Creativity Support Tools for and by the New Media Arts Community
|
Pamela
Jennings Human Computer Interaction Institute, 412-268-5273 pamelaj@andrew.cmu.edu |
Elisa
Giaccardi Center for LifeLong Learning and Design (L3D) 303-492-4147 elisa.giaccardi@colorado.edu |
INTRODUCTION
The new media arts are a particularly
fertile domain for the development of creativity support tools that both
supplement creative practices and contribute valuable research methodologies
for other disciplines. Many parallel research concerns of new media art
practitioners and researchers are found in the Human Computer Interaction and
software engineering communities, including: education technology, computer
supported collaborative work, data visualization, database architecture, and
tools development research in pervasive computing, tangible interfaces, emotion
and context aware interaction, and so on. New media arts practitioners and
researchers should be regarded as valuable contributors not only as users needing better creativity support tools (CST) to
enhance their own creative process, but also as the designers of experimental
and innovative creativity support tools capable of providing insights and
indications for:
1.
Categorizing what
features of the interface and what system components engender and satisfy
the requirements of these multiple forms of creativity. Section 1, Creativity Support Tools development for New
Media Arts Curriculum presents examples of tools that have been designed
for new media art production, and potential tool features, that could empower
the creative potentials of practitioners across all fields of creative
production.
2.
Defining the
range of potential “creativities” (Sternberg, 2005) for which new technologies
and tools may be developed. Section 2, Research-In- Practice, introduces works
by new media artists that have developed creativity support tools that are used
by a large user-base of artists and other professionals as a result of their
own creative practices. Sometimes this is a primary outcome, often a residual
effect from developing robust tools for one’s own art practice that can
withstand a variety of user interaction and manipulation. This section also presents cases of new media
arts research-in-practice that hold the similar broad reaching potentials.
3.
Developing more comprehensive
and appropriate evaluation methodologies
grounded in the “research-in-practice” approach. Section 3, Policy Making and New Media Arts, is a
brief overview of international policies for new media arts practices. Many of these policies recognize the
innovative potentials for effecting research in science and technology
including and beyond the arts.
This document, generated from
presentations and conversations at the NSF Creativity Support Tools Workshop
held in Washington D.C. in June, 2005, presents example cases of the
contributions that new media art pedagogy, practice and research can provide in
the development of support tools that promote the situated, affective and
social aspects of creativity.
1. CST DEVELOPMENT FOR NEW MEDIA ARTS CURRICULUM
|
Education technology
research by information technology, education, and public policy researchers has
grown tremendously as the Internet has become the de facto platform for the
dissemination of information, and platform for community-based collaborations.
From component based authoring environments to cognitive tutors, much of the
research in this area has been funded by the National Science Foundation to
support STEM (Science, Technology, Engineering, and Mathematics) disciplines.
Our tendency to separate the STEM disciplines from creativity, culture and
humanities sets forth a pattern of missed opportunities to develop new
technologies that could help to solve research problems for disciplines that
present alternative perspectives on data acquisition, analysis, and
manipulation. In recent years new media arts practices have entered the
mainstream. Many international universities
are actively creating new media arts programs geared towards artists that
both use and create technologies (Jaimes & Jennings, 2004). NSF has
recently funded a few research initiatives to develop curriculum modules that
integrate computer science and new media arts (Integration Digital Media
Curriculum Development (NSF DUE- 0340969) and the Digital Media Curriculum
Development Project (NSF DUE-0127280). Pedagogical practices in new media
arts are based on problem solving through open exploration of conceptual
ideas that sometimes conform to, but mostly challenge, the intended
functionalities of technology-based tools. This pedagogical practice of open tools
usage sits in contrast to the typical computer science curriculum that is
based on learning through constrained problem solving. In the later case, students are typically
given assignments that have a limited number of acceptable solution
variations. The open and indeterminate nature of new media arts practice
presents unique opportunities for developers of creativity support tools to
incorporate complex programming abstractions, relational databases,
integrated search functionalities, and scaffolded interfaces as a means to
create more flexible creativity support tools for new media arts students and
practitioners. (Bransford & Brown, 1999) |
1.1. NEW MEDIA ARTS
CURRICULUM CASE #1:
Design of Appropriate Tools Features for Open Ended Creative Production
|
|
|
![]() |
Fig. 1 3. Human Computer Interaction
and Interaction Design students working with electronics in the Physical Computing:
Wearables offered by the
Students in the Introduction
to New Media Arts class at
1.2. NEW MEDIA ARTS
CURRICULUM CASE #2:
Tools to Support Mixed Skills Level Classes
Upon completion of the
compulsory introductory classes in new media arts, the
The broad range of students’
skills in these classes presents a few creativity support tool development
opportunities The first is the design of tools that can accommodate a range of
skills from beginner to advance with proper scaffold features and
functionalities for each user level. The second is the development of
multi-level help modules that can assist students and instructors in
facilitating a broad range of questions and possible solutions. For example, it
would be wonderful to have a cognitive tutor that notices that a student with
beginning skills levels continuously gets a syntax error in her code which she
is having difficulty correcting. After
analyzing and finding no errors in the code structure, the help module
recommends that she check her spelling.
