Existing qualitative studies suggest that GenAIās 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 āthe 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 CHIā26: 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.2509.11898Jobs! 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 āhelpā the process animation by adding a tutorial on diffusion: still no tutorial/PE/interaction effects!
(1/) Our latest research š: Does visualizing an AIās image generation process make people judge it as more ācreativeā? 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_v13/5 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