skip to main content
10.1145/3635636.3656197acmconferencesArticle/Chapter ViewAbstractPublication Pagesc-n-cConference Proceedingsconference-collections
research-article

How Example-Based Authoring of Motion Graphics Impacts Creative Expression: Differences in Perceptions of Professional and Casual Motion Designers

Published: 23 June 2024 Publication History

Abstract

Motion graphics authoring is a time-intensive endeavor, demanding proficiency in various feature-rich software. Automated, example-based solutions are now being explored to simplify the motion graphics creation process. To investigate how such streamlined authoring tools impact motion designers’ workflows and perceptions of creativity, we deployed an end-to-end motion graphics authoring tool to 14 users, spanning casual to professional design expertise. Our key findings reveal a dichotomy: casual designers embraced the tool’s automation, finding empowerment in its simplicity, even at the expense of losing narrative control. Conversely, professionals expressed reservations and raised concerns about the trade-offs between efficiency and creative autonomy. Notably, the level of automation in animation emerged as a point of contention, underscoring differing expectations between the two groups. Our work contributes insights into such nuances, offering implications for designing the next generation of motion graphics authoring tools that cater to a broad spectrum of creative aspirations and abilities.

References

[1]
[n. d.]. How Much Does Animated Video Cost?https://www.wyzowl.com/how-much-does-animated-video-cost/
[2]
2019. The 2019 Motion Design Survey. https://www.schoolofmotion.com/blog/2019-motion-design-survey
[3]
Adobe After Effects. 2021. Adobe After Effects. https://www.adobe.com/ca/products/aftereffects.html
[4]
Lanto Ningrayati Amali, Nurtianingrat Zees, and Sitti Suhada. 2020. MOTION GRAPHIC ANIMATION VIDEO AS ALTERNATIVE LEARNING MEDIA. Jambura Journal of Informatics 2, 1 (April 2020). https://doi.org/10.37905/jji.v2i1.4640
[5]
Saleema Amershi, Dan Weld, Mihaela Vorvoreanu, Adam Fourney, Besmira Nushi, Penny Collisson, Jina Suh, Shamsi Iqbal, Paul N Bennett, Kori Inkpen, 2019. Guidelines for human-AI interaction. In Proceedings of the 2019 chi conference on human factors in computing systems. 1–13.
[6]
Fereshteh Amini, Nathalie Henry Riche, Bongshin Lee, Andres Monroy-Hernandez, and Pourang Irani. 2017. Authoring Data-Driven Videos with DataClips. IEEE Transactions on Visualization and Computer Graphics 23, 1 (Jan. 2017), 501–510. https://doi.org/10.1109/TVCG.2016.2598647
[7]
Animaker. 2021. Animaker. https://www.animaker.com/
[8]
Niksa Babic, Jesenka Pibernik, and Nikola Mrvac. 2008. Media Study: Motion Graphics. (2008), 4.
[9]
Hana Jamal Badi, Akram M Zeki, Waleed F Faris, and Roslina Bt Othman. 2013. Animation as a Problem Solving Technique in Mechanical Engineering Education. 4, 5 (2013), 4.
[10]
Ilya Baran and Jovan Popović. 2007. Automatic rigging and animation of 3d characters. ACM Transactions on graphics (TOG) 26, 3 (2007), 72–es.
[11]
Joel Brandt, Philip J Guo, Joel Lewenstein, Mira Dontcheva, and Scott R Klemmer. 2009. Two studies of opportunistic programming: interleaving web foraging, learning, and writing code. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 1589–1598.
[12]
Barry Brown, Stuart Reeves, and Scott Sherwood. 2011. Into the wild: challenges and opportunities for field trial methods. In Proceedings of the SIGCHI conference on human factors in computing systems. 1657–1666.
[13]
Minsuk Chang, Stefania Druga, Alexander J Fiannaca, Pedro Vergani, Chinmay Kulkarni, Carrie J Cai, and Michael Terry. 2023. The Prompt Artists. In Proceedings of the 15th Conference on Creativity and Cognition. 75–87.
[14]
Cinema4D. [n. d.]. Cinema4D. https://www.maxon.net/en/
[15]
Jon Draper. 2019. Live action vs Animation: A Comparison.
[16]
Ziv Epstein, Aaron Hertzmann, Investigators of Human Creativity, Memo Akten, Hany Farid, Jessica Fjeld, Morgan R Frank, Matthew Groh, Laura Herman, Neil Leach, 2023. Art and the science of generative AI. Science 380, 6650 (2023), 1110–1111.
[17]
Sarah Flanagan. 2015. How does storytelling within higher education contribute to the learning experience of early years students?Journal of Practice Teaching and Learning, (2015), 23.
[18]
Roberto L. Flores, Patrick DeMoss, Carrie Klene, Robert J. Havlik, and Sunil Tholpady. 2013. Digital Animation versus Textbook in Teaching Plastic Surgery Techniques to Novice Learners:. Plastic and Reconstructive Surgery 132, 1 (July 2013), 101e–109e. https://doi.org/10.1097/PRS.0b013e3182910aa9
[19]
