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Can Stimuli Improve Business Model Idea Generation?: Developing Software-Based Tools for Business Model Innovation 刺激能促进商业模式创意的产生吗?为商业模式创新开发基于软件的工具
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3326572
Daniel Szopinski
A business model describes the mechanisms whereby a firm creates, delivers, and captures value. Following the steadily growing interest in business model innovation, software tools have shown great potential in supporting business model development and innovation. Yet, understanding the cognitive processes involved in the generation of business model ideas is an aspect of software design-knowledge that has so far been neglected. To investigate whether providing stimuli - in this case, brainstorming questions - can enhance individual creativity in this context, we conduct an exploratory experiment with over 100 participants. Our study is the first to systematically investigate the process of idea generation using a software-based business model development tool with stimuli. Our preliminary findings have the potential to support the future development of business model development tools and to refine the research design used to evaluate such tools.
商业模型描述了公司创造、交付和获取价值的机制。随着对业务模型创新的兴趣稳步增长,软件工具在支持业务模型开发和创新方面显示出了巨大的潜力。然而,理解产生商业模型想法所涉及的认知过程是软件设计知识的一个迄今为止被忽视的方面。为了研究在这种情况下提供刺激——在这种情况下是头脑风暴问题——是否能提高个人的创造力,我们对100多名参与者进行了一项探索性实验。我们的研究是第一个使用基于软件的商业模型开发工具和刺激系统地调查创意产生过程的研究。我们的初步发现有可能支持商业模型开发工具的未来发展,并改进用于评估这些工具的研究设计。
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引用次数: 1
Trajectories of Physical Engagement and Expression in a Co-Creative Museum Installation 共同创作的博物馆装置中身体参与和表达的轨迹
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3325505
D. Long, Tom McKlin, Anna Weisling, William Martin, H. Guthrie, Brian Magerko
Co-creative (i.e. collaboratively creative) activities involving physical interaction are becoming more prevalent in museums as a way of promoting opportunities for exploratory learning-through-doing. However, there is still a need for new techniques for understanding how physical interaction relates to engagement and creative expression in order to both evaluate exhibits and iterate on their design. This article reports on a study of how family groups physically interact in a museum environment with a specific co-creative exhibit--TuneTable. We relate observable markers of physical interaction with stages of engagement/expression based in the literature and identify several different trajectories of participant engagement and creative expression as they navigate the exhibit. We explore what these trajectories tell us about the types of inquiry and experimentation that TuneTable supports and discuss design implications. This paper's main contribution is a deep study of how physical markers reveal trajectories of creative engagement within a specific co-creative installation.
作为一种促进探索性实践学习的方式,涉及身体互动的共同创造(即协作创造)活动在博物馆中变得越来越普遍。然而,仍然需要新的技术来理解物理互动如何与粘性和创造性表达相关联,以便评估展品和迭代其设计。本文报告了一项关于家庭群体如何在博物馆环境中与特定的共同创意展览-TuneTable进行物理互动的研究。我们将可观察到的身体互动标记与基于文献的参与/表达阶段联系起来,并确定了参与者参与和创造性表达的几种不同轨迹。我们将探讨这些轨迹告诉我们TuneTable支持的探究和实验类型,并讨论设计含义。本文的主要贡献是深入研究了物理标记如何揭示特定共同创作装置中创造性参与的轨迹。
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引用次数: 14
Crafting in a Community of Practice: Resource Sharing as Key in Supporting Creativity 实践社区中的手工制作:资源共享是支持创造力的关键
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3325487
Tiffany Knearem, Xiying Wang, Jiaan Wan, John Millar Carroll
People express their creativity through something that they enjoy doing. Through engagement in creative work, creators cultivate their identity, enhance problem-solving skills, and speak their thoughts and feelings. In this paper, we look into how a community of practice supports members in legitimizing their creativity. We conducted a user study with members of a home brewing community to understand their creative beer-crafting practice. We first interviewed 11 home brewers, nine of which are members of a home brew club and two who did not belong to any home brewing organization. We then observed club members as they participated in club activities. Our findings suggest that two types of resource sharing are key in supporting different aspects of creativity in a community of practice. Based on these findings, we propose design strategies for supporting sharing in a creative community of practice.
