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International Journal of Design Creativity and Innovation最新文献

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From teatime cookies to rain-pants: resolving dilemmas through design using concerns at three abstraction levels 从茶点饼干到雨裤:通过使用三个抽象级别的关注点来解决设计难题
IF 1.8 Q1 Arts and Humanities Pub Date : 2018-10-02 DOI: 10.1080/21650349.2017.1381042
D. Ozkaramanli, P. Desmet, E. Özcan
Abstract Users often have conflicting concerns (i.e., dilemmas), such as ‘embracing change vs. following tradition.’ Design can resolve these dilemmas through simultaneously fulfilling conflicting user concerns. This paper proposes three abstraction levels for framing user concerns when formulating dilemmas. In a large-scale industry project, we identified that dilemmas can be formulated and resolved at different abstraction levels. Based on these preliminary findings, we developed a structured way to formulate dilemmas, which involves using three different types of concerns (i.e., product-, activity-, and identity-focused concerns). In this framework, product-focused concerns represent the most concrete concern level and identity-focused concerns represent the most abstract level. Sixty master-level design students were asked to formulate a dilemma evoked by a product of their own choice and to create design ideas to resolve this dilemma. The results showed that dilemmas involving all concern levels can be an input for ideation, with the ‘most abstract yet informative’ dilemma being the most inspiring. In addition, we found that design can resolve dilemmas in several distinct ways, where each dilemma-resolving strategy comes with opportunities and challenges. Consciously formulating and examining alternative dilemma formulations can create opportunities that might otherwise not be considered as input for ideation.
抽象用户经常有相互冲突的担忧(即困境),例如“拥抱变革与遵循传统”设计可以通过同时满足相互冲突的用户关注来解决这些难题。本文提出了三个抽象级别,用于在制定困境时构建用户关注点。在一个大型行业项目中,我们发现困境可以在不同的抽象级别上制定和解决。基于这些初步发现,我们开发了一种结构化的方法来表述困境,包括使用三种不同类型的关注点(即产品、活动和身份关注点)。在这个框架中,以产品为中心的关注表示最具体的关注级别,以身份为中心的关切表示最抽象的级别。60名硕士级设计学生被要求制定一个由他们自己选择的产品引发的困境,并创造设计思想来解决这个困境。结果表明,涉及所有关注水平的困境都可以成为构思的输入,其中“最抽象但信息量最大”的困境最具启发性。此外,我们发现设计可以通过几种不同的方式解决困境,其中每种解决困境的策略都伴随着机遇和挑战。有意识地制定和检查替代困境公式可以创造机会,否则这些机会可能不会被视为构思的输入。
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引用次数: 3
Editorial 编辑
IF 1.8 Q1 Arts and Humanities Pub Date : 2018-10-02 DOI: 10.1080/21650349.2018.1468533
G. Cascini, Y. Nagai, G. V. Georgiev, J. Zelaya
The editorial board of the International Journal of Design Creativity and Innovation (IJDCI) is glad to provide visibility to valuable research contributions presented in reputable international conferences on topics that fall within its aims and scope. Among such conferences is the International Conference on Design Creativity (ICDC), an official conference of the Special Interest Group of the Design Society, whose fourth edition was organized by Julie Linsey at Georgia Institute of Technology, U.S.A. on 2–4 November 2016. The International Program Committee of ICDC 2016, chaired by Maria Yang from Massachusetts Institute of Technology, recommended a number of papers as suitable candidates to be further developed into a journal publication. After significant elaboration by the authors and a review according to the policy of IJDCI, the following papers have been accepted for publication by the time this editorial was written:
《国际设计创意与创新杂志》(IJDCI)的编委会很高兴能够在声誉良好的国际会议上就其目标和范围内的主题发表宝贵的研究贡献。其中包括国际设计创意会议(ICDC),这是设计协会特殊利益集团的官方会议,其第四届会议由Julie Linsey于2016年11月2日至4日在美国乔治亚理工学院组织。由麻省理工学院的Maria Yang担任主席的ICDC 2016国际项目委员会推荐了一些论文作为合适的候选者,以进一步发展成为期刊出版物。在作者进行了大量阐述并根据IJDCI的政策进行了审查后,截至撰写本社论时,以下论文已被接受发表:
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引用次数: 0
The construction of meaning in design-driven projects: a paradox initiated process 在设计驱动的项目中构建意义:一个悖论引发的过程
IF 1.8 Q1 Arts and Humanities Pub Date : 2018-07-27 DOI: 10.1080/21650349.2018.1501281
L. Knudsen, L. M. Haase
ABSTRACT In a world of ever-increasing products and services, companies are forced to think differently and find new approaches to bring meaningful and differentiating products to the market. In many cases, they have to go beyond the functional features in order to win the customers’ hearts and attention. Design-driven innovation is acknowledged as a way to create new meaningful experiences to the users – not driven by market demands or technology development but by experience and the emotional parameters of the solution-to-be. Despite an increasing interest in design-driven innovation, the process of how new meanings are constructed is still a neglected area in existing design research. This paper explores how five Danish companies in diverse industries constructed new product meanings. The study indicates that 1) innovation of meaning starts from a paradox in an existing product-user relationship – often experienced by the designer 2) the central point for meanings’ construction is the user’s experience of the product, and 3) meaning is constructed in respect to a number of different product aspects including e.g. experience, interaction and expression.
