<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Mixed-Initiative Interfaces for Collaborative Creative Work</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Peter Dalsgaard Digital Creativity Lab Center for Advanced Visualisation and Interaction Aarhus University Helsingforsgade 14</institution>
          ,
          <addr-line>8200 Aarhus</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>Drawing on a series of projects aimed at supporting collaborative creative work, I propose that it is pertinent to explore how mixed-iniative interfaces can be developed to support, enrich, and tranform existing forms of collaborative creative work, and potentially create novel forms of collaborative creativity. I outline three questions for discussion at the workshop: How can we leverage input and data from multiple users to support collaboration? How can we support particular forms of creativity? And what does a collaborative mixed-initiative interface look like? Author Keywords Creativity Studies; Computer-Supported Creativity; Collaborative Creativity; Ideation; Design.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Copyright © 2017 for this paper is held by the author(s).
Proceedings of MICI 2017: CHI Workshop on Mixed-Initiative Creative
Interfaces.</p>
    </sec>
    <sec id="sec-2">
      <title>Introduction</title>
      <p>How can we develop mixed-initiative interfaces to
meaningfully support and transform collaborative
creative work?
While digital tools are increasingly used in creative
activities, both in the workplace and beyond, we know
little about how these tools affect the creative process.
A consequence of this is that many tools are poorly
suited to support creative practices. This is particularly
pertinent when it comes to collaboration, even though
many contributions have shown that creative work
often relies on collaboration [e.g. Amabile 1983;
Fischer et al 2005]. While there are examples of
software that supports collaborative creative work, e.g.
Murally [http://mural.co], or the coordination and
documentation of creative work, e.g. the Project
Reflection Tool [Dalsgaard &amp; Halskov 2012], they are
few and far in between. Most of the tools employed in
the creative industries are still developed as single-user
tools, often built on hardware that is also primarily built
for single-user scenarios. Moreover, the integration
between these tools, e.g. when it comes to moving
between applications, is often time-consuming and
causes breaks in the creative flow.</p>
      <p>While developers are starting to address the issue, e.g.
via the development of cloud-based collaborative
services, the everyday work practices of creative
professionals are still dominated by systems and
interfaces that are not developed with collaboration in
mind.</p>
      <p>In order to address these challenges, my colleagues
and I have undertaken a series of projects to develop a
better understanding of the role and nature of digital
tools in collaborative creativity. On the one hand, this
will give us a richer understanding of both creativity
and digital tools; on the other hand, it can help us build
better digital tools for supporting creativity in the
future. Specifically, I am the PI of three projects
CoCreate, Creative Tools, and PLACED - that launch in
2017. The MICI 2017 workshop is highly relevant for
these projects, since the use of mixed-initiative
systems is likely to play a large part in collaborative
creative work practices in the future. What I would like
to focus on in this paper, and to discuss at the
workshop, is the potentials and challenges for
developing MICIs that are specifically intended to
support collaborative creative work, e.g. among teams
of specialists such as architects or designers, or in
participatory activities that involve both specialists and
end-users, e.g. systems developed to support
participatory urban planning with the participation of
e.g. city planners and citizens. I will first briefly
introduce the three projects, and then outline a series
of potential topics for discussion.</p>
    </sec>
    <sec id="sec-3">
      <title>Three projects that explore creativity support in collaborative work</title>
      <p>CoCreate is a 4-year project that studies the current
use of digital tools to support collaborative creative
work in a global digital design agency. The objective is
to develop methods for studying the interplay between
digital tools and creative work, to carry out in-depth
studies of distinct creative events, e.g. a joint concept
development workshop, as well as longitudinal studies
of design projects, and to develop and evaluate novel
systems that augment and/or transform creative
