ACCEPTED POSTERS
NAVIGATOR Derek Besant, Paul Connolly ACAD Alberta College of Art + Design, Fluor International NAVIGATOR reassembles and juxtaposes visual and audio data from incoming LAX airport control tower transponders , monitoring a South African pregnancy through progressive ultrasound and aerial photos of city infrastructure roadways. WeBLIMP Art Exhibition Brian Quan, Andrew Thong, Nathan Waddington, Anna Wu Simon Fraser University Destination, Imagination & The Fires Within: An Ethnographic Study of Design Thinking in a Middle School Classroom Maureen Carroll, Shelley Goldman, Adam Royalty Stanford University
The purpose of the Taking Design Thinking To Schools Research Project was to extend the knowledge base that contributes to an improved understanding of design thinking skills in K-12 education.
In Search of a Perceptual Basis for Interacting with Parametric Images Daryl Hepting, Leila Latifi, Chris Oriet University of Regina Many people appreciate the aesthetics of fractal, but few engage in the mathematics needed to create them. A perceptual basis for interacting with these images could democratize their creation.
The Usability of Creativity - Experts v. Novices Julie Baher, Bill Westerman Adobe Systems, Inc., Create with Context Our study compares novices and experts using Adobe Photoshop. We put forth that professional designers undertaking a creative task immersed in their creativity take longer to perform tasks than novices. Ideation2.0 Project: Web2.0 Tools to support Brainstorming Networks and Innovation Teams Oscar Ardaiz, Xabier Nicuesa, Oscar Brene, Maria Luisa Sanz de Acedo, Maria Teresa Sanz de Acedo Public University of Navarra We developed and evaluated tools that enable the participation of many people in idea generation and evaluation sessions forming brainstorming networks. They also allow the formation of innovation development teams based on the affinity in creativity and interest in ideas among participants.
Enhancing Creativity of Engineers by Idea Drawing Yoshifumi Tanaka, Sumio Nakamura, Kazuya Takemata Kanazawa Institute of Technology "Idea drawing" is a freehand drawing method to externalize ideas in diagrams. An interview with an engineer suggested that idea drawing could enhance communicating ideas and improve product design process.
MobileAct: Applying Mobile Design and Kinetic Art to an Interactive Visualization Tool Jee Yeon Hwang Georgia Institute of Technology MobileAct is an interactive visualization tool that enables users to create their own visualizations and integrate them into their daily tasks. Through its key feature, connectedness and equilibrium, users can interact with contextually relative information and obtain instant feedback.
Improvisation - the Neural Foundation for Creativity Morten Friis-Olivarius, Mikkel Wallentin, Peter Vuust Copenhagen Business School, Aarhus University Hospital, Royal Academy of Music, Aarhus, Denmark
In a fMRI study we show that just a small area in the left frontal part of the brain is activated when musicians improvise. An area that presumably controls how our associative network unfolds.
Visualization & Empowerment Indhira Rojas, Wendy Ju California College of the Arts To explore design as a vehicle for social change and creative engagement, we created an interactive visualization of development in the Dominican Republic.
VIP:A Creative Drawing System for a Visual Imagination Puzzle Eun Joo Youk, Doo Young Kwon Korea German Institute of Technology(KGIT) This poster proposes a creative drawing system called the VIP (Visual Imagination Puzzle) that enables users to visually think their own concrete image from the abstract image and to draw the emergent shapes in different layers.
An Ecology of Practice: Chiptune Marching Band Jamie Allen, Kazuhiro Jo, Areti Galani Newcastle University Chiptune Marching Band is a workshop-performance that proposes a contemporary form of dialogic art - an inclusive, participatory event designed to provide direct experience of resource, social and creative dynamics.
Supporting Human Creative Story Authoring with a Synthetic Audience Brian O'Neill, Mark Riedl Georgia Institute of Technology We describe initial efforts at supporting creativity using synthetic audience - an intelligent agent that acts as (a) a surrogate story recipient and (b) critic capable of providing constructive feedback.
Cultivating Creativity in Tangible Interaction Design Fred G. Martin, Karen E. Roehr University of Massachusetts Lowell We created a general education undergraduate course giving a hands-on introduction to principles of Tangible Interaction Design. We describe the course, our "Tiddles" creativity exercises, and three exemplar student final projects. STOLEN!: Categories of In-Context Response to Unauthorized Reuse of User-Generated Media Eric Cook, Ingrid Erickson, Jennifer Thom-Santelli University of Michigan, Social Science Research Council, Cornell University This poster describes work-in-progress investigating the normative climate within user-generated media communities regarding perceived unauthorized reuse. Collecting data from photosharing service flickr.com, we highlight several emergent categories of user response.
Big Lampan Lamps: designing for DIY Daniel Saakes delft university of technology With the DIY design of a repurposed IKEA lamp I discuss the requirements for "designing for DIY" as a new design approach.
Relationship between the Diversity of Information and Idea Generation Sachiko Kiyokawa, Yuichi Washida, Kazuhiro Ueda, Eileen Peng Chubu University, Hakuhodo Inc., The University of Tokyo, Textron Inc. We examined whether providing diverse information could facilitate idea generation. The results revealed that the diversity of materials that were not provided but used had an effect on idea generation.
Design Stages and Software Interactions in Creative Design Processes. Paula Gomez Zamora, Ellen Yi-Luen Do Georgia Institute of Technology This study presents the analysis of nine architects' design processes with different design expertise levels. The goal is to find patterns of design phases, design iterations, and software used to support creative processes.
