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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The Comic Strip Game: observing the impact of implicit feedback in the content creation process</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Fiammetta Ghedini</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Benjamin Frantz</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>François Pachet</string-name>
        </contrib>
      </contrib-group>
      <fpage>18</fpage>
      <lpage>26</lpage>
      <abstract>
        <p>The Comic Strip Game is a system allowing users to create dialogues for speechless cartoon strips during shared, online content creation sessions. This paper describes the results of a protocol providing each participant with implicit feedback and inspiration from other participants. We observed the behaviour of subjects and investigate the impact of other participants' behaviour on their creative process.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>We posit that a creation task involves a succession of
production and self-evaluation steps, which, usually, are not
explicit and thus cannot be observed [Lubart 2013]. We
have designed an experimental protocol in which production
and evaluation steps are explicit, as well as the influence
that other people work can have on one’s own. Specifically,
the objective of the Comic Strip Game is to investigate (1)
positive or negative bias in implicit self-evaluation of
creativity, (2) the impact of implicit feedback from other
participants, (3) the attachment to one’s own creation and
(4) the existence of consistent content creation strategies
and their distribution on the subjects’ population.
In order to do so, we designed an online system proposing
ten different cartoon strips (see all the proposed strips in
Annex I, at the end of this document). A strip is a series of
images separated from each other, each image representing
a character or a scene happening in a visual unity called
“panel”. In each panel of the strips, one or two characters
are talking, by means of the traditional symbol of the
“balloons”, which were left blank, for the participants to
write up. The content creation task is therefore to invent a
story for the strip and to express it via the text in the
balloons. In the Comic Strip Game, this content creation
task is neither solitary nor collaborative: it is rather
concerned with mechanisms of implicit feedback from other
participants, as detailed in the protocol in the section below.</p>
    </sec>
    <sec id="sec-2">
      <title>Motivations and background</title>
      <p>Evaluation, both external and “internal” (self-evaluation) is
a central issue of any creative process. The importance of
self-evaluation and its role on the creative process itself,
nevertheless, have not been extensively studied, probably
more because of the difficulty of defining and isolating it
with more subtle means that administrating questionnaires.
This is why we thought that designing a system able to
provide implicit feedback and imposing several implicit
self-evaluation steps may be a valid methodology in order to
investigate the creative process.</p>
      <p>In general, previous literature has discussed whether the
potential for external evaluation can affect the creative
process; the first study by [Amabile, 1979], confirmed by
[Bartis et al, 1998] highlighted a decrement in creativity due
to external evaluation. [Szymanski &amp; Harkins, 1992] partly
confirmed the harmful effect of external evaluation on
creativity (but not on the performance itself) during the
process of generating as many uses as possible for an object.
[Silvia and Philips 2004] suggests that also self-evaluation
reduces creativity (for tasks involving generating remote
associates and finding unusual uses for objects).</p>
      <p>From another point of view, as external assessment of
creativity can be taken into account when judges reach an
agreement, the validity itself of self-evaluation in creativity
has been questioned. For instance [Kaufman et al 2010]
compared self-reports of creativity in four artistic domains
to experts’ judgments: external and self-evaluations did not
correlate. In a similar study applied specifically to music,
[Priest 2006] compared students’ self-assessments of
musical compositions and experts’ assessments. In this
study too, there was no significant correlation between the
judges’ evaluations and the students’ reports.</p>
      <p>On the other hand, we do not refer to the theoretical
framework of collaborative creativity, which presents
specific characteristics, such as “idea talk”, variance in
contributions, roles artificial or spontaneous attribution
[Freeman 2014] which are made impossible by the
constraints imposed by our system, for which the feedback
has to remain implicit.</p>
      <p>Indeed, the design of our study is meant to investigate the
choices and evaluations present in the creative process
bypassing an explicit self-evaluation step, by presenting the
subjects with implicit feedback from other participants.