collaboration. Moreover, the theoretical aim of the
project is to develop a conceptual framework that
combines insights from creativity studies, design
resesarch, and HCI in order to develop an integrative
understanding of the role of digital tools in creative
work. The project team consists of two Postdocs, one
PhD student, one programmer, and three HCI
professors, including the author.</p>
      <p>Creative Tools extends the objectives of Cocreate to
examine a wider range of creative work domains. These
span from the production of digital art and installations,
e.g. media architecture and digital scenography, to
domains that are typically not considered creative, but
which we nevertheless hypothesise to have similar
traits, e.g. the use of digital tools in the explorative
phases of microbiological design. The project team
consists of two Postdocs, one programmer, and two
HCI professors.</p>
      <p>PLACED is an EU project that explores novel digital
services for co-creation in libraries. The project
examines how place- and activity-centric digital
services coupled to the physical library space
can leverage the active participation and co-creation of
knowledge by citizens to enrich library collections. The
objective is to develop and evaluate prototypes that
show the potential of place- and activity-centric
library services. The demonstrators provide a
webbased open source infrastructure for integrating
libraries’ activities with collections, and enables
documentation and capture of knowledge generated in
these activities in the library collection, creating an
ever-evolving collection built on urban activities and
knowledge generation.</p>
      <p>In summary, the three projects will study both the
benefits and shortcomings of digital tools used in
collaborative creativity, and combine this knowledge
with insights from humanistic IT research to develop
and deploy prototypes of novel digital tools that present
meaningful alternatives to how we can integrate digital
tools in the creative process. This can be described as
an experimentatal research-through-design approach
[Dalsgaard 2010], and all projects, the objective is to
develop prototypes of novel interfaces, and deploy and
test them in real-life use situations. It would therefore
be highly beneficial for the projects to discuss the
potentials and current limitations of developing
mixedinitiative interfaces as part of these prototypes.
Moreover, concepts developed and discussed at the
MICI workshop could potentially be implemented in the
projects, and thus provide basis for continuing
collaboration among workshop participants.</p>
    </sec>
    <sec id="sec-4">
      <title>Novel systems for collaborative creative work</title>
      <p>As a concrete example of our current work, my
colleagues and I have developed a series of systems to
examine the potentials and pitfalls of digitising a
wellfunctinging ideation method that we developed 10
years ago, Inspiration Card Workshops [Halskov &amp;
Dalsgaard 2006; Halskov &amp; Dalsgaard 2007].
Inspiration Card Workshops is a collaborative design
method involving professional designers and domain
participants, in which domain and technology insights
are combined to create design concepts. We first
developed the technique to support the design of
experience-oriented applications of of IT [Dalsgaard &amp;
Halskov 2006], but it has since been employed in a
wide range of domains. The technique is intended for
the early stages of the design process in which
designers and stakeholders develop concepts for future
products and systems. While the original workshop
setup was based entirely on analogue materials (e.g.
pen, paper, posters, analogue inspiration cards, etc.),
we have developed two novel implementations: one
using an entirely digital setup, and one employing a
hybrid setup, which combines analogue and digital
components, see Figure 1 [Olesen et al. 2017]. Our
studies indicate that the use of materials and tools in
the creative process is highly complex, and that
analogue tools in some instances have qualities for
collaborative creativity that are still very hard to
replicate with digital means. What we normally think of
as collaborative work is in fact often characterised by
continuous transitions between individual and
collaborative activities. Moreover, the tools and the
physical and structural setup strongly influence the
dynamics of idea generation.</p>
      <p>Another example from this line of inquiry is a current
project to develop a system for a professional design
agency, which leverages blended interaction [Jetter et
al 2014] to enable teams of designers to work in an
enhanced design studio environment that blends
physical tools - pens, whiteboads, sticky notes, etc.
