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Everyday Creativity
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ACM Creativity & Cognition 2009
Creativity
ACM 2009
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.


ACM 2009
©2009 ACM Creativity & Cognition  Sponsored by: ACM SIGCHI  ACM SIGCHI In Cooperation with: SIGMM, SIGART, and SIGSOFT
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