Musically Informed Sonification for Chronic Pain Rehabilitation:
Facilitating Progress & Avoiding Over-Doing
Medical Device Sensing
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Newbold, Joseph W.
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Bianchi-Berthouze, Nadia
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Gold, Nicolas E.
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Tajadura-Jiménez, Ana
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Williams, Amanda CdC
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.5698-5703
© Copyright 2016 ACM
Summary: In self-directed chronic pain physical rehabilitation it is important that
the individual can progress as physical capabilities and confidence grow.
However, people with chronic pain often struggle to pass what they have
identified as safe boundaries. At the same time, over-activity due to the
desire to progress fast or function more normally, may lead to setbacks. We
investigate how musically-informed movement sonification can be used as an
implicit mechanism to both avoid overdoing and facilitate progress during
stretching exercises. We sonify an end target-point in a stretch exercise,
using a stable sound (i.e., where the sonification is musically resolved) to
encourage movements ending and an unstable sound (i.e., musically unresolved)
to encourage continuation. Results on healthy participants show that
instability leads to progression further beyond the target-point while
stability leads to a smoother stop beyond this point. We conclude discussing
how these findings should generalize to the CP population.
Effects of SMILE Emotional Model on Humanoid Robot User Interaction
Late-Breaking Reports -- Session 2
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Russell, Elise
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Williams, Andrew B.
Extended Abstracts of the 2015 ACM/IEEE International Conference on
Human-Robot Interaction
2015-03-02
v.2
p.113-114
© Copyright 2015 ACM
Summary: Naturalistic conversation and emotions, while difficult to approximate in
robots, facilitate interactions with non-expert users and serve to make robots
more relatable and predictable. This paper describes the implementation and
evaluation of two major improvements upon an existing interface, the SMILE app
for the MU-L8 humanoid robot. The original version of the app is compared to a
version in which popups and extraneous user touches are removed, and they are
both compared to a third version in which the robot's emotions decay with time.
These versions are tested in terms of ease of use, user engagement, and
naturalness of interaction. User feedback and observer ratings are collected
for 15 participants, and their results are described. These improvements
contribute advances in the field of smartphone humanoid robotics interfaces
toward a more ideal emotional and conversational model.
Bi-Modal Detection of Painful Reaching for Chronic Pain Rehabilitation
Systems
Oral Session 6: Healthcare and Assistive Technologies
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Olugbade, Temitayo A.
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Aung, M. S. Hane
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Bianchi-Berthouze, Nadia
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Marquardt, Nicolai
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Williams, Amanda C.
Proceedings of the 2014 International Conference on Multimodal Interaction
2014-11-12
p.455-458
© Copyright 2014 ACM
Summary: Physical activity is essential in chronic pain rehabilitation. However,
anxiety due to pain or a perceived exacerbation of pain causes people to guard
against beneficial exercise. Interactive rehabilitation technology sensitive to
such behaviour could provide feedback to overcome such psychological barriers.
To this end, we developed a Support Vector Machine framework with the feature
level fusion of body motion and muscle activity descriptors to discriminate
three levels of pain (none, low and high). All subjects underwent a forward
reaching exercise which is typically feared among people with chronic back
pain. The levels of pain were categorized from control subjects (no pain) and
thresholded self reported levels from people with chronic pain. Salient
features were identified using a backward feature selection process. Using
feature sets from each modality separately led to high pain classification F1
scores of 0.63 and 0.69 for movement and muscle activity respectively. However
using a combined bimodal feature set this increased to F1 = 0.8.
Manufacturing for makers: from prototype to product
Forums
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Williams, Amanda
/
Nadeau, Bruno
interactions
2014-11
v.21
n.6
p.64-67
© Copyright 2014 ACM
Summary: The boundaries between 'the digital' and our everyday physical world are
dissolving as we develop more physical ways of interacting with computing. This
forum presents some of the topics discussed in the colorful multidisciplinary
field of tangible and embodied interaction. -- Eva Hornecker, Editor
Projecting the voice: observations of audience behaviours in ICT-mediated
contemporary opera
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Lin, Yu-Wei
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Williams, Alan E.
