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The Influence of Social Affordance on Collective Creativity Emerged via Smart Platforms : Case Study of User Experience Modelling in Ecological Approach 
2014 Fall Conference 
Korea Society of Management Information Systems 
9:00 am Wednesday 12. Nov. 2014 
Heejung Kwon, Ph.D. 
Creative Innovation Research Center, Yonsei University
Introduction 
‱ 
Team design thinking within a digital ecology framework is one of the most rapidly developing areas in design methodologies. 
– 
It is highly combined to digital evolutions of technology, society, corporate ideas, and human values following to them. 
‱ 
Team design thinking for the co-evolution that is backed up by digital networks and their complexity, requires a holistic approach to the three convergence phenomena ; 
– 
the convergence of users and creators, the convergence of markets, and firms, and lastly the convergence of devices, and services. KSMIS 2014 Fall Conference @Creative Innovation Research Center 2
Research Background 
‱ 
There are three major key components for interaction design; users, context, and behaviors. 
– 
Who will use the devices, and services? 
– 
In what context including cultural, social, relational, physical, and temporal variables, are they going to use? 
– 
Finally what will they do with the devices, and service? KSMIS 2014 Fall Conference @Creative Innovation Research Center 3
Research Questions 
‱ 
Team design thinking or collaborative design thinking 
– 
should merge both analytic and synthetic functions of cognitive processes as a team, and it should build a design space, define design problems, and finally deliver problem solving results. 
‱ 
In this paper, we focus on two focal points of collaborative design thinking 
– 
“How it forms, and how it evolves.” 
KSMIS 2014 Fall Conference @Creative Innovation Research Center 4
Theoretical Background 
‱ 
Social Identity 
– 
Co-experience environments of co-creation apparently compose and from virtual social identity that would be supported by SNS memory sharing procedures. 
‱ 
Will to invest 
– 
Monetary commitment 
– 
Time and effort dedication 
‱ 
Ecological HCI/UX Approaches 
– 
Technology affordance 
– 
Individual cognitive process and team design thinking KSMIS 2014 Fall Conference @Creative Innovation Research Center 5
Theoretical Background 
‱ 
Basic Agent Model : Contagion & memory relations 
– 
Damon Centola's Science paper, "The spread of behavior in an online social network experiment” : Topology of Network Nodes 
– 
how image sharing among mass (density-related term) influences creativity in the participatory perspective. KSMIS 2014 Fall Conference @Creative Innovation Research Center 6
Design Process Team Meeting #7 @HCI Lab 7 
Problem definition 
Problem Solution 
An Analytic sequence in which the designer determines all of the elements of the problem and specifies all of the requirements that a successful design solution must have. 
A synthetic sequence in which the various requirements are combined and balanced against each other, yielding a final plan to be carried into production.
Game Rules Team Meeting #7 @HCI Lab 8 
User Unit 1 
User Unit 2 
User 
Unit 3 
User Unit 4 


 
Sharing Memories & Peership learning 
Synchronous(Inworld) vs. Asynchronous(SNS) Media Effects 
Visit 
Visit 
Visit 
Visit 
Invite 
Invite 
Invite
Social Game Proximity Team Meeting #7 @HCI Lab 9 
Me (Avatar) 
Build Area 
Friends Zone
Agents on Design Thinking Platforms Team Meeting #7 @HCI Lab 10 
Idea Initiator (Innovator) 
Adaptor 
Bridge 
(Actor) 
Bridge Object (Interface) 
Output Score 
Output Numbers 
Likes 
Follows 
Output Score 
Output Numbers 
Likes 
Follows 
Diffusion of Innovation Model
Narratives for Creativity Team Meeting #7 @HCI Lab 11 
Idea Initiator (Innovator) 
Adaptor 
Bridge 
(Actor) 
Bridge Object (Interface) 
Make Stories() 
reuse Stories() 
Make stories() Reuse Stories() 
Memory Sharing Mechanism
Adaptive Behaviors in Storytelling Networks KSMIS 2014 Fall Conference @Creative Innovation Research Center 12 
Digital Ecology of Co-Experience 
Group Cohesion 
UX Quality 
Will to Invest 
Adaptation
Research Methods 
‱ 
Longitudinal Group Simulation Study 
– 
Two different working groups, which are representing each of technology oriented, and art oriented. 
