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Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition最新文献

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Of Guitars, Stories, Luthiery and Hybrid Craft 吉他,故事,制琴师和混合工艺
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757256
S. Benford
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
每把吉他都讲述着一个故事,从它的音木的来源,到它的制作工艺,到拥有它的演奏者,到它去过的地方,到它演奏的许多歌曲。我会告诉你一把独特的吉他的故事,这把吉他被创造出来的目的是为了讲述它自己的生活故事。我的吉他被称为卡洛兰,是为了纪念传奇作曲家特洛·奥卡洛兰,这位著名的巡回竖琴手在18世纪初漫游爱尔兰。就像它的名字一样,卡洛兰是一个流浪诗人;一个表演者从一个地方到另一个地方,学习曲调、歌曲和故事,并与沿途遇到的人分享。这是通过镶嵌在乐器上的互动装饰图案实现的。它是木质的,可以用移动设备扫描,以揭示卡罗琳的不同方面。数字足迹。通过反思《Carolan》是如何由制琴师和平面设计师构建的,随后又被玩家体验到,我将探索一件有价值的物理文物与其数字足迹之间的关系。这样的足迹包括什么?它如何为文物增加价值?这些数字足迹是如何与实物制品永久联系在一起的?通过反思制作Carolan互动装饰镶嵌的挑战,我将探索数字互动与传统工艺技能(如制琴师)之间更广泛的关系。我将借鉴这些反思,为混合工艺的新兴研究议程提供信息——物理材料和数字交互的巧妙交织,以创造有价值的手工制品。你可以在www.carolanguitar.com上关注卡罗兰的故事
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引用次数: 5
Intersecting with Unaware Objects 与未意识到的物体相交
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757240
William Odom, Ron Wakkary
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.
我们采用以设计为导向的方法,旨在激励和扩展日常创造力的概念,超越明确的互动或有目的的操纵,也包括隐含的,增量的,有时甚至是随着时间的推移,在人,技术和人工制品之间出现的未知的遭遇。具体来说,我们通过设计和调查两个交互设计研究工件:Photobox和table-non-table来探索这些想法。通过分析和综合在我们的研究中出现的见解,我们描述了一组相关的概念,以支持一种更含蓄的日常创造力形式,其中包括:无意识的对象、交叉点和集合。最后,我们通过在日常创造力的先前含义的背景下解释研究结果,并概述对未来工作的考虑。
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引用次数: 36
Playable Art: Physical Art with a Playable Digital Counterpart 可玩艺术:物理艺术与可玩数字对应物
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2764552
Jesús Ibáñez
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.
本文提供了一种创造可玩艺术的方法,包括物理艺术和可玩的数字对应物。我们建议使用Inventame,这是一个让用户专注于创意和艺术部分的应用程序。他在现实世界中使用自己喜欢的物理材料(铅笔、马克笔、彩色木块等)制作自己的游戏。然后,他给自己的作品拍一张照片,在App中配置几个选项,照片就可以播放了。本文还描述了4个例子,说明了使用不同材料、具有不同功能和可玩性的几种不同艺术类型的可玩性艺术的创作。
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引用次数: 1
Decreasing the Effect of Verbal Noise in Analyzing Cognitive Activity of a Design Process 减少语言噪音对设计过程认知活动分析的影响
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2764545
M. Tahsiri, J. Hale, Chantelle Niblock
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.
