A Redhead Walks into a Bar: Experiences of Writing Fiction with Artificial Intelligence
Open accessAbstract
Human creativity has been often aided and supported by artificial tools, spanning traditional tools such as ideation cards, pens, and paper, to computed and software. Tools for creativity are increasingly using artificial intelligence to not only support the creative process, but also to act upon the creation with a higher level of agency. This paper focuses on writing fiction as a creative activity and explores human-AI co-writing through a research product, which employs a natural language processing model, the Generative Pre-trained Transformer 3 (GPT-3), to assist the co-authoring of narrative fiction. We report on two progressive – not comparative – autoethnographic studies to attain our own creative practices in light of our engagement with the research product: (1) a co-writing activity initiated by basic textual prompts using basic elements of narrative and (2) a co-writing activity initiated by more advanced textual prompts using elements of narrative, including dialects and metaphors undertaken by one of the authors of this paper who has doctoral training in literature. In both studies, we quickly came up against the limitations of the system; then, we repositioned our goals and practices to maximize our chances of success. As a result, we discovered not only limitations but also hidden capabilities, which not only altered our creative practices and outcomes, but which began to change the ways we were relating to the AI as collaborator.
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Only a handful of user studies have investigated how professional writers perceive and use AI systems.
“Yet, only a handful of user studies have investigated how professional writers perceive and use AI systems [13,27,28]”
From Playwriting with Large Language Models: Perceived Features, Interaction Strategies and Outcomes (2024) · cites this paper as [28]
The Methodology and §4.2 describe two autoethnographic studies of how the authors used and experienced an AI fiction-writing system, including work by a literary scholar trained in creative writing. The paper describes the authors as creative professionals in design and literary studies, but does not establish that they are professional writers or that only a handful of such studies exist. (LLM, conf=0.82)
Experimental — accuracy not yet measuredEmpirical studies describing how users evaluate LLMs are still a minority and difficult to generalise due to variation of participants, methods, systems, and disciplinary perspectives.
“Empirical studies describing how users evaluate LLMs are still a minority and difficult to generalise due to a variation of participants, methods, systems, and disciplinary perspectives [13,27,28,38,47].”
From Playwriting with Large Language Models: Perceived Features, Interaction Strategies and Outcomes (2024) · cites this paper as [28]
The Introduction and Methodology describe two autoethnographic studies of the authors’ experiences co-writing fiction with GPT-3, so this paper provides an example of empirical work on users’ experiences with an LLM. It does not establish that such studies are a minority or that variation in participants, methods, systems, and disciplines makes their findings difficult to generalise; the Methodology says its goal was not a UX evaluation of the system. (LLM, conf=0.82)
Experimental — accuracy not yet measuredMany technical limitations hamper the application of LLMs to creative writing, including short memory, lack of semantic coherence, and common-sense and contextual awareness.
“However, many technical limitations hamper the application of LLMs to creative writing.They include short memory [36,40], lack of semantic coherence [28,40], and common-sense and contextual awareness [36,38].”
From Playwriting with Large Language Models: Perceived Features, Interaction Strategies and Outcomes (2024) · cites this paper as [28]
The Introduction says the language models studied lack semantic cohesiveness, and §5.1 describes GPT-3 drifting away from a story’s opening after its first sentences. Those passages support the creative-writing coherence limitation, but they do not establish the separately cited claim that the models have short memory. The common-sense and contextual-awareness limitation is cited to other sources, not this paper. (LLM, conf=0.84)
Experimental — accuracy not yet measuredIn contrast with [28], participants did not associate creative ability with the machine.
“In contrast with [28], participants did not associate creative ability with the machine.”
From Playwriting with Large Language Models: Perceived Features, Interaction Strategies and Outcomes (2024) · cites this paper as [28]
The machine could not understand story cohesion and lacked semantic comprehension.
“The machine could not understand story cohesion [36] and lacked semantic comprehension [28,40].”
From Playwriting with Large Language Models: Perceived Features, Interaction Strategies and Outcomes (2024) · cites this paper as [28]
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References 57 · Cited by 54
Research works printed but not linked: 10
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- Authors
- Ghajargar, M., Bardzell, J., & Lagerkvist, L.
- Affiliations
- Malmö University (SE)
- Pennsylvania State University (US)
- Venue
- Proceedings of the 25th International Academic Mindtrek Conference
- Publisher
- ACM
- Published
- 2022-11-16
- Pages
- 230-241
- OpenAlex
- W4308623154
- Cited by
- 54
- References
- 57
- Citations by year
- 2026: 7 · 2025: 17 · 2024: 21 · 2023: 9
- FWCI
- 87.36
- Type
- conference paper
- Language
- en
- Open access
- hybrid
- doi.org
- Licence
- Locations
- International Academic Mindtrek Conference (Mindtrek) (publishedVersion, other-oa)
- KTH Publication Database DiVA (KTH Royal Institute of Technology) (submittedVersion, other-oa)
- Topics
- Social Sciences › Political Science and International Relations › Literary and Philosophical Studies
- Social Sciences › Arts and Humanities › Visual Arts and Performing Arts › Artistic and Creative Research
- Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
- Keywords
- fiction writing, GPT-3, creative practice, AI as collaborator, autoethnography, narrative fiction, natural language processing, metaphor, creative tools, human-AI collaboration
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