CRUX: a creativity and user experience model

被引:5
|
作者
Fleury, Sylvain [1 ]
Vanukuru, Rishi [2 ]
Mille, Charles [1 ]
Poinsot, Killian [1 ]
Agnes, Aurelien [1 ]
Richir, Simon [1 ]
机构
[1] HESAM Univ, LAMPA, Arts & Metiers Sci & Technol, F-53810 Change, France
[2] Indian Inst Technol, IDC Sch Design, Mumbai, Maharashtra, India
关键词
Creativity; user experience; digital tools; cybersickness; virtual reality;
D O I
10.1080/14626268.2021.1915339
中图分类号
J [艺术];
学科分类号
13 ; 1301 ;
摘要
The field of Virtual Reality has been developing at a steady pace, and VR is finding new uses as a support for creative tasks. The objective of this study is to propose a theoretical model describing the links between user experience and creativity. Pre-existing theoretical links have been identified in relevant scientific literature. Two experiments were then conducted in order to identify new links and replicate results. These experiments involved respectively 76 and 42 participants who individually performed a task requiring divergent creativity using virtual reality drawing tools. The results indicate that cybersickness leads to a decrease in fluency, i.e. the number of ideas generated, but also shades the links between flow and the relevance of the ideas generated. On the basis of this result, we propose the CRUX model to lead to recommendations for the design of tools and simulations to support divergent creativity.
引用
收藏
页码:116 / 123
页数:8
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