6.1 Overview
The unifying feature that cuts across the previous two epistemic positions on creative work is that they group around the implicit belief that it is the individual mind that is doing the creating. That view of creativity neglects the role the body and the physical world play during the creative process as well as the social context in which creativity takes place. Creative work as embodied action thus casts attention on the embodied, situated and ineffable nature of creativity and creative work. Schon shows that creative work happens
in action [
120]. This stands in stark contrast with the
problem-solving view that creative actions are fully transparent and hence can be verbalized and subsequently codified. It also differs from the
cognitive emergence view where there exists clear separation between processes of
thinking (e.g. idea generation in the Geneplore model) and
acting/making (e.g. exploring structures in the same model).
One of the implications of an embodied view on creative work is that it relies much on tacit knowledge, where “we can know more than we can tell” [
109]. Polanyi gives an example of such knowledge by observing that we can recognize a person’s face among a sea of faces, yet we cannot usually put into words how we recognize a face we know. Schon [
120] notes this tacit knowledge is akin to the sort of
know-how seen in musicians playing a musical instrument. In other words, a practitioner’s (such as the skilled violinist) know-how is revealed through movement of the body, as the fingers’ muscle memory help them remember a complex concerto, instead of invoking an intellectual operation. According to Schon, these unconscious processes are central to creative practices, as practitioners’ knowledge unfolds through “spontaneous, skillful performance” [
87].
Creative work as reflective practice focuses on the “importance of physical and artifact-centered action in the world to aid thought” [
88]. From this perspective, the practitioner engages in a “conversation with the materials of the situation” [
120]. For example, designers work through ideas by sketching on paper or making prototypes. These interactions with physical objects often introduce “uncertainty” and “surprise” into the process, “furthering understanding of the problem as well as contributing to the envisioning of a solution” [
88].
In addition to the primacy of interacting with the physical world through our bodies, the embodied view of creative work also highlights the role of the body in partnership with the dynamic situation, i.e. the moment-to-moment
actions people take in response to different contingencies. This is echoed by Lucy Suchman in her book
Plans and Situated Actions [
134], where she describes how people respond to dynamic situations by deviating from preset plans. She shows how people use the “resources and constraints afforded by physical and social circumstances” to “achieve intelligent action” [
134]. These examples are used to challenge the procedural logic that dominated technologists in the late 80s who saw “deviations as noise” to do away with [
115,
116]. Accounts of situated action in creative contexts can be observed in jazz improvisation where the musician pulls from pre-existing repertoire of musical ideas to respond spontaneously to a highly dynamic environment. In other words, moment-to-moment creative actions draw from a large pool of embodied resources, relying on tacit analysis of the fit between the resource and the situation at any given moment.
Gibson’s [
60] theory of affordances also takes a similarly situated and contextual view of creative action, with specific focus on objects rather than situations. Affordance refers to the inter-relationship between properties of the object and the capabilities of the individual. Because of the inherently dynamic nature of this relationship, the use of an object can change as the person or the object changes, as well as from one context to another. For example, stairs afford walking, but if the person uses a wheelchair, stairs can no longer afford the same action. To discuss affordances in creative contexts means to notice the possibility in any object to be used differently from its canonical, culturally normative uses. For instance, using a self-adhesive wall-hook to hang clothes may not be terribly creative but a quadriplegic person using it to open a jar can be
1.
This body of research is inspired by the situated nature of creativity and highlights the everyday creativity of people, by the way they appropriate objects and by how design unfolds through everyday use of objects. The notion of an “everyday designer”, conceptualized by researchers like [
39], shows that design continues after the deployment of the product, “long after the products have left the hands of professional designers” [
140]. Through repair and reuse [
77], end-user customization [
26], and appropriation [
41], users constantly “re-design” the objects they use [
39,
97,
139]. This research program “moves beyond a task-oriented perspective of the user in order to encompass users’ creativity and resourcefulness” [
39]. Instead of casting users as passive recipients of somebody else’s design, this view highlights them as active designers who are experts of the unique dynamics of their living spaces, constantly adapting the object to fit better with their own lives.
