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Creativity interventions: physical-digital activities for promoting group creativity

Published: 05 April 2008 Publication History

Abstract

Arizona State University's Arts, Media, and Engineering Program is currently addressing the need to assess the growth of group creativity in trans-disciplinary collaboration. This paper describes our initial work in developing criteria and a framework for constructing creativity interventions, or activities designed for building, tracking and evaluating creative group behaviors in diverse communities of IT practitioners.

References

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Carse, James P. Finite and Infinite Games (1986): 3, 9, 19, 67. Rpt. in Performance Studies: An Introduction, 2nd ed., Ed. Richard Schechner, New York: Routledge (2006), 97.
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Csikszentmihalyi, M. Creativity: Flow and the Psychology of Discovery and Invention, Harper Perennial (1997).
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Csikszentmihalyi, M. and J. W. Getzels. Discovery- Oriented Behavior and the Originality of Creative Produces: A Study with Artists. Journal of Personality and Social Psychology (1971), 19(1), 47--52.
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Kuhn, T. S. The Structure of Scientific Revolutions. Chicago: University of Chicago Press (1970).
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Schechner, Richard. Performance Studies: An Introduction, 2nd ed., New York: Routledge (2006), 89--122.
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Sengers, Phoebe. The Engineering of Experience. Funology: From Usability to Enjoyment, Ed. Mark A. Blythe, Kees Overbeeke, Andrew F. Monk, Peter C. Wright, Norwell, Massachusetts: Kluwer Academic Publishers (2004), 19--29.

Cited By

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  • (2023)A Study of Creative Development with an IoT-based Audiovisual System: Creative Strategies and Impacts for System DesignProceedings of the 15th Conference on Creativity and Cognition10.1145/3591196.3593057(139-149)Online publication date: 19-Jun-2023
  • (2021)Toward Co-Creative Tools for Tactical Urban RevitalizationExtended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411763.3443426(1-5)Online publication date: 8-May-2021

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cover image ACM Conferences
CHI EA '08: CHI '08 Extended Abstracts on Human Factors in Computing Systems
April 2008
2035 pages
ISBN:9781605580128
DOI:10.1145/1358628
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 05 April 2008

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Author Tags

  1. collaborative performance
  2. creativity intervention
  3. physical-digital activity
  4. play

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View all
  • (2023)A Study of Creative Development with an IoT-based Audiovisual System: Creative Strategies and Impacts for System DesignProceedings of the 15th Conference on Creativity and Cognition10.1145/3591196.3593057(139-149)Online publication date: 19-Jun-2023
  • (2021)Toward Co-Creative Tools for Tactical Urban RevitalizationExtended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411763.3443426(1-5)Online publication date: 8-May-2021

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