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Collaborative Creativity

Article  in  Communications of the ACM · October 2002


DOI: 10.1145/570907.570940 · Source: doi.acm.org

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Collaborative
Creativity
Human creativity represents an enigma to the ment of computer-based tools that augment the cre-
research community: It is all but impossible to ative process. This article presents a view on interdisci-
describe the process in unequivocal terms, yet there is plinary creative collaboration inspired by two separate
a strong desire to promote and encourage this sources. One is a practitioner’s experience of creative
uniquely human activity. Within the realm of collaboration in a music and sound design company.
human-computer interaction, the challenge is to Another is based on a long-standing research program
understand in what ways technology can enhance the observing the collaboration of artists and technologists
creative process. In the past, research on creativity during the COSTART artist-in-residency studies at
focused on the individual and the individual’s inter- Loughborough University, U.K. [4].
nal cognitive processes. As a result, there exists a The two creative environments discussed here serve
legacy of guidelines and frameworks for building as catalysts for bringing together collaborators with
computer-based tools that encourage and promote various backgrounds, skill sets, and experience levels.
individual creativity. However, recent research has Despite the differences in goals between the two envi-
begun to paint a more complicated picture of cre- ronments, both seek to develop teams that can
ativity that highlights the importance of social inter- uniquely solve a problem through their collective
actions, mentoring, and collaboration in creative efforts, and both environments have done so with rel-
work [1, 4, 6, 8]. The importance of analyzing cre- ative success. It is therefore instructive to analyze the
ativity in this more holistic sense is readily apparent commonalities between these two environments—one
when one considers that most creative pursuits in a commercial enterprise, the other a research institu-
industry involve interdisciplinary teams working tion—to better understand how to encourage collabo-
together to develop a product that cannot be created rative creativity in other situations.
by a single individual alone. The question for HCI In both environments, we have observed collabora-
research becomes then: What tools, methodologies, tors engage in a process consisting roughly of three
and practices can support creativity of individuals in main activities: creative conceptualization, realization
interdisciplinary teams? (or implementation), and evaluation. Within these
There are a number of important differences in dri- three activities, partners in collaboration tend to adopt
ving forces behind individual and collaborative cre- certain roles, which are especially noticeable and pro-
ativity. By understanding factors that influence nounced between artists and technologists (rather than
collaborative creativity we can devise ways to promote within groups of artists or technologists). We describe
and enhance it and build a foundation for develop- these roles as models of collaboration, which we sum-

96 October 2002/Vol. 45, No. 10 COMMUNICATIONS OF THE ACM


By Lena Mamykina, Linda Candy, and Ernest Edmonds

marize as an assistant model, a full quishing of individual control of


partnership model, and a partnership the creative process and different,
model, depicted in the figures but complementary, roles appear
appearing here. Figure 1 provides an to be best suited to achieving that
overview of the three main activities end.
compared to the participants (artists
and technologists), while Figure 2 Supporting Interdisciplinary
depicts the assistant, full partnership, Collaboration
and partnership models respectively. Computing technology has a vast
Strong involvement, influence, and potential to support interdiscipli-
leadership by a collaborator are indi- nary creative collaboration. Here,
cated by shaded areas [5]. we discuss the requirements for a
The assistant model is the one successful partnership based upon
most commonly observed in a com- the experience of the COSTART
mercial creative team setting, where project, and suggest some opportu-
collaborators assume the responsibil- nities for the development of com-
ity for different phases of the project, puter-based tools.
and often even join the project for a Devising a Shared Language.
brief time and leave after fulfilling An ability to communicate and
their parts. This model is sometimes Figure 1. The exchange creative ideas is an essential part of the cre-
partner/activity
referred to as a conveyer model. We matrix. ative process. For an interdisciplinary group, this abil-
argue that the second model, which ity can be impaired by the differences in the group
we define as partnership, presents sig- members’ professional vocabulary and the concepts
nificant benefits for creative collaboration and discuss they use. Participants’ success in reaching a common
ways to achieve these benefits here. creative vision, brainstorming, exchanging creative
ideas and evaluating them depends on the ability of the
Creative Collaboration
through Partnership
In a full partnership situation, com-
plementary interests exist even where
the outcomes by each individual
party may differ. Indeed, one of the
most successful ongoing partnerships
observed in the artist-in-residence
studies operated in such a way as to
serve convergent interests though it
produced quite distinct artistic outcomes. The part- group to devise a shared lan-
ners are able to achieve mutual benefit but at the guage. One of the successful Figure 2. Assistant
model, full partnership, and
same time, retain ownership of their individual practices for reaching a shared partnership with artist
achievements. Such mutual benefit requires the relin- understanding in an audio control.

