Lecture 13
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.edu; haleden@colorado.edu; holger.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”,
- June 2007: http://www.cs.umd.edu/hcil/CC2007/
- October 2009: http://www.creativityandcognition09.org/
- new program “CreativeIT: Creativity and IT”; National Science Foundation (2007) ? http://swiki.cs.colorado.edu:3232/CreativeIT
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
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
A DODE for Kitchen Design: Argumentation
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."
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
- Craft Technology Group (Michael Eisenberg) http://l3d.cs.colorado.edu/~ctg/Craft_Tech.html
- 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
The Envisionment and Discovery Collaboratory (EDC)
Boulder City Council and University of Colorado Regents
Integrating Individual and Social Creativity: Caretta
SketchUp + 3D Warehouse + Google Earth:
CU Boulder in 3D
Downtown Denver in 3D
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