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International Journal of Design Creativity and Innovation最新文献

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Design creativity, technical execution and aesthetic appeal: a CAT with caveats (Part 2) 设计创意、技术执行和美学吸引力:带有警告的CAT(第2部分)
IF 1.8 Q4 ENGINEERING, MANUFACTURING Pub Date : 2018-04-03 DOI: 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.
摘要本研究探讨了技术执行力和审美吸引力在多大程度上与平面设计创造力的评估有关。这些新的研究结果建立在Jeffries 2017年发表在《国际设计创意与创新杂志》上的基础上,并进一步支持了与同意评估技术(CAT)相关的注意事项。八位专业平面设计师对三十二件具有创造性的排版任务进行了评分。个人艺术品由没有平面设计经验的新手创作,一直到拥有35年全职经验的专业平面设计师。给评委的书面指示强调,艺术品只能根据创意进行评级(不考虑技术执行力或美学吸引力),研究人员口头上再次向评委强调了这一“只注重创意”的特点。创造力的评分者间一致性为0.92;比以前的研究高得多,其含义可能与CAT作为更广泛的设计创造力衡量标准的使用有关,并且超出了平面设计。
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引用次数: 11
The effect of previous group interaction on individual ideation novelty and variety 先前群体互动对个体思维新颖性和多样性的影响
IF 1.8 Q4 ENGINEERING, MANUFACTURING Pub Date : 2018-04-03 DOI: 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.
摘要:本研究通过两组工业设计专业学生在同一设计大纲下的概念生成实验,探讨了前因群体互动对个体创意的影响。潜在的假设是,先前的个人观念与群体互动促进了个人观念有效性的提高。结果分析了个体思维的最大新颖性,显示出积极的后处理效应,与对照组在实验第二阶段的新颖性下降有明显的区别。在描述群体互动对创造性思维的影响时,使用多样性指标对创意结果进行分析,补充了新颖性的发现,证明了先前群体互动导致创意多样性减少的反作用。
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引用次数: 5
Uncovering the specificities of CAD tools for industrial design with design theory – style models for generic singularity 揭示CAD工具在工业设计中的特殊性与设计理论风格的模型一般奇点
IF 1.8 Q4 ENGINEERING, MANUFACTURING Pub Date : 2018-04-03 DOI: 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.
根据一些偶然的观察者,计算机辅助设计(CAD)工具是非常相似的。这些工具用于在数字环境中设计新的工件;因此,它们共享典型的软件组件,例如计算引擎和人机界面。然而,CAD软件专用于特定的专业人员,如工程师、三维(3D)艺术家和工业设计师(id),他们声称,尽管它们明显相似,但CAD工具是如此不同,以至于它们是不可替代的。此外,CAD工具不能完全满足id的需求。本文旨在通过考虑其潜在的设计逻辑来更好地表征CAD工具,这涉及到依赖于设计理论的最新进展。我们表明,工程CAD工具实际上是设计各种通用产品的建模工具;3D艺术家CAD工具不仅可以设计,而且可以立即产生单个数字工件;而ID CAD工具既不是工程CAD和3D艺术家CAD工具的混合也不是杂交,而是有自己的逻辑,即为大量品种的产品创建新的概念模型,即创造独特的原创风格,从而导致通用的奇点。除了id,这些工具对许多有创意的设计师也很有用。
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引用次数: 1
The impact of crowdsourcing in product development: an exploratory study of Quirky based on the perspective of participants 众包对产品开发的影响:基于参与者视角的《古怪》探索性研究
IF 1.8 Q4 ENGINEERING, MANUFACTURING Pub Date : 2018-04-03 DOI: 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.
摘要本文以社会产品开发公司Quirky为研究对象,探讨社会产品开发现象,以及参与社会产品开发所产生的体验质量的自我评估水平。本研究调查了设计师的参与对他们的好处,参与的动机,以及参与者对SPD特征的感知。它包括一个有七名工业设计工程硕士生参加的焦点会议,并得出了在研究中编制问卷的结果。问卷由来自选定SPD公司平台用户全球社区的自愿参与者(7名受过培训的设计师和26名未受过设计培训的参与者)完成。问卷调查结果表明,SPD参与者体验的积极方面包括参与引起的兴趣和赚钱的动机,以及对SPD平台中广泛的想法和贡献的感知。在问卷数据分析中发现,参与者体验的负面方面包括参与导致的个人学习评分高,以及对SPD平台中太多不必要想法的强烈认识。分析还表明,与未受过设计培训的参与者相比,受过正式培训的设计师在SPD参与方面具有一定优势。最后,调查结果支持了这样一个结论,即受访者并不认为SPD对设计师未来的工作前景有害。
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引用次数: 17
Promoting user-centricity in short-term ideation workshops 推动短期创意工作坊以用户为中心
IF 1.8 Q4 ENGINEERING, MANUFACTURING Pub Date : 2018-03-20 DOI: 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.
