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A Framework that Supports Collective Creativity in Design
                  using Visual Images
                      Kumiyo Nakakoji’f’3, Yasuhiro Yamamoto’, Masao Ohiral
                              {kumiyo, yasuhi-y, masao-o}@is.aist-nara.ac.jp
                               tel: +81-(743)72-5381, fax: +81-(743)72-5383
    ‘Grad. School of Information Science         2Software Engineering Lab.       3PREST0
   Nara Institute of Science & Technology                 SFtA Inc.                  JST
    8916-5, Takayama-cho, Ikoma, Nara,            3-12, Yotsuya, Shinjuku    3-4-12, Mita, Minato
                630-0101, Japan                       160-0004, Japan          108-0073, Japan
ABSTRACT                                                                           task at hand [8,15]. The research presented in this paper is
The goal of our research is to develop computer systems                            based on the latter.
that support designers’ collective creativity; such systems                        Designers rely on external information resources in their
support individual creative aspects in design through the use                      creative design. Industrial designers, for instance, often
of representations created by others in the community. We                          have “image albums“ that hold a large number of visual
have developed two systems, IAM-eMMa and EVIDII, that                              images that they have accumulated over the years. In the
both aim at supporting designers in finding visual images                          early phase of the design process, the designer browses the
that would be useful for their creative design task. IAM-                          album to find images that help them generate new ideas. We
eMMa uses knowledge-based rules, which are constructed                             have developed two systems, IAM-eMMa and EVIDII, that
by other designers, to retrieve images related to a design                         support this process. The two systems aim at supporting
task and infers the underlying “rationale” when a designer                         designers in finding visual images that would be useful for
chooses one of the images. EVIDII allows designers to                              their creative design task.
associate affective words and images, and then shows
                                                                                   The first system, IAM-eMMa, uses knowledge-based rules,
several visual representations of the relationships among
                                                                                   which are constructed by other designers, to retrieve images
designers, images and words. By observing designers
                                                                                   related to a design task. The system also infers the
interacting with the two systems, we have identified that
                                                                                   underlying “requirements” when a designer chooses one of
systems for supporting collective creativity need to be based
                                                                                   the images. The other system, EVIDII, allows designers to
on design knowledge that (1) is contextualized, (2) is
                                                                                   associate affective words and images, and then shows
respectable and trustful, and (3) enables “appropriation” of
                                                                                   several visual representations of the relationships among
a design task.
                                                                                   designers, images and words.
Keywords                                                                           Although both systems aim at supporting designers in
Computer support for collective creativity, Human-                                 finding images that would be useful for their creative design
computer interaction, Visual images in creative insight,                           task, EVIDII was welcomed more by professional industrial
Knowledge-based approaches, Visualization                                          designers than IAM-eMMa was. Based on an analysis of
INTRODUCTION                                                                       observations of designers interacting with the two systems,
The goal of our research is to develop computer systems                            we have identified that systems for supporting collective
that support designers’ collective creativity. Such systems                        creativity need to be based on design knowledge that (1) is
“trigger“ individual designer’s creativity by using design                         contextualized, (2) is respectable and trustful, and (3)
knowledge, or representations, created by other designers in                       enables “appropriation” of a design task.
the community. There are two types in the use of design                            In what follows, we first describe the notion of collective
knowledge in this approach. One is to present design                               creativity and how computers may support the process. We
knowledge itself for the designer’s perusal, such as with                          then describe the use of visual images in support of
case-based design support [6]. The other is to use design                          collective creativity. The following section then describes
knowledge to retrieve information relevant to the designer’s                       the two systems, followed by a discussion on user studies
                                                                                   conducted with the systems.
 Permission to make digital or hard copies of all or part of this work fol         COMPUTER SUPPORT FOR COLLECTIVE              CREATIVITY
 personal or classroom use is granted without fee provided that copies
 are not made or distributed for profit or commercial advantage and that
                                                                                   The power of the unaided, individual mind is highly
 copies bear this notice and the Ii.111
                                      citation on the lirst page. To copy          overrated. A creative activity is not only performed as an
 otherwise, to rtpublish, to post on servers or to redistribute to lists,          individual but placed in a social context [8]. Much of our
 requires prior specific permission and/or a fee.
 Creativity & Cognition 99 Loughborough UK
 Copyright ACM 1999 I-581 13-078-3/99/10...$5.00




                                                                             166
intelligence and creativity results from the collective                 to the approach employed in social information filtering
memory of communities of practice and of the artifacts and              [12,20].
technology surrounding them --- what we call “collective
creativity. ” Though creative individuals are often thought
of as working in isolation, the role of interaction and
collaboration with other individuals is also critical [Z].
A typical model for the creative design process consists of
four stages: (1) collection of information, (2) incubation, (3)
creative insight, and (4) evaluation [2]. Collaboration with
other people, either directly, or indirectly via
representations created by other people, takes place in all of
the four stagesexcept the third stage.
Most of researchers in the field of creativity agree that                           I                                             I

designers who are engaged in creative design tasks use                    Figure 1: A System that Supports Collective Creativity
external resources extensively [4,10,11]. Such external
resources include a variety of “physical” and “logical”
information, for instance, reading books, browsing                      PRACTICE:       HOW IMAGES     ARE USED IN CREATIVE
                                                                        DESlGN
photographic images, talking to other people, listening to
                                                                        The particular type of information we are interested in
music, looking at the sea, or taking a walk in the mountains.
                                                                        retrieving in this approach is visual images. When we
Sketches and other forms of external representations
                                                                        studied professional industrial designers, we found that
produced in the course of design are also a type of “external
                                                                        many use “image albums,” which each designer has created
resources” that designers depend on [5]. Designers then
                                                                        for him/herself. They used to fill these albums with
“incubate” or “foster” such accumulated information.
