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ACCEPTED PAPERS
Assistive Devices - Stroke Patients' design Ana Correia de Barros, Carlos Duarte UTAD - Universidade de Trąs-os-Montes e Alto Douro, UNIDCOM/IADE - Unidade de Investigaćo em Design e Comuniēćo Considering them as sources for creativity, this paper presents a number of ingenious solutions created by stroke patients in order to achieve independence in certain everyday tasks. Designing to Support Reasoned Imagination Alissa Antle, Greg Corness, Saskia Bakker, Milena Droumeva, Elise van den Hoven Simon Fraser University,Technical University of Eindhoven This paper summarizes design knowledge regarding embodied metaphor-based interaction models which leverage users' existing mental schemata in understanding new forms of interaction such as tangibles and interactive environments.
Microsketching: Creating Components of Complex Interactive Products and Systems Jodi Forlizzi, Carl DiSalvo Carnegie Mellon University, Georgia Institute of Technology This research describes an exploration of a shared language for collaborative vodcasts (video- podcasts) design framework for mobile technologies in blended learning to support the structural properties of materials laboratory. Creativity Factor Evaluation: Towards a Standardized Survey Metric for Creativity Support Erin Carroll, Celine Latulipe, Richard Fung, Michael Terry University of North Carolina at Charlotte, University of Waterloo We present our work in developing a standardized survey tool that can be used to evaluate how well a creativity support tool actually supports individual or collaborative creative work.
Understanding Productive, Structural and Longitudinal Interactions in the Design of Tools for Creative Activities Tim Coughlan, Peter Johnson University of Bath This paper presents three perspectives on creative interaction that should be considered in the design of systems for creative activities, and introduces related findings from our empirical and design studies. Cultivating and Commodifying Everyday Creativity in Postwar American Childhood Amy Ogata Bard Graduate Center Generative Walkthroughs: to support creative redesign Danielle Lottridge, Wendy Mackay University of Toronto, Universite Paris-Sud Generative Walkthoughs are a novel method to support the redesign phase of iterative design. Scenario-based walkthroughs and focused brainstorming help designers generate design alternatives informed by key social science insights.
Situated Design: Toward an Understanding of Design Through Social Creation and Cultural Cognition Christopher Le Dantec Georgia Institute of Technology An analysis of architectural design meetings, exploring the situated nature of design and providing insight into the role of social creation and cultural cognition in the practice of architectural design. Hand E-craft: an investigation into hand use in digital creative practice Cathy Treadaway University of Wales Institiute Cardiff UWIC This paper presents research into hand use in hybrid digital craft practice. Findings reveal how the hands stimulate creative cognition, assist decision making and express emotion in creative digital practice. Collaboration and framing as dimensions of design innovation Vanessa Svihla The University of Texas at Austin This study of student teams learning to design in an engineering course reveals that interaction and framing are important dimensions for understanding innovative design.
Growing and Destroying the Worth of Ideas Ricardo Sosa, John Gero, Kyle Jennings Tecnologico de Monterrey, George Mason University, University of California Our computational approach to the study of creativity addresses the worth of ideas ascribed by societies. This system enables the operation of theories regarding the interaction of individuals, societies and ideas. Supporting Remote Creative Collaboration in Film Scoring Julien Phalip, Ernest Edmonds, David Jean Creativity and Cognition Studios, University of Toulouse This paper describes two research studies assessing the design principles of a computer prototype developed to assist remote discussion of music and video artifacts in the film scoring process. Promoting Creativity in Education - From Policy to Practice: An Australian Case Study Carly Lassig Queensland University of Technology Through a review of Australian policies and the literature, this paper proposes that the foundations of creativity in education are: a shared creativity discourse, informed policy, and evidence-based educational practices.
Geezers, Turbines, Fantasy Personas: Making the Everyday into the Future Ann Light, Gini Simpson, Lois Weaver, Patrick GT Healey Sheffield Hallam University, Queen Mary University of London GeezerPower is a statement about reusable technologies and older people's continuing interest in the future. We use its story to reflect on methods for engaging people in decisions about design.
The Elusive Act of Synthesis: Creativity in the Conceptual Design of Complex Engineering Products Claudia Eckert, David Wyatt, John Clarkson The Open University, University of Cambridge Designing complex engineering products requires efficiency without sacrificing creativity. However, this case study shows creativity is being de-emphasised in favour of mathematical methods, displacing it into R&D and final integration.
Understanding Creative Practice through Repertory Grid Technique Shaleph O'Neill, Shaun McWhinnie University of Dundee Our work describes using a group based repertory grid study to generate design guidelines for creating interactive systems that support art, craft and design practitioners and their creative process.
Nature of Creative Analogies in Biologically Inspired Innovative Design Swaroop Vattam, Michael Helms, Ashok Goel Georgia Institute of Technology Analogy is a fundamental process of creativity. We describe an inquiry into the nature of creative analogies in biologically inspired designing which uses analogies to biological systems to develop innovative solutions for engineering problems.
