Conference PaperPDF Available

COFI: A Framework for Modeling Interaction in Human-AI Co-Creative Systems

Authors:

Abstract

Human-AI co-creativity involves both humans and AI collaborating on a shared creative product as partners. In a creative collaboration, interaction dynamics, such as turn-taking, contribution type, and communication, are the driving forces of the co-creative process. Therefore an interaction model is an essential component for designing effective co-creative systems. There is relatively little research about interaction design in the co-creativity field, which is reflected in a lack of focus on interaction design in many existing co-creative systems. This paper focuses on the importance of interaction design in co-creative systems with the development of the Co-Creative Framework for Interaction design (COFI) that describes the broad scope of possibilities for interaction design in co-creative systems. Researchers can use COFI for modeling interaction in co-creative systems by exploring the possible spaces of interaction.
COFI: A Framework for Modeling Interaction in Human-AI
Co-Creative Systems
Jeba Rezwana1,Mary Lou Maher1
1University of North Carolina at Charlotte, 9201 University City Blvd, Charlotte, NC 28223, US
Abstract
Human-AI co-creativity involves both humans and AI collaborating on a shared creative product as partners. In a creative
collaboration, interaction dynamics, such as turn-taking, contribution type, and communication, are the driving forces of the
co-creative process. Therefore an interaction model is an essential component for designing eective co-creative systems.
There is relatively little research about interaction design in the co-creativity eld, which is reected in a lack of focus on
interaction design in many existing co-creative systems. This paper focuses on the importance of interaction design in
co-creative systems with the development of the Co-Creative Framework for Interaction design (COFI) that describes the
broad scope of possibilities for interaction design in co-creative systems. Researchers can use COFI for modeling interaction
in co-creative systems by exploring the possible spaces of interaction.
Keywords
Co-creativity, Interaction design, Framework
1. Introduction
In human-AI co-creative systems, humans and AIs col-
laborate in a creative process as creative colleagues, and
the focus is on co-creative partnerships in contrast to cre-
ativity support tools [
1
]. Creative collaboration involves
interaction among collaborators, and the shared creative
product is more than each individual alone could achieve
[
2
]. Sonnenburg demonstrated communication as the
driving force of collaborative creativity [
3
]. Interaction
is a basic part of co-creative systems as both the human
and the AI actively participate and interact with each
other. Designing co-creative systems have many chal-
lenges due to the open-ended nature of the interaction
between the human and AI [
4
]. Bown asserted that the
success of a creative system’s collaborative role should
be further investigated concerning interaction design as
interaction plays a key role in the creative process [5].
Interaction design is oen an untended topic in the
co-creativity literature despite being a fundamental prop-
erty of co-creative systems. In recent years, researchers
designed many co-creative systems that are very intrigu-
ing and creative, yet sometimes users fail to maintain
their interest and engagement while collaborating with
the AI due to the unimpressive quality of collaboration.
An adequate interaction model dramatically improves
the quality of the collaboration and usability of a system.
Therefore, as a young eld, a holistic framework that cap-
tures the scope of interaction design is necessary. A good
starting point to investigate questions about interaction
Second Workshop on the Future of Co-Creative Systems, ICCC 2021
jrezwana@uncc.edu (J. Rezwana); m.maher@uncc.edu
(M. L. Maher)
© 2021 Copyright for this paper by its authors. Use permitted under Creative
Commons License Attribution 4.0 International (CC BY 4.0).
CEUR
Workshop
Proceedings
http://ceur-ws.org
ISSN 1613-0073
CEUR Workshop Proceedings (CEUR-WS.org)
modeling is studying creative collaboration in humans
[
6
]. Understanding the factors of human collaboration
can be a tool to build the foundation for the develop-
ment of systems that can augment or enhance creativity
in humans [
7
]. The literature on computational creativ-
ity and computer-supported collaborative work (CSCW)
can also help identify interaction components related to
human-AI co-creativity.
In this paper, we present the Co-Creative Framework
for Interaction design (COFI) that denes interaction
components in a co-creation to describe the broad scope
of possibilities for interaction design in co-creative sys-
tems. These interaction components represent various
aspects of a co-creation, such as participation style, con-
tribution type, and communication between humans and
the AI. COFI is informed by the literature on human col-
laboration, CSCW, computational creativity and human-
computer co-creativity. We adopted interaction com-
ponents based on a literature review and adapted the
components to concepts relevant to co-creativity. We
argue that COFI can be used as a guide when modeling
interaction in co-creative systems as researchers can use
COFI for exploring the possible spaces of interaction.
COFI can also be useful while analyzing and interpreting
the interaction design of existing co-creative systems.