                                                                        illustrations they cut out from design journals and photo
During the incubation phase, the moment of “creative                    books. Nowadays, they use digital scanners and store the
insight” emerges, when designers discover a “new” or                    images on computers. Regardless of whether the images are
“previously hidden” association between a certain piece of              in image albums or on computers, they use the visual
information and what they want to design [20].                          images by simply browsing them in order to get “fresh
Designers then apply the association to their design and                ideas” for their design.
produce a “potentially creative” design. They reflect on the            A Story
design and decide whether they “like it or not” in the                  To illustrate this point, we now present an anecdotal story of
evaluation phase. They may use external resources in their              one of the industrial designers who collaborated with us.
evaluation.                                                             While designing a chair, the designer browsed images in his
These four process stages are repeated until designers are              image album seeking for some that would be “useful” for
satisfied with the artifact they designed.                              his design. Although he did not have a clear goal in mind
Our approach to support collective creativity is to design              while browsing, he was vaguely thinking of objects that
computational tools that can retrieve information that is               have the same functionality as a chair. When he saw a
“useful” for producing creative insight in such a process.              picture of plum flowers (see Figure 2), the image “clicked.”
While it is not consciously controllable for us to produce              He thought that the round bowl-like shape could be used in
“cognitive leaps” in a designer’s mind [3], we hypothesize              the design of his chair.
that we can use design “knowledge” constructed by other
designers to identify and retrieve “useful” information,                                                      creative   design
which is prone to result in cognitive leaps.
Figure 1 illustrates our approach. There are two points to
note here. First, the approach presented in this paper is not
to deliver design knowledge itself that is produced by other
designers. Instead, we use design knowledge to retrieve
pieces of information (i.e., visual images) for a designer’s
perusal. Second, although we call design “knowledge”
produced by other designers, it does not necessarily have to
be in the form of formal knowledge representations, such as
rules or cases.One of the approaches presented in this paper
uses results of surveys filled by designers, which is similar              Figure 2: Visual images in the creative design process




                                                                  167
Figure 2 illustrates the process. When he was browsing          design of a chair he already had in mind; for instance, the
images in his image album, he already had a vague               typical shape of a chair and perhaps functional and
understanding about his design: that he needed to design a      behavioral requirements.
chair, implying functional requirements like “seatability.”     As Figure 2 indicates, the creative design process depends
Other concepts, such as comfort, relaxation, or a potential     on the designer’s ability to discover this association between
targeted user group (e.g., yuppies) may also have been on       two as-yet-unrelated things, the developing design and a
his mind. When he looked at the plum image, it literally        specific visual image.
“clicked”--- the moment of creative insight. When he first
encountered the image, he was not aware of why or how the       Computer Support for the Process
image was related to his design. Then he thought about why      Figure 3 illustrates a cognitive model of the use of visual
the image interested him. Then he noticed that the round        images in the creative design process as described above.
bowl-like shape of the plum could be useful for his chair
design. He applied the shape to his design, and designed a                                         I artifact I
chair that looked like a plum flower to him. It is important
to note that he was drawn to the picture before he became
aware of the possible connection to chairs via the rounded
bowl shape of the flower. At first, he liked the picture “for
no apparent reason.” Then properties such as its shape
                                                                                 I           I     I         I       I            I
became apparent and helped explain why he liked the image
and how he could use the picture for his design.
                                                                   Figure 3: A Cognitive Process Model in Using Visual
Creative Process using Visual Images                                                        Images
Many of the designers we interviewed stated that browsing
image albums is a process of seeking for a “metaphor” [13].     Based on this cognitive process model, there are two
Especially in the domain of industrial design, designed         approaches to help designers use visual images for their
artifacts need to be creative: both innovative and useful       creative design task:
[14]. For example, in chair design, one needs to design a       1. by identifying and delivering images that might be
chair that has never existed; but at the same time, the               useful for the designers, and/or
produced artifact needs to function as a chair --- one needs    2.   by identifying properties that can be mapped from
to be able to seat oneself on the artifact. When browsing            partially identified design requirements to those of
image albums, designers seek for a metaphor for the                  visual images.
“connotation” of the chair --- abstract concepts that make
objects function as “chairs.” When a designer finds a           Both approaches are related to the issue of information
metaphor, then the designer analyzes what is common             delivery in supporting creative design [ 151. There are
between the found metaphor and the connotation, namely,         tensions related to types and properties of information that
what is to be designed. A metaphor is an association            can be weaved into a creative product. Often, information
between two concepts [13]. Two concepts are                     that leads to a creative product is regarded as a result of
metaphorically related if there are properties that are         serendipitous encounter [19]. However, studies have shown
common to both concepts. When people use a metaphor to          that information necessary for a creative product is often
describe a concept, they usually are not aware of which         deepIy related to the problem that one is coping with. From
properties are in common. For instance, take an example of      our experience working with industrial designers, each
“Argument is War” metaphor used throughout in Lakoff and        designer has his/her own “image albums” and favorite
Johnson [1980], one can then know that both activities          design journals. It was not that they browse arbitrarily
involve two parties who oppose each other. Such common          pictures. In terms of the importance of the information, if
properties, however, came to mind only after one uses the       the importance is so obvious, it is likely to lead to a well-
metaphor.                                                       known solution - not creative. On the other hand, whether
                                                                the information can be important for creativity cannot be
In the same manner, when a designer uses the plum flower        known a priori. Following orderly rules based on some
picture as a metaphor for his design, the designer finds that   traditional approach tends to lead to a product that is useful,
the picture has “something in common” with his design task.     but not necessarily innovative. To transcend tradition, one
Then upon further reflection, he finds that one property of     needs to take a chaotic approach by breaking rules, which,
the plum flower, the round, bowl like shape is related to the   however, has less chance of producing a useful product.
seat in his chair design.                                       Finding the right balance between these tensions is a
What he found is a way to use the picture of a plum flower      challenging research question.
as a metaphor of chairs, He combined a property that he         In our previous research, we have studied knowledge-based
“discovered” from the picture with the properties of the        critiquing systems, which can help designers become aware
of implicit aspects of a visual image [9,15]. For instance,            represents “ if you want a warm atmosphere, consider red
given a picture of plum flowers and rules about geometric              as the theme-color.”
shapes,a system could conceivably notify designers that the            In using IAM-eMMa, a designer first specifies his/her
picture is related to shapes like circle, oval, or bowl.               design requirement using eMMa-SPEC (see Figure 4-(a)).
