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User roles in asynchronous distributed collaborative idea generation 异步分布式协同创意生成中的用户角色
S. Jones, A. Poulsen, N. Maiden, K. Zachos
This paper presents the findings of an exploratory study within a real-life context that investigates participant behaviour and emergent user roles in asynchronous distributed collaborative idea generation by a defined community of users. In the study, a high-fidelity prototype of an online virtual ideas room was built and used by a Community of Interest consisting of representatives from 10 different voluntary organisations spread across Denmark. The study revealed five user roles, which the authors propose that future asynchronous distributed collaborative idea generation platforms should consider.
本文介绍了一项在现实生活中进行的探索性研究的结果,该研究调查了一个定义好的用户社区在异步分布式协作创意生成中的参与者行为和紧急用户角色。在这项研究中,建立了一个高保真的在线虚拟创意室原型,并由来自丹麦10个不同志愿组织的代表组成的兴趣社区使用。该研究揭示了五个用户角色,作者建议未来的异步分布式协作创意生成平台应该考虑这些角色。
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引用次数: 6
Embroidered confessions: an interactive quilt of the secrets of strangers 刺绣忏悔:陌生人秘密的互动被子
J. Benedetti
The condition of anonymity creates a private space within a public space as a person feels the freedom to act without attribution. This phenomenon holds true in both physical and digital spaces. People feel free to post their most intimate secrets on the Internet with the belief that their confessions are ephemeral and intangible. In reality, this data is perpetually archived and cached on distant servers. A disconnect exists between the perception of the transitory quality of digital data and the truth of its enduring existence. Through the weaving of the stories and secrets of strangers from the Internet into a material artifact, Embroidered Confessions represents the physical manifestation of the duality of digital information.
匿名的条件在公共空间中创造了一个私人空间,因为一个人可以自由地行动而不需要署名。这一现象在物理空间和数字空间都适用。人们可以自由地在互联网上发布他们最私密的秘密,并相信他们的忏悔是短暂而无形的。实际上,这些数据被永久归档并缓存在远程服务器上。人们对数字数据的短暂质量的认识与其持久存在的真相之间存在着脱节。《刺绣告白》将网络上陌生人的故事和秘密编织成一件物质工艺品,代表了数字信息二元性的物理表现。
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引用次数: 1
Creativity barometer: an approach for continuing micro surveys to explore the dynamics of organization's creativity climates 创造力晴雨表:一种持续微观调查的方法,以探索组织创造力气候的动态
Thomas Herrmann, Angela Carell, Jan Nierhoff
An approach has been designed for computer-supported micro surveys which measure dynamic changes of an organization's creativity climate. Employees are unobtrusively prompted to occasionally answer single questions. The main challenges are to ensure acceptance and to maintain a high participation. This is done by guaranteeing anonymity, avoiding perturbation and distraction, giving valuable feedback, and including aspects of entertainment.
设计了一种方法,用于计算机支持的微观调查,测量组织创造力气候的动态变化。员工偶尔会被悄无声息地要求回答单个问题。主要的挑战是确保接受度和保持高参与度。这是通过保证匿名,避免干扰和分心,提供有价值的反馈,并包括娱乐方面来实现的。
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引用次数: 6
Social discovery framework: building capacity and seeking solutions 社会发现框架:能力建设和寻求解决方案
B. Shneiderman
While journalists often portray discovery as the thrilling insight of a brilliant individual, many discoveries require years of work by competing and collaborating teams. Often large amounts of foundational work are necessary and dialogs among participants help clarify goals. The Social Discovery Framework suggests that (1) there are important processes in building capacity and then seeking solutions and (2) those that initiate requests are often as important as those who seek solutions. The implications of the Social Discovery Framework are that improved social tools to build capacity, initiate requests, and support dialog would accelerate the discovery process as much as the more visible tools for individuals seeking solutions.
