Hi, my name is Janet Rafner and I'm a PhD student at the center for hybrid
intelligence,
which is located at the department of management at Aarhus university in Aarhus
Denmark. Today I'm presenting my graduate symposium paper, entitled creativity,
assessment games, and crowdsourcing. This paper presents my initial PhD work,
focusing on designing CREA,
a suite of freely accessible digital games and tasks to understand and
assess creativity.
The aims of this presentation are to provide background as to why I'm developing
the suite of games to demo the games and to outline
open questions for development and data analysis.
And I'll do this through slides as well as videos of the game play.
Digital game-based creativity assessments are fruitful yet.
Underexplored grounds in HCI research.
And thus this work is very relevant for the creativity and cognition community.
In tradition, in contrast to traditional testing game-based creativity,
assessments capture more natural behavior, characterize fine grain steps,
allow for broader sampling and are more motivating,
which can induce a flow state games can also help reduce testing fatigue,
especially when corresponding,
when responding to a recent call for the adoption of a comprehensive portfolio
based approach in creativity assessment. However, to the best of my knowledge,
no projects have brought together several games and tests into one suite.
And this that is the focus of my study.
The key terminology I use is creativity defined as novelty and value
divergent thinking the ability to come up with multiple solutions or alternative
approaches and convergent thinking the ability to converge on a right
appropriate solution.
CREA consists of four components and utilizes self-assessment
crowdsourced peer assessment, and stealth-assessment for assessing creativity.
I will briefly demonstrate each of these components. Crea.tiles
Consists of 10 tiles that can be moved around one at a time.
The divergent thinking mode has three levels.
Players are instructed to create and save at least five different dog,
digit or animal-like shapes within four minutes for each level.
At the end of each level,
the participants can see the shapes they have saved in the personal gallery.
After completing three tasks,
players view two shapes at a time and rate on a five-point Likert scale.
How similar the two shapes are in the convergent thinking mode
players are presented with the target figure and four possible starting figures.
The object is to select the best starting shape and rearrange it into the target
shape and the fewest possible number of steps. There's only one best choice.
Participants have 30 seconds to choose a starting shape.
And one minute to recreate the target shape in the free mode,
players are instructed to make the most creative shapes you can think of and
save at least five different shapes. Finally,
they are, they are shown two pairs of figures,
a side-by-side and ask to pick the most creative ones.
Blender has a similar structure to tiles. However,
players blend multiple images together in order to get new,
interesting compositions,
how much each image should contribute to the resulting picture is up to the
players.
Each images weight can be adjusted using the slider next to the image.
Blender uses a generative adversarial network, or again,
which is the most widely used type of machine learning model for image
generation crea.ideas is a digital version of Gulliford
alternative use test players are instructed to list as many alternative
uses for the object shown as you can,
before time runs out after players finish the task,
they're presented with the ideas of other players and asked whether they can
imagine using the given object in the suggested way.
Logic is a tool for assessing abstract reasoning.
Players are presented with three by three matrices containing abstract shapes
in each cell except for one.
And they have to choose the missing one by figuring out the relationships across
the provided shapes, the items can vary in color size, position,
and shape and the combination of these and the matrices vary in difficulty based
on the amount of dimensions.
Changing players have eight minutes to solve as many puzzles as they can.
Some open questions that I still have for this research includes what type of
gamification features I should include to increase player engagement without
compromising the integrity of the research.
How should I incorporate more collaborative elements, for example,
opportunities to build off other participants submissions,
if and how I should enable individuals to tag their creations. In other words,
give titles to products and which metrics should I use for
flexibility, fluency and originality, and crea.Blender,
tiles and ideas as well as which techniques such as
clustering or semantic algorithms.
Thank you very much for your attention.