This paper presents two systems that support designers in              The system then identifies necessary image properties by
the use of visual images for their design tasks, based on two          making inferences using its rules (see Figure 4-(b)). Based
radically different approaches.                                        on the identified properties, the system orders images in its
IAM-eMMa uses knowledge-based rules that represent                     library according to these attributes and presents them (see
relationships between a color property of an image and                 Figure 4-(c)).
impressions; for instance; “yellow is good for images                  When the designer selects one of the presented images using
intended for children because it is often their favorite               eMMa-ImageSelector (see Figure 4-(d)), the system
color.” The system analyzes color properties of images, and            computes attributes of the image; the predominant color and
infers whether the picture is good for kids based on the               average brightness. Using this information and the system’s
amount of yellow in the image.                                         rule-bases, the system suggests necessary requirements
EVIDII, in contrast, does not use rules to assist designers in         derived from those computed attributes of the selected
finding images appropriate to a given task. Instead, it                image (Figure 4(e)).
displays relationships between designers and the words they            For example, when a designer has a design task related to
associatedwith images. It represents the result of surveys of          “middle-aged customers,” and wants to design something
individual designers asking what words they associate with             with a “warm” atmosphere and so on, he/she can represent
each of a set of given images. The system then provides an             the requirements using eMMa-SPEC as shown in Figure 4-
interface that displays relationships among people, images,            (a). The system then suggests that images which have
and words in two- and three-dimensional space.                         certain brightness and red and blue as theme colors, would
The next section describes how each system is used by                  be useful for the design task as shown in Figure 4-(b).
designers.                                                             Figure 4-(c) displays ordered images based on the identified
                                                                       image properties. Designers can browse these ordered
THE TWO APPROACHES                                                     images hoping to find something useful for their creative
The IAM-eMMa System                                                    design.
IAM-eMMa (Interactive Abduction Mechanism in an
                                                                       When the designer finds an image that interests him/her,
Environment for Multimedia Authoring) is a system that
                                                                       he/she can tell IAM-eMMa which image interests him/her
helps designers select an image from a large image library
                                                                       by selecting the image. For instance, when the designer
given vague initial requirements [21]. This section provides
                                                                       selects a rose image as shown in Figure 4-(d), IAM-eMMa
an overview of the system and how it is used by designers.
                                                                       suggests that the selected image has properties related to
Detailed mechanisms are described in [21] and in [17].
                                                                       “old” customers, “sad” atmosphere, and “engineer” setting
The eMMa-SPEC component of IAM-eMMa allows                             and “American” nationality. It is up to designers whether to
designers to express conceptual requirements of their design           agree with, disagree with, or ignore the system’s suggestion.
task. A specification in eMMa-SPEC is a set of aspect-                 If the designer agrees with any of the suggestions, he/she
value pairs. Aspects represent categories of requirements              can accept them and the system modifies the specifications
for an image search task.          Aspects include: Age,               in eMMa-SPEC to include the new aspects.
Atmosphere, Audience, Media, Objects, Purpose, Style, and
                                                                       The designer can repeat this process until he/she finds
Topic. Possible values for each aspect are defined in the
                                                                       images that are useful for the creative design task.
system a priori: for instance, the aspect Atmosphere has,
cheerful, sad, warm, and cold as possible values.                      The EVIDII System
The system uses “knowledge” about color and image usage                The EVIDII (Environment for Visualizing Differences of
as production       rules. Each rule represents an                     Individual Impressions) system [16,18] allows designers to
interdependence between an aspect-value pair and an image              conduct surveys on how one associates images with
attribute. Image attributes are physical characteristics, such         adjectives, such as “warm,” “refreshing,” or “pretty.” The
                                                                       system then displays the results of the surveys in two- and
as color values and brightness that can be computed from a
digital image. Image attributes include ThemeColor and                 three-dimensional spaces so designers can explore who
Brightness.
                                                                       thinks of what images in what ways.

For example, the following rule:                                       The EVIDII system uses the three elements of person,
                                                                       image, and word to represent the space of association.
       Atmosphere(warm)    -> ThemeColor(red)                          S(P,Z, w) represents a set of triplets {@, i, w)} where p is a
                                                                       person identifier, i is an image identifier, and w is an
                                                                       affective word, e.g. “clear” or ‘soft”. For example, (Jack,




                                                                 169
Image#31, refreshing) represents “Jack associated                   show what words the person associated to each image
refreshing with Image#31. ” The goal of the representation          (person-view).
is to allow people to explore how the three elements are            Using EVIDII, designers explore how other designers “see”
related,                                                            visual images. For instance, when a designer Joe finds that
EVIDlI has the following components: Data collection,               another designer Tim associated a particuIar kitchen picture
Word-based map, and Image-based map.                                with a word “pretty” while no the other designers who
The data collection interface is used to collect data (p, i, w)     participated in the survey associated the word with the
that are visualized in the word-based and image-based               image, Joe finds it interesting and looks at the kitchen image
maps. Given a set of images and a set of impression words,          more carefully. Then, Joe finds that the ventilator hood of
which are set up by a designer a priori, EVIDII asks each           the kitchen is rounded. Joe then understands why Tim
designer to associate words with each image, or vice versa.         found the kitchen image “pretty” because of the round shape
                                                                    of the ventilator hood. Now Joe wants to how Tim thought
The word-based and image-based maps allow a designer to             of other images, so he clicks on the Tim icon in the word-
explore the space of relationships among persons, images            based space and further examines how Tim made
and words, derived from the collected data.                         associations between images and words.
