate the intention to act, motivation, perseverance and the ability to set and pursue goals. | Motivational activation, intentionality, projection into action, effort management. | Taking initiative, verbalizing intention, active engagement in the task. |
| Emotion | Help identify, understand, express and regulate emotions in learning or social contexts. | Emotional activation, recognition of internal signals, affective regulation. | Verbal expression of emotions, empathic posture, behavioral adjustment to others. |
| Sensorimotion | Develop perceptual and motor coordination in interaction with the environment or physical objects. | Sensory-motor coordination, postural adjustment, spatial or gestural processing. | Object manipulation, motor simulation, physical response to a sensory stimulus. |
| Level | Type of Learning | Guidance in Learning | Complexity of the Subject/Task to Be Carried out in Learning | Autonomy Expected from the Learner |
|---|---|---|---|---|
| 1—Beginner | Simple task, strongly guided | Pupil | Weak | Weak |
| 2—Intermediate | Semi-guided task, discovery of strategies | Moderate | Average | Average |
| 3—Advanced | Open task, combined with several dimensions | Weak | High | High |
| 4—Expert | Complex, self-regulated, reflective task | Very weak | Very high | Very high |
| Level 1: Generates a few simple ideas, mainly based on existing or obvious solutions. | Guided exploration of simple variations | List of constrained ideas | Free association | Visual narrative triggers | |
| Description: | Description: | Description: | Description: | ||
| The learner explores several variations based on a basic element (e.g., sentence, object, mini-scenario), with simple instructions to encourage the production of ideas without judgment. | The learner generates ideas while respecting a simple constraint (e.g., not using a word, limiting oneself to a category). This facilitates creative emergence through slight restriction. | The learner makes associations of ideas based on triggering stimuli (images, words), while maintaining an imposed theme. Encourages controlled deviation and surprise. | The learner starts with an unexpected or unusual image and invents several interpretations. This allows for the initiation of divergent thinking through visual disruption. | ||
| Example of synchronous activity: | Example of synchronous activity: | Example of synchronous activity: | Example of synchronous activity: | ||
| In the classroom: Using an everyday object, learners must imagine three new possible uses. The trainer guides them with structured prompts. | Workshop: Each group must invent five ways to improve a service without using money. An oral presentation will be organized. | In the classroom: Each learner draws two random words + a theme (e.g., “trust”). They must create a mini-story linking the two words to the theme. | In the room: projection of an ambiguous photo. Participants note three different hypotheses about the scene, then discuss them. | ||
| Example of asynchronous activity: | Example of asynchronous activity: | Example of asynchronous activity: | Example of asynchronous activity: | ||
| On the platform: a micro-scenario is presented; the learner suggests 3 different options via a form, with automatic feedback encouraging diversity. | Exercise: The participant completes a form where they must generate 5 name ideas for a product… without using certain forbidden words. | Online: Random word generator with instructions to create a product idea linked to a given customer need. | On platform: presentation of a visual + instruction to imagine 3 press article titles describing this scene from different angles. | ||
| Level 2: Produces several varied ideas, beginning to explore less conventional approaches. | Brainwriting | Divergent heuristic mapping | Analog Association | SCAMPER | |
| Description: | Description: | Description: | Description: | ||
| The learner generates several ideas in writing while following a light constraint (e.g., imposed theme, type of innovation). Allows for increased fluidity and flexibility in creative production. | Creation of an exploratory mind map where the learner must multiply the divergent branches from a central theme, looking for unexpected or creative links. | The learner draws creative analogies between a given problem and distant domains, using a corpus of trigger examples to stimulate the gaps. | Application of the SCAMPER method (Substitute, Combine, Adapt, etc.) on an existing product or service, with guiding questions to stimulate structured variations. | ||
| Example of synchronous activity: | Example of synchronous activity: | Example of synchronous activity: | Example of synchronous activity: | ||
| In the classroom: Team exercise. Each student writes three ideas on a sheet of paper, then passes it to their neighbor to respond to. Several rounds are completed before sharing. | In the classroom: collective creation of a giant map on a whiteboard around a challenge (“how to reinvent urban transport?”). | In the classroom: based on a business problem, participants randomly draw images or concepts from another sector (nature, art, sport) and must find an inspirational link. | In the classroom: group animation of a SCAMPER on an everyday object with subgroups each working on two different letters. | ||
| Example of asynchronous activity: | Example of asynchronous activity: | Example of asynchronous activity: | Example of asynchronous activity: | ||
| Online: collaborative platform where participants submit 3 initial ideas, then enrich 2 ideas from other participants with structured comments. | On platform: digital mind map where the learner adds at least 10 different ramifications, with encouragement to explore several unexpected axes. | On platform: guided exercise where the learner receives 3 unusual images and must extract possible solutions for an imposed challenge. | Online: Interactive SCAMPER module where the learner answers guided questions to modify an existing product or service. | ||
| Level 3: Generates many original and diverse ideas, actively exploring unique perspectives. | Cross-Brainstorming | Reflection matrices | Reverse analogies | Random stimuli | Recombination Challenge |
| Description: | Description: | Description: | Description: | Description: | |
