Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/2757226.2757234acmconferencesArticle/Chapter ViewAbstractPublication Pagesc-n-cConference Proceedingsconference-collections
research-article

Creating a Collaborative Space for Creativity through a Pervasive User Experience

Published: 22 June 2015 Publication History

Abstract

This paper explores the potential of a pervasive user experience to inspire, provoke and support creative thinking amongst participants in an intensive ideation workshop. The pervasive experience used a iPad-based virtual narrator to guide groups of participants around a physical and digital environment. It took place towards the start of a three-day workshop and the playful, self-directed nature of the experience was designed to align with subsequent workshop activities. This paper describes the user experience, presenting observations and findings through the lens of space (facilitation, augmentation and story), considering how the experience related to and supported the overall workshop aims of ideation and creative thinking. We conclude by examining some of the tensions that emerged, namely; 1) the disconnect between researcher and participant expectations, 2) the potential trade off between "authentic" outputs and participant engagement, and 3) bridging the knowledge within the workshop with the world outside the workshop.

References

[1]
Appan, P., Sundaram, H., and Birchfield, D. 2004. Communicating everyday experiences. Proc. SRMC 2004, ACM Press (2004), 17--24.
[2]
Aylett, M. P., and Pidcock, C. J. The CereVoice characterful speech synthesiser sdk. Proc. AISB 2007, 174--178.
[3]
Barbara Babcock-Abrahams, B. "A Tolerated Margin of Mess": The Trickster and His Tales Reconsidered. Journal of the Folklore Institute, 11, 3 (1975), 147--186
[4]
Beatty, E. L. & Ball, L. J. (2011). Investigating exceptional poets to inform an understanding of the relationship between poetry and design. Conference Proceedings: DESIRE 11.
[5]
Benford, S., Giannachi, G., Koleva, B., and Rodden, T. From interaction to trajectories: designing coherent journeys through user experiences. Proc. CHI 2009, ACM Press (2009), 709--718.
[6]
Benford, S., Magerkurth, C., and Ljungstrand, P. Bridging the physical and digital in pervasive gaming. Communications of the ACM 48, 3 (2005), 54--57.
[7]
Benyon, David, Oli Mival, and Serkan Ayan. "Designing blended spaces." Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers. British Computer Society, 2012.
[8]
Big Beacon Manifesto {Accessed on 12 January 2015} http://bigbeacon.org/big-beacon-manifesto.pdf
[9]
Blanchette, D. M., Ramocki, S. P., O'del, J. N., & Casey, M. S. (2005). Aerobic Exercise and Creative Potential: Immediate and Residual Effects. Creativity Research Journal, 17 (2 & 3), pp. 257--264.
[10]
Boess, S., Saakes, D., and Hummels, C. When is role playing really experiential? Case studies. Proc. TEI 2007, ACM Press (2007), 279--282.
[11]
Bolter, J. D. & Grusin, R. A. (1999) Remediation : understanding new media, Cambridge, Mass.; London, MIT Press.
[12]
Booker, C. The Seven Basic Plots: Why We Tell Stories. Bloomsbury Publishing, 2004.
[13]
Brooks, K. M. Do story agents use rocking chairs? The theory and implementation of one model for computational narrative. Proc. MULTIMEDIA 1996, ACM Press (1996), 317--328.
[14]
Campbell, J. The Hero with a Thousand Faces. Fontana Press, 1993.
[15]
Carroll, J. M. Making Use: Scenario-based Design of Human-Computer Interactions. MIT Press, 2000.
[16]
Chalmers, M., and Galani, A. Seamful Interweaving: Heterogeneity in the Theory and Design of Interactive Systems. Proc. DIS 2004, ACM Press (2004), 243--252.
[17]
Chang, Y. N., Lim, Y. K., and Stolterman, E. Personas: From Theory to Practices. Proc. NordiCHI 2008, ACM Press (2008), 439--442.
[18]
Cooper, A., and Saffo, P. The Inmates are Running the Asylum. Sams, Indianapolis, 2004.
[19]
Csikszentmihalyi, M. Flow: The psychology of optimal experience. Harper & Row, New York, 1990.
[20]
Denning, Peter J. "The whole professional." Communications of the ACM 57.12 (2014): 24--27.
[21]
DesignX: A Future Path for Design. The Design Collaborative. {Accessed on 12 January 2015} http://www.jnd.org/dn.mss/designx_a_future_pa.html
[22]
Deterding, S., Dixon, D., Khaled, R., and Nacke, L. From Game Design Elements to Gamefulness: Defining "Gamification". Proc. MindTrek 2011, ACM Press (2011), 9--15.
[23]
Erden, Z., von Krogh, G., and Nonaka, I. The Quality of Group Tacit Knowledge. Journal of Strategic Information Systems, 17, 1 (2008), 4--18.
[24]
Esser, J. K. (1998). Alive and well after 25 years: A review of groupthink research. Organizational behavior and human decision processes, 73(2), 116--141.
[25]
Fosh, L., Benford, S., Reeves, S., Koleva, B., and Brundell, P. See me, Feel me, Touch me, Hear me: Trajectories and Interpretation in a Sculpture Garden. Proc. CHI 2013, ACM Press (2013), 149--158.
[26]
Giles, J. "Sandpit initiative digs deep to bring disciplines together." Nature 427.6971 (2004), 187--187.
[27]
Labov, W., and Waletzky, J. Narrative analysis: oral versions of personal experience. Sociolinguistics: The essential readings (2003), 74--104.
[28]
Laurel, B. Computers as Theatre. Pearson Education, 1993.
[29]
Maxwell, D., Williams, A. 2014. Pragmatics, Plasticity, and Permission: A Model for Creativity in Temporary Spaces. Proc. 19th DMI: Academic Design Management Conference (London, UK, September 02-04, 2014).
[30]
Maxwell, D., Woods, M., and Abbott, D. StoryStorm: A Collaborative Exchange of Methods for Storytelling. Proc. DIS 2014, ACM Press (2014), 207--210.
[31]
Norman, D. State of Design: How Design Education Must Change {Accessed on 12 January 2015} https://www.linkedin.com/pulse/2014032510243812181762-state-of-design-how-design-education-mustchange
[32]
O'Neill, S. Interactive media: the semiotics of embodied interaction. London, Springer (2008).
[33]
Odom, W., Zimmerman, J., Davidoff, S., Forlizzi, J., Dey, A. K., and Lee, M. K. A Fieldwork of the Future with User Enactments. Proc. DIS 2012, ACM Press (2012), 338--347.
[34]
Polti, G. The Thirty-Six Dramatic Situations. JK Reeve, Boston, 1954.
[35]
Propp, V. Morphology of the Folktale. University of Texas Press, 1968.
[36]
Robertson, J., Luckin, R., and Gjedde, L. Inside stories: A Narrative Journey. Lulu.com, 2008.
[37]
Scotland: An Insight into our Customer Segments, VisitScotland Report, 2011. {Accessed on 12 January 2015} http://www.visitscotland.org/pdf/An%20Insight%20into %20our%20Segments%20updated.pdf
[38]
Shyba, L., and Tam, J. Developing Character Personas and Scenarios: Vital Steps in Theatrical performance and HCI Goal-Directed Design. Proc. CandC 2005, ACM Press (2005), 187--194.
[39]
Smith, Donald. Storytelling Scotland: a nation in narrative. Interlink Publishing Group, 2001.
[40]
Spence, J., Frohlich, D. M., and Andrews, S. Performative Experience Design. Proc. CHI EA 2013, ACM Press (2013), 2049--2058.
[41]
Stappers, P. J., Saakes, D., and Adriaanse, J. On the Narrative Structure of Virtual Reality Walkthroughs. Proc. Computer Aided Architectural Design Futures 2001, Springer Netherlands (2001), 125--138.
[42]
Stenros, J., Montola, M., and Mäyrä, F. Pervasive Games in Ludic Society. Proc. Future Play 2007, ACM Press (2007), 30--37.
[43]
Verweij, L. We are coming to view design more as a mentality than a skill. {Accessed on 12 January 2015} http://www.dezeen.com/2014/03/25/opinion-lucasverweij-design-education/
[44]
Waern, A., Montola, M., and Stenros, J. The ThreeSixty Illusion: Designing for Immersion in Pervasive Games. Proc. CHI 2009, ACM Press (2007), 1549--1558.