Implicit feedback that every subject will receive from
coparticipants should also deflect the social loafing
phenomenon, which is the tendency for individuals to lower
their productivity when in a group (see [Simms 2014] for an
extensive review and [Williams et al. 1981] for how
potential evaluation decreases social loafing.
1.2</p>
    </sec>
    <sec id="sec-3">
      <title>Methodology</title>
      <p>The experiment takes place online, where four subjects are
randomly assigned to create dialogues for the same strip. As
explained above, each strip consists in a set of images made
of three to four panels (See Annex I), in which balloons are
left blank. Each subject can complete from one to eight
different stories.</p>
      <p>Before the content creation session begins, subjects are
required to declare their age, gender, mother tongue and all
the languages they are fluent in. We then form groups of
four subjects who will participate for a single session. The
groups are formed randomly but each member has in
common the knowledge of at least one language (the one in
which the dialogues are going to be written) and the fact that
it is the first and only time they created content for that
specific strip. Subjects assigned to the same strip are
anonymous and cannot directly interact with each other.
Before the session begins, subjects are instructed on the task
they will perform by means of a tutorial, with a particular
emphasis on the fact that the objective is not only to write
but also to choose the best story (even if the subject is not
the author of it). To reinforce this concept and motivate the
subjects, we stated that one of the participants would be
chosen randomly to win a SONY tablet, among the
participants who would choose (thus not necessarily write)
one of the best stories.</p>
      <p>During each stage of the content session creation, the
subjects are producing dialogues (text) for one panel. When
all the subjects have written and submitted their first
dialogue, their texts are proposed to all four participants,
including themselves. Subjects are instructed to choose
other participants’ proposals if they evaluate they have a
greater potential for further developing the strip, therefore
subjects, at this stage, can decide to pursue the story by
selecting their own text proposal or to switch to the proposal
of someone else. The same protocol applies for the second,
third and fourth step.</p>
      <p>We refer to the behaviour of choosing another subject’s’
proposal as “switch”, therefore to subjects performing it as
“switchers”. We refer to the subjects who choose to
continue their own production as “pursuers”.</p>
      <p>The final step consists in asking subjects to choose the story
they evaluate as the best one. As explained above, before
the beginning of the experiment subjects were instructed to
choose the best one, regardless of how much they
contributed to it.</p>
      <p>For the sake of clarity, since the protocol is quite complex,
we describe hereafter the typical development of one
session (dialogues and behaviours come from our actual
dataset, but names are fictional).</p>
    </sec>
    <sec id="sec-4">
      <title>An example session from the Comic Strip Game</title>
      <p>Vincent, Paul, Francesca and Benoit participate to their first
session. Paul is Dutch, Francesca is Italian, Vincent and
Benoit are French, but they are all fluent in English. They
do not personally know each other.</p>
      <p>The four subjects state their gender, age and spoken
languages before they begin to play. When all these data is
entered, they visualise the strip which the system has
randomly chosen for them (the only condition is that
nobody among them has already created a dialogue for this
strip). The strip depicts, in this case, a ginger cat in different
positions.
They all propose a text for the first panel (See Fig.1), which
is automatically inserted in the balloon.</p>
      <p>Vincent proposes: Nothing like a good night
Paul proposes: Oh, c’est parfois difficile de se lever, le
matin!
Francesca proposes: The Smooth Slope…
Benoit proposes: Usual stretching and we can start
They submit their proposal by clicking on a “send” button,
and when everybody is done, they are able to read the
proposal written by others. Now they can either choose to
pursue their own story (that is to say, to write a text for
Panel 2 by continuing with their own text) or to switch to
the proposal of someone else. This is what happens:
Vincent chooses to “abandon” his text and switches to the
text of Benoit: this means that during the next step, he will
have to write up the second panel, as a continuation of
“Usual stretching and we can start”.</p>
      <p>Paul, who probably got confused with the experiment’s
language as he has been writing in French, makes the same
choice as Vincent: he switches in favour of Benoit’s text.
