By necessity as well as desire, people move and act in space. Our feet carry us from place to place along paths, just as our minds carry us from idea to idea along paths. The same brain structures that underlie places and paths underlie ideas and relations. We talk that way, too; I just did. Our hands place, raise, lower, put together, take apart, turn over push, pull, and throw objects. Our minds and our talk do the same with thoughts. Our minds allow us to take different perspectives on the paths in space, on the relations among ideas, on actions on objects. That turns out to be the key to creativity.
{"title":"Mind in Motion","authors":"B. Tversky","doi":"10.1145/3325480.3325525","DOIUrl":"https://doi.org/10.1145/3325480.3325525","url":null,"abstract":"By necessity as well as desire, people move and act in space. Our feet carry us from place to place along paths, just as our minds carry us from idea to idea along paths. The same brain structures that underlie places and paths underlie ideas and relations. We talk that way, too; I just did. Our hands place, raise, lower, put together, take apart, turn over push, pull, and throw objects. Our minds and our talk do the same with thoughts. Our minds allow us to take different perspectives on the paths in space, on the relations among ideas, on actions on objects. That turns out to be the key to creativity.","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"90 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":"122202242","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}
Andrew M. Webb, Katta Spiel, P. Dugas, Bill Hamilton, Nic Lupfer, Ross Graeber, W. Mackay
Our objective is to explore distributed forms of creativity that arise in play to help guide and foster supportive research, game design, and technology. This workshop seeks to bring together researchers, game designers, and others to examine theories of creativity and play, game design practices, methods for studying creativity in play, and creative play experiences. Participants will present work, video prototype, discuss topics, and contribute to outcomes.
{"title":"Distributed Creativity in Play","authors":"Andrew M. Webb, Katta Spiel, P. Dugas, Bill Hamilton, Nic Lupfer, Ross Graeber, W. Mackay","doi":"10.1145/3325480.3326554","DOIUrl":"https://doi.org/10.1145/3325480.3326554","url":null,"abstract":"Our objective is to explore distributed forms of creativity that arise in play to help guide and foster supportive research, game design, and technology. This workshop seeks to bring together researchers, game designers, and others to examine theories of creativity and play, game design practices, methods for studying creativity in play, and creative play experiences. Participants will present work, video prototype, discuss topics, and contribute to outcomes.","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"3 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":"125509271","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: Session 4: Images + Art","authors":"C. Latulipe","doi":"10.1145/3340697","DOIUrl":"https://doi.org/10.1145/3340697","url":null,"abstract":"","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"1 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":"129143516","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 increasingly pervasive integration of technologies in everyday life, more data are generated around individuals' behaviors. Some of these data are accessible to individuals for reflection yet mostly presented in numbers or graphs, or represented by common metaphorical items, like virtual badges. Grounded in embodied cognition theories including conceptual metaphor and blending, and insights from social psychology, the idea of "blended causality" argues that behavioral data should be represented in virtual terms through blending behavioral consequences with users' existing knowledge of comparable causality. This paper emphasizes elaboration of blended causality into multiple imaginative narratives for reflective user experiences and reports the application of the extended guidelines as a creative design support tool in a series of workshops for designing representations of behavioral data. The concepts developed from the workshops vary in topics and blends, showing the effectiveness of the tool and informing a language of blended causality. Designers can use it to delineate representational mappings in terms of embodied experiences for examination and communication with team members like engineers.
{"title":"Toward a Language of Blended Causality for Transforming Behavioral Data into Reflective User Experiences","authors":"Kenny K. N. Chow","doi":"10.1145/3325480.3325490","DOIUrl":"https://doi.org/10.1145/3325480.3325490","url":null,"abstract":"With increasingly pervasive integration of technologies in everyday life, more data are generated around individuals' behaviors. Some of these data are accessible to individuals for reflection yet mostly presented in numbers or graphs, or represented by common metaphorical items, like virtual badges. Grounded in embodied cognition theories including conceptual metaphor and blending, and insights from social psychology, the idea of \"blended causality\" argues that behavioral data should be represented in virtual terms through blending behavioral consequences with users' existing knowledge of comparable causality. This paper emphasizes elaboration of blended causality into multiple imaginative narratives for reflective user experiences and reports the application of the extended guidelines as a creative design support tool in a series of workshops for designing representations of behavioral data. The concepts developed from the workshops vary in topics and blends, showing the effectiveness of the tool and informing a language of blended causality. Designers can use it to delineate representational mappings in terms of embodied experiences for examination and communication with team members like engineers.","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"1 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":"129744722","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 extended abstract outlines the research plans and previous work of a first year PhD student applying to the Creativity and Cognition Graduate Student Symposium. The applicant's research interest is in designing and implementing motion-based interactions with robots, where the study participant is primed for the interactions through various narratives. Past work is described as well as an outline for future progress. The applicant is particularly interested in generating expressive motion for robots originating with human movers, captured by sensors and video.
