creativeEndvs

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šŸ’»Computer ScientistšŸ–¼Art HistorianšŸ‘Øā€šŸ«Asst. Prof in Creative Technologies. Bridging AI/HCI/CogSci/Creative Practice to engineer creative AI & study its societal impact. Also on bsky. Web: https://www.aalto.fi/en/people/christian-guckelsberger .
Webhttps://www.aalto.fi/en/people/christian-guckelsberger
Existing qualitative studies suggest that GenAI’s strongest value is upstream: ideation and exploratory prototyping, not end-to-end authorship. Across studies, the shared conclusion is that systems broaden option spaces but humans still frame, judge, and steer what becomes ā€œthe workā€
A consistent finding across the corpus is that human-in-the-loop refinement is the production norm. Generative outputs behave like provisional artefacts: teams iterate, curate, correct, and integrate, and prompting becomes progressive specification work rather than a one-shot query.
Accepted to CHI’26: 1st qualitative research synthesis on the impact of GenAI - here on game development (2020-25). Core contributions: meta-ethnography integrating 10 studies -> 9 themes + industry context + recommendations for practice, research & governance. http://doi.org/10.48550/arXiv.2509.11898

Jobs! The Autotelic Interaction Research Group is looking for (1) creative practitioners and (2) theory researchers to work on "Autotelic Creative Artificial Intelligence" (ACAI):

(1) PhD in Creative Practices (2+2 years): http://lnkd.in/dPBG47rM

(2) Postdoctoral Researcher (2 years): http://lnkd.in/dMisM_bf

Deadline: Friday 3rd April!

(4/) The story gets interesting with individual differences: Amongst others, AI literacy moderated the effect with lower literacy -> process tended to lower creativity ratings; higher literacy -> process tended to raise them.
(3/) Prolific participants were UK census-representative (N=298+295). The headline Study 1 result: process visibility did NOT increase perceived creativity on average. Study 2 sought to ā€œhelpā€ the process animation by adding a tutorial on diffusion: still no tutorial/PE/interaction effects!
(1/) Our latest research šŸŽ“: Does visualizing an AI’s image generation process make people judge it as more ā€œcreativeā€? Our ACM IUI'26 paper shows that the "who" of the observer can matter more than what the interface reveals. Preprint: https://doi.org/10.31234/osf.io/s4b8f_v1
3/5 More specifically, we demonstrate that modifying the SO model learning parameters gives rise to four different regimes that can account for both creative products and inconclusive outcomes, thus providing a framework for studying and understanding the creative potential of learning systems.
2/5 Developed to model complex adaptive systems in ALife and advocated as a candidate for minimal agency, the Self-Optimization (SO) model can be considered as the 3rd operational mode of the classical Hopfield Network, leveraging the power of associative memory to enhance optimization performance.
1/5 Now in Artificial Life: our research on the creativity of unsupervised learning, grounded in creativity theory! Core finding: a simple model of attractor networks with Hebbian learning is sufficient to constitute a creative process, yielding creative products as solutions of the optimization. https://doi.org/10.1162/ARTL.a.10