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An Enactment-Based Approach to Creativity Support Sharon Lynn Chu Center for Human-Computer Interaction Virginia Tech Blacksburg, VA 24060 [email protected] Francis Quek Center for Human-Computer Interaction Virginia Tech Blacksburg, VA 24060 [email protected] ABSTRACT Despite the great amount of work addressing the issue of embodiment with regards to creativity support technologies for children, there is a paucity of research that presents the- oretical bases that are able to explain in depth the process of how the generally positive effects on creativity obtained from user studies take place. In this paper, we draw from our experiences conducting studies with children aged 8 to 10 and from the theories of Lev Vygotsky to present a model of the mediated creative process. We further advance that an enactment-based approach to creativity support is bene- ficial, and describe two studies that advance understanding of the design of enactment-based technology to nurture cre- ativity in children. Categories and Subject Descriptors H.5.2 [User Interfaces]: User-centered design General Terms Design, Human Factors Keywords Creativity, Imagination, Embodiment, Children, Enactment, Vygotsky, Storytelling, Mediation 1. INTRODUCTION The field of child-computer interaction has in recent years seen both a growing concern about the issue of creativity and an increasing apparent adoption of the embodiment perspec- tive. However, little research that addresses the two issues simultaneously present concrete understanding of underly- ing mechanisms or conceptual models of how they relate to each other and to other factors. In this paper, we first provide a very brief overview of the types of perspectives adopted on embodiment in the literature on interaction de- sign for children. We then present a model of the creative Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. IDC ’13 New York City, NY USA Copyright 2013 ACM X-XXXXX-XX-X/XX/XX ...$15.00. process that arises from our interpretation of the theories of Lev Vygotsky and from insights emerging from our studies with children in the context of digital creative storytelling. The model reinforces the essential role that embodiment plays in the mediation of children’s creativity. Advocat- ing an enactment-based approach for creativity support, we then present two studies with 8 to 10-year old children that inform how embodiment affects the imagination and learn- ing in mediated creative storytelling activities. We conclude by summarizing our model of technology mediation in the creative process and the implications of our study findings. 2. EMBODIED APPROACHES Embodiment theory suggests that bodily action and envi- ronmental affordances play an important role in the develop- ment of children’s higher level thinking [2]. Over the years, the embodied perspective has gained enormous traction in the HCI literature addressing children. One of the first key articles [2] in the inaugural International Journal of Child- Computer Interaction provides a review of embodied cog- nition theories as they relate to research in child-computer interaction. In the proceedings of the Interaction Design and Children 2012 conference alone, we find eight papers that explicitly mention the use of embodiment theories in some form to design, evaluate or interpret research artifacts and findings. Many of the other papers in the proceedings adopt perspectives that reflect embodiment without making explicit reference to the concept. Embodied perspectives in interaction design for children have included the need for systems to have in-situ capabilities, the use of physical ac- tivity and movement for interaction, the use of the actual body as interface, the use of physical/tangible objects, and the benefits of physical computing for augmenting artifacts. Despite the popularity of embodiment theories, we find few works that address how exactly the proposed technology is mediating the child’s creative process. In a similar vein, Antle’s article [2] highlights that the increase in applications of embodiment lenses to research in the community has un- fortunately not been driven or informed by understandings of children’s embodied abilities and needs. Among IDC 2012 papers for instance, only one elaborated a theoretical frame- work for embodiment. Charoenying, Gaysinsky and Ryokai [5] present the notion of Papert’s body syntonicity to ad- dress computer-supported learning, as the basis for a model of how a child’s ‘enacted’ experiences in the real world can reinforce learnt ‘schemes’. 3. A MODEL OF MEDIATED CREATIVITY

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Page 1: An Enactment-Based Approach to Creativity Supportteilab-static.arch.tamu.edu/quek/Publications/2013... · To copy otherwise, to republish, to post on servers or to redistribute to

An Enactment-Based Approach to Creativity Support

Sharon Lynn ChuCenter for Human-Computer Interaction

Virginia TechBlacksburg, VA [email protected]

