{"title":"Session details: Session 7: Design + Ideation","authors":"Nic Lupfer","doi":"10.1145/3340701","DOIUrl":"https://doi.org/10.1145/3340701","url":null,"abstract":"","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121955227","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 goal of this research is to identify the key factors that influence the engagement for the elderly with interactive technology in public and personal platforms. Such engagement factors can be used as design goals for the elderly interaction with technology and as a measurement tool for evaluating the engagement of the elderly's user experiences. We conducted two pilot studies and proposed an engagement framework for the elderly. In our proposed work we will examine the effect of creative expression and emotional attachment on the engagement of the elderly with interactive technology in public and personal platforms through a longitudinal study.
{"title":"Creativity and Emotional Attachment as a Guide to Factors of Engagement for Elderly Interaction with Technology","authors":"L. Lee","doi":"10.1145/3325480.3326565","DOIUrl":"https://doi.org/10.1145/3325480.3326565","url":null,"abstract":"The goal of this research is to identify the key factors that influence the engagement for the elderly with interactive technology in public and personal platforms. Such engagement factors can be used as design goals for the elderly interaction with technology and as a measurement tool for evaluating the engagement of the elderly's user experiences. We conducted two pilot studies and proposed an engagement framework for the elderly. In our proposed work we will examine the effect of creative expression and emotional attachment on the engagement of the elderly with interactive technology in public and personal platforms through a longitudinal study.","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125613826","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 the increased popularity of cameras, more and more people are interested in learning photography. People are willing to invest in expensive cameras as a medium for their artistic expression, but few have access to in-person classes to help improve upon their artistic skills. Inspired by critique sessions common in in-person art practice classes, we propose design principles for creative learning. We focus on applying these principles to design new interfaces that provide contextual in-camera feedback to aid users in learning visual elements of photography. We interactively visualize results of image processing algorithms as additional information for the user at capture-time. In this paper, we describe our design principles, and apply these principles in the design of three guided photography interfaces: one to explore lighting options for a portrait, one to highlight overall composition, and one to aid in de-cluttering.
{"title":"Artistic Vision: Providing Contextual Guidance for Capture-Time Decisions","authors":"J. E","doi":"10.1145/3325480.3326555","DOIUrl":"https://doi.org/10.1145/3325480.3326555","url":null,"abstract":"With the increased popularity of cameras, more and more people are interested in learning photography. People are willing to invest in expensive cameras as a medium for their artistic expression, but few have access to in-person classes to help improve upon their artistic skills. Inspired by critique sessions common in in-person art practice classes, we propose design principles for creative learning. We focus on applying these principles to design new interfaces that provide contextual in-camera feedback to aid users in learning visual elements of photography. We interactively visualize results of image processing algorithms as additional information for the user at capture-time. In this paper, we describe our design principles, and apply these principles in the design of three guided photography interfaces: one to explore lighting options for a portrait, one to highlight overall composition, and one to aid in de-cluttering.","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116651153","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}
N. Maiden, K. Zachos, Amanda Brown, Lars Nyre, Balder Holm, A. Tonheim, Claus Hesseling, Andrea Wagemans, Dimitris Apostolou
This paper reports the evaluation of a new digital support tool designed to increase journalist creativity and productivity in newsrooms. After outlining the tool's principles, interactive features and architecture, the paper reports the installation and use of the tool over 2 months by 12 journalists in the newsrooms of 3 newspapers. Results from this evaluation revealed that tool use was associated with published news articles rated as more novel but not more valuable than published articles written by the same journalists without the tool. However, tool use did not increase journalist productivity. The evaluation results were used to inform future changes to the digital creativity support tool.