‱ 
Participants 
– 
18 ( Male : 11 Female : 7) 
– 
Age Range 18-21 Undergraduate Students 
‱ 
Media Platform Setting 
– 
Blog/Facebook/Pinterest/Github 
‱ 
Duration : 12 weeks KSMIS 2014 Fall Conference @Creative Innovation Research Center 13
2 Parallel Tracks KSMIS 2014 Fall Conference @Creative Innovation Research Center 14 
Self Image > Narrative 
Contextual Study 
Conceptual Design 
Sketches 
Evaluation 
Self Image > Narrative 
Design Probes 
Conceptual Design 
Sketches 
Evaluation 
Engineering Track 
Design Track
KAI KSMIS 2014 Fall Conference @Creative Innovation Research Center 15 
Cognitive Style
Two Tracks KSMIS 2014 Fall Conference @Creative Innovation Research Center 16 
IIT Blogroll 
IID Blogroll
Ecological Approach to emergent system of co-experience KSMIS 2014 Fall Conference @Creative Innovation Research Center 17 
Blog 
Pinterest 
Github 
Blog 
Pinterest 
Github 
IIT Cluster 
IID Cluster 
Loosely related in the Physical Space of UIC Campus
KAI Test Results KSMIS 2014 Fall Conference @Creative Innovation Research Center 18
KAI Test Results KSMIS 2014 Fall Conference @Creative Innovation Research Center 19
KAI Test Results KSMIS 2014 Fall Conference @Creative Innovation Research Center 20
KAI Test Results KSMIS 2014 Fall Conference @Creative Innovation Research Center 21
Next Steps KSMIS 2014 Fall Conference @Creative Innovation Research Center 22
Online Questionnaires KSMIS 2014 Fall Conference @Creative Innovation Research Center 23
Research Procedures KSMIS 2014 Fall Conference @Creative Innovation Research Center 24 
Data set #1 
Self Reported KAI 
Data set #2 
Conceptual 
Design 
+ 
Co-Creation 
Data set #3 Measuring Innovativeness in the peer group 
Data set #4 
Measuring 
UX Quality Between Groups 
Behavioral Adaptation Measurements 
UX Quality 
Subjective Adaptation 
Measurements
Emergent Activities on Pinterest Boards KSMIS 2014 Fall Conference @Creative Innovation Research Center 25
Adaptation to Co-Creation Effect KSMIS 2014 Fall Conference @Creative Innovation Research Center 26
Adaptation to Co-Creation Effect KSMIS 2014 Fall Conference @Creative Innovation Research Center 27 
**
The Group Difference of Co-Creation KSMIS 2014 Fall Conference @Creative Innovation Research Center 28
The Group Difference of Co-Creation KSMIS 2014 Fall Conference @Creative Innovation Research Center 29 
*
Group Influence Analysis : One Way ANOVA KSMIS 2014 Fall Conference @Creative Innovation Research Center 30
Group Influence Analysis : One Way ANOVA KSMIS 2014 Fall Conference @Creative Innovation Research Center 31
Group Influence Analysis : One Way ANOVA KSMIS 2014 Fall Conference @Creative Innovation Research Center 32
Group Influence Analysis : One Way ANOVA KSMIS 2014 Fall Conference @Creative Innovation Research Center 33
Group Influences to UX Quality KSMIS 2014 Fall Conference @Creative Innovation Research Center 34
Group Influences to Will To Invest KSMIS 2014 Fall Conference @Creative Innovation Research Center 35
ANOVA KSMIS 2014 Fall Conference @Creative Innovation Research Center 36 
**
ANCOVA KSMIS 2014 Fall Conference @Creative Innovation Research Center 37 
Covariate 
**
UXQ > WTI (Monetary) KSMIS 2014 Fall Conference @Creative Innovation Research Center 38 
**
UXQ > WTI (The pledge amount) KSMIS 2014 Fall Conference @Creative Innovation Research Center 39 
**
UXQ > WTI (Time and Effort) KSMIS 2014 Fall Conference @Creative Innovation Research Center 40 
**
Adaptation as a moderator (Group*Adaptation) KSMIS 2014 Fall Conference @Creative Innovation Research Center 41 
** 
*
Hypothesis KSMIS 2014 Fall Conference @Creative Innovation Research Center 42 
# 
Hypothesis 
Result 
H1. 