人们通过他们喜欢做的事情来表达他们的创造力。通过参与创造性的工作,创造者培养了他们的身份,提高了解决问题的能力,说出了他们的想法和感受。在本文中,我们将探讨实践社区如何支持成员使其创造力合法化。我们与家庭酿造社区的成员进行了一项用户研究,以了解他们创造性的啤酒制作实践。我们首先采访了11位家庭酿造者,其中9位是家庭酿造俱乐部的成员,2位不属于任何家庭酿造组织。然后我们观察俱乐部成员参加俱乐部活动的情况。我们的研究结果表明,在实践社区中,两种类型的资源共享是支持创造力不同方面的关键。基于这些发现,我们提出了支持创意实践社区共享的设计策略。
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引用次数: 6
The Dark Side of Satisficing: Setting the Temperature of Creative Thinking 满足的阴暗面:设定创造性思维的温度
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3326581
Tricia J. Ngoon, Caren M. Walker, Scott R. Klemmer
Effective creative work requires both "hot" (exploratory) and "cool" (exploitative) thinking. Unfortunately, many people (especially novices) under-explore, jumping to the "cool'' part too quickly, because they assume their current thinking "has to be" the path. This paper presents empirical results of how metaphorical problem framing scaffolds can influence creative performance. The task used De Bono's "Thinking Hats." In a between-subjects experiment comparing exploratory to exploitative problem frames, the exploratory problem frame led to more original designs and more diverse ideas during brainstorming. This work provides an empirical baseline of how -- even for short tasks -- assigning people responsibility for broad thinking leads to better creative work.
有效的创造性工作需要“热”(探索性)和“冷”(剥削性)思维。不幸的是,许多人(尤其是新手)没有充分探索,很快就跳到“酷”的部分,因为他们认为自己当前的想法“必须”是道路。本文提出了隐喻问题框架框架如何影响创造性表现的实证结果。这项任务使用了德博诺的“思考帽”。在一项比较探索性问题框架和利用性问题框架的实验中,探索性问题框架在头脑风暴中导致了更多的原创设计和更多样化的想法。这项工作提供了一个经验基线,说明即使是在短期任务中,分配人们对广泛思考的责任也会带来更好的创造性工作。
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引用次数: 1
(Keynote) Artful Design: Technology in Search of the Sublime! (主题演讲)艺术设计:追求崇高的技术!
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3325524
Ge Wang
What is the nature of design, and the meaning it holds in human life? What does it mean to design well-to design ethically? How can the shaping of technology reflect our values as human beings? Drawing from the unconventional book Artful Design: Technology in Search of the Sublime [1], this keynote breaks down the designs of everyday tools, software, toys, musical instruments, and social experiences, examining the ways in which we shape technology and how technology shapes our society, and us in turn. This is a meditation for the "engineer with a soul" as well as for anyone curious (or concerned) about technology - not only what it does for us, but also what it does to us.
