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Understanding and Designing for Creative Interactions

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Title: Understanding and Designing for Creative Interactions


1
Understanding and Designing for Creative
Interactions
  • Tim Coughlan Peter Johnson
  • HCI Group
  • Department of Computer Science
  • University of Bath

2
Overview
  • HCI / Interaction Design
  • Complexity, Creativity and Interaction Design
  • Our Research
  • A Conceptual Framework for Understanding Creative
    Interactions
  • Connections with Complexity

3
HCI / Interaction Design
  • Human-Computer Interaction
  • The study of how people interact with computer
    systems, utilising Social Science, Psychology.
  • Interaction Design
  • The design of interactive systems from a
    user-centred perspective.

4
HCI at Bath
  • Collaboration, Communication
  • Awareness in Systems (e.g. Aircraft Cockpit)
  • Human Interaction with Autonomous Systems
  • Mobile / Pervasive Systems
  • Support for Creative Activities

5
Examples Task-Artefact Cycle
  • Carroll et al, 1991

Requirements
Tasks
Artefacts
Possibilities
6
Examples User-Centred Design
  • Developing techniques to understand and involve
    prospective users in design processes
  • E.g. Participatory Task Modelling (ONeill
    Johnson, 2004)
  • Facilitate users to produce
  • models of their processes
  • Identifying areas for new
  • and improved systems

7
Complexity and Creativity
  • Creativity is The Production of Outcomes with
    some level of Novelty and Value
  • Ill-Structured (Too complex a space for there to
    be a single correct solution)
  • Novelty and Value are Contextual Subjective
  • Creativity is difficult to bound, measure with
    validity, or compare instances of.

8
Complexity and Creativity
  • If humans are present in a system, creativity is
    to be expected. It is essential to human nature.
    (Romer, Craft)
  • Creativity is often at its most valuable when
    improvised to the context
  • e.g. Impromptu groups forming for disaster
    relief, Italian Earthquake 1980, Katrina (Sawyer)

9
Complexity and Creativity
  • Creative Ideas Emerge from Associations of
    Existing Items (Koestler, Gabora)
  • Chance-Configuration Theory (Simonton)
  • An evolutionary description of creativity
  • The Chance Permutation of Mental Elements
  • The Formation of Configurations
  • The Communication and Social Acceptance of those
    Configurations

10
Complexity and Creativity
  • Collaboration and Social Interaction are key to
    creativity (Sawyer 2007, John-Steiner 2000,
    Becker 1984)
  • Ad-hoc development of Social Networks in and
    between organisations is often required for large
    innovations. Characteristics of these are being
    studied (Fischer, Kijkuit van den Ende, Greve)

11
Complexity and Interaction Design
  • Human Users
  • Range of Activities, Varied Processes to Support
  • Appropriation to Needs (Particularly in
    Creativity)
  • Use cannot be fully understood at design time
  • Development and Learning

12
Complexity and Interaction Design
  • Scalability
  • Individual Use, Collaborative Use, Social
    Interactions
  • A Designed System Exists in a Wider Context of
    Systems
  • How do they fit together?
  • How can new systems be developed with
    understanding of the existing context?

13
Our Research
  • Understanding Creative Interaction
  • Developing a conceptual framework to integrate
    this understanding in to the design of
    interactive systems for creative activities

14
Our Research Methodology
  • Empirical and Design Research Methods
  • Observation and Questionnaire Studies
  • Understanding the Phenomena
  • Participatory Task Modelling
  • Validating / Refining our Understanding
  • Prototype Design and Evaluation
  • Utilising this Understanding and Validating its
    Utility

15
Our Research Findings
  • For our purposes, Creative Interaction is best
    understood in terms of Three Perspectives
  • Productive Interaction
  • The production of outcomes through iterative
    cycles of representing and evaluating ideas
  • Structural Interaction
  • Reflection upon and development of the structures
    in which productive interaction occurs
  • Longitudinal Interaction
  • The long-term development of a platform upon
    which productive and structural interactions occur

16
Findings Productive Interaction
  • Cycles of productive interaction involve mental
    ideation and evaluation processes in the
    representation of ideas, their evaluation and
    decision making.
  • Decisions affect a conception of what the outcome
    will be.

17
Findings Structural Interaction
  • Ideas are concrete notions of actions that could
    be performed.
  • But the solution space is ill-structured, so
  • Tangible Structures are required through which
    these actions can be performed (e.g. an
    instrument)
  • Also abstract Conceptual Structures that support
    idea development (e.g. language, goals, genre,
    theory)
  • Internal Structures (previously accepted ideas)
    also add structure.

18
Findings Structural Interaction
  • After a productive cycle, a decision could be
    made to modify these structures. (e.g. change
    tools, goals)
  • Alternatively, if the structures available cannot
    achieve the ideas, the conception of the outcome
    may change to something feasible.

19
Examples Structural Interaction
Changed Conception of the Outcome (Filmmaking
Observations)
Development of Structure (Music Builder Prototype
Evaluations)
20
Findings Longitudinal Interaction
  • Longitudinal interactions include interpersonal,
    intrapersonal and representational processes
  • These result in relationships, resources and
    associations between these resources that are
    utilised in productive and structural
    interactions
  • Interesting replications, such as the production
    of structures for social interaction, and
    structuring resources through associations

21
Examples Longitudinal Interactions
Intrapersonal
Representational
Interpersonal
22
Our Research Findings
  • Along with the three generic perspectives,
    contextual factors must be considered e.g.
  • Domain Factors
  • What form is the outcome to take?
  • Interpersonal Factors
  • What interactions occur between people?
  • Who and what are the prospective users and
    contexts?

23
Contextual Factors Examples
  • More collaborators adds complexity to each
    productive cycle
  • More people to view and evaluate idea,
    externalise their evaluations and take part in
    decision making

24
Contextual Factors Examples
  • A common approach is looser collaboration
    (Individual cycles interspersed with
    collaboration)
  • Separated individuals generate more, higher
    quality ideas than groups, but groups are better
    at evaluating them (Diehl Strobe 1987, Sawyer
    2007)

But this can lead to disparate individual
conceptions of the outcome
25
Contextual Factors Example
  • Shared Structures and development of these
    structures can keep conception of outcome closer
    and support coordination.

26
Connections with Complexity
  • Collaborations are commonly drawn together for
    creative purposes.
  • As they grow these form increasingly complex
    systems in which ideas and evaluations are
    shared, and decisions made together.
  • Shared development of structures is essential to
    coordination and a shared conception of the
    outcome.

27
Connections with Complexity
  • Social Networks
  • Associations
  • Dissemination / Diffusion
  • Development of / Interaction in Collaborations
  • Interaction Design
  • Complex Human Behaviours
  • Dynamic Contexts of Use
  • Measures of Success

28
Links
  • Further details can be found at
  • http//www.cs.bath.ac.uk/tc225/
  • A paper describing the conceptual framework is to
    be presented at the ACM Creativity and Cognition
    conference in October.
  • Email t.coughlan_at_bath.ac.uk
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