Making All Voices Heard: Increasing Social Creativity in Design by Exploiting the Symmetry of Ignorance

Abstract

The power of the unaided individual mind is highly overrated. Much human creativity is social, arising from activities that take place in a social context in which interaction with other people and the artifacts that embody collective knowledge are essential contributors. Social creativity is not a luxury but a necessity to address the problems faced by societies in the 21st century. Our research has focused specifically on complex design problems requiring the contributions of many stakeholders. We have developed socio technical environments supporting these objectives in the specific contexts of urban planning, collaborative learning, and collaborative software design. This paper concludes with a brief description of research directions and activities in the USA related to these aspects of creativity.

General Information

Journal rubric: Facts and Meanings

For citation: Fischer G. Making All Voices Heard: Increasing Social Creativity in Design by Exploiting the Symmetry of Ignorance. Psychology, 2005. Vol. 2, no. 4, pp. 57–64. (In Russ., аbstr. in Engl.)

References

  1. Arias E.G., Eden H., Fischer G., Gor$ man A., Scharff E. Transcending the Individual Human Mind-Creating Shared Understanding through Collaborative Design // ACM Transactions on Computer Human-Interaction. 2000. 7 (1). P. 84-113.
  2. Bennis W., Biederman P.W. Organizing Genius: The Secrets of Creative Collaboration. Cambridge, MA: Perseus Books, 1997.
  3. Boden M. The Creative Mind: Myths & Mechanisms. New York: Basic Books,1991.
  4. Brown J.S., Duguid P. The Social Life of Information. Boston, MA: Harvard Business School Press, 2000.
  5. Bruner J. The Culture of Education. Cambridge, MA: Harvard University Press, 1996.
  6. Campbell D.T. Ethnocentrism of Disciplines and the Fish‑Scale Model of Omniscience // M. Sherif, C. W. Sherif (eds.). Interdisciplinary Relationships in the Social Sciences. Chicago: Aldine Publishing Company, 1969. Р. 328-348.
  7. Clark H.H., Brennan S.E. Grounding in Communication // L.B. Resnick, J.M. Levine, S.D. Teasley (eds.). Perspectives on Socially Shared Cognition. American Psychological Association, 1991. P. 127-149.
  8. Csikszentmihalyi M. Creativity - Flow and the Psychology of Discovery and Invention. New York: HarperCollins Publishers,, 1996.
  9. Dawkins R. The Blind Watchmaker. New York;London: W.W. Norton and Company, 1987.
  10. de Paula R., Fischer G., Ostwald J. Courses as Seeds: Expectations and Realities // Proceedings of the Second European Conference on Computer-Supported Collaborative Learning (Euro‑CSCL' 2001). Maastricht, Netherlands, 2001. P. 494-501.
  11. Engestrцm Y. Expansive Learning at Work: Toward an Activity Theoretical Reconceptualization// .Journal of Education and Work. 2001. 14 (1). P. 133-156.
  12. Fischer G. Domain‑Oriented Design Environments // Automated Software Engineering. 1994. 1 (2). P. 177-203.
  13. Fischer G. Communities of Interest: Learning through the Interaction of Multiple Knowledge Systems // 24th Annual Information Systems Research Seminar In Scandinavia (IRIS'24). Ulvik, Norway, 2001. P. 1-14.
  14. Fischer G. Beyond «Couch Potatoes»: From Consumers to Designers and Active Contributors, in First Monday (Peer-Reviewed Journal on the Internet). Available at http://firstmonday.org/issues/issue7_12/ fischer/2002/
  15. Fischer G. Distances and Diversity: Sources for Social Creativity // Proceedings of Creativity & Cognition. London, 2005. April. P. 128-136.