Figure 5-(a) shows a two-dimensional implementation of the          DISCUSSIONS
word-based map interface. The left three windows are used           While the above two systems are based on two totally
to operate the display in the right window. The top-left            different approaches, both were intended to support
window allows designers to specify which “word-based                designers in their creative design by using visual images. By
map” to use in the right window. A “word-based map” is a            observing both novice and expert designers interacting with
map where words are distributed in a two-dimensional                the two systems, we have identified that systems for
space. Designers can construct their own maps and assign            supporting collective creativity need to be based on design
meanings to relations among words through their                     knowledge that (1) is contextualized, (2) is respectable and
positioning. For example, if one thinks that “cool” and             trustful, and (3) enables “appropriation” of a design task.
“warm” have opposite meanings, one can position the two             Each point is discussed below.
words far from each other.
                                                                    Design knowledge needs to be contextualized. IAM-eMMa
There are two types of views for the word-based map                 supports designers by delivering images based on
interface through which the designer can explore the                knowledge-based rules and inferring underlying properties
relationships. The image-view is displayed by selecting one         from a selected image. Such rules are stored by other
of the images listed in the middle left window, showing who         designers in the community, who used the IAM-eMMa
associated which word to that particular image (person              system lAM-eMMa supports designers:
icons are displayed in the position of the corresponding
word in the map). The person-view is displayed by selecting         .    by retrieving images relevant to the partially specified
a person from the bottom left window, resulting in                       requirements in the eMMa-SPEC;
thumbnails of images that this particular person associated         .    by inferring implicit requirements based on color
to each word. Designers can also go back and forth between               properties extracted from a selected image in eMMa-
these two views by selecting a person icon or a thumbnail                ImageSelector; and
image in the right window.                                          .    by presenting rationale (i.e., rules stored by other
Figure 5-(b) shows a three-dimensional implementation of                 designers) for the above two types of the system’s
the image-based map interface. This is similar to the word-              behavior.
based map interface except that the right window shows an
image-based map, where each image is allocated in a three-          In user studies of lAM-eMMa, designers were observed to
dimensional space. While user extension is possible, the            almost always ask for rationale for the system’s behavior.
current version of EVIDII provides two types of image-              While novices reported that they have learned some domain
based maps, the HSB map, which positions each image                 knowledge in this presentation of rules, experts often did
according to the Hue, Saturation and Brightness values of           not agree with the rules completely and argued that the rules
the most used color in the image, and the RGB map, which            were too much detached from the context. That is, rules of
positions each image according to its RGB values. The               IAM-eMMa are about associations between words and
image-based map interface operates in a manner similar to           color properties, and the designers thought that such color
the word-based one with two types of views. The middle left         properties heavily depend on the context. It is too trivial to
window allows designers to select a word to display who             say that ‘yellow is liked by children therefore yellow
associated the word with each image (word-view). The                pictures are related to children.” Experts often asked the
bottom left window allows designers to select a person to           experimenters whether they could view original images
                                                                    from which those rules were extracted (note that the current




                                                              170
implementation does not support this) to answer questions              CONCLUSION
such as “which picture’s yellow is liked by children.”                 In summary, The EVIDII system has demonstrated that it
                                                                       can support creative design not by automating image
Design knowledge needs to be respectable and trustful.
EVIDII, on the other hand, supports designers in finding               analysis, but by opening the door to other designers’
                                                                       associations. Our user studies showed:
images that interest them by allowing them to find how
other designers think of images. EVIDII allows designers to               Computer systems can help designers in their creative
ask questions through interaction such as:                                design by using visual images. EVIDII was found
.                                                                         helpful by professional designers and has demonstrated
     who thinks this image as “cute?“;
                                                                          a potential that leads them to creative design.
.    does this person find this image “gorgeous?“; or
                                                                          Delivery of images is helpful as long as the delivery is
.    what other designers think of this image?                            based on the “rationale”    that the designers consider
In our user studies, designers, especially experts, were                  meaningficl. The designers liked EVIDII because it
found to prefer EVIDII to IAM-eMMa. They found EVIDII                     displays associations made by their peers and not based
useful because it allowed them to “browse inside of the                   on some trivial rules.
brains of other designers.” For designers, talking to other               Mechanisms for supporting collective creativity need to
designers is very important. They appreciate design                       be carefully designed so that they will not deprive them
meetings and comments made by their peers on their                        of the feeling of having the design activity their own. It
designed artifacts. By using EVIDII, they can view how                    is the core of the designer’s task to identify common
their colleagues think of images in what ways. Just like they             properties between an image that interested them and
appreciate their colleagues’ opinions, they respect                       their design task. The designers do not feel a need for
associations made by their colleagues using EVIDII.                       computer systemsto help them in this process.
Interestingly, experts wanted to view only associations made           These findings corroborate results from other knowledge-
by other expert designers, not ones made by novices. When              based design support studies. In our previous studies, we
confronted with discrepancies between their associations               found that a key to successful critiquing was to provide
and those of another peer designer, they became interested             rationale for the system’s behavior. The rationale needed to
in possible underlying properties that explain the                     be convincing enough for professional designers [15]. The
associations. This challenging thought process has led them            problems we found with IAM-eMMa may not be due to the
to creative design.                                                    architectural design of the system but be due to the lack of
In contrast, because the expert designers found that IAM-              considerations of the three aspectsdiscussed in the previous
eMMa’s image ordering is too trivial being based on too                section.
simplistic rules that are detached from its context (as                Our future research issues include how to design systems
discussed above), they were not motivated to examine                   that allow designers to better communicate with design
suggestedpictures by IAM-eMMa.                                         “knowledge,” or representations, created by others in the
Design knowledge needs to enable “appropriation” of a                  community. Keys to successfully addressing these issues are
design task. “Appropriation” is a principle that is related to         contextualizability, respectability, and motivation.
the motivational issue [I]. By appropriation of a design               ACKNOWLEDGMENTS
task, one can “fall in love with what they are doing” by               We thank Shingo Takada, Brent N. Reeves, Kimihiko
making activities their own and by caring about their work             Sugiyama, and Takahiro Suzuki for valuable discussions.
