Creativity Support Tools

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Creativity Support Tools Ben Shneiderman ben@cs.umd.edu Founding Director (1983-2000), Human-Computer Interaction Lab Professor, Department of Computer Science Member, Institutes for Advanced Computer Studies & Systems Research University of Maryland College Park, MD 20742

Interdisciplinary research community - Computer Science & Psychology - Information Studies & Education (www.cs.umd.edu/hcil)

Scientific Approach (beyond user friendly) Specify users and tasks Predict and measure time to learn speed of performance rate of human errors human retention over time Assess subjective satisfaction (Questionnaire for User Interface Satisfaction) Accommodate individual differences Consider social, organizational & cultural context

Design Issues Input devices & strategies Keyboards, pointing devices, voice Direct manipulation Menus, forms, commands Output devices & formats Screens, windows, color, sound Text, tables, graphics Instructions, messages, help Collaboration & communities Manuals, tutorials, training www.awl.com/dtui

An Inspirational Muse: Leonardo da Vinci (1452-1519) Renaissance Man Combined science & art Integrated engineering & esthetics Balanced technology advances & human values Merged visionary & practical (MIT Press, Oct 2002)

National Science Foundation Sponsored Workshop June 13-14, 2005 Washington, DC

Workshop Organizers Ben Shneiderman Univ. of Maryland (Co-Chair) Gerhard Fischer Univ. of Colorado (Co-Chair) Mary Czerwinski Brad Myers Mitch Resnick Microsoft Research Carnegie-Mellon Univ. MIT Media Lab NSF: Peter Freeman Michael Pazzani Maria Zemankova

Workshop Participants Ernesto Arias Hal Eden Ernest Edmonds Pelle Ehn Michael Eisenberg John Gero Elisa Giaccardi Francois Guimbretiere Tom Hewett Pamela Jennings Andy Ko Bill Kules John Maeda Kumiyo Nakakoji Jay Nunamaker Gary Olson Randy Pausch Ted Selker Elisabeth Sylvan Michael Terry Univ. of Colorado Univ. of Colorado Univ. of Technology, Sydney, Australia Univ. of Malmö, Sweden Univ. of Colorado Univ. of Sydney Univ. of Plymouth,UK Univ. of Maryland Drexel Univ. Carnegie Mellon Univ. Carnegie Mellon Univ. Univ. of Maryland MIT Media Lab Univ. of Tokyo, Japan Univ. of Arizona Univ. of Michigan Carnegie Mellon Univ. MIT Media Lab MIT Media Lab Georgia Tech

Outcomes by quotes I have been studying collaboration for 20 years, but have only thought of creativity for two hours. Absolutely the most stimulating meeting I have been to in long time.

Outcomes by quotes A magnificent effort to bring together such a diverse range of people and then have them align their research so well along a single axis. very stimulating and energizing I had trouble falling asleep because my head was filled with new ideas I left with dozens of pages of notes to follow up on in my own research.

Creativity Support Tools: Goals More people, more creative, more of the time Software and other engineers, diverse scientists, product and graphic designers, architects, educators, students, new media artists, musicians... Revolutionary breakthroughs, paradigm shifts, H-creativity Evolutionary, normal science, product design, engineering, music & art... Impromptu everyday creativity

Key Sources Csikszentmihalyi: Creativity (1996) Finding Flow (1997) Sternberg (Editor): Handbook of Creativity (1999)

Key Sources National Academy of Sciences: Beyond Productivity: Information Technology, Innovation and Creativity (2003) Florida: Rise of the Creative Class (2002) Flight of the Creative Class (2005) von Hippel: Democratizing Innovation (2005)

International Research Efforts (Sample) UK: Creative Industries Mapping Document UK: National Endowment for Science, Technology & the Arts UK: EPSRC Culture and Creativity Networks Australia: Synapse: Collaboration between Art & Science Hong Kong: Baseline Study on HK's Creative Industries Japan: Status of Creative Industries in Japan and Policy Recommendations for Their Promotion Brazil: FORUM on Creative Industries: Shaping an International Centre Canada, Austria, Germany, Netherlands, Hungary,...

Structuralists: A plan, method, process Polya's four steps in How to Solve It (1957): Understanding the problem Devising a plan Carrying out the plan Looking back Couger (1996) reviews 22 "creative problem solving methodologies" Preparation Incubation Illumination Verification

Structuralists: A plan, method, process Atman's design steps: Problem definition identify need Gather information Generate ideas brainstorm & list alternatives Modeling describe how to build Feasibility Analysis Evaluation compare alternatives Decision select one solution Communication write or present to others Implementation (Atman et al., Design Thinking Research Symposium 2003)

Inspirationalists: Aha, Aha, Aha! Free associations Brainstorming Thesauri, photo collages Random stimuli, inkblots Breaking set Getting away to different locations Working on other problems Meditating, sleeping, walking Visualization 2-d networks of ideas Sketching

Situationalists: context, community, collaboration Personal history Family history, parents, siblings Challenging teachers, inspirational mentors Supportive peers and partners Consultation Peers and mentors Early, middle and late stages Information and empathic support Motivations Fame, legacy, admiration Competition

Csikszentmihalyi s book Creativity (1993) 1) Domain: e.g. mathematics or biology "consists of a set of symbols, rules and procedures 2) Field: "the individuals who act as gatekeepers to the domain...decide whether a new idea, performance, or product should be included 3) Individual: creativity is "when a person... has a new idea or sees a new pattern, and when this novelty is selected by the appropriate field for inclusion in the relevant domain"

Eight Activities Searching & browsing digital libraries Consulting with peers & mentors Visualizing data & processes Thinking by free associations Exploring solutions - What if tools Composing artifacts & performances Reviewing & replaying session histories Disseminating results (Creating creativity: User interfaces for supporting innovation ACM TOCHI, 3/2000)

Creativity Research Methods Evaluation is difficult Controlled studies are inapprorpiate Brief case studies are not adequate Multi-Dimensional Indepth Longitudinal Case Studies Observers & Participants Processes & Products Conversation, Email, Reports, Designs Impact on others

Guidelines for Creativity Support Tools 1. Support exploration 2. Low threshold, high ceiling & wide walls 3. Support many paths & many styles 4. Support collaboration 5. Support open interchange 6. Make it as simple as possible and maybe even simpler

Guidelines for Creativity Support Tools 7. Choose black boxes carefully 8. Invent things that you would want to use yourself 9. Balance user suggestions, with observation & participatory processes 10. Iterate, iterate - then iterate again 11. Design for designers 12. Evaluate your tools

What now? NSF Incorporate creativity in existing programs Encourage new program on: Software Tools & Socio-Technical Environments to Enhance Creativity Colleagues Refine research methods: multi-dimensional indepth longitudinal case studies ( Clinical trials $100M for 3 years) Develop dramatically improved software tools

Creativity Challenges Evolve new theories: incorporating social, technical, and organizational dimensions Identify the role of creativity in all disciplines (science, design, engineering, art, business, education..) Propose radically new creativity support tools that enhance creative thinking & expression Design socio-technical environments to support & enhance creativity Formulate systematic foundations for wide-spread distribution of creativity support tools Develop multi-dimensional assessment approaches

Take Away Messages New research direction is emerging Dramatically improved creativity support tools are possible Multi-dimensional indepth longitudinal case studies Guidelines for design are emerging

www.cs.umd.edu/hcil/cst www.cs.umd.edu/hcil