在一个产品和服务不断增加的世界里,公司被迫以不同的方式思考,寻找新的方法来为市场带来有意义和差异化的产品。在很多情况下,为了赢得客户的心和关注,他们必须超越功能特征。设计驱动的创新被认为是一种为用户创造新的有意义的体验的方式,它不是由市场需求或技术发展驱动的,而是由体验和未来解决方案的情感参数驱动的。尽管人们对设计驱动的创新越来越感兴趣,但在现有的设计研究中,如何构建新意义的过程仍然是一个被忽视的领域。本文探讨了五家不同行业的丹麦公司如何构建新的产品意义。研究表明:1)意义的创新始于现有产品-用户关系中的一个悖论——这是设计师经常经历的;2)意义构建的中心点是用户对产品的体验;3)意义的构建涉及产品的许多不同方面,例如体验、交互和表达。
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引用次数: 5
Compassionate design for dementia care 为痴呆症护理提供富有同情心的设计
IF 1.8 Q1 Arts and Humanities Pub Date : 2018-07-23 DOI: 10.1080/21650349.2018.1501280
C. Treadaway, Aidan Taylor, Jac Fennell
ABSTRACT One of the most pressing challenges facing designers today is how to create appropriate, useful and safe designs for people living with advanced dementia. Dementia is a complex disease that presents and progresses differently for each individual. This paper contends that co-design with experts, including people living with dementia and their carers, is essential to inform design. Compassionate Design principles are useful to guide the creative process and ensure that concepts are developed that maintain the dignity, personhood and wellbeing of the person living with dementia. The key themes of Compassionate Design are presented through examples of designs for playful objects created as part of the LAUGH design for dementia research. A qualitative participatory co-design research methodology is described along with findings informed by a Live Lab evaluation of the objects with people living with advanced dementia living in residential care.
摘要当今设计师面临的最紧迫的挑战之一是如何为晚期痴呆症患者创造合适、有用和安全的设计。痴呆症是一种复杂的疾病,每个人的表现和进展都不同。本文认为,与包括痴呆症患者及其护理人员在内的专家共同设计对于设计至关重要。富有同情心的设计原则有助于指导创作过程,并确保开发出维护痴呆症患者尊严、人格和福祉的概念。同情设计的主要主题是通过作为痴呆症研究的LAUGH设计的一部分而创建的有趣物体的设计示例来呈现的。描述了一种定性的参与式联合设计研究方法,以及Live Lab对居住在养老院的晚期痴呆症患者对象的评估结果。
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引用次数: 21
The effect of ambiguous visual stimuli on creativity in design idea generation 模糊视觉刺激对设计创意产生的影响
IF 1.8 Q1 Arts and Humanities Pub Date : 2018-05-29 DOI: 10.1080/21650349.2018.1473809
S. Jang, Byungkeun Oh, Suk-il Hong, Jinwoo Kim
ABSTRACT The purpose of the present study is to investigate the effect of visual stimuli on creativity for generating ideas among designers. A survey with design students was conducted in this investigation to extract visual stimuli from the sub-symbolic domain (vague stimuli), visual stimuli from the symbolic domain (definite stimuli), and visual stimuli between the two domains (ambiguous stimuli). Subsequently, a conceptual combination experiment was conducted using selected stimuli to examine the effects of ambiguous visual stimuli on creativity to generate ideas among designers. The results suggest that in individual working environments, dissimilar concept pairs fostered higher elaboration when ambiguous stimuli were present, whereas similar concept pairs fostered higher elaboration when vague stimuli were presented. It was further suggested that in group working environments, vague stimuli result in higher abstractness when dissimilar concept pairs are used, whereas ambiguous stimuli result in higher abstractness when similar concept pairs were used.
