skip to main content
research-article

Supporting Distributed Critique through Interpretation and Sense-Making in an Online Creative Community

Published:06 December 2017Publication History
Skip Abstract Section

Abstract

Critique is an important component of creative work in design education and practice, through which individuals can solicit advice and obtain feedback on their work. Face-to-face critique in offline settings such as design studios has been well-documented and theorized. However, little is known about unstructured distributed critique in online creative communities where people share and critique each other's work, and how these practices might resemble or differ from studio critique. In this paper, we use mixed-methods to examine distributed critique practices in a UX-focused online creative community on Reddit. We found that distributed critique resembles studio critique categorically, but differs qualitatively. While studio critique often focuses on depth, distributed critique often revolved around collective sensemaking, through which creative workers engaged in iteratively interpreting, defining, and refining the artifact and their process. We discuss the relationship between distributed critique and socio-technical systems and identify implications for future research.

References

  1. Alexa. 2017. How popular is reddit.com? Alexa. Retrieved from http://www.alexa.com/siteinfo/reddit.comGoogle ScholarGoogle Scholar
  2. Kathryn H. Anthony. 1991. Design juries on trial: the renaissance of the design studio. Van Nostrand Reinhold.Google ScholarGoogle Scholar
  3. Jeffrey Bardzell, Shaowen Bardzell, and Austin Toombs. 2014. "now that's definitely a proper hack": self-made tools in hackerspaces. In Proceedings of the 32nd annual ACM conference on Human factors in computing systems - CHI '14, 473--476. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Terry Barrett. 1988. A Comparison of The Goals of Studio Professors Conducting Critiques and Art Education Goals for Teaching Criticism. Stud. Art Educ. 30, 1 (1988), 22--27.Google ScholarGoogle ScholarCross RefCross Ref
  5. Victoria Bellotti and Sara Bly. 1996. Walking away from the desktop computer: distributed collaboration and mobility in a product design team. In Proceedings of the 1996 ACM conference on Computer supported cooperative work - CSCW '96, 209--218. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Bernadette Blair. 2006. Perception interpretation impact--an examination of the learning value of formative feedback to students through the design studio critique. University of London.Google ScholarGoogle Scholar
  7. Elizabeth Boling and Kennon M. Smith. 2010. Intensive studio experience in a non-studio masters program: Student activities and thinking across levels of design. In Design Research Society International Conference.Google ScholarGoogle Scholar
  8. Erin Bradner and Gloria Mark. 2002. Why distance matters: effects on cooperation, persuasion and deception. In (CSCW '02), 226--235. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. John Seely Brown. 2002. The Social Life of Learning: How Can Continuing Education Be Reconfigured in the Future? Contin. High. Educ. Rev. 66, (2002), 50--69.Google ScholarGoogle Scholar
  10. Thomas Cochrane and Laurent Antonczak. 2015. Developing Students' Professional Digital Identity. Int. Assoc. Dev. Inf. Soc. (2015).Google ScholarGoogle Scholar
  11. Denise Conanan and Nichole Pinkard. 2001. Students' Perceptions of Giving and Receiving Design Critiques in an Online Learning Environment. In Euro-CSCL.Google ScholarGoogle Scholar
  12. Eric Cook, Stephanie D. Teasley, and Mark S. Ackerman. 2009. Contribution, commercialization & audience: understanding participation in an online creative community. In Proceedings of the ACM 2009 international conference on Supporting group work - GROUP '09, 41--50. Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Juliet Corbin and Anselm Strauss. 2007. Basics of Qualitative Research: Techniques and Procedures for Developing Grounded Theory. SAGE Publications.Google ScholarGoogle Scholar
  14. Dana Cuff. 1992. Architecture?: the story of practice. MIT Press.Google ScholarGoogle Scholar
