Computational textiles are textiles that respond to computer programming commands through embedded electronics. The purpose of this study is to determine what still and shape-changing, textural expressions of computational textiles can communicate emotionally to people. The central hypothesis is that for both kinds of textiles, there will be differences depending on whether the study participants experience the textiles via vision alone or via both vision and touch. If designers could begin to understand the nature of what various textile expressions communicated, and what computational textiles communicated in transformation then it would be possible to more clearly understand the role that texture of a computational textile plays in communicating emotion through a computational object.
{"title":"The Textility of Emotion: A Study Relating Computational Textile Textural Expression to Emotion","authors":"Felecia Davis","doi":"10.1145/2757226.2757231","DOIUrl":"https://doi.org/10.1145/2757226.2757231","url":null,"abstract":"Computational textiles are textiles that respond to computer programming commands through embedded electronics. The purpose of this study is to determine what still and shape-changing, textural expressions of computational textiles can communicate emotionally to people. The central hypothesis is that for both kinds of textiles, there will be differences depending on whether the study participants experience the textiles via vision alone or via both vision and touch. If designers could begin to understand the nature of what various textile expressions communicated, and what computational textiles communicated in transformation then it would be possible to more clearly understand the role that texture of a computational textile plays in communicating emotion through a computational object.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130706242","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Session details: Art Exhibition","authors":"P. Cosgrove, S. Gollifer","doi":"10.1145/3247475","DOIUrl":"https://doi.org/10.1145/3247475","url":null,"abstract":"","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133568355","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Session details: Paper Session 6: Ideation Play, and Experience (3 papers)","authors":"E. Hornecker","doi":"10.1145/3247472","DOIUrl":"https://doi.org/10.1145/3247472","url":null,"abstract":"","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114770732","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In order to be successful, software (applications) must be both useful and innovative. Techniques for determining the requirements (functions and qualities) of software have traditionally focused on utility, with a prominent body of work using graphical goal modeling and analysis to ensure that system functions meet the needs (goals) of users. However, these techniques are not designed to foster creativity, meaning that resulting systems may be functionally useful but not sufficiently innovative. Further work has focused on creativity workshops for finding and developing software requirements. However, creative outputs are not grounded in user goals, are not amenable to decision support techniques, and cannot be easily captured by non-experts. In this work we report initial progress on a project aiming to combine goal modeling and creativity techniques for enhanced software Requirements Engineering (RE). We apply our methods to a historical case in air traffic control, providing example outcomes, illustrating the benefits of a creativity- and goal-oriented approach to early software development.
{"title":"Creativity and Goal Modeling for Software Requirements Engineering","authors":"Jennifer Horkoff, N. Maiden, J. Lockerbie","doi":"10.1145/2757226.2764544","DOIUrl":"https://doi.org/10.1145/2757226.2764544","url":null,"abstract":"In order to be successful, software (applications) must be both useful and innovative. Techniques for determining the requirements (functions and qualities) of software have traditionally focused on utility, with a prominent body of work using graphical goal modeling and analysis to ensure that system functions meet the needs (goals) of users. However, these techniques are not designed to foster creativity, meaning that resulting systems may be functionally useful but not sufficiently innovative. Further work has focused on creativity workshops for finding and developing software requirements. However, creative outputs are not grounded in user goals, are not amenable to decision support techniques, and cannot be easily captured by non-experts. In this work we report initial progress on a project aiming to combine goal modeling and creativity techniques for enhanced software Requirements Engineering (RE). We apply our methods to a historical case in air traffic control, providing example outcomes, illustrating the benefits of a creativity- and goal-oriented approach to early software development.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121430753","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Glitching is a digital installation and performance project led by artist Beverley Hood, that attempts to re-describe the movement derived from characters in contemporary sports and action computer games. Based on the premise of home entertainment dance and fitness training games, it uses the motion-sensor controller, Microsoft Kinect, and large-screen display to create a digital installation for the public to interact with. The exhibition visitor is invited to step into the digital shoes of the 'lead dancer', and attempt to follow the awkward and intricate, glitch choreography performed by the dancing troupe on screen.
