Funding Opportunities from the National Science Foundation CreativeIT
Full Proposal Deadline Date: October 13, 2009
Creativity, design, and research all contribute new knowledge and
artifacts. The CreativeIT program focuses on the commonality of these
three processes and solicits proposals that bring creative practice and
creativity research to play a role in transformative research in
specific contexts of computer science, cognitive science, information
technology, education, engineering design and science. The program
considers design as a type of research in which the definition of the
problem may change in response to the exploration and development of
alternative solutions, leading to creative solutions and innovation. The
program's objective is to bring together different disciplines
associated with creative and scientific advances in a way that is
mutually beneficial. This program encourages new ways of thinking about
one discipline in terms of another, so that the interdisciplinary nature
of the project is a means to an end rather than an end in itself.
II. PROGRAM DESCRIPTION
Information technology is playing an increasing role in extending the
capability of human creative thinking and problem solving, and
conversely, creative uses of information technology are leading to new
areas of research and innovation. Creativity is often the result of a
design process in which the exploration of possible designs changes our
perspective on what the design can or should achieve. A designer
develops new artifacts in the context of a perceived need or problem
specification. In creative design, the reflection on problem finding
becomes as important as problem solving. The combination of creativity
and design thinking in information technology, science, and engineering
has the potential to define new areas and lead to increased successful
innovation. Advances: CreativeIT seeks proposals for projects whose
objectives are new models of creativity, new models for research and
education, or creativity enhancing tools developed in the context of a
Research Areas: The following research areas elaborate on these
potential types of advances as guidelines for describing how the
objectives of the project contribute to CreativeIT.
1. Understanding Creative Cognition and Computation. Research in this
area develops or applies cognitive models that serve as inspiration for
computational models of creativity, support for human creativity, or
approaches for educating people to be more creative. This research is
typically done by adopting or adapting a model of cognition and
evaluating its creative performance in different contexts, or developing
a new model of creativity based on empirical or ethnographic studies.
The emphasis in this area is the development of new models of cognition
and computation that explain or simulate creativity and how these models
open up new research areas in computing and cognitive science.
2. Creativity to Stimulate Breakthroughs in Science and Engineering.
This area considers the role and performance of creative professionals
in developing new technologies, discovering new patterns in information,
and in finding new ways of seeing, knowing, and doing computing, science
and engineering. This area seeks to foster research that is conducted
with groups of people from different backgrounds in which the creative
synergy is focused on a specific context, problem, or perceived need.
The result of this research is a new product, new model, or new area of
research. The evaluation of the results of this kind of research does
not follow directly from existing metrics or performance criteria and
therefore may need to redefine relevant performance criteria.
3. Educational Approaches that Encourage Creativity. This area considers
a broad range of approaches to learning that encourages creativity:
multi-disciplinary teaching and learning, design studio environments,
skills development through making and doing, serious games, and
open-ended problem-based learning. This area includes the development
and evaluation of innovative computational environments for learning
that reward creativity leading to transformative changes in curriculum
objectives and structure.
4. Supporting Creativity with Information Technology. This area develops
new software and interaction design to support people in being more
creative and evaluates their performance through user studies either in
controlled environments with empirical studies or in the context of a
complex problem or situation with ethnographic studies. The emphasis in
this area is the development of new computing environments where the
environment itself may be a creative product, and the environment is
intended to support people in their creative activities.