2. Related Work
In co-creative systems, humans and AI both contribute as
creative colleagues in the creative process [
1
]. Creativity
that emerges from human-AI interaction cannot be cred-
ited either to the human or to the AI alone and surpasses
both contributors’ original intentions as novel ideas arise
in the process [
8
]. Designing interaction in co-creative
systems has unique challenges due to the spontaneity
of the interaction between the human and the AI [
4
].
A co-creative AI agent needs continual adjustment and
adaptation to cope with human strategies. Mamykina et
al. argued that by understanding the factors of collabo-
rative creativity among humans, methods can be devised
to build the foundation for the development of systems
that can augment or enhance collaborative creativity [
7
].
In the eld of co-creativity, interaction design includes
various parts and pieces of the interaction dynamics be-
tween users and the AI, such as - participation style,
communication, contribution type etc. Bown argued that
the most practiced form of evaluating creative systems is
mostly theoretical and not empirically well-grounded and
suggested interaction design as a way to ground empiri-
cal evaluations of computational creativity [
9
]. Yee-King
and d’Inverno also suggested a need for integration of in-
teraction design practice into co-creativity research [
10
].
There is a lack of a framework for interaction design,
which is necessary to explain and explore the possible
interaction spaces and compare and evaluate the inter-
action design of existing co-creative systems to improve
the practice of interaction modeling.
Interaction among the individuals in collaboration
makes the process emergent and complex. For inves-
tigating human collaboration, many researchers stressed
the importance of understanding the process of interac-
tion. Fantasia et al. proposed an embodied approach of
collaboration that considers collaboration as a property
and intrinsic part of interaction processes [
11
]. Schmidt
dened CSCW as an endeavor to understand the nature
and characteristics of human collaboration to design ad-
equate computer-based collaborative technologies [
12
].
3. Co-Creative Framework for
Interaction Design (COFI)
We develop and present Co-Creative Framework for In-
teraction design (COFI) as a guiding tool that describes
the broad scope of possible spaces for interaction de-
sign in co-creative systems. This framework describes
various aspects involved in the interaction between the
human and the AI. COFI is informed by research on hu-
man collaboration, CSCW, computational creativity, and
human-computer co-creativity.
The primary categories of COFI are based on two
types of interactional sensemaking of collaboration as
described by Kellas and Trees [13]: interaction between
collaborators and interaction with the shared product.
Interaction with the shared product, in the context of co-
creative systems, describes interaction aspects related to
the creation of the creative content. Interaction between
collaborators explains how the interaction between the
human and the AI is unfolding through time which in-
cludes turn-taking, roles, timing of initiative, commu-
nication, etc. Thus, COFI characterizes relational inter-
action dynamics between the collaborators (human and
AI) as well as functional aspects of interacting with the
shared creative product. We choose the Kellas and Trees
framework for the primary categories of COFI because
they used their framework as a tool for explaining and
evaluating the interaction dynamics in human creative
collaboration in joint storytelling.
As shown in Figure 1, we further divide the two pri-
mary categories of COFI, interaction with collaborators
and interaction with the shared product, into four sub-
categories. Interaction between collaborators is divided
into collaboration style and communication style, in-
spired by research in CSCW and HCI. Interaction with
the shared product is divided into the creative process
and creative product, inspired by research in creativity
and, more specically, computational creativity. CSCW
literature discusses collaboration mechanics among hu-
mans to make eective CSCW systems, whereas creativ-
ity literature talks about creative process and product.
The interaction components are child categories of the
four main subcategories and are adapted to the context
of human-AI co-creativity. COFI is not a complete on-
tology and can continue to expand as new interaction
components emerge.
3.1. Interaction between Collaborators
(Human and AI)
This section presents components related to the relational
interaction dynamics between the human and the AI as
co-creators. As shown in Figure 1(a), interaction between
collaborators is divided into two subcategories which are
collaboration style and communication style.
3.1.1. Collaboration Style
Collaboration style is about dierent parts and pieces
of interaction between humans and the AI, related to
the nature of the co-creation. The following subsections
describe each interaction component in this category.
Participation Style: Participation style in COFI refers
to whether the collaborators can participate and con-
tribute simultaneously, or one collaborator has to wait
until the partner nishes a turn. Therefore, participation
style in COFI is categorized as parallel and turn-taking.
Categorization of participation stems from work on co-
operation in the literature [14,15].
