Every guitar tells a story, from the provenance of its tonewoods, to the craft of its making, to the players that own it, to the places it visits, to the many songs that it plays. I will tell you the story of a unique guitar, one that has been created with the express purpose of telling its own life story. My guitar is called Carolan in honour of the legendary composer Turlough O'Carolan, the famous itinerant harper who roamed Ireland at the turn of the 18th century. Like its namesake, Carolan is a roving bard; a performer that passes from place to place, learning tunes, songs and stories as it goes and sharing them with those it encounters along the way. This is made possible through interactive decorative patterns that are inlaid into the instrument?s wood and that can be scanned using mobile devices in order to reveal different facets of Carolan?s digital footprint. By reflecting on how Carolan was constructed by a luthier and graphic designer and subsequently experienced by players, I will explore the relationship between a valuable physical artefact and its digital footprint. What does such a footprint comprise? How might it add value to the artefact? And how can this digital footprint become permanently associated with the physical artefact? By reflecting on the challenges of making Carolan's interactive decorative inlay, I will explore the wider relationship between digital interactivity and traditional craft skills such as luthiery. I will draw on these reflections to inform an emerging research agenda for hybrid craft -- the skillful interleaving of physical materials and digital interactions to create valuable handmade artefacts. You can follow Carolan's story at: www.carolanguitar.com
{"title":"Of Guitars, Stories, Luthiery and Hybrid Craft","authors":"S. Benford","doi":"10.1145/2757226.2757256","DOIUrl":"https://doi.org/10.1145/2757226.2757256","url":null,"abstract":"Every guitar tells a story, from the provenance of its tonewoods, to the craft of its making, to the players that own it, to the places it visits, to the many songs that it plays. I will tell you the story of a unique guitar, one that has been created with the express purpose of telling its own life story. My guitar is called Carolan in honour of the legendary composer Turlough O'Carolan, the famous itinerant harper who roamed Ireland at the turn of the 18th century. Like its namesake, Carolan is a roving bard; a performer that passes from place to place, learning tunes, songs and stories as it goes and sharing them with those it encounters along the way. This is made possible through interactive decorative patterns that are inlaid into the instrument?s wood and that can be scanned using mobile devices in order to reveal different facets of Carolan?s digital footprint. By reflecting on how Carolan was constructed by a luthier and graphic designer and subsequently experienced by players, I will explore the relationship between a valuable physical artefact and its digital footprint. What does such a footprint comprise? How might it add value to the artefact? And how can this digital footprint become permanently associated with the physical artefact? By reflecting on the challenges of making Carolan's interactive decorative inlay, I will explore the wider relationship between digital interactivity and traditional craft skills such as luthiery. I will draw on these reflections to inform an emerging research agenda for hybrid craft -- the skillful interleaving of physical materials and digital interactions to create valuable handmade artefacts. You can follow Carolan's story at: www.carolanguitar.com","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":"132192744","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}
We adopt a design-oriented approach aimed at motivating and expanding the notion of everyday creativity beyond explicit interactions or purposed manipulations to also include the implicit, incremental and, at times even, unknowing encounters that emerge among people, technologies, and artifacts over time. Specifically, we explore these ideas through the design and investigation of two interaction design research artifacts: the Photobox and table-non-table. Through analyzing and synthesizing insights that emerged across our studies, we describe a related set of concepts in support of a more implicit form of everyday creativity, which include: unaware objects, intersections and ensembles. We conclude by interpreting findings in context of prior implications for everyday creativity and outline considerations for future work.
{"title":"Intersecting with Unaware Objects","authors":"William Odom, Ron Wakkary","doi":"10.1145/2757226.2757240","DOIUrl":"https://doi.org/10.1145/2757226.2757240","url":null,"abstract":"We adopt a design-oriented approach aimed at motivating and expanding the notion of everyday creativity beyond explicit interactions or purposed manipulations to also include the implicit, incremental and, at times even, unknowing encounters that emerge among people, technologies, and artifacts over time. Specifically, we explore these ideas through the design and investigation of two interaction design research artifacts: the Photobox and table-non-table. Through analyzing and synthesizing insights that emerged across our studies, we describe a related set of concepts in support of a more implicit form of everyday creativity, which include: unaware objects, intersections and ensembles. We conclude by interpreting findings in context of prior implications for everyday creativity and outline considerations for future 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":"115017149","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 paper contributes an approach to create playable art consisting of physical art with a playable digital counterpart. We propose the use of Inventame, an App that allows the user to focus on the creative and artistic part. He crafts his own game in the real world with his preferred physical materials (pencils, markers, coloured wooden blocks, etc.). Then, he takes a picture of his creation, configures a few options in the App, and the picture becomes playable. This paper also describes four examples that illustrate the creation of playable art from several different kinds of art, using different materials and with different functions and playability.