在研究设计中的认知活动时,通常的做法是在设计过程中使用设计师的语言来引出设计行为背后的原因。这些言语是分段的,以便对认知过程进行可量化的分析。研究人员已经展示了如何将香农熵应用于编码的口头数据,以提供这些过程的创造力的衡量标准。我们将这种方法应用于一项试点研究,调查不同设计工具在建筑设计背景下对创造力的影响。参与者必须在一次设计会议中设计三个同构性质的任务,每个任务都使用不同的工具。如所示,相当数量的口头评论是对已经确立的观点的重复。这些评论并没有给活动的顺序带来新的东西,而是影响了在这一过程中所携带的信息的价值,从而影响了创造性的衡量。本文将这些话语视为言语噪声。它提出使用语料库语言工具和一种编码方案,该方案可以描述在分析过程中使用的认知模式的层次关系,以消除分析中的言语噪声。将该方法应用于一个参与者的数据,这表明在提高使用语言数据分析认知活动的准确性方面迈出了有希望的一步。
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引用次数: 0
Session details: Workshop Summaries 会议详情:研讨会总结
M. Smyth
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引用次数: 0
Session details: Paper Session 3: Finding (2 papers 2 notes) 报告部分3:发现(2篇论文2篇笔记)
Andrew M. Webb
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引用次数: 0
Supporting Creative Design Processes in Blended Interaction Spaces 在混合交互空间中支持创造性设计过程
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2767184
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.
创意过程涉及一系列数字设备,从移动电话到平板电脑和台式电脑,再到电子白板和墙壁大小的显示器。虽然支持跨多个设备的一些集成,但连接设备并扩大其潜力的更复杂类型的集成是有限的。许多创造性的实践也依赖于物理材料和工具。本次研讨会将调查物理和数字工件的结合如何支持创造性的工作实践。在此背景下,我们建议研究:个人和社会创造性活动;创新方法;设计思想的产生与转化;生成性设计材料;设计约束。
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引用次数: 1
A Modular Approach to Promote Creativity and Inspiration in Search 模块化方法促进搜索中的创造力和灵感
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757253
Alice Thudt, Uta Hinrichs, Sheelagh Carpendale
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.
在搜索书籍或书面文本集合时,高效但受限的查询范式仍然是最主要的切入点。以前的工作描述了不同背景下的搜索过程,并将其描述为与创造性努力密切相关的整体过程。我们从设计的角度重新审视这项工作,提出基于模块化搜索方法的通用搜索界面的指导方针。受物理环境中搜索方面的启发,我们的建议将学习、创造力、灵感和快乐作为(书籍)搜索的积极方面。基于对图书馆用户在物理和数字环境下的搜索实践的深入访谈,并借鉴以往关于搜索行为的研究,我们将搜索模式作为由微策略组成的模块化结构进行了讨论。我们将说明这些模式的结构是如何高度灵活的。就像创造过程一样,它们在搜索过程中,尤其是在物理环境中,基于学习和构思流畅地进化。这种模块化的视角为设计界面提供了基础,从而促进了数字环境中创造性的搜索方法。
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引用次数: 9
Feminist Hackerspaces as Sites for Feminist Design 女权主义Hackerspaces作为女权主义设计的网站
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2764771
Sarah E. Fox
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.
本文描述了我与同事们在女权主义黑客空间(支持女性创造性和专业追求的工作空间)及其周围进行的工作。通过行动研究、访谈和参与观察,我探索了人们组织女权主义黑客空间的动机、活动和理想。此外,通过在其中两个空间举办一系列设计研讨会,我已经开始研究女性主义技术设计可能是什么样子。通过这项工作,我审视了在这些空间中发展起来的女权主义理想,这些理想既是话语现象,也是物质现象,为黑客、技术和合作提供了新的视角。
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引用次数: 26
Examining the Association Between Users Creative Thinking and Field Dependence-Independence Cognitive Style through Eye Movement Components 通过眼动成分研究用户创造性思维与场依赖-独立认知风格之间的关系
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2764556
Efi A. Nisiforou
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.
本眼动追踪研究基于用户在与一系列视觉感知任务互动时的眼动行为,调查了个体的场依赖-独立认知风格与创造性思维水平之间的关系。采用隐藏人物测验(HFT)和托伦斯创造性思维测验(TTCT)测量被试FD-I认知风格和创造力。对心理测量方法和眼动追踪数据进行了统计检验,证明了用户的认知风格、创造力属性和眼睛注视行为之间的关系。本研究为人机交互在以用户为中心的设计中的应用提供了进一步的证据和理论基础,并提出了未来的研究方向。
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引用次数: 8
期刊
Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition
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