3 research outputs found
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Facilitating Creativity in Collaborative Work with Computational Intelligence Software
The use of computational intelligence for leveraging social creativity is a relatively new approach that allows organizations to find creative solutions to complex problems in which the interaction between stakeholders is crucial. The creative solutions that come from joint thinking-from the combined knowledge and abilities of people with diverse perspectives-contrast with traditional views of creativity that focus primarily on the individual as the main contributor of creativity. In an effort to support social creativity in organizations, in this paper we present computational intelligence software tools for that aim and an architecture for creating software mashups based on the concept of affinity space. The affinity space defines a digital setting to facilitate specific scenarios in collaborative business environments. The solution presented includes a set of free and open source software tools ranging from newly developed brainstorming applications to an expertise recommender for enhancing social creativity in the enterprise. The current paper addresses software design issues and presents reflections on the research work undertaken in the COLLAGE project between 2012 and 2015
Evaluating Digital Creativity Support for Children: A Systematic Literature Review
Creativity, the process of creating something new and valuable, benefits children by improving their skills and development, encouraging interaction and engagement, and enabling the generation and expression of novel ideas. In recent years, interactive digital tools have emerged to support the user’s creativity in the open-ended creation of new artifacts. However, the question of evaluating the creativity happening in the interplay between children, digital tools, and products is still open. This systematic literature review investigated the evaluations of digital creativity support tools for children and identified 81 peer-reviewed relevant articles from the last 10 years. This research contributes to practitioners and researchers by providing an overview of the evaluations in a framework based on 10 factors (value, novelty, fluency, enjoyment, user feeling, collaboration, expressiveness, immersion, flexibility, and interaction), nine product areas, three approaches, and five methods. The review demonstrated that the evaluations differ widely, and the area lacks a standard evaluation framework. We propose the dimensions of our analysis as an initial framework for situating the evaluation of digital creativity support tools for children that the child–computer interaction community can further refine