Francis QuekCenter for Human-Computer Interaction

Virginia TechBlacksburg, VA 24060

[email protected]

ABSTRACTDespite the great amount of work addressing the issue ofembodiment with regards to creativity support technologiesfor children, there is a paucity of research that presents the-oretical bases that are able to explain in depth the processof how the generally positive effects on creativity obtainedfrom user studies take place. In this paper, we draw fromour experiences conducting studies with children aged 8 to10 and from the theories of Lev Vygotsky to present a modelof the mediated creative process. We further advance thatan enactment-based approach to creativity support is bene-ficial, and describe two studies that advance understandingof the design of enactment-based technology to nurture cre-ativity in children.

Categories and Subject DescriptorsH.5.2 [User Interfaces]: User-centered design

General TermsDesign, Human Factors

KeywordsCreativity, Imagination, Embodiment, Children, Enactment,Vygotsky, Storytelling, Mediation

1. INTRODUCTIONThe field of child-computer interaction has in recent years

seen both a growing concern about the issue of creativity andan increasing apparent adoption of the embodiment perspec-tive. However, little research that addresses the two issuessimultaneously present concrete understanding of underly-ing mechanisms or conceptual models of how they relateto each other and to other factors. In this paper, we firstprovide a very brief overview of the types of perspectivesadopted on embodiment in the literature on interaction de-sign for children. We then present a model of the creative

Permission to make digital or hard copies of all or part of this work forpersonal or classroom use is granted without fee provided that copies arenot made or distributed for profit or commercial advantage and that copiesbear this notice and the full citation on the first page. To copy otherwise, torepublish, to post on servers or to redistribute to lists, requires prior specificpermission and/or a fee.IDC ’13 New York City, NY USACopyright 2013 ACM X-XXXXX-XX-X/XX/XX ...$15.00.

process that arises from our interpretation of the theories ofLev Vygotsky and from insights emerging from our studieswith children in the context of digital creative storytelling.The model reinforces the essential role that embodimentplays in the mediation of children’s creativity. Advocat-ing an enactment-based approach for creativity support, wethen present two studies with 8 to 10-year old children thatinform how embodiment affects the imagination and learn-ing in mediated creative storytelling activities. We concludeby summarizing our model of technology mediation in thecreative process and the implications of our study findings.

2. EMBODIED APPROACHESEmbodiment theory suggests that bodily action and envi-

ronmental affordances play an important role in the develop-ment of children’s higher level thinking [2]. Over the years,the embodied perspective has gained enormous traction inthe HCI literature addressing children. One of the first keyarticles [2] in the inaugural International Journal of Child-Computer Interaction provides a review of embodied cog-nition theories as they relate to research in child-computerinteraction. In the proceedings of the Interaction Designand Children 2012 conference alone, we find eight papersthat explicitly mention the use of embodiment theories insome form to design, evaluate or interpret research artifactsand findings. Many of the other papers in the proceedingsadopt perspectives that reflect embodiment without makingexplicit reference to the concept. Embodied perspectives ininteraction design for children have included the need forsystems to have in-situ capabilities, the use of physical ac-tivity and movement for interaction, the use of the actualbody as interface, the use of physical/tangible objects, andthe benefits of physical computing for augmenting artifacts.

Despite the popularity of embodiment theories, we findfew works that address how exactly the proposed technologyis mediating the child’s creative process. In a similar vein,Antle’s article [2] highlights that the increase in applicationsof embodiment lenses to research in the community has un-fortunately not been driven or informed by understandingsof children’s embodied abilities and needs. Among IDC 2012papers for instance, only one elaborated a theoretical frame-work for embodiment. Charoenying, Gaysinsky and Ryokai[5] present the notion of Papert’s body syntonicity to ad-dress computer-supported learning, as the basis for a modelof how a child’s ‘enacted’ experiences in the real world canreinforce learnt ‘schemes’.

