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In order to properly inform the search for relevant literature the project’s topic was divided into three main subjects. These subjects were used to guide the initial search for relevant research. Furthermore, a hierarchy was established for the three based on perceived importance in relation to the project.

The three initial subjects were:

1) Creativity
2) Collaboration
3) Supporting Technology

Research that touched on all three subjects was considered ideal. Research that covered two of the three was still considered potentially relevant. Research that only dealt with one of the subjects was only considered if it was felt that it could offer a deeper insight into a specific, and relevant area of the subject.

Based on the results of the initial search, and early readings of literature, secondary areas of focus were identified for investigation. The exploration of these secondary subjects, within existing research, better informed the next steps for the project and further narrowed the search for additional research literature. These secondary categories are not necessarily specific sub-categories of the three core subjects (creativity, collaboration, and supporting technology). They instead represent elements of previous research that relate to a combination of the core categories.

These secondary subjects included:

    Methods for conducting qualitative research of creative collaboration
Initial reading suggested that within existing research on creative collaboration, a wide range of methods and procedures has been used for collecting and analysing data. Further investigation of this area was hoped to enable greater insight into possible combinations of research techniques.

    Models of creative processes
Many creative process models share common ground when describing types of interactions that occur during any given creative process, regardless of discipline or industry. In order to better understand the different types of interactions and activities that can occur, and when they occur, further review of existing research was necessary.

    Use of tangible user interfaces within a collaborative environment
Early reading indicated that the development of new tangible user interfaces could possibly offer benefits to creative collaboration. Research, such as ‘Designing Reality-Based Interfaces for Creative Group Work’ by Geyer et al [17], investigated potential social issues when using tangible user interfaces for creative collaboration, while also potentially offering insight into possible solutions.


The secondary subjects listed above were not necessarily used as specific criteria to filter potentially relevant literature. Instead they were three key areas where it was recognised some additional reading and research was necessary.