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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Studying the Impact of AI-based Inspiration on Human Ideation in a Co-Creative Design System</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jingoog Kim</string-name>
          <email>jkim168@uncc.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mary Lou Maher</string-name>
          <email>M.Maher@uncc.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Safat Siddiqui</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of North Carolina at Charlotte</institution>
          ,
          <addr-line>9201 University City Blvd, Charlotte, NC 28223</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Co-creative systems in design enable users to collaborate with an AI agent on open-ended creative tasks in the design process. This paper describes a co-creative system that supports design creativity by encouraging the exploration of design solutions in the initial idea generation process. The Collaborative Ideation Partner (CIP) is a co-creative design system that provides inspirational sketches based on the visual and conceptual similarity to sketches drawn by a designer. To evaluate the effect of CIP on design ideation, we conducted an exploratory study that measures ideation in a co-creative system. To measure the ideation, we developed a way of measuring ideation in a co-creative system including an outcome and a process approach. From the exploratory study, we learned that the image quality in the dataset is important in AI-based creativity and inspirations based on conceptual similarity to the target design have more impact on ideation than inspirations based on visual similarity to sketches drawn by a designer. We present the architecture of the CIP system and a study design based on what we learned from the exploratory study.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Co-Creativity</kwd>
        <kwd>Co-Creative System</kwd>
        <kwd>Ideation</kwd>
        <kwd>Collaboration</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Computational co-creative systems are a
growing research area in computational
creativity. While some research on
computational creativity has a focus on
generative creativity [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]–[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], co-creative
systems focus on how systems that implement
generative creativity can work with humans on
a creative task [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]–[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Co-creative systems
have enormous potential to enhance human
creativity since they can be applied to a variety
of domains associated with creativity and
encourage designers’ creative thinking.
Understanding the effect of co-creative systems
in the ideation process can aid in the design of
the generative AI models in co-creative systems
and the evaluation of the impact of co-creative
systems on human creativity.
      </p>
      <p>
        We present a co-creative sketching AI
partner, the Collaborative Ideation Partner
(CIP), that provides inspirational sketches
based on the visual and conceptual similarity to
sketches drawn by a designer. To select an
inspiring sketch, the AI model of CIP computes
the visual similarity of images in a data set
based on the vector representations of visual
features of the sketches and the conceptual
similarity based on the category names of the
sketches using two pre-trained word2vec
models. The turn-taking interaction between
the user and the AI partner is designed to
facilitate communication for design ideation.
The CIP was developed to support an
exploratory study that evaluates the effect of an
AI model for visual and conceptual similarity
on design ideation in a co-creative design tool.
4 modes: random, similar, conceptually
similar and visually different, visually
similar and conceptually different
3450 Sketches (QuickDraw [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ])
2 modes: random inspiration,
conceptually similar
100 images
      </p>
      <p>
        To evaluate the impact of co-creative
systems in design, we measure design ideation
in a co-creative system. Ideation, an idea
generation process for conceptualizing a design
solution, is a key step that can lead a designer
to an innovative design solution in the design
process. Idea generation is a process that allows
designers to explore many different areas of the
design solution space [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]–[
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. Ideation has
been studied in human design tasks and
collaborative tasks in which all participants are
human. Collaborative ideation can help people
generate more creative ideas by exposing them
to ideas different from their own [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. This
paper has a focus on evaluating how a
cocreative agent influences the ideation process in
a human-AI collaboration.
      </p>
      <p>In this paper, we describe an exploratory
study measuring ideation when co-creating
with the CIP and what we learned from the
exploratory study. To measure ideation in a
cocreative system, we employ two approaches: an
outcome-based approach that focuses on the
end product of the design, and a process-based
approach that focuses on thought processes
during the design. From the exploratory study,
we learned that the quality of the images in the
dataset is important in AI-based creativity for
the impact on designer’s creativity and
inspirations based on conceptual similarity to
the target design has more impact on ideation
than inspirations based on visual similarity to
sketches drawn by a designer. We updated the
CIP system and study design based on what we
learned from the exploratory study. Table 1
shows the comparison between the CIP system
used for the exploratory study and the current
CIP system based on what we learned from the
exploratory study. The current CIP system
focuses on conceptually similar inspirations to
the target design and provides high fidelity
images of creative designs. This study aims to
identify the effect of AI inspiration on design
ideation through a way of measuring ideation in
a co-creative system.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Computational systems co-creative</title>
      <p>
        Computational co-creative systems are one
of the growing fields in computational
creativity that involves human users
collaborating with an AI agent to make creative
artifacts. The distinction of co-creativity from
computational creativity is that co-creativity is
a collaboration in which multiple parties
contribute to the creative process in a blended
manner [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. Co-creative systems have been
applied in different creative domains such as
art, music [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], dance [
        <xref ref-type="bibr" rid="ref15 ref27">15,27</xref>
        ], drawing [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ],
and game design [
        <xref ref-type="bibr" rid="ref39 ref56">39,56</xref>
        ].
      </p>
      <p>
        Evaluating co-creative systems is still an
open research question and there is no standard
metric for measuring computational
cocreativity [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ].