Another example if a student wants multiple sprites on the stage to
design a Tetris game like interface should he be instructed to create each
sprite as a unique entity a long and tedious process that uses a minimum of
code, or should he delve into property lists and object oriented programming
far more efficient but requires a basic knowledge of programming. Or, should he be encouraged to implement
sorting and advanced search algorithms that allow him to develop an intelligent
self-playing game. These are not
hypothetical examples, but the range of students I have seen in new media art
classes taught in the
1.3 NEW MEDIA
ARTS CURRICULUM CASE #3:
Holistic Presentation Tools
Students taking interaction
design classes are often required to work in groups to solve a particular
design /human computer interaction interface problem. They are typically given a hypothetical situation
to ideate, visualize, and present. Students
are encouraged to select very creative means to explore and represent their
ideas including text, graphics, photographs, video, theater, 3D animation,
sound, programming examples, etc…. It
is the student team’s task to come up with methods to formalize their needs
analysis research, aggregate and negotiate their ideas and produce a visual
or functional demo of the interface, application, or gadget. Unfortunately, all of the effort in this work
is often reduced to a power point presentation for class-wide discussion and
critique. Here is a tremendous opportunity
to develop a tool, or set of interoperable tools to support all the requirements
as described above without forcing the final presentation to be formatted
into bullet point lists.
|
|
|
|
|
|
2. “RESEARCH-IN-PRACTICE”
Creativity Support Tools for and by the New Media Arts Community
|
The new media arts are
characterized by what is usually referred to as “research-in-practice”: an experimentalism and reflexivity that bring artists to link
creative research and practice in a “highly responsive, iterative process
where new insights are fed back quickly into the development process” (Candy
& Edmonds, 2005). The new media arts express a risk-taking and subversive
attitude, ultimately seeking cultural
acts through which to provide society with entry points for change (for
example, in the very definition of what is creativity and how it can be
supported). Stephen Wilson’s “Information Arts: Intersections of Art, Science
and Technology” (Wilson, 2002) is an encyclopedic archive of arts, technology
and science collaborations exploring new ideas that challenge and contribute
alternative perspectives on research practice and tools development across
nearly every category of science and technology research from microbiology to
nanotechnology to augmented reality.
Examples of innovative
tools created within the new media arts community include, David Rokeby's
"Very Nervous System", a computer vision system used by many
installation artists and stage performers. Miller Puckett's MAX, distributed
by Cycling 74 and his open source version Pure Data (PD) has opened the door
to real-time audio and video synthesis and analysis as well as controlling
external equipment for theatrical performances for students and professionals
working in a variety of media-based fields.
Char Davies influence on the graphical user interface and aesthetic
filters for SoftImage 3D rendering software represents another interesting
case illustrating how novel ideas from the new media arts have influenced the
aesthetics of mass media and Hollywood cinema, as well as physical navigation
of virtual environments. Paul
Kaiser’s work with choreographer Bill T. Jones and computer programmer
Shelley Eshkar has produced new techniques for real-time motion capture and
visual processing. Donna Cox’s visualizations of the universe have aided
school children and scientist to understand phenomena like the “big bang.” We live in a culture that
tends to separate research and acquisition of new knowledge into two general
camps, applied technical research and aesthetic and social research. The HCI community has made great progress
in reuniting social and technical inquiry. Inclusion of new media arts
practices and research presents the opportunity to not only integrate
aesthetic inquiry with the socio-technical platform of HCI, but also deliver
an influential impact on domains outside of the arts, for example,
investigating the relationships between metadata, multimedia content, and
culture; developing novel forms and tools for interaction with data;
understanding the influence of different narrative traditions on data
collection and presentation and on the design of novel forms of digital
representations that extend beyond the pervasive WIMP model (Jaimes & Jennings,
2004). |
||||
2.1. CASE STUDIES
This section presents
innovative principles and interface features created by new media artists that have
impact on the future development of creativity support tools within and outside
of the new media arts research and practice aligned with pervasive, tangible
and collaborative screen-based development methods. These principles and
features support: (a) temporal, spatial
and conceptual distribution across multiple interaction spaces; (b) emotion and context aware interaction to
nourish participation in the creative process; (c) use of generative elements to evoke surprise and provoke user reactions;
and (d) integration
of applied research and production methods from art, design and
technology-based fields.
2.1.1. NEW MEDIA ART RESEARCH IN PERVASIVE COMPUTING
Because creative activities
take place in a context in which interactions with other people and artifacts
are essential contributors (Harrington, 1990; Mockros & Csikszentmihályi,
1999; Fischer et al., 2005), some new
media artists have started to think of creativity support tools as distributed
structures that mutually reinforce both individual and social creativity.
