Experiencing Embodied Creativity through a Tangible Storytelling Artifact

  • Marleny Luque Carbajal UNICAMP
  • M. Cecília C. Baranauskas UNICAMP / UFPR

Resumo


Embodied creativity claims that cognitive mechanisms involved in creativity, such as idea generation, conceptual combination, and mental imagery, are facilitated by embodied interaction with the environment. Storytelling serves as a powerful tool to foster communication, collaboration, and creative thinking. By combining innovative forms of storytelling and contemporary technologies, it is possible to design immersive creative experiences. This work aims to explore and understand the role of embodied interaction in children’s creative processes as they interact with Livro Mágico, a storytelling artifact designed to support meaningful story creation. We conducted a Case Study involving preschool teachers and children aged 5-6 in an educational setting. Participants collaborated to create physical representations of stories using NFC technology. Analysis of data collected shows how children’s interaction with the storytelling artifact mediated embodied narrative experiences, and encouraged collaboration and imagination.

Referências

Baranauskas, M. C. C. (2015). Socioenactive systems: investigating new dimensions in the design of interaction mediated by information and communication technologies. FAPESP Tematic Project.

Broll, G., Rukzio, E., Paolucci, M., Wagner, M., Schmidt, A., and Hussmann, H. (2009). Perci: Pervasive service interaction with the internet of things. IEEE Internet Computing, 13(6):74–81.

Buechley, L. and Eisenberg, M. (2008). The lilypad arduino: Toward wearable engineering for everyone. IEEE Pervasive Computing, 7(2):12–15.

Carbajal, M. L. and Baranauskas, M. C. C. (2019). Using ethnographic data to support preschool children’s game design. In Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems, pages 1–10.

Carbajal, M. L. and Baranauskas, M. C. C. (2024). Enactive interaction in support of creative learning: A systematic literature review. International Journal of Human–Computer Interaction, 41(8):4775–4800.

Cassell, J. (2004). Towards a model of technology and literacy development: Story listening systems. Journal of Applied Developmental Psychology, 25(1):75–105.

Davis, N., Winnemöller, H., Dontcheva, M., and Do, E. Y.-L. (2013). Toward a cognitive theory of creativity support. In Proceedings of the 9th ACM Conference on Creativity & Cognition, pages 13–22.

Dourish, P. (2004). Where the action is: the foundations of embodied interaction. MIT press.

Engel, A., Stewart, J., Gapenne, O., and Paolo, E. (2010). Enaction: Toward a new paradigm for cognitive science. Directive Minds: How Dynamics Shapes Cognition, pages 219–244.

Hayashi, E. C., Posada, J. E. G., Maike, V. R., and Baranauskas, M. C. C. (2016). Exploring new formats of the self-assessment manikin in the design with children. In Proceedings of the 15th Brazilian Symposium on Human Factors in Computing Systems, pages 1–10.

Kaufman, J. C. and Beghetto, R. A. (2009). Beyond big and little: The four c model of creativity. Review of general psychology, 13(1):1–12.

MacPhail, A. and Kinchin, G. (2004). The use of drawings as an evaluative tool: students’ experiences of sport education. Physical education & sport pedagogy, 9(1):87–108.

Maike, V. R. and Baranauskas, M. C. C. (2014). Beginning, middle and end: Authoring educational role playing games. In EdMedia+ Innovate Learning, pages 904–914. Association for the Advancement of Computing in Education (AACE).

Meltz, B. (1999). Pretend play enriches development. Boston Globe, Boston, MA.

Panjwani, A. (2017). Constructing meaning: Designing powerful story-making explorations for children to express with tangible computational media. In Proceedings of the 2017 Conference on Interaction Design and Children, pages 358–364.

Price, S. (2017). Digital museum installations: the role of the body in creativity. In Digital Bodies, pages 221–234. Springer.

Qi, J. and Buechley, L. (2014). Sketching in circuits: designing and building electronics on paper. In Proceedings of the SIGCHI conference on human factors in computing systems, pages 1713–1722.

Resnick, M., Maloney, J., Monroy-Hernández, A., Rusk, N., Eastmond, E., Brennan, K., Millner, A., Rosenbaum, E., Silver, J., Silverman, B., et al. (2009). Scratch: programming for all. Communications of the ACM, 52(11):60–67.

Russ, S. W. (2003). Play and creativity: Developmental issues. Scandinavian journal of educational research, 47(3):291–303.

Ryokai, K. and Cassell, J. (1999). Computer support for children’s collaborative fantasy play and storytelling.

Santos, L., Câmara Olim, S. M., Campos, P., and Dionisio, M. (2025). Tapest [o] ry: Promoting marine noise pollution awareness through an interactive tangible tapestry. In Proceedings of the 2025 ACM International Conference on Interactive Media Experiences, pages 94–107.

Slepian, M. L. and Ambady, N. (2012). Fluid movement and creativity. Journal of Experimental Psychology: General, 141(4):625.

Varela, F. J., Thompson, E., and Rosch, E. (2017). The embodied mind, revised edition: Cognitive science and human experience. MIT press.

Vass, E. (2011). Metamorphosis: Creativity, connectedness, embodiment and affect. In International Symposium on the Language of Art and Music.

Want, R. (2006). An introduction to rfid technology. IEEE pervasive computing, 5(1):25–33.

Xu, D., Read, J. C., Sim, G., and McManus, B. (2009). Experience it, draw it, rate it: capture children’s experiences with their drawings. In Proceedings of the 8th International Conference on Interaction Design and Children, pages 266–270.
Publicado
24/11/2025
CARBAJAL, Marleny Luque; BARANAUSKAS, M. Cecília C.. Experiencing Embodied Creativity through a Tangible Storytelling Artifact. In: WORKSHOP DE INFORMÁTICA NA ESCOLA (WIE), 31. , 2025, Curitiba/PR. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2025 . p. 46-57. DOI: https://doi.org/10.5753/wie.2025.13009.