New Review of Hypermedia and Multimedia
2014-07-03
v.20
n.3
p.207-223
© Copyright 2014 Taylor and Francis
Summary: This paper examines how audiences experience live opera performance and the
behaviours they exhibit during live-streaming of the performance. It aims to
contribute to our understanding of how audiences, who increasingly inhabit an
environment saturated with digital media, respond to contemporary opera
performance. Based on a comparative study of audience experiences and
behaviours during a live opera performance and the streamed opera screening, we
investigate whether digital mediation affects audience appreciation, and
whether streaming live opera means the same thing to an audience as the
unmediated performance. We firstly outline the conception, design and
performance of a contemporary opera and its simultaneous streaming to nearby
digital screens. Then, we report the evaluation of the project as measured by a
mix of qualitative and quantitative methods during the rehearsals, the live
performance and the screening. As one of the few social studies of contemporary
classical music in Britain, our study of opera audience behaviours sheds light
on the challenges and opportunities afforded by digital technologies for opera
companies. Understanding how audiences appreciate digital operas offers
practical advice on how theatres and opera companies could respond to new forms
of digital activities.
Motivating people with chronic pain to do physical activity: opportunities
for technology design
Exergaming for health and fitness
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Singh, Aneesha
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Klapper, Annina
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Jia, Jinni
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Fidalgo, Antonio
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Tajadura-Jiménez, Ana
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Kanakam, Natalie
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Bianchi-Berthouze, Nadia
/
Williams, Amanda
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.2803-2812
© Copyright 2014 ACM
Summary: Physical activity is important for improving quality of life in people with
chronic pain. However, actual or anticipated pain exacerbation, and lack of
confidence when doing physical activity, make it difficult to maintain and
build towards long-term activity goals. Research guiding the design of
interactive technology to motivate and support physical activity in people with
chronic pain is lacking. We conducted studies with: (1) people with chronic
pain, to understand how they maintained and increased physical activity in
daily life and what factors deterred them; and (2) pain-specialist
physiotherapists, to understand how they supported people with chronic pain.
Building on this understanding, we investigated the use of auditory feedback to
address some of the psychological barriers and needs identified and to increase
self-efficacy, motivation and confidence in physical activity. We conclude by
discussing further design opportunities based on the overall findings.
Critical making hackathon: situated hacking, surveillance and big data
proposal
Workshop summaries
/
Tanenbaum, Karen
/
Tanenbaum, Joshua G.
/
Williams, Amanda M.
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Ratto, Matt
/
Resch, Gabriel
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Bari, Antonio Gamba
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.17-20
© Copyright 2014 ACM
Summary: In this workshop we propose to explore issues around big data, data privacy,
visualization, sensing, surveillance, and counter-surveillance, through a
team-based Critical Making hackathon.
Crowdfunding: an emerging field of research
Panel 102
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Gerber, Elizabeth M.
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Muller, Michael
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Wash, Rick
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Irani, Lilly C.
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Williams, Amanda
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Churchill, Elizabeth F.
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.1093-1098
© Copyright 2014 ACM
Summary: Crowdfunding, the request of resources through social media, has generated
much discussion in the popular press; however, there have been few systematic
empirical studies of this growing phenomenon. We bring together the leading HCI
researchers in crowdfunding and crowdsourcing to discuss this potentially
transformative socio-technical innovation that may advance (or harm) human
capabilities to innovate and collaborate. We will discuss current empirical
research on crowdfunding and the future of research in this field from diverse
perspectives including computer science, social science, communications, and
design, using both qualitative and quantitative research methods. To make real
progress towards realizing future research, we will lead a discussion with the
audience of new research agendas in crowdfunding.
Towards a social and mobile humanoid exercise coach
HRI2014 late breaking reports poster
/
Ramgoolam, Darryl
/
Russell, Elise
/
Williams, Andrew B.
Proceedings of the 2014 ACM/IEEE International Conference on Human-Robot
Interaction
2014-03-03
p.274-275
© Copyright 2014 ACM
Summary: In the near future, humanoid robots may be available to act as personal
health coaches that can socially interact and exercise with people to increase
their physical activity and improve their nutritional habits. Although there
has been work to demonstrate the long-term effects of using a robot to motivate
and record exercise and nutrition data, we are developing a social and mobile
humanoid health coach that will explain and perform the physical exercises
along with the human in an effort to increase their physical activity. In this
paper, we describe a pilot study to compare the effects on young adults of
coaching delivered by a social and mobile humanoid robot health coach versus a
human health coach. While data analysis bore out no significant statistical
effect of coach type on daily activity level, the results demonstrated
encouraging trends and suggest further research with a larger sample size.
