Theoretical Perspectives:

Chapter 1


 

(This chapter was written and presented as part of Sita Popat's PhD course.)

 

Introduction


The three concepts central to this research are interactivity, creativity and knowledge.  The following discussion of these areas forms the theoretical grounding for the empirical study, which will take place in 1999/2000.

Interactive dance works currently exist employing both World Wide Web pages and CD-ROMs as platforms.  The viewer has the opportunity to make choices that affect the dance product, via tasks designed by the choreographer.  This research focuses on the use of Web pages, as the communication between choreographer and Web user, and also between users, is seen as being of great importance to the creative act.  In order to consider how the Web may be used effectively in the interactive dance-making process, the characteristics of interactivity are explored. Discussion of the nature of creativity raises an apparent dichotomy between the roles of constraints in creativity and interactivity.

The appropriateness of involving the audience member in the choreographic process is considered in the light of the changing role of the dancer in twentieth-century modern dance choreography.  Dance knowledge is shown to be a central factor in the reason for the lack of dance works that involve the audience in the choreography.  It is proposed that knowledge drawn from other arts and from everyday life can be applied to the interactive dance-making process.
 
 

Interactivity on the World Wide Web


In 1988, Selnow described the computer as an ëinteractantí in one-to-one communication with a human user.  Tannenbaum, more recently and rather more circumspectly, describes interactivity as a situation in which the user of the computer can exercise some measure of control and thereby influence the course of the proceedings or presentation of material.1  In terms of presentation of the process, the World Wide Web site is a means of carrying, organizing and presenting knowledge, and allowing user-controlled navigation of that knowledge. The individual interacts with the computer to produce the required pathway, and navigates his or her own route through the material, following personal interests or thought processes. Yet the content and freedom of navigation are to some extent constrained by the design of the Web pages.  The designer facilitates choices by providing a number of links between nuggets of information.  If the number of links provided is high, then there are a large number of routes of navigation available to the user; perhaps more than the designer had originally intended.  In this sense, there may seem to be a great deal of freedom for the user.  But although many routes may be available, it is not possible to choose a route that has not been facilitated by the designer.  Interaction allows personalized presentation of material based on the communications of the individual to the computer, within the design of the environment.

However, it is the element of human/human interaction that makes the Web site a preferred platform for interactive participation in the creative process.  The creative process requires a communicative element, both in the process and the product.  While the Web struggles for acceptable multimedia transmission with low bandwidth, it allows the use of human/human interaction through discussion and submission of personal thoughts and comments via many forms of electronic communication, such as email and videoconferencing.  Its dynamic nature also permits the regular up-dating of the Web site to incorporate and reflect communications from user-participants into the design.  Thus the user can affect the content of the site, and so introduce his or her creative ideas to the work.  With interactivity and communications, the Web can offer the flexibility and communication which allows the user to take an active part in the creative process with the artist.
 

Variables of Interactivity

While human/human communication is the ideal form of interaction in the creative process, the human programmer cannot be available for direct contact at all times at the Web site.  Interaction must also take place via the computer, and human/computer interaction can be variable in its success.  It is difficult for a computer to respond sensitively to a human user, and so the basis of the interaction is in the design of the program.  Several writers offer ways in which to quantify and evaluate interactive design.  Tannenbaum, Laurel and Borsook et al all offer a range of key variables necessary for human/computer interaction to take place in a form where the human user will feel involved in the interaction.2 These writings are relatively consistent with each other, although Borsook et al offer seven variables, Tannenbaum suggests six and Laurel offers three.  The following variables have been drawn from a combination of those proposed in all three writings:
 

Range of options

All three writers state the range of options available to the user as being critical; the larger the range, the greater the sense of interaction which the user will feel.  Tannenbaum refers to this as ëchoice and selectioní.
 

Frequency of interaction

Laurel states that interaction is improved by the frequency with which options are offered.  Borsook et al refers to this as ëgrain-sizeí, being the length of time between interactive possibilities.  Tannenbaum is concerned with effort, where a greater effort on the part of the user in the decisions on material presentation is consistent with higher levels of interactivity.
 

Significance of choice

This is Laurelís third variable, but it does not directly occur in the lists provided by Tannenbaum or Borsook et al.  However, in the latter two, feedback is stressed as being highly important.  Borsook et al proposes bi-directional communication, which indicates feedback.  If the choice is significant then the program will register a response or feedback of some kind to show its significance.
 

Immediacy of response

Borsook et al place ëimmediacy of responseí first on their list of variables, citing the difference between a face-to-face conversation with a friend, and a letter from that friend.  They are referring to speed of computer response to an action on the part of the user, for example pressing a virtual button by a mouse-click, but this also applies to emailed communications.

Addition of information

Tannenbaumís ëaddition of informationí is the ability for the user to add information to the system.  However, this could be seen as falling within the parameter of ësignificance of choiceí, as alteration of the environment is a definite indication of significance.
 

Other variables

Tannenbaum suggests ëmonitoringí to allow the system to track a userís requests and responses to customise the system to that user.  However, such ëcustomisationí would actually seem to cause the computer program to apply additional constraints through its (pre-programmed) perceptions, and thereby limit flexibility for the human user.  Tannenbaum also proposes ëfacilitation of interpersonal communicationí, which allows human/human communication facilitated by the system such as email or video conferencing.  This is offered on the Web and will be utilized in this study, but will not be considered as a variable for interactivity within the system of the interactive program or Web site as it is direct human/human communication.

Borsook et al also offer the variables ënon-sequential access of informationí and ëadaptabilityí, which they state as being highly interrelated.  These imply access to information as and when the user requires it, not as dictated by the program design.  However, Borsook et al describe these two variables through examples of human interaction where sensitivity is employed, and this can only be simulated by the computer program.  An increase in the first three variables stated above will have largely the same effect, in terms of increased interactivity which allows freedom of response in the user.