Task Distribution: Task distribution refers to the distri-
bution of tasks among the collaborators in a co-creative
system. In COFI, there are two types of task distribution,
same task and task divided. When it is same task, there
is no division of tasks among collaborators and the col-
laborators take part in the same task. For example, in a
human-AI co-creative drawing, both co-creators do the
same task, generating the drawing. In a task-divided dis-
tribution, the main task is divided into specic sub-tasks
and the sub-tasks are distributed among the collaborators.
For example, in co-creative poetry, the user can generate
Figure 1:
Co-Creative Framework for Interaction Design (COFI): On the le (a) Components of Interaction between the
collaborators. On the right (b) Components of Interaction with the Shared Product
a poem while the AI agent can evaluate the poetry. This
component of COFI emerged from discussions of the two
interaction modes presented by Kantosalo and Toivonen:
alternating and task divided co-creativity [16].
Timing of Initiative: In a co-creative setting, the tim-
ing of both parties’ initiative taking can be scheduled
beforehand, or it can happen naturally in real-time. If
the timing of the initiative is xed in advance, in COFI,
it will be addressed as planned. If collaborators initiate
their contribution naturally without any prior plan or
xed rules, it will be addressed as spontaneous. Timing
of initiative should be chosen based on the motivation.
Spontaneous timing is suitable for increased emergent
results, whereas planned timing is suitable for systems
where users want inspiration or help in a specic way
for a particular aspect. Salvador et al. discussed timing
of initiative in their framework for evaluating groupware
for supporting collaboration [17].
3.1.2. Communication Style
Communication is a vital component in any collabora-
tion for the co-regulation between the collaborators and
helps the AI agent make the proper decision in a creative
process. Communication style includes dierent kinds
of channels to communicate between users and the AI.
Human to AI Intentional Communication: Human to
AI intentional communication channels represent the
possible ways a human agent can intentionally commu-
nicate to the AI agent to provide feedback and convey
important information to each other. Gutwin and Green-
burg proposed a framework for groupware that discusses
the mechanics of collaboration and it includes intentional
communication as a major element of collaboration me-
chanics [
18
]. In COFI, human to AI communication chan-
nel includes direct manipulation, voice, text and embod-
ied communication. The user can directly manipulate
the co-creative system by clicking buttons for giving
instructions or feedback or inputs and providing user
preferences by selecting from AI-provided options. Us-
ing the whole body or gestures for communicating with
the computer will be referred to as embodied. Accord-
ing to HCI modalities, intentional communication from
human to AI includes direct manipulation, gesture, text,
and voice [19].
Human to AI Consequential Communication: In COFI,
human to AI consequential communication channels rep-
resent the ways a co-creative AI agent can track and
collect unintentional or consequential information from
the human user, such as eye-tracking, facial expression
tracking and embodied movements. Tracking consequen-
tial details from the human is essential to perceive user
preference, user agency and engagement. Gutwin and
Greenburg reported consequential or unintentional com-
munication as a major element of collaboration mechan-
ics, in addition to intentional communication [18].
AI to Human Communication: Humans expect feed-
back and evaluation of their contribution from collabora-
tors. Therefore, if the AI agent can communicate their
status and feedback for a contribution, it would make
the co-creation more balanced as the AI agent will be
perceived as an equal partner rather than a mere tool.
The AI to user communication can include text, voice,
visuals (icons, image, animation), haptic and embodied
communication according to HCI modalities [19].
3.2. Interaction with the Shared Product
Interaction components related to the shared creative
product in a co-creative setting are discussed in this sec-
tion and illustrated in Figure 1(b). Interaction with the
shared product is divided into two subcategories, creative
contribution to the product and creative process.
3.2.1. Creative Process
Creative process characterizes the sequence of actions
that lead to a novel, and creative production [
20
]. In
COFI, there are three types of creative processes that
describe the interaction with the shared product: gen-
eration, evaluation, and denition. During a creative
generation, creative artifacts and ideas are produced in a
specic conceptual description. In a creative evaluation,
produced ideas, artifacts or concepts get assessed to be
more rened and appropriate for the creative objective.
In a creative denition process, collaborators determine
and prepare the creative conceptual space. For example,
a co-creative AI agent can dene the attributes of a c-
tional character before a writer starts to write about the
character. The basis of this categorization is the work
of Kantosalo et al. that denes the roles of the AI as
generator, evaluator, and concept dener [16].
3.2.2. Creative Product
The creative product is the idea or concept that is being
created. Creative product has two interaction compo-
nents, contribution type and contribution similarity.
Contribution Type: In a co-creation, an individual can
contribute in dierent ways to the shared product. Co-
creators can generate new elements, extend the existing
contribution, modify or rene the existing contribution.