This approach implies a shift from the idea of tool—or set of tools—to the
notion of a socio-technical architecture deeply interwoven with the physical
environment and social fabric of local communities, based on mobile and ubiquitous
computing, and focused on the transmission of data and information among different
interaction spaces. This line of inquiry, which we might call pervasive
creativity, appears to be a relevant context for investigating and promoting
situated and distributed aspects of creativity, particularly in relation to
temporal, spatial and conceptual distribution
across multiple interaction spaces.
INNOVATIVE CREATIVITY SUPPORT TOOL CASE #1:
THE SILENCE OF THE LANDS
Developed at the Center for LifeLong Learning
& Design (L3D),
Case #1: Research Description
The Silence of the Lands (SOL) is a combined social game and an
information-gathering tool, inspired by the vision and principles of the EDC
(Arias et al., 2000) and the emerging use of pervasive computing. SOL supports
the collection, interpretation, and visualization of Global Positioning Systems
data that have been recorded directly from the members of a local community in order
to address some of the societal problems in the definition of policies for the
protection and enjoyment of natural quiet (Fig. 12). In its initial
application, these data are "ambient sounds" and represent subjective
interpretations of the "soundscape" of urban or natural settings that
affect everyday life. By means of social participation and engagement, the
project promotes a model for preservation, experience, and renewal that
empowers the active and constructive role of local communities in the process
of interpretation of natural quiet. This model embodies an approach to
interaction design (viz., metadesign, see Giaccardi & Fischer, 2005) as a
form of cultural intervention aimed to support
creative and sustainable solutions to complex societal problems.
SOL enables people with different, sometimes competing visions to
communicate and coordinate their different knowledge and perspectives about
natural quiet. This is accomplished by using sounds (rather than words) as the
conversation pieces of a social game about preservation and enjoyment of
natural quiet in urban or natural settings. The goal is to create a living
space inside the local community by engaging participants in the recording and
mapping of their own, experienced soundscape and in the construction of an
idealized, virtual one. In order to support the social dialogue and the
soundscapes’ collaborative design, the project combines pervasive computing and
tangible interfaces in a socio-technical
architecture of disinct, but integrated interaction spaces.
|
|
Case #1: Design Principles
Experimental design
principles for pervasive creativity
deriving from the new media arts suggest that—in order to activate the
collective stock of ideas and visions that belong to an environmental
setting—tools and spaces must be woven into the existing social fabric and
physical environment of the urban setting or community by means of mobile and
ubiquitous computing.
The Silence of the Lands addresses the design of creativity support tools from
an “ecological” perspective: that is, as a set of multiple tools and
interaction spaces promoting the environmental setting as a “creative milieu”
(Cliche et al., 2002) and composing a distributed, socio-technical
infrastructure capable of mediating and linking the ideas, visions, people,
places, production processes, and values that pertain to a specific
environmental setting.
According to initial studies
on public authoring (Silverston & Zoe, 2004), place-based content facilitates
memory, association, and connotation. Furthermore, the shift from the single-desktop tool to
multiple tools and interaction spaces (separated physically but seamlessly
integrated virtually) promotes the integration
of individual and social creativity. The flowing and manipulation of data
throughout multiple interaction spaces (including the natural environment)
enables users to promote not only spatial and temporal distribution, but also
the distribution of ideas and visions (Fischer et al., 2005). Moreover, it
produces what we might call information
enrichment, that is, the engaging possibility of collecting and reinterpreting
both individual and collective data over a sustained period of time, according
to the different properties of the space with which a user is interacting
and through which data is traveling (Fig. 13).
|
|
Case #1: Tools Development and Evaluation Methodology
This result is obtained by
combining direct experience, cognitive mapping, and face-to-face interaction;
that is, by combining: (a) data catching
(individual sound collection and geo-referencing by mobile computing); (b) data description (individual soundscape
management by web tools); and (c) data
interpretation (collective interaction and social negotiation by tangible
interfaces in a public space).
|
|
|
Figg. 14-15.
Web visualization of the collective soundscape and color-coded audio objects
at different zoom levels.
2.2. NEW MEDIA ART RESEARCH IN TANGIBLE SOCIAL
INTERFACES
Design
thinking, which has been categorized into available design, design, and
re-design, is integral to the development of meta-cognitive and meta-linguistic
abilities. (New London Group, 1996) Re-design,
the most transformative of the categories, supports the generation of new
knowledge from current discourse by supporting the process of inquiry,
discourse and negotiation. This process
can be facilitated by convivial tools that enable “users to invest the world
with their meaning, to enrich the environment with the fruits of their vision
and to use them for the accomplishment of a purpose they have chosen” is a
method by which to incorporate the transformative process of re-design (Illich,
1973). In our increasingly media-rich environment, marked by pervasive and
ubiquitous computing and wireless devices, practices in new media culture are no
longer limited to screen-based, audiovisual and interactive media content but
address the wider social, urban and global context of the information
environment, through novel approaches to process-based networked projects. Many new media artists have taken on the
challenge to design systems that foster “the diversity of the public actors and
terrains and…develop strategies [for] articulating the new public domains that
connect physical urban spaces and potential public sphere of electronic
networks.” (Broeckmann, 2000) Convivial systems, such as the tangible social
interface, encourage users to be actively engaged in computer-mediated open generative
systems, designed to support intersubjective experiences that encourage, provoke
and support debate, discussion for the construction of new knowledge and
understanding in our shared worlds. Intersubjectivity is a theoretical concept
used to understand how individuals can interact and produce consensual
interpretations about a shared experience which can be other people, objects,
or events (Thompson, 2001).