Adaptation positively influences to co-creative participation. 
Supported 
H2 
Adaptation positively influences to UX quality. 
Not supported 
H3. 
Group cohesion influences to UX quality satisfaction. 
Supported 
H4. 
Adaptation moderates the group cohesion Influence to UX quality satisfaction effect. 
Supported 
H5. 
UX quality positively influences to will to invest. 
Supported 
H5-1 
UX quality positively influence to will to invest financially. 
Supported 
H5-2 
UX quality gives a rise to the amount of pledged. 
Supported 
H5-3 
UX quality positively influence to will to dedicate their own time and effort. 
Supported
Adaptive Behaviors in Co-experience Ecology KSMIS 2014 Fall Conference @Creative Innovation Research Center 43 
Group Cohesion 
UX Quality 
Will to Invest 
Adaptation 
** 
* 
n.s. 
**
Conclusions 
‱ 
The study investigated and explained how co-experience environment and co-creation activity form and evolve, and how the dynamics have emerged. 
‱ 
The emergent characteristics of co-experience platforms are strengthened by group associations, and technology affordances of social identity embodiments ; symbolic, and functional interaction are furnished by co-experience attributes. KSMIS 2014 Fall Conference @Creative Innovation Research Center 44

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The Influence of Social Affordance on Collective Creativity Emerged via Smart Platforms

  • 1. The Influence of Social Affordance on Collective Creativity Emerged via Smart Platforms : Case Study of User Experience Modelling in Ecological Approach 2014 Fall Conference Korea Society of Management Information Systems 9:00 am Wednesday 12. Nov. 2014 Heejung Kwon, Ph.D. Creative Innovation Research Center, Yonsei University
  • 2. Introduction ‱ Team design thinking within a digital ecology framework is one of the most rapidly developing areas in design methodologies. – It is highly combined to digital evolutions of technology, society, corporate ideas, and human values following to them. ‱ Team design thinking for the co-evolution that is backed up by digital networks and their complexity, requires a holistic approach to the three convergence phenomena ; – the convergence of users and creators, the convergence of markets, and firms, and lastly the convergence of devices, and services. KSMIS 2014 Fall Conference @Creative Innovation Research Center 2
  • 3. Research Background ‱ There are three major key components for interaction design; users, context, and behaviors. – Who will use the devices, and services? – In what context including cultural, social, relational, physical, and temporal variables, are they going to use? – Finally what will they do with the devices, and service? KSMIS 2014 Fall Conference @Creative Innovation Research Center 3
  • 4. Research Questions ‱ Team design thinking or collaborative design thinking – should merge both analytic and synthetic functions of cognitive processes as a team, and it should build a design space, define design problems, and finally deliver problem solving results. ‱ In this paper, we focus on two focal points of collaborative design thinking – “How it forms, and how it evolves.” KSMIS 2014 Fall Conference @Creative Innovation Research Center 4
  • 5. Theoretical Background ‱ Social Identity – Co-experience environments of co-creation apparently compose and from virtual social identity that would be supported by SNS memory sharing procedures. ‱ Will to invest – Monetary commitment – Time and effort dedication ‱ Ecological HCI/UX Approaches – Technology affordance – Individual cognitive process and team design thinking KSMIS 2014 Fall Conference @Creative Innovation Research Center 5
  • 6. Theoretical Background ‱ Basic Agent Model : Contagion & memory relations – Damon Centola's Science paper, "The spread of behavior in an online social network experiment” : Topology of Network Nodes – how image sharing among mass (density-related term) influences creativity in the participatory perspective. KSMIS 2014 Fall Conference @Creative Innovation Research Center 6
  • 7. Design Process Team Meeting #7 @HCI Lab 7 Problem definition Problem Solution An Analytic sequence in which the designer determines all of the elements of the problem and specifies all of the requirements that a successful design solution must have. A synthetic sequence in which the various requirements are combined and balanced against each other, yielding a final plan to be carried into production.
