Technological Influences on Creativity and User Experience


Book Description

Emerging technologies can have a great impact on creativity and innovation, particularly in regard to influencing how society consumes information and how it collaborates and shares information with others. There are many ways in which technology influences or transforms users' engagement with media, such as facilitating or impeding collaboration and group communication or how such technologies impact problem solving and creative performance. Technology influences all aspects of our lives, and creativity does not reside solely in one domain; cross-disciplinary research explores the role of technology in collaboration and creativity in diverse situations. Technological Influences on Creativity and User Experience examines how technology shapes and influences users' experiences with a special focus on their interactions with media and new technologies and the impacts of these influences on different aspects of an individual. The chapters cover important topic areas such as media consumption, idea generation, digital collaboration, the consumer experience, and innovative performance. This book is ideal for academic audiences as a tool for facilitating future research in disciplines such as psychology, management, marketing, and consumer research; individuals managing creative teams or producing marketing content for public consumption; as well as consumer behavior analysts, managers, product developers, marketers, advertisers, practitioners, researchers, and students interested in how technology impacts user experience and creativity.




Technology and Creativity


Book Description

This edited book explores the digital challenge for cultural-creative organizations and industries, and its impact on production, meaning-making, consumption and valuation of cultural-creative products and experiences. Discussing digital changes such as user-generated content, social media, business model innovation and product development, the chapters challenge deep-seated definitions of creative individuals, organizations and industries, offering insights into how this creative aspect is argued and legitimized. Placing an emphasis on research that deals with the digital challenge, this collection theorizes its significance for the nature and dynamics of creative industries as well as its impact on the mediation of experiences and the creation and consumption of cultural-creative products.




Factors Influencing Creativity in Virtual Design Teams


Book Description

Creativity is a topic of interest across numerous disciplines and areas of study. Creativity constitutes a challenging aspect of engineering design, and scholars in the field of management claim that the increase in virtual teamwork calls for research as to how virtual configurations alter some of the management practices based on the collocated workplace. By reviewing the different literatures, we posit a knowledge gap regarding creativity in the virtual design context, where varying degrees of virtuality are likely to exert an influence on creativity. In our quest to start bridging this gap, we pursued an exploratory case study with a student-based virtual design team project, known as the European Global Product Realization (EGPR). Thirty-nine interview extracts, covering most participants, along with non-participant observation and document review, gave us insights into the nature of the project, the participants' perceptions of creativity, and their experience of designing in virtual teams. In all, our study unearths and discusses a number of factors - and the extent to which - they are found to influence creativity in virtual design teams. The study has cross-domain relevance from those interested in the management of virtual teams through to those looking at creativity and design.




Immersive Technologies to Accelerate Innovation


Book Description

The digital transformation of companies is both a competitive challenge and a complex step for large groups and industries, and at the same time a tremendous opportunity. This transformation is entering a new dimension with the development of immersive technologies such as virtual reality, mixed reality and augmented reality, which are revolutionizing the way we generate content as well as visualize and interact with models and data. The challenges of innovation and digital transformation within companies are now converging. Research shows the potential that immersive technologies have to accelerate the first steps of the innovation process. The objective of this book is to provide a clear vision of the state of research on immersive technologies for design and to deliver practical recommendations for companies wishing to improve their innovation process.




Design for Experience


Book Description

Presents a strategic perspective and design methodology that guide the process of developing digital products and services that provide ‘real experience’ to users. Only when the material experienced runs its course to fulfilment is it then regarded as ‘real experience’ that is distinctively senseful, evaluated as valuable, and harmoniously related to others. Based on the theoretical background of human experience, the book focuses on these three questions: How can we understand the current dominant designs of digital products and services? What are the user experience factors that are critical to provide the real experience? What are the important HCI design elements that can effectively support the various UX factors that are critical to real experience? Design for Experience is intended for people who are interested in the experiences behind the way we use our products and services, for example designers and students interested in interaction, visual graphics and information design or practitioners and entrepreneurs in pursuit of new products or service-based start-ups.




