Social Creativity with Computer Mediated Design - A Literature Reviedw

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    I600

    IU School of Informatics - Indianapolis

    Steven Entezari

    [SOCIAL CREATIVITY WITHINCOMPUTER MEDIATED

    DESIGN]

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    Introduction

    Creativity has long been viewed as an individual process that occurs in isolation

    (Sternberg, 1988) without much concern for the interactions of groups of individuals and

    the outcome of their collaboration. Social creativity is the emphasis on the fact that

    creativity grows from the individual and their interactions with their environment,

    artifacts, and externalization of ideas (Fischer, Social Creativity: Making All Voices

    Heard, 2005). Works on social creativity have focused on the socio-technical

    environment by which individuals collaborate to develop creativity on items of shared

    interest. Socio-technical environments are contexts that merge social domains, such as

    the interactions of people, and technological means of interaction (Mumford, 1985).

    Social creativity is a subject that spans across multiple domains. The main domain of

    interest for this literature review is one of design. Creative design is an economic,

    political, social, and cultural interest (Julier, 2009). The impact of social creativity on

    design will be discussed from various themes in the literature. Generally, social

    creativity within design surrounds the idea that social creativity and individual creativity

    is not a versus comparison, but rather an and comparison (Fischer, Distances and

    Diversity: Sources for Social Creativity, 2005). In other words, social creativity

    emphasizes both the individuals creative efforts and the creative efforts of the group.

    The themes themselves will construct the new perspective known as social creativity

    and breakdown the constructs that have developed through various examples and

    theories rooted in creativity and social interaction.

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    Social creativity has been utilized as a theory far before any literature was ever

    published on it. Enough time and publications have been presented now, however, that

    a summation and review of the major content and themes within social creativity is

    called for. A synthesized understanding of creativity within the design culture has not

    been established and may act as a starting point or catalyst for future research to be

    initiated and other avenues, perhaps even outside of design, to be explored. This review

    will take a thematic approach to the literature and present key findings resulting from a

    wide array of works done to explore social creativity within the design context.

    Objectives

    The spectrum of social creativity has yet to be lineated. There are many approaches

    that utilize aspects of social creativity without having a clear understanding or having a

    model to raise awareness to what aspects of social creativity they are implementing

    versus what aspects of social creativity are available to them. One major objective of

    this literature review is to bring light to the themes stretching over the literature

    regarding social creativity.

    Social creativity is nothing without a medium. Works discussed throughout this review

    will focus on the design domain of social creativity. This manifests itself in many ways,

    however, it is an objective of this review to focus on the socio-technical aspects of social

    creativity in the design domain. Within this socio-technical context, much emphasis will

    also be placed on the computer mediated aspects of design and peoples interaction

    with the socio-technical environment.

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    Themes and Discussion

    Distances

    The literature presents four distinct distances across the domain of social creativity.

    Distances are defined as the distribution of design within a collaborative context across

    spatial, temporal, technological, and conceptual domains (Fischer, Distances and

    Diversity: Sources for Social Creativity, 2005).

    The specific distances that encompass social creativity are better defined as:

    Spatial distanced by physical, geographic location of team members within the same

    project. (Fischer, Distances and Diversity: Sources for Social Creativity, 2005)

    Temporal distanced by time such that the design of a product may span multiple

    generations of designers, thus losing awareness of rationale during the decision making

    process for the designs characteristics. (Fischer, Distances and Diversity: Sources for

    Social Creativity, 2005)

    Technological distanced by collaborative methods within the computer mediated

    design domain itself. This distance can be created as a product of the spatial and

    temporal distances. (Fischer, Distances and Diversity: Sources for Social Creativity,

    2005)

    Conceptual distanced by stakeholder and participatory input on the design process.

    That is, the different needs of the different players being addressed in a fashion that

    supports a creative outcome via common ground and a shared understanding. (Fischer,

    Social Creativity: Turning Barriers into Opportunities for Collaborative Design, 2004)

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    Addressing the barriers and opportunities within these separate distances is the means

    of designing a system that is aware of social creativity. Fischer (2004) addresses some

    barriers to these distances:

    Spatial Collaborative design is difficult across current computer mediated

    communication practices.

    Temporal Long term collaboration projects require todays designers to be aware of

    yesterdays design rationale. Also, in current design frameworks, there is an inability to

    modify a systems functionality given the changes in context from its instantiation to

    deployment.

