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Ideas from "Communities of Creative Practice":
  • creativity emerges from groups of people, tools, perceived needs
  • atelier model for education/research
  • need online environment for communities of creative practice
  • Ideas from "Surprise and Delight":
  • the power of design thinking
  • 5 year plan on a napkin
  • focus on people, empathy, collaboration
  • importance of communication
  • Ideas from "CELL":
  • when ideas from one discipline change the thinking in another discipline
  • the value of a metaphor in facilitating communication
  • be prepared to re-negotiate goals

Discussion: describing the big picture.

What areas of research will emphasize the synergies between creativity and computer science, information technology, engineering, and the physical and life scienes?

What kinds of education will support creative practice and interdisciplinary research?

What reform is needed to apply creative practice and interdisciplinary research more widely?
  • interdisciplinary is a means and not a goal
  • there will always be people who have no interest in interdisciplinarity or changing status quo
  • is interdisciplinary research an essential ingredient for creativity resaerch??
  • it takes almost as much creativity to recognise creativity
  • Do we use interdisciplinary multidisciplinary cross-disciplinary and transdisciplinary interchangeably or are they distinct? If so how are they distinct?
  • Where do we publish interdisciplinary research? How would we evalute it? How does it become respectable? (Or at least as respectable mono-disciplinary journals and their review processes)
  • In UK we had seed funding to build interdisicplinary communities - would small seed-funding grants be part of first round of funding? Then in the second round of funding –calls these communities could subsequently go for bigger grants.
  • Two types of interdisciplinary communities: interdisciplinary research communities and communities of interdisciplinary researchers?
  • Creativity can come from single individuals or from groups, hierarchical structures or not, multidisciplinary fields or not, artists, scientists, or engineers, or not.
  • Can I submit my NSF proposal and my peer reviewers as well?
  • should NSF fund things outside the norm - not just academics and their graduate students
  • identify difficult problems that require creativity in order to be solved
  • evaluate proposals in the way you evaluate design rather than the way you evaluate a research plan
  • creativity is about building new worlds, which you can't evaluate until you know something about it
  • emphasise the evaluation of the person/group more than the research plan or methodology
  • Could NSF provide a matchmaking service for artists, designers, engineers and scientists?

“The secret to creativity is knowing how to hide your sources.”
– Albert Einstein

  • Aren't we here to create a new discipline on creativity+IT whatever the name would be?
  • An analogy — research findings in medical science are used by doctors to cure patients' illness. Research findings in this new discipline on Creativity+IT would be used by AAAAA to help people BBBBB. What are AAAAA and BBBBB???
  • Don't IR teams emerge in exactly the same way as friendhips?

"Sometimes you say to yourself 'what should I do next?...' you're trying to think of the right think to do but quite often you should think 'what's the wrong thing to do, what should I not do?...' and then do that."
– American artist Robert Wilson

  • Shouldn't the NSF put some part of their fund into very unusual proposals?

  • social processes in creative design groups
  • design guidelines for creativity support tools
  • evaluation methods for creativity support tools
  • cognitive processes in creativity
  • Design guidelunes for creativity support tools
  • Evaluation methods for social creativity design tools (from small teams to Wikipedia)
  • support people that have a track record
  • creative explorations of advanced technologies
  • creative exploration of new technology
  • tools to support creativity
  • evaluating and supporting misfits
  • supporting misfits
  • misfitology
  • situated technologies
  • creative approaches to computer mediated interaction
  • new approaches to compuer-mediated interaction
  • geographically distributed interactions
  • creative coaching
  • critical explorations of machine agency
  • role of diveersity in creativity
  • computational modelling of the diffusion of ideas
  • conjecture vs proof
  • studying people in creative processes
  • research in entertainment - economics, technology, psychology, sociology
  • look at the people involved
  • understainding intuition
  • role of intuition in creativty
  • tools for creative work
  • understanding intuitive problem solving
  • creativity and innovation
  • high speed learning in creative groups
  • educational paths in the new IT
  • studying effectiveness of tools for designers
  • changing the reward structures
  • understanding and changing reward structures (reform?)
  • tools for creative knowledge work
  • studying the experience of creativty in a person
  • what is the experience of the creative individual
  • human-robot interaction
  • study what is so special about Information technology and its relation to creativity?
  • creative digital media
  • Identify difficult "more creative" problems?
  • computational models of creativity
  • what is the relationship between individual and social creativity?
  • creative approaches to enhancing motivation for learning
  • what is the critical mass and duration for creativity to occur
  • mechanisms of improvisation
  • creativity making an ingenuity for engineering
  • tools for alternatives
  • media search
  • computational agency as a metaphor for understaning collaboration and creativity in an IR and IT setting
  • formation of teams
  • understanding understanding, creativity as understanding
  • roles of emotion and motivation in creativity
  • what are the social/group conditions that optimize for promoting/nurturing individual creativity
  • don't just focus on formal education
  • discovery tools
  • Early age (school and before) creativity and Interdisciplinary education
  • studying creative designers
  • study of interestingness

Last modified 22 May 2007 at 6:06 pm by haleden