Lecture 13

Last modified by Hal Eden on 2010/10/08 16:10

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Wisdom is not the product of schooling

but the lifelong attempt to acquire it.

- Albert Einstein

Beyond Binary Choices: Integrating Individual and Social Creativity

Gerhard Fischer, Hal Eden, and Holger Dick — Fall Semester 2010

gerhard@colorado.eduhaleden@colorado.eduholger.dick@gmail.com;  

October 13, 2010

source: Fischer, G., Giaccardi, E., Eden, H., Sugimoto, M., & Ye, Y. (2005) "Beyond Binary Choices: Integrating Individual and Social Creativity," International Journal of Human-Computer Studies (IJHCS), 63(4-5), pp. 482-512. http://l3d.cs.colorado.edu/~gerhard/papers/ind-social-creativity-05.pdf

The Basic Message

  • Individual versus Social Creativity ? Individual and Social Creativity
  • why: the complexity and uniqueness of design problems transcends the unaided, individual human mind ? it requires social creativity
  • example: a movie (director and 300 contributors)

Research in Creativity

  • a timely and hot topic
  • book: National-Research-Council (2003): “Beyond Productivity: Information Technology, Innovation, and Creativity”, National Academy Press, Washington, DC.
  • September 2010: “Re/Search: Art, Science, and Information Technology”, A Joint Meeting of the National Science Foundation and the National Endowment for the Arts
  • workshop supported by the National Science Foundation, June 2005

http://www.cs.umd.edu/hcil/CST/

  • conference series: “Creativity & Cognition”,

One of the Grand Challenges for the Future of Computer Science:
Beyond Productivity: Innovation and Creativity

  • challenge for the 21st century: work smarter, not harder”
  • explore collaborative efforts between information technologies (IT) and creative practices (CP; fine arts, movie making, architecture, urban planning, software design) ? artists and technologists should find common ground
  • objective-1 (IT  ? CP): how can IT provide new tools and media for artists and designers that enable new types of work?
  • objective-2 (CP ? IT)how can CP raise important challenges for IT (new tools, new representations)?
  • objective-3 (IT + CP): how can a successful collaboration of IT and CP be established? ? check out the ATLAS Institute at CU
    http://www.colorado.edu/ATLAS/

Creativity: Four Essential Attributes

  • originality means people having unique ideas  or applying existing ideas to new contexts
  • expression — ideas or new applications are of little use if they are only internalized; they need to be expressed and externalized
  • social evaluation — externalizations allow other people (with different backgrounds and perspectives) to understand, reflect upon, and improve them
  • social appreciation within a community —rewards, credits, and acknowledgements by others that motivate further creative activities

Historical versus Psychological Creativity

  • historical creativity = ideas and discoveries that are fundamentally novel with respect to the whole of human history
  • psychological creativity = ideas and discoveries in everyday work practice that are novel with respect to an individual human mind or social community
  • a capacity inherent to varying degrees in all people
  • needed in most problem-solving situations
  • knowledge workers and designers have to engage in creative activities to cope with the unforeseen complexities of real-world tasks

Creativity —The “Wrong” Image?

The Thinker” by Auguste Rodin

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Human Creativity = f{Medium}


  • Neil Postman, “Amusing Ourselves to Death”:
    “you cannot use smoke signals to do philosophy. Its form excludes the content”
  • claim: we cannot use most current computer systems to be creative
  • challenge: design of socio-technical environments supporting creativity by allowing us
  • to think previously unthinkable thoughts
  • to do previously undoable actions, and
  • to explore previously unfeasible questions

Individual Creativity

  • creative individuals can make a huge difference — for example: movie directors, champions of sports teams, leading scientists and politicians, architects and urban planners, ……….
  • foundations for individual creativity:
  • grounded in the unique perspective that an individual brings to bear in a specific problem
  • results from the life experience, culture, education, and background knowledge of an individual
  • support mechanisms for individual creativity:
  • breakdowns as a source for creativity (“critiquing”)
  • reflection-in-action (“making argumentation serve design”)
  • domain-oriented design environments (DODEs) empower skilled domain workers by bringing task to the front with the support of human problem-domain interaction
  • make information relevant to the task at hand
  • seeding, evolutionary growth and reseeding (SER) process model (honor emerging phenomena)

