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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Nancy, France
* Corresponding author.
$ michael.clemens@utah.edu (M. P. Clemens)
 http://mclem.in/ (M. P. Clemens)</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>The Three E's of Explainability in Collaborative Computational Co-Creativity: Emotionality, Efectiveness, and Explicitness</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Michael P. Clemens</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Utah</institution>
          ,
          <addr-line>50 Central Campus Drive, Salt Lake City, 84112</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2022</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>While explainable computational creativity (XCC) seeks to create and sustain computational models of creativity that foster a collaboratively creative process through explainability, there remains no way of quantitatively measuring these models. Through this research, we propose The Three E's of Explainability in Collaborative Computational Co-Creativity: Emotionality, Efectiveness, and Explicitness to quantitatively assess the artists' experience within the system concerning this communication paradigm.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;computational creativity</kwd>
        <kwd>explainable artificial intelligence</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        With the recent explosion of work using neural networks and deep learning for co-creative
applications, researchers are calling for explainability within these computational models
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The work surrounding this efort is called Explainable Computational Creativity (XCC).
Although there have been eforts to explore this area—e.g. the work by Zhu et al. 2018 for
video games, Bryan-Kinns et al. 2022 for music—none to date have defined a framework for
evaluating a computational model’s explainability within collaborative co-creative applications.
This research introduces the Three E’s of Explainability in Collaborative Computational
CoCreativity: Emotionality, Efectiveness, and Explicitness and elaborates on each E related to its
creative application.
      </p>
      <p>
        Success in computational modeling has led to a surge of research that promises autonomous
systems to learn, decide, and act on their own volition. Although these systems have produced
tremendous results within their respective contexts, their efectiveness is often hindered by the
lack of transparency from the model itself [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. From this lack of transparency, humans are often
reluctant to implement techniques that are not interpretable, tractable, and trustworthy [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        XAI explores how computational models such as ensembles, neural networks, or deep-learning
methods can be made more understandable to humans. The motivation behind this field of
research is to increase the usability and accessibility for non-experts to utilize these models
intuitively in their respective domains [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>XCC has been presented as a sub-field of XAI, emphasizing the construction of models
that foster bi-directional communication between the user and the system. Within this same
context—and grounded in HCI and creativity literature—Bryan-Kinns et al. (2022) argued that
AI in the interactive arts can be systematically analyzed in three ways:
1. Per the role of AI - ranging from models that perform generative tasks without engaging
with humans to AI models that serve as collaborators in creative partnerships.
2. Per the interaction with the AI - the more interactive and responsive an AI is, the more
likely people would grasp what it is doing now and in the future.
3. Per the common ground with the AI - classify what a person might be able to infer about
an AI’s output state.</p>
      <p>
        They argue—and we agree—that a creative AI’s explainability depends on all these facets.
For instance, more explanation seems necessary as a process becomes more collaborative,
demanding more engagement and grounding. Further, increased contact with the agent supports
individuals in learning about and inferring knowledge and understanding of the co-creative AI.
We complement their case-study based work by arguing that explainability can also depend on
the creative AI’s status relative the creativity literature surrounding the Four P’s [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Research Plan</title>
      <p>The Three E’s is a framework we created to evaluate a system’s explainability, specifically in
the context of co-creative applications. This framework does not seek to find the optimal
solution for every creative domain within computational creativity (CC). Rather, this framework
provides a tool for members of the CC community to use while building explainability into their
computational models as it is needed. Although our Three E’s should not be used as a way to
justify whether the system is inherently explainable, this tool can be used to guide designers in
curating the type of experience they want to create between the co-creative agent and the artist.</p>
      <sec id="sec-2-1">
        <title>2.1. Research Objectives</title>
        <p>
          The main research objective is to create a framework that can be used to quantitatively assess
the explainability of a model employed within a co-creative application. Researchers have
converged on evaluating a system’s creative potential relative to The Four P’s: Person, Process,
Product, and Press [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. That is, modern evaluations use at least one P to describe the work’s type
of impact on the field [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. We therefore plan to discuss each P as it relates to explainability.
