2005
DOI: 10.1016/j.ijhcs.2005.04.012
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The studio as laboratory: Combining creative practice and digital technology research

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Cited by 73 publications
(47 citation statements)
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“…Friedman (2000) states that "Practitioners sometimes reject vital streams of research while seeking solutions that do work" (p.22). This perspective is further elaborated by Edmonds et al (2005) who suggest that the underlying failing of experimental study is that the subject is not design practice itself but actually a simulation of practice in an contrived context. As such, a key point of contention can be characterised as the unknown affect that simulation and contrived context have on designer activity.…”
Section: A Comparison Of Designer Activity Using Core Design Situatiomentioning
confidence: 99%
“…Friedman (2000) states that "Practitioners sometimes reject vital streams of research while seeking solutions that do work" (p.22). This perspective is further elaborated by Edmonds et al (2005) who suggest that the underlying failing of experimental study is that the subject is not design practice itself but actually a simulation of practice in an contrived context. As such, a key point of contention can be characterised as the unknown affect that simulation and contrived context have on designer activity.…”
Section: A Comparison Of Designer Activity Using Core Design Situatiomentioning
confidence: 99%
“…In this project we are most interested in achieving the last, though in practice, much of what our system does could be considered under the second. For a more thorough overview of co-creativity and its role within computational creativity research, see the proceeding of The International Conference on Computational Creativity 2012 (Maher, 2012), and for a broader of view of the term in relation to computing, look to the work of Edmonds and Candy (Edmonds et al, 2005;Candy and Edmonds, 2002).…”
Section: Co-creativitymentioning
confidence: 99%
“…This question has guided the work of researchers, artists, and technologist in the last 40 years [3], [8], [4]. Given that software is getting increased power on the way people experience art and culture, increased knowledge about the intersection of software and art benefits cultural industries, which produce media for publishing, museums, and entertainment.…”
Section: Introductionmentioning
confidence: 99%