Lu Geng. 2016. Study of the Motion Graphic Design at the Digital Age. In Proceedings of the 2016 International Conference on Arts, Design and Contemporary Education. Atlantis Press, Moscow, Russia. https://doi.org/10.2991/icadce-16.2016.183
[20]
Andreas Girgensohn, Sara Bly, Frank Shipman, John Boreczky, and Lynn Wilcox. 2001. Home Video Editing Made Easy — Balancing Automation and User Control. INTERACT (2001), 8.
[21]
Connor Gramazio, Rundolph Linder, James Farrow, Jeffrey Heer, and Steven Dow. 2018. Learning from examples in the wild: The role of optional metadata. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. ACM, 1–12.
[22]
Björn Hartmann, Scott R Klemmer, Michael Bernstein, Leith Abdulla, Brandon Burr, Avi Robinson-Mosher, and Jennifer Gee. 2006. Reflective physical prototyping through integrated design, test, and analysis. In Proceedings of the 19th annual ACM symposium on User interface software and technology. 299–308.
[23]
Nathaniel Hudson, Celena Alcock, and Parmit K Chilana. 2016. Understanding newcomers to 3D printing: Motivations, workflows, and barriers of casual makers. In Proceedings of the 2016 CHI conference on human factors in computing systems. 384–396.
[24]
Nanna Inie, Jeanette Falk, and Steve Tanimoto. 2023. Designing Participatory AI: Creative Professionals’ Worries and Expectations about Generative AI. In Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems. 1–8.
[25]
Amir Jahanlou and Parmit K Chilana. 2022. Katika: An End-to-End System for Authoring Amateur Explainer Motion Graphics Videos. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems. 1–14.
[26]
Amir Jahanlou, William Odom, and Parmit Chilana. 2021. Challenges in Getting Started in Motion Graphic Design: Perspectives from Casual and Professional Motion Designers. Graphics Interface 2021 (2021), 11.
[27]
Amir Jahanlou, Jo Vermeulen, Tovi Grossman, Parmit Chilana, George Fitzmaurice, and Justin Matejka. [n. d.]. Task-Centric Application Switching: How and Why Knowledge Workers Switch Software Applications for a Single Task. In Graphics Interface 2023.
[28]
jitter.video. 2023. Jitter App. https://jitter.video/
[29]
Martin Jonsson and Jakob Tholander. 2022. Cracking the code: Co-coding with AI in creative programming education. In Proceedings of the 14th Conference on Creativity and Cognition. 5–14.
[30]
Evangelos Karapanos, Jhilmil Jain, and Marc Hassenzahl. 2012. Theories, methods and case studies of longitudinal HCI research. In CHI’12 Extended Abstracts on Human Factors in Computing Systems. 2727–2730.
[31]
Katika. 2021. Katika App. https://github.com/AmirJahan/Katika
[32]
Jiyoon Kim, Min Suk Chung, Hae Gwon Jang, and Beom Sun Chung. 2017. The use of educational comics in learning anatomy among multiple student groups: Anatomy Learning Comics. Anatomical Sciences Education 10, 1 (Jan. 2017), 79–86. https://doi.org/10.1002/ase.1619
[33]
Topaz Labs. 2021. Topazlabs. https://www.topazlabs.com
[34]
Jonathan Lazar, Jinjuan Heidi Feng, and Harry Hochheiser. 2017. Research methods in human-computer interaction. Morgan Kaufmann.
[35]
Mackenzie Leake, Hijung Valentina Shin, Joy O. Kim, and Maneesh Agrawala. 2020. Generating Audio-Visual Slideshows from Text Articles Using Word Concreteness. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. ACM, Honolulu HI USA, 1–11. https://doi.org/10.1145/3313831.3376519
[36]
Duri Long, Aadarsh Padiyath, Anthony Teachey, and Brian Magerko. 2021. The role of collaboration, creativity, and embodiment in AI learning experiences. In Proceedings of the 13th Conference on Creativity and Cognition. 1–10.
[37]
Lumen. [n. d.]. Lumen 5. https://lumen5.com/
[38]
Stephen MacNeil, Zijian Ding, Kexin Quan, Thomas j Parashos, Yajie Sun, and Steven P Dow. 2021. Framing Creative Work: Helping Novices Frame Better Problems through Interactive Scaffolding. In Creativity and Cognition. 1–10.
[39]
Neil Maiden and Konstantinos Zachos. 2022. A creative intelligence tool for journalists. In Proceedings of the 14th Conference on Creativity and Cognition. 612–618.
[40]
Autodesk Maya. 2021. Autodesk Maya. https://www.autodesk.ca/en/products/maya/overview
[41]
Jon McCormack, Patrick Hutchings, Toby Gifford, Matthew Yee-King, Maria Teresa Llano, and Mark D’inverno. 2020. Design considerations for real-time collaboration with creative artificial intelligence. Organised Sound 25, 1 (2020), 41–52.
[42]
Joanna McGrenere and Maria Klawe. 2007. Field evaluation of the continuous zoom: revisiting zoom and pick rate. Journal of Visual Languages & Computing 18, 5 (2007), 502–525.
[43]
Valeriu Mercea, Florica Moldoveanu, and Anca Moldoveanu. 2011. Learning in context: using situated cognition and connectionism for 3D modeling. Educational Technology & Society 14, 1 (2011), 56–66.
[44]
midjourney.com. 2023. MidJourney. https://midjourney.com/
[45]
