ACM Creativity & Cognition (June 2015, Glasgow Scotland)

Dates: 22-25 June 2015
Location: Glasgow, Scotland
Deadline for submission of papers: 6 January 2015
Deadline for submission of posters, etc: 6 March 2015

ACM Creativity and Cognition 2015 invites papers, posters, demonstrations workshops and Artworks investigating how interactive computing systems and sociotechnical processes affect creativity. We cherish creativity as a wonderful aspect of human experience, transformative and potentially transcendental. Creativity is the partner of inspiration, of moments when we seem to go beyond ourselves to reach new heights. Creativity is the font of innovation. Creativity and Cognition papers address the impact of computing on individual creative experiences, as well as social and collaborative contexts. In all cases, we seek for the presentation of work to include forms of validation featuring data about people, in order to show how computing environments impact human creativity. The data can take many forms, including qualitative, quantitative, and sensory. Creativity and Cognition 2015 will present papers addressing: (1) creativity support environments, (2) studies of technology, people, and creativity, and (3) creative works that utilize computing to engage, stimulate, and provoke human experience. We see research on the impact of computing on creativity not as a fledgling field, in which methodologies are unknown and uncertain, but rather as having reached a relatively mature state, in which various diverse methodologies have been developed and applied. Methodologies and theories, while perpetually under development, are already quite viable.

As in the CHI conference, reviewers will be asked to focus on the significance of the submission’s contribution, originality and validity, the quality of the presentation, and the benefit others can gain from its results.

Creativity and Cognition 2015 invites high-quality research papers, posters, and demonstrations addressing innovative: Creativity support environments that is, interactive computing systems designed to foster, promote, improve, and increase creative experiences, processes, and products.

Studies of how computing systems impact creativity.

Expressive artworks, in forms such as physical installations and online environments, which creatively invoke computing to provoke human experiences.

Virtual and mixed reality environments designed to support, provoke, and express creativity.

Games that provoke open and creative forms of play.

Investigations of curation practices, platforms, and environments, in contexts from everyday to scholarly to museums.

Research on collaboration and creativity.

Studies of social media and how it promotes and/or impairs creativity.

Roles for computing to support creativity in classroom environments, including but not limited to MOOCs and SPOCs.

Roles for crowdsourcing and micro-task workers in creative processes.

Roles for physical computing and maker/hacker culture in creative and expressive human experiences.

Roles that aesthetics play in our experiences and understandings of digital/computational environments.

New methodologies and theories for investigating the impact of computing on creativity, such as evaluation methodologies.

Historicized recontextualizations that use theory from diverse fields to build new understandings of contemporary developments.

About Fil Salustri
I'm a design methodologist and Professor of Mechanical Engineering at Ryerson University, Toronto, Canada. Adjectives that describe me include: secular humanist, meritocrat, and long-winded. Some people call me a positivist too, as if that were a bad thing. Go figure. My real home page is

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