  15. Deanna Dannels, Amy Gaffney, and Kelly Martin. 2008. Beyond Content, Deeper than Delivery: What Critique Feedback Reveals about Communication Expectations in Design Education. Int. J. Scholarsh. Teach. Learn. 2, 2 (January 2008).Google ScholarGoogle Scholar
  16. Deanna P. Dannels and Kelly Norris Martin. 2008. Critiquing critiques: a genre analysis of feedback across novice to expert design studios. J. Bus. Tech. Commun. 22, 2 (2008), 135--159.Google ScholarGoogle ScholarCross RefCross Ref
  17. Teun A. van Dijk. 1993. Principles of Critical Discourse Analysis. Discourse Soc. 4, 2 (April 1993), 249--283.Google ScholarGoogle Scholar
  18. Matthew W. Easterday, Daniel Rees Lewis, Colin Fitzpatrick, and Elizabeth M. Gerber. 2014. Computer supported novice group critique. In Proceedings of the 2014 conference on Designing interactive systems - DIS '14, 405--414. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Mukaddes Fasli and Badiossadat Hassanpour. 2016. Rotational critique system as a method of culture change in an architecture design studio: urban design studio as case study. Innov. Educ. Teach. Int. (April 2016), 1--12.Google ScholarGoogle Scholar
  20. Casey Fiesler and Amy S. Bruckman. 2014. Remixers' understandings of fair use online. In Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing - CSCW '14, 1023--1032. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. Gerhard Fischer, Kumiyo Nakakoji, Jonathan Ostwald, Gerry Stahl, and Tamara Sumner. 1993. Embedding critics in design environments. Knowl. Eng. Rev. 8, 4 (December 1993), 285--307.Google ScholarGoogle ScholarCross RefCross Ref
  22. Elizabeth Goodman, Erik Stolterman, and Ron Wakkary. 2011. Understanding interaction design practices. In Proceedings of the 2011 annual conference on Human factors in computing systems - CHI '11, 1061--1070. Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. Colin Gray. 2013. Discursive Structures of Informal Critique in an HCI Design Studio. In Nordic Design Research Conference.Google ScholarGoogle Scholar
  24. Colin M. Gray and Craig D. Howard. 2014. Designerly Talk in Non-Pedagogical Social Spaces. J. Learn. Des. 7, 1 (March 2014), 40--58.Google ScholarGoogle Scholar
  25. Colin M. Gray, Erik Stolterman, and Martin A. Siegel. 2014. Reprioritizing the relationship between HCI research and practice: bubble-up and trickle-down. In Proceedings of the 2014 conference on Designing interactive systems - DIS '14, 725--734. Google ScholarGoogle ScholarDigital LibraryDigital Library
  26. Colin M. Gray, Austin L. Toombs, and Shad Gross. 2015. Flow of Competence in UX Design Practice. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems - CHI '15, 3285--3294. Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. Michael D. Greenberg, Matthew W. Easterday, and Elizabeth M. Gerber. 2015. Critiki: A Scaffolded Approach to Gathering Design Feedback from Paid Crowdworkers. In Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition - C&C '15, 235--244. Google ScholarGoogle ScholarDigital LibraryDigital Library
  28. Marc Hassenzahl and Noam Tractinsky. 2006. User experience - a research agenda. Behav. Inf. Technol. 25, 2 (March 2006), 91--97.Google ScholarGoogle ScholarCross RefCross Ref
  29. Christian Heath and Paul Luff. 1991. Collaborative activity and technological design: task coordination in London underground control rooms. In ECSCW'91 Proceedings of the second conference on European Conference on Computer-Supported Cooperative Work, 65--80. Retrieved March 12, 2015 from http://dl.acm.org/citation.cfm?id=1241910.1241915 Google ScholarGoogle ScholarDigital LibraryDigital Library
  30. Jack Hessel, Chenhao Tan, and Lillian Lee. 2016. Science, AskScience, and BadScience: On the Coexistence of Highly Related Communities. In ICWSM. Retrieved April 22, 2017 from http://arxiv.org/abs/1612.07487Google ScholarGoogle Scholar
  31. Brad Hokanson. 2012. The Design Critique as a Model for Distributed Learning. In The next generation of distance education: Unconstrained learning. 71--83.Google ScholarGoogle Scholar
  32. Lilly C. Irani and M. Six Silberman. 2013. Turkopticon: Interrupting Worker Invisibility in Amazon Mechanical Turk. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '13), 611--620. Google ScholarGoogle ScholarDigital LibraryDigital Library
