This paper attempts to propose a broader framework for understanding creativity by distinguishing different levels of creativity, namely personal and social/cultural creativity, and their interaction. Within this framework, the possible role that the computer can play is discussed by analyzing the procedure of rule formation and the phenomena of seeing emergent subshapes.
History
School
Design
Research Unit
IDATER Archive
Pages
71255 bytes
Citation
LIU, Y., 1996. "What" and "Where" is design creativity: a cognitive model for the emergence of creative design. IDATER 1996 Conference, Loughborough: Loughborough University