摘要本研究旨在探讨视觉刺激对设计师创造力的影响。本研究对设计专业学生进行了一项调查,从亚符号域(模糊刺激)、符号域(确定刺激)和两个域之间的视觉刺激(歧义刺激)中提取视觉刺激。随后,使用选定的刺激进行了概念组合实验,以检验模糊视觉刺激对设计师创造力产生想法的影响。结果表明,在个体工作环境中,当存在模糊刺激时,不同的概念对促进了更高的阐述,而当存在模糊激励时,相似的概念对则促进了更大的阐述。研究进一步表明,在小组工作环境中,当使用不同的概念对时,模糊刺激会导致更高的抽象性,而当使用相似的概念对,模糊刺激则会导致更大的抽象性。
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引用次数: 6
‘Fixation’ and ‘the pivot’: balancing persistence with flexibility in design and entrepreneurship “固定”和“支点”:在设计和创业中平衡持久性与灵活性
IF 1.8 Q1 Arts and Humanities Pub Date : 2018-04-03 DOI: 10.1080/21650349.2017.1362359
N. Crilly
Abstract ‘Design fixation’ occurs when exploration of the solution space is unintentionally constrained by designers’ knowledge of prior solutions. The study of fixation is well established in design research but there has been little discussion of what might be learned about fixation from studying related phenomena in other creative practices. To address this, a series of interviews were conducted with technology entrepreneurs and the advisors who guide them. Analysis of the interview data was informed by concepts of creative fixation, cognitive entrenchment and psychological ownership, but also concepts of entrepreneurial pivoting, strategic change and business model innovation. The study shows that entrepreneurs must actively balance persistence with flexibility, a task that is influenced by (i) the entrepreneurs’ commitment to their ideas, (ii) the expertise that they have developed, (iii) the information that they seek or are exposed to, (iv) the resources available to them, and (v) their orientation towards either the product or the market. Collectively, these findings can be applied to design research as proposals for new topics to study when investigating fixation. They also hold implications for design practice by suggesting what designers (and their managers) should reflect on when identifying opportunities to change design direction.
抽象的“设计固定”发生在对解决方案空间的探索无意中受到设计者对先前解决方案的知识的约束时。固定的研究在设计研究中已经确立,但很少有人讨论通过研究其他创造性实践中的相关现象可以学到什么。为了解决这个问题,我们对科技企业家和指导他们的顾问进行了一系列采访。访谈数据的分析依据了创造性固定、认知巩固和心理所有权的概念,以及创业转向、战略变革和商业模式创新的概念。研究表明,企业家必须积极平衡持久性和灵活性,这项任务受到以下因素的影响:(i)企业家对自己想法的承诺,(ii)他们发展的专业知识,(iii)他们寻求或接触的信息,(iv)他们可用的资源,以及(v)他们对产品或市场的取向。总之,这些发现可以应用于设计研究,作为研究固定时研究新主题的建议。它们还通过建议设计师(及其管理者)在确定改变设计方向的机会时应该反思什么,对设计实践有启示。
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引用次数: 51
Idea representation and elaboration in design inspiration and fixation experiments 设计灵感与固定实验中的想法表达与阐述
IF 1.8 Q1 Arts and Humanities Pub Date : 2018-04-03 DOI: 10.1080/21650349.2017.1362360
L. A. Vasconcelos, M. Neroni, Carlos Cardoso, N. Crilly
Abstract Design fixation experiments often report that participants exposed to an example solution generate fewer ideas than those who were not. This reduced ‘idea fluency’ is generally explained as participants’ creativity being constrained by the example they have seen. However, the inclusion of an example also introduces other factors that might affect idea fluency in the experiments. We here offer an additional explanation for these results: participants not exposed to the example tend to generate ideas with little elaboration, while the level of detail in the example encourages a similar level of elaboration among stimulated participants. Because idea elaboration is time consuming, non-stimulated participants record more ideas overall. We investigated this hypothesis by reanalyzing data from three different studies; in two of them we found that non-stimulated participants generated more ideas and more ideas containing only text, whilst stimulated participants generated ideas that were more elaborated. Based on the creativity literature, we provide several explanations for the differences in results found across studies. Our findings and explanations have implications for the interpretation of creativity experiments reported to date and for the design of future studies.