虽然记者们经常把发现描绘成一个天才个人激动人心的洞察力,但许多发现需要团队竞争和合作多年的工作。通常大量的基础工作是必要的,参与者之间的对话有助于明确目标。社会发现框架表明:(1)在能力建设和寻求解决方案方面存在重要的过程;(2)发起请求的过程通常与寻求解决方案的过程同样重要。社会发现框架的含义是,改进的社会工具来建立能力、发起请求和支持对话,将加速发现过程,就像个人寻求解决方案的更明显的工具一样。
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引用次数: 2
Creativity in software development in an academic research lab 学术研究实验室中软件开发的创造力
Chih-Sung Wu, Sam Mendenhall, Jayraj Jog, Ali Mazalek
We review the creative activity in the software development process of the ROSS (Responsive Objects, Surfaces, and Spaces) API. The ROSS API is a tangible toolkit that allows designers and developers to easily build applications for many different tangible platforms while still accommodating the continued evolution of the underlying sensing technologies. This paper describes the ROSS API specification, identifies its originality and relevance to creativity, discusses the challenges of the API development process, and summarizes the lessons learned.
我们回顾了ROSS (Responsive Objects, Surfaces, and Spaces) API在软件开发过程中的创造性活动。ROSS API是一个有形的工具包,允许设计人员和开发人员轻松地为许多不同的有形平台构建应用程序,同时仍然适应底层传感技术的不断发展。本文描述了ROSS API规范,确定了它的原创性和与创造力的相关性,讨论了API开发过程中的挑战,并总结了经验教训。
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引用次数: 1
Shifting between modes of thought: a mechanism underlying creative performance? 思维模式之间的转换:创造性表现背后的机制?
Andrew Pringle
Creative-cognition has been viewed as involving both divergent and convergent modes of thought, with the former involved in generating new ideas and the latter in honing them into useful and appropriate outcomes [3]. It has been suggested that the ability to efficiently shift between modes may be an important feature underlying the capacity to be creative [4,6], and possibly, of particular importance in professions such as design [10]. However current measures of convergent and divergent thinking do not allow an examination of the dynamic deployment of these different modes on the same task. The present paper outlines a novel behavioral task examining dynamic shifts between modes of thinking, with pilot data tentatively suggesting more creative people are better able to shift between modes than less creative people. A better understanding of the link between shifting and creativity could inform the design of computer-based environments to facilitate shifting between modes [5].
创造性认知被认为涉及发散和收敛两种思维模式,前者涉及产生新想法,后者涉及将其磨练成有用和适当的结果[3]。有人认为,有效地在不同模式之间转换的能力可能是创新能力的一个重要特征[4,6],而且可能在设计等职业中尤为重要[10]。然而,目前对趋同思维和发散思维的测量方法不允许检查这些不同模式在同一任务上的动态部署。本文概述了一项新的行为任务,研究思维模式之间的动态转换,试点数据初步表明,更具创造力的人比缺乏创造力的人更能在模式之间转换。更好地理解转换和创造力之间的联系可以为基于计算机的环境的设计提供信息,以促进模式之间的转换[5]。
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引用次数: 1
The choreographer's notebook: a video annotation system for dancers and choreographers 编舞笔记:舞者和编舞的视频注释系统
Vikash Singh, C. Latulipe, Erin A. Carroll, Danielle M Lottridge
We present a collaborative tool for choreographers and dancers, the Choreographer's Notebook, which allows multimodal annotation of rehearsal videos during the dance production process. The dance production process is a creative process in which exploration and expression are paramount and we describe issues we have observed over four different dance production cycles. The Choreographer's Notebook addresses the recurring problem of scarcity of rehearsal time and space, which is a limiting factor for exploration and expression. The tool is a web-based video application that enables choreographers to provide multimodal, context-sensitive instructions and feedback to the dancers outside of formal rehearsal time. The novelty of this tool is its ability to provide a multimodal collaborative video-based workflow. This article also presents a thorough ethnographic investigation of the dance production process and results from the use of the Choreographer's Notebook as an artifact within that process.
