Pub Date : 2018-04-03DOI: 10.1080/21650349.2017.1381043
K. Jeffries, T. Zamenopoulos, A. Green
Abstract This study explores to what extent technical execution and aesthetic appeal may be related to assessments of graphic design creativity. These new research findings build upon Jeffries’ 2017 publication in the International Journal of Design Creativity and Innovation, and further underpin the caveats identified in relation to the Consensual Assessment Technique (CAT). Eight professional graphic designers rated thirty-two artworks for a creative typographical task. Individual artworks were created by novices who had no experience of graphic design, through to professional graphic designers with 35 years of full-time experience. Written instructions to judges emphasised artwork be rated on creativity-only (without considering technical execution or aesthetic appeal), and this ‘creativity-only’ feature was verbally re-emphasised to judges by the researcher. Inter-rater agreement for creativity was a Cronbach’s alpha of .92; considerably higher than in previous studies, with implications that may relate to the use of the CAT as a measure of design creativity more broadly, and beyond graphic design.
{"title":"Design creativity, technical execution and aesthetic appeal: a CAT with caveats (Part 2)","authors":"K. Jeffries, T. Zamenopoulos, A. Green","doi":"10.1080/21650349.2017.1381043","DOIUrl":"https://doi.org/10.1080/21650349.2017.1381043","url":null,"abstract":"Abstract This study explores to what extent technical execution and aesthetic appeal may be related to assessments of graphic design creativity. These new research findings build upon Jeffries’ 2017 publication in the International Journal of Design Creativity and Innovation, and further underpin the caveats identified in relation to the Consensual Assessment Technique (CAT). Eight professional graphic designers rated thirty-two artworks for a creative typographical task. Individual artworks were created by novices who had no experience of graphic design, through to professional graphic designers with 35 years of full-time experience. Written instructions to judges emphasised artwork be rated on creativity-only (without considering technical execution or aesthetic appeal), and this ‘creativity-only’ feature was verbally re-emphasised to judges by the researcher. Inter-rater agreement for creativity was a Cronbach’s alpha of .92; considerably higher than in previous studies, with implications that may relate to the use of the CAT as a measure of design creativity more broadly, and beyond graphic design.","PeriodicalId":43485,"journal":{"name":"International Journal of Design Creativity and Innovation","volume":"6 1","pages":"66 - 79"},"PeriodicalIF":1.8,"publicationDate":"2018-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/21650349.2017.1381043","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45713221","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-04-03DOI: 10.1080/21650349.2016.1216330
D. Coelho, F. L. Vieira
Abstract The effect of antecedent group interaction on individual ideation is investigated, through an experiment based on generation of concepts by two groups of industrial design students following the same design brief. The underlying hypothesis is that preceding individual ideation with group interaction promotes increase in effectiveness of individual ideation. Results were analyzed for maximum novelty of individual ideation, showing a positive post-treatment effect, departing sharply from the novelty degradation in the control group in the second phase of the experiment. Analysis of the ideation outcomes using a variety metric, complement the findings obtained for novelty, in characterizing the effect of group interaction in creative ideation, demonstrating an inverse effect of previous group interaction leading to decreased variety of ideation.