      </p>
      <p>
        The research on co-creative systems shows
various approaches to evaluate co-creative
systems and computational co-creativity. Some
researches focus on evaluating the interactive
experience [
        <xref ref-type="bibr" rid="ref14 ref29 ref30 ref31">29,14,30,31</xref>
        ] and others focus on
the effectiveness of the system to produce or
generate a creative outcome [
        <xref ref-type="bibr" rid="ref39 ref56">39,56</xref>
        ]. Karimi et
al. [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ] presented a framework for evaluating
creativity in computational co-creative systems.
This framework responds to four questions that
serve to characterize the many and varied
approaches to evaluating computational
cocreativity: who is evaluating the creativity,
what is being evaluated, when does evaluation
occur, and how the evaluation is performed.
The framework enables comparisons of
evaluation focus and methods across existing
co-creative systems. Using this framework, we
have shown that the evaluations of the existing
co-creative systems described in this section
respond to “what is being evaluated” with a
focus on evaluating the interactive experience
and the final product. In this paper, we respond
to “what is being evaluated” and “how is the
evaluation performed” by evaluating the
ideation process using FBS and
ProblemSolution index, and the metrics for evaluating
the novelty, variety, quality, and quantity of
ideas in the creative outcome, as shown in
Figure 1. Section 3 describes how we define
and measure ideation in more detail.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Defining and measuring design ideation</title>
      <p>
        Ideation is a creative process where
designers generate, develop, and communicate
new ideas. Ideation in design can lead to
innovative design solutions through generating
diverse concepts [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]–[
        <xref ref-type="bibr" rid="ref22">22</xref>
        ], [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. The goal of
design is to develop useful and innovative
solutions and design ideation allows designers
to explore different areas of the design solution
space [
        <xref ref-type="bibr" rid="ref23 ref32">23,32</xref>
        ]. A design process is an evolution
of different kinds of representations [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]. In a
design process, designers externalize and
visualize their design intentions and
communicate with visualizations to interact
with their internal mental images [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ]. During
ideation, designers commonly use freehand
sketches and rough physical models as a tool for
constructing external representations as
cognitive artifacts of design [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ]. Making
sketches and physical models is an interaction,
a conversation [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ]. In the ideation stage,
designers frame problems producing new
discoveries through the conversation. The
graphical and physical representations as
cognitive artifacts are essential in the ideation
process.
      </p>
      <p>
        Many ideation methods have been
developed to support designers in generating
innovative design solutions. Ideation methods
provide a normative procedure on how to
overcome certain blocks to creativity [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ].
Analogy is an ideation method and we focus on
analogy to develop a co-creative design tool.
Analogical reasoning is an inference method in
design cognition to develop a design leading to
unexpected discoveries [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ].
Design-byAnalogy (DbA) is a design tool that provides
inspiration for innovative design solutions.
Inspirations in Design-by-Analogy (DbA) are
achieved by transferring a design problem
(source) to a solution (target) in another domain
[
        <xref ref-type="bibr" rid="ref39">39</xref>
        ]. The association between a source design
and a target design can be based on semantic
(conceptual) characteristics or visual
(structural) representations. The semantic and
visual stimuli thus can be a basis for developing
computational tools that support design
ideation. The Collaborative Ideation Partner
(CIP), a co-creative design system we present
in this paper, uses visual and conceptual
similarity metrics as key factors for
collaborative ideation using design by analogy.
      </p>
      <p>
        Evaluation of ideation can be classified into
two groups: outcome-based approaches and
process-based approaches [
        <xref ref-type="bibr" rid="ref40">40</xref>
        ]. Outcome-based
approaches focus on evaluating the ideation
process based on the designs, or outcomes, and
the characteristics of ideas generated.
Processbased approaches focus on evaluating idea
generation processes based on the cognitive
processes inherent to creative thought.
Processbased approaches collect data via a protocol
study and analysis using ideation cognitive
models. Outcome-based approaches have
become more prevalent than process-based
approaches due to the inherent complexity and
difficulties in using process-based approaches
[
        <xref ref-type="bibr" rid="ref41">41</xref>
        ]. There have been several metrics used to
evaluate the performance of idea generation
techniques such as fluency and novelty that
cognitive psychologists consider as the primary
measures of idea generation. Shah et al. [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ]
introduced four types of outcome-based metrics
for measuring ideation effectiveness that are
commonly used for evaluating idea generation
in design: novelty, variety, quality, and quantity
of designs. Novelty is a measure of how
unusual or unexpected an idea is as compared
to other ideas. Variety is a measure of the
explored solution space during the idea
generation process. The generation of similar
ideas indicates low variety and hence, less
probability of finding better ideas in other areas
of the solution space. Quality is a subjective
measure of the feasibility of an idea and how
close it comes to meet the design specifications.
Quantity is the total number of ideas generated,
generating more ideas increases the possibility
of better ideas. These metrics enable a
comparison of a designer’s exploration of a
design space using different ideation methods.