A DODE for Kitchen Design: Construction

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A DODE for Kitchen Design: Argumentation

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Creativity oriented Assessment / Evaluation Issues in DODEs

  • do critics enhance or hinder creativity (e.g., Fosbury Flop)? — Stravinsky: “without constraints, there can be no creativity”
  • differences in performance, quality, and creativeness as a function of critics, catalog, simulation component?
  • trade-offs between critiquing (breakdowns occur) versus constraint (breakdowns are prevented)
  • trade-offs between different intervention strategies (active versus passive)
  • does “making information relevant to the task at hand” prevent serendipity?
  • under which conditions will designers challenge or extend the knowledge represented in the system?

Individual Creativity has Limits

  • in today’s society, the Leonardesque aspiration to have people who are competent in all of science fails because the individual human mind is limited (“symmetry of ignorance”)
  • An idea or product that deserves the label ‘creative’ arises from the synergy of many sources and not only from the mind of a single person” — Mihaly Csikszentmihályi
  • Great discoveries and improvements invariably involve the cooperation of many minds!” — Alexander Graham Bell
  • none of us is as smart as all of us” ? Bennis, W. & Biederman, P. W. (1997) Organizing Genius: The Secrets of Creative Collaboration
  • Linux was the first project to make a concious and successful effort to use the entire world as a talent pool” ? Raymond, E. S. & Young, B. (2001) The Cathedral and the Bazaar: Musings on Linux and Open Source by an Accidental Revolutionary, O'Reilly & Associates, Sebastopol, CA.

Social Creativity

  • the Renaissance scholar (who knows “everything”) does not exist anymore
  • the individual, unaided human mind is limited
  • the great individual? the great group/community
  • distinct domain of human knowledge exist ? of critical importance: mutual appreciation, efforts to understand each other, increase in socially shared cognition and practice
  • exploit the “symmetry of ignorance” as an opportunity
  • none of the stakeholders solving a complex problem can guarantee that their knowledge is superior or more complete compared to other people’s knowledge
  • to overcome the “symmetry of ignorance” ? activate as much knowledge from as many stakeholders as possible with the goal of achieving mutual education and shared understanding

Individual versus / and Social Creativity

The strength of the wolf is in the pack,
and the strength of the pack is in the wolf.”— 
Rudyard Kipling

  • individual:
  • human collaboration is not only needed but central to social creativity
  • individuals participating in collaborative inquiry and creation need the individual reflective time depicted by Rodin's sculpture
  • without such reflection it is difficult to think about contributions to social creativity
  • social
  • Rodin's sculpture "The Thinker" dominates our collective imagination as the purest form of human inquiry — the lone, stoic thinker
  • the reality is that scientific and artistic forms emerge from joint thinking, passionate conversations, and shared struggles

The Fish-Scale Model for Social Creativity

  • collective comprehensiveness through overlapping patterns of unique narrowness” ? Campbell, D. T. (1969) "Ethnocentrism of Disciplines and the Fish-Scale Model of Omniscience."

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Conceptual Framework


    • distances in social creativity
  • spatial
  • temporal
  • conceptual
  • technological

    • details: Fischer, G. (2005) "Distances and Diversity: Sources for Social Creativity," Proceedings of Creativity & Cognition, London, April, pp. 128-136

Distance “Spatial Dimension” — Voices from Far Away

  • bringing spatially distributed people together: supports the shift that shared concerns rather than shared location becomes the prominent defining feature of a group of people interacting with each other
  • allows more people to be included, thus exploiting local knowledge
  • success model: open source communities
  • transcending the barrier of spatial distribution is of particular importance in locally sparse populations

Distance “Temporal Dimension” — Voices from the Past

  • design processes often take place over many years, with initial design followed by extended periods of evolution and redesign
  • importance of
  • design rationale
  • redesign and reuse (“complex systems evolve faster if they can build on stable subsystems” )
  • compare: Lecture on Sept 29 about SER Model

Distance “Conceptual Dimension” — Voices from Collaborators

  • Communities of Practice (CoPs)
  • Communities of Interest (CoIs)
  • more in lecture on October 27, 2010

Distance “Technological Dimension”

What are good Creativity Support Tools?