The Future of Creative Work


Book Description

The Future of Creative Work provides a unique overview of the changing nature of creative work, examining how digital developments and the rise of intangible capital are causing an upheaval in the social institutions of work. It offers a profound insight into how this technological and social evolution will affect creative professions.




Art, Design and Technology: Collaboration and Implementation


Book Description

This book examines how digital technology is being used to assist the artists and designers. The computer is able to store data and reproduce designs, thus facilitating the speed-up of the iterative process towards a final design which meets the objectives of the designer and the requirements of the user. Collaborative design enables the sharing of information across digital networks to produce designed objects in virtual spaces. Augmented and virtual reality techniques can be used to preview designs before they are finalized and implemented. Art and design have shaped the values, social structures, communications, and the culture of communities and civilisations. The direct involvement of artists and designers with their creative works has left a legacy enabling subsequent generations to understand more about their skills, their motivations, and their relationship to the wider world, and to see it from a variety of perspectives. This in turn causes the viewers of their works to reflect upon their meaning for today and the lasting value and implications of what has been created. Art installations are harnessing modern technology to process information and to display it. Such environments have also proved useful in engaging users and visitors with real-time images and interactive art.




User Experience Innovation


Book Description

User Experience Innovation is a book about creating novel and engaging user experiences for new products and systems. User experience is what makes devices such as Apple's iPhone and systems such as Amazon.com so successful. iPhone customers don't buy just a phone; they buy into an experience enabled by the device. Similarly, Amazon.com customers enter a world of book reviews, interesting recommendations, instant downloads to their Kindle, and one-click purchasing. Products today are focal points, and it is the experience surrounding the product that matters the most. User Experience Innovation helps you create the right sort of experience around your products in order to be successful in the marketplace. The approach in User Experience Innovation is backed by 18 years of experience from an author holding more than 100 patents relating to user experience. This is a book written by a practitioner for other practitioners. You'll learn 17 specific methods for creating innovation; these methods run the gamut from targeting user needs to relieving pain points, to providing positive surprises, to innovating around paradoxes. Each method is one that the author has used successfully. Taken together, they can help you create truly successful user experience innovations to benefit your company or organization, and to help you grow as an experienced expert and innovator in your own right. Provides 17 proven methods for innovating around user experience Helps you think beyond the product to the sum total of a customer's experience Written by an experienced practitioner holding more than 100 user-experience patents




Urban Play


Book Description

Why technology is most transformative when it is playful, and innovative spatial design happens only when designers are both tinkerers and dreamers. In Urban Play, Fábio Duarte and Ricardo Álvarez argue that the merely functional aspects of technology may undermine its transformative power. Technology is powerful not when it becomes optimally functional, but while it is still playful and open to experimentation. It is through play--in the sense of acting for one's own enjoyment rather than to achieve a goal--that we explore new territories, create new devices and languages, and transform ourselves. Only then can innovative spatial design create resonant spaces that go beyond functionalism to evoke an emotional response in those who use them. The authors show how creativity emerges in moments of instability, when a new technology overthrows an established one, or when internal factors change a technology until it becomes a different technology. Exploring the role of fantasy in design, they examine Disney World and its outsize influence on design and on forms of social interaction beyond the entertainment world. They also consider Las Vegas and Dubai, desert cities that combine technology with fantasies of pleasure and wealth. Video games and interactive media, they show, infuse the design process with interactivity and participatory dynamics, leaving spaces open to variations depending on the users' behavior. Throughout, they pinpoint the critical moments when technology plays a key role in reshaping how we design and experience spaces.




Handbook of Research on Digital Media and Creative Technologies


Book Description

Emerging technologies enable a wide variety of creative expression, from music and video to innovations in visual art. These aesthetics, when properly explored, can enable enhanced communication between all kinds of people and cultures. The Handbook of Research on Digital Media and Creative Technologies considers the latest research in education, communication, and creative social expression using digital technologies. By exploring advances in art and culture across national and sociological borders, this handbook serves to provide artists, theorists, information communication specialists, and researchers with the tools they need to effectively disseminate their ideas across the digital plane.