The primary contribution types in COFI are: ’create new’,
’extend’, ’transform’ and ’rene’. ’Extend’ refers to ex-
tending the contribution of the partner or adding on to
the partner’s contribution. Generating something new
or creating new objects is represented by ’create new’,
whereas ’transform’ conveys turning the partner’s con-
tribution into something totally dierent. ’Rene’ is eval-
uating and correcting the partner’s contributions with
a similar type of contribution. Contribution types are
adopted and adapted from Boden’s categories of computa-
tional creativity based on dierent types of contribution:
combinatorial, exploratory, and transformational [21].
Contribution Similarity: Contribution similarity refers
to the degree of similarity or association in terms of
the contribution compared to the partner’s contribution.
Both convergent and divergent exploration have value in
a creative process. Basadur et al. asserted that divergent
thinking is related to the ideation phase and convergent
thinking is related to the evaluation phase [22].
4. Conclusions
As a growing eld, human-computer co-creativity lacks
signicant research on interaction models and their impli-
cations in co-creative systems. Human-AI co-creativity
research needs a holistic framework that captures aspects
and components of interaction to design eective co-
creative systems. In recent years, a few frameworks have
been developed about interaction design in co-creative
systems. However, they lack a focus on interaction com-
ponents related to the interaction between collaborators
as distinct from interaction components related to the
shared product. We develop and describe COFI as a new
framework to provide a way for researchers to explore
the design space of interaction for a specic system. COFI
will provide useful guidelines for interaction modeling
while developing co-creative systems. COFI can also be
benecial while investigating and interpreting the in-
teraction design of existing co-creative systems. As a
framework, COFI is expandable as other interaction com-
ponents can be added to it in the future. By establishing
COFI, we can look for the relationship between dierent
interaction designs in co-creative systems and dierent
creative outcomes. COFI can be also used to develop
co-creative systems that can improve user engagement
with eective collaboration strategies through adequate
human-AI interaction.
References
[1]
N. M. Davis, Human-computer co-creativity: Blend-
ing human and computational creativity, in: Ninth
Articial Intelligence and Interactive Digital Enter-
tainment Conference, 2013.
[2]
R. K. Sawyer, S. DeZutter, Distributed creativity:
How collective creations emerge from collabora-
tion., Psychology of aesthetics, creativity, and the
arts 3 (2009) 81.
[3]
F. K. Sonnenberg, Strategies for creativity, Journal
of Business Strategy (1991).
[4]
N. Davis, C.-P. Hsiao, K. Yashraj Singh, L. Li,
B. Magerko, Empirically studying participa-
tory sense-making in abstract drawing with a co-
creative cognitive agent, in: Proceedings of the
21st International Conference on Intelligent User
Interfaces, 2016, pp. 196–207.
[5]
O. Bown, Player responses to a live algorithm: Con-
ceptualising computational creativity without re-
course to human comparisons?, in: ICCC, 2015, pp.
126–133.
[6]
N. Davis, C.-P. Hsiao, Y. Popova, B. Magerko, An
enactive model of creativity for computational col-
laboration and co-creation, in: Creativity in the
Digital Age, Springer, 2015, pp. 109–133.
[7]
L. Mamykina, L. Candy, E. Edmonds, Collaborative
creativity, Communications of the ACM 45 (2002)
96–99.
[8]
A. Liapis, G. N. Yannakakis, J. Togelius, Computa-
tional game creativity, ICCC, 2014.
[9]
O. Bown, Empirically grounding the evaluation of
creative systems: Incorporating interaction design.,
in: ICCC, 2014, pp. 112–119.
[10]
M. Yee-King, M. d’Inverno, Experience driven de-
sign of creative systems (2016).
[11]
V. Fantasia, H. De Jaegher, A. Fasulo, We can work
it out: an enactive look at cooperation, Frontiers
in psychology 5 (2014) 874.
[12]
K. Schmidt, Cooperative work and coordinative
practices, in: Cooperative Work and Coordinative
Practices, Springer, 2008, pp. 3–27.
[13]
J. K. Kellas, A. R. Trees, Rating interactional sense-
making in the process of joint storytelling, The
sourcebook of nonverbal measures: Going beyond
words (2005) 281.
[14]
D. W. Johnson, R. T. Johnson, New developments
in social interdependence theory, Genetic, social,
and general psychology monographs 131 (2005)
285–358.
[15]
T. Liu, H. Saito, M. Oi, Role of the right inferior
frontal gyrus in turn-based cooperation and com-
petition: a near-infrared spectroscopy study, Brain
and cognition 99 (2015) 17–23.