3. A MODEL OF MEDIATED CREATIVITY

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We present a model of the creative process that opera-tionalizes several aspects of Vygotsky’s theories of creativityand concept formation. The purpose of this model is to mo-tivate the development of technology-based tools to supportstorytelling for children, especially from the 3rd–4th grades.

3.1 Storytelling as a Creative ProcessIn his theory on the formation of concepts, Vygotsky makes

a distinction between complexes and concepts ([23] pp. 96-209). The former are characterized by surface level organi-zations such as grouping by similarity and membership ina collection. The latter is marked by one’s logical recon-struction of the constituent atomized units of thought toform an understanding. The complex is fragile and breaksdown easily, while the latter is flexible and can be effectivelywielded for further learning and thinking. A particularly in-teresting kind of complex is the pseudoconcept that Vygotskydescribes as resembling a real concept because it takes theform in which it was encountered in the first place. Hence,the recipient may be able to regurgitate the pseudoconceptas though she has a grasp of it, only to have it evaporatethe moment she tries to apply it in a different context. ForVygotsky, the formation of true concepts requires that thepseudoconcept be ‘destroyed’ and ‘reconstructed’ anew bythe conceptualizer ([23] pp. 96-145), [12, 15].

Here, Vygotsky builds a bridge from creativity and imagi-nation to the entire enterprise of human thinking and learn-ing. To learn is to create anew a concept for oneself. “Ifhuman activity were limited to reproduction of the old, aperson would, in essence, be attending only to the past andwould be able to adapt to the future only to the extent thatit reproduces the past. The creative activity of an individ-ual does this, essentially; it attends to the future, creatingit, and changing the view of the present. . . . This creativeactivity, based on the combinatory ability of our brain [iscalled] imagination or fantasy” [20, 22].

We apply this fundamental Vygotskian theory to under-stand the active process of a child’s hearing and telling of astory. Figure 1 illustrates our conceptualization of the cre-ative process of story telling and uptake. First, Vygotsky, aswell as others such as Pelaprat and Cole [16] distinguishesbetween creativity and imagination, and proposes that thefirst is based on the second. Imagination becomes creativitywhen it enters the social and cultural world in some perceiv-able form: if the output of an activity is “perceived as new,the products of imagination become creative when they en-ter the cultural world of interaction.” ([16], p. 414). Thisimportant distinction is shown in our conceptual figure.

Second, the left side of the figure shows the raw mate-rial from which a child constructs a story concept. The raw

Figure 1: A conceptual model of the creative process

material can be of two forms: (i) a stimulus that may beany perceivable element in the environment, or (ii) elementsfrom prior experiences retrieved from memory. For example,when a child hears a story, the presentation of the story isthe main stimulus. To properly understand the story forherself, she decomposes the story elements into idea frag-ments. She recombines these fragments with others fromher prior experience and knowledge into her new experienceof the story for a re-expression or retelling. In a sense, thechild is forming her own concept of the story much in thesame way a screenwriter reconceptualizes a book for telling-in-film. Similarly, when she constructs a new story, the childhas available to her the idea fragments from her experience,and depending on context, she may also receive stimulusfrom her immediate environment and any designed supportfrom technologies she may be using.

The process of recombination is integral to many mecha-nisms that others have also advanced for creativity. Finkeet al. [11] list the process of ‘conceptual association andrecombination’ as the two important properties of creativecognition. Boden [3] as well refers to ‘combinatorial cre-ativity’, i.e. utilizing rules in a conceptual search space innew ways “to come up with new combinations”. Fauconnierand Turner’s [10] concept of ‘conceptual blending’ holds thesame idea of combining domains.