Locating creativity in everyday resourcefulness allows us to see creative action beyond traditional ideals of “engineering” [
117] or making “structurally sound designs” [
130]. A rich body of design works have highlighted the alternative forms of creative work that arise from unsettling entrenched metaphors and values. For example, [
130] have developed the notion of unmaking to challenge the traditional life cycle of an designed artifact; [
82] builds on the generative concept of
failure to characterize an “error-engaged studio” for artists; [
25] develops sewable micrcontroller that “provides a case for shifting metaphors of engineering development from brittle and mechanical solutions toward open-ended possibilities” [
117]; and finally,
Engineering at Home [
3], a project by designer and professor Sara Hendren, constructs alternative narratives of engineering innovation using examples of everyday adaptations by a disabled person. These works attune us to how dominant narratives of creative work have been about disembodied cognitive processes. By embracing values such as manual labor, sustainability, and failure, they open up possibilities for new forms of creative work.
6.2 Historical roots: sociocultural turn to creativity
Since the 1980s, creativity research in psychology has moved away from “univariate, positivist research paradigms” to “more complex, constructivistic, systems-oriented research models” [
56]. These models emphasize the distributed nature of creativity, highlighting the role of social relations and interaction with artifacts over time in creative expression [
62]. As a result, creativity research, which had previously been taken up by psychologists and AI researchers begin to attract the attention of sociologists.
As we have seen in the previous problem-solving and cognitive emergence views of creativity, researchers are primarily answering the questions of “What is creativity?” and “Who is creative?”. Csikszentmihalyi [
35] redresses the essentialist overtones of those questions to ask instead, “Where is creativity?”: “Rather than regarding creativity as an intrinsic attribute of particular artifacts or capabilities of a person, Csikszentmihalyi argued that creativity judgments emerge via three interacting components: 1) the domain...2) the individual...and 3) the field...Each has a say in what counts as creative” [
84].
By reframing the basic questions about creativity, this view “de-emphasizes internal processes and individual contributions and instead places much more emphasis on collaborative creativity” [
84]. What this socially-distributed view of creativity does is to recognize “that a creator does not create in isolation but amidst other people (e.g. audience, collaborators, or other stakeholders). The interaction and communication with other people are crucial in shaping the final outcome” [
62]. Howard Becker [
16] illustrates how this web of complex social relations play out in artistic productions. Instead of seeing an artwork as the work of an isolated genius, he sees it as the result of interactions between the artist and the world. Not only does every piece of art rely on “extensive division of labor”, it has a “social origin”, and all these forces play a critical role in shaping the final work.
One of the key implications of seeing creativity as a social process is to recognize that people “create their world, at least in part, by anticipating how other people will respond, emotionally and cognitively, to what they do” [
16,
61]. This dynamic relationship between the creator and the world is captured by philosopher John Dewey in his book
Art as Experience [
40], where he gives the example of a painter shifting between standing back and drawing as a demonstration of the painter shifting between the view of the audience and the maker. Even in a classically solitude activity such as painting, the painter is never working fully alone – they “embody in [themselves] the attitude of the perceiver while [they] work” ([
40, p. 50]).
6.3 Creativity support as a problem of continuous negotiation
Research practices influenced by this view are informed by the notion of external representation of ideas in physical objects and its significance in the creative process. For example, FinalScratch cited in [
88] is a DJ tool that “respects the primacy of physical practice”. It lets DJs manipulate digital audio via traditional vinyl records and turntables. As argued by Klemmer et al., it “affords continuity of practice – skills acquired over years of practice still apply since the physical interface has not changed”, providing the “sensory richness” and the “nuance of manipulation” DJs are used to with analog vinyl records.
Tools influenced by this view promote interaction styles that facilitate direct manipulation [
122] of objects of interest, in a manner similar to Levi-Strauss’ figure of
bricoleur who takes a hands-on approach to creation [
96]. For example, Jacobs et al. [
78,
79] created tools that let people create procedural art (traditionally accessible via text-based programming languages such as Processing) through direct manipulation. This combines the expressive potential of procedural systems with the accessibility of direct manipulation [
80]. Xia et al. [
144] explores the other direction, imbuing traditional vector graphics interfaces with procedural power using object-oriented principles.
reacTable [
81] is another example of using external representation to support music-making. It is a tabletop electronic musical instrument equipped with blocks that can be moved around to manipulate a modular synthesizer. By having the external representations to manipulate through embodied interaction, reacTable enables “reflection-in-action” and lets users develop a physical practice.