[16]
A. Kantosalo, H. Toivonen, Modes for creative
human-computer collaboration: Alternating and
task-divided co-creativity, in: Proceedings of the
seventh international conference on computational
creativity, 2016, pp. 77–84.
[17]
T. Salvador, J. Scholtz, J. Larson, The denver model
for groupware design, ACM SIGCHI Bulletin 28
(1996) 52–58.
[18]
C. Gutwin, S. Greenberg, M. Roseman, Workspace
awareness in real-time distributed groupware:
Framework, widgets, and evaluation, in: People
and Computers XI, Springer, 1996, pp. 281–298.
[19]
L. Nigay, Design space for multimodal interaction,
in: Building the Information Society, Springer, 2004,
pp. 403–408.
[20]
T. I. Lubart, Models of the creative process: Past,
present and future, Creativity research journal 13
(2001) 295–308.
[21]
M. A. Boden, Creativity and articial intelligence,
Articial Intelligence 103 (1998) 347–356.
[22]
M. Basadur, P. A. Hausdorf, Measuring divergent
thinking attitudes related to creative problem solv-
ing and innovation management, Creativity Re-
search Journal 9 (1996) 21–32.
... Focused on interaction design in co-creative systems, Rezwana and Maher [47,48] presented COFI, a framework that describes several interaction components to represent the space of possibilities for interaction between humans and AI and with the shared creative content. We consider these frameworks to be valuable, making it possible to distinguish between approaches in terms of how the creative process admits initiative from both agents involved and how they interact with each other. ...
... In on-task co-creative scenarios, agents apply the same tools to the same task. Rezwana and Maher [47,48] include task distribution as an interaction component in their model, comprising same task and task divided. The Task Assignment criterion also relates to Kantosalo and Toivonen's definition of alternating co-creativity in contrast to task-divided co-creativity [25]. ...
... This, of course, implies questions of common sense and mutual respect so that every co-creator has the opportunity to speak without anyone imposing too much on others with their interventions. Rezwana and Maher's[47,48] interaction components of Participation Style and Timing of Initiative relate to the Intervention Pace criterion. Participation Style distinguishes turn-taking from simultaneous contribution of both agents. ...
Preprint
Full-text available
In recent years, there has been a growing application of mixed-initiative co-creative approaches in the creation of video games. The rapid advances in the capabilities of artificial intelligence (AI) systems further propel creative collaboration between humans and computational agents. In this tutorial, we present guidelines for researchers and practitioners to develop game design tools with a high degree of mixed-initiative co-creativity (MI-CCy). We begin by reviewing a selection of current works that will serve as case studies and categorize them by the type of game content they address. We introduce the MI-CCy Quantifier, a framework that can be used by researchers and developers to assess co-creative tools on their level of MI-CCy through a visual scheme of quantifiable criteria scales. We demonstrate the usage of the MI-CCy Quantifier by applying it to the selected works. This analysis enabled us to discern prevalent patterns within these tools, as well as features that contribute to a higher level of MI-CCy. We highlight current gaps in MI-CCy approaches within game design, which we propose as pivotal aspects to tackle in the development of forthcoming approaches.
... Previous work shows that two-way communication between collaborators is essential in computer-mediated communication [30]. AI-to-human communication represents the channels through which AI can communicate with humans, and this is essential in a human-AI co-creative system [34]. AI-to-human communication is an essential aspect of human-computer interaction [30]. ...
... While the AI algorithm is capable of providing intriguing contributions to the creative product, the interaction design does not focus on a successful human-AI collaboration. AI-to-human communication is an essential aspect of human-computer interaction and essential for a co-creative AI to be considered as a partner [30,34]. A user's confidence in an AI agent's ability to perform tasks is improved when imbuing the agent with additional communication channels compared to the agent solely depending on conversation as the communication channel [24]. ...
... The aim of human-centered AI is to "enable[] people to see, think, create, and act in extraordinary ways, by combining potent user experiences with embedded AI methods to support services that users want" [82]. Building upon this definition, Rezwana and Maher [69] posit that, "In a creative collaboration, interaction dynamics, such as turn-taking, contribution type, and communication, are the driving forces of the co-creative process. Therefore the interaction model is a critical and essential component for effective co-creative systems. ...
... Therefore the interaction model is a critical and essential component for effective co-creative systems. " [69]. They go on to note that, "There is relatively little research about interaction design in the co-creativity field, which is reflected in a lack of focus on interaction design in many existing co-creative systems. ...