  • 8. Game Rules Team Meeting #7 @HCI Lab 8 User Unit 1 User Unit 2 User Unit 3 User Unit 4 

 Sharing Memories & Peership learning Synchronous(Inworld) vs. Asynchronous(SNS) Media Effects Visit Visit Visit Visit Invite Invite Invite
  • 9. Social Game Proximity Team Meeting #7 @HCI Lab 9 Me (Avatar) Build Area Friends Zone
  • 10. Agents on Design Thinking Platforms Team Meeting #7 @HCI Lab 10 Idea Initiator (Innovator) Adaptor Bridge (Actor) Bridge Object (Interface) Output Score Output Numbers Likes Follows Output Score Output Numbers Likes Follows Diffusion of Innovation Model
  • 11. Narratives for Creativity Team Meeting #7 @HCI Lab 11 Idea Initiator (Innovator) Adaptor Bridge (Actor) Bridge Object (Interface) Make Stories() reuse Stories() Make stories() Reuse Stories() Memory Sharing Mechanism
  • 12. Adaptive Behaviors in Storytelling Networks KSMIS 2014 Fall Conference @Creative Innovation Research Center 12 Digital Ecology of Co-Experience Group Cohesion UX Quality Will to Invest Adaptation
  • 13. Research Methods ‱ Longitudinal Group Simulation Study – Two different working groups, which are representing each of technology oriented, and art oriented. ‱ Participants – 18 ( Male : 11 Female : 7) – Age Range 18-21 Undergraduate Students ‱ Media Platform Setting – Blog/Facebook/Pinterest/Github ‱ Duration : 12 weeks KSMIS 2014 Fall Conference @Creative Innovation Research Center 13
  • 14. 2 Parallel Tracks KSMIS 2014 Fall Conference @Creative Innovation Research Center 14 Self Image > Narrative Contextual Study Conceptual Design Sketches Evaluation Self Image > Narrative Design Probes Conceptual Design Sketches Evaluation Engineering Track Design Track
  • 15. KAI KSMIS 2014 Fall Conference @Creative Innovation Research Center 15 Cognitive Style
  • 16. Two Tracks KSMIS 2014 Fall Conference @Creative Innovation Research Center 16 IIT Blogroll IID Blogroll
  • 17. Ecological Approach to emergent system of co-experience KSMIS 2014 Fall Conference @Creative Innovation Research Center 17 Blog Pinterest Github Blog Pinterest Github IIT Cluster IID Cluster Loosely related in the Physical Space of UIC Campus
  • 18. KAI Test Results KSMIS 2014 Fall Conference @Creative Innovation Research Center 18
  • 19. KAI Test Results KSMIS 2014 Fall Conference @Creative Innovation Research Center 19
  • 20. KAI Test Results KSMIS 2014 Fall Conference @Creative Innovation Research Center 20
  • 21. KAI Test Results KSMIS 2014 Fall Conference @Creative Innovation Research Center 21
  • 22. Next Steps KSMIS 2014 Fall Conference @Creative Innovation Research Center 22
  • 23. Online Questionnaires KSMIS 2014 Fall Conference @Creative Innovation Research Center 23
  • 24. Research Procedures KSMIS 2014 Fall Conference @Creative Innovation Research Center 24 Data set #1 Self Reported KAI Data set #2 Conceptual Design + Co-Creation Data set #3 Measuring Innovativeness in the peer group Data set #4 Measuring UX Quality Between Groups Behavioral Adaptation Measurements UX Quality Subjective Adaptation Measurements
  • 25. Emergent Activities on Pinterest Boards KSMIS 2014 Fall Conference @Creative Innovation Research Center 25