[by Papert in 71. Affection and appropriation are two                  We appreciate professional industrial designers who
important aspects of engaging people in creative activities            collaborated with us in this research.
[7; p.2931.
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13 support designere

  • 1. A Framework that Supports Collective Creativity in Design using Visual Images Kumiyo Nakakoji’f’3, Yasuhiro Yamamoto’, Masao Ohiral {kumiyo, yasuhi-y, masao-o}@is.aist-nara.ac.jp tel: +81-(743)72-5381, fax: +81-(743)72-5383 ‘Grad. School of Information Science 2Software Engineering Lab. 3PREST0 Nara Institute of Science & Technology SFtA Inc. JST 8916-5, Takayama-cho, Ikoma, Nara, 3-12, Yotsuya, Shinjuku 3-4-12, Mita, Minato 630-0101, Japan 160-0004, Japan 108-0073, Japan ABSTRACT task at hand [8,15]. The research presented in this paper is The goal of our research is to develop computer systems based on the latter. that support designers’ collective creativity; such systems Designers rely on external information resources in their support individual creative aspects in design through the use creative design. Industrial designers, for instance, often of representations created by others in the community. We have “image albums“ that hold a large number of visual have developed two systems, IAM-eMMa and EVIDII, that images that they have accumulated over the years. In the both aim at supporting designers in finding visual images early phase of the design process, the designer browses the that would be useful for their creative design task. IAM- album to find images that help them generate new ideas. We eMMa uses knowledge-based rules, which are constructed have developed two systems, IAM-eMMa and EVIDII, that by other designers, to retrieve images related to a design support this process. The two systems aim at supporting task and infers the underlying “rationale” when a designer designers in finding visual images that would be useful for chooses one of the images. EVIDII allows designers to their creative design task. associate affective words and images, and then shows The first system, IAM-eMMa, uses knowledge-based rules, several visual representations of the relationships among which are constructed by other designers, to retrieve images designers, images and words. By observing designers related to a design task. The system also infers the interacting with the two systems, we have identified that underlying “requirements” when a designer chooses one of systems for supporting collective creativity need to be based the images. The other system, EVIDII, allows designers to on design knowledge that (1) is contextualized, (2) is associate affective words and images, and then shows respectable and trustful, and (3) enables “appropriation” of several visual representations of the relationships among a design task. designers, images and words. Keywords Although both systems aim at supporting designers in Computer support for collective creativity, Human- finding images that would be useful for their creative design computer interaction, Visual images in creative insight, task, EVIDII was welcomed more by professional industrial Knowledge-based approaches, Visualization designers than IAM-eMMa was. Based on an analysis of INTRODUCTION observations of designers interacting with the two systems, The goal of our research is to develop computer systems we have identified that systems for supporting collective that support designers’ collective creativity. Such systems creativity need to be based on design knowledge that (1) is “trigger“ individual designer’s creativity by using design contextualized, (2) is respectable and trustful, and (3) knowledge, or representations, created by other designers in enables “appropriation” of a design task. the community. There are two types in the use of design In what follows, we first describe the notion of collective knowledge in this approach. One is to present design creativity and how computers may support the process. We knowledge itself for the designer’s perusal, such as with then describe the use of visual images in support of case-based design support [6]. The other is to use design collective creativity. The following section then describes knowledge to retrieve information relevant to the designer’s the two systems, followed by a discussion on user studies conducted with the systems. Permission to make digital or hard copies of all or part of this work fol COMPUTER SUPPORT FOR COLLECTIVE CREATIVITY personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that The power of the unaided, individual mind is highly copies bear this notice and the Ii.111 citation on the lirst page. To copy overrated. A creative activity is not only performed as an otherwise, to rtpublish, to post on servers or to redistribute to lists, individual but placed in a social context [8]. Much of our requires prior specific permission and/or a fee. Creativity & Cognition 99 Loughborough UK Copyright ACM 1999 I-581 13-078-3/99/10...$5.00 166
  • 2. intelligence and creativity results from the collective to the approach employed in social information filtering memory of communities of practice and of the artifacts and [12,20]. technology surrounding them --- what we call “collective creativity. ” Though creative individuals are often thought of as working in isolation, the role of interaction and collaboration with other individuals is also critical [Z]. A typical model for the creative design process consists of four stages: (1) collection of information, (2) incubation, (3) creative insight, and (4) evaluation [2]. Collaboration with other people, either directly, or indirectly via representations created by other people, takes place in all of the four stagesexcept the third stage. Most of researchers in the field of creativity agree that I I designers who are engaged in creative design tasks use Figure 1: A System that Supports Collective Creativity external resources extensively [4,10,11]. Such external resources include a variety of “physical” and “logical” information, for instance, reading books, browsing PRACTICE: HOW IMAGES ARE USED IN CREATIVE DESlGN photographic images, talking to other people, listening to The particular type of information we are interested in music, looking at the sea, or taking a walk in the mountains. retrieving in this approach is visual images. When we Sketches and other forms of external representations studied professional industrial designers, we found that produced in the course of design are also a type of “external many use “image albums,” which each designer has created resources” that designers depend on [5]. Designers then for him/herself. They used to fill these albums with “incubate” or “foster” such accumulated information. illustrations they cut out from design journals and photo During the incubation phase, the moment of “creative books. Nowadays, they use digital scanners and store the insight” emerges, when designers discover a “new” or images on computers. Regardless of whether the images are “previously hidden” association between a certain piece of in image albums or on computers, they use the visual information and what they want to design [20]. images by simply browsing them in order to get “fresh Designers then apply the association to their design and ideas” for their design. produce a “potentially creative” design. They reflect on the A Story design and decide whether they “like it or not” in the To illustrate this point, we now present an anecdotal