Preprint
Full-text available
Large language models (LLMs) have recently been applied in software engineering to perform tasks such as translating code between programming languages, generating code from natural language, and autocompleting code as it is being written. When used within development tools, these systems typically treat each model invocation independently from all previous invocations, and only a specific limited functionality is exposed within the user interface. This approach to user interaction misses an opportunity for users to more deeply engage with the model by having the context of their previous interactions, as well as the context of their code, inform the model's responses. We developed a prototype system -- the Programmer's Assistant -- in order to explore the utility of conversational interactions grounded in code, as well as software engineers' receptiveness to the idea of conversing with, rather than invoking, a code-fluent LLM. Through an evaluation with 42 participants with varied levels of programming experience, we found that our system was capable of conducting extended, multi-turn discussions, and that it enabled additional knowledge and capabilities beyond code generation to emerge from the LLM. Despite skeptical initial expectations for conversational programming assistance, participants were impressed by the breadth of the assistant's capabilities, the quality of its responses, and its potential for improving their productivity. Our work demonstrates the unique potential of conversational interactions with LLMs for co-creative processes like software development.
... These taxonomies often serve as a generative framework, as they highlight under-explored types and application areas of supporting tools. Still, discussions in this line have not been situated in the context of the latest advancement of machine learning techniques, except for the one by Rezwana and Maher [15]. Therefore, I would like to complement the literature by applying an analogous approach to discuss how we can exploit recent machine learning techniques based on what I learned from my past projects (Section 2). ...
... Another aspect concerning co-creative systems is related to ways of interaction. Rezwana and Maher (2021) present a framework that provides guidance to the exploration of the design space of interaction for co-creative systems. The framework is divided into Components of Interaction between the Collaborators and Components of Interaction with the Shared Product. ...
Thesis
The visual representation of concepts has been the focus of multiple studies throughout history and is considered to be behind the origin of existing writing systems. Its exploration has led to the development of several visual language systems and is a core part of graphic design assignments, such as icon design. As is the case with problems from other fields, the visual representation of concepts has also been addressed using computational approaches. In this thesis, we focus on the computational generation of visual symbols to represent concepts, specifically through the use of blending. We started by studying aspects related to the transformation mechanisms used in the visual blending process, which led to the proposal of a visual blending taxonomy that can be used in the study and production of visual blends. In addition to the study of visual blending, we conceived and implemented several systems: a system for the automatic generation of visual blends using a descriptive approach, with which we conducted an experiment with three concepts (pig, angel and cactus); a visual blending system based on the combination of emoji, which we called Emojinating; and a system for the generation of flags, which we called Moody Flags. The experimental results obtained through multiple user studies indicate that the systems that we developed are able to represent abstract concepts, which can be useful in ideation activities and for visualisation purposes. Overall, the purpose of our study is to explore how the representation of concepts can be done through visual blending. We established that visual blending should be grounded on the conceptual level, lead- ing to what we refer to as Visual Conceptual Blending. We delineated a roadmap for the implementation of visual conceptual blending and described resources that can help in such a venture, as is the case of a categorisation of emoji oriented towards visual blending.
... With these contributions in mind and in an attempt to create an AI-specific design process, focusing on generating concepts for AI designers, we follow a similar approach to that of Rezwana and Maher who contribute with a framework for modeling interaction in Human-AI co-creative systems: "A good starting point to investigate questions about interaction modeling is studying creative collaboration in humans (Davis et al. 2015). Understanding the factors of human collaboration can be a tool to build the foundation for the development of systems that can augment or enhance creativity in humans (Mamykina, Candy, and Edmonds 2002)" [40]. Taken together, we hence propose exploring participants' creative collaboration in hackathons as a tool for understanding and building the foundation of co-creative systems for supporting fast design thinking in general and hackathon participation specifically. ...
Chapter
Full-text available
This manifesto advocates for the thoughtful integration of AI in education, emphasising a human-centred approach amid the rapid evolution of artificial intelligence (AI). The chapter explores the transformative potential of large language models (LLM) and generative AI (GenAI) in education, addressing both opportunities and concerns. While AI accelerates change in education, adapting to students’ diverse learning needs, it also poses challenges to traditional assessment paradigms. The manifesto stresses the importance of empowering teachers and students as decision-makers, highlighting the need for a balanced approach to AI integration. It emphasises human-centricity in AI use, promoting ethical considerations, responsible practices, and regulations. The right to choose and co-create is underscored, giving autonomy to educators and learners in selecting technologies aligned with their philosophies. Additionally, the manifesto introduces the concept of hybrid intelligence (HI), advocating collaboration between human and machine intelligence to enhance educational experiences. The manifesto encourages creative uses of AI in education, envisioning a harmonious partnership where AI and humans co-create transformative knowledge.