      </p>
      <p>
        Process-based approaches evaluate idea
generation based on the cognitive processes via
a protocol analysis and cognitive models. The
Function-Behavior-Structure (FBS) ontology
[
        <xref ref-type="bibr" rid="ref42 ref43">42,43</xref>
        ] is a design ontology that describes
designed things, or artifacts, irrespective of the
specific discipline of designing. The function
(F) of a designed object is defined as its
teleology; the behavior (B) of that object is
either derived (Bs) or expected (Be) from the
structure, where structure (S) represents the
components of an object and their
compositional relationships. These ontological
classes are augmented by requirements (R) that
come from outside the designer and description
(D) that is the document of any aspect of
designing. In this ontological view, the goal of
designing is to transform a set of requirements
and functions into a set of design descriptions.
The transformation of one design issue into
another is defined as a design process [
        <xref ref-type="bibr" rid="ref44">44</xref>
        ].
      </p>
      <p>
        The design process can be viewed as
interactions between two notional design
spaces: problem space and solution space
[
        <xref ref-type="bibr" rid="ref45 ref46">45,46</xref>
        ]. The Problem-Solution (P-S) index
[
        <xref ref-type="bibr" rid="ref47 ref48">47,48</xref>
        ] is a measurement capturing the
metalevel structures of design cognition in terms of
problem-focused and solution-focused design
issues. This measurement uses an integration of
the FBS ontologically-based coding scheme
with a Problem-Solution (P-S) division [
        <xref ref-type="bibr" rid="ref47 ref48">47,48</xref>
        ].
In the P-S division, design issues of R, F, and
Be are mapped to problem space and design
issues of Bs, and S are mapped to solution space
[
        <xref ref-type="bibr" rid="ref47">47</xref>
        ]. A design session with a P-S index larger
than 1 as one with a problem-focused designing
style, and a session with a P-S index value less
than or equal to 1 as one with a solution-focused
style. The P-S index can be used to compare
design cognition while using different
creativity techniques for concept generation in
collaborative design settings.
      </p>
    </sec>
    <sec id="sec-4">
      <title>4. The collaborative partner (CIP) ideation</title>
      <p>
        We developed the Collaborative Ideation
Partner (CIP) as a co-creative design system
which builds on previous works [
        <xref ref-type="bibr" rid="ref49 ref50">49,50</xref>
        ] that
interprets sketches drawn by a user and
provides inspirational sketches based on visual
similarity and conceptual similarity. We
developed the CIP to explore evidence for the
hypothesis that: AI models for contributions to
a creative product based on a measure of visual
and conceptual similarity produce different
ideation processes and outcomes than the
random condition.
      </p>
      <p>The user interface of CIP is shown in Figure
2. There are two main spaces in the CIP
interface: the drawing space (pink area) and the
inspiring sketch space (purple area). The
drawing space consists of a design task
statement, undo button, clear button, and user’s
canvas.</p>
      <p>The design task statement in the drawing
space includes the object to be designed as well
as a context to further specify the objects’ use
and environment. The user can draw a sketch in
the drawing space and edit the sketch using the
undo and clear button. The inspiring sketch
space includes an “inspire me” button, the name
of the inspiring object, and a space for
presenting the AI partner’s sketch. When the
user clicks the “inspire me” button after
sketching their design concept, the AI partner
provides an inspiring sketch based on visual
and conceptual similarity. An ideation process
using CIP involves turn-taking
communications between the user and the AI
partner. Another part of the CIP interface in
addition to the two main spaces is the top area
(grey area) including a hamburger menu and an
introductory statement. The hamburger menu
on the top-left corner of the interface includes
four design tasks (i.e. sink, bed, table, chair)
and allows the experiment facilitator to select
one of the design tasks. Each design task is
associated with different categories of ideation
stimuli.
4.1.</p>
    </sec>
    <sec id="sec-5">
      <title>Dataset</title>
      <p>
        For the source of inspiring sketches, the
original CIP uses a public benchmark dataset
called QuickDraw! [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], which was created
during an online game where players were
asked to draw a particular object within 20
seconds. The dataset includes 345 categories
with more than 50 million labeled sketches,
where sketches are the array of the x and y
coordinates of the strokes. The system uses the
simplified drawing json files that use Ramer–
Douglas–Peucker algorithm [
        <xref ref-type="bibr" rid="ref51 ref52">51,52</xref>
        ] to simplify
the strokes, and position and scale the sketches
into a 256 X 256 region. The stroke data
associated with these sketches are used to
calculate the visual similarity and the
corresponding category names are used to
measure the conceptual similarity.
      </p>
    </sec>
    <sec id="sec-6">
      <title>4.2. AI models for visual and conceptual similarity</title>
      <p>The CIP has 2 distinct components for
measuring similarity between the user’s sketch
and the sketches in the dataset: one component
for calculating visual similarity and another
component for calculating conceptual
similarity. Figure 3 shows how the CIP system
identifies an inspiring sketch: the visual
similarity is based on the vector representations
of visual features of the sketches and the
conceptual similarity based on the category
names of the sketches using two pre-trained
word2vec models.</p>
      <p>
        For the visual similarity component, we
followed the precedent for using neural
network models in computational creativity
described in [
        <xref ref-type="bibr" rid="ref50 ref53">50,53</xref>
        ] and trained a model with 3
convolutional layers, 2 LSTM layers, and a
softmax output layer on the QuickDraw dataset.