Michael Muller, Lydia B Chilton, Anna Kantosalo, Charles Patrick Martin, and Greg Walsh. 2022. GenAICHI: generative AI and HCI. In CHI conference on human factors in computing systems extended abstracts. 1–7.
[46]
Molly Jane Nicholas, Sarah Sterman, and Eric Paulos. 2022. Creative and Motivational Strategies Used by Expert Creative Practitioners. In Proceedings of the 14th Conference on Creativity and Cognition. 323–335.
[47]
Naoko Nitta and Noboru Babaguchi. 2011. Example-based video remixing for home videos. In 2011 IEEE International Conference on Multimedia and Expo. IEEE, Barcelona, Spain, 1–6. https://doi.org/10.1109/ICME.2011.6012080
[48]
OpenAI. 2022. Chat GPT. chat.openai.com/
[49]
Margherita Pagani and Renaud Champion. 2023. Artificial Intelligence for Business Creativity. Taylor & Francis.
[50]
Lucia Pechersky. 2018. How Long Does It Takes To Produce A Customized Explainer Video?https://www.yumyumvideos.com/how-long-does-it-takes-to-produce-a-customized-explainer-video-wp/
[51]
Point Power. 2021. Powerpoint. https://www.microsoft.com/en-us/microsoft-365/powerpoint
[52]
Jeba Rezwana and Mary Lou Maher. 2022. Understanding user perceptions, collaborative experience and user engagement in different human-AI interaction designs for co-creative systems. In Proceedings of the 14th Conference on Creativity and Cognition. 38–48.
[53]
rive.app. 2023. Rive App. https://rive.app/
[54]
runwayml. 2020. Runway. https://runwayml.com/
[55]
Widi Sarinastiti, Dwi Susanto, and Rodhiyah Mutammimah. 2016. Skill level animation technique on dental care motion graphic for children. In 2016 International Electronics Symposium (IES). IEEE, Denpasar, Indonesia, 389–394. https://doi.org/10.1109/ELECSYM.2016.7861037
[56]
Johannes Schleith, Milda Norkute, Mary Mikhail, and Daniella Tsar. 2022. Cognitive Strategy Prompts: Creativity Triggers for Human Centered AI Opportunity Detection. In Proceedings of the 14th Conference on Creativity and Cognition. 29–37.
[57]
Yang Shi, Tian Gao, Xiaohan Jiao, and Nan Cao. 2023. Understanding design collaboration between designers and artificial intelligence: A systematic literature review. Proceedings of the ACM on Human-Computer Interaction 7, CSCW2 (2023), 1–35.
[58]
Ben Shneiderman. 2007. Creativity support tools: accelerating discovery and innovation. Commun. ACM 50, 12 (2007), 20–32.
[59]
Ben Shneiderman. 2008. Creativity support tools: A grand challenge for HCI researchers. In Engineering the user interface: From research to practice. Springer, 1–9.
[60]
SideFX. 2023. Houdini. https://www.sidefx.com/
[61]
Google Slides. 2021. Google Slides. https://www.google.ca/slides/about/
[62]
stablediffusionweb.com. 2023. Stable Diffusion. https://stablediffusionweb.com
[63]
Jackie Stacey and Lucy Suchman. 2012. Animation and automation–The liveliness and labours of bodies and machines. Body & Society 18, 1 (2012), 1–46.
[64]
Alex Stone, Phoebe Sengers, Daniela K Merrill, and Mark Rouncefield. 2018. A Theory of Interaction: A Treatise on the Principles of Exchange, Cohesion, and General Intellect in the Age of HCI. Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (2018).
[65]
Anselm Strauss and Juliet Corbin. 1998. Basics of qualitative research techniques. (1998).
[66]
synthesia video. 2020. Synthesia. https://www.synthesia.io/
[67]
TedEd TedEd. 2018. Build a lesson around any TED-Ed Animation, TED Talk or YouTube video.
[68]
Dakuo Wang, Elizabeth Churchill, Pattie Maes, Xiangmin Fan, Ben Shneiderman, Yuanchun Shi, and Qianying Wang. 2020. From human-human collaboration to Human-AI collaboration: Designing AI systems that can work together with people. In Extended abstracts of the 2020 CHI conference on human factors in computing systems. 1–6.
[69]
Paul Wells and Johnny Hardstaff. 2008. Re-imagining animation: The changing face of the moving image. Bloomsbury Publishing.
[70]
Zhuohao Wu, Danwen Ji, Kaiwen Yu, Xianxu Zeng, Dingming Wu, and Mohammad Shidujaman. 2021. AI creativity and the human-AI co-creation model. In Human-Computer Interaction. Theory, Methods and Tools: Thematic Area, HCI 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part I 23. Springer, 171–190.
[71]
Wyzowl. 2019. How Much Does Animated Video Cost. https://www.wyzowl.com/how-much-does-animated-video-cost/
[72]
Chengzhi Zhang, Weijie Wang, Paul Pangaro, Nikolas Martelaro, and Daragh Byrne. 2023. Generative Image AI Using Design Sketches as input: Opportunities and Challenges. In Proceedings of the 15th Conference on Creativity and Cognition. 254–261.
[73]
Taner Çifçi. 2016. Effects of Infographics on Students Achievement and Attitude towards Geography Lessons. Journal of Education and Learning 5, 1 (Jan. 2016), 154. https://doi.org/10.5539/jel.v5n1p154