抽象设计固定实验经常报告说,接触示例解决方案的参与者产生的想法比没有接触的参与者少。这种“想法流畅性”的降低通常被解释为参与者的创造力受到他们所看到的例子的限制。然而,一个例子的加入也引入了其他可能影响实验中思想流畅性的因素。我们在这里为这些结果提供了一个额外的解释:没有接触到例子的参与者往往会产生很少阐述的想法,而例子中的细节水平鼓励受刺激的参与者进行类似程度的阐述。由于构思是耗时的,未受刺激的参与者总体上会记录更多的想法。我们通过重新分析三项不同研究的数据来研究这一假设;在其中两项研究中,我们发现未受刺激的参与者产生了更多的想法和更多只包含文本的想法,而受刺激的与会者产生了更详细的想法。基于创造性文献,我们对研究结果的差异提供了几种解释。我们的发现和解释对迄今为止报道的创造力实验的解释和未来研究的设计都有启示。
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引用次数: 9
A review of design fixation: research directions and key factors 设计固定研究综述:研究方向与关键因素
IF 1.8 Q1 Arts and Humanities Pub Date : 2018-04-03 DOI: 10.1080/21650349.2017.1320232
L. Alipour, Mohsen Faizi, A. Moradi, Gholamreza Akrami
Abstract Design fixation refers to designing under the influence of precedents with the inappropriate reuse of their features. With the aim of better understanding of design fixation and create a compendious framework, this paper reviewed 50 new empirical studies in this area. Design fixation studies are classified into (a) investigating conditions that affect design fixation occurrence, (b) proposing affordance sources, and (c) suggesting overcome instructions and methods. Results indicated that there exist eight key factors, namely designer, design problem, sources, design process, design outcome, designers’ goal, distance between source and problem, and similarity between source and design outcome. Finally, a new framework was developed on the basis of the key factors and variables. By synthesizing the variables and the findings of these papers, future research directions are proposed.
摘要设计固定是指在先例的影响下,对其特征进行不适当的再利用。为了更好地理解设计固定,并创建一个简明的框架,本文回顾了该领域的50项新的实证研究。设计固定研究分为(a)调查影响设计固定发生的条件,(b)提出可供性来源,以及(c)提出克服的指示和方法。结果表明,存在八个关键因素,即设计者、设计问题、来源、设计过程、设计结果、设计者的目标、来源与问题的距离以及来源与设计结果的相似性。最后,在关键因素和变量的基础上开发了一个新的框架。通过综合变量和这些论文的发现,提出了未来的研究方向。
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引用次数: 19
Non-functional biomimicry: utilizing natural patterns in order to provoke attention responses 非功能仿生:利用自然模式激发注意力反应
IF 1.8 Q1 Arts and Humanities Pub Date : 2018-04-03 DOI: 10.1080/21650349.2016.1246204
B. Young, A. Wodehouse
Abstract Natural reoccurring patterns arise from chaos and are prevalent throughout nature. The formation of these patterns is controlled by, or produces, underlying geometrical structures. Biomimicry is the study of nature’s structure, processes and systems, as models and solutions for design challenges and is being widely utilized in order to address many issues of contemporary engineering. Many academics now believe that esthetics stem from pattern recognition, consequently, esthetic preference may be a result of individuals recognizing, and interacting with, natural patterns. The goal of this research was to investigate the impact of specific naturally occurring pattern types (spiral, branching, and fractal patterns) on user behavior; investigating the potential of such patterns to control and influence how individuals interact with their surrounding environment. The results showed that the underlying geometry of natural patterns has the potential to induce attention responses to a statistically significant level.