| Two groups brainstorm separately on the same topic, then exchange ideas to enrich, recombine, or transform the initial proposals. Stimulates advanced creative flexibility. | Create a matrix crossing two dimensions (e.g., user needs x emerging technologies) to generate ideas at the intersection of the axes. Requires multidimensional thinking. | Use of reverse analogies: Instead of looking for similarity, the learner looks for opposites or counterexamples to stimulate divergence. | Use of offbeat stimuli (absurd images, surreal sentences) to provoke cognitive deviations, followed by an in-depth analysis of possible links with the initial challenge. | Using existing ideas (from previous exercises), the learner must create a hybrid solution combining several ideas, promoting originality. | |
| Example of synchronous activity: | Example of synchronous activity: | Example of synchronous activity: | Example of synchronous activity: | Example of synchronous activity: | |
| In the classroom: two teams work separately for 15 min, then cross-reference their lists and must create 5 new ideas based on the other group’s ideas. | In the classroom: collective creation of a matrix on a board (axes chosen together), then systematic search for ideas at each intersection. | In the classroom: exercise where each learner must, from a concept (e.g.,: collaboration), imagine its opposite (e.g.,: isolation) and extract creative ideas. | In the classroom: the trainer displays 5 absurd images, each group must connect them to the challenge to be solved by logically justifying the links. | In the classroom: After a classic brainstorming session, each participant chooses two different ideas from another group and creates a hybrid proposal. | |
| Example of asynchronous activity: | Example of asynchronous activity: | Example of asynchronous activity: | Example of asynchronous activity: | Example of asynchronous activity: | |
| On the platform: each group submits its list of ideas; the other group proposes improvements or recombinations on a dedicated forum. | Online: interactive digital matrix where the learner must propose 2 ideas per combination of imposed axes. | On platform: random drawing of an inverted concept on an interface, then creation of a solution derived by contrast. | On platform: bank of absurd stimuli; the learner draws 2 stimuli and proposes a project which combines their characteristics. | On platform: exercise of recombination of ideas collected during previous phases of a participatory innovation project. | |
| Level 4: Creates a constant flow of highly innovative and adaptive ideas, pushing the boundaries of conventional thinking. | Design fiction | Provocative narrative divergence | Conceptual hybridization | Cognitive disruption strategy | Biomimicry |
| Description: | Description: | Description: | Description: | Description: | |
| Creation of a complex speculative scenario that explores the societal, technical, and human impacts of a radical innovation. Mobilizes systems thinking and critical imagination. | Voluntary exploration of absurd, taboo, or extreme scenarios to stimulate creative change and cognitive liberation. Allows you to break out of traditional thought patterns. | The learner combines several distant concepts from distinct fields to generate original innovations. The activity is based on unconventional recombinations. | A method of questioning all the assumptions of a given system or product using techniques of provocation or reversal of implicit postulates. | An innovation method inspired by living systems to create sustainable and original solutions. It stimulates divergent thinking by shifting the focus from human to living systems, thus encouraging the emergence of new ideas through deep analogy. | |
| Example of synchronous activity: | Example of synchronous activity: | Example of synchronous activity: | Example of synchronous activity: | Example of synchronous activity: | |
| In the room: co-design fiction workshop where each group imagines a plausible future (20 years from now) based on an emerging technology, then scripts its impact on several levels (society, work, environment). | In the classroom: Based on a serious topic (e.g., education), participants must create provocative, absurd, or dystopian stories, then extract a useful lesson or unexpected innovation from them. | In the room: each group draws two very different concepts (e.g., circular economy + immersive theater) and must design a conceptual prototype. | In the classroom: Each group identifies five implicit assumptions of a product/service. They must then propose an innovative version in which each of these assumptions is reversed. | In the classroom: Each group analyzes a challenge (e.g., reducing friction, producing without waste) by observing biological mechanisms (the structure of the lotus, shark skin, etc.). They translate these observations into concepts applicable in their own context. | |
| Example of asynchronous activity: | Example of asynchronous activity: | Example of asynchronous activity: | Example of asynchronous activity: | Example of asynchronous activity: | |
| On platform: Creation of an illustrated fictional story presenting a world transformed by an innovation. The learner receives peer feedback on coherence, originality, and critical value. | On platform: Divergent writing exercise with absurd constraint generator. The learner must justify how the story opens up unexpected avenues of innovation. | On platform: digital conceptual hybridization tool with library of concepts to cross-reference and produce an innovative idea pitch. | On platform: guided disruption module: the learner chooses a system, identifies its implicit rules, and proposes a radical alternative for each. | On platform: guided workshop with CK digital mapping tool. The learner must formulate an original concept, then explore its development by gradually integrating blocks of knowledge (scientific, technical, societal). |
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Lamri, J.; Valentini, K.; Zamana, F.; Lubart, T. Creative Work as Seen Through the ATHENA Competency Model. Behav. Sci. 2025, 15, 1469. https://doi.org/10.3390/bs15111469
Lamri J, Valentini K, Zamana F, Lubart T. Creative Work as Seen Through the ATHENA Competency Model. Behavioral Sciences. 2025; 15(11):1469. https://doi.org/10.3390/bs15111469
Chicago/Turabian StyleLamri, Jérémy, Karin Valentini, Felipe Zamana, and Todd Lubart. 2025. "Creative Work as Seen Through the ATHENA Competency Model" Behavioral Sciences 15, no. 11: 1469. https://doi.org/10.3390/bs15111469
APA StyleLamri, J., Valentini, K., Zamana, F., & Lubart, T. (2025). Creative Work as Seen Through the ATHENA Competency Model. Behavioral Sciences, 15(11), 1469. https://doi.org/10.3390/bs15111469

