Abstract
Despite spending significant amounts of time on the Internet, today's young adults often do not use online information effectively to support their creative pursuits--an activity we refer to as creative information use. In this exploratory study, we interviewed 19 media art college students in Hong Kong to understand their creative information use and to identify the challenges they faced in engaging with creative information online. The interviews reveal that young adults lacked sufficient media literacy to negotiate information online. More importantly, our study suggests that parents, teachers, and peers often failed to collectively sustain young adults' media-related interests and creativity development. We discuss research gaps in HCI and the design of technologies, and raise important issues of creative information use for future studies.
| Original language | English |
|---|---|
| Title of host publication | C&C '17 |
| Subtitle of host publication | Proceedings of the 2017 ACM SIGCHI Conference on Creativity and Cognition |
| Publisher | Association for Computing Machinery |
| Pages | 407-420 |
| ISBN (Print) | 9781450344036 |
| DOIs | |
| Publication status | Published - Jun 2017 |
| Event | 11th ACM Creativity and Cognition 2017: Lifelong creativity, learning, and innovation - Singapore, Singapore Duration: 27 Jun 2017 → 30 Jun 2017 http://cc.acm.org/2017/ |
Conference
| Conference | 11th ACM Creativity and Cognition 2017 |
|---|---|
| Abbreviated title | C&C |
| Place | Singapore |
| City | Singapore |
| Period | 27/06/17 → 30/06/17 |
| Internet address |
Bibliographical note
Research Unit(s) information for this publication is provided by the author(s) concerned.Research Keywords
- Information use
- Internet
- Self-directed learning
- Sociocultural
- Young adults
RGC Funding Information
- RGC-funded
Fingerprint
Dive into the research topics of 'Creative Information Use Among Young Adults: Challenges for Learning and Opportunities for Media (Re)Design'. Together they form a unique fingerprint.Projects
- 1 Finished
-
GRF: Model Ideas: Pocket Penjing: Stimulating the Public Understanding of How Models are Used in Science Through an Artwork of Affective Augmented Reality (AR)
KOW, Y. M. (Principal Investigator / Project Coordinator), PROPHET, J. (Co-Investigator) & PROPHET, J. (Co-Investigator)
1/11/15 → 28/10/19
Project: Research
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