{"title":"Playable Art: Physical Art with a Playable Digital Counterpart","authors":"Jesús Ibáñez","doi":"10.1145/2757226.2764552","DOIUrl":"https://doi.org/10.1145/2757226.2764552","url":null,"abstract":"This paper contributes an approach to create playable art consisting of physical art with a playable digital counterpart. We propose the use of Inventame, an App that allows the user to focus on the creative and artistic part. He crafts his own game in the real world with his preferred physical materials (pencils, markers, coloured wooden blocks, etc.). Then, he takes a picture of his creation, configures a few options in the App, and the picture becomes playable. This paper also describes four examples that illustrate the creation of playable art from several different kinds of art, using different materials and with different functions and playability.","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":"115248346","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 studying cognitive activity in design it is common practice to use designers' verbalizations during a design process to elicit the reasoning behind design actions. These verbalizations are segmented in order to enable a quantifiable analysis of the cognitive processes. Researchers have shown how Shannon's entropy can be applied to coded verbal data to provide a measure of creativity of those processes. We applied this method to a pilot study, investigating the effects of different design tools on creativity in the context of architectural design. Participants had to design three tasks of isomorphic nature, each with a different tool, in one design session. As shown a significant number of verbal comments were repetitions of already established ideas. Such comments brought nothing new to the sequence of activities but affected the value of information carried within that process which biased the measure of creativity. The paper regards these utterance as verbal noise. It proposes the use of corpus linguistic tools together with a coding scheme that can depict the hierarchical relationship of cognitive patterns used in the process to eliminate verbal noise from analysis. The method was applied to one participant's data, which shows a promising step in increasing the veracity of using verbal data in analyzing cognitive activity.
{"title":"Decreasing the Effect of Verbal Noise in Analyzing Cognitive Activity of a Design Process","authors":"M. Tahsiri, J. Hale, Chantelle Niblock","doi":"10.1145/2757226.2764545","DOIUrl":"https://doi.org/10.1145/2757226.2764545","url":null,"abstract":"In studying cognitive activity in design it is common practice to use designers' verbalizations during a design process to elicit the reasoning behind design actions. These verbalizations are segmented in order to enable a quantifiable analysis of the cognitive processes. Researchers have shown how Shannon's entropy can be applied to coded verbal data to provide a measure of creativity of those processes. We applied this method to a pilot study, investigating the effects of different design tools on creativity in the context of architectural design. Participants had to design three tasks of isomorphic nature, each with a different tool, in one design session. As shown a significant number of verbal comments were repetitions of already established ideas. Such comments brought nothing new to the sequence of activities but affected the value of information carried within that process which biased the measure of creativity. The paper regards these utterance as verbal noise. It proposes the use of corpus linguistic tools together with a coding scheme that can depict the hierarchical relationship of cognitive patterns used in the process to eliminate verbal noise from analysis. The method was applied to one participant's data, which shows a promising step in increasing the veracity of using verbal data in analyzing cognitive activity.","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":"123529817","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: Workshop Summaries","authors":"M. Smyth","doi":"10.1145/3247477","DOIUrl":"https://doi.org/10.1145/3247477","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":"116826275","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 3: Finding (2 papers 2 notes)","authors":"Andrew M. Webb","doi":"10.1145/3247466","DOIUrl":"https://doi.org/10.1145/3247466","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":"117074113","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}
Peter Dalsgård, Kim Halskov, W. Mackay, N. Maiden, J. Martens
Creative processes involve a repertoire of digital devices ranging from mobile phones over tablets and desktop computers to electronic whiteboards and wall-sized displays. While some integration across multiple devices is supported more sophisticated kinds of integration that connect devices and amplify their potential are limited. Many creative practices also rely on physical materials and tools. This will workshop investigate how the combination of physical and digital artifacts can support creative work practices. In this context, we propose to examine: Individual and social creative activities; Creativity methods; Emergence and transformation of design ideas; Generative design materials; Design constraints.
