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Using user research in creativity

Using user research in creativity: informing systems, service and product experience design

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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  • Catriona Macaulay
  • Daniela Busse

Research units


Original languageEnglish
Title of host publicationC&C '09
Subtitle of host publicationproceedings of the Seventh ACM Conference on Creativity and Cognition
Place of PublicationNew York
PublisherAssociation for Computing Machinery
Number of pages2
ISBN (Print)978-1-60558-865-0
StatePublished - 2009
Event7th ACM Conference on Creativity and Cognition - Berkeley, United States


Conference7th ACM Conference on Creativity and Cognition
CountryUnited States
Internet address


Within the context of everyday creativity, there is a growing demand for new systems, products and services that mediate such activity. Some of these tools are emerging from commercial design worlds (iPhone apps, sound and image production software, etc.) and some from creative communities/academia (interactive storytelling tools, new programming tools for interactive artworks, physical computing devices, etc.). Across the design disciplines, and from academia to industry, practicing user research is becoming an increasingly important activity informing the design and development of any product, system or service. Whilst our understanding of the methods and techniques available for generating user research is maturing, the understanding of how to leverage its insights effectively is less well developed. Does user research within the design process in itself incubate or quash creativity and innovation? Is there such a thing as 'too data-driven design'? Can researchers (or those practicing research) be educated for depth of insight, not just method? By the same token, how can we be sure that the user research is actionable? What is the best way to communicate user research? Or is co-development and integrated user research the way to go anyway? What role does user research play in the overall development process? Is user research something best gathered from users or generated with users? Do different communities (e.g. academia and industry) define 'valid user research' in the same ways?



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