1 Introduction
The rise of tools utilizing generative artificial intelligence (GenAI), or AI systems that create media based on statistical patterns [
17], has sparked discussion on the potential impact of GenAI in changing industries [
26,
29,
51], education [
6,
89], and Human-AI collaboration [
39,
48,
50,
91]. While scholars have identified potential drawbacks of these technologies such as copyright infringement [
81], bias [
85], and the exploitation of labor of workers in the Global South [
82], others point to the merits of co-creation and GenAI’s possibility of generating new concepts of creativity [
22,
51,
66].
Within the HCI community, the impact of technology on creativity, particularly through Creative Support Tools (CSTs), has been a longstanding concern [
37,
77,
84]. CSTs assist creative endeavors across a variety of domains including music [
100], writing [
15], and film-making [
28]. Frich et al.’s literature review work presented a summarized definition:
“A Creativity Support Tool runs on one or more digital systems, encompasses one or more creativity-focused features, and is employed to positively influence users of varying expertise in one or more distinct phases of the creative process.” [
37, p. 10]. While Frich et al. stress the tentative nature of this definition, it offers a foundation for thinking about the future of GenAI, as HCI scholars have suggested the use of GenAI tools in supporting social creative endeavors [
1,
91] and augmenting the creative process [
25]. To enhance creativity, understanding user interactions with AI systems is crucial. However, current systems often assume a user has prior domain knowledge, like familiarity with art history, thus a user is able to ask for art “
in the style of Van Gogh.” These assumptions of knowledge may also lead to misinformation [
38].
This discrepancy between a user’s knowledge and the expectations of a GenAI system becomes especially noticeable when considering the creative needs of children. Models trained on corpora of child-directed speech have been shown to differ from those that were trained on adult-directed language [
47,
73]. Moreover, children’s creativity varies from that of adults due to developmental needs and reliance on adults to provide cultural and social context around children’s creative ideas [
53]. Given the significance of social environments in children’s creative development, we argue a need to recognize the relationship that GenAI tools might have on children’s creative development and the tools’ potential ability to support children’s confidence around these contextual and social aspects of creativity.
AI’s role in children’s lives is often viewed through their perception of AI [
31,
68,
96,
102] and AI’s deployment within education [
23,
95,
97]. There is a limited exploration of how AI can serve as a creative support tool for children.
AI Literacy is emerging as a crucial skill for a child’s future, which covers various AI concepts from how AI works to AI’s societal impacts [
21,
103]. While important, developing AI literacy may not necessarily foster a child’s understanding of AI’s creative potential. This creative dimension is increasingly relevant as more GenAI tools become integrated into a variety of educational settings [
20]. Computer systems such as Papert’s
Turtle [
75] and Resnick’s
Scratch [
36] demonstrate how technology can support constructionist learning for children. Yet, GenAI differs in its autonomy and complexity, potentially making the child’s creative agency less evident within creative interactions.
Creativity, broadly defined, is 1) something original and 2) task-appropriate [
4,
11]. While prompts can certainly demonstrate creative autonomy [
22], children who are less familiar with these systems and rely on provided context from adults, may not make the connection between their prompt and the output without scaffolded support. Therefore, understanding how children engage with GenAI through the creative process and their corresponding contextual needs can help us 1) design more effective and context-aware systems for supporting creativity and 2) develop AI literacy curricula for children to prepare them for a future where this technology plays an ever-growing role in their daily creative activities.
In order to explore the connection between children’s creative acts and GenAI, we conducted six participatory design (PD) sessions with children ages 7-13. Through the PD method of Cooperative Inquiry (CI), a method of designing technology that focuses on designing with and for children [
40], we conducted different co-design activities with GenAI tools for text, visual art, and music. These sessions were designed to help us better understand the ways in which children conceptualize the creative uses of GenAI and the way these conceptions impact their creative processes. We aim to advance this understanding of children’s creative experience with GenAI through exploring the following research questions:
RQ1. How do children (ages 7-13) in co-design workshops perceive generative AI tools and their usage for creative works?
