Collaborative Ideation Partner: Design Ideation in Human-AI
Co-creativity
Jingoog Kim
a
, Mary Lou Maher and Safat Siddiqui
University of North Carolina at Charlotte, 9201 University City Blvd., Charlotte, NC 28223, U.S.A.
Keywords: Co-creativity, AI-based Co-creative System, Ideation, Design.
Abstract: AI-based co-creative design systems enable users to collaborate with an AI agent on open-ended creative
tasks during the design process. This paper describes a co-creative system that supports design creativity by
providing inspiring design solutions in the initial idea generation process, based on the visual and conceptual
similarity to sketches drawn by a designer. The interactive experience allows the user to seek inspiration
collaborating with the AI agent as needed. In this paper, we study how the visual and conceptual similarity of
the inspiring design from the AI partner influences design ideation by examining the effect on design ideation
during a design task. Our findings show that the AI-based stimuli produce ideation outcomes with more
variety and novelty when compared to random stimuli.
1 INTRODUCTION
Computational co-creative systems are a growing
research area in computational creativity. While some
research on computational creativity has a focus on
generative creativity (Colton et al., 2012; Gatys et al.,
2015; Veale, 2014), co-creative systems focus on
computer programs collaborating with humans on a
creative task (N. M. Davis, 2013; Hoffman &
Weinberg, 2010; Jacob et al., 2013). Co-creative
systems have enormous potential since they can be
applied to a variety of domains associated with
creativity and encourage designers’ creative thinking.
Understanding the effect of co-creative systems in the
ideation process can aid in the design of co-creative
systems and evaluation of the effectiveness of co-
creative systems. However, most research on co-
creative systems focuses on evaluating the usability
and the interactive experience (Karimi et al., 2018)
rather than how the co-creative systems influence
creativity in the creative process. In this paper we
focus on ideation rather than the user experience in
order to understand the cognitive effect of AI
inspiration.
Ideation, an idea generation process for
conceptualizing a design solution, is a key step that
can lead a designer to an innovative design solution
a
https://orcid.org/0000-0003-3597-6153
in the design process. Idea generation is a process that
allows designers to explore many different areas of
the design solution space (Shah et al., 2003). Ideation
has been studied in human design tasks and
collaborative tasks in which all participants are
human. Collaborative ideation can help people
generate more creative ideas by exposing them to
ideas different from their own (Chan et al., 2017).
Recently, the field of computational creativity began
exploring how AI agents can collaborate with humans
in a creative process. We posit that a co-creative
system can augment the creative process through
human-AI collaborative ideation.
We present a co-creative sketching AI partner, the
Collaborative Ideation Partner (CIP), that provides
inspirational sketches based on the visual and
conceptual similarity to sketches drawn by a designer.
To generate an inspiring sketch, the AI model of CIP
computes the visual similarity based on the vector
representations of visual features of the sketches and
the conceptual similarity based on the category names
of the sketches using two pre-trained word2vec
models. The turn-taking interaction between the user
and the AI partner is designed to facilitate
communication for design ideation. The CIP was
developed to support an exploratory study that
evaluates the effect of an AI model for visual and
Kim, J., Maher, M. and Siddiqui, S.
Collaborative Ideation Partner: Design Ideation in Human-AI Co-creativity.
DOI: 10.5220/0010640800003060
In Proceedings of the 5th International Conference on Computer-Human Interaction Research and Applications (CHIRA 2021), pages 123-130
ISBN: 978-989-758-538-8; ISSN: 2184-3244
Copyright
c
2021 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
123
conceptual similarity on design ideation in a co-
creative design tool.
In this paper, we emphasize the effect of the AI-
based inspirations based on the visual and conceptual
similarity. The main contributions of this paper to the
HCI and co-creativity community are (1) a
methodology for evaluating the impact of AI
inspiration on ideation and (2) the impact of AI-based
visually and conceptually similar designs on ideation.
2 COMPUTATIONAL
CO-CREATIVE SYSTEMS
Computational co-creative systems are one of the
growing fields in computational creativity that
involves human users collaborating with an AI agent
to make creative artifacts. The distinction of co-
creativity from computational creativity is that co-
creativity is a collaboration in which multiple parties
contribute to the creative process in a blended manner
(Mamykina et al., 2002). Co-creative systems have
been applied in different creative domains such as art,
music, dance, drawing, and game design. Some co-
creative systems directly perform actions on a shared
artifact or contribute to a performance whereas others
provide suggestions to inspire users for generating
novel ideas. This distinguishes how a co-creative AI
agent contributes to the creative process. One co-
creative interaction paradigm is an AI agent
performing actions with a user simultaneously.