Francesca keeps her text.</p>
      <p>Benoit decides to switch and choses Vincent’s text. Now
they propose a text for the second panel (the first panel’s
text in italics):
Vincent proposes: (1) Usual stretching and we can start (2)
It’s important to be well prepared
Paul proposes: (1) Usual stretching and we can start) (2) In
this position, I look quite fat!
Francesca proposes: (1) The Smooth Slope (2)…the Easter
Egg…
Benoit proposes: (1) Nothing like a good night (2) Sorry for
the back.</p>
      <p>Now the subjects choose again the chain of two panels to be
continued. It is worth mentioning that during this step
(before proposing a text for the third panel) the subjects are
exposed to the first implicit feedback from other
participants, because they realise whether their first
proposed text has been chosen by other subjects (and
therefore its creative potential has been implicitly evaluated
as good) or not. For instance, now Benoit, who abandoned
his own proposal, realises that his text has been chosen by
two other participants, Vincent and Paul. Vincent, once
again, switches in favour of Benoit. He does not know who
is submitting the text, as participants are invisible to each
other and do not even have a nickname, so there is no
possible bias in choosing a specific author: what is chosen is
always and only the text. Paul switches in favour of the
story of Francesca. He likes her idea (which he had probably
not understood at the beginning): the cat is doing yoga.
Francesca keeps her text. Benoit, this time, decides to keep
his text.</p>
      <p>Now the subjects propose a text for the third panel (in italics
the first and second panel):
Vincent proposes: (1) Nothing like a good night) (2) Sorry
for the back (3) Wow. I didn’t know I could do that with my
leg!
Paul proposes: (1) The Smooth Slope… (2)…the Easter
Egg… (3) The One Beer for me…
Francesca proposes: (1) The Smooth Slope… (2)…the
Easter Egg… (3) …the antelope…
Benoit proposes: (1) Nothing like a good night (2) Sorry for
the back (3) First task: bathing!
The subjects once again chooses their preferred storyline:
Vincent chooses Paul’s text.</p>
      <p>Paul keeps his text.</p>
      <p>Francesca choses Paul’s text.</p>
      <p>Benoit keeps his text.</p>
      <p>Now they propose a text for the fourth panel, the
“punchline” of the story.</p>
      <p>Vincent proposes: (1) The Smooth Slope… (2)…the Easter
Egg… (3) The One Beer for me… (4)… Yoga for cats
Benoit proposes: (1) Nothing like a good night (2) Sorry for
the back (3) First task: bathing! (4)… And also for today, I
am done working!
In the final step, the subjects have to vote for the best story:
the consensus is complete, as everybody votes for Paul’s
ending.</p>
      <p>Figure 2 illustrates the whole process visually:</p>
      <sec id="sec-4-1">
        <title>Results</title>
        <p>We recorded, at each step, whether the subjects have
pursued their own story or switched to the story of someone
else. In addition to this “switching behavior”, we also
recorded the number of votes each participants received at
each step. This measurement was used as a quality level of
each text, and the mean number of vote received as a
performance level for each participant.
2.1</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Description of the population</title>
      <p>Among the 953 individuals who registered to the
experiment’s website, 756 subjects did not complete a
single session and were excluded from analysis, leading to a
sample of 197 subjects who completed at least one session.