摘要自然重现模式源于混乱,在自然界中普遍存在。这些图案的形成受底层几何结构的控制或产生。仿生是对自然结构、过程和系统的研究,作为设计挑战的模型和解决方案,并被广泛用于解决当代工程的许多问题。许多学者现在认为美学源于模式识别,因此,审美偏好可能是个体识别自然模式并与之互动的结果。这项研究的目的是调查特定的自然发生的模式类型(螺旋、分支和分形模式)对用户行为的影响;研究这种模式控制和影响个体如何与周围环境互动的潜力。结果表明,自然模式的基本几何结构有可能诱导注意力反应达到统计学显著水平。
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引用次数: 1
Editorial 社论
IF 1.8 Q1 Arts and Humanities Pub Date : 2018-04-03 DOI: 10.1080/21650349.2017.1400152
G. Cascini, Y. Nagai, G. V. Georgiev, J. Zelaya
Creativity alone does not necessarily imply good Design, and apparently-well-designed products may not result in Innovation. This consideration alone constitutes a good reason for sharing a space to discuss how creativity, design and innovation interact. The International Journal of Design Creativity and Innovation (IJDCI) represents a unique scientific resource where such discussion can take place: after 5 years and 20 issues, IJDCI is entering its maturity stage being now indexed by two major scientific databases, thus increasing its visibility and offering to young researchers and expert scholars from different fields the opportunity to present their research outcomes and share new challenges they intend to face. Without any ambition to formally define ‘Innovation,’ a topic debated too much already, we would like to stress the importance of considering two essential dimensions of innovation: novelty and adoption. Clearly, any innovation requires some degree of novelty. However, there is no real innovation if that novelty is not adopted by some target community. Both dimensions offer many opportunities for studying the role that design creativity can play in promoting innovation. How to creatively explore new needs to satisfy? How to designerly identify new ways to face emerging social challenges? How to recognize and even anticipate value changes that could open innovation opportunities? These are just exemplary questions that might expand the discussion on design creativity when dealing with innovation and its multiple perspectives. At the same time, even more space for research emerges when referring to adoption issues. Can design creativity help identify new target communities at whom aim innovation? What actors have a stake in the adoption process? What factors affect the adoption process? It is important to notice that these issues do not necessarily refer to purchase decision mechanisms, but to any process that brings a certain community to accept a new solution in order to fulfill their expectations or to satisfy their exigencies. We hope these and more questions will be addressed by IJDCI authors with contributions capable of enriching the collective knowledge on design creativity and its role in the production of sustainable innovation of real value for society. This will require both qualitative and quantitative studies, characterized by scientific rigor and intellectual honesty. We certainly need models suitable for representing all stages, activities and objects of innovation processes, so as to increase our capacity to connect human needs and values with utility and functionality of artefacts and to elicit all related transformations. At the same time, we recognize the grounding value of the old quote ‘If You Can’t Measure It, You Can’t Improve It.’ Therefore, we welcome original contributions with proposals of comparison means to measure and analyse successful innovations and failures and the processes that characterize them from
创造力本身并不一定意味着好的设计,很明显,设计好的产品可能不会带来创新。这个考虑本身就构成了一个很好的理由来分享一个空间来讨论创意、设计和创新是如何相互作用的。国际设计创意与创新杂志(IJDCI)代表了一个独特的科学资源,在这里可以进行这样的讨论:经过5年和20期,IJDCI正在进入成熟阶段,现在被两个主要的科学数据库索引,从而提高了它的知名度,并为来自不同领域的年轻研究人员和专家学者提供了展示他们的研究成果和分享他们打算面对的新挑战的机会。我们无意正式定义“创新”,这个话题已经争论得太多了,我们想强调考虑创新的两个基本维度的重要性:新颖性和采用性。显然,任何创新都需要某种程度的新奇。然而,如果某些目标群体不采用这种新奇的东西,就不存在真正的创新。这两个维度都为研究设计创意在促进创新中所扮演的角色提供了许多机会。如何创造性地探索新的需求来满足?如何以设计师的方式识别新方法来面对新出现的社会挑战?如何识别甚至预测可能带来创新机会的价值变化?这些只是典型的问题,在处理创新及其多角度时,可能会扩展对设计创造力的讨论。与此同时,当涉及到收养问题时,更多的研究空间出现了。设计创意能否帮助确定以创新为目标的新目标群体?哪些行为者在收养过程中有利害关系?哪些因素会影响收养过程?需要注意的是,这些问题不一定与购买决策机制有关,而是与使特定社区接受新解决方案以实现其期望或满足其紧急情况的任何过程有关。我们希望IJDCI的作者能够解决这些以及更多的问题,他们的贡献能够丰富关于设计创造力的集体知识,以及它在为社会创造真正价值的可持续创新生产中的作用。这将需要定性和定量研究,其特点是科学的严谨性和知识的诚实性。我们当然需要适合表示创新过程的所有阶段、活动和对象的模型,以便增加我们将人类需求和价值与人工制品的效用和功能联系起来的能力,并引出所有相关的转换。与此同时,我们认识到“如果你不能衡量它,你就不能改善它”这句老话的基础价值。“因此,我们欢迎提出比较方法的原创贡献,以衡量和分析成功的创新和失败,以及从所有相关参与者的角度描述它们的过程。”模型和定量比较手段都应促进对从业者实践的分析,以确定规律的模式和条件,并测试和验证增强设计创造力的新方法、方法和工具。事实上,这些代表了自第一卷以来IJDCI论文特征的主题的整合集。总体而言,《国际设计创意与创新杂志》确认了它的使命是成为来自不同领域的能力的大熔炉,如系统工程、信息技术、计算机科学、人工智能、认知科学、心理学、哲学、语言学、管理学和其他相关领域。
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引用次数: 0
期刊
International Journal of Design Creativity and Innovation
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