Shimon (Hoffman & Weinberg, 2010) is a robotic
marimba player that listens and responds to a
musician in real time. This improvisational robotic
musician performs accompaniment with the users’
musical performance simultaneously. Another co-
creative interaction paradigm is a turn-taking action
between a user and an AI agent in a shared artifact.
Drawing Apprentice (N. Davis et al., 2015) is a co-
creative drawing system in which the computational
partner analyzes the user's sketch and responds to the
user’s sketch. Viewpoints AI (VAI) is a co-creative
dance partner that analyzes the user’s dance gestures
and provides complimentary dance in real-time by a
virtual character projected on a large display screen
(Jacob et al., 2013). These co-creative interaction
paradigms are examples of an AI agent participating
in a creative activity by performing the same type of
action as a user. Another co-creative interaction
paradigm is providing suggestions to the user.
Sentient Sketchbook (Yannakakis et al., 2014) and
3Buddy (Lucas & Martinho, 2017) are co-creative
systems for game level design. In both systems, the
AI agent provides feedback and additional ideas to
develop the game design rather than creating game
level directly.
3 THE COLLABORATIVE
IDEATION PARTNER (CIP)
The Collaborative Ideation Partner (CIP) as a co-
creative design system builds on previous projects
(Karimi et al., 2019, 2020) that interpret sketches
drawn by a user and provides inspirational sketches
based on visual similarity and conceptual similarity.
We developed the CIP to explore the effect of an AI
model for visual and conceptual similarity on design
ideation in a co-creative design tool.
The user interface of CIP is shown in Figure 1.
There are two main spaces in the CIP interface: the
drawing space (pink area) and the inspiring sketch
space (purple area). The drawing space consists of a
design task statement, undo button, clear button, and
user’s canvas. The design task statement in the
drawing space includes the object to be designed as
well as a context to further specify the objects’ use
and environment. The user can draw a sketch in the
drawing space and edit the sketch using the undo and
clear button. The inspiring sketch space includes an
“inspire me” button, the name of the inspiring object,
and a space for presenting the AI partner’s sketch.
When the user clicks the “inspire me” button after
sketching their design concept, the AI partner
provides an inspiring sketch based on visual and
conceptual similarity. An ideation process using CIP
involves turn-taking communications between the
user and the AI partner. Another part of the CIP
interface in addition to the two main spaces is the top
area (grey area) including a hamburger menu and an
introductory statement. The hamburger menu on the
top-left corner of the interface includes four design
tasks (i.e. sink, bed, table, chair) and allows the
experiment facilitator to select one of the design
tasks. Each design task provides different categories
of ideation stimuli.
Figure 1 shows an example of an inspiring sketch
and how participants communicate with an inspiring
sketch to develop their design. The design task shown
in Figure 1 is to design a chair for a gaming computer
desk. The participant drew a basic chair with back,
seat, legs, and small wheels before requesting
inspiration from the AI partner. The sketch suggested
from the AI models is a bulldozer: visually similar
and conceptually different to the participant’s sketch.
After getting the inspiring sketch, the participant
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Figure 1: User interface of Collaborative Ideation Partner.
made the wheels much bigger for better mobility and
added a leg rest for comfort. During the retrospective
protocol, the participant described that “I decided to
go with bigger wheels here, just thinking of bulldozer,
little more heavy duty. I mean, I also noticed the little
lift gate or whatever that is. And that kind of made me
think that I needed to add like some kind of leg
support and that kind of made sense.”
3.1 Dataset
For the source of inspiring sketches, CIP uses a public
benchmark dataset called QuickDraw! (Jongejan et
al., 2016), which was created during an online game
where players were asked to draw a particular object
within 20 seconds. The dataset includes 345
categories with more than 50 million labelled
sketches, where sketches are the array of the x and y
coordinates of the strokes. The system uses the
simplified drawing json files that use Ramer–
Douglas–Peucker algorithm (Douglas & Peucker,
1973; Ramer, 1972) to simplify the strokes, and
position and scale the sketches into a 256 X 256
region. The stroke data associated with these sketches
are used to calculate the visual similarity and the
corresponding category names are used to measure
the conceptual similarity.