Conference Paper
The proposal begins with a literature review and aims to investigate how the user experience of designers changes when transitioning from traditional software to artificial intelligence. AI tools automate tasks and take on a more active role compared to traditional computer-aided design tools, often referred to as "co-creators." This work seeks to identify the differences between using traditional software and software integrated with AI. In particular, it aims to outline the characteristics of the interaction between designers and AI, such as user satisfaction, trust, or surprise with the outcomes, role coordination, and more. Subsequently, the methods used by studies to analyze these aspects will be defined. This analysis serves as a foundation for creating protocols to systematically study designer-AI co-creation interactions and shed light on the unexplored aspects in existing research
Conference Paper
Full-text available
The key contribution of this paper is to describe and demonstrate a novel application of grounded theory to the analysis of a human/machine music performance. Rather than attempting to measure the 'creativity' of our machine improviser, we instead proposed an investigation of the experiences of humans in this case the designer, the performer and the listener. We report the design of an AI system chosen to perform in a specific creative context-a jazz-inflected musical performance in this case-and explore the specific experiences of these human actors through the performance itself. The performance is one which is a commonplace one where a single human musician interacts and performs with a single autonomous system. We describe this system which improvises by training pitch and event sequence models in real time from a live audio input and then uses a riffing behaviour to generate output in the form of note sequences with varying timbre. However, the main thrust of this paper is to propose a new methodology for understanding the role of the system through the interplay of experiences of audience, designer and performer throughout the performance, and describe how our time based media annotation system can be used to support that methodology. We present the results of this grounded on-tology methodology applied to the text-based commentaries between system engineer, performer and listener. We argue that by developing an understanding of these interrelated experiences we can understand the desired and potential role of computational systems in creative contexts which can help in the design of new systems and help us curate new kinds of performance scenarios.
Article
Full-text available
Interpersonal interaction can be classified into two types: concurrent and turn-based interaction, requiring synchronized body-movement and complementary behaviors across persons, respectively. To examine the neural mechanism of turn-based interaction, we simultaneously measured paired participants activations in their bilateral inferior frontal gyrus (IFG) and the bilateral inferior parietal lobule (IPL) in a turn-taking game using near-infrared spectroscopy (NIRS). Pairs of participants were assigned to either one of two roles (game builder and the partner) in the game. The builder’s task was to make a copy of a target disk-pattern by placing disks on a monitor, while the partner's task was to aid the builder in his/her goal (cooperation condition) or to obstruct it (competition condition). The builder always took the initial move and the partner followed. The NIRS data demonstrated an interaction of role (builder vs. partner) by task-type (cooperation vs. competition) in the right IFG. The builder in the cooperation condition showed higher activation than the cooperator, but the same builder in the competition condition showed lower activation than in the cooperation condition. The activations in the competitor-builder pairs showed positive correlation between their right IFG, but the activations in the cooperator-builder pairs did not. These results suggest that the builder’s activation in the right IFG is reduced/increased in the context of interacting with a cooperative/competitive partner. Also, the competitor may actively trace the builder's disk manipulation, leading to deeper mind-set synchronization in the competition condition, while the cooperator may passively follow the builder's move, leading to shallower mind-set synchronization in the cooperation condition. Free access: http://authors.elsevier.com/a/1RNan-HGGLjUw
Chapter
Full-text available
The modern landscape of computing has rapidly evolved with breakthroughs in new input modalities and interaction designs, but the fundamental model of humans giving commands to computers is still largely dominant. A small but growing number of projects in the computational creativity field are beginning to study and build creative computers that are able to collaborate with human users as partners by simulating, to various degrees, the collaboration that naturally occurs between humans in creative domains (Biles, Leonardo, 36:43–45, 2003; Lubart, Int J Hum Comput Stud, 63:365–369, 2005; Hoffman and Weinberg, Shimon: an interactive improvisational robotic marimba player. In: CHI’10 extended abstracts on human factors in computing systems, ACM, New York, pp 3097–3102, 2010; Zook et al., Understanding human creativity for computational play. In: 8th ACM conference on creativity and cognition, 2011; Davis et al., Building artistic computer colleagues with an enactive model of creativity, 2014). If this endeavor proves successful, the implications for HCI and the field of computing in general could be significant. Creative computers could understand and work alongside humans in a new hybrid form of human-computer co-creativity that could inspire, motivate, and perhaps even teach creativity to human users through collaboration.
