When I started this blog I intended to use it to think about some research I was doing on creativity, but I have kind of sidetracked myself with teaching. It just goes to show how little of an academic's time is spent actually doing the research which attracted them to the career in the first place. However, just to prove I do sometimes work on creativity, here is a diagram which shows the stages of the creative process in game design, which stems from over a hundred hours of field work in the last few years.
In fact, it's a picture of the theoretical model which I promised those nice people at EPSRC who fund my Adventure Author project. The next stage is to test the model using data gathered from log files of the Adventure Author software in use. I've been reading up on sequential analysis methods and am going to start practicing the new techniques on sample data from logs gathered at a recent study. We'll collect many more log files in the next school study which starts in April and also try out the new features of AA which Keiron has been labouring on recently (including the crazy fridge magnets!). The reason for analysing the log files is ultimately to work out if there are patterns of behaviour throughout the creative process which are more effective than others. Because if you knew that, you might be able to teach it more effectively.