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ACM Creativity & Cognition 2009
Creativity
ACM 2009
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.

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