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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Mixed-Initiative Creative Interfaces for Collaborative Early-Stage Design</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Graham Dove</string-name>
          <email>graham.dove@cc.au.dk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>CAVI, Aarhus University Aarhus</institution>
          ,
          <addr-line>8200</addr-line>
          ,
          <country country="DK">Denmark</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <abstract>
        <p>This position paper outlines my ongoing research into how creativity unfolds in early stage design activities, and how such creativity can be supported. It considers the challenges posed by this context in terms of possible mixed-initiative creative interfaces; and poses questions for my own research, and for designers of mixed-initiative creativity support tools.</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>Author Keywords</title>
      <p>Mixed-initiative interaction; creativity support;
codesign;</p>
    </sec>
    <sec id="sec-3">
      <title>ACM Classification Keywords</title>
      <p>H.5.m. Information interfaces and presentation (e.g.,
HCI):</p>
    </sec>
    <sec id="sec-4">
      <title>Introduction</title>
      <p>
        In the Creativity in Blended Interaction Spaces project
at Aarhus University in Denmark, we are investigating
the potential for integrating multiple digital devices and
different analog materials into shared environments
that support individual and group creativity [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. This
research typically studies creativity in early-stage
design. We start from the perspective that tools and
materials support the creative agency of human users,
and that creative activities take place in complex
situations.
      </p>
      <p>
        However, A.I. is now a feature of commercial creativity
support packages, e.g. generative design CAD tools
[
        <xref ref-type="bibr" rid="ref12 ref3">12,3</xref>
        ]; conversational agents are a commonly used
interaction method, e.g. in smartphones and social
media [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]; and computing has become ubiquitous [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
The way computational systems are used in creative
practice changes. Understanding how this change
unfolds, and the opportunities it presents, is an
important part of our research. In this position paper I
use Lawson and Loke’s framework for understanding
the role of computers in design creativity [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] to pose
some questions for my own research, which I hope are
also relevant to others.
      </p>
    </sec>
    <sec id="sec-5">
      <title>Mixed Initiative Creative Interfaces</title>
      <p>
        This workshop is focused on those computational
systems that are considered mixed-initiative creative
interfaces (MICIs). This seems to be a useful category
on the spectrum between tools that support human
creativity and systems for autonomous computational
creativity. To help understand how systems might be
positioned on this spectrum, I take guidance from HCI
research into mixed-initiative interaction e.g.
[
        <xref ref-type="bibr" rid="ref10 ref11 ref2">2,10,11</xref>
        ]; and to help position them within my own
area of study, I take guidance from design research
into the roles computers might play in creative design
activities [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <sec id="sec-5-1">
        <title>Mixed Initiative Interaction</title>
        <p>
          Mixed-initiative interaction aims to develop methods
that enable computer systems to: “support an efficient,
natural interleaving of contributions by people and
computers, aimed at converging on solutions to
problems” [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ], and “where each agent can contribute
to the task what it does best” [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. Commonly it has
been treated as a form of dialogue, in which agents
dynamically adapt their initiative style, and use an
interaction mode that supports human-style problem
solving. Allen [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] identifies four levels of
mixedinitiative interaction:
1. Unsolicited Reporting: The computer monitors work
and if it identifies a problem notifies the user; but
does not take or coordinate further action.
2. Subdialogue Initiative: The computer can initiate
subdialogues, e.g. asking for clarification. Once
clarified, initiative reverts to the user.
3. Fixed Subtask Initiative: The computer is
responsible for particular tasks. The user sets a
goal then the computer retains the initiative whilst
working on this task. On completion initiative
reverts to the user.
        </p>
      </sec>
      <sec id="sec-5-2">
        <title>4. Negotiated Mixed Initiative: The computer monitors</title>
        <p>the current subtask and assesses whether: it is
able to, has the resources to, and is best qualified
to coordinate interaction.</p>
        <p>
          Horvitz [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] highlights the key decisions that
mixedinitiative systems must take to support collaboration,
which include:
1. When to engage users with a service
2. How to best contribute to solving a problem
3. When to pass control of problem solving back to
users
4. When to query a user for additional information
        </p>
      </sec>
      <sec id="sec-5-3">
        <title>Roles for Computers in Creative Design Processes</title>
        <p>
          Lawson and Loke [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] imagined a CAD tool in which
creativity support was provided through conversation
between designer and system. They identify five roles
that such a tool might adopt:
1. Computer as Learner: The computer absorbs and
remembers. In conversation with a designer it
records associations, and asks for an explanation of
things it does not understand.
2. Computer as Informer: The computer answers
queries, and provides information and examples in
response to specific requests from the designer.
3. Computer as Critic: The computer checks and
comments on the validity of ideas. It takes a
critical stance, presents possible alternative views,
perhaps warning about potential mistakes.
4. Computer as Collaborator: The computer builds on
what others have said. It takes a positive and
supportive stance, e.g. elaborating on ideas and
extending metaphors.
5. Computer as Initiator: The computer develops new
perspectives, suggests new directions for ideation
when others have no more to say, and takes
initiative in generative activities.