{"title":"The effect of previous group interaction on individual ideation novelty and variety","authors":"D. Coelho, F. L. Vieira","doi":"10.1080/21650349.2016.1216330","DOIUrl":"https://doi.org/10.1080/21650349.2016.1216330","url":null,"abstract":"Abstract The effect of antecedent group interaction on individual ideation is investigated, through an experiment based on generation of concepts by two groups of industrial design students following the same design brief. The underlying hypothesis is that preceding individual ideation with group interaction promotes increase in effectiveness of individual ideation. Results were analyzed for maximum novelty of individual ideation, showing a positive post-treatment effect, departing sharply from the novelty degradation in the control group in the second phase of the experiment. Analysis of the ideation outcomes using a variety metric, complement the findings obtained for novelty, in characterizing the effect of group interaction in creative ideation, demonstrating an inverse effect of previous group interaction leading to decreased variety of ideation.","PeriodicalId":43485,"journal":{"name":"International Journal of Design Creativity and Innovation","volume":"6 1","pages":"80 - 92"},"PeriodicalIF":1.8,"publicationDate":"2018-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/21650349.2016.1216330","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48627466","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-04-03DOI: 10.1080/21650349.2016.1190301
Pierre-Antoine Arrighi, P. Le Masson, B. Weil, A. Kazakçi
Abstract According to some casual observers, computer-aided design (CAD) tools are very similar. These tools are used to design new artifacts in a digital environment; hence, they share typical software components, such as a computing engine and human–machine interface. However, CAD software is dedicated to specific professionals – such as engineers, three-dimensional (3D) artists, and industrial designers (IDs) – who claim that, despite their apparent similarities, CAD tools are so different that they are not substitutable. Moreover, CAD tools do not fully meet the needs of IDs. This paper aims at better characterizing CAD tools by taking into account their underlying design logic, which involves relying on recent advances in design theory. We show that engineering CAD tools are actually modeling tools that design a generic variety of products; 3D artist CAD tools not only design but immediately produce single digital artifacts; and ID CAD tools are neither a mix nor an hybridization of engineering CAD and 3D artist CAD tools but have their own logic, namely to create new conceptual models for a large variety of products, that is, the creation of a unique original style that leads to a generic singularity. Such tools are useful for many creative designers beyond IDs.
{"title":"Uncovering the specificities of CAD tools for industrial design with design theory – style models for generic singularity","authors":"Pierre-Antoine Arrighi, P. Le Masson, B. Weil, A. Kazakçi","doi":"10.1080/21650349.2016.1190301","DOIUrl":"https://doi.org/10.1080/21650349.2016.1190301","url":null,"abstract":"Abstract According to some casual observers, computer-aided design (CAD) tools are very similar. These tools are used to design new artifacts in a digital environment; hence, they share typical software components, such as a computing engine and human–machine interface. However, CAD software is dedicated to specific professionals – such as engineers, three-dimensional (3D) artists, and industrial designers (IDs) – who claim that, despite their apparent similarities, CAD tools are so different that they are not substitutable. Moreover, CAD tools do not fully meet the needs of IDs. This paper aims at better characterizing CAD tools by taking into account their underlying design logic, which involves relying on recent advances in design theory. We show that engineering CAD tools are actually modeling tools that design a generic variety of products; 3D artist CAD tools not only design but immediately produce single digital artifacts; and ID CAD tools are neither a mix nor an hybridization of engineering CAD and 3D artist CAD tools but have their own logic, namely to create new conceptual models for a large variety of products, that is, the creation of a unique original style that leads to a generic singularity. Such tools are useful for many creative designers beyond IDs.","PeriodicalId":43485,"journal":{"name":"International Journal of Design Creativity and Innovation","volume":"6 1","pages":"21 - 3"},"PeriodicalIF":1.8,"publicationDate":"2018-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/21650349.2016.1190301","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"60298768","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-04-03DOI: 10.1080/21650349.2016.1216331
D. Coelho, Fábio Nunes, F. L. Vieira
Abstract This paper focuses on Quirky, a social product development (SPD) company, in order to explore the SPD phenomenon, as well as the self-assessed level of the experience quality arising from participation in SPD. The study investigates the perceived benefits to designers arising from their participation, the motivators of participation, as well as the participants’ perception of SPD characteristics. It involved a focus session with seven industrial design engineering master students, and yielded results from which a questionnaire was developed within the study. The questionnaire was completed by voluntary participants (7 trained designers and 26 non-design trained participants) from the worldwide community of platform users of the selected SPD company. The questionnaire results suggest that the positive aspects of the SPD participants’ experience include the interest caused by participation and motivation to earn money, as well as the perception of a wide range of ideas and contributions available in the SPD platform. Negative aspects of the participants’ experience found in the analysis of the questionnaire data include high individual ratings for learning caused by participation as well as a keen awareness of too many unnecessary ideas in the SPD platform. The analysis also suggests that formally trained designers have some advantage in SPD participation compared to non-design trained participants. Finally, the results support the conclusion that the questionnaire respondents did not view SPD as detrimental to designers’ future job prospects.
