TY - GEN
T1 - Creating a collaborative space for creativity through a pervasive user experience
AU - Maxwell, Deborah
AU - Speed, Chris
AU - Monsen, Karl
AU - Zamora, Diego
N1 - Publisher Copyright:
© 2015 ACM.
PY - 2015/6/22
Y1 - 2015/6/22
N2 - This paper explores the potential of a pervasive user experience to inspire, provoke and support creative thinking amongst participants in an intensive ideation workshop. The pervasive experience used a iPad-based virtual narrator to guide groups of participants around a physical and digital environment. It took place towards the start of a three-day workshop and the playful, self-directed nature of the experience was designed to align with subsequent workshop activities. This paper describes the user experience, presenting observations and findings through the lens of space (facilitation, augmentation and story), considering how the experience related to and supported the overall workshop aims of ideation and creative thinking. We conclude by examining some of the tensions that emerged, namely; 1) the disconnect between researcher and participant expectations, 2) the potential trade off between 'authentic' outputs and participant engagement, and 3) bridging the knowledge within the workshop with the world outside the workshop.
AB - This paper explores the potential of a pervasive user experience to inspire, provoke and support creative thinking amongst participants in an intensive ideation workshop. The pervasive experience used a iPad-based virtual narrator to guide groups of participants around a physical and digital environment. It took place towards the start of a three-day workshop and the playful, self-directed nature of the experience was designed to align with subsequent workshop activities. This paper describes the user experience, presenting observations and findings through the lens of space (facilitation, augmentation and story), considering how the experience related to and supported the overall workshop aims of ideation and creative thinking. We conclude by examining some of the tensions that emerged, namely; 1) the disconnect between researcher and participant expectations, 2) the potential trade off between 'authentic' outputs and participant engagement, and 3) bridging the knowledge within the workshop with the world outside the workshop.
KW - Creativity support tools
KW - Design methods
KW - Games and play
KW - Narrative
KW - Reflection on design processes
KW - Storytelling
UR - http://www.scopus.com/inward/record.url?scp=84962127859&partnerID=8YFLogxK
U2 - 10.1145/2757226.2757234
DO - 10.1145/2757226.2757234
M3 - Conference proceedings published in a book
AN - SCOPUS:84962127859
T3 - C and C 2015 - Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition
SP - 255
EP - 264
BT - C and C 2015 - Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition
PB - Association for Computing Machinery, Inc
T2 - ACM SIGCHI Conference on Creativity and Cognition, C and C 2015
Y2 - 22 June 2015 through 25 June 2015
ER -