{"title":"Evaluating the Use of Digital Creativity Support by Journalists in Newsrooms","authors":"N. Maiden, K. Zachos, Amanda Brown, Lars Nyre, Balder Holm, A. Tonheim, Claus Hesseling, Andrea Wagemans, Dimitris Apostolou","doi":"10.1145/3325480.3325484","DOIUrl":"https://doi.org/10.1145/3325480.3325484","url":null,"abstract":"This paper reports the evaluation of a new digital support tool designed to increase journalist creativity and productivity in newsrooms. After outlining the tool's principles, interactive features and architecture, the paper reports the installation and use of the tool over 2 months by 12 journalists in the newsrooms of 3 newspapers. Results from this evaluation revealed that tool use was associated with published news articles rated as more novel but not more valuable than published articles written by the same journalists without the tool. However, tool use did not increase journalist productivity. The evaluation results were used to inform future changes to the digital creativity support tool.","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"93 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126897314","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}
A tiny program for the big screen; a classic computer driving the latest, cinematic display. My contribution to the Art Exhibition for Creativity & Cognition / Design Interactive Systems 2019 is a 256-byte executable for the Commodore 64, written in 6502 assembly, for the auditorium's 8K display. This non-interactive program will produce graphical effects using only the character-based facilities of the Commodore 64's VIC-II and producing sound via the system's SID. I describe its relationship to my practice and concrete poetry, retrocomputing, sizecoding, the demoscene, and platform studies. The program's output is suitable for presentation as a "short" with other short experimental motion pictures/executable artworks or prior to one or more longer works. Bridging the border of time and different eras of computing, the program will be run on an original hardware NTSC Commodore 64 (not in emulation) with the video output upscaled.
{"title":"256B on the C64 for 8K","authors":"Nick Montfort","doi":"10.1145/3325480.3329174","DOIUrl":"https://doi.org/10.1145/3325480.3329174","url":null,"abstract":"A tiny program for the big screen; a classic computer driving the latest, cinematic display. My contribution to the Art Exhibition for Creativity & Cognition / Design Interactive Systems 2019 is a 256-byte executable for the Commodore 64, written in 6502 assembly, for the auditorium's 8K display. This non-interactive program will produce graphical effects using only the character-based facilities of the Commodore 64's VIC-II and producing sound via the system's SID. I describe its relationship to my practice and concrete poetry, retrocomputing, sizecoding, the demoscene, and platform studies. The program's output is suitable for presentation as a \"short\" with other short experimental motion pictures/executable artworks or prior to one or more longer works. Bridging the border of time and different eras of computing, the program will be run on an original hardware NTSC Commodore 64 (not in emulation) with the video output upscaled.","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127110193","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}
Craft practitioners rely on reflection to train and improve their skills. The lack of media to represent and communicate their tacit knowledge makes reflection difficult, especially if this reflection happens after the fact. This paper presents a set-up that tracks and visualizes muscle activities of potters when throwing on the wheel. We use this set-up to investigate the effect of the visualization of potters' muscle activities on their retrospective reflections on their own practice. We conducted a preliminary user study with three expert potters. The preliminary results suggest that externalizing the once implicit muscle activities alters potters' reflection of their own practice and can potentially serve as a medium to communicate the tacit knowledge involved in throwing.
{"title":"Reflection on Tacit Knowledge - Effect of Providing EMG Visualization on Reflections on Throwing Clay","authors":"E. Y. Liu, Michael Nitsche, Benjamin Sugar","doi":"10.1145/3325480.3326576","DOIUrl":"https://doi.org/10.1145/3325480.3326576","url":null,"abstract":"Craft practitioners rely on reflection to train and improve their skills. The lack of media to represent and communicate their tacit knowledge makes reflection difficult, especially if this reflection happens after the fact. This paper presents a set-up that tracks and visualizes muscle activities of potters when throwing on the wheel. We use this set-up to investigate the effect of the visualization of potters' muscle activities on their retrospective reflections on their own practice. We conducted a preliminary user study with three expert potters. The preliminary results suggest that externalizing the once implicit muscle activities alters potters' reflection of their own practice and can potentially serve as a medium to communicate the tacit knowledge involved in throwing.","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126094656","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}