RQ2. How do children (ages 7-13) navigate the creative process while using Generative AI tools? How might these interactions support their confidence in their ability to create?
We contribute to the discussion on children, AI literacy, and creative uses of GenAI by introducing an explanatory model for supporting child-GenAI creative interactions. Additionally, we demonstrate the implications of this model in designing and evaluating these interactions so that they support children’s confidence in their creative abilities.
4 Findings
Through our analysis, we identified four major themes that described how children perceived and created with GenAI tools: 1) children’s constructed mental models of GenAI tools for creative work, 2) children’s adaptive processes of working with AI tools, 3) children’s navigation of creative domains, and 4) influence of task/environment on ethics of GenAI use.
4.1 Understanding Children’s Mental Models of GenAI Tools for Creative Work
Children in our study perceive GenAI tools as capable of producing creative outputs, but required external assistance, either from adult co-designers or peers, to develop a mental model that supported a tool’s creative uses. This emphasizes the importance of scaffolding to reshape children’s cognitive frameworks, encouraging a perspective of GenAI as an active, collaborative partner in the creative process. As Jimin expressed during DS6: “You could be creative [with Generative AI] but that doesn’t mean it would sound better,” where she later suggested that this was due to her feeling of a lack of “control.” Our analysis identified three factors influencing a child’s mental model of GenAI for creative uses:
(1)
Children’s understanding of how GenAI creates outputs.
(2)
Children’s comparative evaluation of GenAI with other technologies (e.g., Google search engine, voice assistant such as Siri).
(3)
Children’s tendency to apply a general mental model to individual tool-specific affordances.
In our study, children grasped how GenAI works by comparing their expectations with system outputs. They observed that GenAI frequently combined pre-existing content to generate responses, exhibited repetitive behavior in the responses, and had a capacity for learning and adapting through interactions. For instance, Cyno noted that ChatGPT generated Ed Sheeran song lyrics by blending existing songs (DS6). Similarly, Diago felt like ChatGPT just “kind of made a pattern” when generating results for creative writing (DS3). Jimin in response to the group’s prompt about what player ChatGPT would rather have on its sports team, predicted the typical disclaimer, “As an AI language model, I cannot…” (DS3), demonstrating children’s capacity to learn and anticipate typical AI behaviors. This understanding shaped the children’s perception of GenAI as a creator of pre-existing and ready-made works, limiting their creative ideas to what they believed the system could complete. They saw GenAI as a tool to execute rather than a collaborative tool for fully exploring their ideas.
Moreover, children shaped their mental model of GenAI by comparing it to other technologies. For example, they drew parallels to
Google (Diago, Cyno, Damian, and Zane) and Siri (Alex). Diago highlighted a distinction by stating “
with Google, people put the information in [beforehand], whereas GPT makes up answers as it goes" (DS1) and Alex pointed out that “
you don’t really have to go online for Siri since you can just press a button without having to login" (DS1). Zane differentiated
ChatGPT from a calculator, emphasizing “
the calculator only does math, but ChatGPT does everything" (DS1). This comparative assessment extended to the way children phrased prompts, reflecting a mental model akin to familiar information-seeking technologies, as observed with Matt prompting
ChatGPT with“
How do I hack Google” (DS2) or the prompt “
How do I know if a kids is scamming people with a lemonade stand?" as shown in Diago’s comic about a bad use of
ChatGPT in Figure
2. These comparisons indicate that children construct their mental models based on more familiar technologies.
Furthermore, children tended to generalize ChatGPT’s affordances to all GenAI systems, leading to challenges with different tools. As an example, when creating with DALL·E, Cyno expressed frustration when DALL·E could not remember what her character Lisa looked like without writing the description each time (DS5). It was not until an adult informed her, unlike ChatGPT, DALL·E does not remember what the user previously prompted. Children formed incorrect assumptions of GenAI when they were not supported in identifying the specific affordances of a tool. This suggests that encouraging children to re-establish their model of GenAI as a tool with a specific purpose can help them to form more accurate mental models. Consequently, when their ideas did not align with the system’s expectations, children were more likely to abandon their original creative ideas, indicating a decrease in confidence and satisfaction.