        </p>
        <p>
          At the same time, we note that the need for explainability is (at least) culturally determined.
Diferent cultures have idiosyncratic information needs and processes that demand unique
information architectures [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. In turn, the systems are impacted by the environment in which
they are deployed. Hence, culture has a profound bi-directional influence on co-creative system
design [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. Our current measures of E’s within P’s have the caveat that we do so from a global
Western cultural perspective and that other cultures may require diferent levels of emotionality,
efectiveness, and explicitness more appropriate for their explainability needs.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Approach / Methodology</title>
        <p>In this section, we explore each of the E’s in detail and justify our rationale behind using them
to deepen our understanding of explainability within collaborative computational co-creative
applications.</p>
        <p>
          Emotionality In collaborative systems, it’s imperative to discern how afect will be
demonstrated as it has a significant influence on how the interaction between the participants unfolds
and, subsequently, what kind of sensemaking is derived from this interaction [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ].
Participants’ reactions are triggered by emotions induced by stimulus events, allowing them to adjust
to an ongoing collaboration [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. During a collaborative session, participants can be aware
of their collaborators’ feelings, which helps them verify their actions from their
collaborator’s perspective and use this awareness to continue with participatory sensemaking [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. As
Leite et al. (2013) have demonstrated, reifying these characteristics is essential: meaningful
human-robot relationships are shaped by the robot’s ability to communicate emotions.
        </p>
        <p>
          Inspired by this line of work, we present emotionality as our first key dimension of
explainability. We define emotionality as the agent’s capacity to (a) understand the user’s emotions
and (b) ofer feedback that predictably elicits targeted emotion(s). While working alongside
co-creative agents, artists will ascribe certain beliefs and values to that agent [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. To meet
artists’ expectations, the system’s interaction framework should include the articulation of
emotional input from the user and provide the appropriate feedback for the user to observe
emotional output.
        </p>
        <p>
          This dimension begs the question: “How do you measure the emotionality of the explainability
within a system?” While it is not obvious how to measure this property of a model, we propose
using a high, medium, and low scale for the amount of emotional feedback observed by the artist
from the co-creative agent, as well as for the amount of emotional input the system afords
the artist to articulate. We might imagine using this same scale to quantify efectiveness and
explicitness. For example, high emotionality might be described as a co-creative agent receiving
the articulation of emotional input by the user and presenting emotionally relevant feedback
that is observable. Medium emotionality might be a co-creative agent that can receive emotional
input from the user yet the system presentation lacks emotionally relevant feedback. An agent
that cannot engage emotionally with the artist might have low emotionality.
Efectiveness Designing creative systems ultimately requires evaluating their underlying
computational models of creativity [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. When evaluating these systems, the term efective is
used to express whether the system was successful in accomplishing its intended goal.
        </p>
        <p>
          Although we as a community wish to have a framework that supports a standardized way of
evaluating a creative system’s efectiveness, we lack an agreed-upon metric that can be used
across domains [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. Further, the term efective itself is subject to interpretation. For example,
Hartson et al. (2001) use it to denote the thoroughness and validity of a system, per quantitative
usability evaluations—a system is efective (i.e. achieves its intended goal) to the degree it is
thorough and valid.