我们为编舞家和舞者提供了一个协作工具,编舞家的笔记本,它允许在舞蹈制作过程中对排练视频进行多模式注释。舞蹈制作过程是一个创造性的过程,其中探索和表达是最重要的,我们描述了我们在四个不同的舞蹈制作周期中观察到的问题。《编舞笔记》解决了反复出现的排练时间和空间的稀缺问题,这是一个限制探索和表达的因素。该工具是一个基于网络的视频应用程序,使编舞能够在正式排练时间之外向舞者提供多模式、上下文敏感的指导和反馈。该工具的新颖之处在于它能够提供基于视频的多模式协作工作流。本文还对舞蹈制作过程进行了彻底的民族志调查,并将编舞笔记作为该过程中的人工制品使用。
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引用次数: 73
Toward a dynamic dramaturgy: an art of presentation in interactive storytelling 走向动态戏剧:一种互动叙事的呈现艺术
Jason B. Alonso, Angela Chang, David Robert, C. Breazeal
In interactive storytelling systems, we see common challenges of artistic expression that pertains to presentation, standing apart from narrative structure. We believe this expression can be achieved computationally, which is a core challenge in using procedurally-generated worlds in interactive storytelling. This computational expression so is what we call dynamic dramaturgy. We intend dynamic dramaturgy as a complement to interactive narrative systems, particularly drama management, and as a fundamentally distinct task from plot-level narrative construction, yet it is still a basic medium for artistic expression by an author. It is, in effect, an art of presentation in interactive storytelling.
在互动故事叙述系统中,我们看到了与呈现相关的艺术表达的共同挑战,而不是叙述结构。我们相信这种表达可以通过计算实现,这是在互动故事中使用程序生成世界的核心挑战。这种计算表达就是我们所说的动态戏剧。我们打算将动态戏剧作为互动叙事系统的补充,特别是戏剧管理,作为一项与情节层面叙事构建截然不同的任务,但它仍然是作者艺术表达的基本媒介。实际上,这是一种互动故事叙述中的呈现艺术。
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引用次数: 2
Mind and method: an examination of cognitive activities in the design process 思维与方法:对设计过程中认知活动的考察
Amy Mattingly
The creative process is a multifaceted and dynamic path of thinking required to execute a project in design-based disciplines (i.e., interior design, architecture). This research seeks to better understand the creative design process by investigating design student experiences during the course of a two week chair design project assignment. This study used an exploratory design to collect data from student demographic information, journal responses, and creative product results. The project deliverables were reviewed by external evaluators to identify level of creative output. High and low level output groups were identified and compared according to demographic data and journal responses. Grade point averages, transfer credits, and total credit hours were higher for the high creativity group in addition to evidence of higher levels of abstract thought and greater divergent thinking. Students in the high creativity group also demonstrated increased depth in thought and higher motivation throughout their creative process.
创意过程是一个多方面的和动态的思维路径,需要执行一个项目,以设计为基础的学科(即室内设计,建筑)。本研究旨在通过调查设计专业学生在为期两周的椅子设计项目任务中的经历,更好地理解创意设计过程。本研究采用探索性设计,从学生人口统计信息、期刊反馈和创意产品结果中收集数据。项目可交付成果由外部评估人员审查,以确定创意产出的水平。根据人口统计数据和期刊回复,确定和比较高水平和低水平输出组。除了表现出更高水平的抽象思维和更强的发散思维外,高创造力组的平均成绩、转学分和总学分也更高。高创造力组的学生在整个创作过程中也表现出更高的思考深度和更高的动机。
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引用次数: 5
The role of iteration in the design processes of middle school students 迭代在中学生设计过程中的作用
Mark Sherman, F. Martin, Michelle Scribner-MacLean
This project studied the manner in which 7th and 8th grade students approach design problems, focusing on testing and iteration behaviors. Students were asked to solve design problems and create generalized processes for solving them. Observations of the students were analyzed using degree of design success with length and speed of iterations. The time spent exploring the problem before starting testing and iteration was the most significant factor to the success of the student's design. Future work exploring this property of design is needed to understand the causes of it.
这个项目研究了七年级和八年级学生处理设计问题的方式,重点是测试和迭代行为。学生被要求解决设计问题,并创建解决这些问题的通用流程。对学生的观察结果进行分析,使用设计成功程度与迭代的长度和速度。在开始测试和迭代之前花在探索问题上的时间是学生设计成功的最重要因素。未来的工作需要探索设计的这一属性,以了解其原因。
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引用次数: 1
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Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference
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