COMMUNICATIONS OF THE ACM October 2002/Vol. 45, No. 10 97


Tools that support articulation of dition for reaching a shared vision. One way to
encourage communication in an interdisciplinary
creative ideas and allow for better team is to provide lightweight ways to support articu-
lation of thought. For example, there are multiple
exchange between different commercially available tools supporting the develop-
disciplines can eliminate some of ment of low-fidelity design artifacts, such as sketches
and prototypes. There are also multiple practices
the barriers in interdisciplinary developed in the HCI community, such as paper pro-
collaboration. totyping, Wizard of Oz prototyping, storytelling, and
role-playing. What is lacking in some of these tools is
design world is the use of metaphors that relate specific the ability to easily develop, store, annotate, and share
terms and concepts to real-world scenarios and situa- multimedia and multiformat prototypes and sketches.
tions familiar to everyone. In this way, an interaction Engaging in Extensive Discussions and What-if
designer might describe a desired sound as a “church Sessions. Development of a common understanding
bell” or a “gentle whisper,” and a composer can extract of the artistic intentions and vision requires that col-
the necessary musical components from such laborators engage in extensive discussions and what-if
metaphors. sessions. Within this phase of collaboration the inter-
There are a number of potent directions for pro- disciplinary nature of the group confers multiple ben-
viding support in devising a shared language. One way efits to the participants. They can present different,
is to help team members understand and learn each often complementary views on the problem and help
other’s professional jargon with automated interpreta- each other break away from obvious solutions. During
tion systems [8]. Frequently, however, the vocabulary such discussions, the ability to capture ideas, annotate
needs to be task-dependent, custom or unique to the them and store them for future reference allows the
team and the environment, and developed by the team group to build a shared knowledge resource that has
over an extended period of time and during multiple innumerable benefits.
projects. In cases like this, teams need tools that allow In creative work it is also important to be able to
them to capture, annotate, and reuse custom vocabu- track the progress of an idea or revisit design decisions.
lary. In our earlier example of successful metaphor use, To this end, there are encouraging developments
the collaborators would benefit from the ability to emerging in lightweight capture and annotation of
reuse successful metaphors or to learn from unsuccess- design histories [8]. Interdisciplinary collaboration
ful ones. In their work discussing communities of presents a new context and new benefits of design his-
practice, Brown and Duguid [2] note the natural ten- tories. Participants can refer to captured design
dency for people to develop and communicate stories progress to learn each other’s approaches, or to track
as a way of informally disseminating important on- the development of a creative idea without having to
the-job information. Another approach developed by explicitly discuss it. However, it is important to
Thomas et al. [10] and discussed in this issue is the remember the need for multiformat sketching and
development of a pattern language that captures solu- allow information designers, visual designers, com-
tions to a recurring problem in patterns and is meant posers, and other creative professionals to explore cre-
to stimulate thought without providing an inflexible, ative ideas within the same environment.
possibly inappropriate structure. Developers of tools for creativity support should be
Developing a Common Understanding of the mindful of differences in cognitive styles, which are
Artistic Intentions and Vision. A shared language is typical for different disciplines or even for individuals
a great asset in developing a common understanding with the same professional backgrounds. For example,
of the artistic intentions and vision. However, the lan- when working on an audio interface, an interaction
guage of creative exchange does not have to be verbal. designer might start with building a conceptual frame-
People often use design artifacts to express their cre- work concentrating on logical flow and relationships
ative vision. For example, during a brainstorming ses- between elements, using tools that support and
sion, an interaction designer might start drawing flow encourage it, such as flowchart applications. A com-
charts, whereas a composer would create musical poser, on the other hand, is more likely to engage in a
sketches using a keyboard. These demonstrations of free-form exploration, creating and discarding many
creative ideas and visions, when the right tools are musical ideas simultaneously, possibly without captur-
available, greatly reduce the risk of misunderstanding ing them. Development of tools that support creative
and fruitless arguments. exploration should reflect these different approaches,
Fluid and open communication is a necessary con- allowing for structured and linear explorations, as well