{"title":"The impact of crowdsourcing in product development: an exploratory study of Quirky based on the perspective of participants","authors":"D. Coelho, Fábio Nunes, F. L. Vieira","doi":"10.1080/21650349.2016.1216331","DOIUrl":"https://doi.org/10.1080/21650349.2016.1216331","url":null,"abstract":"Abstract This paper focuses on Quirky, a social product development (SPD) company, in order to explore the SPD phenomenon, as well as the self-assessed level of the experience quality arising from participation in SPD. The study investigates the perceived benefits to designers arising from their participation, the motivators of participation, as well as the participants’ perception of SPD characteristics. It involved a focus session with seven industrial design engineering master students, and yielded results from which a questionnaire was developed within the study. The questionnaire was completed by voluntary participants (7 trained designers and 26 non-design trained participants) from the worldwide community of platform users of the selected SPD company. The questionnaire results suggest that the positive aspects of the SPD participants’ experience include the interest caused by participation and motivation to earn money, as well as the perception of a wide range of ideas and contributions available in the SPD platform. Negative aspects of the participants’ experience found in the analysis of the questionnaire data include high individual ratings for learning caused by participation as well as a keen awareness of too many unnecessary ideas in the SPD platform. The analysis also suggests that formally trained designers have some advantage in SPD participation compared to non-design trained participants. Finally, the results support the conclusion that the questionnaire respondents did not view SPD as detrimental to designers’ future job prospects.","PeriodicalId":43485,"journal":{"name":"International Journal of Design Creativity and Innovation","volume":"6 1","pages":"114 - 128"},"PeriodicalIF":1.8,"publicationDate":"2018-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/21650349.2016.1216331","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46763900","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-03-20DOI: 10.1080/21650349.2018.1448722
Johannes Heck, Florian Rittiner, M. Meboldt, M. Steinert
Abstract Participating in a short-term ideation workshop – based on design thinking principles – may increase the innovation capability of companies. We show how the persona methodology can be successfully applied to promote user-centricity in such ideation workshops. For this research, we observed 20 design teams of Swiss Small and Medium-sized Enterprises during 2.5-day standardized ideation workshops, and analyzed how they developed and used – in total 81 – personas as a design tool to inform their product and service development activities. We found that an iterative approach, which allows for frequent reality checks during the persona development process, in combination with diversely staffed design teams, who bring a broad range of expertise and experiences together, may compensate for the limited amount of time available for user research during short-term ideation workshops. Moreover, our study revealed two varying persona usage patterns, namely personas used as a reference point versus personas used as a starting point. These findings highlight personas as a valuable design tool to promote user-centricity during short-term ideation workshops in the early development phase of new products, services and business models.
