Reimagining Misuse as Creative Practice: Impressions and Implications of Usage Norms on Digital Artists

Creative Coding & Computational ArtCreative Collaboration & Feedback SystemsVisual Artists & DesignersFreelancers (Design, Writing, Translation)

Research Background and Issues

  • What problems or challenges did the authors identify?

    • The authors explored the role and significance of "misuse of creative tools" in digital art creation. The issue lies in the fact that many creators use tools in ways that deviate from developers' "intended use" and design specifications. However, such "misuse" may be a core part of the creative process. Currently, research on "misuse" is limited, and its significance in cultural, educational, and technological contexts remains underexplored.
  • Why is this issue important?

    • Creative misuse is not merely a deviation from normal use; it can also be a reconstruction of tools and norms, enhancing creativity, meeting complex demands, and driving the development of creative industries. A deeper understanding of misuse can uncover more innovative usage behaviors and help optimize the design of creative support tools (CSTs) to better serve artists.
  • Research Motivation and Related Work

    • Existing human-computer interaction (HCI) research focuses on tool usability and usage behaviors within the scope of developers' intentions. This research paradigm overlooks many unconventional yet critical creative practices. Related work includes studies on tool "appropriation" and "hacking," which emphasize how deviations from tool intentions can become sources of innovation. This paper aims to further expand these studies by exploring how misuse reflects artists' personal and sociocultural values.

Solutions

  • What methods or solutions did the authors propose?

    • The authors conducted in-depth interviews with 20 creators from eight visual art fields to analyze how creators define misuse and the contexts in which it occurs. The study proposed a theoretical framework identifying five normative sources influencing creators' behaviors: traditional practices, educational institutions, industries, online communities, and the tools themselves. Additionally, the authors explored creators' motivations for resisting these normative influences.
  • What is innovative about this solution?

    • The innovation lies in viewing "misuse" as a creative resource rather than simply an erroneous behavior. The authors reconstructed the understanding of creative behavior from the perspective of misuse and highlighted how misuse fosters creativity and personalized artistic practices by challenging existing norms.
  • What are the implementation steps? What key techniques were used?

    • The implementation steps include:
      1. Interviews and Data Collection: Conducting semi-structured interviews with 20 visual art creators and observing their creative processes through screen sharing.
      2. Thematic Analysis: Performing open coding and thematic analysis on the interview results to identify key misuse patterns and normative sources.
      3. Theoretical Framework Development: Summarizing five major sources of normative influence and three primary contexts in which misuse occurs.
    • Key techniques include qualitative thematic analysis tools (e.g., MaxQDA) and context-based inquiry methods for interactive interviews.

Research Findings

  • What specific findings were achieved?

    • The study identified five major normative sources in creators' cognition (traditional practices, educational institutions, industry norms, online communities, and tool design) and summarized three primary motivations for misuse through case descriptions: software indifference, the need to continue an artist's personal history, and fulfilling practical needs between the artist and the audience.
    • Seven personal impressions of misuse among creators were proposed, including misuse as "use outside tool intentions," "illegal or unethical behavior," "suboptimal tool choice," "creative destruction," and "fun and satisfaction," among others.
  • What advantages does it have compared to existing solutions?

    • This study does not simply classify misuse as an error or lack of skill but explains how misuse becomes an essential part of the creative process. This perspective broadens the understanding of artists' behaviors and motivations. Additionally, compared to traditional "pain point-solving" tool design methods, this paper emphasizes a more inclusive design vision aimed at accommodating artists' personalized and even "unorthodox" tool usage needs.
  • What were the experimental or evaluation results?

    • Although quantitative validation was not employed, the study validated the robustness of its theoretical framework through thematic analysis and theoretical saturation. The research revealed the multiple dynamics of power and norms that artists face in creation, laying the foundation for further theoretical and practical exploration.
  • Limitations and Future Directions

    • Limitations include a focus on visual arts and a sample concentrated in Western cultural contexts, failing to cover other media and artistic practices in global non-Western cultural contexts. Additionally, long-term observation might provide more accurate behavioral pattern studies.
    • Future research directions include:
      1. Exploring misuse behaviors in other art forms (e.g., literature, music).
      2. Expanding knowledge of creators' misuse behaviors in non-Western cultural contexts.
      3. Focusing on specific groups (e.g., artists with physical or mental disabilities) and how misuse compensates for design flaws in technology.

Through this study, the authors successfully challenged stereotypical understandings of artists' tool usage and provided guidance for designing more inclusive, flexible, and creative support tools in the future.

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https://hci.top/en/papers/chi/189382/2025

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DOI: https://dl.acm.org/doi/10.1145/3706598.3714068
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Source
CHI
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Year
2025
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6 authors
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Subtopics
Creative Coding & Computational Art, Creative Collaboration & Feedback Systems
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Professions
Visual Artists & Designers, Freelancers (Design, Writing, Translation)
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