The high difference between registered users and actual
subjects may be due to the fact that seldom four potential
subjects sharing the same language and the same strips to be
completed would be online at the same time.</p>
      <p>Figure 3 illustrates the number of participants according to
the number of experiences completed, where it can be
observed that the majority of subjects concluded only one
session. This may be due to the length of the waiting time
between sessions to find other participants or to the
perceived difficulty of the task.</p>
      <p>Among this population, the mean age is 33.7 years, with a
standard deviation of 11.9 years. The youngest subject is 11
years old and the oldest one is 73.</p>
      <p>Gender is equally distributed among the subjects, with a
53% of males and 47% females.</p>
      <p>The experiment was available in five different languages
(English, French, Italian, Dutch and Spanish) and the
distributions of the native languages and fluent languages
are illustrated by Figure 4.</p>
    </sec>
    <sec id="sec-6">
      <title>Emerging profiles: switchers and pursuers</title>
      <p>who never switches for another subjects’ content. It is
followed by the “perfect switcher” profile, who keeps
abandoning her/his own production in favour of the
production on someone else. In third position (see Figure 6)
we find those subjects who switch only once, during the
first step, and then pursue their production. Because
subjects can participates to several experiments (up to eight)
their profiles are not necessary systematics. For example, a
subject could choose not to switch during the first
experiments, but could choose to switch during the others.
We observe (Figure 7) that the three-step profile’s
distribution is very similar to the distribution taking into
account the four steps: the most frequent profiles are the
perfect switchers and the perfect pursuers, followed by the
ones who switch only during the first step. Theses results
suggest that the profile distribution is consistent, reliable
and is not an artefact due to a windowing effect.</p>
    </sec>
    <sec id="sec-7">
      <title>2.3 Switching stability</title>
      <p>By observing the total switching rates, we can determine
that the switch and pursue rates are coherent and constant
throughout the different experiments. This means that the
number of sessions to whom each subject participated does
not impact the switching rates, as illustrated in Figure 8.</p>
      <p>On the other hand, we can see that the number of switches
significantly decreases inside the sessions: subjects switch
less and less at each evaluation step (F[3,522] = 11,084,
p&lt;.001), as illustrated in Figure 9:
As mentioned above, subjects can either switch or continue
their own text, knowing that the very text they produced can
be chosen by other participants, whether or not the author is
a switcher. We refer to the event of a text being chosen by
someone else as a “vote”.</p>
      <p>Figure 10 illustrates the mean of votes received for each
step by the “pursuers” (the 50% subjects who pursue the
most in light grey) and by the “switchers” (the 50% subjects
who switch the most in dark grey).
Votes received by pursuers and votes received by switchers
are not significantly different (F[8,196]=1,390, p&gt;.10). This
results stays true even on more contrasted groups such as
the “perfect switchers” and the “perfect pursuers”.
The number of votes received by a text which has been
“abandoned” by its author (mean =0.87) is not significantly
different from the number of votes received by a text which
has been kept by its author (mean = 0,76) (t[164] = 0.790 ; p
= .43). This result stays stable for each step.
2.5</p>
    </sec>
    <sec id="sec-8">
      <title>Returners</title>
      <p>We can identify another common behaviour, the one of the
“returners”. The returners are those switchers who
abandoned their first and/or second panel’s position
productions and recover them if another subject “adopts”
them. Among the 487 stories where the first panel’s text
was abandoned by its author, only 130 (27%) were
abandoned also by everybody else . On the 357 stories
remaining, (where, therefore, a “return” was possible), we
observed 109 (31%) returns, 165 (46%) continuations where
the original author did not return and decided to pursue
his/her production and 83 (23%) switches where the original
author did not return and decided to switch again for the
story of another subject.</p>
      <p>Among all texts the repartition of returns is as follow: 14%
have been abandoned at step 1, voted by one or more
subjects and then recovered at stage 3 by their original
authors (returns); 5% have been abandoned at step 1, voted
by one or more subjects and then recovered at stage 4 by
their original authors; 15% have been abandoned at step 2,
voted by one or more subjects and then recovered at stage 4
by their original authors. This results show that the returns
are more likely to occur when the initial switch (abandon)
and the return are separated by only one panel.