{"title":"Supporting Creative Design Processes in Blended Interaction Spaces","authors":"Peter Dalsgård, Kim Halskov, W. Mackay, N. Maiden, J. Martens","doi":"10.1145/2757226.2767184","DOIUrl":"https://doi.org/10.1145/2757226.2767184","url":null,"abstract":"Creative processes involve a repertoire of digital devices ranging from mobile phones over tablets and desktop computers to electronic whiteboards and wall-sized displays. While some integration across multiple devices is supported more sophisticated kinds of integration that connect devices and amplify their potential are limited. Many creative practices also rely on physical materials and tools. This will workshop investigate how the combination of physical and digital artifacts can support creative work practices. In this context, we propose to examine: Individual and social creative activities; Creativity methods; Emergence and transformation of design ideas; Generative design materials; Design constraints.","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":"121887185","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}
When searching through collections of books or written texts, the efficient yet limiting query paradigm is still the most dominant entry point. Previous work characterizes search processes in various contexts and describes them as integral and closely related to creative endeavours. We revisit this work from a design perspective, proposing guidelines for versatile search interfaces that are based on a modular approach to search. Inspired by aspects of search in physical environments, our recommendations address learning, creativity, inspiration, and pleasure as positive aspects of (book) search. Based on in-depth interviews with library patrons about search practises in physical and digital environments and drawing from previous work on search behaviour, we discuss search patterns as modular constructs consisting of micro-strategies. We illustrate how the structure of these patterns is highly flexible. Much like creative processes, they fluidly evolve based on learning and ideation during search, particularly in physical environments. This modular perspective provides a basis for designing interfaces that facilitate creative approaches to search in digital environments.
{"title":"A Modular Approach to Promote Creativity and Inspiration in Search","authors":"Alice Thudt, Uta Hinrichs, Sheelagh Carpendale","doi":"10.1145/2757226.2757253","DOIUrl":"https://doi.org/10.1145/2757226.2757253","url":null,"abstract":"When searching through collections of books or written texts, the efficient yet limiting query paradigm is still the most dominant entry point. Previous work characterizes search processes in various contexts and describes them as integral and closely related to creative endeavours. We revisit this work from a design perspective, proposing guidelines for versatile search interfaces that are based on a modular approach to search. Inspired by aspects of search in physical environments, our recommendations address learning, creativity, inspiration, and pleasure as positive aspects of (book) search. Based on in-depth interviews with library patrons about search practises in physical and digital environments and drawing from previous work on search behaviour, we discuss search patterns as modular constructs consisting of micro-strategies. We illustrate how the structure of these patterns is highly flexible. Much like creative processes, they fluidly evolve based on learning and ideation during search, particularly in physical environments. This modular perspective provides a basis for designing interfaces that facilitate creative approaches to search in digital environments.","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":"121976298","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 paper describes the work I have conducted with colleagues in and around feminist hackerspaces -- workspaces that support the creative and professional pursuits of women. Through action research, interviews, and participant observation, I have explored the motivations, activities, and ideals of people organizing feminist hackerspaces. Additionally, I have begun to investigate what feminist design of technology might look like through the facilitation of a series of design workshops in two of these spaces. Through this work, I examine the feminist ideals that develop in these spaces as both discursive and material phenomena that shed new light on what counts as hacking, technology and collaboration.
{"title":"Feminist Hackerspaces as Sites for Feminist Design","authors":"Sarah E. Fox","doi":"10.1145/2757226.2764771","DOIUrl":"https://doi.org/10.1145/2757226.2764771","url":null,"abstract":"This paper describes the work I have conducted with colleagues in and around feminist hackerspaces -- workspaces that support the creative and professional pursuits of women. Through action research, interviews, and participant observation, I have explored the motivations, activities, and ideals of people organizing feminist hackerspaces. Additionally, I have begun to investigate what feminist design of technology might look like through the facilitation of a series of design workshops in two of these spaces. Through this work, I examine the feminist ideals that develop in these spaces as both discursive and material phenomena that shed new light on what counts as hacking, technology and collaboration.","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":"122116369","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 eye tracking study investigated the association between individuals' field dependence - independence cognitive style and level of creative thinking based on users' eye movement behaviour while interacting with a set of visual perceptual tasks. Subjects FD-I cognitive style and creativity were measured with the use of the Hidden Figures Test (HFT) and Torrance Test of Creative Thinking (TTCT). The psychometric methods and the eye tracking-derived data were statistically examined demonstrating a relationship between users' cognitive style, creativity attributes and eye gaze behaviour. This research study adds further to the evidence and theory base of Human-computer interaction for applications in the user-centred design and suggests future directions for research.
{"title":"Examining the Association Between Users Creative Thinking and Field Dependence-Independence Cognitive Style through Eye Movement Components","authors":"Efi A. Nisiforou","doi":"10.1145/2757226.2764556","DOIUrl":"https://doi.org/10.1145/2757226.2764556","url":null,"abstract":"This eye tracking study investigated the association between individuals' field dependence - independence cognitive style and level of creative thinking based on users' eye movement behaviour while interacting with a set of visual perceptual tasks. Subjects FD-I cognitive style and creativity were measured with the use of the Hidden Figures Test (HFT) and Torrance Test of Creative Thinking (TTCT). The psychometric methods and the eye tracking-derived data were statistically examined demonstrating a relationship between users' cognitive style, creativity attributes and eye gaze behaviour. This research study adds further to the evidence and theory base of Human-computer interaction for applications in the user-centred design and suggests future directions for research.","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":"126763982","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}