3.2 AI Models for Visual and
Conceptual Similarity
The CIP has 2 distinct components for measuring
similarity between the users sketch and the sketches
in the dataset: one component for calculating visual
similarity and another component for calculating
conceptual similarity. The visual similarity
component selects sketches from the sketch dataset
based on a representation of the stroke data in the
image file. The conceptual similarity component
computes the degree of similarity between the
category names of the objects in design tasks and the
category names in the objects in the sketch dataset.
For the visual similarity component, we used a
pre-trained CNN-LSTM model from the precedent
with 3 convolutional layers, 2 LSTM layers, and a
softmax output layer on the QuickDraw dataset
(Karimi et al., 2019, 2020). For the conceptual
similarity component, we considered sketch category
names in the QuickDraw dataset as the concepts of
the sketches that contain 345 unique categories. We
used two pre-trained word2vec models, Google News
(Mikolov et al., 2013) and Wikipedia (Rehurek &
Sojka, 2010), and calculated cosine similarities for
measuring the conceptual similarities between the
object categories of the design tasks and the
categories of inspiring sketches from the dataset. For
each category of the design tasks, we generated two
sorted lists of conceptually similar category names,
one for each word2vec model, and then used human
judgement to compare the sorted lists and select the
top 15 common conceptually similar category names
that appear in both lists. This final step of using
human judgement improved the alignment between
the conceptual similarities of AI models and human
perception. The conceptual similarity component of
CIP uses the common list of category names for
sorting the sketches based on the conceptual
similarities.
We use these two AI-based components of the
CIP to generate sequences of sketches with
combinations of visual and conceptual similarity to
Collaborative Ideation Partner: Design Ideation in Human-AI Co-creativity
125
the user’s current sketch and design task to inspire the
user during their design process and measure the
effect of visual and conceptual similarities on
ideation.
3.3 AI-based Inspiration in CIP
To support an exploratory study that measures
ideation when co-creating with CIP, the interaction
with CIP has four distinct modes of inspiration that
vary the visual and conceptual similarity. Each of the
four modes appears as a design task (i.e. sink, bed,
table, chair) in the CIP interface. One of the modes
(i.e. sink) uses a random sketch selection while three
other modes use AI models to select an inspiring
sketch as inspiration in CIP.
Random: Inspire with a random sketch (sink):
The CIP selects a sketch randomly from the
sketch dataset to be displayed on the AI
partner’s canvas.
Similar: Inspire with a visually and
conceptually similar sketch (bed): The CIP
selects a sketch from a set of sketches where
each one is similar visually and conceptually to
the user’s sketch (e.g. user sketch - a bed, AI
sketch - a similar shape of bed to the user’s
sketch).
Conceptually Similar: Inspire with a
conceptually similar and visually different
sketch (table): The CIP selects a sketch from a
set of sketches where each one is conceptually
similar but visually different to the user’s
sketch (e.g. user sketch - a square table, AI
sketch - a round table).
Visually Similar: Inspire with a visually
similar and conceptually different sketch
(chair): The CIP selects a sketch from a set of
sketches where each one is visually similar but
conceptually different to the user’s sketch (e.g.
user sketch - a circular chair back, AI sketch -
a face).
4 EXPLORATORY STUDY
The goal of the exploratory study is to explore the
effect of AI inspiration on ideation through an
analysis of the correlation between conceptual and
visual similarity with characteristics of ideation.
Specifically, we are interested in the relationship
between the users’ ideation and sources of AI
inspiration.
4.1 Study Design
The type of study is a mixed design of between-
subject and within-subject design. There are 3 groups
of within-subject design (i.e. A&B, A&C, A&D) in
this study and each group has a control condition (i.e.
condition A) and one of 3 treatment conditions (i.e.
condition B, C, D). The control condition (condition
A) for each group is the same but the treatment
condition for each group is different (condition B or
C or D). The control condition and 3 treatment
conditions are the different types of inspirations
presented in Section 3.3:
Condition A (control condition): randomly
(sink)
Condition B (treatment condition): visually and
conceptually similar (bed)
Condition C (treatment condition):
conceptually similar and visually different
(table)
Condition D (treatment condition): visually
similar and conceptually different (chair)
The protocol including the informed consent
document has been reviewed and approved by our
IRB and we obtained informed consent from all
participants to conduct the experiment. We recruited
12 students from human-centered design courses for
the participants: each participant engaged in 2
conditions: a control condition and one of the
treatment conditions, with 4 participants for each of
the 3 groups of within-subject design (i.e. A&B,
A&C, A&D). The experiment is a mixed design with
N=4 and a total of 12 participants.