Results show no effects between male and female
participants, whether it is for the switching rates (t[191] =
0.40 ; p = .31) or the number of votes received (t[191] =
1.17 ; p = .22).</p>
      <p>Because the task was available in five different languages,
we also tested the effect of language and found no
significant differences between the number of spoken
languages and the switching rates (F[4,191] = 1.03 ; p = .39)
or the number of vote received (F[4,191] = 1.37 ; p = .24).
No differences were observed also between the participants’
mother tongue and the switching rates (F[4,187] = 1.38 ; p =
.24) or the mean number of vote received (F[4,187] = 0.14 ;
p = .96).
3</p>
      <sec id="sec-8-1">
        <title>Discussion</title>
      </sec>
    </sec>
    <sec id="sec-9">
      <title>3.1 Self-evaluation bias or engagement?</title>
      <p>In accordance to previous studies [Kaufman and Evans
2010] [Priest 2006], our findings challenge the validity of
self-assessments in creativity. This result stems from the
decrease of the switching rate for the later steps, which is
significant even if the subjects were instructed and
motivated to choose the best story independently from their
contribution to it: this means that, at the end, a majority of
subjects judged their own story as the best one. The
motivations for this observed behaviour could be a
selfenhancing bias and/or a progressive engagement in one
own’ work.</p>
      <p>The self-enhancing bias, or self-serving bias, is the tendency
to perceive oneself more positively than a normative
criterion would predict [Krueger 1998]. This could be the
explication of the significant tendency to chose one’s own
creation as the best one in the final steps. Regarding the
outcomes of the first steps, apparently in contradiction with
the self-enhancing bias theaory, they are consistent with the
exploratory behavior usually observed in creativity tasks
[Finke, Ward &amp; Smith, 1992]. Aself-serving bias specifical
to the creative process is a result that has never been
highlighted before, to our knowledge.</p>
      <p>Another motivation for the significant decrease of the
switching rate in the later steps may also be the increasing
effort that subjects have applied in the creative process. The
design of the experiment itself, proposing a sequential
creative activity, makes possible to highlight this
occurrence. Subjects are indeed more open to switch at the
beginning of the process, but as they put effort and invest
their time in the task, they become more attached to their
production, as a commitment effect [Beauvois, Joule &amp;
Brunetti, 1993]. This result also implies that it is easier to
change the direction of a creative work at its early stages
rather than towards the end. To our knowledge, this result
has never been captured by a scientific experiment;
nevertheless, [MacKinnon 1978] highlighted that
experienced architects are more likely to abandon their ideas
than beginners. This could mean that, independently from
its motivation, being aware of the bias “against
change” is a skill of the creative professional.</p>
    </sec>
    <sec id="sec-10">
      <title>3.2 Profiles and quality of the outputs</title>
      <p>We could not observe any significant impact of the profile
type on the quality of the productions, evaluated by the
number of votes received (F[7,188] = 1.03, NS). We thus
tried to analyse patterns in the ten strips that received the
most consensus. Four of them received a unanimous
consensus from all four participants, and six from three out
of four. We determined that three of them were composed
by only one author who never switched (and it should be
noted that two of these stories were made by the same
author, indicating a very creative participant), six were
composed by two different authors and one by three
different authors. This result [FG6] suggests that consensus
can be more easily attained when stories are created through
collaboration (using or giving ideas from/to others).
Interestingly, we can see that on the seven experiments
where there was a consensus of three participants, the
nonconsensual response by the fourth participant was on six
times out of seven for his or her own production. This
reinforce the result that the tendency of selecting one’s own
story during the final step is so strong that participants
prefer to do so even when there is a worthwhile story. We
can also observe that the profile distribution of the subjects
who has drawn the most votes from their coparticipants is
the same as the whole sample. This confirms that the
switching or pursuing profile is not linked to the quality of
the productions.</p>
      <p>Another interesting result concerning the profiles is that the
most frequent profiles are “extremes”, that is participants
who never switch or always switch. One explanation would
be in term of personality, mainly the openness dimension
with its tendency to explore other ideas, to try something
new. Another one would be in term of self-esteem, where
subjects with a low self-esteem would consistently judge,
and hence chose, other stories better than their own
production, whereas subjects with high self-esteem will do
the opposite. These suggestions are purely speculative, and
it would be interesting to replicate this study with a
personality questionnaire and a self-esteem evaluation to
assess them.