  16. Fischer G., Giaccardi E., Eden H., Sugimoto M., Ye Y. Beyond Binary Choices: Integrating Individual and Social Creativity // International Journal of Human=Computer Studies (IJHCS). Special Issue on Computer Support for Creativity / E.A. Edmonds, L. Candy (eds.). 2005. 63 (4-5). P. 482-512.
  17. Fischer G., Nakakoji K., Ostwald J., Stahl G., Sumner T. Embedding Critics in Design Environments // M.T. Maybury, W.Wahlster (eds.). Readings in Intelligent User Interfaces. San Francisco: Morgan Kaufmann, 1998. P. 537-559.
  18. Florida R. The Rise of the Creative Class and How It's Transforming Work, Leisure, Community and Everyday Life. New York, Basic Books, 2002.
  19. Florida R. The Flight of the Creative Class, Harper Business. New York, 2005.
  20. Friedman T.L. The World is Flat: A brief history of the twenty‑first century. New York: Farrar, Straus and Giroux, 2005.
  21. Greenbaum J., Kyng M. (eds.) Design at Work: Cooperative Design of Computer Systems, Lawrence Erlbaum Associates, Inc., Hillsdale, NJ, 1991.
  22. Hippel E.V. Democratizing Innovation. Cambridge, MA: MIT Press, 2005.
  23. Illich I. Tools for Conviviality. New York: Harper and Row, 1973.
  24. Janis I. Victims of Groupthink. Boston: Houghton Mifflin, 1972.
  25. John$Steiner V. Creative Collaboration. Oxford: Oxford University Press, 2000.
  26. Levy F., Murnane R.J. The New Division of Labor: How Computers are Creating the Next Job Market. Princeton: Princeton University Press, 2004.
  27. Maker C.J. Creativity and Multiple Intelligences: The Discover Project and Research // S. Lau, A.N.N. Hui, G.Y.C. Ng (eds.). Creativity: When East Meets West. Singapore: World Scientific Publishing, 2001. P. 341-392.
  28. Mumford E. Socio-technical Design: An Unfulfilled Promise or a Future Opportunity// Proceedings of the IFIP TC9 WG9. 3 International Conference on Home Oriented Informatics and Telematics, «IF at Home: Virtual Influences on Everyday Life»: Information, Technology and Society, June 2000.
  29. National-Research-Council Beyond Productivity: Information Technology, Innovation, and Creativity. Washington, DC: National Academy Press, 2003.
  30. Raymond E.S., Young B. The Cathedral and the Bazaar: Musings on Linux and Open Source by an Accidental Revolutionary, O'Reilly & Associates, Sebastopol, CA, 2001.
  31. Resnick L.B., Levine J.M., Teasley S.D. (eds.) Perspectives on Socially Shared Cognition. Washington, DC: American Psychological Association, 1991.
  32. Rogoff B., Matsuov E., White C. Models of Teaching and Learning: Participation in a Community of Learners// D.R. Olsen, N. Torrance (eds.). The Handbook of Education and Human Development - New Models of Learning, Teaching and Schooling. Oxford: Blackwell, 1998. P. 388-414.
  33. Schцn D.A. The Reflective Practitioner: How Professionals Think in Action. New York: Basic Books, 1983.
  34. Shneiderman B. Leonardo's Laptop - Human Needs and the New Computing Technologies. Cambridge, Mass: MIT Press, 2002.
  35. Snow C.P. The Two Cultures. Cambridge, UK: Cambridge University Press, 1993.
  36. Wenger E. Communities of Practice - Learning, Meaning, and Identity Cambridge, UK:. Cambridge University Press, 1998.
  37. Ye Y., Fischer G. Reuse-Conducive Development Environments // International Journal Automated Software Engineering. Dordrecht, Netherlands: Kluwer Academic Publishers,.2005. 12 (2). P. 199-235.

Information About the Authors

Gerhard Fischer, Director of the Center for Lifelong Learning and Design, a professor in the Department of Computer Science, and a Fellow, Institute of Cognitive Science, University of Colorado, Boulder. Member of the Computer Human Interaction (CHI) Academy and a Fellow of the Association for Computing Machinery (ACM), USA, e-mail: gerhard@colorado.edu

Metrics

Views

Total: 1521
Previous month: 2
Current month: 4