98 October 2002/Vol. 45, No. 10 COMMUNICATIONS OF THE ACM


3. Candy, L. and Edmonds, E.A. Interaction in art and technology. Cross-
as free form and parallel discovery. ings: Electronic Journal of Art and Technology 2, 1 (Mar. 2002);
Sharing Knowledge Resources. An effective work- crossings.tcd.ie/.
ing relationship exists where both parties exchange 4. Candy, L. and Edmonds, E.A. Explorations in Art and Technology.
Springer-Verlag, London, 2002.
knowledge resources in order to make progress and 5. Candy, L. and Edmonds, E.A. Modeling co-creativity in art and technol-
resolve difficulties of both a technical and artistic ogy. In Proceedings of the 4th International Conference on Creativity and
nature. The sharing of knowledge is an important Cognition. 2002.
6. Csikzentmihalyi, M. Creativity: Flow and the Psychology of Discovery and
facilitator of creative collaboration. It also depends Invention. HarperCollins Publishers, New York, 1999.
upon the parties having complementary rather than 7. Edmonds, E.A. and Candy, L. Computer support for concept engineering
design: Enabling interaction with design knowledge. Journal of Systems
identical skills. A partnership that aims to be self-suffi- Engineering and Electronics 7, 2 (1996), 55–71.
cient must also know its limits and be willing to carry 8. Klemmer, S.R., Thomsen, M., Phelps-Goodman, E., Lee, R., and Landay,
out the necessary research when the knowledge is J.A. Where do Web sites come from? Capturing and interacting with
design history. CHI Letters, Human Factors in Computing Systems 4, 1
insufficient. Indeed, self-sufficiency in technical know- (2002), 1–8.
how, or at least the quest for it through research, can 9. Shneiderman, B. Creating creativity: User interfaces for supporting inno-
vation. ACM Transactions on Computer-Human Interaction 7, 1 (2000),
be in itself a stimulus to creative thought. Being able 114–138.
to learn through knowledge sharing is beneficial and 10. Thomas, J., Lee, A., and Danis, C. Enhancing creative design via software
it particularly applies where having a direct contact tools. Commun. ACM 45, 10 (Oct. 2002).
with a new way of thinking stimulates the generation
of options. Lena Mamykina (lmamykina@eliasarts.com) is an interaction
designer with Elias Arts in New York.
Tools like CoWeb, mailing lists, and newsgroups are Linda Candy (linda@lindacandy.com) is a senior research fellow in
commonly used by commercial enterprises to enhance the Department of Computer Science at Loughborough University, U.K.
communication and share knowledge resources. Cap- Ernest Edmonds (ernest@ernestedmonds.com) is a professor in the
turing and distributing successful practices in case Department of Information Technology at the University of
Technology, Sydney, Australia.
studies can foster this sharing. Computer-based meth-
ods that enable users to broadcast Web site informa- © 2002 ACM 0002-0782/02/1000 $5.00
tion to one another combined with shared drawing
and knowledge-based support to decision making
have been developed in prototype form but are not
yet commercially available [7].

Conclusion
Observations and analysis of the creative work of an
interdisciplinary team, whether in industry or in
academic settings, can greatly increase our under-
standing of factors that influence it and the driving
forces behind it. Carefully developed tools that pro-
vide lightweight support for articulation of creative
ideas and allow for better exchange between differ-
ent disciplines can eliminate some of the barriers in
interdisciplinary collaboration. However, the ques-
tions of interdisciplinary collaboration are more
complex and are a subject for studies in organiza-
tional behavior, leadership and management, social
sciences, and even architecture and space design.
The importance of creating an emotional as well as
physical environment that encourages creativity
should not be underestimated. The atmosphere of
trust, encouragement, and risk-free exploration as
well as incentives for creative investigation is a nec-
essary part of any creative culture. c

References
1. Amabile, T.M. The Social Psychology of Creativity. Springer-Verlag,
New York, 1983.
2. Brown, D. Organizational Learning. Cohen, Sproull, Eds., 1991,
58–82.

COMMUNICATIONS OF THE ACM October 2002/Vol. 45, No. 10 99

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