4.2 Children’s Adaptive Process of Working with Generative AI Systems
Despite children’s increasing understanding of how these GenAI tools functioned, they frequently encountered moments of frustration when the tool’s outputs did not align with their expectations, resulting in issues with the "gulf of evaluation" [
71]. These moments most often occurred when children felt the system was unable to represent their ideas of a topic they were excited about, such as when Damian was frustrated while asking
ChatGPT to write a sad poem about rocks, in which the system continually reproduced the same poem. Additionally, they became frustrated with the lack of transparency of the systems, such as when Zia and Cyno were confused as to why
ChatGPT combined Japanese and Korean together when translating a story they wrote (DS3) or when Alex and Eiko did not understand why all the pictures
DALL·E created were creepy (DS4). When children felt the tool did not meet their expectations, they would engage in one of three behaviors:
(1)
Children would rephrase or adapt their ideas by changing the prompt.
(2)
Children would provide more context, such as correcting the system.
(3)
Children would pivot to a new idea, often giving up on their original one.
If the task or topic was something the child liked, they were more likely to engage in the first two behaviors. If they either did not care about the task, or had tried several times to get their desired result to no avail, they would resign themselves to trying something new. We have listed examples from our sessions for each adjustment in Table
3.
These findings reveal that children go through a process of trial and error when using GenAI for creative tasks. These iterations are marked by evolving comprehension of what the tools can do as well as readjustments from the children in the description of their creative goals. Children were more likely to overcome challenges during interactions when the topic aligned with their interest. This suggests that children feel more confident when they believe the system can adapt to their interests, allowing them to adjust prompts and enhance their creative understanding. Systems that support iteration help children develop coping strategies that supported their creative goals.
4.3 Children’s Navigation of Creative Domains and Generative AI
The children found GenAI tools to be too formal and limiting in their language, causing challenges in navigating their creative processes and feeling confident in their creative goals. Throughout our sessions, children frequently critiqued the formal language of the GenAI tools. Damian, Diago, Zia, Alex, and Eiko noted the language used by ChatGPT sounded “scientific” and lacked their desired casual conversational tone (DS1). Similarly, some frustration arose when the AI would formally apologize when being corrected by a child (Zane), as well as when GenAI did not understand what they were saying, as evidenced by Matt’s exclamation: “It doesn’t understand what I’m trying to say!”
Instances of “formal language” often resulted from the AI assuming domain-specific terms, as seen when ChatGPT provided information about herding behavior rather than dinosaur friendships when Diago asked about “dinosaur relationships” (DS1). This misalignment also occurred when the children considered themselves experts (e.g., in Pokémon or a specific musician such as BTS), leading to additional frustration when the systems could not accurately capture their understanding of a concept.
Creative experiences for children are non-linear [
92], and thus, language code-switching becomes a crucial skill for effective interaction with systems [
13]. Damian, for example, while asking
ChatGPT about
Star Wars, suggested that the system should talk to them like characters from the series in order to help him write a story about the space franchise (DS1), stating “
I want it to talk like Darth Vader.” This was further highlighted in our music session (DS6) where Zane, who did not have a musical background, struggled to evaluate the generated chord progression’s fit for his song. Zane and an adult co-designer noted that they did not know how to evaluate the chord progression generated because they did not know enough about Bebe Rexha’s music (the musician they were trying to replicate). For children, the systems’ lack of customizable language, tailored to their domain knowledge or personal interests, posed a barrier during creative experiences. Their enthusiasm and confidence were higher when the system aligned with their domain knowledge. Children suggested potential solutions, such as Cyno proposing a visual style picker for
DALL·E to maintain style consistency (DS4) and Diago suggesting that
DALL·E should allow children to provide other images as examples (DS5). In fact, domain-adaptive pre-training of language models has been shown to increase task performance [
41] and may offer one way of supporting children’s creative experiences.