INNOVATIVE CREATIVITY SUPPORT TOOL CASE #2
CONSTRUCTED NARRATIVES
Principle Investigator:
Pamela Jennings, Assistant Professor School of Art and the Human Computer
Interaction Institute,
|
|
|
Fig. 16. Potential target user audience
for the Constructed Narratives project in an airport waiting lounge ,
Case #2: Research Description
The Constructed Narratives project is a tangible social
interface (TSI) a physical interface designed to enable users to collaboratively
construct and negotiate their social and knowledge networks based upon their
unique preferences and user profiles. This on-going project is comprised of a
set of physical blocks that when connected form an open topology network. Construction patterns in the emerging
collaboratively built structure are tracked and analyzed. This analysis
is used to seed a search for text which is revealed in a 3D screen-based
navigable replica of the physical structure.
The collaboratively built construction is a socio-technical
architecture, similar in goals to projects described earlier in this document,
built from the development and repurposing of information technologies to
explore physical environments and the social networks among people they
support. This computer supported
collaborative play project is being designed for public spaces to enable dialogue
between builders (users) in environments where such communicative acts are less
likely to occur. The project, and overall research inquiry, was
inspired by the principle investigators countless hours watching people watch
people in international airports and wondering how information technologies
could be used to make communicative
connections between people who are co-located in a public space. Though inspired by airports, the project is
envisioned for any public space where a large number of people are facilitated
-- from an informal science center to a Cineplex.
Constructed Narratives is a platform being developed as a
common-ground mediator that incorporates play and problem solving as a means
for enhancing informal learning and knowledge networking in situations or about
relational topics between participants that are unlikely to happen without a
mediator to prompt contact. A key
principle for learning, as articulated by the National Research Council
Committee on Developments in the Science of Learning, is the ability for an
individual “to
engage in the mental work of making inferences,” as a means to make
relationships between available information for resolving an inquiry, problem,
or task. (Bransford & Brown, 1999) The Constructed Narratives system
prompts the builder to incorporate inferential problem solving techniques to
understand and manipulate the relationships between the physical construction
and the text output. The builders’
actions of arranging and rearranging the physical blocks artifacts supports a
process of empowerment where the builder negotiates structural solutions
simultaneously with her collaborator and the topic of discussion as revealed
through the semantic layer. The builders
are co-constructing a world in which they have ultimate design authority. This is a world in which they are the very material
of which that that world is made. Topics
of discussion are prompted by a text layer to the construction made visible in
a 3D navigable screen-projection of the physical construction. The semantic layer is determined by an
underlying software engine that examines in real-time the emerging
construction, ownership of the blocks and a few simple questions each builder
answers prior to game play. Topics of the semantic layer include the
relationship of each builder to other’s at the construction table,
(e.g. self-identity, origins, environments of work and play and belief constructs,)
or a domain specific topic such as environmental science, issues and their
relationships to communities familiar to the builders.
Case #2: Design Principles
The design of the Constructed
Narratives block is based on George Stiny's shape grammars, a computational
design methodology. Stiny’s was greatly influenced by Froebel’s Kindergarten
Gifts philosophy of learning through play for his design methodology. Constructed
Narratives also references and a lineage of research based on the work
of Architect Jonathon Frazer and his Universal Constructor generative
system. (Stiny 1980, Frazer, 1995; Jennings,
2005b) The Constructed Narratives
research project was developed by a team of Carnegie Mellon University students
from eight schools on campus including
the School of Art, Human Computer Interaction Institute, Electrical and Computer
Engineering, Computer Science, School of Drama, School of Design, Cognitive
Science, and Information Systems Management. Working on this project continues to be an interdisciplinary
and collaborative effort requiring each research team member to quickly become
a
|
|
|
|
|
|
A selection of boundary objects used for
the design and development of the Constructed Narratives blocks, hardware
and software systems.
Fig.18. First wood block boundary objects
used to understand computational implications inherent in the block shape
grammar design;
Fig. 19.Cardboard prototype used for design
and development;
Fig. 20 & 21. CAD design of the block
using stereolithography rapid prototyping methods.