{"title":"Promoting user-centricity in short-term ideation workshops","authors":"Johannes Heck, Florian Rittiner, M. Meboldt, M. Steinert","doi":"10.1080/21650349.2018.1448722","DOIUrl":"https://doi.org/10.1080/21650349.2018.1448722","url":null,"abstract":"Abstract Participating in a short-term ideation workshop – based on design thinking principles – may increase the innovation capability of companies. We show how the persona methodology can be successfully applied to promote user-centricity in such ideation workshops. For this research, we observed 20 design teams of Swiss Small and Medium-sized Enterprises during 2.5-day standardized ideation workshops, and analyzed how they developed and used – in total 81 – personas as a design tool to inform their product and service development activities. We found that an iterative approach, which allows for frequent reality checks during the persona development process, in combination with diversely staffed design teams, who bring a broad range of expertise and experiences together, may compensate for the limited amount of time available for user research during short-term ideation workshops. Moreover, our study revealed two varying persona usage patterns, namely personas used as a reference point versus personas used as a starting point. These findings highlight personas as a valuable design tool to promote user-centricity during short-term ideation workshops in the early development phase of new products, services and business models.","PeriodicalId":43485,"journal":{"name":"International Journal of Design Creativity and Innovation","volume":"6 1","pages":"130 - 145"},"PeriodicalIF":1.8,"publicationDate":"2018-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/21650349.2018.1448722","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48146854","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-03-14DOI: 10.1080/21650349.2018.1448723
Satu Rekonen, L. Hassi
Abstract Despite the increasing interest in design thinking, there still is a lack of empirical understanding on what happens when design thinking, or elements of it, are adopted in organizations not accustomed to such approaches. Experimentation is one of the fundamentals of design thinking, and this study explores the impediments for experimentation in four novice design teams taking part in short-term experimentation sprints in a Finnish financial organization. This study adopted a case-study and action research approach and data was gathered through video-recoding and semi-structured interviews. Four central themes that may become bottlenecks when aiming to adopt experimentation in novice teams were identified: resistance to iteration, overlooking the experimentation ideas of others’ and oneself, losing sight of the initial problem to be solved, and a bias towards planning. The study showed that adopting experimentation, in novice design teams requires the team to adopt an appropriate mindset that is open for modifications in the idea and for iteration in the experimentation cycle.
{"title":"Impediments for experimentation in novice design teams","authors":"Satu Rekonen, L. Hassi","doi":"10.1080/21650349.2018.1448723","DOIUrl":"https://doi.org/10.1080/21650349.2018.1448723","url":null,"abstract":"Abstract Despite the increasing interest in design thinking, there still is a lack of empirical understanding on what happens when design thinking, or elements of it, are adopted in organizations not accustomed to such approaches. Experimentation is one of the fundamentals of design thinking, and this study explores the impediments for experimentation in four novice design teams taking part in short-term experimentation sprints in a Finnish financial organization. This study adopted a case-study and action research approach and data was gathered through video-recoding and semi-structured interviews. Four central themes that may become bottlenecks when aiming to adopt experimentation in novice teams were identified: resistance to iteration, overlooking the experimentation ideas of others’ and oneself, losing sight of the initial problem to be solved, and a bias towards planning. The study showed that adopting experimentation, in novice design teams requires the team to adopt an appropriate mindset that is open for modifications in the idea and for iteration in the experimentation cycle.","PeriodicalId":43485,"journal":{"name":"International Journal of Design Creativity and Innovation","volume":"6 1","pages":"235 - 255"},"PeriodicalIF":1.8,"publicationDate":"2018-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/21650349.2018.1448723","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48409443","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-01-30DOI: 10.1080/21650349.2018.1429318
Qifang Bao, Daniel Faas, Maria C. Yang
Abstract Research suggests that, for the design of simple mechanisms, sketching and prototyping are somewhat interchangeable in terms of their influence on idea quantity and quality. This study explores whether this interchangeability holds true for a consumer product design activity. Three conditions are compared: sketching only, prototyping only, and free prototyping & sketching. Eighteen novice designers participated in a one-hour individual design activity. Their resulting design ideas were evaluated by both design experts and potential users. A design evaluation metric, idea distance, is proposed to measure the breadth and depth of design space exploration. Results showed that individuals who only sketched, on average, generated more ideas, explored broader design space, and had more novel final designs. However, participants who were allowed to both sketch and build prototypes explored the design space in more depth and tended to have final ideas that were perceived as more creative. Individuals who only prototyped generated designs that were perceived to be aesthetically more pleasing and performed better functionally. Exploring broader design space was found to correlate with more unique ideas. However, exploring too broad a design space reduced the depth of idea exploration, and was negatively linked to the functional performance of the final designs.