with cross-surface interaction combining multiple
devices - phones, tablets, interactive boards working in
concert - to support collaborative design activities, see
Figure 2.</p>
      <p>Both of these examples emphasise that there are
complex dynamics at play in collaborative creative work
processes, and that our normal approaches to
designing interfaces are lacking in two crucial ways: 1)
we have an inadequate understanding of the role of
digital tools in creative processes, and 2) we tend to
think of interfaces as individual devices that afford one
person interacting with them at a time. Even if we take
what is likely the most widely known collaborative tool,
Google Docs, we find that it is at its core designed as a
single-user interface with an added layer of
collaborative featues. It is clear that there is a large
design space to explore in terms of developing systems
to support collaborative creativity. In light of the MICI
workshop theme, it is clear that the CHI community has
only scratched the surface of how mixed-initiative
interfaces could play a role in such systems.</p>
    </sec>
    <sec id="sec-5">
      <title>Themes for discussion at the workshop</title>
      <p>As is clear from the aforementioned projects and
examples, the issue of collaborative creativity is at the
core of my work. At the workshop, I would therefore
propose to discuss the implications and potentials of
mixed-initiative creative interfaces to support
collaborative creative work. Since many work practices
in the creative industries are collaborative, I consider
this a relevant theme for future work in mixed initiative
systems development. As a starting point, the following
three themes could be interesting to discuss with oeers
at the workshop:
How can we leverage input and data from multiple
users to support collaboration? In collaborative work
activities, there is typically extensive information
available about participants' previous activities, e.g.
their past projects, their deliverables and products,
their interactions with other participants, their preferred
tools and systems, etc. How can a MICI meaningfully
leverage this information to support collaborative
activities? A few examples could be to identify common
patterns in participants' past work, to identify different
solution strategies, to suggest combinations of tools
and approaches, etc.</p>
      <p>How can we support particular forms of creativity?
There are multiple dynamics that can drive creative
processes, e.g. analogies, metaphors, and
combinatorial creativity [Boden 2004]. How do we
design MICIs to support these different forms of
creativity, and are they - judging by what we know at
the present - better suited to support some forms of
creativity and less suited to support other forms? As an
example, it may be that they are particularly suited to
support ideation that relies on combinatorial creativity,
since this can be a question of identifying and
suggesting a combination of sources of inspiration that
different participants in a design project have each
employed in their past work, and which they are
therefore likely to know how to apply, while also
bringing in components that are not present in prior
work in the cases in which more divergent thinking is
required.</p>
      <p>What does a collaborative mixed-initiative interface
look like? MICIs such as Tanagra [Smith et al 2011] are
single-user interfaces and lean on traditional interface
conventions for individual use of a device. However,
there is no reason why MICIs could not take on other
forms when they cater to collaborative creative
activities. The question then becomes how to develop
MICIs that fit into, transform, or enable collaborative
activities, e.g. sketching, exploration of sources of
inspiration, synthesis of ideas through grouping of
related elements, etc. As an example, a MICI might
support collaborative sketching by suggesting links
between multiple individual concurrent sketches in
different parts of a joint workspace, by identifying
common and showing common patterns from other
participants' work, by proposing a set of alternatives to
a group and assign each participant to explore one, etc.</p>
    </sec>
    <sec id="sec-6">
      <title>About the author</title>
      <p>Peter Dalsgaard is an Associate Professor at Aarhus
University. He is the director of the Digital Creativity
Lab at Aarhus University and PI and director of three
research projects that explore the role of digital tools in
creative processes: CoCreate, Creative Tools, and
PLACED. He has published extensively on research at
the intersection between HCI, design, and creativity in
venues such as CHI, DIS, PDC, International Journal of
Design, CoDesign, and TOCHI.</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgements</title>
      <p>This work is sponsored by the grants CIBIS (Creativity
in Blended Interaction Spaces) from Innovation Fund
Denmark, CoCreate from the Velux Foundations,
Creative Tools from the Aarhus University Research
Foundation, and PLACED from the Horizon 2020
ERANET Cofund scheme.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <surname>Amabile</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          (
          <year>1983</year>
          ).
          <article-title>The social psychology of creativity</article-title>
          . New York: Springer-Verlag.
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <surname>Boden</surname>
            ,
            <given-names>M. A.</given-names>
          </string-name>
          <year>2004</year>
          .
          <article-title>The Creative Mind: Myths and Mechanisms</article-title>
          . London: Routledge. /Psychology Press.