    • Searching & browsing large information repositories (e.g.: Google Search)

    • Visualizing Data & Processes

    • Thinking by Free Associations

    • Exploring Solutions - What If Tools (Spreadsheets, Simulations)

Examples of Environments Supporting Creativity

  • Envisionment and Discovery Collaboratory and Caretta — focused on social creativity in urban planning ? class meetings on October 18 and 20
  • CodeBroker: Fostering Social Creativity by Facilitating Reuse in Open Source —Ye, Y., & Fischer, G. (2002) "Supporting Reuse by Delivering Task-Relevant and Personalized Information." In Proceedings of 2002 International Conference on Software Engineering (Icse'02), Orlando, FL, pp. 513-523.
  • SketchUp, 3D Warehouse and Google Earth — exploiting the power of mass collaboration (and Web 2.0 technologies) ? Guest Lecture in class meetings on October 25

Craft Technology Group

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The Envisionment and Discovery Collaboratory (EDC)

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Boulder City Council and University of Colorado Regents

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Integrating Individual and Social Creativity: Caretta

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SketchUp + 3D Warehouse + Google Earth:
CU Boulder in 3D

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Downtown Denver in 3D

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Creativity and Productivity

Implications for Students in Computer Science

  • creativity and outsourcing
  • exploiting the long tail for creativity, discovery, and innovation ? ? details in lecture on November 3, 2010
  • transdisciplinary education and collaboration ? details in lecture on December 1, 2010

Outsourcing ? Economic Implications

  • US tax returns in India (tax returns: knowledge work, but rule-based)

    • 2003: 25,000
    • 2004: 100,000
    • 2005: 400,000
  • the changing world (in less than 50 years):

    • sold in China
    • made in China
    • designed in China
    • dreamed up in China
  • basic assumption: the more “creative work” will stay in the USA ? combine technical knowledge (e.g., how to write computer programs) with business, scientific knowledge, and take advantage of local contexts
  • question: what are the educational implications of these changes? how do we educate students for finding a job in the world of tomorrow?

Democratizing Creativity — with Cultures of Participation and Meta-Design

Hippel, E. v. (2005) Democratizing Innovation, MIT Press, Cambridge, MA.

  • creativity and innovation are being democratized — meaning: users of product and services are increasingly able to innovate for themselves
  • integrate and complement manufacturer-creativity and user—creativity
  • the needs of users for products are highly heterogeneous in many fields
  • users may value the process of innovating and being creative because of the enjoyment and learning that it brings them ? in personally meaningful problems
  • claim: users’ ability to innovate is improving radically and rapidly as a result of the steadily improving quality of computer software and hardware, improved access to easy-to-use tools and components for innovation, and access to a steadily richer innovation commons

Assessment of Social Creativity

  • what will make people want to engage in social creativity?
  • requires: culture change, new mindsets, new reward systems
  • organizational rewards
  • social capital
  • self-application of this idea to L3D:
  • value gained by the individual to contribute to the social is greater than the effort expended
  • barriers with creating and evolving organizational memories:
  • individuals must perceive a direct benefit
  • the effort required to contribute must be minimal so it will not interfere with getting the real work done
  • collaborative systems will not work in a non-collaborative society”
  • a student’s observation in one of our classes using technologies to enhance peer-to-peer learning, sharing of information, self-evaluation, etc.
  • collaboration should not be considered as cheating

Conclusions

  • the basic message
  • the complexity and uniqueness of design problems transcends the unaided, individual human mind
  • support individual and social creativity
  • linkage of creativity to meta-design, cultures of participation, and human-centered computing:
  • creative people should use their creativity to create socio-technical environments in which other people can be creative

Fischer & Eden & Dick 33 HCC Course, Fall 2010

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Created by Hal Eden on 2010/10/08 16:06

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