The task is an open-end design task in which
participants were asked to design an object in a given
context through sketching. Different objects for the
design task were used for each condition: a sink for
an accessible bathroom (condition A), a bed for a
senior living facility (condition B), a table for a
tinkering studio, a collaborative space for designing,
making, building, etc. (condition C), a chair for a
gaming computer desk (condition D).
The procedure consists of a training session, two
design task sessions, and two retrospective protocol
sessions. In the training session, the participants are
given an introduction to the features of the CIP
interface and how they work to enable the AI partner
to provide inspiration during their design task. After
the training session, the participants perform two
design tasks in a control condition and a treatment
condition. The study used a counterbalanced order for
the two design tasks. The participants were given as
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126
much time as needed to perform the design task until
they were satisfied with their design. The participants
are free to click the “inspire me” button as many times
as they would like to get inspiration from the system.
However, the participants were told to have at least 3
inspirational sketches (i.e. clicking the “inspire me”
button at least 3 times during a design session), a
minimum number of inspirations, from the system.
Once the participants finish the two design task
sessions, the participants are asked to explain what
they were thinking while watching their design
session recording as time goes on, and how the AI's
sketches inspired their design in the retrospective
protocol session.
4.2 Data Collected
Two types of data were collected for analyzing the
study results: a set of sketches that participants
produced during the design tasks and the
verbalization of the ideation process during the
retrospective protocol. We recorded the entire design
task sessions and retrospective sessions for each
participant. The sketch data collected from the
recordings of design task sessions shows the progress
of design and the final design visually for each design
task session. The verbal data collected from the
recordings of retrospective sessions records how the
participants came up with ideas collaborating with the
AI partner and applied the ideas to their design.
4.3 Data Segmentation and Coding
To analyze the verbal data collected from the
retrospective sessions, we adapted the FBS coding
scheme for characterizing cognitive issues during a
design process (Gero, 1990; Gero & Kannengiesser,
2004). An idea can be variously defined as a
contribution that contains task-related information, a
solution in the form of a verb–object combination,
and a specific benefit or difficulty related to the task
(Reinig et al., 2007). The FBS coding scheme
provides a segmentation into individual ideas
associated with specific cognitive issues in design.
First, the verbal data of all retrospective protocol
sessions was transcribed. The transcripts were
segmented based on the inspiring sketches the
participant clicked. A segment starts with an inspiring
sketch and ends when the inspiration is clicked for the
next sketch. To identify each idea in an inspiring
sketch segment, we segmented the inspiring segments
again based on FBS ontology (Gero, 1990; Gero &
Kannengiesser, 2004) as an idea segment, since an
inspiring sketch segment includes multiple ideas. The
idea segments were coded based on FBS ontology
(Gero, 1990; Gero & Kannengiesser, 2004) as
requirement (R), function (F), expected behavior
(Be), behavior from structure (Bs), and structure (S).
A segment coded R is an utterance that talks about the
given requirement in the statement of design task (e.g.
accessible bathroom); a segment coded F is an
utterance that talks about a purpose or a function of
the design object (e.g. more accessible); a segment
coded Be is an utterance that talks about an expected
behaviors from the structure (e.g. water could
automatically come out); a segment coded Bs is an
utterance that talks about a behavior derived from the
structure (e.g. pressing on); a segment coded S is an
utterance that talks about a component of the design
object (e.g. button). The result of this coding scheme
is a segmentation of the verbal protocol into
individual ideas, each associated with one code: R, F,
Be, Bs, S.
Two coders coded the idea segments individually
based on the coding scheme above then came to
consensus for the different coding results. The coding
instruction was given to the coders included how to
segment inspiring sketch segments and idea
segments, how to code each idea segment with the
coding scheme, and how to code new and repeated
ideas. The two coders coded a design session together
to make an initial agreement for segmentation and
coding before coding individually then coded all
design sessions individually. Once each coder
completed coding all data individually, the two
coders discussed each of the different coding results
and came to consensus.
4.4 Analysis of Exploratory Study:
Measuring Ideation
To evaluate the effect of AI inspiration on ideation,
we adapted the metrics from Shah et al. (2003) for
measuring ideas in a design process. We applied four
types of metrics for measuring ideation effectiveness,
used for evaluating idea generation in design:
novelty, variety, quality, and quantity of design ideas.
We developed the four metrics based on (Shah et al.,
2003) to analyze the coded data of the retrospective
protocol session.