3.3</p>
    </sec>
    <sec id="sec-11">
      <title>Language effect</title>
      <p>Interestingly, the results concerning language seems to
contradict the classical advantage of multilinguals on
creativity tasks, where they usually outperform the
monolinguals [e.g., Karapetsas and Andreou, 1999;
Kharkhurin, 2008]. However, the absence of effect could
depend from the self-evaluation, since productions were
assessed by the groups themselves through the number of
votes each text received.
pressure, and to explicit, external or internal feedback. It
may be also interesting to design a protocol investigating
the motivations of the bias, in order to distinguish between
the self-serving illusion and the commitment effect.
In the context of the Comic Strip Game, the subjects have to
select which story they will continue. This implicitly
indicates to the subjects that they will receive feedback on
their production, not only at the end of the strip as
mentioned in the instructions, but also at the end of each
panel, in a within-group evaluation which should deflect, as
explained above, most of the social loafing effect
[Szymanski &amp; Harkins, 1992]. Indeed, steps 3 and 4 provide
the participants with implicit feedback on their previous
productions because they can see if their text has been
chosen or not by other subjects. This implicit feedback can
be particularly interesting when a subject has abandoned his
or her first production(s) and then realises at step 3 or 4 that
someone else has selected his/her “abandoned” text. This
can lead to a cognitive dissonance for the author of the first
text because he or she judged it not good enough, or with
less potential than other texts, but others saw instead a good
idea or an interesting potential [Festinger, 1962].
We observed that authors who have abandoned their text at
the first panel (i.e. they have switch at the first step) and
could return to continue their story later, in a large majority
they did not (69%). In other words, once an idea is
discarded, it is for good and reconsidering it is less likely to
happen. This result is consistent with the commitment effect
described earlier which suppose a consistency from previous
choices and a difficulty to change opinion or judgement,
particularly when the choice was voluntary and not
constraint. Moreover, we can see that this effect is more
important when the delay between the first switch and the
return is longer, because when the delay is one panel long
(between first and third step or between second and fourth
step), we have a constant return rate of 15%, while only 5%
when it is two panel long (between first and fourth step).
These results suggest that the feedback provided by the
votes of the other participants are not enough to compensate
the “anti-change” bias.</p>
    </sec>
    <sec id="sec-12">
      <title>3.5 Conclusion and future work</title>
      <p>The data analysis of the Comic Strip Game has given us an
insight on the creative process. Our results highlight that
the potential impact of implicit feedback from other
participants and objectivity in self-evaluation, even if
encouraged, are lessened by a bias “against change”. Such a
bias probably stems from a combination of selfenhancing
bias and of a commitment effect. We could also highlight
consistent and stable strategies for content creation which,
interestingly, are not related to gender, age and spoken
languages.</p>
      <p>Future work may focus on the “against-change bias”, for
example to test whether it resist to within group social</p>
      <sec id="sec-12-1">
        <title>Acknowledgments</title>
        <p>This research is conducted within the Flow Machines
project, which received funding from the European
Research Council under the European Union’s Seventh
Framework Programme (FP/2007-2013) / ERC Grant
Agreement n. 291156.</p>
        <p>We thank Johann Girod for implementing the online system
which allowed us to run the experiment and Naomi Ziv for
the insightful discussions about future work.</p>
        <p>Note: All completed strips are downloadable at this address:
http://www.fiammettaghedini.com/evaluation-comics</p>
      </sec>
      <sec id="sec-12-2">
        <title>Annex 1</title>
      </sec>
    </sec>
  </body>
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