Cited By

View all
  • (2024)Erasing stigmas through storytelling: why interactive storytelling environments could reduce health-related stigmasDesign for Health10.1080/24735132.2024.23067718:1(46-77)Online publication date: 5-Feb-2024
  • (2020)Transitioning into states of immersion: transition design of mixed reality performances and cinematic virtual realityDigital Creativity10.1080/14626268.2020.1779091(1-10)Online publication date: 18-Jun-2020
  • (2017)A Survey of the Trajectories Conceptual FrameworkProceedings of the 2017 CHI Conference on Human Factors in Computing Systems10.1145/3025453.3026022(2091-2105)Online publication date: 2-May-2017

Index Terms

  1. Creating a Collaborative Space for Creativity through a Pervasive User Experience

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    C&C '15: Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition
    June 2015
    420 pages
    ISBN:9781450335980
    DOI:10.1145/2757226
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 22 June 2015

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. creativity support tools
    2. design methods
    3. games and play
    4. narrative
    5. reflection on design processes
    6. storytelling

    Qualifiers

    • Research-article

    Funding Sources

    Conference

    C&C '15
    Sponsor:
    C&C '15: Creativity and Cognition
    June 22 - 25, 2015
    Glasgow, United Kingdom

    Acceptance Rates

    C&C '15 Paper Acceptance Rate 23 of 88 submissions, 26%;
    Overall Acceptance Rate 108 of 371 submissions, 29%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)14
    • Downloads (Last 6 weeks)1
    Reflects downloads up to 01 Oct 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Erasing stigmas through storytelling: why interactive storytelling environments could reduce health-related stigmasDesign for Health10.1080/24735132.2024.23067718:1(46-77)Online publication date: 5-Feb-2024
    • (2020)Transitioning into states of immersion: transition design of mixed reality performances and cinematic virtual realityDigital Creativity10.1080/14626268.2020.1779091(1-10)Online publication date: 18-Jun-2020
    • (2017)A Survey of the Trajectories Conceptual FrameworkProceedings of the 2017 CHI Conference on Human Factors in Computing Systems10.1145/3025453.3026022(2091-2105)Online publication date: 2-May-2017

    View Options

    Get Access

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media