story of evaluation phase. They may use external resources in their one of the industrial designers who collaborated with us. evaluation. While designing a chair, the designer browsed images in his These four process stages are repeated until designers are image album seeking for some that would be “useful” for satisfied with the artifact they designed. his design. Although he did not have a clear goal in mind Our approach to support collective creativity is to design while browsing, he was vaguely thinking of objects that computational tools that can retrieve information that is have the same functionality as a chair. When he saw a “useful” for producing creative insight in such a process. picture of plum flowers (see Figure 2), the image “clicked.” While it is not consciously controllable for us to produce He thought that the round bowl-like shape could be used in “cognitive leaps” in a designer’s mind [3], we hypothesize the design of his chair. that we can use design “knowledge” constructed by other designers to identify and retrieve “useful” information, creative design which is prone to result in cognitive leaps. Figure 1 illustrates our approach. There are two points to note here. First, the approach presented in this paper is not to deliver design knowledge itself that is produced by other designers. Instead, we use design knowledge to retrieve pieces of information (i.e., visual images) for a designer’s perusal. Second, although we call design “knowledge” produced by other designers, it does not necessarily have to be in the form of formal knowledge representations, such as rules or cases.One of the approaches presented in this paper uses results of surveys filled by designers, which is similar Figure 2: Visual images in the creative design process 167
  • 3. Figure 2 illustrates the process. When he was browsing design of a chair he already had in mind; for instance, the images in his image album, he already had a vague typical shape of a chair and perhaps functional and understanding about his design: that he needed to design a behavioral requirements. chair, implying functional requirements like “seatability.” As Figure 2 indicates, the creative design process depends Other concepts, such as comfort, relaxation, or a potential on the designer’s ability to discover this association between targeted user group (e.g., yuppies) may also have been on two as-yet-unrelated things, the developing design and a his mind. When he looked at the plum image, it literally specific visual image. “clicked”--- the moment of creative insight. When he first encountered the image, he was not aware of why or how the Computer Support for the Process image was related to his design. Then he thought about why Figure 3 illustrates a cognitive model of the use of visual the image interested him. Then he noticed that the round images in the creative design process as described above. bowl-like shape of the plum could be useful for his chair design. He applied the shape to his design, and designed a I artifact I chair that looked like a plum flower to him. It is important to note that he was drawn to the picture before he became aware of the possible connection to chairs via the rounded bowl shape of the flower. At first, he liked the picture “for no apparent reason.” Then properties such as its shape I I I I I I became apparent and helped explain why he liked the image and how he could use the picture for his design. Figure 3: A Cognitive Process Model in Using Visual Creative Process using Visual Images Images Many of the designers we interviewed stated that browsing image albums is a process of seeking for a “metaphor” [13]. Based on this cognitive process model, there are two Especially in the domain of industrial design, designed approaches to help designers use visual images for their artifacts need to be creative: both innovative and useful creative design task: [14]. For example, in chair design, one needs to design a 1. by identifying and delivering images that might be chair that has never existed; but at the same time, the useful for the designers, and/or produced artifact needs to function as a chair --- one needs 2. by identifying properties that can be mapped from to be able to seat oneself on the artifact. When browsing partially identified design requirements to those of image albums, designers seek for a metaphor for the visual images. “connotation” of the chair --- abstract concepts that make objects function as “chairs.” When a designer finds a Both approaches are related to the issue of information metaphor, then the designer analyzes what is common delivery in supporting creative design [ 151. There are between the found metaphor and the connotation, namely, tensions related to types and properties of information that what is to be designed. A metaphor is an association can be weaved into a creative product. Often, information between two concepts [13]. Two concepts are that leads to a creative product is regarded as a result of metaphorically related if there are properties that are serendipitous encounter [19]. However, studies have shown common to both concepts. When people use a metaphor to that information necessary for a creative product is often describe a concept, they usually are not aware of which deepIy related to the problem that one is coping with. From properties are in common. For instance, take an example of our experience working with industrial designers, each “Argument is War” metaphor used throughout in Lakoff and designer has his/her own “image albums” and favorite Johnson [1980], one can then know that both activities design journals. It was not that they browse arbitrarily involve two parties who oppose each other. Such common pictures. In terms of the importance of the information, if properties, however, came to mind only after one uses the the importance is so obvious, it is likely to lead to a well- metaphor. known solution - not creative. On the other hand, whether the information can be important for creativity cannot be In the same manner, when a designer uses the plum flower known a priori. Following orderly rules based on some picture as a metaphor for his design, the designer finds that traditional approach tends to lead to a product that is useful, the picture has “something in common” with his design task. but not necessarily innovative. To transcend tradition, one Then upon further reflection, he finds that one property of needs to take a chaotic approach by breaking rules, which, the plum flower, the round, bowl like shape is related to the however, has less chance of producing a useful product. seat in his chair design. Finding the right balance between these tensions is a What he found is a way to use the picture of a plum flower challenging research question. as a metaphor of chairs, He combined a property that he In our previous research, we have studied knowledge-based “discovered” from the picture with the properties of the critiquing systems, which can help designers become aware