设计的本质是什么?它在人类生活中的意义是什么?什么是优秀的设计,什么是合乎道德的设计?技术的塑造如何反映我们作为人类的价值观?从非传统的书《艺术设计:追求崇高的技术》(art Design: Technology in Search of the Sublime)中汲取灵感[1],这个主题打破了日常工具、软件、玩具、乐器和社会体验的设计,研究了我们塑造技术的方式,以及技术如何塑造我们的社会,反过来又如何塑造我们。这是对“有灵魂的工程师”以及任何对技术好奇(或关心)的人的沉思——不仅仅是它为我们做了什么,还有它对我们做了什么。
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引用次数: 8
CrowdMuse: Supporting Crowd Idea Generation through User Modeling and Adaptation CrowdMuse:通过用户建模和适应来支持群体创意生成
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3325497
Victor Girotto, Erin Walker, W. Burleson
Online crowds, with their large numbers and diversity, show great potential for creativity. Research has explored different ways of augmenting their creative performance, particularly during large-scale brainstorming sessions. Traditionally, this comes in the form of showing ideators some form of inspiration to get them to explore more categories or generate more and better ideas. The mechanisms used to select which inspirations are shown to ideators thus far have not taken into consideration ideators' individualities, which could hinder the effectiveness of support. In this paper, we introduce and evaluate CrowdMuse, a novel adaptive system for supporting large-scale brainstorming. The system models ideators based on their past ideas and adapts the system views and inspiration mechanism accordingly. We evaluate CrowdMuse over two iterative large online studies and discuss the implication of our findings for designing adaptive creativity support systems.
网络人群数量多、种类多,显示出巨大的创造力潜力。研究已经探索了不同的方法来提高他们的创造性表现,特别是在大规模的头脑风暴会议中。传统上,这是以某种形式向创意者展示某种形式的灵感,让他们探索更多的类别或产生更多更好的想法。迄今为止,用来选择向创意者展示哪些灵感的机制没有考虑到创意者的个性,这可能会阻碍支持的有效性。本文介绍并评价了一种支持大规模头脑风暴的新型自适应系统CrowdMuse。该系统以思想者过去的思想为基础对其进行建模,并相应地调整系统的观点和激励机制。我们通过两个迭代的大型在线研究评估了CrowdMuse,并讨论了我们的发现对设计适应性创造力支持系统的影响。
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引用次数: 6
Hybrid Microgenetic Analysis: Using Activity Codebooks to Identify and Characterize Creative Process 混合微遗传分析:使用活动码本来识别和表征创作过程
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3325498
César Torres, Matthew Jörke, Emily Hill, E. Paulos
Tacit knowledge is a type of knowledge often existing in one's subconscious or embodied in muscle memory. Such knowledge is pervasive in creative practices yet remains difficult to observe or codify. To better understand tacit knowledge, we introduce a design method that leverages time-series data (interaction logs, physical sensor, and biosignal data) to isolate unique actions and behaviors between groups of users. This method is enacted in Eluent, a tool that distills hundreds of hours of dense activity data using an activity segmentation algorithm into a codebook - a set of distinct, characteristic sequences that comprise an activity. The results are made visually parsable in a representation we term process chromatograms that aid with 1) highlighting distinct periods of activity in creative sessions, 2) identifying distinct groups of users, and 3) characterizing periods of activity. We demonstrate the value of our method through a study of tacit process within computational notebooks and discuss ways process chromatograms can act as a knowledge mining technique, an evaluation metric, and a design-informing visualization.
隐性知识是一种经常存在于人的潜意识中或体现在肌肉记忆中的知识。这种知识在创造性实践中普遍存在,但仍然难以观察或编纂。为了更好地理解隐性知识,我们引入了一种设计方法,该方法利用时间序列数据(交互日志、物理传感器和生物信号数据)来隔离用户组之间的独特动作和行为。这种方法是在Eluent中实现的,该工具使用活动分割算法将数百小时的密集活动数据提取到一个代码本中-一组不同的特征序列组成一个活动。结果以一种我们称之为“过程色谱”的形式进行可视化解析,它有助于1)突出显示创造性会话中的不同活动阶段,2)识别不同的用户组,以及3)描述活动阶段。我们通过对计算机笔记本内的隐性过程的研究证明了我们的方法的价值,并讨论了过程色谱可以作为知识挖掘技术、评估指标和设计信息可视化的方法。
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引用次数: 4
Designing Co-Creative AI for Public Spaces 为公共空间设计协同创意AI
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3325504
D. Long, Mikhail Jacob, Brian Magerko
Artificial intelligence (AI) is becoming increasingly pervasive in our everyday lives. There are consequently many common misconceptions about what AI is, what it is capable of, and how it works. Compounding the issue, opportunities to learn about AI are often limited to audiences who already have access to and knowledge about technology. Increasing access to AI in public spaces has the potential to broaden public AI literacy, and experiences involving co-creative (i.e. collaboratively creative) AI are particularly well-suited for engaging a broad range of participants. This paper explores how to design co-creative AI for public interaction spaces, drawing both on existing literature and our own experiences designing co-creative AI for public venues. It presents a set of design principles that can aid others in the development of co-creative AI for public spaces as well as guide future research agendas.
