scholarly journals User interfaces for creativity support tools

Author(s):  
Ben Shneiderman
2020 ◽  
Vol 50 (4) ◽  
pp. 255-268
Author(s):  
Aníbal M. Blanco ◽  
M. Susana Moreno ◽  
Carolina Taraborelli ◽  
Flavio D’Angelo ◽  
Facundo Iturmendi ◽  
...  

We describe the development of a decision-support tool to assist in the operations of a large concentrated apple and pear juice plant. The tool’s objective is to generate detailed schedules of clarified juice batches to be produced in the following weeks considering incoming fruit forecasts, commercial commitments, and infrastructural constraints. The tool is based on two interactive modules, PLANNER and SIMOPT, with different and complementary purposes. Each module is based on mixed-integer models with specific inputs, outputs, and user interfaces. PLANNER consists of three submodules: (i) planning assigns a batch of concentrated juice to be produced on a specific day, taking into account cleaning activities, rest days, raw material availability, and production and storage constraints; (ii) preprocessing organizes juice orders in batches; and (iii) pooling provides a detailed monitoring of semielaborated juice in storage pools in terms of inventories and sugar and acid content. Finally, SIMOPT provides a detailed optimal operative condition of the plant together with a thorough calculation of specific costs. This information is used by PLANNER to evaluate the corresponding economic objective functions. Besides providing optimal target conditions to the plant and feasible production schedules, the developed tools generate production guidelines in the long term and allow performing scenario studies.


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

2003 ◽  
Vol 1 (2) ◽  
pp. 133-152 ◽  
Author(s):  
Bauke de Vries ◽  
Henri Achten ◽  
Maciej Orzechowski ◽  
Amy Tan ◽  
Nicole Segers ◽  
...  

The Human-Computer interface is crucial to good design support tools. It has to be non-interruptive and non-distracting, yet allow the architect to interact with the computer software. The physical reality of the interface, such as the shape and manipulability of devices like the mouse, keyboard, joystick, or data-glove, has to be mapped on actions and commands in the software. Already the current user interfaces are felt to be inadequate for a good support of design, and the functionality of design tools is growing, requiring even more and new physical interface devices. In this paper, we present research on new tangible interfaces for architectural design support. In particular, we focus on the research methodological question how to investigate such devices. The research strategy is introduced and discussed, after which concrete implementations of this strategy are shown. Based on this work, we conclude that the combination of interface and the context of its use in terms of design method and user needs form crucial aspects for such research and cannot be considered separately.


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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