Building blocks in creative computing: modularity increases the probability of prototyping novel ideas
暂无分享,去创建一个
[1] P. Tierney,et al. Creative Self-Efficacy: Its Potential Antecedents and Relationship to Creative Performance , 2002 .
[2] J. Guilford,et al. The nature of human intelligence. , 1968 .
[3] P. Tierney,et al. Creative self-efficacy development and creative performance over time. , 2011, The Journal of applied psychology.
[4] Kim B. Clark,et al. Design Rules: The Power of Modularity , 2000 .
[5] G. A. Miller. THE PSYCHOLOGICAL REVIEW THE MAGICAL NUMBER SEVEN, PLUS OR MINUS TWO: SOME LIMITS ON OUR CAPACITY FOR PROCESSING INFORMATION 1 , 1956 .
[6] Steven D. Eppinger,et al. Integration analysis of product decompositions , 1994 .
[7] D. Cicchetti. Guidelines, Criteria, and Rules of Thumb for Evaluating Normed and Standardized Assessment Instruments in Psychology. , 1994 .
[8] Scott R. Klemmer,et al. d . tools : Integrated Prototyping for Physical Interaction Design , 2005 .
[9] Steven M. Smith,et al. Metrics for measuring ideation effectiveness , 2003 .
[10] Paulo Blikstein,et al. Gears of our childhood: constructionist toolkits, robotics, and physical computing, past and future , 2013, IDC.
[11] Kim B. Clark,et al. The Option Value of Modularity in Design: An Example From Design Rules, Volume 1: The Power of Modularity , 2000 .
[12] E. Torrance,et al. The Torrance Tests of Creative Thinking , 2012 .
[13] M. Csíkszentmihályi,et al. Optimal experience: Psychological studies of flow in consciousness. , 1988 .
[14] Kim B. Clark,et al. Design Rules: The Power of Modularity Volume 1 , 1999 .
[15] Geraint A. Wiggins. Searching for computational creativity , 2006, New Generation Computing.
[16] Bengt Molander. Creativity and Knowledge , 2018 .
[17] A. Bandura. Self-efficacy: toward a unifying theory of behavioral change. , 1977, Psychological review.
[18] A. Cardoso,et al. Assessing Creativity : The importance of unexpected novelty , 2022 .
[19] R. Marsh,et al. How examples may (and may not) constrain creativity , 1996, Memory & cognition.
[20] Scott R. Klemmer,et al. Early and Repeated Exposure to Examples Improves Creative Work , 2012, CogSci.
[21] Paulo Blikstein,et al. Bloctopus: A Novice Modular Sensor System for Playful Prototyping , 2015, Tangible and Embedded Interaction.
[22] Mark R. Cutkosky,et al. Paper Robot: A Design Activity to Increase Beginner’s Prototyping Confidence with Microcontrollers , 2015 .
[23] Daniel L. Schwartz,et al. Parallel prototyping leads to better design results, more divergence, and increased self-efficacy , 2010, TCHI.
[24] Martin Steinert,et al. Comparing Novice and Expert User Inputs in Early Stage Product Design , 2012 .
[25] Clifford Nass,et al. Participatory materials: having a reflective conversation with an artifact in the making , 2014, Conference on Designing Interactive Systems.
[26] Paulo Blikstein. Computationally Enhanced Toolkits for Children: Historical Review and a Framework for Future Design , 2015, Found. Trends Hum. Comput. Interact..
[27] K. Hawley. Creativity and knowledge , 2018 .
[28] S. Engeser,et al. Flow, performance and moderators of challenge-skill balance , 2008 .