Topic Two: Hard Questions

Hard questions for CreativeIT:

  1. creativity requires multiple definitions
for: different purposes, different people, different disciplines
  2. need to articulate differences and influences between models of
creativity and activity of creative practice

  3. need to move from descriptive to generative to evaluative approaches

  4. need to be aware of the extant knowledge about known effects of
creativity (could this be on the WIKI?)

  5. need to situate tools and approaches in authentic situations in the wild

  6. need to lower the barrier to entry to these tools and approaches
(appropriate rewards/motivations)

    1. What is the IT that could be invented but its not?
    2. How can we bring new process structures and new people and new communities into creating new IT?
    3. Can we shift the applications structures so that new people become interested in developing it?
    4. How do we create critical and creative thinking skills in the current and future workforce?
    5. How do we help people identify new needs for this new IT?
    1. What aspects of creativity are generalizable and what aspects are specific to a domain or discipline or field of study?
    2. Are there differences between invention and creative design that are useful for understanding creativity? (invention is independent of need or client, designers start with a perceived need)
    3. Is there a difference between being creative in the moment, and having a creative mind set?
    4. What are the roles of different definitions of creativity? Why was group 2ís list so short??
    5. How can we define cultures of creativity and how can we foster it?
    6. What is the relationship between creative cognition, social creativity, and the IT support research?
    7. Are there theories and methods from other fields (psychology, neuroscience, AI, sociology, learning sciences) that are relevant to CreativeIT research? How do we track creativity? How do we measure creativity?
    8. What is the relationship between other aspects of life and creativity? Meditation, emotional disposition, particular learning philosophies and experiences, gender, role models, age, race, ethnicity, class, socio-economic status/class
    1. How can we intervene in new ways to foster or enhance creativity and how can IT play a role in the intervention?
    2. How can Creativity support tools/environments be "right" for their intended audience? What knowledge and capabilities and experiences are assumed or there prior to using the tool, and how can the tool support and leverage that? What is the difference between novices, experts, learners, teachers, and specific disciplinary needs?
    3. What does it mean to foster a creative mind set? And, how can we use IT to do that?
    4. How can we measure or evaluate the benefits of creativity support tools to validate claims?
    5. Do we know what we mean by creativity support tools? Is there a definition? Do we know what is a good creativity support tool? Is there a framework to characterize the types and benefits and roles these tools play in the creative process?
    6. What aspects of creativity do we (CreativeIT community) want to focus on? Eg role playing, brainstorming, anthropomorphizing, noticing, risk taking, efficacy, feedback, metaphors, transfer learning, versions and possibilities, social support for ideas, support for focus, reflection, reinventing context, all at the individual, team, and "community at large" levels,
    7. When is creativity appropriate or not appropriate so the tool can follow through? The CreativeIT tool/environment should help manage the entire process, not just the "creative" part.
    8. How can we recognize when a person should not be creative and the CreativeIT tool can support that? Sometimes stability and getting the job done is valued.