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This paper examines the concept of creativity, defining it through three main criteria: relative novelty, value addition to existing knowledge, and the ability to provoke further thought and development. It emphasizes the nuanced nature of creativity, particularly within the disciplines of architecture and design, where it is commonly recognized through tangible outcomes. The author discusses the importance of evaluative criteria in assessing creative propositions and the inherent challenges posed by the evaluation of unexpectedness in design. The narrative is founded on both theoretical perspectives and practical experiences within the context of education and architectural practice.
What is creative? Creativity in architectural theory, practice and education (açış konuşması), DesignTrain Congress proceedings-Vol. I, Amsterdam, June 4-7 2008, 9-25 (Keynote speech).
In this keynote speech I will expound on creativity in general. However, rather than dealing with the ways and methods of fostering creative thinking in architecture or in architectural education, I will question what creativity actually is and how exactly one discriminates the creative from the non-creative in architectural works. What are its features and properties and how can they be distinguished and/or traced?
International Journal of Design Creativity and Innovation
Design is recognized as one of the creative professions but that does not mean that design equals creativity. Much of design is not creative, rather it is routine in the sense that the designs produced are those that are similar to existing designs and are only unique in terms of the situation they are in. However, there is value in producing designs that are considered creative in that they add significant value and change people's perceptions and, in doing so, have the potential to change society by changing its value system. A search for the terms 'design' and 'creativity' in books over the last 200 years (using Google's Ngram) shows that the term "design' was well established by 1800 and its use dropped between 1800 and 1900, after which its use increased to 2000. The term 'creativity' only came into noticeable use from 1940 on (Figure 1). It is, therefore, not surprising that creativity research is a young field. Much of early design creativity research has focused on distinguishing design creativity from designing; typically, by attempting to determine when and how a designer was being creative while they were designing. This still remains an important area of design creativity research that deserves considerable attention. Much of the design creativity research over the last 30-40 years has focused on either cognitive studies of designers or on building computational models of creative processes, generally using artificial intelligence or cognitive models. As in other areas of design research, there has been interest in developing cognitive creativity support tools. These two paradigmatic approaches have yielded interesting and important results. Tools can be categorized along a spectrum from passive through responsive to active. Passive tools need to be directly invoked by the designer and remain unchanged by their use. A spreadsheet is an exemplary example of a general passive tool. Passive tools that support design creativity include, for example, morphological analysis and TRIZ. Responsive tools need to be directly invoked by the designer but are changed by their use and do so by learning (Gero, 1996). They aim to tailor their response to the user over time. They tend to be developed for a specific purpose and are often proprietary. Active tools interact with the designer, i.e., they respond to what the designer is doing and make proposals. More recently, there has been interest in studying creativity when the designer is using responsive and active creativity aids. These aids cover a wide spectrum. Here two new categories will be considered: artificial intelligence that supports co-creation and neuro-based creativity enhancement. These two approaches form the basis of two nascent directions that are fundamentally different to the current directions of cognitive studies and passive cognitive support tools. In addition, there have been studies with drugs that affect the brain and that anecdotally enhance creativity. Alcohol has been shown to have a mild positive effect on the remote association creativity test but impairs divergent thinking, which is involved in design creativity (Norlander, 1999). However, controlled studies with Ritalin (methylphenidate) (Baas et al., 2020), cannabis (tetrahydrocannabinol) (Kowal et al., 2015) and LSD (lysergic acid diethylamide) Figure 1. Google's Ngram on the appearance of the terms "design" (blue line) and "creativity" (red line) in books since 1800.
Journal of Civil Engineering and Architecture
Human civilization can be ameliorated by human creativity. Innovation and progress of human civilization result from a change in our thinking patterns, thus, potentially transforming the present into a creative future. Accentuating the role of creativity in design even more than other disciplines pushes one to underpin the understanding of creativity as a key role player in architecture. Furthermore, by identifying the basic principles of our ingenuity/creativity, researchers might be able to enhance this ability in the future. A key point in "creativity" is the role of previously gained experiences, which cause expanding the inventory of experiences. According to accepted definition in different disciplines, creativity is no more than new combinations of previous ideas. The paper explores different effectual parameters correlated with creativity in architectural design including notion of conceptual blending, improbabilist and impossibilist creativity, tolerance of ambiguity and its correlation with creativity and creativity aided tools and interfaces. At the end, we suggest necessary experiments to obtain empirical results for some speculations that are discussed in the paper. Also, practical approaches will be suggested to apply the results in pedagogy of architecture.
2001
This paper utilises the notion of situatedness from cognitive science. We elaborate the concept of situatedness in the context of design, and further examine our empirical data for evidence of it. We propose a method to measure the novelty in the design process and a modified model of creativity called situated or s-creativity. 1. Creativity versus Novelty There is often a gap between computational and cognitive models of creative designing. One of the characteristics of designing being its unpredictability. This unpredictability, however, can lead to novelty in the design process and then contributes to the creativity of the design. Most computational models tend to be deterministic so that modeling creativity in these models inevitably encounters the problem of modeling unpredictability. To explore this issue, this study examined the novelty produced in the design process. Within Csikszentmihalyi's (1996) creativity triangle this study focuses on personal level novelty. Person...
International Journal of Design Creativity and Innovation
Creativity in the twenty first century, 2017
Aims and Scope "Creativity in the Twenty-First Century Book Series" repositions "creativity" as a boundary-crossing discipline that is essential to learning and teaching, social-economic dialogues, academic discourses and cultural practices, as well as technological and digital communications. The series serves as a timely platform, bringing together like-minded scientists and researchers around the world to share their diverse perspectives on creativity and to engage in open and productive inquiries into promoting creativity for a more peaceful and harmonious world. Researchers and practitioners from all continents are invited to share their discipline-specific insights, research orientations and cultural practices, as well as to pose new questions on what creativity is, how to promote it, which directions to pursue, who should participate, and so on. The book series is led by emerging eminent and senior scientists, researchers, and educators in the fields of creativity, psychology, the cultural sciences and education studies. They create networks of sharing and spread innovative publishing opportunities within the communities of practice. They invest considerable time and effort in deepening creativity expertise, structuring creativity programs, and organizing creativity activities for the communities of interest. The book series aims not only to "glue together" like-minded scientists (community of practice) to share benefits of creativity theorizing, research and practice, but also to encourage non-experts (community of interest) in all societies to become supporters and spokespersons of positive engagement in creative learning, teaching and dialogues.
Human Factors and Ergonomics Society Annual Meeting Proceedings, 2009
Creativity is often defined in ways that are neither useful nor operationalizable. We proposed a new definition for creativity that incorporates the Skills-Rules-Knowledge model of . We then examine the tests of creativity and real world design problems alongside each other with this new definition in mind. Participants completed six different creativity tests, including the design problems. The tests were scored on the basis of five domains of creativity. Answers to questions an individual had seen previously were not included in data analysis. We expect to find that all measures of creativity correlate weakly with each other, and spatial, nonentrenchment, and original types of creativity correlate more highly with design than other types, providing further evidence for the importance of creativity for designers and engineers.
2009
The work of Margaret Boden (1990; 1994) is familiar to everyone involved in the field of Computational Creativity. Her work, although at times philosophical, opened up new areas of research about creativity. However, some (Haase, 1995; Ram et al., 1995) have criticized the lack of detail in her models of creativity. Making a general model more detailed can remove some of the subjectivity; allow more options for a model to be tested; and, of interest to this workshop, move closer to models that concern designing.