Dialogue Through Design: Visual Communication Across the Cultural Divide Kara Pecknold Emily Carr University of Art+Design A project in Rwanda that considered how creative activities could be tools for dialogue and collaboration in design when working with individuals who do not have shared languages or technology. Local Issues, Local Uses: Tools for Robotics and Sensing in Community Contexts Carl DiSalvo, Marti Louw, Julina Coupland, MaryAnn Steiner Georgia Institute of Technology, University of Pittsburgh, Carnegie Mellon University This paper describes creativity tools to foster community engagement with robotics and sensing technologies. We discuss the challenges of enabling informed speculation with unfamiliar technologies and the value of a community co-design approach. Alcohol and Creativity - A Pilot Study Jesse Smith, Terri Reid, Ellen Do Georgia Institute of Technology We describe the design, execution, and results of a study of the effects of alcohol consumption on inhibition and the perception of creativity.
Teaching Computer Science to Teenage Musicians Adam Meyers, Marilyn Cole, Evan Korth, Sam Pluta New York University, University of Georgia , Columbia University We describe "Musicomputation", a computer science/computer music class for teenagers with expertise in music and mathematics. We discuss class structure, student projects and implications for computer science and music education.
"Discovery is never by chance": Designing for (un)serendipity Paul Andrč, m.c. schraefel, Jaime Teevan, Susan Dumais University of Southampton, Microsoft Research Surveys and deconstructs attributes of serendipity, arguing current research has focused on recreating cause (accidental finding) rather than effect (discovery/insight). Suggests behaviours and tools to explicitly foreground desired effect.
The Efficacy of Prototyping Under Time Constraints Steven Dow, Kate Heddleston, Scott Klemmer Stanford University A between-subjects study manipulates participants' ability to iterate on a design task when under time constraints. The results show that iterating multiple times provides more benefit than a single iteration.
An Empirical Study of Cognition and Theatrical Improvisation Brian Magerko, David Joyner, Kurt Luther, Waleed Manzoul, Celia Pearce, Mark Riedl, Kate Rosier Georgia Institute of Technology This paper presents preliminary findings from our empirical study of the cognition employed by theatrical improvisers and discusses the applicability of our findings to the creation of AI characters.
Creativity in Algorithmic Art Frieder Nake University of Bremen Who or what is creative in algorithmic art? Programmer, computer, output device? All of them? Against this background, trivial, personal, historic creativity are discussed to see changes.
A Tale of Two Online Communities: Fostering Collaboration and Creativity in Scientists and Children Cecilia Aragon, Sarah Poon, Andrčs Monroy-Hernandez, Diana Aragon Lawrence Berkeley National Laboratory, Massachusetts Institute of Technology,Berkeley High School An empirical study of two seemingly very different online communities, both requiring effective collaborative, creative work: an international collaboration of astrophysicists and a group of children producing animations and programs.
Computational and Cognitive Infrastructures of Stigma: Empowering Identity in Social Computing and Gaming D. Fox Harrell Georgia Institute of Technology Digital identities often reproduce forms of real life stigma. This paper presents empowering new technologies and models, grounded in cognitive science and computing, implementing dynamic identities while avoiding reifying stigma.
RiTa: Creativity Support for Computational Literature Daniel Howe NYU, Brown University This paper presents an overview and pilot evaluation of RiTa (http://rednoise.org/rita), a suite of open-source creativity supporting software components for artists and students engaged in computational literary practice. Children's Storytelling and Programming Kimiko Ryokai, Michael Jongseon Lee, Jonathan Micah Breitbart School of Information UC Berkeley
We discuss the role technology in children's everyday creative storytelling and introduce mixed physical and digital authoring environments for children to create stories with drawings programmed to control robotic characters.
Fostering Metaphorical Creativity using Computational Metaphor Identification Eric Baumer, Bill Tomlinson, Janice Hansen, Lindsey Richland University of California, Irvine Computationally identifying metaphors in written text can be used in middle-school science learning to support the generation of alternative, more creative metaphors, as shown by results from this study.
A Cognitive Account of Social Interaction and Collective Emergence in Design Ben Shaw IBM Creative activity appears to proceed substantially through modalities of visual cognition, while collaborative products are arrived at through an essentially collective process involving multiple participants and unpredictable developments.
Reflections on Craft: Probing the Creative Process of Everyday Knitters Daniela Rosner, Kimiko Ryokai School of Information UC Berkeley
Crafters today blend age-old techniques such as weaving and pottery with new information and communication technologies such as podcasts, online instructions, and blogs. To better understand this intersection of tradition and modernity, we conducted a qualitative study of crafters introduced to technology that digitally augments craft practice. We describe how these craft activities provide a useful lens onto contemporary technological appropriation.
Directed and Emergent Play Brigid Costello, Ernest Edmonds University of New South Wales, University of Technology, Sydney Investigates designing for play in an interactive art context. Considers the audience experience of interactions that direct play and compares this with interactions that allow play to emerge.
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