  • 26. Adaptation to Co-Creation Effect KSMIS 2014 Fall Conference @Creative Innovation Research Center 26
  • 27. Adaptation to Co-Creation Effect KSMIS 2014 Fall Conference @Creative Innovation Research Center 27 **
  • 28. The Group Difference of Co-Creation KSMIS 2014 Fall Conference @Creative Innovation Research Center 28
  • 29. The Group Difference of Co-Creation KSMIS 2014 Fall Conference @Creative Innovation Research Center 29 *
  • 30. Group Influence Analysis : One Way ANOVA KSMIS 2014 Fall Conference @Creative Innovation Research Center 30
  • 31. Group Influence Analysis : One Way ANOVA KSMIS 2014 Fall Conference @Creative Innovation Research Center 31
  • 32. Group Influence Analysis : One Way ANOVA KSMIS 2014 Fall Conference @Creative Innovation Research Center 32
  • 33. Group Influence Analysis : One Way ANOVA KSMIS 2014 Fall Conference @Creative Innovation Research Center 33
  • 34. Group Influences to UX Quality KSMIS 2014 Fall Conference @Creative Innovation Research Center 34
  • 35. Group Influences to Will To Invest KSMIS 2014 Fall Conference @Creative Innovation Research Center 35
  • 36. ANOVA KSMIS 2014 Fall Conference @Creative Innovation Research Center 36 **
  • 37. ANCOVA KSMIS 2014 Fall Conference @Creative Innovation Research Center 37 Covariate **
  • 38. UXQ > WTI (Monetary) KSMIS 2014 Fall Conference @Creative Innovation Research Center 38 **
  • 39. UXQ > WTI (The pledge amount) KSMIS 2014 Fall Conference @Creative Innovation Research Center 39 **
  • 40. UXQ > WTI (Time and Effort) KSMIS 2014 Fall Conference @Creative Innovation Research Center 40 **
  • 41. Adaptation as a moderator (Group*Adaptation) KSMIS 2014 Fall Conference @Creative Innovation Research Center 41 ** *
  • 42. Hypothesis KSMIS 2014 Fall Conference @Creative Innovation Research Center 42 # Hypothesis Result H1. Adaptation positively influences to co-creative participation. Supported H2 Adaptation positively influences to UX quality. Not supported H3. Group cohesion influences to UX quality satisfaction. Supported H4. Adaptation moderates the group cohesion Influence to UX quality satisfaction effect. Supported H5. UX quality positively influences to will to invest. Supported H5-1 UX quality positively influence to will to invest financially. Supported H5-2 UX quality gives a rise to the amount of pledged. Supported H5-3 UX quality positively influence to will to dedicate their own time and effort. Supported
  • 43. Adaptive Behaviors in Co-experience Ecology KSMIS 2014 Fall Conference @Creative Innovation Research Center 43 Group Cohesion UX Quality Will to Invest Adaptation ** * n.s. **
  • 44. Conclusions ‱ The study investigated and explained how co-experience environment and co-creation activity form and evolve, and how the dynamics have emerged. ‱ The emergent characteristics of co-experience platforms are strengthened by group associations, and technology affordances of social identity embodiments ; symbolic, and functional interaction are furnished by co-experience attributes. KSMIS 2014 Fall Conference @Creative Innovation Research Center 44