Development concepts from extreme programming have
been used not only for software design, but experience, artifact and hardware
design. Multiple iterations of sketches, scaled drawings and physical models
led to the design of the Constructed
Narratives block. The fluidity of this process enabled us to draw upon the
technique that could best answer the design or development question of the
moment. Simple drawings and quick cardboard mockups were the most useful in
aiding the brainstorming process. A set of cardboard prototypes became an
indispensable boundary object for project development across form factor,
hardware, and software and experience design issues. Over time, various
protocol system codes were etched on the cardboard prototypes for understanding
the complex dynamic network. These
cardboard prototypes with layers of penciled in notes served as crucial guides
for designing and testing the integrity of the software and hardware systems.
The development of scaled drawings with exact measurements and scaled physical
models were important to the integration of hardware components. Functional and
aesthetic design requirements were negotiated through iterative brainstorming
and experimentation that supported a process of adding, substituting and
removing design elements to invent an optimized solution. Circuit board
diagrams of various fidelities where drawn by hand and computer aided programs
to understand the theoretical and applied functions of internal circuits.
Whiteboards and electronic reports and updated API files were used to develop
complex software communication protocols and the relationships of those
protocols to hardware and block form factor design (
Case #2: Tools Development and Evaluation Methodology
The boundary objects mentioned above have lead to the first iterative development of the Constructed Narratives hardware and software interface. The system is divided into four development areas including experience, tangible interface, and hardware and software architecture design to create an open-topology network that tracks emerging collaborative design patterns and the identification of the builder who is responsible for the placement of each block in the construction in real-time.
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
2.3. NEW
MEDIA RESEARCH IN COLLABORATIVE SCREEN-BASED APPLICATIONS
Emotion and context aware interaction is particularly important for the development and
nourishing of co-creative activities among the participants in a collaborative
application. Main motivational paths to co-creative activities—i.e. activities
in which the construction and sharing of personally meaningful artifacts among
participants is the creative result of a collective process—are emotionally
driven, and often such activities are engendered by the context and collection
of interactions among participants that are molded without any central guidance
toward specific objectives or determined strategies (Giaccardi, 2005). This
line of inquiry, which we might call affective
creativity, appears to be a relevant context for investigating and
promoting the emotional aspects of creativity not only in the framework of the
creative practices, but also in relation to the development of creativity
support tools for domains that exhibit a high degree of task uncertainty and
self-organization, like for example the humanities (Pejtersen,
1980). Studies on collaborative
applications for screen-based visual interaction (Giaccardi, 2004; Giaccardi,
2005) have revealed some design principles and interface features for affective
creativity that are based primarily on a shift in how time, space, and
environment excitations are perceived by users.
INNOVATIVE CREATIVITY SUPPORT TOOL CASE #3
Poietic Generator And Open
Studio
The Poietic Generator and
Open Studio represent instances of collaborative applications for screen-based
visual interaction that exemplify, by means of different interface features,
the same general principles for affective creativity.
Case #3:
The Poietic Generator (http://poietic-generator.net) is a distributed
application by Olivier Auber. Its title refers to the idea of “poiesis”, which,
according to Plato in the Symposium, converts anything that we consider from
non-being to being. In practice, the Poietic Generator enables a large number
of people across the world to participate in real time in the emergence of
an ephemeral and ever-changing image. This virtual image is the result of
many local images, which are adjoining and do not overlap. Participants can
join or leave the collective drawing process at any time; each new connection
or disconnection causes the automatic rescaling of all the local images contained
in the resulting global one. Once launched, the program continuously offers
a double view of the drawing process (Fig. 28). The first view shows the current
state of the global image, and it is the same for each participant. The second
view shows each participant an enlargement of the local image associated with
him or her. Both the abstract and minimalist character of individual signs
(reduced to the scale of pixels) and the non-imposition of definite forms
of expression or narrative force participants’ subjective interpretation to
high levels of dynamism. Collective interaction produces here an uninterrupted
sequence of abstract or figurative shapes that can be observed and modified
at will by any of the participants, but not globally controlled (Fig. 29).
|
|
|
|
|
|
|
Olivier Auber,
Poietic Generator (1997-2005): Fig. 28. Local
images (on the right) and resulting global image (on the left). Fig. 29. Some
results of visual interaction. |
|
Open Studio (http://draw.artcontext.net/) is a Java-based drawing
system by Andy Deck that concurrently links users up to a single pictorial
surface, and allows them to participate in the creation of a graphic animation
(Fig. 30). Once connected, participants can choose whether to start interacting
from scratch, by drawing on the surface of Open Studio in its current state, or
to retrace the older, archived drawings. Anything a participant plays, draws,
or edits on his or her applet surface is automatically shared by the other
participants and added to the history of Open Studio (Fig. 31).
