Patterns of creative UX in immersive collaborative design

Stéphane Safin, Tomás Dorta, Gokce Kinayoglu
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引用次数: 1

Abstract

Creativity can be studied in many ways: processes, tools, personality, etc. In this paper, we are interested in subjective emotional experience linked to creativity. People usually make rich experiences, and are more likely to be engaged in creative processes, when they face highly challenging task, and feel confident in their skills (Flow from Csikszentmihalyi [9]). On this base, our interest is to understand the dynamics of experience, how it evolves in time. We use a previously developed method, the Design Flow 2.0 [18], which allow, on a granular way, to describe the emotional states during design. In a sample of ideation sessions, during a co-design immersive studio in design pedagogy, thanks to the granular assessment, we identify patterns of creative experience linked to the creation of new and relevant ideas. Our results show two patterns, one which was expected (designers experience stress before the expression of the idea, optimal experience -flow- during its expression, and feel in control just after), and an unexpected reversed pattern (control-flow-stress), which respectively illustrate a proactive and a reactive posture in design. We discuss these results and open perspectives, about the usage of the method to enhance co-design and to address other types of user experiences.
沉浸式协同设计中的创意UX模式
创造力可以从很多方面来研究:过程、工具、个性等等。在本文中,我们对与创造力相关的主观情感体验感兴趣。人们通常使经验丰富,更有可能从事创造性的过程,当他们面临高度挑战性的任务,相信在他们的技能(从Csikszentmihalyi[9])。在此基础上,我们的兴趣是了解经验的动态,它是如何随时间演变的。我们使用了之前开发的一种方法,即设计流程2.0[18],它允许以粒度的方式描述设计过程中的情绪状态。在一个设计教学法的沉浸式工作室中,在一个创意会议的样本中,由于颗粒评估,我们确定了与创造新的和相关的想法相关的创意体验模式。我们的研究结果显示了两种模式,一种是预期的(设计师在表达想法之前经历压力,在表达过程中体验最佳体验-流,在表达之后感觉控制),另一种是意外的反向模式(控制-流-压力),分别说明了设计中的主动和被动姿态。我们讨论了这些结果和开放的观点,关于使用该方法来增强协同设计和解决其他类型的用户体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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