This model provides a latent space
representation for measuring the distance, or
similarity, between 2 sketches. For all the
sketches in the dataset, we collected the last
LSTM layer of the trained model and used that
as the vector representations of visual features
of the sketches. We used the K-means
algorithm to identify 10 clusters of sketches and
randomly selected one sketch of each cluster as
a typical sketch for that cluster of sketches.
Thus, we converted the QuickDraw dataset of
50 million sketches into 3450 sketches (345
categories, each has 10 sketches). To prepare
the user’s sketch for comparison with the
sketches in the dataset, the CIP collects the user
sketches as an array of x and y coordinates of
strokes and simplifies the strokes using Ramer–
Douglas–Peucker algorithm [
        <xref ref-type="bibr" rid="ref51 ref52">51,52</xref>
        ]. It also
positions and scales the user’s sketch into the
256 X 256 region to match the sketch format
with the input dataset of the trained model. The
CIP takes the last LSTM layer of the trained
model as the vector representation of visual
features of the user’s sketch, and calculates the
Euclidean distance to measure visual similarity
between the user’s sketch and 3450 sketches of
Quickdraw dataset. The visual similarity
component of the CIP prepares a sorted list of
visually similar sketches to generate the final
sequence of sketches in the conceptual
component of CIP that considers the conceptual
similarities of the sketches.
      </p>
      <p>
        For the conceptual similarity component, we
considered sketch category names in the
QuickDraw dataset as the concepts of the
sketches that contain 345 unique categories. We
used two pre-trained word2vec models, Google
News [
        <xref ref-type="bibr" rid="ref54">54</xref>
        ] and Wikipedia [
        <xref ref-type="bibr" rid="ref55">55</xref>
        ], and calculated
cosine similarities for measuring the conceptual
similarities between the object categories of the
design tasks and the categories of inspiring
sketches from the dataset. For each category of
the design tasks, we generated two sorted lists
of conceptually similar category names, one for
each word2vec model, and then used human
judgement to compare the sorted lists and select
the top 15 common conceptually similar
category names that appear in both lists. This
final step of using human judgement improved
the alignment between the conceptual
similarities of AI models and human
perception. The conceptual similarity
component of CIP uses the common list of
category names for sorting the sketches based
on the conceptual similarities.
4.3.
      </p>
    </sec>
    <sec id="sec-7">
      <title>AI-based inspiration in CIP</title>
      <p>To support an exploratory study that
measures ideation when co-creating with CIP,
the interaction with CIP has four distinct modes
of inspiration that vary the visual and
conceptual similarity. Each of the four modes
appears as a design task (i.e. sink, bed, table,
chair) in the CIP interface.
• Inspire with a random sketch (sink):
The CIP selects a sketch randomly from the
sketch dataset to be displayed on the AI
partner’s canvas.
• Inspire with a visually and
conceptually similar sketch (bed): The CIP
selects a sketch from a set of sketches where
each one is similar visually and conceptually
to the user’s sketch (e.g. user sketch - a bed,
AI sketch - a similar shape of bed to the
user’s sketch).
• Inspire with a conceptually similar and
visually different sketch (table): The CIP
selects a sketch from a set of sketches where
each one is conceptually similar but visually
different to the user’s sketch (e.g. user
sketch - a square table, AI sketch - a round
table).
• Inspire with a visually similar and
conceptually different sketch (chair): The
CIP selects a sketch from a set of sketches
where each one is visually similar but
conceptually different to the user’s sketch
(e.g. user sketch - a circular chair back, AI
sketch - a face).</p>
    </sec>
    <sec id="sec-8">
      <title>5. Exploratory study: measuring ideation when co-creating with the CIP</title>
      <p>The goal of the exploratory study is to
evaluate the effect of AI inspiration on ideation
through an analysis of the correlation between
conceptual and visual similarity with
characteristics of ideation. To measure ideation
when co-creating with the collaborative
ideation partner, we applied both evaluation
methods of ideation: an outcome-based
approach (i.e. novelty, variety, quality,
quantity) and a process-based approach (i.e.
PS index).
5.1.</p>
    </sec>
    <sec id="sec-9">
      <title>Study design</title>
      <p>The type of study is a mixed design of
between-subject and within-subject design with
four conditions. There are 3 groups of
withinsubject design (i.e. A&amp;B, A&amp;C, A&amp;D) in this
study and each group has a control condition
(i.e. condition A) and one of 3 treatment
conditions (i.e. condition B, C, D).</p>
      <p>• Condition A (control condition):
randomly (sink)
• Condition B (treatment condition):
visually and conceptually similar (bed)
• Condition C (treatment condition):
conceptually similar and visually different
(table)
• Condition D (treatment condition):
visually similar and conceptually different
(chair)</p>
      <p>During the study, for each participant and
for each condition we collected video protocol
data during the design session and a
retrospective protocol after the design session.