{"title":"Interplay of sketching & prototyping in early stage product design","authors":"Qifang Bao, Daniel Faas, Maria C. Yang","doi":"10.1080/21650349.2018.1429318","DOIUrl":"https://doi.org/10.1080/21650349.2018.1429318","url":null,"abstract":"Abstract Research suggests that, for the design of simple mechanisms, sketching and prototyping are somewhat interchangeable in terms of their influence on idea quantity and quality. This study explores whether this interchangeability holds true for a consumer product design activity. Three conditions are compared: sketching only, prototyping only, and free prototyping & sketching. Eighteen novice designers participated in a one-hour individual design activity. Their resulting design ideas were evaluated by both design experts and potential users. A design evaluation metric, idea distance, is proposed to measure the breadth and depth of design space exploration. Results showed that individuals who only sketched, on average, generated more ideas, explored broader design space, and had more novel final designs. However, participants who were allowed to both sketch and build prototypes explored the design space in more depth and tended to have final ideas that were perceived as more creative. Individuals who only prototyped generated designs that were perceived to be aesthetically more pleasing and performed better functionally. Exploring broader design space was found to correlate with more unique ideas. However, exploring too broad a design space reduced the depth of idea exploration, and was negatively linked to the functional performance of the final designs.","PeriodicalId":43485,"journal":{"name":"International Journal of Design Creativity and Innovation","volume":"6 1","pages":"146 - 168"},"PeriodicalIF":1.8,"publicationDate":"2018-01-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/21650349.2018.1429318","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47557849","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-01-21DOI: 10.1080/21650349.2018.1428689
Bradley V. Weidner, Jacquelyn K. S. Nagel, H. Weber
Abstract Innovative designs can be limited by the experience and knowledge of the individual designers. These limitations can be combated by integrating knowledge from other fields of study. However the vernacular used by the respective fields creates a gap, which requires a process of facilitated translation to bridge. Specifically, biology is a field that has been used for inspiration for design solutions by engineers. This field, also known as biomimicry, has already proven to be a successful tool for identifying innovative inspiration for design but is under-utilized due to the difficulty of translating between biology and engineering. The proposed bioinspired design process discussed in this paper uses sketching of biological systems to create visual analogies that facilitate the translation from a biological system to technical design solution. Sketching of the inspiring biological system re-conceptualizes the information to aid in comprehension as well as establishes a clear path to cross-domain analogy identification to result in by innovative technical design solutions. This paper focuses on the theory underlining the proposed bioinspired design process, and as such, reviews existing literature to identify the opportunity, states the supporting evidence, and presents the approach for addressing the opportunity with an example and a case study to demonstrate applicability.