人工智能(AI)在我们的日常生活中变得越来越普遍。因此,关于人工智能是什么、它能做什么以及它是如何工作的,存在许多常见的误解。使问题更加复杂的是,了解人工智能的机会往往仅限于已经接触和了解技术的受众。在公共场所增加对人工智能的访问有可能扩大公众对人工智能的认识,涉及共同创造(即协作创造)人工智能的体验特别适合吸引广泛的参与者。本文探讨了如何为公共互动空间设计协同创意人工智能,结合现有文献和我们自己为公共场所设计协同创意人工智能的经验。它提出了一套设计原则,可以帮助其他人为公共空间开发共同创造的人工智能,并指导未来的研究议程。
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引用次数: 30
All the Tea in China: Interaction Design Inspirations 中国所有的茶:交互设计的灵感
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3326569
S. Blevis, Eli Blevis, B. Nardi
We picture various forms of engagement with Tea (and Coffee). The images are selected from a large and ongoing collection of street photography and posed images along this theme. The images as presented here are prompts to interaction design inspirations, after the style of [1]. The text is deliberately minimal, as part of a focus on visually rich content for and advancement of the form of primarily photographic pictorials in HCI.
我们想象着与茶(和咖啡)接触的各种形式。这些图像是从大量正在进行的街头摄影和围绕这一主题的摆拍图像中挑选出来的。这里展示的图片是交互设计灵感的提示,样式为[1]。文本被刻意简化,作为HCI中主要摄影画报形式的视觉丰富内容和进步的一部分。
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引用次数: 9
Overcoming Satisficing: Scaffolds for Amplifying Creativity 克服满足:扩大创造力的支架
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3326566
Tricia J. Ngoon
Creative work combines exploratory thinking to find novel solutions and exploitative thinking to refine those solutions. People often assume that the idea they come up with has to be the "correct solution," leading to under-exploration and preemptive exploitation. Despite advances in the practitioner literature, a cognitive and empirical basis of exploration strategies remains sparse. My dissertation examines scaffolding methods to enhance exploration in creative tasks. I investigate this through two interventions at different stages of the creative process. First, interactive guidance and adaptive suggestions embodied in the CritiqueKit system to improve evaluation of creative work. Second, problem-framing scaffolds that attune people towards the phases of exploration and exploitation during ideation. My research demonstrates content and process scaffolds with applications in the design of creativity support tools and creative education pedagogy.
创造性工作结合了探索性思维来寻找新颖的解决方案和利用性思维来完善这些解决方案。人们通常认为他们提出的想法必须是“正确的解决方案”,从而导致勘探不足和抢先开发。尽管在从业者的文献进步,一个认知和经验基础的探索策略仍然稀少。我的论文探讨了脚手架方法,以加强创造性任务的探索。我通过在创作过程的两个不同阶段的干预来研究这个问题。首先,在CritiqueKit系统中体现交互式指导和适应性建议,以改善创造性工作的评价。第二,问题框架框架使人们在构思过程中进入探索和开发阶段。我的研究展示了内容和过程的脚手架与应用创意支持工具和创意教育教学法的设计。
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引用次数: 1
期刊
Proceedings of the 2019 Conference on Creativity and Cognition
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