Therefore, in its analysis of interactivity, this study will be using the first three variables, which are the three suggested by Laurel, together with the fourth variable of immediacy of response, suggested by Borsook et al.  However, Laurel also states another variable in the existence of human/computer interactivity.  She defines this as the question of whether or not the user feels him or herself to be participating in the on-going action of representation.  This is vital, as interaction can only be said to take place if the human user feels that he or she has participated in an interactive experience.

Interactivity and Constraints

The variables for interactivity stated above apparently suggest that the greater the freedom of the user within the interactive situation the more successful the interaction. Yet if the user is given a large degree of freedom in a domain in which he or she lacks familiarity, then this can be paralyzing.  Without guidance, the user can be left confused.  The interactive situation must be tailored to each individualís personal requirements for a positive interactive experience to exist.  Borsook et al are particularly concerned with issues of learner control, but their arguments apply to all users of interactive technology:

Öresearchers  have implied that a high degree of learner control is synonymous with a high degree of interactivityÖ[however] total learner control is beneficial only to those who are already somewhat knowledgeable about a domain or who are generally high achievers.3

They suggest that, generally, optimum interactivity exists when the locus of control lies midway between the user and the program. But they also state that for those with pre-existing knowledge or who are ëhigh achieversí, greater control of the interactive situation is beneficial.  This implies that the opposite holds true; that those with little or no knowledge in a domain, or who are ëlow achieversí require a shift of balance to lower levels of interactivity.  Therefore there can, in fact, be no optimum level of variables for interactivity; the essence of interactivity is that it is concerned with individuals communicating one-to-one.

Interaction is paramount for games and teaching/learning aids.  Games require players to keep to the pre-defined rules so that the game may continue.  The level of interactivity is then dependent upon the design of the game.  The Tomb Raider II computer game provides a relatively high level of interactivity, which is only dependent upon the user having understood the gameís controls and the goal for successful completion.4 The user or player can direct the direction and speed of movement, and the action of the character Lara Croft.  The player can also decide on the angle from which to view the action on the screen, and what weapons or objects Lara Croft uses.  Therefore there is no need for different levels of interactivity according to knowledge or achievement external to the game.  Indeed the environment itself is immersive to the point where the player 'lives in' the activities of the game.  The controls become the channels of command for movement or activity and the visual and audio elements of the game the senses.  It is, in effect, no longer interactivity any more that driving a car is an interactive experience.

Selnow writes that the interactive computer program is an invaluable teaching aid because it does not only tell the user if the answer is ërightí or ëwrongí, but it can also explain why it is so in a variety of different ways to ensure learner understanding.5  This exemplifies a linear method of teaching, not so appropriate to the arts, and the creative process.  In teaching music, computers are used as musical instruments, and learning to use the software is like learning to play another instrument.  Playing music is not learnt by making ëmockí music; it is learnt by doing it.  Similarly, in creating dance interactively via the Web, participants should be involved in creating real dance using real artistic processes and real dancers.  Cook has created the computer program Metamuse for the teaching of problem-seeking and creative reflection in music.  He states that most of the existing research on learning via interactive computer programs is 'Öfor closed procedural domains like mathsÖand physicsÖthat do not involve creativity as part of the learning processÖ'.6  For the arts, the possibility of the experience of creating interactively via a computer is still in its early stages.  One of the most significant problems is the issue of constraints which, without alteration via programming, cannot be broken in the interactive computer program situation.  The program will not allow for actions outside of the parameters with which it has been designed and programmed, thereby denying the possibility of originality.

Even vast numbers of possibilities available within the design of the program cannot lead to a real sense of interactive creativity.  Smith (1997) writes of his CD-ROM for creating dance interactively, Natural Trips (And Some Not Quite So), that he enabled more than twenty-five million unique combinations from which the user could choose to construct the dance, and then offered another range of options which multiplied this by over a million.7 The vast range of possibilities all stem from certain variables and tasks which are offered to the user.  The user has a remarkably rich number of choices within the variables, but he or she cannot create anything outside of these very specific boundaries.  Inspite of so many possible experiences, all are predetermined.
 
 

Creativity

Creativity and Constraints

Constraints are also central to the creative act.  Many authors who discuss the creative process in the arts and sciences agree that without constraints the creative act cannot take place.8  These constraints exist as a combination of the properties, histories and traditions of the materials being used in the creative act, and the personality and experiences of the creator.9   Laurel, in her approach from a theatre background, points out that limitations are valued in theatrical improvisation because it is recognized that they focus creative activity.10  In dance-making, improvisation is often used as a creative tool, guided by the choreographer within specific constraints, to create material for use in the construction of the product.11

Boden describes creativity as being the exploration of conceptual spaces, which are defined by constraints, followed by the overcoming of the limitations of those spaces; the pushing of boundaries beyond the defining rule-set of the paradigm.12  Several other authors use similar descriptions, including the ability to associate ideas which are not apparently related, in order to find new possibilities.13  The association of apparently unrelated ideas is similar to the extending of known constraints.  The constraints of Bodenís ëconceptual spacesí are based on the individualís understanding of the situation, and the boundaries will lie in different places for each person accordingly.   Where the individual has little knowledge of a situation, the extension of personal concepts may not include original notions, as others may have made that discovery before.  Nonetheless, this is still a creative act on the part of the individual.  If the individual is knowledgeable about a situation, then the extending of conceptual boundaries may include the realization or discovery of a point that is entirely new to the collective culture.  This manifestation of the creative situation is far rarer, and illustrates how originality can occur.  However, both personal conceptual extension and cultural originality are forms of creativity, in which the ability to be able to break constraints (personal or cultural) and explore other possibilities is essential.  As previously indicated, this is not possible within the bounds of an interactive computer program.  As in the case of the truly interactive situation, creativity requires the flexibility of the human mind.