The protocol including the informed consent
document has been reviewed and approved by
our IRB and we obtained informed consent
from all participants to conduct the experiment.
We recruited 12 students from human-centered
design courses for the participants: each
participant engaged in 2 conditions: a control
condition and one of the treatment conditions,
with 4 participants for each of the 3 groups of
within-subject design (i.e. A&amp;B, A&amp;C, A&amp;D).
The experiment is a mixed design with N=4 and
a total of 12 participants.</p>
      <p>The task is an open-end design task in which
participants were asked to design an object in a
given context through sketching. To reduce the
learning effect, different objects for the design
task were used for each condition: a sink for a
accessible bathroom (condition A), a bed for a
senior living facility (condition B), a table for a
tinkering studio, a collaborative space for
designing, making, building, crafting, etc.
(condition C), a chair for a gaming computer
desk (condition D). The participants used a
laptop and interacted with the CIP interface
using a mouse to draw a sketch while
performing the design task.</p>
      <p>The procedure consists of a training session,
two design task sessions, and two retrospective
protocol sessions. In the training session, the
participants are given an introduction to the
features of the CIP interface and how they work
to enable the AI partner to provide inspiration
during their design task. After the training
session, the participants perform two design
tasks in a control condition and a treatment
condition. The study used a counterbalanced
order for the two design tasks. The participants
have no time limits to complete the design task.
The participants were given as much time as
needed to perform the design task until they
were satisfied with their design. The
participants are free to click the “inspire me”
button as many times as they would like to get
inspiration from the system. However, the
participants were told to have at least 3
inspirational sketches (i.e. clicking the “inspire
me” button at least 3 times during a design
session), a minimum number of inspirations,
from the system. The facilitator is present
during the design task but does not interfere in
the design process. Once the participants finish
the two design task sessions, the participants
are asked to explain what they were thinking
based on watching their design session
recording as time goes on, and how the AI's
sketches inspired their design in the
retrospective protocol session.
5.2.</p>
      <p>CIP</p>
    </sec>
    <sec id="sec-10">
      <title>Observations of ideation with</title>
      <p>We observed the video stream data to see
how participants develop their design ideas
communicating with the inspirations and the
participants' responses to inspirations show
different patterns of users on the use of CIP in
an ideation process. Figure 4 shows typical
examples of the process for the evolution of the
participant’s sketch using CIP in each
condition. In an evolution of the participant’s
sketch, participants in each condition start with
a basic shape of the target design then develop
the design with inspiration from the AI partner.</p>
      <p>Participants explored many inspiring sketches
in condition A but did not have many design
changes; while participants in conditions B, C,
and D developed their design in response to
fewer inspiring sketches.</p>
      <p>As shown in Figure 4a, P1 drew a basic sink
with a handrail before getting the first
inspiration then tried to get an inspiration from
the AI partner. P1 had 7 inspiring sketches but
did not change anything for the design. P1 then
cleaned all the canvas then drew a new sketch
which is a sink with a motion sensor. P1 had 4
inspiring sketches and did not change anything
again for the design. P1 cleaned the canvas and
drew a new sketch again applying the motion
sensor idea again then had 2 inspiring sketches.</p>
      <p>However, P1 finally finished the design without
any changes. During the retrospective session,
P1 mentioned he did not get ideas from the
inspiring sketches several times, for example “I
don’t have any inspiration with the pictures.”
This case shows an example that participants do
not have many ideas from random inspirations.</p>
      <p>As shown in Figure 4b, P4 drew a basic bed
and a pillow before getting the first inspiration
then requested inspiration from the AI partner.</p>
      <p>The first inspiring sketch was a chair and P4
added a stool, table, and a stair next to the bed.</p>
      <p>After that, P4 had two more inspirations, bed
and couch, and added bed guard around the bed.</p>
      <p>P4 described that the bed guard idea came from
the armrest of the couch. P4 then had 2 more
inspiring sketches, couch and sleeping bag, and
added a curtain. P4 mentioned that the curtain
idea came from the enclosing feature of the
sleeping bag and couch. The next inspiring
sketch is a table and P4 edited the foldable table
on the bed. After that, P4 had three more
inspiring sketches and added a slide that helps
getting out of the bed easily. P4 described that
the slide idea came from the shape of the tent.</p>
      <p>As shown in Figure 4c, P2 drew a rectangle
for a table before getting the first inspiration
then tried to get an inspiration from the AI
partner. The first inspiring sketch was a golf
club and P2 added table legs mimicking the
shape of a golf club. P2 then had a fireplace
sketch and added a large grid paper on the table.</p>
      <p>P2 described that the grid paper idea came from
the way the lines are drawn in the fireplace.</p>
      <p>After that, P2 had matches and added a table
lamp. P2 then had two pool sketches and added
a pencil cup. The last inspiring sketch is a wine
glass but P2 did not change the design with the
wine glass.</p>
      <p>As shown in Figure 4d, P3 drew a basic
chair without any special function for the
context of gaming before getting the first
inspiration then requested inspiration from the
AI partner. The first inspiring sketch was a
