New methods and technologies for engaging future users and other stakeholders in participatory (design) processes are being developed and proposed. Increasingly, researchers refer to co-creation in order to capture such approaches. However, how co-creation is being framed and understood across domains differs substantially. To better understand co-creation in computing, we conducted a literature review of all papers in the ACM Digital Library with co-creation or co-create in their abstracts. After an initial screening, we retained 62 for further analysis. We introduce a framework to analyze different notions of co-creation, distinguishing between co-creation target audiences, the roles of co-creators, the role of technology (as means or objective) and its results. We discuss the adoption of co-creation in domains such as learning, business, arts & culture, health, and the public sector. This paper contributes to the understanding of different approaches and conceptualizations of co-creation in computing and puts forward an agenda for future research.
翻译:为让未来用户和其他利益有关者参与参与(设计)进程,正在开发和提出新的方法和技术。研究人员越来越多地提到共同创造,以捕捉这些方法。然而,如何在各领域制定和理解共同创造,差别很大。为了更好地了解计算机中的共同创造,我们对ACM数字图书馆中所有文件及其摘要中的共同创造或共同创造进行文献审查。在初步筛选之后,我们保留了62个供进一步分析。我们引入了一个框架,分析共同创造的不同概念,区分共同创造的目标对象、共同创造者的作用、技术的作用(作为手段或目标)及其结果。我们讨论了在学习、商业、艺术和文化、卫生和公共部门等领域采用共同创造的问题。本文有助于理解计算机中共同创造的不同方法和概念,并提出未来研究议程。