These various opportunities of interaction produce multiple
and overlapped spaces of real and recorded time. Because it is impossible
to identify one participant from another only on the basis of his or her drawing
activity, the user does not know whether the strokes and marks appearing on
the canvas are recorded or drawn in real time. Some participants will be “real”
and some will be rather “phantoms”. However, regardless of when the action
took place, drawing tools have been designed to be expressive and reactive
to participants’ movements (speed, direction, curving, and so on). Lines,
marks, and strokes convey a persistent visual and “bodily” quality that questions
the nature of participants’ presence, and time linearity as well.
|
|
|
|
|
|
|
Andy Deck,
Open Studio (1999): Fig. 30. View
of the tools and canvas shared by all the participants. Fig. 31. Some results of visual interaction. |
|
Case #3: Design Principles
Experimental design
principles for affective creativity
deriving from the new media arts suggest that—in order to support context and
emotion aware interaction and induce co-creative activities—the computational
environment must enable the dynamic embodiment of users’ activities and
intentions. This means, for example, that in the Poietic Generator and Open
Studio a user’s embodiment does not take place through the figurative
representation of a user’s body (e.g. an emoticon or an anthropomorphic
avatar), but as a visualization of participants’ spontaneous activities. As
indicated by Albrechtsen et al. (Albrechtsen et al., 2001), an understanding of embodiment in terms of direct
perception-action in the graphical interface is particularly important for
“loosely coupled domains”, i.e. domains characterized by “a high degree of task
uncertainty” and “a high degree of freedom and diversity of cognitive control
among the actors involved” (viz. self-organization) like, for instance,
hospitals and libraries.
In the cases presented here,
the visual embodiment supported by the Poietic Generator and Open Studio
enables users to experience the computational environment as both the world in
which they can manifest and express themselves and also a source of
sensory-motor and emotional excitations. Their embodiment in the computational
environment takes the form of the visual language performed to express
themselves and communicate with each other: their body is defined by the way in
which their manifest themselves through the use of marks, colors, and other
different kinds of visual elements. For example, the local image in the Poietic
Generator, or the individual painting in Open Studio, constitutes the contours
of a users’ body. However, it is only by acting and reacting, affecting the
others and in turn being affected by the visual events produced by other
participants, that users manifest themselves and identify meaningful
structures. Such a relational setting provides a social and dynamic context for
the evolution of the interaction process that allows participants to
spontaneously negotiate their common goals and creative processes.
Design principles for
affective creativity can be summarized as following (Giaccardi, 2005):
§
Space must be
perceived and experienced as a proximal
field (interface features must be designed for people to interact with each
other in a “physical” and “intimate” way, rather than simply to locate them in
the same or a different place);
§
Time must be
perceived and experienced as a network of
intentionalities (interface features must be designed for people to
determine and recognize chains of actions and meaningful events over time,
rather than simply to define whether they are interacting synchronously or
asynchronously);
§
Spatial and
temporal interface features together must enable the formation of affective bodies (flexible
representations defined by the ways in which users manifest themselves) and relational settings (environments where
actions are embodied by these representations);
§
The interplay
between the opportunities for action provided by the information system and the
external representations of cognitive activities carried out by means of the
system must support the emergence of environment excitations collectively
interpreted as meaningful structures
through loops of perception and action among participants. See (Giaccardi,
2005) for a conceptualization of affordance, externalization and mediator in
this context.
Case #3: Tools Development and Evaluation Methodology
Generally speaking, the
questions raised by these applications can be summarized in: (a) can
embodiment—intended not as the presence of agent-like characters on the screen,
but as the level of our interdependency in perception and action with the world
mediated by the tool (as just described in the Poietic Generator and Open
Studio)—be the measure of a “creative milieu”? Can engagement—intended as our
level of activity and motivation—be a measure of creative performance? The
answers come from a phenomenon-based approach, grounded on the integration of
different kind of data and descriptions (objective, subjective and empathic) as
suggested by Francisco Varela and his colleagues (Varela & Shear, 1999; Roy
et al., 1998). Such a methodology has been applied in the evaluation of the
Poietic Generator and Open Studio as creativity support tools (Giaccardi, 2004;
Giaccardi, 2005) and has produced the identification of above mentioned design
principles.
3.
The potential legacy and
impact of new media arts on cultural development and local micro-economies (
In light of contemporary
creative practices, policy-making has revised the notion of artistic
creativity. Even though artistic creativity is usually described as a
rules-breaking process leading to innovative visions of the individual artists,
the focus is shifting to recognize the diverse and sustainable collective stock
of “intangible assets” (“creative milieu”) that are created by artists and arts
collectives influencing and changing the way in which the greater society
incorporates information technology tools in the daily work, play, and
educational activities. (Cliche et al. 2002)
The progressive approaches to
policy-making in several of the initiatives listed in the appendix of this
paper, the “Helsinki Agenda: Strategy Document on International Development of
New Media Culture Policy.” and listed elsewhere in the Creativity Support Tools
report have been designed to support and nourish with sufficient infrastructure
the environmental settings and resources compatible to STEM based initiatives
to support the development of creative innovation in the new media arts
research-in-practice. (Makela, et.al. 2004; See the Helsinki Agenda principles
in appendix A).
