- 1 - MetaCube: Using Tangible Interactions to Shift Between Divergent & Convergent Thinking Haig Armen Centre for Digital Media 685 Great Northern Way Vancouver, BC V5T 0C6 778-881-6676 ABSTRACT For many decades, we have observed and studied how people create, what the characteristics of creative people are and what the process of creativity is. Many of these studies have focused on the cognitive abilities of individuals - what happens in our minds when we are creative? This paper describes a research tool for building a better understanding about how creative teams move between divergent, exploratory and convergent ways of thinking. With the proliferation of embedded technologies, there are emerging opportunities for employing tangible or embodied interaction within the creative process. In this paper, we make the case that the creative process can be augmented, observed and supported by metaphorical interactions via a hand-held tangible computing device. Author Keywords Interaction design; Tangible user interfaces; Embodied interaction; Design research; People-centered approach; Metaphor; Creative Process; Divergent-Convergent Thinking ACM Classification Keywords Human-centered computing~Interaction design theory, concepts and paradigms Human-centered computing~Collaborative and social computing devices General Terms Design; Human Factors; Theory INTRODUCTION Today's contemporary design teams have a wide array of tools to aid in the design process and even the most digital savvy teams still use tangible tools like whiteboards to help in the brainstorming sessions. There has been a great deal of studies in the area of creative process in the context of design and brainstorming, predominantly about the varying exercises in divergent (generative), exploratory (connecting & combining ideas) and convergent (analytical) cognitive modes. Yet how teams or individuals transition between these modes of thinking relatively unexplored. This project explores how a tangible object might emphasize meaningful gestural interactions not as a departure from, but rather as an integrated part of the creative process. We propose that a tangible user interface will help in the creative process by shedding light on the transitions between modes of thinking. Tangible analogical interactions can be a powerful way to support modes of cognitive activity and ultimately provide a better understanding of when different strategies may be most effective. In this paper, we call to question the connection between tangible gestural interactions as analogical mappings to abstract modes of cognition by way of a conceptual prototype called the MetaCube. To best understand how a tool could improve the creative process we first observe that creative teams are most productive when shifting between divergent and convergent modes of thinking. The ability to efficiently shift between modes may be an important feature underlying the capacity to be creative [12], and possibly, of particular importance in professions such as design [8]. There are a wide variety of creative activities, exercises and games that have been categorized into divergent and convergent categories [7] that act as useful frameworks for creative thinking and conceptual development. Physically interacting with an analogical concept makes the abstract become more concrete. Building from the theory of embodied interaction we propose a tangible computing device that helps to bring a clearer collective understanding of how we shift cognitive modes using tangible interaction. Beyond embodied interaction, this case additionally considers the importance of flow within creative sessions as well as their collaborative nature. We hypothesize that by building a better understanding of how, when and why we shift our cognitive modes in creative sessions we can begin to create frameworks of knowledge around the collective creative process. The MetaCube project revolves around the following research question: Does rotating a tangible computing cube help creative teams better observe and gain insight into shifting between divergent, explorative to convergent cognitive modes based on specific time intervals? Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. TEI 2015, January 15-19, 2015, Stanford, CA, USA Copyright 2015 ACM xxx-x-xxxx-xxxx-x/xx/xx-xx....$15.00.