raccoon and P3 added an ear shape decoration
on the top of the chair and an eye shape headrest
getting an inspiration from the shape of the
raccoon sketch (i.e. ear, and eye). P3 described
that “So, I saw the raccoon and I kind of liked
how its ears were. Cause I have seen things,
where people have really interesting chairs,
and I think people that game may usually want
more interesting chairs. So, I thought it'd be
cool to have little ears at the top, and then make
the mask kind of like, a pillow.” After that, P3
had the second inspiring sketch which is a
power outlet.</p>
      <p>(a) The evolution of P1 design in condition A (randomly)
(b) The evolution of P4 design in condition B (visually and conceptually similar)
(c) The evolution of P2 design in condition C (conceptually similar and visually different)</p>
      <p>P3 added a speaker on the ear decoration,
buttons on the armrest to control sound
volume/massage/lights, and power cord. P3
described that “the power outlet really gave me
a lot of the inspiration. I thought... instead of
just random ears, it could be like a speaker.</p>
      <p>Then, I thought all the little dots on the armrest
could be buttons, to do things. If it's different
things, like sound volume, or could do a
massage. The little line coming out of it, would
be to plug it into the wall, so all the buttons
could work.” In this case, the idea came from
the inspiring sketch was transferred to new
functions of the chair while the idea came from
the raccoon was transferred to the shape of the
chair. P3 then had 5 more inspiring sketches
(i.e. rain, hurricane, zigzag, and camouflage).</p>
      <p>P3 mentioned that they were inspired from the
irregular lines of the sketches and added sound
projecting lines next to the ear shape speaker
and a pillow on the seat. After that, P3 had nine
more inspiring sketches, but did not change
anything for the chair design. P3 talked about a
decoration idea from the star shape of an
aircraft carrier and snowflake but did not
change the chair design.
5.3.</p>
    </sec>
    <sec id="sec-11">
      <title>Data collected</title>
      <p>Two types of data were collected for
analyzing the study results: a set of sketches
that participants produced during the design
tasks and verbalizing the ideation process
during the retrospective protocol. We recorded
the entire design task sessions and retrospective
sessions for each participant. The sketch data
collected from the recordings of design task
sessions shows the progress of design and the
final design visually for each design task
session. The verbal data collected from the
recordings of retrospective sessions records
how the participants came up with ideas
collaborating with the AI partner and applied
the ideas to their design.
5.4.
coding</p>
    </sec>
    <sec id="sec-12">
      <title>Data segmentation and</title>
      <p>
        To analyze the verbal data collected from
the retrospective sessions, the verbal data of all
retrospective protocol sessions (i.e. 12 sessions
of condition A, 4 sessions of condition B, 4
sessions of condition C, and 4 sessions of
condition D) was transcribed. The transcripts
were segmented based on the inspiring sketches
the participant clicked. A segment starts with an
inspiring sketch and ends when the inspiration
is clicked for the next sketch. To identify each
idea in an inspiring sketch segment, we
segmented the inspiring segments again based
on FBS ontology [
        <xref ref-type="bibr" rid="ref42 ref43">42,43</xref>
        ] as an idea segment,
since an inspiring sketch segment includes
multiple ideas. An inspiring segment thus
includes multiple idea segments. The idea
segments were coded based on FBS ontology
[
        <xref ref-type="bibr" rid="ref42 ref43">42,43</xref>
        ] as requirement (R), function (F),
expected behavior (Be), behavior from
structure (Bs), and structure (S). A R segment
is an utterance that talks about the given
requirement in the statement of design task (e.g.
accessible bathroom) or a new requirement the
participant came up with for the design (e.g. if
someone is not able to reach the height); a F
segment is an utterance that talks about a
purpose or a function of the design object (e.g.
more accessible); a Be segment is an utterance
that talks about an expected behaviors from the
structure (e.g. water could automatically come
out), a Bs segment is an utterance that talks
about a behavior derived from the structure
(e.g. pressing on), a S segment is an utterance
that talks about a component of the design
object (e.g. button). Two coders coded the idea
segments individually based on the coding
scheme above then came to consensus for the
different coding results.
      </p>
    </sec>
    <sec id="sec-13">
      <title>5.5. Measuring outcome-based approach ideation:</title>
      <p>
        For the outcome-based approach, we
developed four metrics based on [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ]: novelty,
variety, quality, and quantity of design. Novelty
is a measure of how unusual or unexpected an
idea is as compared to other ideas. In this study,
a novel idea is defined as a unique idea across
all design sessions in a condition. For
measuring novelty, we counted how many
novel ideas in the entire collection of ideas in a
design session (personal level of novelty) and a
condition (condition level of novelty). We
removed the same ideas across all design
sessions in a condition then counted the number
of ideas. Variety is a measure of the explored
solution space during the idea generation
process. Each idea segment was coded whether
it is a new idea or a repeated idea in a design
session. For measuring variety in this study,
only the number of new ideas coded as R/F/B/S
is counted in a design session while the metric
of quantity includes both new ideas and
repeated ideas. Quality is a subjective measure
of the design. In this study, quality is measured
using the Consensual Assessment Technique
(CAT) [
        <xref ref-type="bibr" rid="ref56">56</xref>
        ], a method in which a panel of expert
judges is asked to rate the creativity of projects.