{"title":"Story-Based Context and Control for Robotic and Human Interactive Motion","authors":"Catie Cuan","doi":"10.1145/3325480.3326558","DOIUrl":"https://doi.org/10.1145/3325480.3326558","url":null,"abstract":"This extended abstract outlines the research plans and previous work of a first year PhD student applying to the Creativity and Cognition Graduate Student Symposium. The applicant's research interest is in designing and implementing motion-based interactions with robots, where the study participant is primed for the interactions through various narratives. Past work is described as well as an outline for future progress. The applicant is particularly interested in generating expressive motion for robots originating with human movers, captured by sensors and video.","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"174 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":"121642173","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}
Receiving feedback on open-ended creative work is quintessential for success. Receiving early-stage feedback often leads to higher quality results by increasing iteration. However, when designers in the "wild" seek feedback, the majority do so towards a later stage in their design process. Moreover, online communities geared towards sharing in-progress work often fail. This paper explores why designers wait to ask for feedback until later in their design process. We guided 21 designers through two peer feedback exchanges (early- and late-stage) and used pre- and post-surveys to capture expectations and reflections, respectively. Participants viewed both stages being similarly valuable, but opt for late-stage feedback because the design space is larger and less defined, which makes the "script" for early-stage feedback less clear in practice, leading participants to avoid it. Furthermore, participants had misunderstandings regarding idea selection and the prototype fidelity necessary to elicit effective feedback. We conclude with design implications for feedback system builders.
{"title":"Why do Designers in the \"Wild\" Wait to Seek Feedback until Later in their Design Process?","authors":"Yasmine Kotturi, McKayla Kingston","doi":"10.1145/3325480.3326580","DOIUrl":"https://doi.org/10.1145/3325480.3326580","url":null,"abstract":"Receiving feedback on open-ended creative work is quintessential for success. Receiving early-stage feedback often leads to higher quality results by increasing iteration. However, when designers in the \"wild\" seek feedback, the majority do so towards a later stage in their design process. Moreover, online communities geared towards sharing in-progress work often fail. This paper explores why designers wait to ask for feedback until later in their design process. We guided 21 designers through two peer feedback exchanges (early- and late-stage) and used pre- and post-surveys to capture expectations and reflections, respectively. Participants viewed both stages being similarly valuable, but opt for late-stage feedback because the design space is larger and less defined, which makes the \"script\" for early-stage feedback less clear in practice, leading participants to avoid it. Furthermore, participants had misunderstandings regarding idea selection and the prototype fidelity necessary to elicit effective feedback. We conclude with design implications for feedback system builders.","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"18 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":"123060762","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}
Using games to model, measure and increase creativity in children and adults would be a very engaging path to social impact and empirical progress. This paper proposes an approach to reframe the new and popular board game Codenames using associative creativity principles. The Remote Associates Test (RAT) is a test measuring creativity as a function of associative ability. comRAT-C is a previous computational cognitive system that can solve the RAT using associative and convergence principles. In this paper, we formalise Codenames using associative principles from comRAT-C. A way to computationally model and measure the difficulty of Codenames is proposed. We discuss whether Codenames or a future variant of it can be used in creativity research.
{"title":"Towards Reframing Codenames for Computational Modelling and Creativity Support using Associative Creativity Principles","authors":"F. H. Zunjani, Ana-Maria Olteţeanu","doi":"10.1145/3325480.3325510","DOIUrl":"https://doi.org/10.1145/3325480.3325510","url":null,"abstract":"Using games to model, measure and increase creativity in children and adults would be a very engaging path to social impact and empirical progress. This paper proposes an approach to reframe the new and popular board game Codenames using associative creativity principles. The Remote Associates Test (RAT) is a test measuring creativity as a function of associative ability. comRAT-C is a previous computational cognitive system that can solve the RAT using associative and convergence principles. In this paper, we formalise Codenames using associative principles from comRAT-C. A way to computationally model and measure the difficulty of Codenames is proposed. We discuss whether Codenames or a future variant of it can be used in creativity research.","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"6 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":"131676454","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}
Feedback is a staple of the design process, but little is known about why designers delay or refuse feedback collection. To fill this knowledge gap, my dissertation identifies triggers and deterrents to feedback seeking behaviors. Based on our findings, I propose and test two interventions to promote feedback seeking behavior: 1) helping designers plan when they seek feedback to increase commitment and 2) generating feedback templates based on design stage to reduce the effort of feedback seeking. We envision a future where creativity support and educational tools use our interventions to encourage designers to seek feedback earlier, more frequently, learn faster, and eventually create better designs.