In sessions four through six, children utilized multiple tools, transposing ideas across contexts, adapting content to meet each system’s requirements. This included summarizing parts of a story generated by
ChatGPT so that it could be used in
DALL·E or deciding if the music style generated by the
Multi-track Chords tool fits their generated lyrics. This interchangeability led to a reliance on preferred mediums. In DS5, when Zane and Diago exhibited reluctance to incorporate
ChatGPT, as it did not seem to understand their idea of adapting the story of
Back to the Future, the decided to independently create the narrative, subsequently employing
DALL·E exclusively for visual aspects of the story (3a). Contrarily, Jimin and Alex commenced their creative progression with
ChatGPT, then leveraged the resultant narrative as a foundation for generating prompts for
DALL·E (3b). Their choices resulted in distinct outcomes—the first being a concise narrative with text more akin to prompts and the second a more sprawling composition, with 12 pages of text and visuals (Figure
3).
Children developed personalized mental models emphasizing GenAI tools’ potential limitations for creative use which were closely associated with their experience with the creative domain. Certain tools were perceived as more useful, emphasizing medium preferences in children’s creative processes, which was heightened when they felt the tool did not understand as much about their preferences as they did. Children’s suggestions highlighted the need for customization, aligning system language with users’ domain knowledge. This suggests that supporting children’s creative experiences with GenAI requires a balance between customizable language, code-switching, and tool adaptability to individual preferences and domain expertise.
4.4 Influence of Task and Environment on Children’s Beliefs on the Ethics of Generative AI Use
Children’s perception of GenAI for creative works was significantly influenced by the framing of the creative task, indicating a nuanced relationship between the nature of the task and their ability to express creative intentions. Notably, when children could align the task with their creative interests, there was a discernible shift from information-seeking to expressing their ideas.
This transition was evident during sessions, such as DS3, where children directed prompts more closely aligned with their creative interests. This was exhibited when Diago, Zane, and Matt wrote two poems, one about
Minecraft and one about
Zelda. After the poems were generated, they asked
ChatGPT to combine them, in which Diago noted after that "
I feel like it didn’t really combine them." The group discussed what they wanted to do, and subsequent interactions involved adjustments to the poem’s length, feedback on the generality of the poem, suggestions to incorporate elements related to Bokoblins (a monster from
Nintendo’s Zelda franchise), and attempts to prompt the system to more equally address
Minecraft and
Zelda. During this exchange, Diago also reflected back remembering that he had asked earlier about "Kirbo" (an online spoof of the Nintendo character "
Kirby") and noticed
ChatGPT had placed Kirbo into the poem. This prompted him to ponder, "
why [ChatGPT] put the Kirbo in if you just asked for Minecraft and Zelda… I wonder if it can’t forget after sometimes.” These interactions ultimately lead to more exploration and culminated in a version of Rick Astley’s
Never Gonna Give You Up as seen in Figure
4. In this case, Kibro was also further referenced in the bridge. This highlights that when children perceived GenAI systems as having a capacity for learning and adaptation through interactions, they developed a more nuanced understanding of the system’s capabilities, influencing their future creative experiences with the tool.
In addition to personal creative intentions, ethical considerations also played a role in how children engaged with GenAI tools. When asked about when it is good or bad to use GenAI to help make something, Zia and Diago noticed that ChatGPT could write essays about anything, prompting Jimin to suggest that tools like ChatGPT made it too easy to write essays and GenAI tools might actually be harmful since “you can’t trust [students] to…use it properly” (DS1). Cyno, Diago, and Alex all suggested that cheating might also be a reason why their schools had banned the use of ChatGPT.