  33. Evangelos Karapanos, John Zimmerman, Jodi Forlizzi, and Jean-Bernard Martens. 2009. User experience over time: an initial framework. In Proceedings of the 27th international conference on Human factors in computing systems - CHI 09, 729--738. Google ScholarGoogle ScholarDigital LibraryDigital Library
  34. Sara Kiesler and Cummings Jonathon. 2002. What Do We Know about Proximity and Distance in Work Groups? A Legacy of Research. In Distributed Work, Pamela Hinds and Sara Kiesler (eds.). The MIT Press.Google ScholarGoogle Scholar
  35. Klaus Krippendorff. 1980. Content analysis?: an introduction to its methodology. Retrieved June 22, 2017 from https://books.google.com/books?id=q657o3M3C8cC&dq=Content+Analysis:+An+Introduction+to+Its+++++Methodology&lr=&source=gbs_navlinks_sGoogle ScholarGoogle Scholar
  36. Carine Lallemand, Guillaume Gronier, and Vincent Koenig. 2015. User experience: A concept without consensus? Exploring practitioners' perspectives through an international survey. Comput. Human Behav. 43, (2015), 35--48. Google ScholarGoogle ScholarDigital LibraryDigital Library
  37. Cliff Lampe and Erik Johnston. 2005. Follow the (slash) dot: effects of feedback on new members in an online community. In Proceedings of the 2005 international ACM SIGGROUP conference on Supporting group work - GROUP '05, 11--20. Google ScholarGoogle ScholarDigital LibraryDigital Library
  38. Cliff Lampe, Rick Wash, Alcides Velasquez, and Elif Ozkaya. 2010. Motivations to participate in online communities. In Proceedings of the 28th international conference on Human factors in computing systems - CHI '10, 1927--1936. Google ScholarGoogle ScholarDigital LibraryDigital Library
  39. Alexander C. Leavitt. 2016. Upvoting the news: breaking news aggregation, crowd collaboration, and algorithm-driven attention on reddit.com. University of Southern California.Google ScholarGoogle Scholar
  40. Kurt Luther, Casey Fiesler, and Amy Bruckman. 2013. Redistributing leadership in online creative collaboration. In Proceedings of the 2013 conference on Computer supported cooperative work - CSCW '13, 1007--1022. Google ScholarGoogle ScholarDigital LibraryDigital Library
  41. Kurt Luther, Jari-Lee Tolentino, Wei Wu, Amy Pavel, Brian P. Bailey, Maneesh Agrawala, Björn Hartmann, and Steven P. Dow. 2015. Structuring, Aggregating, and Evaluating Crowdsourced Design Critique. In Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing - CSCW '15, 473--485. Google ScholarGoogle ScholarDigital LibraryDigital Library
  42. Jennifer Marlow and Laura Dabbish. 2014. From rookie to all-star: professional development in a graphic design social networking site. In Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing - CSCW '14, 922--933. Google ScholarGoogle ScholarDigital LibraryDigital Library
  43. Richard A. Mills and Richard A. 2015. Reddit.com: A census of subreddits. In Proceedings of the ACM Web Science Conference on ZZZ - WebSci '15, 1--2. Google ScholarGoogle ScholarDigital LibraryDigital Library
  44. Yeonjoo Oh, Suguru Ishizaki, Mark D. Gross, and Ellen Yi-Luen Do. 2013. A theoretical framework of design critiquing in architecture studios. Des. Stud. 34, 3 (2013), 302--325.Google ScholarGoogle ScholarCross RefCross Ref
  45. Gary Olson and Judith Olson. 2000. Distance Matters. Human-Computer Interact. 15, 2 (September 2000), 139--178. Google ScholarGoogle ScholarDigital LibraryDigital Library
  46. Tyler Pace, Jeffrey Bardzell, and Shaowen Bardzell. 2011. Collective creativity: the emergence of World of Warcraft machinima. Proceedings of the 25th BCS Conference on Human-Computer Interaction, 378--384. Retrieved March 30, 2017 from http://dl.acm.org/citation.cfm?id=2305380 Google ScholarGoogle ScholarDigital LibraryDigital Library
  47. Tyler Pace, Katie O'Donnell, Natalie DeWitt, Shaowen Bardzell, and Jeffrey Bardzell. 2013. From organizational to community creativity: paragon leadership & creativity stories at etsy. In Proceedings of the 2013 conference on Computer supported cooperative work - CSCW '13, 1023--1034. Google ScholarGoogle ScholarDigital LibraryDigital Library