    Technological Humans understanding through technological facets is not always

    understood. Feedback given via a technological medium may not allow a message to

    be conveyed as intended.

    Conceptual There lacks an understanding between experts and novices, whom in a

    design initiative may have equal input on the designs direction. There are also

    misunderstandings between stakeholders across different practices for designs that

    cross the domain lines.

    Fisher (2004) also addresses some opportunities that are elucidated through these

    distances. These allow social creativity to emerge within a given context, with the

    following opportunities:

    Spatial Emphasis can be placed more heavily on the ideas and concerns rather than

    the location of the individuals within the group. Ideas become more universal and less

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    attached to a physical location. Also, the diversity of the information becomes wider,

    contributing to the growth of creative ideologies.

    Temporal There can exist a long-term, indirect collaborative opportunity for the

    individuals within community of designers. Also, designers not only need to know the

    rationale behind the decisions that were made at the initiation of the project, but

    anything they can about possible alternatives what were considered as well as the

    ability to adapt a system to its environment during runtime (Fischer, Distances and

    Diversity: Sources for Social Creativity, 2005).

    Technological With newer media, cognition and the understandings of task-oriented

    knowledge will change to accommodate the new media.

    Conceptual Externalizations of ideas can now emerge and make ideas concrete.

    Boundary objects, externalizations of group ideas, can emerge as the focal points for

    conversations, interactions, and fill technological and conceptual gaps.

    Breaking through the barriers of these distances is the means by how social creativity

    comes to light. The authors discuss some examples of how these barriers have been

    broken down with practical applications. CLever is a project that was designed to share

    and learn from experiences within a specific domain and provide professional and

    social support for caregivers and people with cognitive disabilities (Fischer, Distances

    and Diversity: Sources for Social Creativity, 2005, p. 2).

    There are also social implications of these distances and their impact on social

    creativity. One example within the literature regards groupthink and what happens

    within the community. The support and management of heterogeneity within the ideas

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    of groups is done by connecting the dots that may not have been connected before and

    exploit breakdowns within the distances to the participants at a technological and social

    level (Fischer & Eden, Supporting Social Creativity: Promises and Pitfalls, 2009). Also, a

    goal of any collaborative system, especially with the creativity realm, is to attempt to

    avoid the phenomenon of group think. It has been identified that within the social

    creativity context, communities that address problems which are dispersed within

    domains (as opposed to between domains) suffer the strongest likelihood of groupthink

    (Fischer, Social Creativity: Exploiting the Power of Cultures of Participation, 2011).

    Seeding, Evolutionary Growth, and Reseeding Model

    Stemming from the temporal distance described before, the SER model focuses on

    methods of enhancing social creativity by utilizing methods of social psychology to

    structure the lifespan of a socially creative community. The SER model consists of

    (Huysman & Wulf, 2004):

    Seeding Creating an initial system or community focused within a specific domain.

    Evolutionary Growth Users make changes to modify and extend the original system/

    community into a more customized, personal system that they can use and interact with

    more fluidly, promoting higher levels of social creativity.

    Reseeding New systems/communities are developed when original ones are maxed

    out or have reached a concrete scope.

    Examples that use the SER model include Open source software programming

    platforms, the online forum Experts Exchange, and a course management software

    named Courses-as-seeds. An overarching theme to the context of social capital within

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    social creativity seems to be the aspect of trust. Trust within a community like this must

    begin strong (Seeding), develop or decay based on the social rules of the participants

    (Evolutionary Growth), and develop a trust model within the system for other topics and

    concerns (Reseeding) (Huysman & Wulf, 2004).

    Pitfalls to the social creativity realm have also been established utilizing the SER model.

    Specifically, the aspect of social creativity ignoring motivation can make changes seem

    like they are not possible to be made within a system, preventing the evolutionary

    growth of that system (Fischer & Eden, Supporting Social Creativity: Promises and

    Pitfalls, 2009).

    Socio-Technical Environment

    Socio-technical environments, as described earlier, are the contexts that merge social

    domains, such as the interactions of people, and technological means of interaction

    (Mumford, 1985). These socio-technical environments provide the means necessary to

    collaborate with a community and participate in meta-design. Meta-design is thought of

    as the practice of moving from access participation to informed participation by way of

    the technical products that connect individuals and groups (Fischer, Designing socio-

    technical environments in support of meta-design and social creativity, 2007).

    Pitfalls within the implementation of socio-technical environments are elements that

    impede its ability to mediate social creativity. Socio-technical environments need to be

    adaptable to not only technical changes but social and cultural changes as well. Items

    like meta design which are mediated through these socio-technical environments

    involve not just computers and networks, but also people, policies, laws, social

    structures, morals and the like (Fischer & Eden, Supporting Social Creativity: Promises

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    and Pitfalls, 2009). Socio-technical mediums also allow for extrinsic motivators to build

    communities within the creative design domain (Huysman & Wulf, 2004).

    Methods of supporting creativity within social communities have also been identified.

    Boundary objects allow individuals and groups to externalize their ideas and reach

    shared understandings across all distances (spatial, temporal, technical, and

    conceptual) (Fischer, Distances and Diversity: Sources for Social Creativity, 2005).

    These boundary objects result in domain oriented design environments which support

    human-problem domain interaction, increase the backtalk of the collaborative design,

    and integrate action and reflection into the design process (Fischer, Distances and

    Diversity: Sources for Social Creativity, 2005). These aim to answer the fundamental

    question within socio-technical environment with social creative design, How do we

    avoid the situation that voices get lost because there is too much information or their

    input does not get recorded (Fischer, Social Creativity: Making All Voices Heard, 2005).

    These externalizations, the boundary objects, will allow individuals and groups to

    externalize their tacit knowledge. This shift will be the means of interaction that moves

    individuals and groups from conceptualizing an abstract idea to identifying a concrete

    idea while creating a common, visual, language (Huysman & Wulf, 2004). Creativity

    emerges through the support of distances and diversity via these boundary objects

    (Fischer & Shipman, Collaborative Design Rationale and Social Creativity in Cultures of

    Participation, 2011).

    Conclusions

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    Within the domain of computer mediated design, social creativity emerges as a key

    player in the ability for communities to collaborate with members of other communities

    while ensuring voices get heard and focus remains on the design being produced.

    Distances and their barriers have proven to be elements that if overcome, can promote

    the interconnectedness of a design community. Once these barriers have been

    overcome, SER model processes can ensure that the lifespan of communities are

    capable of surviving on their own, given their unique social structure. Socio-technical

    environments, being the medium for the interactions in itself, must have established

    guidelines and understandable contexts (or adaptable contexts).

    The identification of these themes and concepts across the domain of social creativity

    will help design teams identify methods that can be utilized to induce creative outcomes

    within a group. Implementing these themes can open the door for more advanced

    research in the field of social creativity, by not needing to focus on the essential

    elements of a creative socio-technical environment, but by focusing on the outcomes

    from these environments and the interactions within them.

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    Works Cited

    Fischer, G. (2007). Designing socio-technical environments in support of meta-design and social

    creativity. CSCL'07 Proceedings of the 8th iternational conference on Computer supported collaborative

    learning .

    Fischer, G. (2005). Distances and Diversity: Sources for Social Creativity. Proceedings of Creativity &

    Cognition .

    Fischer, G. (2011). Social Creativity: Exploiting the Power of Cultures of Participation. Proceedings of

    SKG2011: 7th International Conference on Semantics, Knowledge and Grids .

    Fischer, G. (2005). Social Creativity: Making All Voices Heard. Boulder: University of Colorado Center for

    LifeLong Learning and Design Department of Computer Science.

    Fischer, G. (2004). Social Creativity: Turning Barriers into Opportunities for Collaborative Design. PDC 04

    Proceedings of the eighth conference on Participatory design: Artful integration: interweaving media,

    materials and practices .

    Fischer, G., & Eden, H. (2009). Supporting Social Creativity: Promises and Pitfalls. Proceedings of the NSF

    CreativeIT workshop at Arizona State University.

    Fischer, G., & Shipman, F. (2011). Collaborative Design Rationale and Social Creativity in Cultures of

    Participation. Human Technology: An Interdisciplinary Journal on Humans in ICT Environments .

    Huysman, M., & Wulf, V. (2004). Social Capital and Information Technology. Massachusetts: MIT Press.

    Julier, G. (2009). Design and Creativity : Policy, Management and Practice. Oxford: Berg Publishers.

    Mumford, E. (1985). Sociotechnical Systems Design: Evolving Theory and Practice. Manchester:

    Manchester Business School and Centre for Business Research.

    Sternberg, R. J. (1988). The Nature of Creativity. Cambridge: Cambridge University Press.