Multisited Design: An Analytical Lens for Transnational HCI
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Williams, Amanda
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Lindtner, Silvia
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Anderson, Ken
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Dourish, Paul
Human-Computer Interaction
2014-01
v.29
n.1
p.78-108
© Copyright 2014 Taylor and Francis Group, LLC
Summary: In this article, we present and articulate the analytical lens of multisited
design to illuminate transnational connections between sites of design, and aid
in the translation of knowledge between designers and ethnographers. This
position emerges from the authors' respective engagements in ethnographic
research and design engagements with a slum community center in Bangkok,
Thailand, and with "makers" and entrepreneurs in Shanghai and Shenzhen, China.
In both cases, we found design to be a site of engagement with and
interpretation of wider connections between different locales, and between
local and global networks. We identify four crucial aspects of design for the
purposes of this discussion: It is normative, concerned with function and the
attainment of goals; it is practical, and oriented toward constraints and
opportunities; it frames and defines problems concurrently with solving them;
and it takes a systems approach that accounts for the broad context of the
design situation. Approaching and participating in these aspects of design
evolved in concert with our ethnographic fieldwork and analysis, allowing us to
take design seriously without sacrificing an ethnographic commitment to nuanced
description. We conclude by touching on the epistemological similarities,
rather than conflicts, between ethnography and design.
Strive: student-athletes transitioning with camaraderie and competition
Student design competition
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Ellis, Dennis
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Kennedy, Tony
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Pasupuleti, Vamsi
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Williams, Adam
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Ye, Yalu
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.2585-2590
© Copyright 2013 ACM
Summary: When a collegiate student-athlete's athletic eligibility expires, a
transitional period follows when student-athletes begin to establish a new
identity separate from sport. During the transition, student-athletes lose the
opportunity to compete with teammates on a daily basis. We propose Strive,
which helps former student-athletes maintain camaraderie with former teammates
through real-time, remote competitions.
Democratizing technology: pleasure, utility and expressiveness in DIY and
maker practice
Papers: fabrication
/
Tanenbaum, Joshua G.
/
Williams, Amanda M.
/
Desjardins, Audrey
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Tanenbaum, Karen
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.2603-2612
© Copyright 2013 ACM
Summary: DIY, hacking, and craft have recently drawn attention in HCI and CSCW,
largely as a collaborative and creative hobbyist practice. We shift the focus
from the recreational elements of this practice to the ways in which it
democratizes design and manufacturing. This democratized technological
practice, we argue, unifies playfulness, utility, and expressiveness, relying
on some industrial infrastructures while creating demand for new types of tools
and literacies. Thriving on top of collaborative digital systems, the Maker
movement both implicates and impacts professional designers. As users move more
towards personalization and reappropriation, new design opportunities are
created for HCI.
Indy R&D: doing HCI research off the beaten path
Panels
/
Williams, Amanda
/
Brewer, Johanna
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Gibb, Alicia
/
Wilhelm, Eric
/
Forrest, Hugh
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.1131-1134
© Copyright 2012 ACM
Summary: This panel discusses independent research and development in HCI. We focus
on possible models for Indy R&D operations, supporting infrastructures,
practical methods, and taking advantage of academic skills in the transition.
Panel participants have experience in several different models of funding,
conducting, and disseminating results from independent research. We will
provide the audience with practical tips to help them decide if Indy R&D is
right for them, and if so, help them do it.
User needs for technology supporting physical activity in chronic pain
Work-in-progress
/
Swann-Sternberg, Tali
/
Singh, Aneesha
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Bianchi-Berthouze, Nadia
/
Williams, Amanda
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.2441-2446
© Copyright 2012 ACM
Summary: An emerging field of HCI is the use of interactive technology to promote
fitness. However, current persuasive fitness technologies for the general
population do not address the psychological needs of users with chronic
conditions. This is particularly the case in chronic pain. Research indicates
that people with chronic pain have negative beliefs and experiences associated
with pain such as anxiety about provoking pain through exercise. We interviewed
physiotherapists and people with chronic pain to get an understanding of the
physical and psychological needs that must be addressed by a technology for
supporting physical activity in this population. Five themes emerged: pain
management approach, personalisation/tailoring, exercise adherence, supportive
functions, and visual representations.