CONCLUSIONS
New media artists are not
only “creative people”, intended as users of tools capable of producing
creative work (“people that do creative things”). Often artists, as well as
scientists, are also the creators of their own tools. In the case of the new
media arts, they are the designers of creativity support tools for others to
engage in an interactive experience or be originally creative in the production
of a “co-authored” work. The same pattern of developing innovative interfaces
for others to use can be found in other practices or disciplines, and new media
arts add a piece to the big picture of how to develop support tools for the
multiple forms of individual and social creativity expressed in different
domains.
We encourage the HCI and
software engineering community to look at new media artists not only as
consumers but also as peers, and to treasure their potential contribution by
establishing a thoughtful and vibrant dialogue, aimed to create long-term
support for:
1.
Transdisciplinary educational
programs focused on technology and science inquiry and innovation through
creative practice;
2.
Experimental
processes and practices in the new media arts that relate to the public space,
discourse, and development of new technologies, tools, and transdisciplinary
knowledge;
3.
Research networks
bringing together local, regional and global constituents (individuals,
organizations, funding agencies, corporations, etc.) to share information, form
alliances, and develop best practices in new media arts research.
APPENDIX
A. The
1.
Art practice and
research in new media is a key generator of new knowledge in arts, science,
technology, communication and education.
2.
Art practice and
research in new media inform the dialogue between practitioners, researchers,
creative industries and the public.
3.
New media
practices have developed forms and protocols of knowledge sharing and access
based on principles of openness, collaboration and creative freedom.
4.
New media
practitioners can revitalize museums, archives and other heritage contents by
allowing for greater public access, public renditions and imaginative readings.
5.
New media artists
create transformative cultural experiences that inspire communities and
individuals and expand the scope of creative industries and technology
development.
B. International new media arts funding policy
initiatives
•
Image, Text,
Sound, Technology Strategic Grant (ITST)
Social Sciences and Humanities
Research council of Canada Supports new media initiatives that are networks,
consortia or conferences and workshops
•
Provides research funding for joint
initiatives by new media artists and scientists juried through both councils.
•
National Research
Council (NRC) Artists-in-Residency program
Places artists into the NRC’s
extensive laboratory system for two year research and creation experience
•
CANARIE
Applied Research in Interactive Media (ARIM) http://www.canarie.ca/funding/arim/guidelines.html
Supports innovative, collaborations amongst participating organizations, focus
on areas of advanced networking such as grid computing, a method of using
resources distributed across a network to create the tools that allow a
community of users to share network based cultural expression and experiences.
•
Hexagram
http://www.hexagram.org/spip/index_en.php3
The mission of Hexagram is to promote and support research, creation and
transfer in media arts and technologies. The challenge is stimulating since the
goal is to build a real bridge between artist/researchers and users.
•
Arts and Science
Research Fellowships
www.interdisciplinary.org.uk
Fellowships for artists collaboration with science and technology researchers
•
Engineering
and Physical Science Research Council programs
support artistic engagement with technology
•
NESTA
(National Endowment for Science Technology and the Arts)
www.nesta.org.uk/insidenestal/hwf_learning.html
Lottery money allocated to support talented individuals working in
innovative ways; 500 new media projects funded.
•
Australia
Network for Art and Technology
http://www.anat.org.au/
Scientific Serendipity initiative jointly supported by Australia Council
and Department of Industry Science and Technology
•
Synapse
Strategy www.synapse.net.au
ANAT, ARC, university research centers, Commonwealth Science and Industrial
Research Organization (CSIRO) and industry engage the nexus between art and
science at the very point where these collaborations fuse complex social and
political issues of the 21st century.
•
Virtual
Platform
http://www.virtueelplatform.nl/article-1024.86.html
The Virtual Platform is a network for policy and cooperation in the field of
new media and ‘living culture’ in the
International
•
UNESCO 2004
Digital Art Award
http://portal.unesco.org/culture/en/ev.php-URL_ID=22405&URL_DO=DO_TOPIC&URL_SECTION=201.html
Aims to promote digital art as an innovative and artistic reflection on the
information society. It forms a special
category of the UNESCO prize for the Promotion of the Arts, rewarding young
emerging artists for outstanding creative achievements.
•
Creative
Crossings http://www.elasticspace.com/2004/04/creative-crossings
Arts Council England, m-cult Finland, Banff Centre for the Arts, Canada to
support Canadian, UK and Finnish artists, researchers, technologist who are
exploring issues of ethics, meta data structure, cultural analysis,
participatory design, creating alternate modalities and methods in wireless
applications.
REFERENCES:
Albrechtsen, H., Andersen, H.H.K., Bødker, S., & Pejtersen, A.M.
(2001) Affordances in activity theory and
cognitive systems engineering, Report No. Risø-R-1287(EN), Risø National
Laboratory, Centre for Human-Machine Interaction,
Arias, E.,
Bransford, J. Brown, A. (1999), How People Learn: Brain, Mind,
Experience, and School, Panel on the Developments in the Science of Learning,
National Research Council, National Academies Press.