Novelty. Novelty is a measure of how unusual or
unexpected an idea is as compared to other ideas
(Shah et al., 2003). In this study, a novel idea is
defined as a unique idea across all design sessions in
a condition. For measuring novelty, we counted how
many novel ideas in the entire collection of ideas in a
Collaborative Ideation Partner: Design Ideation in Human-AI Co-creativity
127
Figure 2: The number of novel ideas in the group of A&C.
design session (personal level of novelty) and a
condition (condition level of novelty). We removed
the same ideas across all design sessions in a
condition then counted the number of ideas.
The results showed that all treatment conditions
(B, C, D) have more novel ideas than the control
condition (A) in the total number of novel ideas.
Specifically, 10 participants out of 12 participants
produced more novel ideas in a treatment condition
than the control condition. When comparing the
novelty of 3 groups, the group A&C showed the
largest difference between the control condition and
the treatment condition where condition C selected
inspiring sketches that are conceptually similar and
visually different. As shown Figure 2, all participants
in the group of A&C produced more novel ideas in
the condition C than the condition A while one of the
participants (i.e. P4) in the group A&B and one of
participants (i.e. P9) in the group A&D produced
fewer novel ideas in the treatment condition than the
control condition. This result can indicate that the
conceptual similarity of inspiring sketches may be
associated with the novelty of ideas in the ideation
with CIP.
Variety. Variety is a measure of the explored solution
space during the idea generation process (Shah et al.,
2003). Each idea segment was coded whether it is a
new idea or a repeated idea in a design session. For
measuring variety in this study, only the number of
new ideas coded as R/F/B/S is counted in a design
session while the metric of quantity includes both
new ideas and repeated ideas.
The results showed that the variety of ideas in
condition C is higher than in condition A. Figure 3
shows the results of codes comparing the control
condition (A) and one of the treatment conditions (C).
The results of the group A&C show some distinct
patterns in function. All participants produced more
functions in condition C than in condition A. The
number of function ideas showed a large difference
Figure 3: Variety of ideas in the group of A&C.
for all participants between condition A and C. This
result indicates that the conceptual similarity inspired
the participants to produce more various functions
associated with the context of the design.
Quality. Quality is a subjective measure of the design
(Shah et al., 2003). In this study, quality is measured
using the Consensual Assessment Technique (CAT)
(Amabile, 1982), a method in which a panel of expert
judges is asked to rate the creativity of projects. Two
judges, researchers involved in this study,
individually evaluated the final design in each
condition as low/medium/high quality, in two
evaluation rounds. In the first-round of evaluation,
each judge evaluated the final designs identifying
some criteria for evaluating the quality of ideas. Once
the judges finished the first-round of evaluation, they
shared the criteria they identified/used, not sharing
the results of the evaluation, then made a consensus
for the criteria that will be used for the second-round
evaluation. The criteria that the judges agreed for
evaluating the quality of ideas in this study are the
number of features, how responsive the features are
to the specific task, how creative the design is. In the
second-round evaluation, each judge evaluated the
final design again using the agreed criteria.
Table 1: Quality evaluation results of each judge in the
group of A&D.
Condition A Condition D
Judge 1 Judge 2 Judge 1 Judge 2
P3 low low hi
g
h Hi
g
h
P5 low low mediu
m
mediu
m
P9 mediu
m
mediu
m
hi
g
h Hi
g
h
P12 low low low Low
The results showed that the quality of ideas in
condition D is higher than in condition A, where
condition D selects sketches that are visually similar
7
24
21
48
17
38
43
49
0
10
20
30
40
50
P2 P8 P6 P11
The number of ideas
Condition A Condition C
00
11
0
3
11
4
10
15
28
15
25
28
34
2
1
8
10
3
9
11
9
1
10
4
8
9
17
15
12
0
10
20
30
40
50
60
The number of ideas
R F B S
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128
and conceptually different for inspiration. Table 1
shows the result of the quality evaluation that each
judge made for each design in condition A and
condition D. Three out of four participants produced
higher quality in condition D than condition A. P3
produced much higher quality in condition D than
condition A (i.e. low to high). P5 and P9 produced
higher quality in condition D than in condition A (i.e.
P5: low to medium, P9: medium to high). This result
indicates that the visual similarity of inspiring
sketches may be associated with the quality of ideas
in the ideation with CIP.
Quantity. Quantity is the total number of ideas
generated (Shah et al., 2003). For measuring quantity
in this study, the number of ideas both new ideas and
repeated ideas coded as R/F/B/S is counted in a
design.
