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Discussion- Describing the big picture
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Discussion- Describing the big picture
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Discussion- Describing the big picture
Last modified by
Hal Eden
on 2009/04/17 08:45
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1: //Ideas from "Communities of Creative Practice"://\\ 2: 3: * creativity emerges from groups of people, tools, perceived needs 4: * atelier model for education/research 5: * need online environment for communities of creative practice 6: * //Ideas from "Surprise and Delight":// 7: * the power of design thinking 8: * 5 year plan on a napkin 9: * focus on people, empathy, collaboration 10: * importance of communication 11: * //Ideas from "CELL":// 12: * when ideas from one discipline change the thinking in another discipline 13: * the value of a metaphor in facilitating communication 14: * be prepared to re-negotiate goals 15: 16: 17: \\**Discussion: describing the big picture.** 18: \\What areas of research will emphasize the synergies between creativity and computer science, information technology, engineering, and the physical and life scienes? 19: \\What kinds of education will support creative practice and interdisciplinary research? 20: \\What reform is needed to apply creative practice and interdisciplinary research more widely?\\ 21: 22: * interdisciplinary is a means and not a goal 23: * there will always be people who have no interest in interdisciplinarity or changing status quo 24: * is interdisciplinary research an essential ingredient for creativity resaerch?? 25: * it takes almost as much creativity to recognise creativity 26: * Do we use interdisciplinary multidisciplinary cross-disciplinary and transdisciplinary interchangeably or are they distinct? If so how are they distinct? 27: * Where do we publish interdisciplinary research? How would we evalute it? How does it become respectable? (Or at least as respectable mono-disciplinary journals and their review processes) 28: * In UK we had seed funding to build interdisicplinary communities - would small seed-funding grants be part of first round of funding? Then in the second round of funding –calls these communities could subsequently go for bigger grants. 29: * Two types of interdisciplinary communities: interdisciplinary research communities and communities of interdisciplinary researchers? 30: * Creativity can come from single individuals or from groups, hierarchical structures or not, multidisciplinary fields or not, artists, scientists, or engineers, or not. 31: * Can I submit my NSF proposal and my peer reviewers as well? 32: * should NSF fund things outside the norm - not just academics and their graduate students 33: * identify difficult problems that require creativity in order to be solved 34: * evaluate proposals in the way you evaluate design rather than the way you evaluate a research plan 35: * creativity is about building new worlds, which you can't evaluate until you know something about it 36: * emphasise the evaluation of the person/group more than the research plan or methodology 37: * Could NSF provide a matchmaking service for artists, designers, engineers and scientists? 38: 39: 40: ?The secret to creativity is knowing how to hide your sources.? 41: ? Albert Einstein 42: \\ 43: 44: * Aren't we here to create a new discipline on creativity+IT whatever the name would be? 45: * An analogy ? research findings in medical science are used by doctors to cure patients' illness. Research findings in this new discipline on Creativity+IT would be used by AAAAA to help people BBBBB. What are AAAAA and BBBBB??? 46: * Don't IR teams emerge in exactly the same way as friendhips? 47: 48: 49: "Sometimes you say to yourself 'what should I do next?...' you're trying to think of the right think to do but quite often you should think 'what's the wrong thing to do, what should I not do?...' and then do that." 50: ? American artist Robert Wilson 51: \\ 52: 53: * Shouldn't the NSF put some part of their fund into very unusual proposals? 54: 55: 56: AREAS\\ 57: 58: * social processes in creative design groups 59: * design guidelines for creativity support tools 60: * evaluation methods for creativity support tools 61: * cognitive processes in creativity 62: * Design guidelunes for creativity support tools 63: * Evaluation methods for social creativity design tools (from small teams to Wikipedia) 64: * support people that have a track record 65: * creative explorations of advanced technologies 66: * creative exploration of new technology 67: * tools to support creativity 68: * evaluating and supporting misfits 69: * supporting misfits 70: * misfitology 71: * situated technologies 72: * creative approaches to computer mediated interaction 73: * new approaches to compuer-mediated interaction 74: * geographically distributed interactions 75: * creative coaching 76: * critical explorations of machine agency 77: * role of diveersity in creativity 78: * computational modelling of the diffusion of ideas 79: * conjecture vs proof 80: * studying people in creative processes 81: * research in entertainment - economics, technology, psychology, sociology 82: * look at the people involved 83: * understainding intuition 84: * role of intuition in creativty 85: * tools for creative work 86: * understanding intuitive problem solving 87: * creativity and innovation 88: * high speed learning in creative groups 89: * educational paths in the new IT 90: * studying effectiveness of tools for designers 91: * changing the reward structures 92: * understanding and changing reward structures (reform?) 93: * tools for creative knowledge work 94: * studying the experience of creativty in a person 95: * what is the experience of the creative individual 96: * human-robot interaction 97: * study what is so special about Information technology and its relation to creativity? 98: * creative digital media 99: * Identify difficult "more creative" problems? 100: * computational models of creativity 101: * what is the relationship between individual and social creativity? 102: * creative approaches to enhancing motivation for learning 103: * what is the critical mass and duration for creativity to occur 104: * mechanisms of improvisation 105: * creativity making an ingenuity for engineering 106: * tools for alternatives 107: * media search 108: * computational agency as a metaphor for understaning collaboration and creativity in an IR and IT setting 109: * formation of teams 110: * understanding understanding, creativity as understanding 111: * roles of emotion and motivation in creativity 112: * what are the social/group conditions that optimize for promoting/nurturing individual creativity 113: * don't just focus on formal education 114: * discovery tools 115: * Early age (school and before) creativity and Interdisciplinary education 116: * studying creative designers 117: * study of interestingness
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