While studies have shown that affect influences creativity, few investigate how affect influences creative performance with creativity support tools. Drawing from methods commonly used in psychology research, we present affective computational priming, a new method for manipulating affect using digitally embedded stimuli. We present two studies that explore computational techniques for inducing positive, neutral, and negative affect and examine their impact on idea generation with creativity support tools. Our results suggest that positive affective computational priming positively influences the quality of ideas generated. We discuss opportunities for future HCI research and offer practical applications of affective computational priming. INTRODUCTIONCreative professionals, such as engineers, scientists, and designers, increasingly rely on technology to complete creative tasks at work. They use web browsers to conduct research and search for inspiration. They document projects on wikis in order to collaborate with others. They depend on graphic design software and word processors to design and create. In response, human-computer interaction (HCI) researchers have started building creativity support tools, or software to enhance creative performance [37].
This paper investigates how citizens use technology to support community policing efforts. To explore the types of conversations that are shared on the community web forum, we conducted a qualitative study. We analyzed 865 forum posts from a community crime web forum from April 2004 to June 2011. We found that residents use the forum to: 1) build relationships by strengthening social ties, 2) discuss ways to take collective action, 3) share information and advice, and 4) regulate the social norms of the neighborhood and the web forum. Results suggest that technologies intended for crime prevention should be designed to support communication and problem-solving discussions amongst residents, as opposed to simply providing information to citizens.
Despite advances in collaboration software, globally distributed teams face significant challenges, including variations in communication style, work behaviors, expectations and establishing common ground. Virtual worlds allow distributed team members to inhabit a shared space and to engage in cooperative activities. We report an exploratory study where newly formed cross-national teams engage in a cooperative game in which one team member has a leadership role. We describe behaviors observed supplemented by survey and interview data in terms of leadership, conflict management, social gaffes, and awareness of diversity. We suggest that cooperative activities under time pressure in a "low stakes" virtual environment may stimulate discussion that can foster greater understanding and effective interaction in real world collaborations.
This paper describes a hybrid methodology to study users in ongoing relationships based on three levels of user data analysis. Most user-centered design methods are ideal for the analysis of users' needs, wants, and expectations at a specific point in time. However, nowadays, most online applications and services have recurrent users whose characteristics might vary not only over time but also depending on the task they want to accomplish and the context in which they are accomplishing it. Therefore, the common user research methods are not adequate for providing long term feedback. Our threelevel approach methodology combines qualitative and quantitative data for analyzing user behavior over an extended period of time. The present study is based on an e-learning environment, which is a great example of a website with recurrent users whose behavior changes over time.
This paper demonstrates how human computer interaction (HCI) practitioners utilize an online community to drive commercial product innovation, definition, and development. Upper management's increased interest in user feedback suggests that this development strategy promotes the case for stronger human-centered design processes to be included in corporate strategic planning.
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