Broeckman, A. (2000) “Public Spheres and Network Interfaces in
Vectorial Elevation,” in Rafael Lozano-Hemmer (Ed.) Relational Architecture No. 4, Cultura y la Artes
Cliche, D., Mitchell, R., & Wiesand, A. (2002) Creative Europe: On Governance and Management of Artistic Creativity in
Europe, ERICarts,
Cox, Donna. http://www.ncsa.uiuc.edu/People/cox/
Davies, Char. http://www.immersence.com/
Arts Council of Finland
(2004) "New Media Arts and Culture - Policy and Practice in
Dialogue," ARSIS Magazine, 3(4),
available at: http://edmund.taiteenkeskustoimikunta.fi/download/ARSIS+verkko+3-04.pdf?lngDoc_id=1534
Fischer, G. (1999)
“Symmetry of Ignorance, Social Creativity and Meta-Design,” in
L. Candy and E. Edmonds (eds), Proceedings
of the Conference "Creativity & Cognition 1999", ACM Press,
pp 116-123.
Fischer, G. (2002)
"Beyond 'Couch Potatoes': From Consumers to Designers and Active
Contributors," FirstMonday
(Peer-Reviewed Journal on the Internet), available at:
http://firstmonday.org/issues/issue7_12/fischer/
Fischer, G., Giaccardi, E.,
Frazer, John (1995), An Evolutionary Architecture, Architectural Association
Publications,
Giaccardi, E. (2004)
“Principles of Metadesign: Processes and Levels of Co-Creation in the New
Design Space”, PhD Thesis,
Giaccardi, E. (2005) "Mediators in Visual
Interaction: An Analysis of the ‘Poietic Generator’ and ‘Open Studio’,"
Journal of Visual Languages and Computing (Special
Issue on Context and Emotion Aware Visual Interaction), in press.
Giaccardi, E., Eden, H.,
& Sabena, G. (2005) "The Silence of the Lands: Interactive Soundscapes
for the Continuous Rebirth of Cultural Heritage," CUMULUS 2005 - Pride & Pre-Design: The Cultural Heritage and the
Science of Design,
Giaccardi, E., &
Fischer, G. (2005) "Creativity and Evolution: A Metadesign
Perspective." In Proceedings of the
European Academy of Design (EAD-6) Conference, Bremen, Germany, 29-31
March, available at: http://l3d.cs.colorado.edu/~gerhard/papers/ead06.pdf
Harrington, D. (1990)
"The Ecology of Human Creativity: A Psychological Perspective." In M.
Runco, & R. Albert (Eds.), Theories
of Creativity, Sage,
Kaiser, Paul. http://www.openendedgroup.com/
Makela, T., Tarkka, M.,
Czegledy, N., Diamond, S. Donovan, A., Ferran, B.,
Illich, I. (1973) Tools for Conviviality, Harper &
Row,
Jaimes, J. & Jennings,
P. (2004) “ACM Multimedia Interactive Art Program: An Introduction to the
Digital Boundaries Exhibition,” in Proceedings
of ACM Multimedia 2004, ACM Press,
Mitchell, W. J., Inouye, A. S., &
Blumenthal, M. S. (2003) Beyond
Productivity: Information Technology, Innovation, and Creativity, The
National Academies Press,
Mockros, C. A., &
Csikszentmihályi, M. (1999) "The Social Construction of Creative
Lives." In A. Montuori, & R. E. Purser (Eds.), Social Creativity, Hamption Press, Inc., Cresskill, NJ, pp.
175-218.
Pejtersen, A.M. (1980).
“Design of a Classification Scheme for Fiction Based on an Analysis of Actual
User-Librarian Communication and Use of the Scheme for Control of Librarians’
Search Strategies”. In O. Harbo & L. Kajberg (Eds.) Theory and Application of Information Research, Taylor Graham,
Puckette, Miller. http://crca.ucsd.edu/~msp/
Rokeby, David. http://homepage.mac.com/davidrokeby/home.html
Silverstone, R., &
Sujon, Z. (2004) Summarizing the Urban
Tapestries Social Research: Experimenting with Urban Space and ICTs,
available at: http://www.proboscis.org.uk/urbantapestries/socialresearch.htm.
Sternberg, R. J. (2005)
"Creativity or Creativities?" International
Journal of Human Computer Studies (Special Issue on Creativity and
Computational Support), in press.
Stiny, G. (1980)
“Kindergarten Grammars: Designing with Froebel’s Building Gifts,” in Environment and Planning B,
Vol. 7, pp. 409-462.
Thompson, E. (2001), Empathy and consciousness,
in Journal of Consciousness Studies, Vol. 8, No. 57, pp. 132.
Varela, F. J., & Shear,
J. (1999) "First-Person Methodologies: What, Why, How?" In F. J.
Varela, & J. Shear (Eds.), The View
From Within: First-Person Approaches to the Study of Consciousness, Imprint
Academic, Thorverton, UK and Bowling Green, OH, pp. 1-14.
Wilson, S. (2002) Information Arts: Intersections of Art, Science and Technology, MIT
Press,