Two judges, researchers involved in this study,
individually evaluated the final design in each
condition as low/medium/high quality, in two
evaluation rounds. In the first-round of
evaluation, each judge evaluated the final
designs identifying some criteria for evaluating
the quality of ideas. Once the judges finished
the first-round of evaluation, they shared the
criteria they identified/used, not sharing the
results of the evaluation, then made a consensus
for the criteria that will be used for the
secondround evaluation. The criteria that the judges
agreed for evaluating the quality of ideas in this
study are the number of features, how
responsive the features are to the specific task,
how creative the design is. In the second-round
evaluation, each judge evaluated the final
design again using the agreed criteria. Quantity
is the total number of ideas generated. For
measuring quantity in this study, the number of
ideas both new ideas and repeated ideas coded
as R/F/B/S is counted in a design.
      </p>
    </sec>
    <sec id="sec-14">
      <title>5.6. Measuring ideation: processbased approach</title>
      <p>
        For the process-based approach, we used the
P-S index [
        <xref ref-type="bibr" rid="ref48">48</xref>
        ] to examine the design cognition
from a meta-level view (i.e., a single-value
measurement). For the meta-level view, the
PS index is calculated by computing the number
of the total occurrences of the design issues
concerned with the problem space (i.e. R, F, Be)
and related to the solution space (i.e. Bs, S). A
design session with a P-S index larger than 1 as
one with a problem-focused style, and a session
with a P-S index value less than or equal to 1 as
one with a solution-focused style. In addition to
calculating the P-S index of each design
session, we looked at the number of problems
and solutions to identify a distinct difference
between the conditions.
5.7. What we
exploratory study
learned
from
      </p>
      <p>With the data collected in the exploratory
study, we compared outcome-based features
(i.e. novelty, variety, quality, quantity) and
process-based features (i.e. P-S index). Our
findings show that the AI-based stimuli
produce different ideation outcomes and
processes when compared to random stimuli.</p>
      <p>Novel ideation, evidenced by an increase in
the variety and quantity of ideas, is associated
with AI-based conceptually similar stimuli. The
findings from analysis of the P-S index show
that AI-based visual and conceptual similarity
is associated with a problem-focused designing
style that produces more solutions than we
found in the condition with random
inspirations. We found that participants in
condition C (conceptually similar and visually
different stimuli) produced more functions than
in condition A (random).</p>
      <p>In our observations of the exploratory study,
we identified some issues on the sketch data set
and AI-based visually similar stimuli. First, the
quality of the sketch dataset is very important
to inspire participants to come up with new
ideas. The sketches in this dataset are not the
result of a design process. The sketches in the
QuickDraw dataset are generated to represent
the basic shape of a given well known object.
Based on the retrospective protocol data,
participant’s ideas mostly came up from
purposes, functions, features, and structures of
the inspiring sketches, and the simple
representation of objects in the QuickDraw
dataset were not providing very rich inspiration.
Second, the complexity of participants’
sketches increased during the design session,
affecting the accuracy of the visual similarity
measure used to select an inspiring sketch. The
AI model for visually similarity to the
participant’s sketch was more accurate at the
beginning of the design session, but was less
accurate as the participant’s sketch became
more complicated. Third, the CIP in condition
D (visually similar and conceptually different)
often provides sketches that are not visually
similar to the participant’s sketch since the
inspiring sketches are first selected to be
conceptually different, and that reduces the
potential for identifying sketches that are
visually similar.</p>
    </sec>
    <sec id="sec-15">
      <title>6. Current CIP and study design</title>
      <p>From the exploratory study we learned that
inspiration based on conceptual similarity has
more impact on the novelty and variety of ideas
than visual similarity and that the quality of the
dataset is important for the design ideation. For
our current CIP and study design, we developed
a more comprehensive model for conceptual
similarity based on multiple features of the
design rather than only a categorical word, and
collected a dataset of designs as the basis for
inspiration rather than a dataset of sketches on
well known objects. Figure 5 shows the current
CIP user interface providing an inspiring image
of a creative design instead of a simple sketch.
The target design is a bed for a senior living
facility and the inspiring image is a smart
patient room. The smart patient room is the
most conceptually similar design to the target
design. The design of the smart patient room
includes many functions and objects associated
with the context of a senior living facility such
as reclining bed, bed table, magazine holder,
trash can, digital screen for health care, and
wheels for mobility.
6.1.</p>
    </sec>
    <sec id="sec-16">
      <title>Dataset</title>
      <p>For the source of inspiring designs, we
collected a dataset of high fidelity images of
creative designs. To create the new dataset, we
selected 20 common categories from the
categories of QuickDraw dataset that are
conceptually similar to the target designs of the
exploratory study (i.e. sink, bed, table, chair).