  • 4. of implicit aspects of a visual image [9,15]. For instance, represents “ if you want a warm atmosphere, consider red given a picture of plum flowers and rules about geometric as the theme-color.” shapes,a system could conceivably notify designers that the In using IAM-eMMa, a designer first specifies his/her picture is related to shapes like circle, oval, or bowl. design requirement using eMMa-SPEC (see Figure 4-(a)). This paper presents two systems that support designers in The system then identifies necessary image properties by the use of visual images for their design tasks, based on two making inferences using its rules (see Figure 4-(b)). Based radically different approaches. on the identified properties, the system orders images in its IAM-eMMa uses knowledge-based rules that represent library according to these attributes and presents them (see relationships between a color property of an image and Figure 4-(c)). impressions; for instance; “yellow is good for images When the designer selects one of the presented images using intended for children because it is often their favorite eMMa-ImageSelector (see Figure 4-(d)), the system color.” The system analyzes color properties of images, and computes attributes of the image; the predominant color and infers whether the picture is good for kids based on the average brightness. Using this information and the system’s amount of yellow in the image. rule-bases, the system suggests necessary requirements EVIDII, in contrast, does not use rules to assist designers in derived from those computed attributes of the selected finding images appropriate to a given task. Instead, it image (Figure 4(e)). displays relationships between designers and the words they For example, when a designer has a design task related to associatedwith images. It represents the result of surveys of “middle-aged customers,” and wants to design something individual designers asking what words they associate with with a “warm” atmosphere and so on, he/she can represent each of a set of given images. The system then provides an the requirements using eMMa-SPEC as shown in Figure 4- interface that displays relationships among people, images, (a). The system then suggests that images which have and words in two- and three-dimensional space. certain brightness and red and blue as theme colors, would The next section describes how each system is used by be useful for the design task as shown in Figure 4-(b). designers. Figure 4-(c) displays ordered images based on the identified image properties. Designers can browse these ordered THE TWO APPROACHES images hoping to find something useful for their creative The IAM-eMMa System design. IAM-eMMa (Interactive Abduction Mechanism in an When the designer finds an image that interests him/her, Environment for Multimedia Authoring) is a system that he/she can tell IAM-eMMa which image interests him/her helps designers select an image from a large image library by selecting the image. For instance, when the designer given vague initial requirements [21]. This section provides selects a rose image as shown in Figure 4-(d), IAM-eMMa an overview of the system and how it is used by designers. suggests that the selected image has properties related to Detailed mechanisms are described in [21] and in [17]. “old” customers, “sad” atmosphere, and “engineer” setting The eMMa-SPEC component of IAM-eMMa allows and “American” nationality. It is up to designers whether to designers to express conceptual requirements of their design agree with, disagree with, or ignore the system’s suggestion. task. A specification in eMMa-SPEC is a set of aspect- If the designer agrees with any of the suggestions, he/she value pairs. Aspects represent categories of requirements can accept them and the system modifies the specifications for an image search task. Aspects include: Age, in eMMa-SPEC to include the new aspects. Atmosphere, Audience, Media, Objects, Purpose, Style, and The designer can repeat this process until he/she finds Topic. Possible values for each aspect are defined in the images that are useful for the creative design task. system a priori: for instance, the aspect Atmosphere has, cheerful, sad, warm, and cold as possible values. The EVIDII System The system uses “knowledge” about color and image usage The EVIDII (Environment for Visualizing Differences of as production rules. Each rule represents an Individual Impressions) system [16,18] allows designers to interdependence between an aspect-value pair and an image conduct surveys on how one associates images with attribute. Image attributes are physical characteristics, such adjectives, such as “warm,” “refreshing,” or “pretty.” The system then displays the results of the surveys in two- and as color values and brightness that can be computed from a digital image. Image attributes include ThemeColor and three-dimensional spaces so designers can explore who Brightness. thinks of what images in what ways. For example, the following rule: The EVIDII system uses the three elements of person, image, and word to represent the space of association. Atmosphere(warm) -> ThemeColor(red) S(P,Z, w) represents a set of triplets {@, i, w)} where p is a person identifier, i is an image identifier, and w is an affective word, e.g. “clear” or ‘soft”. For example, (Jack, 169
  • 5. Image#31, refreshing) represents “Jack associated show what words the person associated to each image refreshing with Image#31. ” The goal of the representation (person-view). is to allow people to explore how the three elements are Using EVIDII, designers explore how other designers “see” related, visual images. For instance, when a designer Joe finds that EVIDlI has the following components: Data collection, another designer Tim associated a particuIar kitchen picture Word-based map, and Image-based map. with a word “pretty” while no the other designers who The data collection interface is used to collect data (p, i, w) participated in the survey associated the word with the that are visualized in the word-based and image-based image, Joe finds it interesting and looks at the kitchen image maps. Given a set of images and a set of impression words, more carefully. Then, Joe finds that the ventilator hood of which are set up by a designer a priori, EVIDII asks each the kitchen is rounded. Joe then understands why Tim designer to associate words with each image, or vice versa. found the kitchen image “pretty” because of the round shape of the ventilator hood. Now Joe wants to how Tim thought The word-based and image-based maps allow a designer to of other images, so he clicks on the Tim icon in the word- explore the space of relationships among persons, images based space and further examines how Tim made and words, derived from the collected data. associations between images and words. Figure 5-(a) shows a two-dimensional implementation of the DISCUSSIONS word-based map interface. The left three windows are used While the above two systems are based on two totally to operate the display in the right window. The top-left different approaches, both were intended to support window allows designers to specify which “word-based designers in their creative design by using visual images. By map” to use in the right window. A “word-based map” is a observing both novice and expert designers interacting with map where words are distributed in a two-dimensional the two systems, we have identified that systems for space. Designers can construct their own maps and assign supporting collective creativity need to be based on design meanings to relations among words through their knowledge that (1) is contextualized, (2) is respectable and positioning. For example, if one thinks that “cool” and trustful, and (3) enables “appropriation” of a design task. “warm” have opposite meanings, one can position the two Each point is discussed below. words far from each other. Design knowledge needs to be contextualized. IAM-eMMa There are two types of views for the word-based map supports designers by delivering images