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Welcome to the CreativeIT Wiki!
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Workshops
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CreativeIT Workshop
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Opportunities and Issues
Wiki source code of
Opportunities and Issues
Last modified by
Hal Eden
on 2009/04/17 08:45
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1: (% border="0" cellpadding="4" width="100%" %) 2: (% bgcolor="#b6cecb" %)|=(% class="fancybanner" style="text-align: left" %)Opportunities and Issues. 3: 4: 5: There is a significant opportunity to broaden the scope of research to include new approaches, new methods, and new ways of collaborating to encourage research and practice of creativity within information technology, science, and engineering. In order to achieve this, the workshop participants focused on what reform is needed to encourage and recognize research excellence. 6: \\One recurring theme in the discussion and the presentations was a special kind of interdisciplinary collaboration. The people within the interdisciplinary group had to have a special rapport, or empathy, for the others in the group. It is not sufficient for the individuals just to bring their expertise to a difficult problem, the individuals had to see the world from the others? perspective. While this is achieved in some collaborative research, it is often overlooked in favor of managing diverse individuals and maintaining their isolated expertise. Design studios provide a forum for this kind of collaboration, where people with different expertise come together to explore the problem space and the solution space when given a difficult problem specification. While interdisciplinary research is not a necessary ingredient for creativity, it is an approach that has the potential to change the participants and their knowledge of their own domain, and therefore, open up new areas of research. 7: \\A second recurring theme is the idea of bringing artists into a research community as a contributing member of the group. This kind of collaboration brings a special view to the research that also has the potential to open up new areas of research as well as a mechanism to solve difficult research problems. A typical approach is to bring different individuals together, although there are examples of a single person that is both an artist and a scientist. This makes it possible to draw parallels between the underlying structures of art (paintings, music, sculpture, etc) and structures or models in information technology, science, and engineering. Identifying the common structure or language provides a way of understanding both fields from a different perspective. 8: \\In order for this opportunity to be realized, there are a number of reforms that need to be considered:\\ 9: 10: * Interdisciplinary research is a means to achieve a goal and not a goal in itself. 11: * Recognize that it takes almost as much creativity to recognise creativity. 12: * Recognize that it is difficult to publish interdisciplinary research. 13: * Consider multiple levels of funding similar to the way NSF funds Centers and SBIR grants: small seed-funding grants as a first round of funding followed by a second round of funding. 14: * Allow a grant to have different stages in which the goals can be re-evaluated in response to new ideas generated during the project. 15: * Consider design as a research methodology. 16: * Evaluate proposals in the way you evaluate design rather than the way you evaluate a research plan. 17: * Creativity is about building new worlds, which you can't evaluate until you know something about it. 18: * Emphasize the evaluation of the person/group more than the research plan or methodology. 19: * Provide a matchmaking service for artists, designers, engineers and scientists. 20: * Encourage the investigators to suggest relevant reviewers. 21: 22: 23: Defining relevant topics for research in creative IT provides some guidance for people interested in this area. The topics should be open to include any research that improves our understanding and ability to be creative. Some topics suggested at the workshop are:\\ 24: 25: * social processes in creative design groups 26: * design guidelines for creativity support tools 27: * evaluation methods for creativity support tools 28: * cognitive processes in creativity 29: * evaluation methods for social creativity design tools 30: * creative explorations of advanced technologies 31: * creative exploration of new technology 32: * tools to support creativity 33: * situated technologies 34: * creative approaches to computer mediated interaction 35: * geographically distributed interactions 36: * creative coaching 37: * role of diveersity in creativity 38: * computational modelling of the diffusion of ideas 39: * studying people in creative processes 40: * research in entertainment - economics, technology, psychology, sociology 41: * role of intuition in creativty 42: * understanding intuitive problem solving 43: * creativity and innovation 44: * high speed learning in creative groups 45: * changing the reward structures to encourage creativity 46: * studying the experience of creativty in a person 47: * creative digital media 48: * computational models of creativity 49: * what is the relationship between individual and social creativity? 50: * creative approaches to enhancing motivation for learning 51: * what is the critical mass and duration for creativity to occur 52: * mechanisms of improvisation 53: * computational agency as a metaphor for understanding collaboration and creativity in an IR and IT setting 54: * formation of teams for creative problem solving 55: * understanding understanding, creativity as understanding 56: * roles of emotion and motivation in creativity 57: * what are the social/group conditions that optimize for promoting/nurturing individual creativity 58: * the effect of informal vs formal education in creative people 59: * early age (school and before) creativity and Interdisciplinary education 60: * studying creative designers
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