We then searched for images of 5 creative
designs online for each category using
keywords “creative”, “novel”, “unusual”,
“design” (e.g. creative sink, unusual bed). The
dataset thus contains 20 categories with 100
labeled images. Each image has three fields: id,
object name, and design feature. Id is the unique
identifier that is assigned to each image. Object
name is the name of the design that is
represented in the image (e.g. electric massage
bed, robotic advisor, smart sofa). Design
feature is keywords that represent the design
features and unique functionalities of the design
(e.g. multi-functional, entertainment, massage,
combinational, digital, tv).
6.2. AI
similarity
model for
conceptual</p>
      <p>The AI model for conceptual similarity
computes the degree of similarity between a set
of words in the design task and a set of words
for each image in the image dataset. While the
previous CIP system used the object category
of the design task (e.g. bed) to measure the
conceptual similarity, the updated CIP used a
set of words in the design task statement (i.e.
bed, senior, living, facility) to include the
context of the design object for measuring the
conceptual similarity. For measuring
conceptual similarity, we thus use the words in
the design task statement (i.e. bed, senior,
living, facility) and the words in the design
features of each image in the image dataset. We
generate a pair-wise similarity score for each
word in set 1 (i.e. words in the design task
statement) and each word in set 2 (i.e. words in
the design feature). A Wikipedia pre-trained
word2vec model is used to calculate the
similarity between the two words using a
pairwise comparison: a word from the design task
statement and a word from the design features
of an image. We calculate the cosine similarity
score for each pair of a design task statement
word and a design feature word and create a set
of cosine similarity scores including all pairs of
design task statement words and design task
feature words for each image in the image
dataset. As a conceptual similarity score
between the target design and the image, we use
the average score of cosine similarity scores for
each image. For example, a design statement
includes 4 words (i.e. bed, senior, living,
facility) and an image includes 4 words of
design features (e.g. comfort, massage,
combinational, chair). For measuring the
conceptual similarity between the target design
and the image, we calculate each cosine
similarity score for 16 pairs of words (4 words
x 4 words) then calculate the average cosine
similarity. We create the conceptual similarity
ranking based on the similarity score of each
image. The system selects from the most
conceptually similar image in order when the
user clicks the inspire button.
6.3.</p>
    </sec>
    <sec id="sec-17">
      <title>Study design</title>
      <p>In our study design we focus on the impact
of the AI model for conceptual similarity on
design ideation. The experimental conditions
include a control condition and one treatment
condition. The experiment focuses on
identifying distinct patterns of the participant's
ideation in a human-AI collaboration where the
AI partner contributes content based on
conceptual similarity. The experiment is a
within-subject design that compares
participants’ ideation outcome and process
while engaged in a design task with different
ideation stimuli: a control condition with
random inspirations (condition A), a treatment
condition with conceptually similar
inspirations.</p>
      <p>• Condition A (control condition):
randomly (sink)
• Condition B (treatment condition):
conceptually similar (bed)</p>
      <p>We recruited 50 university students (N=50)
for the participants: each participant engaged in
2 conditions: a control condition (condition A)
and a treatment condition (condition B). We use
two design tasks (i.e. condition A: design a sink
for an accessible bathroom, condition B: design
a bed for a senior living facility) that was used
for the exploratory study. The data collection
includes the video of the design sessions and
video of the retrospective protocol sessions, as
in the exploratory study. The data from this
study is still being collected.</p>
    </sec>
    <sec id="sec-18">
      <title>7. Conclusion</title>
      <p>This paper presents a co-creative design tool
called Collaborative Ideation Partner (CIP) that
supports the idea generation of new designs
with stimuli that vary in similarity to the user’s
design in two dimensions: conceptual and
visual similarity. The AI models for measuring
similarity in the CIP use deep learning models
and cosine similarity to the user’s sketch and
design task. The interactive experience allows
the user to seek inspiration as needed. To study
the impact of varying levels of visual and
conceptual similar stimuli, we performed an
exploratory study with four conditions for the
AI inspiration: random, high visual and
conceptual similarity, high conceptual
similarity with low visual similarity, and high
visual similarity with low conceptual similarity.</p>
      <p>We developed an approach for measuring
ideation that has two components: an
outcomebased approach and a process-based approach.
The outcome-based approach adapts existing
quantitative metrics for ideation: novelty,
variety, quality, and quantity of ideas expressed
in the outcome. The process-based approach
uses existing cognitive models of design,
including the FBS ontology and the P-S index,
to code and analyze the verbal protocol of the
designers. These measures can be used in
evaluating the impact of AI contributions in
other co-creative systems that support design
creativity. We applied these measures in the
four conditions in the CIP to demonstrate how
to operationalize our approach for measuring
ideation in a co-creative system.</p>
      <p>From the exploratory study, we learned that
the quality of dataset is important in AI-based
creativity for the impact on designer’s
creativity and inspirations based on conceptual
similarity to the target design leads to more
novel ideation than inspirations based on visual
similarity to sketches drawn by a designer. We
updated the CIP system and study design based
on what we learned from the exploratory study.
The current CIP system focuses on
conceptually similar inspirations to the target
design and provides high fidelity images of
creative designs.</p>
    </sec>
    <sec id="sec-19">
      <title>8. References</title>
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