Selnowís description of the computer program which can tell the user why the answer to a given question is right or wrong indicates a highly linear approach to problem-solving.  Cook echoes this in his description of the 'closed procedural domains' of mathematics and physics.  Poincaré writes about mathematical creation, describing invention as 'discernment, choice'.14  The problem is set up, and the process follows a route defined by the choices made until the problem is solved.  Studentsí mathematics papers are often marked so that even if the answer reached is incorrect, marks can be given for the linear reasoning behind the process, as separate from the product.

Cook describes his own work in music creativity as 'problem-seeking', where the problem must be defined, identified or created before it can be solved.15  Smith-Autard considers the 'open-ended problem-solving approach' to be the most readily associated with the teaching of creative dance-composition, where there is no correct answer, but the student can play with possible solutions.16  Hanstein identifies art-making as 'a pervasive problematic situation'.17  She explains that the process consists of identifying the problem initially, exploring until a suitable solution is chosen (where possibly several options have been discovered), and then addressing further problems arising from the chosen solution, until the work is judged to be completed.  Thus the process, working from problem to chosen solution, has a cyclical nature whilst travelling towards a final form.  The artist maintains the ability to revisit the work at any point during the process.  The type of problem-seeking and solving process described by these three writers illustrates the flow of creativity in the arts as a non-linear process, where ërightí or ëwrongí are inappropriate terms.  This approach is very different from the linear model which is employed when the problem is pre-defined.  Creativity in the arts implies a state of ëplayí in which, during the early stages of the creative process, the artist can experiment with ideas before forming them into the product.
 

The User as Participant in the Creative Process

This study will be concentrating on using the full potential of the Internet, to try to overcome the limitations of inherent pre-definition of choices in design.  The choreographer, as the human element, will constantly monitor the feedback from users and communicate with them directly.  In this way the Web site can be regularly modified to allow for the creative problem-seeking situation.  The user will be involved in an artistic creative process via the interactive computer Web site, and as such will become a participant in a creative process.  This is an important definition, as it implies that the participant will be able to ëtake part iní the process and thereby alter the direction or introduce new possibilities, rather than simply using the pre-defined possibilities already present in the design.  The aim is not to design a guided ëcreativeí experience, where the choreographer leads the participant by the hand through a predefined maze of possibilities, as in Smithís Natural Trips (And Some Not Quite So).  Instead, the creative process becomes a collaborative venture with the participant and choreographer together working towards the creative outcome.

The problem-seeking and solving processes of the creative process do not represent the whole creative cycle, however.  Equally important in art-making is the fact that art aims to communicate, and the art work is intended for sharing with an audience.  In order to consider the role of the participant in the complete creative cycle it is necessary to extend Cookís, Smith-Autardís and Hansteinís problem-seeking and solving to include the presentation to an audience.  This extension exists in Abbsí creative cycle, which is a model consisting of five phases of art-making:

Phase One:  the impulse to create/stimulus
Phase Two:  working within the medium
Phase Three:  realization of final form
Phase Four:  presentation and performance
Phase Five:  response and evaluation.18

The problem-seeking and solving occurs in the second stage, although the impulse mentioned as the first stage might also be part of the problem-seeking.  The problem-seeking ends with the realization of the final form and the presentation to the audience.  This may be the audience in terms of the choreographer, viewing the dance from an audience's point of view in order to evaluate it.  It may also be the presentation to an audience of advisors, who can give feedback, or a public performance from which feedback is gained.  All of these represent the fourth stage, and all are followed by feedback, discussion, evaluation, by the audience, if it exists, and the choreographer.  Ideally, participation in the creative process should imply involvement in each of the phases of the cycle.  The design of the interactive Web site in terms of progression through the creative process will dictate the level of involvement that the participant can achieve to some extent.  However, because of the communication forms inherent in the use of the Internet, such as email, the participant may take some control of his or her own involvement through direct contact with the choreographer.  What is likely to happen is that the choreographer will seek and present the problem, and the participant will offer solutions.  It is hoped that this can be extended to involve the participant in problem-seeking also.
 
 

The Creative Process in Dance-Making


When the five phases of Abbsí creative cycle are applied to the creation of dance, there appear to be four distinct participatory roles.  In the first phase the artist or choreographer finds a stimulus or stimuli to create, to begin work on the dance.  The second and third phases involve the dancer or performer as the movement is created and set.  The fourth phase is the presentation to the audience, but the fifth includes the critic as a vehicle of feedback in the form of response and evaluation.  Hanstein suggests that these four roles, 'artist, dancer, audience, critic', are all assumed by the choreographer during the choreographic process.

Each of these roles distinguishes a segment of the artistic or creative activity of the choreographer.  Combined, they form a composite portrait of the creative artist at work in the dance medium.19

If these roles are all necessary to the choreographerís approach, then they must all have their part in the creative process individually as separate entities.  The relationships between the roles are key in understanding the possible role of the audience as participant in the creative process.  These relationships have altered over time, and their alteration offers insight into the possible shift in the role of the audience through interactive creativity.

Traditionally, the role of the artist is one of autonomy.  In the eighteenth century, choreographers were producers who controlled all the components of the dance spectacle, consulting with designers and composers to create the required effect. In the nineteenth century the ballet masters, such as Bournonville, Petipa and Cecchetti, were celebrated as individual composers of the great ballets.20 In the traditional choreographic process, the choreographer is seen as the sole creator, with the dancer as his or her tool.21  Ballet enables such a process to occur easily, as the steps are named precisely, with additional specific terms for direction and quality of movement.  Verbal instructions can be followed, which allows non-dancers to choreograph verbally if they have the technical knowledge to do so.
 

Improvisation as 'Reactive' Choreography

At the birth of twentieth century modern dance the choreographer still tended to take on the combined roles of artist, dancer, audience and critic in an autonomous process.  However, this was challenged by the introduction of improvisation as performance.  The dancers were involved in the creative process in which they participated in phases two and three of Abbs' creative cycle, directly before the audience.  The stimuli were usually planned in advance, but the manipulation of the movement and the shaping into final form both happened in the moment as the result of choices made solely by the dancers in the course of the performance.  The audienceís responses affected the performance, thus completing phases four and five of the creative cycle.

In the 1960s, the Judson Dance Theatre and the Grand Union groups experimented with improvisation as a performance structure.  Steve Paxton continued afterwards to advocate the performance styles of improvisation and contact improvisation.22  Improvisation in performance is described by Cohen as 'a more democratic format' than the dictatorship of the traditional single choreographer.

Öthey [the performers] worked with improvisation, agreeing on certain rules to be observed by all but letting each player fill in the framework at will.  Still others employed strict structures but worked as collaborative units that gave nearly equal authority to a core of creators.23

The role of choreographer is spread throughout the group by means of shared decision-making both prior to and during the performance.  Within the given framework the individual could play.  In the quote above, Cohen even describes the performer as the 'player'.

These changes to the relationship between choreographer and dancer heralded the recognition of the creativity of the dancer in his or her own right.  Butterworth states, 'Specific dancer/choreographer roles were particularly challenged with a growing diversity of working processes'.24  Through improvisation in performance, dancers were acknowledged as choreographers, albeit in a 'reactive' rather than 'reflective' role. The term 'reactive' is used here to indicate the initial, spontaneous and therefore subjective response within a (creative) situation.  By contrast, the term 'reflective' indicates a considered, informed and more objective response.  In improvisation, the problem-seeking and solving processes of the dancer are carried out in the moment as movement choices, in response (reaction) to the other dancers, the space, the audience, any accompaniment, and to the aesthetic concerns of the style and genre.  Improvised performance techniques showed that dancers were able to do this, which was an important shift in terms of acknowledging the creative skills of the dancer alongside that of the exalted choreographer.
 

The Devising Process ('Reflective' Choreography)

Although improvisation was an exciting and challenging choreographic tool, it could not replace dance created in the 'reflective' manner.  As a 'reactive' form of choreography it is always made in the moment with no chance for refinement of a choreographic idea prior to presentation.  To achieve the 'reflective' approach, the creative process needs to pass through the first three stages of Abbs' creative cycle prior to performance, to allow for playing and selecting of movements to be shaped into a cohesive whole.

Following the dancerís foray into 'reactive' choreography, a further stage in the development of the choreographic process was recognized.  This may also be related to the largely project-based approach to work necessitated by funding procedures for the increasing numbers of small-scale companies in Britain in the 1970s and early 1980s.  Choreographers had to hire their dancers according to their requirements for the individual project.  Dancers became more valued for their creative contributions and particular movement styles rather than simply being the available material in the dance company with which the choreographer had to work.  Choreographers began to realize the rich potential of the dancerís own creative input.  Some had been mining this vein for years to a greater or lesser extent, by allowing the dancers to make suggestions and comments as the work progressed.  Balanchine, for example, took ideas from the dancersí own particular skills and idiosyncratic movement styles.  However, he then required the dancers to imitate his choreographed movements.25   When a dancer finds a movement or phrase particularly awkward or even impossible to perform, then it is only logical that the choreographer should adjusted the movement accordingly.

The ëdevisingí process became popular, and remains so, in which the choreographer involves the dancer in the creative process 'reflectively'.  Choreographer and dancers work together, with the choreographer asking the dancers for their suggestions of both movement material and ideas.  Choices are made as a result of group input.  The dancers are involved with the choreographer over the period of creation in the problem-seeking and solving process.  Sometimes in the devising model the choreographer may set tasks to generate material, and this can be seen as analogous to the interactive creative situation.

It has only been in the latter half of the twentieth century, since the birth of the dancer as 'reactive' choreographer in the 1960s and 1970s, that it has become common for choreographers to acknowledge the contributions of the dancers to the creative process.  The choreographer remains the artistic director of the work, and makes the final decisions, but much of the input, in terms of both material and forming or structural suggestions, may come from the dancers. The devising process, therefore, allows the dancer to take part in the 'reflective' approach to choreography, involved in the problem-seeking and solving process in the studio, under the direction of the choreographer.
 

The Roles of the Audience ('Reactive') and the Critic ('Reflective')

The fourth phase of Abbs' creative cycle (presentation to audience) does not necessarily refer to a public audience.  It may simply mean the choreographer in the role of audience member, or an invited group of advisors to the choreographer.  In the autonomous role of the choreographer, common prior to the 1960s and 1970s, Abbs' cycle would be completed, including an initial phase four presentation, prior to presentation to the public audience.

The audience, too, has experienced a change of roles in the last century.  The passive mass who sat in silence in the darkness drinking in the performance is now seen as taking an active role.  It is understood now that although the same dance is presented to the entire audience, the dance which is seen and thereby interpreted can vary dramatically from person to person.26  The viewpoint of the individual within the theatre/performance space may have a prominent effect on the way in which the dance is seen, and indeed some site specific pieces allow the audience to move around the dance to achieve different viewpoints.  However, a greater influence in interpretation is the audience memberís own socio-cultural background, life experiences, experiences of other art forms, and knowledge of dance.  The viewerís interpretation may also be greatly coloured by a personal experience which relates to the subject matter.

Gradually over this century more and more demands have been made on the audience to take an active part in the performance.  Trisha Brownís Yellowbelly (1969) is an example of early ëinteractiveí dance.27  The audience members were asked to call out "Yellowbelly" accusingly at Brown, and she responded through improvisation.  When she felt that it was time to finish the dance, Brown moved to bow to the audience, but they kept shouting.  So Brown continued to dance until the audience had had enough.  The audience was clearly in control of the length (and possibly the structure) of performance and thus were involved in the creative process.  Other interactive dance pieces have been made since then, but they all have in common the fact that the audience response is 'reactive'.  The response is required instantaneously to be a part of the performance, and therefore there is not enough time for a 'reflective' response to be properly formed.

Through their own experiences and understandings of these related factors, the audience members interact with the dance to form their own interpretations of it.  Upon leaving the performance they are left with an impression of the dance, perhaps a few fleeting images and an overall feeling about the piece.  This may lead to discussions in the bar or restaurant after the performance, but the ëseriousí, ëprofessionalí reviews are written by the critics.  These are people who are educated in viewing dance and writing about it.  Through knowledge and practice they are able to retain more of the dancework in their memories, and they then reflect and analyse, and supply the public with their considered opinion.  This continues to create the performance in the minds of those who have seen it or those who are going to see it, as they will be affected by what they read, which in turn will influence their responses to the dance.
 

The Relation of 'Reflective' and 'Reactive' Creative Roles to Knowledge

Although some authors argue that there is a particular type of character which is more prone to be creative, those concerned with education in the creative arts tend to agree that the ability to create exists to some extent in everyone.28  These educators and other writers on creativity also agree that knowledge of the medium in which the creative act takes place is a pre-requisite to creation.29 Abbs states that there is no neutral medium; the creator must know and understand the medium in order to play with it and express himself or herself through it.30  Li suggests that creativity is actually an extension of knowledge, necessarily preceded by the pre-learning stage of imitation and the learning stage of understanding.31  Bodenís theory of creativity being the extension of conceptual spaces relies on knowledge of the conceptual space firstly so that the boundaries may be defined for extension.  Hanstein explains that the creative process of dance-making must take place within the medium of dance.32  The problem-seeking and solving process in all media may include verbal definitions, but ultimately the act of creation takes place in the medium with which the creator has chosen to work.

The artist and dancer have been established as taking part reflectively in the choreography.  The differentiation between the viewing functions of audience member and critic exists by virtue of their 'reactive' and 'reflective' roles respectively.  The choreographer, the devising dancer and the critic all fulfil 'reflective' (i.e. considered, informed and objective) roles in the creative cycle.  All of them are involved in the act of presenting the work to the audience.  The audience has been permitted to be involved in performance on a 'reactive' level (i.e. spontaneous and subjective), and indeed are recognized as interpreting the dance for themselves in a 'reactive' manner.

The choreographer is the artist because he or she has the impulse to create, and the knowledge of the medium to be able to create a work of art.  The dancer has become involved in the choreographic process because his or her knowledge of dance through watching and performing gives him or her an understanding of the aesthetics as well as the technicalities of performing the movement.  The critic has either undergone training in the skills and knowledge of appreciating dance or else is self-taught from having studied dance for many years.  Either way, he or she has a body of dance knowledge on which to draw in order to make his or her analyses.  Audience members cannot be assumed to have any dance knowledge at all, although in practice they will usually represent a whole range of experiences in dance.  It is this lack of pre-requisite knowledge which has resulted in the audience being the only group who have not usually been involved reflectively in the creative process.
 
 

Dance Knowledge

Knowledge in viewing dance

Although the audience member cannot be assumed to have knowledge of dance, there are other types of knowledge and skills that may be brought to bear.  Hanstein lists skills related to knowledge under the four headings of 'artist', 'dancer', 'audience' and 'critic'.  Only some of these relate directly to dance knowledge, and of those listed under ëaudienceí none are dance-related specifically.

[Audience knowledge/skills as applied by the dance artist.]
 - Viewing with a ëdistancedí eye
 - Responding to visual images
 - Perceiving sensory images and qualities contained in the work
 - Perceiving the embodiment of the idea
 - Relating to the work in an affective manner
 - Considering the work as ëmeaningfulí
 - Attending to the work as an expressive/communicative form.33

Hansteinís audienceís skills are all related to perception and interpretation, which may be assisted by dance knowledge and experience of viewing dance, but are not dependent upon it.  Yet Hanstein includes the audience as one of the four necessary roles taken by the choreographer during the creative process, implying that she believes these non-dance-based skills to be important in the process.  This is because, at the outcome, the art work is designed to be presented and to communicate to the audience.  The skills of the audience as proposed by Hanstein are all concerned with receiving the work, as that is the role of the audience in an art work.  All the skills involved in making the art work are listed under artist, performer and critic.

According to McFee, art appreciation operates through perceptual engagement, and judgement must be based on the perceptions of the art work by the individual, and not on what the individual is told.34  However, McFee concedes that discussion and prior knowledge may assist the perception of the viewer.  Smith-Autard agrees that appreciation 'resides in the object and in the depth of feeling and understanding the perceiver brings to the understanding of it'.35  Reid states that all previous knowledge is brought to the perception of an art work.36  Each individual art work is seen autonomously, through the experience or perception of that particular object, coupled with knowledge of anything which can be seen by the viewer as being relevant in any way to the object and experience.  Each audience member brings his or her own socio-cultural background, experiences of life, and perhaps of art, and applies this to the art work in question.  The interpretation through personal feelings or reactions to the work and through knowledge of the work and the art form combine to form the experience of art.

Arnheim, however, states that for the purposes of the artist, understanding of an artwork based on prior learning or knowledge is at best secondary.  The artwork stands alone, and should be appreciated primarily by the implicit perceptions which the viewer has of it.  The artist must rely on 'the direct and self-explanatory impact of perceptual forces on the human mind'.37  Arnheim suggests that we perceive meaning in dance via the perception of forces and their interplay.38 Arnheim sees dance as essentially created in one medium, the physical human body, but perceived by the audience in another, as a totally visual experience. Is it possible, then, that people without experience of dance, but with experience of the visual arts, have skills that can be adapted for the creation of dance?  Even animated figures which are not shaped liked humans, such as the dancing flowers in Disneyís Fantasia (1940), can be perceived as moving in a ëhumaní fashion, through the complexity of the patterns of the perceived forces.  The artists for Fantasia were not choreographers, yet they created convincing dance sequences through animating the qualitative forces behind the movements of the dancers.  They watched dancers, abstracted the qualities which they perceived in the motion, and applied the perceived qualitative forces to the characters which they created.39

Arnheim, McFee, Smith-Autard and Reid are all, like Hanstein, concerned here with knowledge involved in perceiving art rather than creating it.  McFee, Smith-Autard, Reid and Hanstein all agree that some technical knowledge of the art form will assist understanding of the perceived art work.  Other arts educators, including Abbs, Taylor and Eisner, also subscribe to this view.40  Yet all concede that technical knowledge of dance is not a pre-requisite for the appreciation of art.  The only pre-requisite to which they all concede is a perceptual engagement in the art object, which implies an application of self and personal experience.  But there is no reason why this cannot lead to a 'reflective' interaction with the art object, and indeed many people will take time to look at and consider a painting, even if they do not have direct knowledge of the visual arts.  What is challenging about dance is its transience.  It requires a certain amount of skill to hold the fleeting images in the mind, in order to be able to reflect and consider the art work.  Thus, unless some method of preservation or repetition can be used, it is difficult to watch dance reflectively without some knowledge or experience.
 
 

Knowledge in Making Dance

How far, then, is dance-specific knowledge necessary in making dance?  Every medium has its particular qualities, its own laws and history.  No medium is neutral.41  According to Boden, knowledge and understanding of the chosen medium increases the creatorís ability to perceive the largest conceptual space.  The more knowledge one has of a particular medium, the greater the number of possibilities which are seen as available.  The knowledge indicates what has been achieved before, and where further exploration might lead.  If the creator probes at the boundaries of this larger conceptual space, there is a greater opportunity for an original creation.  Where the creation is original, a greater number of people will be interested in viewing the product.  This is an important factor for art, as the aim of the art product is to communicate to an audience.  If the work explores a wider conceptual space, it has the potential to interest people with all levels of knowledge of the medium.  Where the work is limited in its conceptual basis, it is likely to be of less interest to those with greater experience of the art form. In April 1999, a group of second-year undergraduate students from Bretton Hall College spent a two-hour session working with a group of inmates from New Hall Womenís Prison.  At the end of the session one student and two inmates presented a short dance, created under the direction of the inmates who had no previous knowledge of dance.  It consisted almost entirely of unison and canon movement, in regular rhythm and with a minimal dynamic range.  While it was a great achievement for the two inmates, it would not have caused interest when viewed by a dance-experienced audience if the process was not also explained.  In the arts there is no way of ascertaining the creative process from the product.42  Therefore technical skills are necessary if the work is to be presented to an audience as a product, rather than as a process-based experience.

Perceptual skills are required when engaged in the dance creative process regardless of the level of technical knowledge of the creator.  The creative process requires the ability to see, understand and respond to emergent forms in the materials or ideas with which the creator is working:  'The act of creation does not emanate from a vacuum.  It is influenced by the experiences that have accumulated through the process of living'.43  It is this perceptual facility which enables the creator to realize new possible connections between elements not previously united, which may result in the greatest challenges to conceptual boundaries.  Technical knowledge of the medium would either negate or simply not suggest such connections.  Under the skills required by the artist, Hanstein lists technical and perceptual skills in combination:

 - Abstracting
 - Manipulating the medium
- Recognizing qualities in the environment, personal experience, the medium.44

In combining the skills, Hanstein illustrates that technical and perceptual skills are both important in choreography.

Piaget claims that the natural way for humans to behave is to structure environment and experience, and he identifies this structuring with knowledge.45  Humans encounter patterns in nature and in man-made objects, and learn to recognize objects as a child from this.  A child learns to understand the abstract concept of ëtableí from his or her experience of tables, and will learn to recognize a table even when presented with a new design, such as a three-legged one.  Humans are also aware of symmetry and other more complicated patterns, such as tessellation in bathroom tiles, even if they cannot name the pattern.  Likewise, perceptual skills of order and form gathered from the visual arts, television and film, nature, architecture, and any other viewed entity are also applicable when creating dance.  Individuals also have their own personal experiences of life to draw upon, and therefore even the non-dancer has a wealth of perceptual knowledge to share in the creative process for dance.
 

The Role of Knowledge in Creating Dance Interactively

Dance is difficult to view reflectively because of its transient nature.  It is also a difficult medium in which to create for the same reason.  It is not uncommon for a dancer to perform a piece of improvisation, but to be completely unable to remember and repeat it at the choreographer's request.  Hinkle-Turner states 'Interactive artwork by its very nature suspends the "space-time" continuum that is often the enemy of audience enlightenment'.46  The interactive situation allows the participant to ëplayí within the task, trying out options and possibilities.  In doing this he or she can perceive in much more detail what is happening as a result of the playing.  If the movement is already set, and the participant is playing with forming ideas, then he or she can apply the knowledge which he or she has gained from perceiving patterns in the world, if the task is designed well.  Equally, the Web site holds the possibility for maintaining a record of the interactive process, so that participants may look back through the process and so better understand the product.  The Internet allows the participant to then question the choreographer directly via email or video-conferencing for further clarification.  Availability of information, and time to play, allows the participant to interact with the dance in a reflective manner which is not offered in the theatre setting.

This potential for involving the participant reflectively in the creative process can only be successful if the choreographer designs the interactive situation effectively.  If the choreographer invites people with varying degrees of experience in dance to participate interactively in the creative process, then the responsibility is with the choreographer to design the creative situation appropriately for all participants.  Those who have a wider conceptual understanding of dance must be able to participate in a way which engages them, and those with little knowledge of dance must equally be engaged in the creative process.  The choreographer must allow for the participant who is not knowledgeable in dance to apply knowledge gleaned from a variety of other sources.  This implies that the tasks designed by the choreographer must be constructed carefully, with the maximum of flexibility.  The directly interactive medium of video-conferencing or email is essential as a way of involving the individual in the process directly.

Hansteinís four roles of ëartistí, ëdancerí, ëaudienceí and ëcriticí come into play, in a number of variations, in the interactive situation for creating dance.  The artist maintains the role of instigator and director, while the dancers take on their respective role of movement interpretation.  The artist may also be responsible for the criticís role, analyzing and evaluating, and the participant fills the role of audience.  However, the participant may also take the role of critic, if he or she wishes.  Via video-conferencing or submitting sections of video, the participant may also become the dancer.  By offering comments and suggestions, the participant may even share the role of artist.  However, the ultimate responsibility for the final product, and also for the participantsí experiences, lies with the artist in terms of the design of the Web site and of the dance.  The role of the dancer altered over time, as choreographers recognized that the knowledge of movement which the dancer possessed was a rich source into which they could tap.  But the choreographer necessarily remained in control of the situation, as the initiator of the work and the artistic unifying force behind the art work.  So it can be that the choreographer will recognize the potential available in the perceptual knowledge implicit in the non-dancing audience member as a source of inspiration.  Again, the choreographer remains a unifying force, but the audience member can be involved in the creating of dance, and thus understand and appreciate dance more.
 
 

Summary


The Web has been selected as the most suitable medium for this research because of the flexibility implicit in it as an interface between human choreographer and human participants.  The Web site offers a combination of systems in terms of both interactive tasks designed for the site, and Internet communication between participants and programmer (choreographer) such as email and video-conferencing. Four variables have been identified for assessing levels of interactivity: range of options, frequency of interaction, significance of choice, and immediacy of response.  However it has also been stated that it is important for the participant to feel him or herself to be involved in the on-going action to experience the creative act.

Boden states that creativity is the extension of the conceptual spaces of the creator.  The person involved in a creative activity works within the constraints of the medium in which he or she is creating, as defined by his or her personal knowledge and experience of the medium and of other areas of life.  However, those constraints are able to be extended or even broken, and this extension is the leap from the known to the unknown which defines a creative act. Hanstein, amongst other theorists, describes the creative process in the arts as 'problem-seeking and solving'.47  The problem, once defined, has no 'correct' solutions, and the creator will choose the most appropriate from those solutions that are discovered.  This will then lead to further problems, and the method forms a cyclical pattern.  However, constraints in art-making are applied in a different manner from constraints in the interactive situation.  The constraints which are applied in human-computer interactive tasks are inflexible beyond the parameters of the design.   To support the creative situation, human-human communication, as well as human-computer interaction, is essential to the interactive creative process in dance.

The alteration in the role of dancer in the dance-making process, through the devising model, suggests that it may also be possible to alter the role of audience member.  Abbs' creative cycle appears to require the involvement of Hanstein's four choreographic roles; artist, dancer, audience, critic.  Traditionally the choreographer has been an isolated individual who took on the responsibility for all of these roles, and received all credit for the creation of the dance.  Improvisation as performance challenged that assumption, showing that dancers could create the dance on the spur of the moment.  However, this creation took place as an initial, spontaneous, subjective act ('reactive'), while the choreographer employed a considered, informed, objective approach ('reflective').  Through the devising situation dancers are now commonly involved over time with the choreographer, creating dance in a 'reflective' manner.  Critics respond to viewing the dance in a 'reflective' manner, pondering and then writing their thoughts, and shaping the performance in the eyes of the audience.  The audience, by contrast, employs a 'reactive' approach, making judgements spontaneously and subjectively.

Knowledge is central to the 'reactive'/'reflective' dichotomy.  Choreographer, dancer and critic are all involved in reflectively creating the dance for the audience, while the audience receives it reactively.  The difference between the audience and the other roles is that the audience cannot be assumed to have knowledge of dance, and so reflective participation is problematic.  Choreographer, dancer and critic all have specialized knowledge which enables them to make artistic decisions in the creative process.  However, although the audience member does not necessarily possess knowledge directly related to dance, he or she will have knowledge gathered through perceptions of the world and life.  These perceptions can be applied to dance, particularly in terms of forming and interpretation skills, as form and abstraction are commonly encountered in everyday life.  The choreographer's guidance may be sufficient for the audience member with no dance knowledge to become involved in the dance-making process in a 'reflective' manner via the interactive Web site.  The challenge for the choreographer is to provide tools which can be used in the creative process by the participant, and which allow him or her to make connections between concepts implicitly, through experimentation. Concepts of form, which are inherent in many aspects of everyday life, could be adapted for dance if the tool is designed to introduce the concept in a manner to which the participant can relate.
 
 

Notes

1 G. W. Selnow, Using Interactive Computer to Communicate Scientific Information, American Behavioural Scientist, 32 (1988), pp. 124-135, (p. 130-132).
R. S. Tannenbaum, Theoretical Foundations of Multimedia, (NY: Computer Science Press, 1998), p. 4.
2 Tannenbaum, ibid.
B. Laurel, Computers as Theatre, (MA: Addison-Wesley, 1993)
Terry K. Borsook & Nancy Higgin-Bothamwheat, Interactivity: What Is It, and What Can It Do for Computer-Based Instruction?, Educational Technology, 31 (1991), pp. 11-17.
3 Borsook et al, p. 13.
4 Produced by Core Design Ltd, UK, 1997.
5 Selnow, p. 131.
6 J. Cook, Metamuse: A Teaching Agent for Supporting Musical Problem-Seeking and Creative Reflection, Proceedings of the AISB í99 Symposium on Musical Creativity, (Edinburgh College of Arts & Division of Informatics, University of Edinburgh, 6-9 April 1999), pp. 89-95, (p. 89).
7 A. William Smith, Interactive Multimedia-Dance: Individual Freedom to Control Oneís Own Aesthetic, in the papers from Dance On í97 Conference (Hong Kong, 1997), pp. 198-213. Smith calculates the initial figure at around 25,794,969,600.
8 Margaret Boden, What is Creativity?, in ed. by Margaret Boden, Dimensions of Creativity, (MA: MIT Press, 1994).
Jacqueline M. Smith-Autard, The Art of Dance in Education, (London: A. & C. Black, 1994).
P. Abbs, The Pattern of Art-Making, in ed. by P. Abbs, The Symbolic Order: A Contemporary Reader on the Arts Debate, (London: Falmer Press, 1989).
Elliot W. Eisner, Educating Artistic Vision, (NY: Macmillan Publishing Company,  1972).
H. Poincaré, Mathematical Creation, (1924), in ed. by P. Vernon, Creativity, (UK: Penguin Books, 1970).
Laurel (1993).
9 C. R. Rogers, Towards a Theory of Creativity, (1954), p. 139, in ed. by P. Vernon, Creativity, (UK: Penguin Books, 1970).
10 Laurel, p. 104.
11 Lynne Anne Blom & L. Tarin Chaplin, The Intimate Act of Choreography, (London: Dance Books Ltd, 1989).
12 Boden (1994).
13 H. Gardner, The Creatorsí Patterns, in ed. by Margaret Boden, Dimensions of Creativity, (MA: MIT Press, 1994).
D. N. Perkins, Creativity: Beyond the Darwinian Paradigm, in ed. by Margaret Boden, Dimensions of Creativity, (MA: MIT Press, 1994).
Laurel (1993), Rogers (1954), Poincaré (1924).
14 Selnow (1988), Cook (1999), Poincaré (1924).
15 Cook, p. 89.
16 Smith-Autard, p. 24.
17 P. Hanstein, On The Nature of Art Making in Dance: An Artistic Process Skills Model for the Teaching of Choreography, (Michigan: UMI Dissertation Services, 1993), p. 105.
18 Abbs, p. 204.
19 Hanstein, p. 139.
20 Susan L. Foster, Reading Dancing: Bodies and Subjects in Contemporary American Dance, (California: University of California Press, 1986), pp. 143-144.
21 Jo Butterworth, The Dancerís Contribution to the Choreographic Process: Some Issues, in Dance í95: Move Into the Future, (Proceedings of the Conference, 21-23 July 1996), pp. 89-95.
22 Sally Banes, Terpsichore in Sneakers: Post-Modern Dance, (Connecticut: Wesleyan University Press, 1987), p. 57.
23 S. J. Cohen, Dance As A Theatre Art: Source Readings in Dance History from 1581 to the Present, (London: Dance Books Ltd, 1977), p. 196.
24 Butterworth, p. 68.
25 Foster, pp. 17, 19-20.
26 Hanstein, p. 159.
27 Banes, p. 80.
28 Authors who argue that a particular type of character is more prone to be creative:
Gardner (1994),
Getzels & Jackson, The Highly Intelligent and Highly Creative Adolescent, (1963), in ed by P. Vernon, Creativity, (UK: Penguin Books, 1970).
Authors who agree that the ability to create exists in everyone:
Abbs (1989), Eisner (1972).
G. McFee, Understanding Dance (London: Routledge, 1994)
D. Best, Feeling and Reason in the Arts, (UK: Allen & Unwin, 1985).
29 Boden (1994), Perkins (1994), Hanstein (1993), Poincaré (1924),
Rex Li, A Theory of Conceptual Intelligence: Thinking, Learning, Creativity and Giftedness, (Westport, USA: Praeger Publishers, 1996).
30  Abbs, p. 201.
31 Li, p. 179.
32 Hanstein, p.107.
33 Hanstein, p. 161.
34 Graham McFee, Truth, Arts Education and the ëPostmodern Conditioní, in ed. by D. Carr, Education, Knowledge and Truth: Beyond the Postmodern Impasse, (London: Routledge, 1998), pp. 89-90.
35 Smith-Autard, p. 27.
36 Louis Arnaud Reid, The Arts Within a Concept of Plural Knowledge, in ed. by P. Abbs, The Symbolic Order: A Contemporary Reader on the Arts Debate, (London: Falmer Press, 1989) p. 17.
37 Rudolf Arnheim, Art and Visual Perception: A Psychology of the Creative Eye, (London: Faber & Faber Ltd, 1967), p. 321.
38 Arnheim, pp. 327-328.
39 J. Culhane, Walt Disneyís Fantasia, (NY: Abradale Press, 1987).
40 Abbs (1989), Eisner (1972),
R. Taylor, Educating for Art, (UK: Longman, 1986).
41 Abbs, p. 200.
42 McFee, (1994), p. 279.
43 Eisner, p. 96.
44 Hanstein, p. 161.
45 H. G. Furth, Piaget and Knowledge: Theoretical Foundations, (NJ: Prentice-Hall, 1969), p. 15.
46 E. Hinkle-Turner, Coming Full Circle: Composing a Cathartic Experience with CD-ROM Technology, Leonardo Journal for the International Society for the Arts, Science and Technology, 32 (1999), pp. 49-52, (p. 52).
47 Hanstein (1993).


Return to Hands-On Dance Project - Research