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <surname>Dalsgaard</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          <year>2010</year>
          .
          <article-title>Research in and through design: an interaction design research approach</article-title>
          .
          <source>In Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction (OZCHI '10)</source>
          . ACM, New York, NY, USA,
          <fpage>200</fpage>
          -
          <lpage>203</lpage>
          . DOI=http://dx.doi.org/10.1145/1952222.1952265
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <surname>Dalsgaard</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Halskov</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          <year>2006</year>
          .
          <article-title>Real life experiences with experience design</article-title>
          .
          <source>In Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles(NordiCHI '06)</source>
          , Anders Mørch, Konrad Morgan, Tone Bratteteig, Gautam Ghosh, and Dag Svanaes (Eds.). ACM, New York, NY, USA,
          <fpage>331</fpage>
          -
          <lpage>340</lpage>
          . DOI=http://dx.doi.org/10.1145/1182475.1182510
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          5.
          <string-name>
            <surname>Dalsgaard</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Halskov</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          <year>2012</year>
          .
          <article-title>Reflective design documentation</article-title>
          .
          <source>In Proceedings of the Designing Interactive Systems Conference (DIS '12)</source>
          . ACM, New York, NY, USA,
          <fpage>428</fpage>
          -
          <lpage>437</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          6.
          <string-name>
            <surname>Fischer</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Giaccardi</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Eden</surname>
            ,
            <given-names>H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Sugimoto</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Ye</surname>
            ,
            <given-names>Y.</given-names>
          </string-name>
          (
          <year>2005</year>
          ).
          <article-title>Beyond binary choices: Integrating individual and social creativity</article-title>
          .
          <source>International Journal of Human-Computer Studies</source>
          ,
          <volume>63</volume>
          (
          <issue>4</issue>
          ),
          <fpage>482</fpage>
          -
          <lpage>512</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          7.
          <string-name>
            <surname>Halskov</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Dalsgaard</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          <year>2006</year>
          .
          <article-title>Inspiration card workshops</article-title>
          .
          <source>In Proceedings of the 6th conference on Designing Interactive systems (DIS '06)</source>
          ,
          <fpage>2</fpage>
          -
          <lpage>11</lpage>
          . ACM
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          8.
          <string-name>
            <surname>Halskov</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Dalsgaard</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          <year>2007</year>
          .
          <article-title>The Emergence of Ideas</article-title>
          . CoDesign - International
          <source>Journal of CoCreation in Design and the Arts</source>
          ,
          <volume>3</volume>
          ,
          <issue>4</issue>
          :
          <fpage>185</fpage>
          -
          <lpage>211</lpage>
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          9.
          <string-name>
            <surname>Jetter</surname>
            ,
            <given-names>H. C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Reiterer</surname>
            ,
            <given-names>H.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Geyer</surname>
            ,
            <given-names>F.</given-names>
          </string-name>
          (
          <year>2014</year>
          ).
          <article-title>Blended Interaction: understanding natural human-computer interaction in post-WIMP interactive spaces</article-title>
          .
          <source>Personal and Ubiquitous Computing</source>
          ,
          <volume>18</volume>
          (
          <issue>5</issue>
          ),
          <fpage>1139</fpage>
          -
          <lpage>1158</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          10.
          <string-name>
            <surname>Olesen</surname>
            ,
            <given-names>J. F</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lundqvist</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Dalsgaard</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Inie</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Halskov</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Feyer</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Reiterer</surname>
            ,
            <given-names>H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Klinkhammer</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          <year>2017</year>
          .
          <article-title>Supporting Design Ideation with Analogue and Digital Setups</article-title>
          . Under review.
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          11.
          <string-name>
            <surname>Smith</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Whitehead</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Mateas</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          <year>2011</year>
          .
          <article-title>Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design</article-title>
          .
          <article-title>IEEE Transactions on Computational Intelligence and AI in Games (TCIAIG), Special Issue on Procedural Content Generation</article-title>
          , vol
          <volume>3</volume>
          . iss. 3,
          <year>September 2011</year>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>