Computing disciplines integrate computing and another discipline. In the field of computational biology this often includes mathematics, physics, biology and computing. To better understand the qualitative character of learning, collaboration and creativity in computational biology, a pilot study was initiated to determine if training in improvisational theater affects computing scientists' ability to be creative in their research. In this work we provide introductory improvisational theater training to students and researchers along the computational biology continuum. We are developing a better understanding of the creative character of computational biology education and research. Our evaluation suggests participants recognize that interpersonal relationships affect learning and creativity; and reexamine their notions of learning and creativity.
{"title":"Improvisational theater for computing scientists","authors":"Raquell Holmes","doi":"10.1145/2069618.2069689","DOIUrl":"https://doi.org/10.1145/2069618.2069689","url":null,"abstract":"Computing disciplines integrate computing and another discipline. In the field of computational biology this often includes mathematics, physics, biology and computing. To better understand the qualitative character of learning, collaboration and creativity in computational biology, a pilot study was initiated to determine if training in improvisational theater affects computing scientists' ability to be creative in their research. In this work we provide introductory improvisational theater training to students and researchers along the computational biology continuum. We are developing a better understanding of the creative character of computational biology education and research. Our evaluation suggests participants recognize that interpersonal relationships affect learning and creativity; and reexamine their notions of learning and creativity.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"63 1","pages":"347-348"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85275744","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. V. Dijk, Jirka van der Roest, R. Lugt, K. Overbeeke
We present a fully working prototype of NOOT, an interactive tangible system which supports (sharing of) moments of reflection during brainstorms. We discuss the iterative design process, informed by embodied situated cognition theory and by user studies in context using various versions of the prototype. Apart from a potentially useful product, NOOT served as a research-tool showing how physical materials and social interactions scaffold people's sense-making efforts, and how technology might fit in to support this process
{"title":"NOOT: a tool for sharing moments of reflection during creative meetings","authors":"J. V. Dijk, Jirka van der Roest, R. Lugt, K. Overbeeke","doi":"10.1145/2069618.2069646","DOIUrl":"https://doi.org/10.1145/2069618.2069646","url":null,"abstract":"We present a fully working prototype of NOOT, an interactive tangible system which supports (sharing of) moments of reflection during brainstorms. We discuss the iterative design process, informed by embodied situated cognition theory and by user studies in context using various versions of the prototype. Apart from a potentially useful product, NOOT served as a research-tool showing how physical materials and social interactions scaffold people's sense-making efforts, and how technology might fit in to support this process","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"31 1","pages":"157-164"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82838942","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}
Street performers use carefully designed interactions to: create their performance space, build their audience, and elicit payment. Two of the key transformations a performer must achieve are (1) to transform a public space into a distinctive performance place that passers-by acknowledge as such; and (2) to turn a crowd of passers-by into an audience. In this ethnographic study of street shows we analyse the specific practicalities of creating a performance place within a public space. We propose that performers design their actions in ways that help passers-by and audience members identify them as part of a performance. We investigate how passers-by display their recognition that a performance is being created, becoming watchers before being audience members. We explore various techniques performers use for place-construction and demonstrate that in each case, while objects themselves may be important in attracting initial attention, it is only through interaction that they are successful in actual building of a performance place.
{"title":"Performing places","authors":"Colombine Gardair, P. Healey, Martin Welton","doi":"10.1145/2069618.2069629","DOIUrl":"https://doi.org/10.1145/2069618.2069629","url":null,"abstract":"Street performers use carefully designed interactions to: create their performance space, build their audience, and elicit payment. Two of the key transformations a performer must achieve are (1) to transform a public space into a distinctive performance place that passers-by acknowledge as such; and (2) to turn a crowd of passers-by into an audience. In this ethnographic study of street shows we analyse the specific practicalities of creating a performance place within a public space. We propose that performers design their actions in ways that help passers-by and audience members identify them as part of a performance. We investigate how passers-by display their recognition that a performance is being created, becoming watchers before being audience members. We explore various techniques performers use for place-construction and demonstrate that in each case, while objects themselves may be important in attracting initial attention, it is only through interaction that they are successful in actual building of a performance place.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"45 1","pages":"51-60"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86901456","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 this paper we discuss the role of open-source hardware in supporting creativity. We use the case study of an open-source FM radio and explore the modes of creation that emerged from a workshop in which participants modified and produced the design: making, personalizing, designing, engineering, and experimenting. We contrast open-source hardware with other approaches to supporting creativity and explore some of its unique challenges and opportunities.