The Effect of Computing Technology in Creative Design Tasks: a Case Study of Design Collaboration Seunghyun Lee, Ellen Yi-Luen Do Georgia Institute of Technology We present two studies collaborating on two design sessions in both face-to-face and distributed settings while using computer-mediated communication technologies and a collaborative virtual environment. The study shows that teams spent more time working together when using programs that support shared sketching or shared viewing of 3D objects.
Notes on the Creative Process of Artist Collectives Meredith Tromble San Francisco Art Institute This poster explores the relationship between the creative process of artist collectives and emergence, the appearance of "higher order" from the actions of a group of agents following local rules.
Towards The Ultimate Aesthetic Experience Haakon Faste, Massimo Bergamasco Scuola Superiore Sant'Anna, Pisa, Italy We have combined design strategy, trend analysis and immersive virtual reality systems to build the "ultimate" interactive aesthetic experience. Our creative process and preliminary results are discussed in this paper.
Extending the Reggio Educational Approach to Creativity Support Environments Keith Green, Angela Eckhoff, Suzanne Rosenblith, Ian Walker Clemson University Inspired by the Reggio Emilia method of education, the digital-physical, intelligent systems we call "Creativity Support Environments" emphasize the role of the physical environment as, itself, a "teacher" of creativity.
Class-Wide Projects: Fostering Collaboration and Creativity in Computer Science Courses Alexandre Francois Tufts University This poster reports on the introduction of class-wide projects in computer science courses at different levels in the curriculum, as a means to foster collaborative teamwork and creativity.
A Sub-symbolic Model of the Cognitive Processes of Re-representation and Insight Dan Ventura Brigham Young University Manifold learning is used to discover representational transformations, which are learned with a set of neural networks. The result is a set of neural filters that act as re-representation operators.
The Creative Footprint: the impact of physical space on workplace creativity Alison Williams SMARTlab, University of East London Exploring the creative footprint - that combination of physical elements uniquely necessary to our personal ability to stimulate and sustain our workplace creativity.
Affective Support for the Creative User Priyamvada Tripathi, Winslow Burleson Arizona State University Physiological and behavioral sensors can serve an important role in modeling affect-creativity relationship. This poster presents an empirical study that lays the foundation for affective feedback environments for creativity support.
Increasing and Sustaining Participation to Support and Foster Social Creativity Holger Dick, Hal Eden, Gerhard Fischer University of Colorado at Boulder To contribute to a culture of participation surrounding the community researching creativity and information technology, a wiki has been created. This poster reports on two generations of that effort.
Predicting Successful Completion of Online Collaborative Animation Projects Kurt Luther, Kevin Ziegler, Kelly Caine, Amy Bruckman Georgia Institute of Technology Our quantitative analysis of 892 online collaborative animation projects, or "collabs", indicates that the early presence of organizational and structural elements, particularly those of a technical nature, can predict successful completion.
Managing Information in a Creative Environment Carol Bales, Ellen Yi-Luen Do Georgia Institute of Technology This study explored how expert designers organize and utilize information in their design workspaces during initial phases of the creative process. Findings could inform design of mixed reality creative environments.
Everyday experience as stimuli for technology enhanced creativity workshops Thomas Herrmann, Angela Carell University of Bochum The design of a creativity workshop is presented which helps to develop new ideas of how to support elderly people to live in their own home. Early Results with Faceted Classification of "Alternate Uses" Test Responses Kyle E. Jennings University of California, Berkeley Faceted classification is suggested as a high-resolution way to characterize the idea generation process. A distance metric over classifications correlates with time between adjacent responses, demonstrating the approach's promise.
What is the Optimal Proportion of 'Creative Types' in Society? A Computer Simulation Liane Gabora, Stefan Leijnen University of British Columbia Agent-based cultural evolution simulations showed that clustering of 'creative types' produces (1) a short-term decrease but long-term increase in mean fitness of ideas, and (2) a decrease in cultural diversity.
A Quantitative Analysis of Collective Creativity in Playing 20-Questions Games Wen Dong, Taemie Kim, Alex Pentland MIT Media Laboratory This poster demonstrates our novel method in mathematically analyzing the patterns of creativity by comparing how different people solve the same problems.
Locomotion Storytelling: A Study of the Relationship Between Kinesthetic Intelligence and Tangible Objects in Facilitating Preschoolers Creativity in Storytelling Jasmine Williams, Ellen Do Georgia Institute of Technology The relationship between kinesthetic intelligence and creativity in preschoolers was studied by observing their ability to propose narratives using various storytelling techniques. Responses were coded to calculate Ideational Fluency scores. The One-Week Curious 'Hood: Creative inhabitation as a mode of urban revitalization Joanne Jakovich University of Technology Sydney Cities around the world currently seek to build creative nodes, creative communities, and creative ecologies as the solutions to urban attractiveness and regional economic competitiveness. This research explores the question of urban vitality through a series of temporary, intensive programs of inhabitation that aim to extract the inherent character and vibrancy of a given urban location.
HandJabber: An Enactive Framework for Collaborative Creative Expression Cristòbal MartÌnez, Jessica Mumford, Stjepan Rajko, Lisa Tolentino, Todd Ingalls, Harvey Thornburg, Ellen Campana Arizona State University HandJabber is an interactive audio environment that intelligently responds to non-verbal communication gestures and interpersonal behaviors that occur between two people situated in co-located space.
Designing Case Libraries to Encourage Creative Design Chandan Dasgupta, Janet Kolodner Georgia Institute of Technology Pilot study highlighted that youngsters designed creative artifacts and learned science concepts well when they were allowed to explore a case library resource containing other designers' design ideas and struggles.
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