{"title":"Facilitation method for the translation of biological systems to technical design solutions","authors":"Bradley V. Weidner, Jacquelyn K. S. Nagel, H. Weber","doi":"10.1080/21650349.2018.1428689","DOIUrl":"https://doi.org/10.1080/21650349.2018.1428689","url":null,"abstract":"Abstract Innovative designs can be limited by the experience and knowledge of the individual designers. These limitations can be combated by integrating knowledge from other fields of study. However the vernacular used by the respective fields creates a gap, which requires a process of facilitated translation to bridge. Specifically, biology is a field that has been used for inspiration for design solutions by engineers. This field, also known as biomimicry, has already proven to be a successful tool for identifying innovative inspiration for design but is under-utilized due to the difficulty of translating between biology and engineering. The proposed bioinspired design process discussed in this paper uses sketching of biological systems to create visual analogies that facilitate the translation from a biological system to technical design solution. Sketching of the inspiring biological system re-conceptualizes the information to aid in comprehension as well as establishes a clear path to cross-domain analogy identification to result in by innovative technical design solutions. This paper focuses on the theory underlining the proposed bioinspired design process, and as such, reviews existing literature to identify the opportunity, states the supporting evidence, and presents the approach for addressing the opportunity with an example and a case study to demonstrate applicability.","PeriodicalId":43485,"journal":{"name":"International Journal of Design Creativity and Innovation","volume":"6 1","pages":"211 - 234"},"PeriodicalIF":1.8,"publicationDate":"2018-01-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/21650349.2018.1428689","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42241817","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2017-10-02DOI: 10.1080/21650349.2016.1207566
T. Nguyen, Yong Zeng
Abstract Design fixation describes a phenomenon in which designers fail to solve a design problem due to their strong mental attachment to an internal or external inspiring source. A number of empirical research studies aimed at identifying the causes behind design fixation and developing approaches for overcoming it. In this paper, we propose a theoretical model of design fixation in which the concepts of perceived fitness and expected fitness are introduced. Interpretation of existing findings on fixation and hypotheses are derived to show the applications of the model. In addition, a method of evaluation of design fixation is introduced and demonstrated with an example.
{"title":"A theoretical model of design fixation","authors":"T. Nguyen, Yong Zeng","doi":"10.1080/21650349.2016.1207566","DOIUrl":"https://doi.org/10.1080/21650349.2016.1207566","url":null,"abstract":"Abstract Design fixation describes a phenomenon in which designers fail to solve a design problem due to their strong mental attachment to an internal or external inspiring source. A number of empirical research studies aimed at identifying the causes behind design fixation and developing approaches for overcoming it. In this paper, we propose a theoretical model of design fixation in which the concepts of perceived fitness and expected fitness are introduced. Interpretation of existing findings on fixation and hypotheses are derived to show the applications of the model. In addition, a method of evaluation of design fixation is introduced and demonstrated with an example.","PeriodicalId":43485,"journal":{"name":"International Journal of Design Creativity and Innovation","volume":"5 1","pages":"185 - 204"},"PeriodicalIF":1.8,"publicationDate":"2017-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/21650349.2016.1207566","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44166493","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2017-10-02DOI: 10.1080/21650349.2016.1203821
Nick Kelly, J. Gero
Abstract This paper describes ‘generate and situated transformation’ as a paradigm for models of computational creativity that can lead to novel questions and methods of enquiry. It describes the need for systems that can move towards a frame within which a design solution can be found. The term situated transformation is defined, with reference to Boden’s notion of transformation and ideas from situated cognition, as a change of frame that is based upon experience. The paper then provides a demonstration of simple systems with generate and situated transformation that embody this idea. It then elaborates upon these models showing parallels within established systems in the literature. The paper concludes with a discussion of research questions and avenues of enquiry that are apparent within this paradigm.
{"title":"Generate and situated transformation as a paradigm for models of computational creativity","authors":"Nick Kelly, J. Gero","doi":"10.1080/21650349.2016.1203821","DOIUrl":"https://doi.org/10.1080/21650349.2016.1203821","url":null,"abstract":"Abstract This paper describes ‘generate and situated transformation’ as a paradigm for models of computational creativity that can lead to novel questions and methods of enquiry. It describes the need for systems that can move towards a frame within which a design solution can be found. The term situated transformation is defined, with reference to Boden’s notion of transformation and ideas from situated cognition, as a change of frame that is based upon experience. The paper then provides a demonstration of simple systems with generate and situated transformation that embody this idea. It then elaborates upon these models showing parallels within established systems in the literature. The paper concludes with a discussion of research questions and avenues of enquiry that are apparent within this paradigm.","PeriodicalId":43485,"journal":{"name":"International Journal of Design Creativity and Innovation","volume":"5 1","pages":"149 - 167"},"PeriodicalIF":1.8,"publicationDate":"2017-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/21650349.2016.1203821","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47650761","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}