Conference Paper
Full-text available
This paper describes a thesis exploring how computer programs can collaborate as equals in the artistic creative process. The proposed system, CoCo Sketch, encodes some rudimentary stylistic rules of abstract sketching and music theory to contribute supplemental lines and music while the user sketches. We describe a three-part research method that includes defining rudimentary stylistic rules for abstract line drawing, exploring the interaction design for artistic improvisation with a computer, and evaluating how CoCo Sketch affects the artistic creative process. We report on the initial results of early investigations into artistic style that describe cognitive, perceptual, and behavioral processes used in abstract artists making.
Article
Full-text available
The past years have seen an increasing debate on cooperation and its unique human character. Philosophers and psychologists have proposed that cooperative activities are characterized by shared goals to which participants are committed through the ability to understand each other’s intentions. Despite its popularity, some serious issues arise with this approach to cooperation. First, one may challenge the assumption that high-level mental processes are necessary for engaging in acting cooperatively. If they are, then how do agents that do not possess such ability (preverbal children, or children with autism who are often claimed to be mind-blind) engage in cooperative exchanges, as the evidence suggests? Secondly, to define cooperation as the result of two de-contextualized minds reading each other’s intentions may fail to fully acknowledge the complexity of situated, interactional dynamics and the interplay of variables such as the participants’ relational and personal history and experience. In this paper we challenge such accounts of cooperation, calling for an embodied approach that sees cooperation not only as an individual attitude toward the other, but also as a property of interaction processes. Taking an enactive perspective, we argue that cooperation is an intrinsic part of any interaction, and that there can be cooperative interaction before complex communicative abilities are achieved. The issue then is not whether one is able or not to read the other’s intentions, but what it takes to participate in joint action. From this basic account, it should be possible to build up more complex forms of cooperation as needed. Addressing the study of cooperation in these terms may enhance our understanding of human social development, and foster our knowledge of different ways of engaging with others, as in the case of autism.
Article
Full-text available
In an increasingly complex and changing business environment, creativity is becoming recognized as a critical success factor for organizations. The identification of attitudes toward creativity and the subsequent development of creative thinking are important mechanisms for organizations to encourage creativity across all employees. Employee attitudes toward creativity can indicate their potential for behaving in a creative manner, and organizations that can incorporate creativity into their organizational culture can further encourage creative thinking. This research extended previous research that had identified 2 divergent thinking attitudes related to organizational creativity. Three additional attitudes were identified as "valuing new ideas," "creative individual stereotypes," and "too busy for new ideas," using various psychometric and substantive analyses with 2 large samples including both business students and employees of industrial organizations. Basic scales were established to measure all 3 attitudes and future work to finalize the scales was laid out. This research also provided a psychometric methodology for identifying and developing measures of variables associated with creativity attitudes and behaviors. This framework may be useful to other researchers.
Article
Full-text available
Creativity is often considered to be a mental process that occurs within a person’s head. In this article, we analyze a group creative process: One that generates a creative product, but one in which no single participant’s contribution determines the result. We analyze a series of 5 theater performances that were improvisationally developed in rehearsal by a theater group; over the course of these 5 performances, a collaborative creation emerged from the improvised dialogues of the group. We argue that in cases of creativity such as this one, it is inaccurate to describe creativity as a purely mental process; rather, this case represents a nonindividualistic creative process that we refer to as distributed creativity. We chose this term by analogy with studies of distributed cognition, which are well established in cognitive science, but have not yet had a substantial impact on creativity research. Our study demonstrates a methodology that can be used to study distributed creative processes, provides a theoretical framework to explain these processes, and contributes to our understanding of how collaboration contributes to creativity. (PsycINFO Database Record (c) 2012 APA, all rights reserved)
Conference Paper
This paper reports on the design and evaluation of a co-creative drawing partner called the Drawing Apprentice, which was designed to improvise and collaborate on abstract sketches with users in real time. The system qualifies as a new genre of creative technologies termed " casual creators " that are meant to creatively engage users and provide enjoyable creative experiences rather than necessarily helping users make a higher quality creative product. We introduce the conceptual framework of participatory sense-making and describe how it can help model and understand open-ended collaboration. We report the results of a user study comparing human-human collaboration to human-computer collaboration using the Drawing Apprentice system. Based on insights from the user study, we present a set of design recommendations for co-creative agents.
Article
The creative process, one of the key topics discussed in Guilford's (1950) address to the American Psychological Association and his subsequent work, refers to the sequence of thoughts and actions that leads to novel, adaptive productions. This article examines conceptions of the creative process that have been advocated during the past century. In particular, stage-based models of the creative process are discussed and the evolution of these models is traced. Empirical research suggests that the basic 4-stage model of the creative process may need to be revised or replaced. Several key questions about the creative process are raised, such as how the creative process differs from the noncreative process and how process-related differences may lead to different levels of creative performance. New directions for future research are identified.