        </p>
        <p>In our Three E framework, we reformulate the term efectiveness to describe how well the
user’s mental model of the creative system corresponds to its exhibited behavior. In the design
sciences, Gero and Kannengiesser (2004) argue that designers perform an evaluation to identify
whether the user behavior a designed artifact should elicit corresponds to the behavior that
actually manifests from the designed artifact’s use. Here, we generalize this notion to include
all steps of the design process, not solely the artifact’s evaluation. That is, efectiveness reflects
the user’s capacity to predict (and thereby direct) how the co-creative system will act based on
their mental model of the system.</p>
        <p>High efectiveness might describe a frictionless match between the agent’s behavior and
the expected behavior. Medium efectiveness might describe varying discontinuities between
the system behavior and the user’s mental model of the agent’s behavior. Low efectiveness
represents almost no match between how the system behaves and the expected behavior derived
by the structure from the user.</p>
        <p>
          Explicitness Interpretability and explainability have become conflated in the AI literature
[
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]. To situate our work, we rely on the use of these terms within XAI. Recently, Alvarez Melis
and Jaakkola (2018) proposed that explanations should meet three general characteristics:
explicitness, faithfulness, and stability. To them, explicitness addresses the question: “Are the
explanations immediate and understandable?” Relatedly, Palacio et al. (2021) define explicitness
as “how understandable are the explanations” relative to the ease of a person’s interpretation for
given explanations.
        </p>
        <p>
          Inspired by this line of work, we propose explicitness ought to assess both the explainability
of the model and the justification for the model’s complexity. Explaining black-box models
mathematically or computationally may not be appropriate for tackling explainability in CC
applications [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ]. Instead, justification and rationale for added complexity should be centered.
        </p>
        <p>High explicitness might describe when non-specialists can readily understand the model’s
explanations without the intervention of an expert user. Medium explicitness might denote
when the explanations require domain-specific knowledge but are still understandable within
that context. Low explicitness might describe a model’s explanations that are either completely
absent or unintelligible by anyone other than a domain expert.</p>
        <p>
          Computational Model Although the proposed evaluation framework focuses on assessing
and defining the explainability of an artifact, we have yet to discuss what an explanation is and
how it manifests itself via a computational creativity system. In this manner, we proposed a
computational model including George Abowd’s [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ] four agents in his Framework for Discussing
Interaction: two explicit (User and System) and two implicit (execution and evaluation). Execution
is articulation from the User of the problem and the performance metric from the Input to the
System itself. Evaluation is the presentation from the system, creating the Output that is then
observed by User.
        </p>
        <p>Figure 1 demonstrates a computational model of an explanation in CC domains, including
three stages, the User, the explainable user interface (XUI), and the Computational Creative
Agent (CCA). The XUI is the interaction for the explanation between the CCA and the User.
The User articulates the problem they want to explore (e.g., a trigger). The XUI will take this
trigger, create a problem formulation based on the User’s goal, and articulate that need to the
CCA. The CCA will interpret this Input as the User’s Goal State. The User’s Goal and Initial
State will be assessed in the Planning Stage, where the CCA will produce a plan to take the
User from the Initial State to the Goal State through a series of explanations. The Output from
the Planning Stage will be the Input to the Plan Synthesis, which will focus on the XUI. This
step in the process will determine from the list of explanations provided by the planning stage
which will be most efective for the User. The Output of the Plan Synthesis will be both an
Output to the User and an Input to the User’s Initial State. This pathing is due to the long-term
memory design principle within XCC systems, where the system will update over time based
on what the User has learned. As the system explains more of the process, these explanations
will be added to the memory bank as explanations that have been used previously and the
determination of whether they were influential on that User. Let us take a User who has been
presented with an explanation yet continuously asks the same trigger question from the XUI to
the CCA. The CCA should be able to determine that the chosen explanation used was not a
suficient explanation for the User’s intended goal state.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Progress Summary</title>
      <p>The first research project targeting this line of work used CBR within a co-creative agent to
assist musicians in their aesthetic goals through a vocal audio plugin. Results showed that
although participants were interested in using a co-creative agent throughout the production
process, they acted against the vocal plugin parameter recommendations set by the agent.
Participants showed frustration when the co-creative agent acted in a way that deviated from
set expectations. From this research, we posit that explainability is an essential aspect of efective
CBR models within co-creative agents.</p>
      <p>Our next goal is to assess the various levels of explainability aforementioned in the context
of the Four P’s. This will involve at least four projects focusing on each P individually and
evaluating the explainability based on user interactions.</p>
    </sec>
  </body>
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