Hacking the Medium: Shaping the creative constraints of network architectures in multiplicitous media artworks

2021 ◽  
Vol 26 (3) ◽  
pp. 305-316
Author(s):  
Oliver Bown ◽  
Sam Ferguson ◽  
Augusto Dias Pereira Dos Santos ◽  
Kurt Mikolajczyk

In this article we discuss our practice-based research into effective architectures and creative workflows for creatively coding massive multidevice light and sound installation artworks. We discuss the challenges of working with networked multidevice systems and illustrate these challenges with examples of the type of content that one may wish to display on these systems. We then consider how the structuring of a creative framework can strongly influence how an artist approaches the creation of such work, eases the process of creative search and discovery and reduces the time cost and risk of solving technical problems of architecture design. We take a design perspective on how to make effective creativity support tools and also consider a holistic perspective on creative practice that attempts to satisfy creative ideals grounded in the reality of practice.

2021 ◽  
pp. 379-415
Author(s):  
Forrest Huang ◽  
Eldon Schoop ◽  
David Ha ◽  
Jeffrey Nichols ◽  
John Canny

2002 ◽  
Vol 45 (10) ◽  
pp. 116-120 ◽  
Author(s):  
Ben Shneiderman

Author(s):  
Marie-Lise Moullec ◽  
Marija Jankovic ◽  
Claudia Eckert

AbstractDecisions related to system architecture are difficult because of fuzziness and lack of information combined with often-conflicting objectives. We organized an industrial workshop with the objective of choosing 5 out of 800 architectures. The first step, the identification of selection criteria, proved to be the greatest challenge. As a result, designers selected system architectures that did not satisfy them without being able to explain why. It appeared that most of the difficulties faced by the designers came from the criteria used for architecture selection. This study aims to identify what made the selection criteria difficult to use. The audio recordings of the workshop were transcribed and analyzed in order to identify the obstacles related to the definition and the use of selection criteria. The analysis highlights two issues: the interdisciplinarity of system architecture makes criteria interdependent and the lack of information makes it impossible to define an exhaustive set of criteria. Finally, this study provides recommendations for selecting appropriate selection criteria and insights for future selection support tools dedicated to system architecture design.


2013 ◽  
Vol 274 ◽  
pp. 517-522 ◽  
Author(s):  
Hai Bo Yang ◽  
Shu Guang Sang ◽  
Yu Tao Feng

Starting from human design perspective of the product and using ergonomics knowledge, measurement method and model method are adapted to analyze harmonious relations between people in the sedentary state and office chairs in various parts. The research aims at how to correctly apply the theory of ergonomics in the design of new product development to ensure that the technical problems related to design fitness. And for the “Chair family ”--- the sedentary population, the user-friendly design elements of health office chairs, methods and performance evaluation are studied and summarized as well.


Author(s):  
Tyler Duke ◽  
Will Althoff ◽  
Dylan Gerard Michel Schouten ◽  
Casper Harteveld ◽  
Camillia Maltuk ◽  
...  

To master the functions and tasks of a game, players must learn how to play the game. When conceptual learning outcomes are expected, additional skills are required to master those concepts. Methods, such as the Wizard of Oz technique, which require users to interact with a computer support tool, have been used to help improve usability and learnability of products and interfaces; however, little attention has been given to how these approaches may help with effective scaffolding with respect to constructionist game design tools. Students created research experiment games in StudyCrafter. We introduced a multiple-interaction technique of providing feedback via querying the “system” or instructor and found that students typically initiate interactions with support tools to address technical issues and rarely ask for assistance with conceptual support. We suggest that the use of this approach allows designers to better gauge how users interact with support and propose considerations for designing creativity support tools for educational content.


Author(s):  
Umer Farooq ◽  
John M. Carroll ◽  
Craig Ganoe

We are investigating the design of tools to support everyday scientific creativity in distributed collaboration. Based on an exegesis of theoretical and empirical literature on creativity and group dynamics, we present and justify three requirements for supporting creativity: support for divergent and convergent thinking, development of shared objectives, and reflexivity. We elaborate on these requirements by describing three implications for design to support creativity in context of computer supported cooperative work (CSCW): integrate support for individual, dyadic, and group brainstorming; leverage cognitive conflict by preserving and reflecting on minority dissent; and support flexibility in granularity of planning. We conclude by outlining a future research trajectory for designing and evaluating creativity support tools in the context of collaboratories.


Author(s):  
Gülşen Töre Yargin ◽  
Nathan Crilly

AbstractOne mode of creative design is for designers to draw analogies that connect the design domain (e.g., a mechanical device) to some other domain from which inspiration is drawn (e.g., a biological system). The identification and application of analogies can be supported by software tools that store, structure, present, or propose source domain stimuli from which such analogies might be constructed. For these tools to be effective and not impact the design process in negative ways, they must fit well with the information and interaction needs of their users. However, the user requirements for these tools are seldom explicitly discussed. Furthermore, the literature that supports the identification of such requirements is distributed across a number of different domains, including those that address analogical design (especially biomimetics), creativity support tools, and human–computer interaction. The requirements that these literatures propose can be divided into those that relate to the information content that the tools provide (e.g., level of abstraction or mode of representation) and those that relate to the interaction qualities that the tools support (e.g., accessibility or shareability). Examining the relationships between these requirements suggests that tool developers should focus on satisfying the key requirements of open-endedness and accessibility while managing the conflicts between the other requirements. Attention to these requirements and the relationships between them promises to yield analogical design support tools that better permit designers to identify and apply source information in their creative work.


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