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Creativity in Blended Interaction Spaces - CIBIS

Boost your C®Σ@T!V!TY

The CIBIS creativity training package Boost your C®Σ@T!V!TY [creativity] has been produced on a scientific basis to help enhance students’ creative skills. The content is particularly relevant to courses in high school and higher education concerned with innovation, design, architecture and the visual arts, but it can also be used in languages and social science to stimulate and integrate creative thinking in an exploratory, experimental and interdisciplinary manner.

The teaching package contains a variety of exercises and activities that can be used individually or be combined in modules to explore creative thinking. The teaching package is built on three themes that are central in current creativity research: 1. Ideation, 2. Sources of inspiration and 3. Constraints. Knowledge of these three themes is an important foundation for developing and enhancing creativity skills in both individual and collaborative creative processes.

The teaching package is comprised of two parts. The first part, Instructions for the teacher, contains a general introduction as well as a comprehensive introduction to each of the three themes with concrete suggestions for activity modules and selected references for further reading. The second part, Teaching materials, contains a compendium of 29 practical exercises pertaining to the three themes, as well as an introductory slide show for each theme.

The teaching package is free to use for non-commercial purposes and is available for download in Danish and English, either as individual pdf files or as a complete teaching package in a single zip file.

Selected references

Ideation

  • Biskjaer, M. M., Dalsgaard, P., & Halskov, K. (2017). Understanding creativity methods in design. In Proceedings of the 2017 Conference on Designing Interactive Systems (DIS’17), (pp. 839-851). New York: ACM. http://dx.doi.org/10.1145/3064663.3064692
  • Dove, G., Hansen, N. B., & Halskov, K. (2016). An argument for design space reflection. In Proceedings of the 2016 Nordic Conference on Human-Computer Interaction (NordiCHI’16), (article 17). New York: ACM. http://dx.doi.org/10.1145/2971485.2971528
  • Dove, G., Lundqvist, C. E., & Halskov, K. (2018). The life cycle of a generative design metaphor. In Proceedings of the 2018 Nordic Conference on Human-Computer Interaction (NordiCHI’18), (pp. 414-425). New York: ACM. https://doi.org/10.1145/3240167.3240190
  • Inie, N., & Dalsgaard, P. (2017). How interaction designers use tools to capture, manage, and collaborate on ideas. In Proceedings of the 2017 Conference on Human Factors in Computing Systems (CHI’17), (pp. 2668-2675). New York: ACM. http://dx.doi.org/10.1145/3027063.3053210
  • Lucero, A., Dalsgaard, P., Halskov, K., & Buur, J. (2015). Designing with cards. In P. Markopoulos, J.-B. Martens, J. Malins, K. Coninx, & A. Liapis (Eds.), Collaboration in creative design (pp. 211-243).CH: Springer.
  • Onarheim, B., & Friis-Olivarius, M. (2013). Applying the neuroscience of creativity to creativity training. Frontiers in Human Neuroscience, 7 (article 656). https://doi.org/10.3389/fnhum.2013.00656
  • Wiltschnig, S., Christensen, B. T., & Ball, L. J. (2013). Collaborative problem–solution co-evolution in creative design. Design Studies, 34(5), 515-542. https://doi.org/10.1016/j.destud.2013.01.002

Sources of inspiration

  • Biskjaer, M. M., Christensen, B. T., Friis-Olivarius, M., Abildgaard, S. J. J., Lundqvist, C., & Halskov K. (2019). How task constraints affect inspiration search strategies. International Journal of Technology and Design Education. In press. https://doi.org/10.1007/s10798-019-09496-7
  • Halskov, K., & Dalsgaard, P. (2006). Inspiration card workshops. In Proceedings of the 2006 Conference on Designing Interactive Systems (DIS’06), (pp. 2-11). New York: ACM. https://doi.org/10.1145/1142405.1142409
  • Halskov, K., & Dalsgaard, P. (2007). The emergence of ideas: the interplay between sources of inspiration and emerging design concepts. CoDesign, 3(4), 185-211. https://doi.org//10.1080/15710880701607404
  • Halskov, K. (2010). Kinds of inspiration in interaction design. Digital Creativity, 21(3), 1-11. http://dx.doi.org/10.1080/14626268.2010.502236

Constraints

  • Biskjaer, M. M., & Halskov, K. (2014). Decisive constraints as a creative resource in interaction design. Digital Creativity, 25(1), 27-61. https://doi.org/10.1080/14626268.2013.855239
  • Biskjaer, M. M., Dalsgaard, P., & Halskov, K. (2014). A constraint-based understanding of design spaces. In Proceedings of the 2014 Conference on Designing Interactive Systems (DIS’14), (pp. 453-462). New York: ACM. http://dx.doi.org/10.1145/2598510.2598533
  • Biskjaer, M. M., Frich, J., Vermeulen, L. M., Remy, C., & Dalsgaard, P. (2019). How time constraints in a creativity support tool affect the creative writing experience. In Proceedings of the 2019 European Conference on Cognitive Ergonomics (ECCE’19), (pp. 100-107). New York: ACM. https://doi.org/10.1145/3335082.3335084
  • Onarheim, B. (2012). Creativity from constraints in engineering design: Lessons learned at Coloplast. Journal of Engineering Design, 23(4), 323-336. https://doi.org/10.1080/09544828.2011.631904