This takes us to the rightmost stage of Figure 1 where thestory is expressed (whether in a story retelling or the tellingof a new story). Here the process transitions from imagi-nation to creative output as it is actualized in the world ofsocial interaction [1, 16]. This stage of expression is not re-quired. Maruskin and Thrash [13] show the significant rolethat inspiration and motivation have to play for one to actu-alize ideas. We emphasize that Figure 1 is a logical modelthat does not imply any strict temporal order. Some of thestages may occur simultaneously, and the stages may iterate.This is illustrated particularly and most importantly by thedotted arrow labeled feedback where the creative expressionitself provides new material to further fuel the recombinationprocess as it becomes part of the perceivable environment ofthe child. Vygotsky conceives of this mediation of thinkingthrough perception as an ‘outside-in’ process ([21] pp. 92-104). External representations that humans appropriate tomediate thinking may take the form of a sound (speaking aword helps us to think of its meaning), a gesture, or a blockto represent an idea. This ‘outside-in’ strategy of thinkingis critical in childhood, but is employed to mediate thinkingthrough life.

3.2 Mediating the Creative ProcessWe have thus far described the basic processes in our

model. HCI research in creativity support focuses on howto support, in effect positively mediating, one or more ofthe processes, namely idea fragment construction, recom-bination and expression. The arrow labeled Enactment inFigure 1 represents the embodied process to mediate cre-ativity in the child. We propose that embodiment worksthrough the concept of enactment or enactive representa-tion, that we conceive as the process by which action, con-structed through motoric behavior, participates in the orga-nization of thought. We do not mean by this only the actingout of narrative content by overt physical action. Humansare able to bring covert sensorimotor simulation into enac-tive thought [19], in essence enacting abstractly in mind.

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Furthermore, even speaking and the production of verbalutterances involve embodied imagery expressed in prosodyand gesture [14, 18]. According to Bruner [4], enactmentis involved in all active experience and production of nar-ratives. For the child however, externalized enactment isparticularly critical. Our research focuses on children in the3rd–4th grade. During this period of development especially,the child is early in the process of developing the inner worldof abstract imagination ([21] pp. 52–57, [17]).

The value of enactment as an approach to supporting chil-dren’s creativity is at least threefold. First, its accessiblenature motivates the child to engage in creative expression.Second, it facilitates the process of expression of the childengaged in it. And third, through the ‘outside-in’ strat-egy we described before (the loop-back arrow) and throughits function of being a lived-in experience, enactment posi-tively affects the generation of idea fragments and recombi-nation stage. Enactment for the child therefore may producea richer creative process. The question then becomes howtechnology may be employed to support externalized enact-ment at different stages of Figure 1.

4. ENACTMENT-BASED CREATIVITYWe conducted two major studies that flesh out how the

enactment-based approach can inform the design of creativ-ity support technologies. Both involve children aged from8 to 10 as participants. The first study shows that the useof multimedia in interfaces for story creation motivates chil-dren to harness enactment to stimulate and express imag-ination. The second study shows that perceptual and ma-nipulative affordances of physical, tangible objects changechildren’s level of imagination during enactment.

4.1 Study IIn Study I [9], we investigated how children using different

available interfaces to create storytelling differ in their cre-ative process. In groups of three or four, ten children froman afterschool program were given the task of completing astory with a given beginning using in one condition, a stop-motion animation software, and in the other, digital textin the form of Powerpoint slides with a book template (seeFigure 2). Apart from a training session on how to usethe software, the children were given no other instructions.All the groups of participants underwent both conditions.The children were asked to retell their story individually toa researcher immediately after the story creation task. Theconversations among the children in each group during thestory creation sessions, as well as the post-study retellingsand interviews were audio recorded.

Using a method of discourse analysis called the referencechain analysis, we analyzed the transcribed in-session con-versations to derive stages and strategies used during cre-

Figure 2: Media interfaces used for story authoring

ation in each condition. The story retellings of the childrenwere coded into ‘narrative digests’ that list out all the ideaunits in the retelling and compared with the ‘digest’ of theactual stories they created. The created stories were alsoevaluated by three elementary school teachers using Ama-bile’s consensual assessment technique [1]. A core finding ofthe study was that the children using the animation interfacemade use of enactment in the form of character vocalizationsand bodily demonstrations to evolve the story. The main av-enues of enactment as being vocal and motoric at this stageof the child’s development is not surprising, given that thechild is early in the process of developing the inner world ofabstract imagination [21] (pp. 52-57), [17]. Moreover, theirunit of story development using enactment was at a micro-level, focusing on a character, a prop or a scenery item ata time but elaborating upon it in greater depth than in thecondition of digital text story construction. We term thisbehavioral phenomenon of the children that was motivatedby a multimedia creation interface micro-enactment [6].

