Making Sense of Creative Interactions

Lead Research Organisation: University of Dundee
Department Name: Design

Abstract

The aim of this project is to better understand the impact of interactive technology on the creative process of working artists and further, to develop knowledge that will enhance the design of future interactive technologies used by creative practitioners.Creativity is a difficult problem to grapple with. It has been attributed to an occurrence of divine intervention, as the outcome of processes in the brain, social processes, genius and mental illness. As such there is no single authoritative definition of what creativity is. Arguably, the problem of understanding creativity is made even harder as new technology replaces the traditional media or methods that creative people use in their practices, thus altering the very nature of their creative processes. As such, understanding creativity becomes tied to an understanding of the use of technology within creative practices. Furthermore, the continual advancement of digital interactive technologies challenges our understanding of these creative practices, as they alter the creative workspace. It is therefore important to tackle this issue now so that we can design better technology for creative practitioners in the future.This project will approach this problem by investigating how real artists use both traditional and new media methods within their creative practice. Case studies will be conducted that employ observation of their real-time working practice in their own working environments. Interviews will also be conducted that aim to understand the artists own perspective on the way in which they cope with the problems that emerge as they use new technologies. These studies will provide detailed documentary evidence of artistic practice in action and will allow for the comparison between different types of artistic practice e.g. graphics and illustration as well as the comparison of different methods and technologies e.g. traditional painting and digital image making.These studies will highlight the way in which technology is impacting on the creative practice of different groups of artists. As such they will provide invaluable knowledge that can be brought to bear on the problem of how to improve interactive technologies for creative practitioners.

Publications

10 25 50
 
Description The findings from this project as exemplified in the published papers. have had an impact on a number of fields. Most notably the fields of HCI and Industrial Design. In HCI, our publications that focused on Reparatory Grid Technique have been cited in relation to other studies that have used similar techniques to investigate other aspects of interaction with digital technologies. Similarly, the same papers have been cited by researchers looking at creativity and serendipity, e.g. the SERENA Project. In the world of Industrial Design our work has been cited in relation to exploring ways in which Industrial Designers can address the shift from paper sketchbooks to digital formats that are specific to that domain.
First Year Of Impact 2011
Sector Creative Economy,Digital/Communication/Information Technologies (including Software),Education
Impact Types Cultural

 
Description RE:Designing a Digital Sketchbook (Poster) 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Primary Audience Participants in your research or patient groups
Results and Impact Why are digital tools not replacing traditional sketchbooks? In order to engage with this issue we embarked upon a project to explore the fundamentals of sketchbook use with a view to building a prototype interface that might re-envisage the functions of real sketchbooks in a new digital way. The project was a research led teaching activity, involving undergraduate students on the Digital Interaction Design Course at the University of Dundee. The project involved a thorough examination of real sketchbook use, not just in terms of drawing functions but in terms of the role they play for creative practitioners as creative tools, repositories for information and communication devices. Through a survey of existing sketching tools, an analysis of real sketchbook use and semi-structured interviews with creative practitioners we have been able to establish a list of recommendations that will be used to guide the next phase of our project, prototyping interface designs for novel sketchbook tools on mobile devices.
Year(s) Of Engagement Activity