based on interface through which the designer can explore the knowledge-based rules and inferring underlying properties relationships. The image-view is displayed by selecting one from a selected image. Such rules are stored by other of the images listed in the middle left window, showing who designers in the community, who used the IAM-eMMa associated which word to that particular image (person system lAM-eMMa supports designers: icons are displayed in the position of the corresponding word in the map). The person-view is displayed by selecting . by retrieving images relevant to the partially specified a person from the bottom left window, resulting in requirements in the eMMa-SPEC; thumbnails of images that this particular person associated . by inferring implicit requirements based on color to each word. Designers can also go back and forth between properties extracted from a selected image in eMMa- these two views by selecting a person icon or a thumbnail ImageSelector; and image in the right window. . by presenting rationale (i.e., rules stored by other Figure 5-(b) shows a three-dimensional implementation of designers) for the above two types of the system’s the image-based map interface. This is similar to the word- behavior. based map interface except that the right window shows an image-based map, where each image is allocated in a three- In user studies of lAM-eMMa, designers were observed to dimensional space. While user extension is possible, the almost always ask for rationale for the system’s behavior. current version of EVIDII provides two types of image- While novices reported that they have learned some domain based maps, the HSB map, which positions each image knowledge in this presentation of rules, experts often did according to the Hue, Saturation and Brightness values of not agree with the rules completely and argued that the rules the most used color in the image, and the RGB map, which were too much detached from the context. That is, rules of positions each image according to its RGB values. The IAM-eMMa are about associations between words and image-based map interface operates in a manner similar to color properties, and the designers thought that such color the word-based one with two types of views. The middle left properties heavily depend on the context. It is too trivial to window allows designers to select a word to display who say that ‘yellow is liked by children therefore yellow associated the word with each image (word-view). The pictures are related to children.” Experts often asked the bottom left window allows designers to select a person to experimenters whether they could view original images from which those rules were extracted (note that the current 170
  • 6. implementation does not support this) to answer questions CONCLUSION such as “which picture’s yellow is liked by children.” In summary, The EVIDII system has demonstrated that it can support creative design not by automating image Design knowledge needs to be respectable and trustful. EVIDII, on the other hand, supports designers in finding analysis, but by opening the door to other designers’ associations. Our user studies showed: images that interest them by allowing them to find how other designers think of images. EVIDII allows designers to Computer systems can help designers in their creative ask questions through interaction such as: design by using visual images. EVIDII was found . helpful by professional designers and has demonstrated who thinks this image as “cute?“; a potential that leads them to creative design. . does this person find this image “gorgeous?“; or Delivery of images is helpful as long as the delivery is . what other designers think of this image? based on the “rationale” that the designers consider In our user studies, designers, especially experts, were meaningficl. The designers liked EVIDII because it found to prefer EVIDII to IAM-eMMa. They found EVIDII displays associations made by their peers and not based useful because it allowed them to “browse inside of the on some trivial rules. brains of other designers.” For designers, talking to other Mechanisms for supporting collective creativity need to designers is very important. They appreciate design be carefully designed so that they will not deprive them meetings and comments made by their peers on their of the feeling of having the design activity their own. It designed artifacts. By using EVIDII, they can view how is the core of the designer’s task to identify common their colleagues think of images in what ways. Just like they properties between an image that interested them and appreciate their colleagues’ opinions, they respect their design task. The designers do not feel a need for associations made by their colleagues using EVIDII. computer systemsto help them in this process. Interestingly, experts wanted to view only associations made These findings corroborate results from other knowledge- by other expert designers, not ones made by novices. When based design support studies. In our previous studies, we confronted with discrepancies between their associations found that a key to successful critiquing was to provide and those of another peer designer, they became interested rationale for the system’s behavior. The rationale needed to in possible underlying properties that explain the be convincing enough for professional designers [15]. The associations. This challenging thought process has led them problems we found with IAM-eMMa may not be due to the to creative design. architectural design of the system but be due to the lack of In contrast, because the expert designers found that IAM- considerations of the three aspectsdiscussed in the previous eMMa’s image ordering is too trivial being based on too section. simplistic rules that are detached from its context (as Our future research issues include how to design systems discussed above), they were not motivated to examine that allow designers to better communicate with design suggestedpictures by IAM-eMMa. “knowledge,” or representations, created by others in the Design knowledge needs to enable “appropriation” of a community. Keys to successfully addressing these issues are design task. “Appropriation” is a principle that is related to contextualizability, respectability, and motivation. the motivational issue [I]. By appropriation of a design ACKNOWLEDGMENTS task, one can “fall in love with what they are doing” by We thank Shingo Takada, Brent N. Reeves, Kimihiko making activities their own and by caring about their work Sugiyama, and Takahiro Suzuki for valuable discussions. [by Papert in 71. Affection and appropriation are two We appreciate professional industrial designers who important aspects of engaging people in creative activities collaborated with us in this research. [7; p.2931. REFERENCES This aspect explains why IAM-eMMa’s inference on the 1. Csikszentmihalyi, M. Flow: The Psychology of Optimal underlying association from the selected image was even Experience, HarperCollins Publishers, New York, 1990. less welcomed by the expert designers. 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  • 8. r;jgC&J . . . . . . ..-.. *...s . . . . . . . :‘...........Y...... s. . . . . A$*: mtd&-?B”parrd Akrimphar~: Y&m i iw+hzim: till ............I.........................,...A......... I ... Figure 4:The IAM-eMMa System i . ..!.rn i - &+.I I . . .. .L ,..._._:... ,,,.._._.__...,,...,. 2 i ‘,.I .,,..l..l...ll .1.11..... I_. . . . . . . . . . . ..tt.......... - t Figure 5: The EVIDII System 173