{"title":"Scaffolding creativity with open-source hardware","authors":"D. Mellis, L. Buechley","doi":"10.1145/2069618.2069702","DOIUrl":"https://doi.org/10.1145/2069618.2069702","url":null,"abstract":"In this paper we discuss the role of open-source hardware in supporting creativity. We use the case study of an open-source FM radio and explore the modes of creation that emerged from a workshop in which participants modified and produced the design: making, personalizing, designing, engineering, and experimenting. We contrast open-source hardware with other approaches to supporting creativity and explore some of its unique challenges and opportunities.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"22 1","pages":"373-374"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76027339","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 have reached a special moment in the story of the book: today's youngest generation will experience literature in a vastly different way than the generation preceding. What we call a book has always morphed over time, but digital capabilities and the ubiquity of mobile electronics are changing the landscape at an unprecedented pace. This workshop will be a forum for creative exploration and discussion of the future of the book, motivated by this particular historical moment and a desire to bring together researchers from diverse backgrounds who are working on book-related technologies. We will share and document visions, approaches, and techniques.
{"title":"Beyond the binding: exploring the future book","authors":"Natalie Freed, Jie Qi, C. Sylla, Pedro Branco","doi":"10.1145/2069618.2069742","DOIUrl":"https://doi.org/10.1145/2069618.2069742","url":null,"abstract":"We have reached a special moment in the story of the book: today's youngest generation will experience literature in a vastly different way than the generation preceding. What we call a book has always morphed over time, but digital capabilities and the ubiquity of mobile electronics are changing the landscape at an unprecedented pace. This workshop will be a forum for creative exploration and discussion of the future of the book, motivated by this particular historical moment and a desire to bring together researchers from diverse backgrounds who are working on book-related technologies. We will share and document visions, approaches, and techniques.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"50 1","pages":"445-446"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88318122","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}
Architectural design can be viewed as a process of solving ill-defined problems, requiring a constant dialogue between internal (or mental) representations and external representations based on the use of different media (sketches but also technologies) [4]. During the ideation phase or conceptual phase, this dialogue uses the resources of the working memory, which has to be discharged to process new information elements [1]. The objective of this research is to document whether different types of media traditionally used in architecture (physical models, freehand sketch or the use of a 3D software -- in this case Sketch-Up) impose anadditional cognitive load to the designer during the design process. To address this topic, an experiment was conducted with 25 students in a school of architecture. Two kinds of measures of cognitive workload were performed: an objective measure using the paradigm of dual task and a subjective measurement based on a modified version of the questionnaire NASATLX. The results showed no significant difference between media but the quantitative and qualitative measures allow us to point out tendantial differences between them.
{"title":"The impact of design media on cognitive load during architectural ideation process","authors":"A. Ahmed, N. Bonnardel, Pierre Côté","doi":"10.1145/2069618.2069703","DOIUrl":"https://doi.org/10.1145/2069618.2069703","url":null,"abstract":"Architectural design can be viewed as a process of solving ill-defined problems, requiring a constant dialogue between internal (or mental) representations and external representations based on the use of different media (sketches but also technologies) [4]. During the ideation phase or conceptual phase, this dialogue uses the resources of the working memory, which has to be discharged to process new information elements [1]. The objective of this research is to document whether different types of media traditionally used in architecture (physical models, freehand sketch or the use of a 3D software -- in this case Sketch-Up) impose anadditional cognitive load to the designer during the design process.\u0000 To address this topic, an experiment was conducted with 25 students in a school of architecture. Two kinds of measures of cognitive workload were performed: an objective measure using the paradigm of dual task and a subjective measurement based on a modified version of the questionnaire NASATLX.\u0000 The results showed no significant difference between media but the quantitative and qualitative measures allow us to point out tendantial differences between them.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"107 1","pages":"375-376"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77429605","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 first describe the process of working on creative problems using three different but related approaches: Art, Design and Human Computer Interaction research. We present case studies of two interactive artworks; Magic Hopscotch and Cities Tango: Melbourne/Sydney, and explain how engagement with those works has informed our further practice in art, design and HCI. We consider how HCI research can influence art and design, and how art and design can influence HCI research, thereby making some kinds of decisions more explicit, supporting stronger hypothesis generation and crucially enriching evaluation methods for creativity support tools.