Research with a hacker ethos: what DIY means for tangible interaction
research
Forums: Tangible and Embodied Interaction
/
Williams, Amanda
/
Gibb, Alicia
/
Weekly, David
interactions
2012-03-01
v.19
n.2
p.14-19
© Copyright 2012 ACM
Eva Hornecker, Editor
Vice interfaces
Studios
/
Kabisch, Eric
/
Williams, Amanda
Proceedings of the 6th International Conference on Tangible and Embedded
Interaction
2012
v.9
p.343-346
© Copyright 2012 ACM
Summary: While interaction designers often aim to support virtues such as health,
creativity and thrift, their design efforts are also implicated in technologies
that support greed, lust, and vanity. "Vice" interfaces serve as a way to
interrogate critically some of the moral values that lie beneath our design
efforts, while also providing an opportunity to create some wickedly fun
prototypes.
Creativity syntax: codifying physical space's impact on creativity in the
workplace
Graduate student symposium
/
Williams, Alison
Proceedings of the 2011 Conference on Creativity and Cognition
2011-11-03
p.469-470
© Copyright 2011 ACM
Summary: The impact of the physical environment on people's ability to be optimally
creative at work is a research area which has only now, in the past decade,
started to receive detailed attention. Although creativity in the workplace has
been the subject of intensive research for over half a century researchers have
stepped away from or minimized the effect that the physical environment may
have on people's creativity and ability to innovate. Building on recent work
done in the field, and on earlier theories of pattern language and shape
grammar, this paper outlines work that moves towards a grammar of creative
spaces identifying and codifying those elements of the physical environment
which may optimize creativity in the workplace.
Teaching creative design: a challenging field
Understanding and supporting creativity
/
Askland, Hedda Haugen
/
Williams, Anthony
/
Ostwald, Michael
Proceedings of the 2011 DESIRE Conference on Creativity and Innovation in
Design
2011-10-19
p.149-156
© Copyright 2011 ACM
Summary: This paper considers the issue of creativity in design education. More
specifically, it discusses key challenges for teaching creative design as they
are identified by design academics. The paper presents an analysis of primary
data collected for an ongoing research project on assessing creativity in
design. It identifies six key issues facing design academics when teaching
creative design courses, namely: terminology; subjectivity and marking; culture
and context; personalities; resources; and pedagogical approach.
Collaborative creativity: a complex systems model with distributed affect
Collaboration & creativity
/
Aragon, Cecilia R.
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Williams, Alison
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.1875-1884
© Copyright 2011 ACM
Summary: The study of creativity has received significant attention over the past
century, with a recent increase in interest in collaborative, distributed
creativity. We posit that creativity in distributed groups is fostered by
software interfaces that specifically enable socio-emotional or affective
communication. However, previous work on creativity and affect has primarily
focused on the individual, while group creativity research has concentrated
more on cognition rather than affect. In this paper we propose a new model for
creativity in distributed groups, based on the theory of groups as complex
systems, that includes affect as well as cognition and that explicitly calls
out the interface between individuals as a key parameter of the model. We
describe the model, the four stages of collaborative creativity and the causal
dynamics in each stage, and demonstrate how affect and interface can facilitate
the generation, selection, and amplification of ideas in the various stages of
collaborative creativity. We then validate our model with data from three field
sites. The data was collected from longitudinal studies of two distributed
groups involved in producing creative products -- astrophysicists studying
supernovae and the expansion rate of the universe and children creating
multimedia programming projects online-"-and interviews with staff in a
multinational engineering company.
Facial expression of emotion and perception of the Uncanny Valley in virtual
characters
/
Tinwell, Angela
/
Grimshaw, Mark
/
Nabi, Debbie Abdel
/
Williams, Andrew
Computers in Human Behavior
2011-03
v.27
n.2
p.741-749
Keywords: Uncanny Valley
Keywords: Facial expression
Keywords: Emotion
Keywords: Characters
Keywords: Video games
Keywords: Realism
© Copyright 2011 Elsevier Ltd.