{"title":"Glitching","authors":"Beverley Hood","doi":"10.1145/2757226.2757361","DOIUrl":"https://doi.org/10.1145/2757226.2757361","url":null,"abstract":"Glitching is a digital installation and performance project led by artist Beverley Hood, that attempts to re-describe the movement derived from characters in contemporary sports and action computer games. Based on the premise of home entertainment dance and fitness training games, it uses the motion-sensor controller, Microsoft Kinect, and large-screen display to create a digital installation for the public to interact with. The exhibition visitor is invited to step into the digital shoes of the 'lead dancer', and attempt to follow the awkward and intricate, glitch choreography performed by the dancing troupe on screen.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122626411","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This proposal is to exhibit the work named Crypto Heater which is part of a design fiction [c.f 1,5,8:30] series intended to explore a near future world in which cryptographic currencies such as Bitcoin [6] have become commonplace. This work opens up space for discussion about the activities of the distributed peer-to-peer network of so-called "miners" that ensure the security of the Bitcoin network and regulate the supply of new currency in the Bitcoin economy. The physical part of the work (the heater itself) is set within a fictional near-future reality. In this reality, Bitcoin has become central to our financial service industry, and "mining" in domestic settings is promoted by the government, as a means of heating our homes and to ensure security of the network. A "story world" is constructed using devices such as promotional materials from the UK Government's Ministry of Crypto Currency; technical specifications; customer testimonials; and the heater itself. The main element of the exhibit is a fully working Crypto Heater prototype. This device is (in the fictional world, and the real world) part of the distributed network of Bitcoin miners. Through computation, it converts electrical energy into cryptographic currency. Uniquely Crypto Heater dissipates the heat energy (a by-product of the computational effort required to be a Bitcoin miner) through a standard household radiator. By offsetting the value of the cryptographic currency produced, against the cost of electricity used, the heater provides subsidized domestic heating.
{"title":"Crypto Heater: A Design Fiction","authors":"Joseph Lindley","doi":"10.1145/2757226.2757367","DOIUrl":"https://doi.org/10.1145/2757226.2757367","url":null,"abstract":"This proposal is to exhibit the work named Crypto Heater which is part of a design fiction [c.f 1,5,8:30] series intended to explore a near future world in which cryptographic currencies such as Bitcoin [6] have become commonplace. This work opens up space for discussion about the activities of the distributed peer-to-peer network of so-called \"miners\" that ensure the security of the Bitcoin network and regulate the supply of new currency in the Bitcoin economy. The physical part of the work (the heater itself) is set within a fictional near-future reality. In this reality, Bitcoin has become central to our financial service industry, and \"mining\" in domestic settings is promoted by the government, as a means of heating our homes and to ensure security of the network. A \"story world\" is constructed using devices such as promotional materials from the UK Government's Ministry of Crypto Currency; technical specifications; customer testimonials; and the heater itself. The main element of the exhibit is a fully working Crypto Heater prototype. This device is (in the fictional world, and the real world) part of the distributed network of Bitcoin miners. Through computation, it converts electrical energy into cryptographic currency. Uniquely Crypto Heater dissipates the heat energy (a by-product of the computational effort required to be a Bitcoin miner) through a standard household radiator. By offsetting the value of the cryptographic currency produced, against the cost of electricity used, the heater provides subsidized domestic heating.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121973060","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The City | Data | Future installation is a collection of "design fiction" video scenarios that speculate about the experience of urban life and how it might change in the near future. These visions were collaboratively created over the course of an interdisciplinary summer school, exploring the emergent field of urban interaction design. The focus of this field is public space and the relationships between people -- with and through technology. Cities in the future will contain a tangled mesh of interlocking data streams, and this complexity is increasingly forming the backdrop to human activities. The installation presents a series of works that invite the viewer to consider how technology might shape the city of the future and subsequently, our relationship with the city, and with each other. The works have been created as part of the UrbanIxD project, which ran between 2013-14 and was funded under the EU FP7 FET Open initiative.