{"title":"The HCI researcher as artist and designer: approaches to creativity and distance","authors":"V. Weiley, E. Edmonds","doi":"10.1145/2069618.2069658","DOIUrl":"https://doi.org/10.1145/2069618.2069658","url":null,"abstract":"We first describe the process of working on creative problems using three different but related approaches: Art, Design and Human Computer Interaction research. We present case studies of two interactive artworks; Magic Hopscotch and Cities Tango: Melbourne/Sydney, and explain how engagement with those works has informed our further practice in art, design and HCI. We consider how HCI research can influence art and design, and how art and design can influence HCI research, thereby making some kinds of decisions more explicit, supporting stronger hypothesis generation and crucially enriching evaluation methods for creativity support tools.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"124 1","pages":"233-238"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76008277","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}
Doing scientific research involves creative and complex forms of thinking. This paper examines the effect that information and computer technology (ICT) has on research practice. I present a bibliographic study that examines the role of ICT as a research tool in the field of human-computer interaction (HCI) through an analysis of 79 CHI papers, identifying five themes in their references to ICT. Among recent ICT developments, the internet is found to have had the greatest effect on research methods.
{"title":"Do HCI researchers use computers?","authors":"G. Harboe","doi":"10.1145/2069618.2069686","DOIUrl":"https://doi.org/10.1145/2069618.2069686","url":null,"abstract":"Doing scientific research involves creative and complex forms of thinking. This paper examines the effect that information and computer technology (ICT) has on research practice. I present a bibliographic study that examines the role of ICT as a research tool in the field of human-computer interaction (HCI) through an analysis of 79 CHI papers, identifying five themes in their references to ICT. Among recent ICT developments, the internet is found to have had the greatest effect on research methods.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"1 1","pages":"339-342"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88834145","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}
LilyPond is a new online community that enables people to document, share and browse e-textile projects---projects that blend electronics, computation and textiles. It was designed to be a project repository and a community gathering place for students, educators, and hobbyists who are creating e-textiles. In this paper, we describe the developing website and its user community. We examine the demographics of this community, its patterns of site usage and its emerging tastes and preferences.
{"title":"LilyPond: an online community for sharing e-textile projects","authors":"Emily Lovell, L. Buechley","doi":"10.1145/2069618.2069698","DOIUrl":"https://doi.org/10.1145/2069618.2069698","url":null,"abstract":"LilyPond is a new online community that enables people to document, share and browse e-textile projects---projects that blend electronics, computation and textiles. It was designed to be a project repository and a community gathering place for students, educators, and hobbyists who are creating e-textiles. In this paper, we describe the developing website and its user community. We examine the demographics of this community, its patterns of site usage and its emerging tastes and preferences.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"13 1","pages":"365-366"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89290769","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}
Combining concept maps aids creative problem solving. In two studies, participants were presented with a story describing a problem and its solution. They were then asked to read an analogous problem and provide a solution. In order to facilitate transfer from the first story to the second, concept maps of the stories were elicited and participants instructed to combine them. The results show that participants were more likely to solve the problem when they produced and combined concept maps, as compared to a condition in which concept maps were used without combination, and compared to a condition in which no maps were used, but instead summaries were created and combined.
{"title":"Combining concept maps to catalyze creativity","authors":"Lixiu Yu, J. Nickerson","doi":"10.1145/2069618.2069623","DOIUrl":"https://doi.org/10.1145/2069618.2069623","url":null,"abstract":"Combining concept maps aids creative problem solving. In two studies, participants were presented with a story describing a problem and its solution. They were then asked to read an analogous problem and provide a solution. In order to facilitate transfer from the first story to the second, concept maps of the stories were elicited and participants instructed to combine them. The results show that participants were more likely to solve the problem when they produced and combined concept maps, as compared to a condition in which concept maps were used without combination, and compared to a condition in which no maps were used, but instead summaries were created and combined.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"23 1","pages":"13-20"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85261754","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}