Michael Mose Biskjær
Biographic Data
| ID | 7718036 |
|---|---|
| NAME | Michael Mose Biskjær |
| GIVEN NAMES | Michael Mose |
| FAMILY NAME | Biskjær |
| SIGNATURE | BISKJÆR M M |
| AFFILIATIONS | Aarhus University |
| ORCID | 0000-0002-9617-2557 |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 4 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2016 |
| LATEST PUBLICATION YEAR | 2023 |
| H-INDEX | 0 |
Towards Game-Based Assessment of Creative Thinking
For decades, researchers have struggled with measurement problems related to the construct validity of divergent and convergent thinking in creativity assessments. In response, some have called for battery-based approaches. Recently, digital games have emerged as a potential alternative, offering increased scalability and improved ecological validity. This article presents CREA: a new, scalable, game-based assessment suite. CREA includes crea.til…
Digital Games for Creativity Assessment
Creativity assessments should be valid, reliable, and scalable to support various stakeholders (e.g., policy-makers, educators, corporations, and the general public) in their decision-making processes. Established initiatives toward scalable creativity assessments have relied on well-studied standardized tests. Although robust in many ways, most of these tests adopt unnatural and unmotivating environments for expression of creativity, mainly obse…
User research and design creativity
Understanding users is central to design and Human-Computer Interaction, both for researchers and for practitioners, who often conduct user research and communicate its value to stakeholders and clients. Despite its praised relevance, we know little about how user research affects design creativity. Our objective is to establish a foundation for answering this question. We first review empirical findings from related domains and examine how the v…
Taking action on distraction
Insights → We identify a significant increase in digital distractions and the rise of what we call Do Not Disturb software designed to decrease, delimit, or discard these digital distractions. → Our basic typology and framework can help us understand how Do Not Disturb software is, ironically, designed to ensure digital freedom through digital constraints
No prominent works on this page.
Taking action on distraction
Insights → We identify a significant increase in digital distractions and the rise of what we call Do Not Disturb software designed to decrease, delimit, or discard these digital distractions. → Our basic typology and framework can help us understand how Do Not Disturb software is, ironically, designed to ensure digital freedom through digital constraints
User research and design creativity
Understanding users is central to design and Human-Computer Interaction, both for researchers and for practitioners, who often conduct user research and communicate its value to stakeholders and clients. Despite its praised relevance, we know little about how user research affects design creativity. Our objective is to establish a foundation for answering this question. We first review empirical findings from related domains and examine how the v…
Digital Games for Creativity Assessment
Creativity assessments should be valid, reliable, and scalable to support various stakeholders (e.g., policy-makers, educators, corporations, and the general public) in their decision-making processes. Established initiatives toward scalable creativity assessments have relied on well-studied standardized tests. Although robust in many ways, most of these tests adopt unnatural and unmotivating environments for expression of creativity, mainly obse…
Towards Game-Based Assessment of Creative Thinking
For decades, researchers have struggled with measurement problems related to the construct validity of divergent and convergent thinking in creativity assessments. In response, some have called for battery-based approaches. Recently, digital games have emerged as a potential alternative, offering increased scalability and improved ecological validity. This article presents CREA: a new, scalable, game-based assessment suite. CREA includes crea.til…
Computer Science (4 works) · Psychology (4 works) · Creativity (3 works) · Creativity in Education and Neuroscience (3 works) · Human–computer interaction (3 works) · Social Psychology (3 works) · Cognitive psychology (2 works) · Educational Games and Gamification (2 works) · Engineering (2 works) · Knowledge management (2 works)