{"title":"Fostering Feedback Seeking Behavior in Novice Designers","authors":"Sneha R. Krishna Kumaran","doi":"10.1145/3325480.3326564","DOIUrl":"https://doi.org/10.1145/3325480.3326564","url":null,"abstract":"Feedback is a staple of the design process, but little is known about why designers delay or refuse feedback collection. To fill this knowledge gap, my dissertation identifies triggers and deterrents to feedback seeking behaviors. Based on our findings, I propose and test two interventions to promote feedback seeking behavior: 1) helping designers plan when they seek feedback to increase commitment and 2) generating feedback templates based on design stage to reduce the effort of feedback seeking. We envision a future where creativity support and educational tools use our interventions to encourage designers to seek feedback earlier, more frequently, learn faster, and eventually create better designs.","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"57 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":"114864890","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}
Faez Ahmed, Nischal Reddy Chandra, M. Fuge, Steven W. Dow
Exposing people to concepts created by others can inspire novel combinations of concepts, or conversely, lead people to simply emulate others. But how does the type of exposure affect creative outcomes in online collaboration where dyads interact for short tasks? In this paper, we study the creative outcomes of dyads working together online on a slogan writing task under different types of interactions: providing both the partner's idea and their explanation for that idea, enabling synchronous chat, and only exposing a person to their partner's idea without any explanation. We measure the creative outcome and define text-similarity-based metrics (e.g., mimicry, convergence, and fixation) to disentangle the interactions. The results show that having partners explain their ideas leads to largest improvement in creative outcome. In contrast, participants who chatted were more likely to reach convergence on their final slogans. Our work sheds lights on how different online interactions may create trade-offs in creative collaborations.
{"title":"Structuring Online Dyads: Explanations Improve Creativity, Chats Lead to Convergence","authors":"Faez Ahmed, Nischal Reddy Chandra, M. Fuge, Steven W. Dow","doi":"10.1145/3325480.3325486","DOIUrl":"https://doi.org/10.1145/3325480.3325486","url":null,"abstract":"Exposing people to concepts created by others can inspire novel combinations of concepts, or conversely, lead people to simply emulate others. But how does the type of exposure affect creative outcomes in online collaboration where dyads interact for short tasks? In this paper, we study the creative outcomes of dyads working together online on a slogan writing task under different types of interactions: providing both the partner's idea and their explanation for that idea, enabling synchronous chat, and only exposing a person to their partner's idea without any explanation. We measure the creative outcome and define text-similarity-based metrics (e.g., mimicry, convergence, and fixation) to disentangle the interactions. The results show that having partners explain their ideas leads to largest improvement in creative outcome. In contrast, participants who chatted were more likely to reach convergence on their final slogans. Our work sheds lights on how different online interactions may create trade-offs in creative collaborations.","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"20 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":"124218946","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}
J. Oppenlaender, Naghmi I. Shireen, Maximilian Mackeprang, H. Erhan, Jorge Gonçalves, S. Hosio
Crowdsourcing is a powerful approach for tapping into the collective insights of diverse crowds. Thus, crowdsourcing has potential to support designers in making sense of a design space. In this hands-on workshop, we will brainstorm and conceptualise new user interfaces and crowdsourcing systems for supporting designers in the design process. The workshop consists of developmental discussions of ideas contributed by the participants. In brainstorming and design sessions in groups, the participants will ideate new crowd-powered systems and user interfaces that support the designer's divergent and convergent thinking.
{"title":"Crowd-powered Interfaces for Creative Design Thinking","authors":"J. Oppenlaender, Naghmi I. Shireen, Maximilian Mackeprang, H. Erhan, Jorge Gonçalves, S. Hosio","doi":"10.1145/3325480.3326553","DOIUrl":"https://doi.org/10.1145/3325480.3326553","url":null,"abstract":"Crowdsourcing is a powerful approach for tapping into the collective insights of diverse crowds. Thus, crowdsourcing has potential to support designers in making sense of a design space. In this hands-on workshop, we will brainstorm and conceptualise new user interfaces and crowdsourcing systems for supporting designers in the design process. The workshop consists of developmental discussions of ideas contributed by the participants. In brainstorming and design sessions in groups, the participants will ideate new crowd-powered systems and user interfaces that support the designer's divergent and convergent thinking.","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"9 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":"124265477","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}