When engaging with situations involving personal creative endeavors, a more introspective dimension surfaces as a determinant for their ethical considerations. When prompted about their opinions about a friend utilizing ChatGPT to compose a birthday card for them, responses were contingent upon contextual nuance. A prevalent sentiment among the children was one of sadness and disappointment, rooted in the perception that the utilization of GenAI undermined the authenticity and effort invested in crafting a heartfelt communication. Conversely, Diago articulated that the use of ChatGPT could be acceptable, provided the AI-generated content served as a scaffold upon which the friend constructed a more elaborate and personalized message (DS2). Similarly, when discussing how they might feel if their favorite artists or books were written completely with GenAI, children often also qualified how the AI would be used in creating, stipulating that as long as it did not make the whole work of art, it was possibly fine. An assertion from Damian encapsulated this sentiment as he expressed that a completely AI-authored book would erode the sense of author-reader connection, describing that an AI-authored book would “dismantle" some of the joy of reading. Zane agreed that he would not like if AI were writing the stories he read (DS5). Paradoxically, a counterargument posited by Diago again, emphasized that an AI-authored book might have more information, so he was not sure if he cared if it was written by GenAI.
The creative intention, encompassing the creative environment and the child’s expression of their goals, significantly influences how they perceive and navigate the system. Using GenAI tools for personal expression prompts questions about authenticity and effort, as children recognize the potential for these tools to affect the genuine sentiment behind their creative endeavors. Ethical considerations also come to the forefront, especially in formal educational settings, where concerns about misuse, cheating, and a perceived responsibility for proper use are often considered. These discussions highlight the multifaceted nature of children’s engagement with GenAI, emphasizing the need for nuanced conversations and considerations in both educational and personal creative contexts.
6 Limitations and Future Work
We developed our model through design sessions with 12 children who all reside in one geographic location, all of whom have experiences with both technology and design. Therefore, we are contributing to a discussion of theoretical generalization and not statistical generalization. Future work is needed to further examine how these contexts and scaffolds apply to varying GenAI tools and other geographic locations. Additionally, we utilized a small subset of GenAI tools. The children also know each other well through their experiences in co-design, meaning that they felt comfortable to share their creative ideas, but at times were distracted by these close relationships. These factors make it more likely that their experiences and comments represent the specific group. Conducting co-design work with teachers, parents, and developers in addition to the children could expand this work to a more holistic perspective. Similarly, we provided children with specific tasks to complete during the session. More work is needed to further understand how children may come to use these technologies creatively without prompting or in settings within their personal lives such as while hanging at home with friends. In future work, we hope to study how the specific creative task may influence the child’s motivation and experiences, as well as the way culture and domain-expertise impact a child’s mental model of a GenAI tool.
7 Conclusion
Our study investigated how children perceive GenAI tools and navigate their relationship with these tools in creative experiences. It shows that children construct knowledge, adapt their creative processes, consider their knowledge of domains, and are influenced by creative tasks/environments. Furthermore, it shows a link between the design of GenAI systems, children’s abilities, and the domain of creation. While our work is based on the creative experiences of children, the model presented in this paper can be adapted to help explain other populations as well. Though scaffolds may change based on expertise, our findings suggest that these contexts can be used to understand other creative experiences of both novices as well as experts, who also must navigate these contexts and questions relating to self-efficacy when incorporating GenAI tools into their own creative processes. For example, expert users may have an understanding of a domain such as music but lack experience to apply that knowledge to the specific affordances of a system. Therefore, these contexts impact expert users as well.
Finally, we argue GenAI is a tool to support creativity, not a replacement for creating. Our findings contribute to the ongoing discourse on AI literacy, creative support tools, and constructionist learning, offering valuable insights into the ways GenAI can empower individuals to explore their creative potential and build creative self-efficacy within a rapidly evolving technological landscape.