ACM Creativity and Cognition 2015 will serve as a premier forum for presenting the world’s best new research investigating computing’s impact on human creativity in a broad range of disciplines including the arts, design, science, and engineering. We are interested in how computing can promote creativity in all forms of human experiences. Thus, we value research that address new, synergistic roles for computing and people in creative processes. We also acknowledge that computing, as contextualized in sociotechnical systems, may sometimes have an undesirable  impact. These phenomena also warrant investigation.

Creativity and Cognition will be hosted by The Glasgow School of Art and the City of Glasgow. The 2015 conference theme is Computers | Arts | Data. The theme will serve as the basis for a curated art exhibition, as well as for research presentations.

Creativity is the cornerstone and the fundamental motive of both the aesthetic and engineering disciplines. According to the U.S. National Academies of Science and Engineering, creativity is the strategic key to economic success. Creativity, at the personal (mini-c), social (little-c), and societal (big-C) levels, is fundamental to human satisfaction, happiness, and progress.

Despite its identification with ineffable aspects of human experience, much has been accomplished in the study of creativity. Powerful methodologies are based in art and design. One set of valuable methodologies comes from creative cognition. Another set comes from social psychology. Yet another beneficial mode of inquiry comes from ethnographic and sociological studies of human experience.  All of these diverse approaches are used to fruitfully investigate the impact of computing on human creativity. Investigation of creativity and computing thus involves and connects the arts, the humanities, and social sciences, in addition to science, technology, engineering, and mathematics.

Topics
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.