{"title":"City | Data | Future: Envisioning Interactions in Hybrid Urban Space","authors":"M. Smyth, I. Helgason, Ivica Mitrovic","doi":"10.1145/2757226.2757380","DOIUrl":"https://doi.org/10.1145/2757226.2757380","url":null,"abstract":"The City | Data | Future installation is a collection of \"design fiction\" video scenarios that speculate about the experience of urban life and how it might change in the near future. These visions were collaboratively created over the course of an interdisciplinary summer school, exploring the emergent field of urban interaction design. The focus of this field is public space and the relationships between people -- with and through technology. Cities in the future will contain a tangled mesh of interlocking data streams, and this complexity is increasingly forming the backdrop to human activities. The installation presents a series of works that invite the viewer to consider how technology might shape the city of the future and subsequently, our relationship with the city, and with each other. The works have been created as part of the UrbanIxD project, which ran between 2013-14 and was funded under the EU FP7 FET Open initiative.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129780186","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Historically, the study of affect has been intimately tied to theories of both cognition and creativity, and there are still unexplored connections between these related phenomena. This paper discusses research to expand and refine the formulation of distributed affect as a theoretical framework for analyzing and understanding creative collaboration. I elaborate on parallels between theories of cognition that extend beyond the individual as the unit of analysis and the text-based chat communication of affect between members of a distributed group who utilize creative problem solving to achieve their goals. Directions for future research are also discussed. A better understanding of the way in which distributed affect operates will have a significant impact on research into collaborative creativity as well as implications for the design of interfaces to support this type of distributed work.
{"title":"Distributed Affect as a Framework for Understanding Creative Collaboration","authors":"T. J. Scott","doi":"10.1145/2757226.2764768","DOIUrl":"https://doi.org/10.1145/2757226.2764768","url":null,"abstract":"Historically, the study of affect has been intimately tied to theories of both cognition and creativity, and there are still unexplored connections between these related phenomena. This paper discusses research to expand and refine the formulation of distributed affect as a theoretical framework for analyzing and understanding creative collaboration. I elaborate on parallels between theories of cognition that extend beyond the individual as the unit of analysis and the text-based chat communication of affect between members of a distributed group who utilize creative problem solving to achieve their goals. Directions for future research are also discussed. A better understanding of the way in which distributed affect operates will have a significant impact on research into collaborative creativity as well as implications for the design of interfaces to support this type of distributed work.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129891788","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Session details: Paper Session 2: Tools and Interfaces (4 papers)","authors":"William Odom","doi":"10.1145/3247465","DOIUrl":"https://doi.org/10.1145/3247465","url":null,"abstract":"","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131175832","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
With this half-day workshop we will offer a venue to colleagues in Arts and Humanities, designers and computer scientists at large for sharing their experiences about raising creativity levels when running collaborative design sessions. We will target researchers interested in collaborative design involving different types of users including adults, children, teenagers and senior citizens, as much as truly intergenerational experiences. We will hear about the challenges they face in terms of keeping participants engaged and stimulate their individual and social creativity. We will aim at discussing the practicalities of setting up a collaborative design study that are so crucial to its success but rarely reported in literature. There will also be time for exploring more theoretical issues such as when a stimulus is genuinely thought provoking and when instead it becomes overpowering. We will debate on how to measure creativity in this setting and whether it is possible to relate and attribute it to specific activities and roles played by participants.
{"title":"Creativity in Collaborative Design","authors":"M. Landoni, P. Díaz","doi":"10.1145/2757226.2767187","DOIUrl":"https://doi.org/10.1145/2757226.2767187","url":null,"abstract":"With this half-day workshop we will offer a venue to colleagues in Arts and Humanities, designers and computer scientists at large for sharing their experiences about raising creativity levels when running collaborative design sessions. We will target researchers interested in collaborative design involving different types of users including adults, children, teenagers and senior citizens, as much as truly intergenerational experiences. We will hear about the challenges they face in terms of keeping participants engaged and stimulate their individual and social creativity. We will aim at discussing the practicalities of setting up a collaborative design study that are so crucial to its success but rarely reported in literature. There will also be time for exploring more theoretical issues such as when a stimulus is genuinely thought provoking and when instead it becomes overpowering. We will debate on how to measure creativity in this setting and whether it is possible to relate and attribute it to specific activities and roles played by participants.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116658518","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}