English
The objective of the project is to study the effects of using new digital collaborative environments such as Second Life on the processes and performances in collective creative problem solving tasks. The project will focus on three main determinants of performance: the environment, the person and the dynamics of the group. In particular, the following characteristics will be examined: (a) specific characteristics of a virtual world space (such as allowing an activity that is impossible in physical shared space, as well as the effect of physical details of the virtual environment that are analogous with the real world, such as wall color), (b) self presentation and social identity of participants (via avatars), and (c) communication and group dynamics. The populations studied will be mainly students in psychology and engineering-design. Also, business students and non-student adults will participate. Creative problem solving concerning the societal domain of transportation in the future, with creative problem solving tasks adapted to each type of participant will be used (e.g., design new vehicles, improve travel safety, generate a public awareness campaign to foster the use of new transportation). Experimental studies will allow us to examine the effects of virtual environment features on creativity. Analyses will focus on the dynamics of the creative process, the quality and quantity of creative productions, and the quality and quantity of collaboration within each group or team. -
