CRUX: a creativity and user experience model

IF 1.3 4区 艺术学 0 ART DIGITAL CREATIVITY Pub Date : 2021-04-03 DOI:10.1080/14626268.2021.1915339
Sylvain Fleury, Rishi Vanukuru, Charles Mille, K. Poinsot, Aurélien Agnès, S. Richir
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引用次数: 4

Abstract

ABSTRACT The field of Virtual Reality has been developing at a steady pace, and VR is finding new uses as a support for creative tasks. The objective of this study is to propose a theoretical model describing the links between user experience and creativity. Pre-existing theoretical links have been identified in relevant scientific literature. Two experiments were then conducted in order to identify new links and replicate results. These experiments involved respectively 76 and 42 participants who individually performed a task requiring divergent creativity using virtual reality drawing tools. The results indicate that cybersickness leads to a decrease in fluency, i.e. the number of ideas generated, but also shades the links between flow and the relevance of the ideas generated. On the basis of this result, we propose the CRUX model to lead to recommendations for the design of tools and simulations to support divergent creativity.
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关键:创意和用户体验模型
虚拟现实领域一直在稳步发展,作为创造性任务的支持,虚拟现实正在寻找新的用途。本研究的目的是提出一个理论模型来描述用户体验和创造力之间的联系。相关的科学文献已经确定了先前存在的理论联系。然后进行了两个实验,以确定新的联系和重复的结果。这些实验分别涉及76名和42名参与者,他们分别使用虚拟现实绘图工具执行一项需要发散创造力的任务。结果表明,晕屏症会导致流畅性下降,即产生的想法数量下降,但也会模糊思维流和产生的想法的相关性之间的联系。在此结果的基础上,我们提出了CRUX模型,为支持发散性创造力的工具和模拟设计提供建议。
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来源期刊
CiteScore
3.10
自引率
9.10%
发文量
19
期刊介绍: Digital Creativity is a major peer-reviewed journal at the intersection of the creative arts, design and digital technologies. It publishes articles of interest to those involved in the practical task and theoretical aspects of making or using digital media in creative disciplines. These include but are not limited to visual arts, interaction design, physical computing and making, computational materials, textile and fashion design, filmmaking and animation, game design, music, dance, drama, architecture and urban design. The following list, while not exhaustive, indicates a range of topics that fall within the scope of the journal: * New insights through the use of digital media in the creative process * The relationships between practice, research and technology * The design and making of digital artefacts and environments * Interaction relationships between digital media and audience / public * Everyday experience with digital design and artwork * Aspects of digital media and storytelling * Theoretical concepts
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