Index Terms

  1. How Example-Based Authoring of Motion Graphics Impacts Creative Expression: Differences in Perceptions of Professional and Casual Motion Designers

      Recommendations

      Comments

      Information & Contributors

      Information

      Published In

      cover image ACM Conferences
      C&C '24: Proceedings of the 16th Conference on Creativity & Cognition
      June 2024
      718 pages
      ISBN:9798400704857
      DOI:10.1145/3635636
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

      Sponsors

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 23 June 2024

      Permissions

      Request permissions for this article.

      Check for updates

      Author Tags

      1. computer graphics
      2. interactive systems and tools
      3. motion graphics videos
      4. user experience design

      Qualifiers

      • Research-article
      • Research
      • Refereed limited

      Conference

      C&C '24
      Sponsor:
      C&C '24: Creativity and Cognition
      June 23 - 26, 2024
      IL, Chicago, USA

      Acceptance Rates

      Overall Acceptance Rate 108 of 371 submissions, 29%

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • 0
        Total Citations
      • 112
        Total Downloads
      • Downloads (Last 12 months)112
      • Downloads (Last 6 weeks)13
      Reflects downloads up to 30 Jan 2025

      Other Metrics

      Citations

      View Options

      Login options

      View options

      PDF

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      HTML Format

      View this article in HTML Format.

      HTML Format

      Figures

      Tables

      Media

      Share

      Share

      Share this Publication link

      Share on social media