Summary: With technology allowing for increased realism in video games, realistic,
human-like characters risk falling into the Uncanny Valley. The Uncanny Valley
phenomenon implies that virtual characters approaching full human-likeness will
evoke a negative reaction from the viewer, due to aspects of the character's
appearance and behavior differing from the human norm. This study investigates
if "uncanniness" is increased for a character with a perceived lack of facial
expression in the upper parts of the face. More important, our study also
investigates if the magnitude of this increased uncanniness varies depending on
which emotion is being communicated. Individual parameters for each facial
muscle in a 3D model were controlled for the six emotions: anger, disgust,
fear, happiness, sadness and surprise in addition to a neutral expression. The
results indicate that even fully and expertly animated characters are rated as
more uncanny than humans and that, in virtual characters, a lack of facial
expression in the upper parts of the face during speech exaggerates the uncanny
by inhibiting effective communication of the perceived emotion, significantly
so for fear, sadness, disgust, and surprise but not for anger and happiness.
Based on our results, we consider the implications for virtual character
design.
Bizarro game controllers studio proposal
Studios and workshops
/
Williams, Amanda
/
Kabisch, Eric
Proceedings of the 5th International Conference on Tangible and Embedded
Interaction
2011-01-22
p.337-340
© Copyright 2011 ACM
Summary: Tangible interfaces are increasingly becoming commercially available
products in the current generation of game controllers like the Nintendo Wii
Remote, Microsoft's Kinect, and Sony's Eye. Tangible interaction researchers
and designers can push the envelope of game controllers by thinking creatively
about input device design. At the same time, the constraints of controlling a
playable game can provide us with a fun, engaging, and useful design exercise.
INTERNET
Usability Testings in APAC & MENA
/
Williams, Annie
2010-10-22
India
Focus Suites Solutions & Services Pvt. Ltd.
Keywords: We support technology project fieldwork. We conduct usability testings,
focus groups and indepth interviews using the usability engineering
methodologies to define user-centered requirements and design. We have worked
on prototypes and websites. We improve the HCI using usability testing
methodologies and tools.
Languages: English
Summary: Usability Testing & Eye Tracking resource
Propinquity: exploring embodied gameplay
Demo presentations
/
Williams, Amanda
/
Hughes, Lynn
/
Simon, Bart
Proceedings of the 2010 International Conference on Ubiquitous Computing
2010-09-26
p.387-388
Keywords: embodied interaction, gaming, play, proximity sensing, wearable
© Copyright 2010 ACM
Summary: Consumer game platforms are realizing Ubicomp's vision of seamless,
sensor-based, embodied interaction with computation. Here we present
Propinquity, a full-body dancing/fighting game using proximity and touch
sensing. Relying primarily on auditory feedback, Propinquity attempts to
reconfigure sensor-based gameplay as an activity where players orient towards
one another rather than a central screen. By presenting this particular demo,
we hope to stimulate discussion of embodiment, expressiveness, play,
performance, and social production in both ubicomp interaction and game design.
Changing conceptualisations of creativity in design
Papers
/
Askland, Hedda Haugen
/
Ostwald, Michael
/
Williams, Anthony
Proceedings of the 2010 DESIRE Conference on Creativity and Innovation in
Design
2010-08-16
p.4-11
© Copyright 2010 ACM
Summary: A critical dimension of a designer's work is the search for novel or
original solutions to problems; it is about imagining and synthesising new
possibilities. As such, a key element of design is creativity. Understanding
creativity and how to enhance creative performance is therefore of great
importance to the design disciplines. Nonetheless, questions regarding the
concept and phenomenon of creativity as it relates to design remain relatively
underdeveloped. This paper considers the main approaches to creativity within
the design disciplines and the changing nature of conceptual thinking regarding
creativity in design.
The design studio, models of creativity and the education of future
designers
Papers
/
Williams, Anthony
/
Ostwald, Michael
/
Askland, Hedda Haugen
Proceedings of the 2010 DESIRE Conference on Creativity and Innovation in
Design
2010-08-16
p.131-137
© Copyright 2010 ACM
Summary: The design studio is integral to design education. It plays an important
role in the training of future designers, representing a key space for
experimentation and creative activity. In contrast to other elements of design
education, the studio gives students first hand experiences of the design
process and the practical aspects of designing. It introduces them to the
concept of creativity and gives them experiences of and knowledge about the
creative design process. This paper discusses the problems facing the
contemporary design studio through an exploration of its development and its
relationship to the "romantic" notion of creativity. The paper argues that
there is a paradox implicit in current educational practice which is due to the
design disciplines' continual fascination with the romantic model of
creativity; a model which understands creativity as an, innate, spontaneous
ability that cannot be taught or assessed.