        </p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>MICIs in Early-Stage Design</title>
      <p>
        The call for participation in this workshop identifies
procedural content generation for computer games as
an example of how mixed-initiative interfaces are
providing creativity support, e.g. [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Autodesk’s
Dreamcatcher project [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] also seems to be an example
of human and A.I. in creative collaboration. In
simplistic terms, both these examples are based on a
human designer setting parameters and an A.I.
generating and partially evaluating large numbers of
digital alternatives before presenting these back to the
human user for further evaluation. In both cases, the
model of creativity is based on searching a possible
solution space. Does this represent a limitation in the
scope of creative applications using mixed-initiative
interfaces? Or do these systems offer an indication of
future potential in other areas? Can mixed-initiative
interfaces help us overcome some the issues raised by
our research into other creative practices?
      </p>
      <sec id="sec-6-1">
        <title>Early-stage Design Activities</title>
        <p>Many of the creative practices we study within CIBIS
are at the early stages of design processes, where the
situation is not yet well understood and there is much
ambiguity. These activities typically involve seeking and
sharing information and insight, finding sources of
inspiration, and framing inquiry.</p>
        <p>
          Designers often use Post-It Notes to record, share and
organise ideas, and through their use of Post-It Notes
also develop and extend these ideas. The Post-It Notes
help them to think about and manipulate their ideas,
and construct semantic relationships that support
longterm memory [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ].
        </p>
        <p>
          What might a mixed initiative interface that contributes
to these processes be like? It seems probable that
machine learning and natural language processing can
play a role in making semantic connections between
ideas, and machine vision might track individual Post-It
Notes as they are manipulated through a design
activity. A system that embodied Lawson and Loke’s
[
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] learner and informer roles might usefully augment
designers’ Post It Note activities, but the question for a
mixed-initiative interface would remain how and when
to contribute appropriately. Perhaps this might be
facilitated by the conventions, rules and structures that
human participants typically follow, e.g. when
brainstorming. Might these provide initial guidelines for
how a system would make Horvitz’s [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] key decisions,
and for selecting which of Allen’s levels [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] is most
appropriate?
When working with stakeholders during co-design
workshops, we have found that activities such as
making collages from photographs can help them
interpret visualized data. These activities encourage
participants to share their experiences and insights,
and through this explore possible contexts in which
data were generated [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. This provides an important
source of inspiration to support collaborative ideation. A
mixed-initiative system that could work with
participants interactively as they explore data would be
extremely interesting to investigate, and search tools
that utilise analogy or metaphor offer powerful sources
inspiration e.g. [16]. However, the activities
undertaken during co-design workshops typically aim to
explore participants’ subjective experiences, and so any
system should sensitively draw these out, and be aware
of the possibility of priming responses too strongly.
Could a mixed-initiative creative interface also play this
type of role, i.e. computer as facilitator?
        </p>
      </sec>
      <sec id="sec-6-2">
        <title>Supporting Reflective Practice</title>
        <p>
          Our research group also develops tools and investigates
methods to support designers’ reflective practice. For
example we have investigated how revisiting projects
to reflect on the way a design space changes increases
awareness of the constraints introduced by particular
design choices, qualifies understanding of how design
activities filter the design space, and prompts
reconsideration of disregarded opportunities [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. This
requires detailed design documentation, which can
significantly add to overhead.
        </p>
        <p>
          Systems that interactively record design activities,
monitor them and learn about what might be
important, and subsequently prompt designers’ critical
reflection, could be of great benefit in this and similar
contexts. For example, machine learning might be used
to extract key moments, or uncover patterns and make
connections between different concepts in design
conversations. A system that embodies each of Lawson
and Loke’s learner, informer and critic roles [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] might
be a useful addition to designers’ reflective practice.
        </p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>Engaging with MICIs</title>
      <p>
        The tough question for mixed-initiative interaction
remains how and when computational systems should
interject, engage users, and take initiative. Familiar
instances, such as spellcheck and grammar checking in
word processing software, struggle to solve this
satisfactorily; and conversational agents can be
frustrating [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. This is likely to be further complicated
in situations where groups of human collaborators
interact with ecologies of interactive artifacts and
intelligent agents.
      </p>
      <p>
        A survey of UX practitioners working with machine
learning [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] surfaced a number of challenges designers
face working on the type of systems likely to play a
leading role in mixed-initiative creativity support for the
areas discussed here. The danger of systems that
monitor activity appearing creepy was highlighted as an
important UX concern, and the probability that systems
require ground truth from large amounts of data
challenged typical approaches to prototyping. Other
difficulties designers raise, which might be indicative of
some of the challenges MICIs will face, included: the
implication that “learning” means the system and data
will change over time, and be dynamic at a large scale;
and that statistical correlations lack common-sense,
can appear simplistic and stupid, and therefore false
negatives or false positives can be hard to assimilate.
The wider issues designers face working with intelligent
systems are likely to be increasingly prominent in
systems that aim for Negotiated Mixed Initiative [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ],
and where the computer is the Initiator [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
    </sec>
    <sec id="sec-8">
      <title>Acknowledgements</title>
      <p>This research is funded by The Danish Innovation
Foundation grant 1311-00001B. CIBIS</p>
    </sec>
  </body>
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