Figure 4: Quantity of ideas in the group of A&C.
Figure 4 shows the results of the quantity of ideas
in the group of A&C. The results show a similar
pattern to the result of variety with some distinct
patterns. First, for the total number of ideas, 3 out of
4 participants (i.e. P2, P8, P6) generated more ideas
in condition C than in condition A. Second, 3 out of 4
participants (i.e. P2, P8, P6) generated more ideas of
F (function) and S (structure) in condition C than in
condition A. This result indicates that the conceptual
similarity of inspiring sketches facilitates producing
new functions and the emerging functions were
transferred to structures of the design.
Our exploratory study does not have a sufficient
number of participants to allow us to generalize the
results for all cases of ideation from AI-based visual
and conceptual similarity. However, we did a
significance test on the results to see if there are
significant trends to look for in a more robust study.
A paired t-test was conducted to determine the
significance of our results between the control
condition and the treatment conditions in novelty,
variety, and quantity. The results showed a significant
difference in variety and quantity. For variety,
participants in condition C (M=24.25, SD=10.21)
produced more functions than in condition A
(M=15.50, SD=9.81), t(3)=−5.14, two tail
p=0.014253. For quantity, participants in condition B
(M=28.75, SD=12.76) produced more functions than
in condition A (M=19.00, SD=13.24), t(3)=−3.30,
two tail p=0.045732. This exploratory study does not
have enough participants to measure or check for
statistical significance, but the trends of the results
show the potential for further analysis of the effect of
an AI model for visual and conceptual similarity on
design ideation with the metrics we identified for
measuring ideation.
5 DISCUSSION
In this paper, we presented a co-creative design
system called CIP and an exploratory study that
explores the effect of an AI model for visual and
conceptual similarity on design ideation in a co-
creative design tool. To evaluate the effect of AI
inspiration on ideation, we applied four metrics (i.e.
novelty, variety, quality, quantity) to measure the
ideation in an exploratory study. Overall our findings
show that the AI-based stimuli produce different
ideation outcomes when compared to random stimuli.
More specifically, we found that different types of
AI-based stimuli show potential for different types of
ideation. Novel ideation is associated with AI-based
conceptually similar stimuli. Idea variety and quantity
is associated with both AI-based visual and
conceptual similarity of the inspiration. Idea quality
is associated with visual similarity.
In addition to measuring ideation, we observed the
video stream data to see how participants develop
their design ideas communicating with the
inspirations. The participants' responses to
inspirations showed different patterns of users on the
use of CIP in an ideation process. In an evolution of
the participant’s sketch, participants in each condition
start with a basic shape of the target design then
develop the design with inspiration from the AI
partner. Participants explored many inspiring
sketches in condition A but did not have many design
changes; while participants in conditions B, C, and D
developed their design in response to fewer inspiring
sketches. This observation suggests further analysis
of ideation to understand the cognitive process of
ideation when co-creating with the CIP.
00
11
2
44
1
5
10
22
32
21
32
37
38
3
2
9
12
6
10
14
12
1
13
8
13
20
36
26
16
0
20
40
60
80
100
The number of ideas
R F B S
Collaborative Ideation Partner: Design Ideation in Human-AI Co-creativity
129
6 CONCLUSION
This paper presents a co-creative design tool called
Collaborative Ideation Partner (CIP) that supports
idea generation for new designs with stimuli that vary
in similarity to the user’s design in two dimensions:
conceptual and visual similarity. The AI models for
measuring similarity in the CIP use deep learning
models as a latent space representation and similarity
metrics for comparison to the user’s sketch or design
concept. The interactive experience allows the user to
seek inspiration when desired. To study the impact of
varying levels of visual and conceptual similar
stimuli, we performed an exploratory study with four
conditions for the AI inspiration: random, high visual
and conceptual similarity, high conceptual similarity
with low visual similarity, and high visual similarity
with low conceptual similarity. To evaluate the effect
of AI inspiration, we evaluated the ideation with CIP
using the metrics of novelty, variety, quality and
quantity of ideas. We found that conceptually similar
inspiration that does not have strong visual similarity
leads to more novelty, variety, and quantity during
ideation. We found that visually similar inspiration
that does not have strong conceptual similarity leads
to more quality ideas during ideation. Future AI-
based co-creativity can be more intentional by
contributing inspiration to improve novelty and
quality, the basic characteristics of creativity.
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