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Subject:

Cfp: Aarhus 2005 conference - Workshop on Creativity and Innovation in Digital Design

From:

British HCI News <[log in to unmask]>

Reply-To:

British HCI News <[log in to unmask]>

Date:

Thu, 16 Jun 2005 19:11:57 +0100

Content-Type:

text/plain

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~~~~~~~ BRITISH HCI GROUP NEWS SERVICE ~~~~~~~~~~~
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Workshop on
Creativity and Innovation in Digital Design


Sunday, 21 August 2005, Aarhus Denmark


as part of
CRITICAL COMPUTING -- Between Sense and Sensibility
The Fourth Decennial Aarhus Conference, August 2005


First Deadline: July 1, 2005 (see below)


[ http://www.CAVI.dk/cidd ]www.CAVI.dk/cidd


-------------------------------------------------------------------------------------
BAGGROUND
Primarily tied to working life in the past, digital design has spread to
include such diverse areas as teaching and learning, information,
entertainment, art and culture, and everyday life in general. And with the
expansion into these new domains qualitatively new demands are being made
on digital design.

Design for work contexts, but also everyday objects and pop-cultural
artefacts have often been based on conventional contexts; in other words,
the design should respect the expectations, demands and practices of the
users. For example, as a rule pop-cultural artefacts draw on well-proven,
stereotypical and thus also relatively safe and predictable patterns. And
so-called 'intuitive' design is generally inclined towards the most
ingrained habits and ideas.

Conversely, in the field of art - at least within modernist art of the
past 150 years - usually every new work or product has had to be
innovative, that is, depart from and challenge the existing tradition. The
modernist tradition has therefore often been described as "the tradition
of the new" or "a tradition in opposition to itself". The concept of
creativity - in the sense of the ability to produce new and original ideas
and artefacts, and thus the ability to transgress and transcend
traditional ideas, rules and patterns - has therefore always played a key
role within this artistic tradition. 

As digital products and digital design move from work contexts and
primarily functionality-oriented domains into the domains of experience,
culture, art and aesthetics, and as society generally moves into a new
experience-oriented form of culture in which the users expect innovative
experiential elements and newsworthiness to be tied to all products and
services, the idea of innovation and creativity is becoming much more
important in digital design.

In connection with this, the creative dimension has tended to be
simplistically tied to the purely aesthetic dimension, while the
craftsmanship has been tied to the technical level. In a converging move,
the new generation of digital products correspondingly calls for creative
design to be considered in relation to both the purely aesthetic aspect
and the technical and functional aspect.

There is thus a current need to rethink - to de- and re-construct - the
concepts of creativity innovation, a need to explore which potential
resources lie hidden in the traditional concept of creativity from the
tradition of art, as well as a need to develop strategies for its
implementation and utilization within the field of digital design. 


AIM OF THE WORKSHOP
The aim of the workshop is twofold 1) to explore the concepts of
innovation and creativity, and 2) to investigate approaches to innovation
in the areas of digital design. 

Questions to be addressed in the workshop include, but are 
not limited to:
?	How does innovation come about?
?	How does the existing relate to the new?
?	Which role does old media play as metaphor for new multi media?
?	The life of an idea. How does ideas emerge and change?
?	Which kinds of materials facilitate innovation?
?	Which kinds of experiments facilitate innovation?
?	The role of the arrangement of the room where the design activities
takes place
?	Co-operation among various professional involved?
?	How to become better at appreciating the unintended effects of moves and
actions in the design process?
?	What can we learn from previous cases, examples and situations?


HOW TO PARTICIPATE: 
Participants are invited to submit a brief (up to 4 pages in the 
ACM/SIGCHI publication format) position paper addressing either a
theoretical discussion of the theme of the workshop or a practical case
focusing on ways of supporting and stimulating innovation in the design
process. Upon acceptance, workshop participants will be asked to produce a
poster that will be used during the workshop. This material will provide
the platform for presentation and discussion during the first half of the
workshop.

For the second part of the workshop participants are invited to submit a
two-page description of a creativity-/ innovation technique to be tried
out by participants in the second part of the workshop. Bases on the
proposals submitted 2-3 will be selected and tried out at the workshop
during an up to 90 minute long timeslot. The persons suggesting the
technique will be responsible for organizing the workshop activity.

Position papers and proposals for the second half of the workshop should
be submitted via email to [log in to unmask] no later than 1 July 2005.  For
later submission please contact the organizers or refer to the workshop
website on updates: 

[ http://www.CAVI.dk/cidd ]www.CAVI.dk/cidd

Maximum number of participant: 15

ORGANIZERS
Peter Dalsgård: email [log in to unmask]
and Kim Halskov, email [ mailto:[log in to unmask] ][log in to unmask]

University of Aarhus, Denmark


More information about the main conference can be found at:
                                   http://www.aarhus2005.org


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