  48. Joseph Reagle. 2014. Revenge Rating and Tweak Critique at Photo.net. In Online Evaluation of Creativity and the Arts, Hiesun Cecilia Suhr (ed.). Routledge.Google ScholarGoogle Scholar
  49. Reddit. 2017. New subreddits by date. redditmetrics. Retrieved from http://redditmetrics.com/historyGoogle ScholarGoogle Scholar
  50. Daniel Rees Lewis, Emily Harburg, Elizabeth Gerber, and Matthew Easterday. 2015. Building Support Tools to Connect Novice Designers with Professional Coaches. In Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition - C&C '15, 43--52. Google ScholarGoogle ScholarDigital LibraryDigital Library
  51. Ken Reily, Pam Ludford Finnerty, and Loren Terveen. 2009. Two peers are better than one: aggregating peer reviews for computing assignments is surprisingly accurate. In Proceedings of the ACM 2009 international conference on Supporting group work - GROUP '09, 115--124. Google ScholarGoogle ScholarDigital LibraryDigital Library
  52. Howard Risatti. 1987. Art Criticism in Discipline-Based Art Education. J. Aesthetic Educ. 21, 2 (1987), 217--225.Google ScholarGoogle ScholarCross RefCross Ref
  53. Yvonne Rogers. 2005. New theoretical approaches for human-computer interaction. Annu. Rev. Inf. Sci. Technol. 38, 1 (September 2005), 87--143.Google ScholarGoogle Scholar
  54. Ricarose Roque, Natalie Rusk, and Amos Blanton. 2013. Youth Roles and Leadership in an Online Creative Community. In Computer Supported Collaborative Learning Conference Proceedings.Google ScholarGoogle Scholar
  55. John W. Saye and Thomas Brush. 2002. Scaffolding critical reasoning about history and social issues in multimedia-supported learning environments. Educ. Technol. Res. Dev. 50, 3 (September 2002), 77--96.Google ScholarGoogle ScholarCross RefCross Ref
  56. Donald A. Schön. 1985. The design studio: an exploration of its traditions and potentials. RIBA Publications for RIBA Building Industry Trust.Google ScholarGoogle Scholar
  57. Leslie D. Setlock, Susan R. Fussell, and Christine Neuwirth. 2004. Taking it out of context: collaborating within and across cultures in face-to-face settings and via instant messaging. In Proceedings of the 2004 ACM conference on Computer supported cooperative work - CSCW '04, 604--613. Google ScholarGoogle ScholarDigital LibraryDigital Library
  58. Lee S. Shulman. 2005. Signature Pedagogies in the Professions. Daedaluus 134, 3 (2005), 52--59. Retrieved December 29, 2016 from https://www.jstor.org/stable/20027998'seq=1#page_scan_tab_contentsGoogle ScholarGoogle ScholarCross RefCross Ref
  59. Erik Stolterman. 2008. The Nature of Design Practice and Implications for Interaction Design Research. Int. J. Des. 2, 1 (2008), 55--65.Google ScholarGoogle Scholar
  60. Dhaval Vyas, Gerrit van der Veer, and Anton Nijholt. 2013. Creative practices in the design studio culture: collaboration and communication. Cogn. Technol. Work 15, 4 (November 2013), 415--443. Google ScholarGoogle ScholarDigital LibraryDigital Library
  61. Karl E. Weick. 1995. Sensemaking in organizations. Sage Publications. Retrieved April 6, 2017 from https://books.google.com/books?id=nz1RT-xskeoC&dq=weick+sensemaking&lr=&source=gbs_navlinks_sGoogle ScholarGoogle Scholar
  62. Anbang Xu and Brian Bailey. 2012. What do you think?: a case study of benefit, expectation, and interaction in a large online critique community. In Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work - CSCW '12, 295--304. Google ScholarGoogle ScholarDigital LibraryDigital Library
  63. Anbang Xu, Shih-Wen Huang, and Brian Bailey. 2014. Voyant: Generating Structured Feedback on Visual Designs Using a Crowd of Non-experts. In Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing (CSCW '14), 1433--1444. Google ScholarGoogle ScholarDigital LibraryDigital Library
  64. Anbang Xu, Huaming Rao, Steven P. Dow, and Brian P. Bailey. 2015. A Classroom Study of Using Crowd Feedback in the Iterative Design Process. In Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing - CSCW '15, 1637--1648. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Supporting Distributed Critique through Interpretation and Sense-Making in an Online Creative Community

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in

    Full Access

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader