Computational models of creative designing based on situated cognition
C&C '02 Proceedings of the 4th conference on Creativity & cognition
C&C '02 Proceedings of the 4th conference on Creativity & cognition
C&C '11 Proceedings of the 8th ACM conference on Creativity and cognition
ReflectionSpace: an interactive visualization tool for supporting reflection-on-action in design
Proceedings of the 9th ACM Conference on Creativity & Cognition
Hi-index | 0.03 |
In this study, we design a learning environment to foster participants' creative attitude and evaluate its effectiveness in a university class. Our educational program consists of the following three phases: (1) introduction (studying the basics of Mindstorms used as a tool), (2) creative activities (producing playground equipment using Mindstorms), and (3) self-reflective activities on the creative processes (each group constructing a diagram describing their own creative processes and discussing the processes). We evaluate the effectiveness based on comparisons of pre- and post-tests and the contents of the participants' discussions. In particular, we confirm the following three learning activities: (1) the participants discussed their creative activities from various viewpoints, (2) they also discussed the viewpoints considered to be important for creative activities, and (3) they realized the importance of idea generation, idea embodiment, and collaboration in creative activities.