4.2 Study IIStudy II [8] explored how the physicality of tangible ob-

jects affect children’s level of in-situ imagination during sto-rytelling. We constructed three versions of three artifacts,namely a toy frying pan, a toy pickaxe and a toy lantern.The three versions (or types) of each object differed in termsof level of ambiguity in their designs (see Figure 3). Thefirst type possessed culturally-specific affordances that arevisually and manipulatively similar to the real-life referent ofthe object (hereeafter referred to as the cultural object). Thesecond type was designed to have generic affordances thatare somewhat manipulatively similar to the real-life referent(the physical object). The third type was a simple stick withlittle guided affordances (arbitrary object). Eleven childrenfrom an elementary school took part in the study. In randompairs, the children listened to a story that we constructed tohave three acts, one act for each of the three object types. Atthree points within each act, the story was paused and eachchild was asked to enact separately the scene right beforethe pause using one version of the object. For example, atenactment point A in Act 1 the child is asked to enact cook-

Figure 3: Objects used for Study 2

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ing mushrooms using the cultural frying pan. At enactmentpoint B in the same act, she enacts digging up rocks with thecultural pickaxe. At point C, she enacts shooing bats awaywith the cultural lantern. Act 2 will then deal with thephysical objects and Act 3 with the arbitrary objects. Theorder of object types used across acts was randomized foreach child. After each story act, the child was interviewedabout her enactments, asked to retell the story and to drawthe scene from one of her enactments. All enactments andinterviews were audio and video recorded.

We assessed how well the child imagines during enact-ment in terms of richness, typicality and consistency by us-ing MAIA, a method to assess in-situ imagination by micro-analyzing the enactment videos, interview transcripts andscene drawings, as described in [7]. Our analysis yielded asignificant Object × Object Type × Gender interaction ef-fect. The results suggest that there are strong gender dif-ferences in the type of object affordances that support chil-dren’s imagination. We found consistent patterns for boththe pickaxe and the lantern objects whereby for males, imag-ination scores were significantly higher using the arbitraryobjects. For females, although the differences among theobject types did not cross significance level, trends showthat imagination was better supported by the physical ob-jects. The frying pan object generated deviations from theestablished pattern for each gender causing the cultural (forfemales) and the physical (for males) objects to overtake theother object types. We hypothesized that the deviations canbe explained by the fact that the frying pan is a domesticappliance that is heavily loaded with cultural meaning.

5. CONCLUSIONOur studies are but the start of a larger exploration that

aims at building an empirically-grounded base for designingtechnologies for children that nurture the creative processend-to-end. We presented a model of mediation in the cre-ative process that describes how creativity support technol-ogy designed from an embodiment perspective may be effec-tive for children. We advanced that embodied systems func-tion through the lived-in experience of enactment to stim-ulate idea fragments used in the process of recombination,and to motivate and facilitate expression. The core of our re-search is an exploratory foray into how technology, includingvirtual or physical interfaces, may nurture the creativity ofchildren in the age group of 8 to 10. We found that multime-dia interfaces seem to encourage the use of micro-enactment,and that generic or arbitrary physical affordances of tangi-bles, depending on gender, may be better suited to supportbroader imagination in the child. We focus on the domainof creative storytelling, but with a wider view, our modelof the mediated creative process and proposed enactment-based approach may be seen as applicable to many otherdomains as well. As per Bruner’s [4] concept of ‘narrativeintelligence‘, human beings are essentially storytellers, andmake sense of life and all experiences through narratives.

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