参加一个短期的创意工作坊-基于设计思维的原则-可以提高公司的创新能力。我们展示了如何成功地将角色方法论应用于这样的创意研讨会,以促进以用户为中心。在这项研究中,我们在为期2.5天的标准化创意研讨会上观察了20个瑞士中小型企业的设计团队,并分析了他们如何开发和使用——总共81个——人物角色作为设计工具,为他们的产品和服务开发活动提供信息。我们发现一个迭代的方法,它允许在人物角色开发过程中频繁地检查现实情况,结合不同人员组成的设计团队,他们将广泛的专业知识和经验结合在一起,可以弥补短期构思研讨会中用于用户研究的有限时间。此外,我们的研究揭示了两种不同的人物角色使用模式,即作为参考点的人物角色与作为起点的人物角色。这些发现强调,在新产品、服务和商业模式的早期开发阶段的短期创意研讨会上,人物角色是一种有价值的设计工具,可以促进以用户为中心。
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引用次数: 5
Impediments for experimentation in novice design teams 新手设计团队实验的障碍
IF 1.8 Q4 ENGINEERING, MANUFACTURING Pub Date : 2018-03-14 DOI: 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.
尽管人们对设计思维的兴趣越来越大,但对于在不习惯这种方法的组织中采用设计思维或其元素时会发生什么,仍然缺乏经验上的理解。实验是设计思维的基础之一,本研究探讨了在芬兰一家金融机构参加短期实验冲刺的四个新手设计团队中进行实验的障碍。本研究采用个案研究和行动研究相结合的方法,通过视频编码和半结构化访谈的方式收集数据。当试图在新手团队中采用实验时,确定了四个可能成为瓶颈的中心主题:对迭代的抵制,忽视他人和自己的实验想法,忽略要解决的初始问题,以及对计划的偏见。研究表明,在新手设计团队中采用实验需要团队采用一种适当的心态,对想法中的修改和实验周期中的迭代持开放态度。
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引用次数: 7
Interplay of sketching & prototyping in early stage product design 草图和原型设计在早期产品设计中的相互作用
IF 1.8 Q4 ENGINEERING, MANUFACTURING Pub Date : 2018-01-30 DOI: 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.
摘要研究表明,对于简单机构的设计,草图和原型设计在一定程度上是可互换的,因为它们对想法数量和质量的影响。本研究探讨了这种互换性是否适用于消费品设计活动。比较了三种情况:仅绘制草图、仅绘制原型以及自由绘制原型和草图。18名新手设计师参加了一个小时的个人设计活动。设计专家和潜在用户对他们的设计理念进行了评估。提出了一种设计评估指标,即理念距离,以衡量设计空间探索的广度和深度。结果表明,平均而言,只画草图的人会产生更多的想法,探索更广阔的设计空间,并有更多新颖的最终设计。然而,被允许绘制草图和构建原型的参与者对设计空间进行了更深入的探索,并倾向于产生更具创造性的最终想法。只进行原型设计的个人生成的设计在美学上更令人愉悦,在功能上表现更好。探索更广阔的设计空间被发现与更独特的想法相关。然而,探索过宽的设计空间会降低创意探索的深度,并与最终设计的功能性能产生负面影响。
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引用次数: 19
Facilitation method for the translation of biological systems to technical design solutions 将生物系统转化为技术设计解决方案的简化方法
IF 1.8 Q4 ENGINEERING, MANUFACTURING Pub Date : 2018-01-21 DOI: 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.
摘要创新设计可能受到设计师个人经验和知识的限制。可以通过整合其他研究领域的知识来克服这些局限性。然而,各个领域使用的白话文造成了一个缺口,这需要一个方便翻译的过程来弥补。具体来说,生物学是一个被工程师用来为设计解决方案提供灵感的领域。这个领域,也被称为仿生,已经被证明是一个成功的工具,可以识别设计的创新灵感,但由于生物学和工程学之间的转换困难,该领域的利用率不足。本文中讨论的拟议生物启发设计过程使用生物系统的草图来创建视觉类比,以促进从生物系统到技术设计解决方案的转换。启发性生物系统的草图重新概念化了信息,以帮助理解,并通过创新的技术设计解决方案建立了一条跨领域类比识别的清晰道路。本文侧重于强调所提出的仿生设计过程的理论,因此,回顾了现有文献以确定机会,陈述了支持证据,并通过一个例子和一个案例研究提出了解决机会的方法,以证明其适用性。
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引用次数: 12
A theoretical model of design fixation 设计固定的理论模型
IF 1.8 Q4 ENGINEERING, MANUFACTURING Pub Date : 2017-10-02 DOI: 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.
设计固着(Design fixation)是指设计师由于对某种内在或外在的灵感来源有强烈的心理依恋而无法解决设计问题的一种现象。许多实证研究旨在确定设计固定背后的原因,并开发克服它的方法。在本文中,我们提出了一个设计固定的理论模型,其中引入了感知适应度和期望适应度的概念。对固定和假设的现有发现进行解释,以显示该模型的应用。此外,还介绍了一种设计固定度的评价方法,并通过实例进行了论证。
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引用次数: 18
Generate and situated transformation as a paradigm for models of computational creativity 生成和定位转换作为计算创造力模型的范例
IF 1.8 Q4 ENGINEERING, MANUFACTURING Pub Date : 2017-10-02 DOI: 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.
本文描述了“生成和定位转换”作为计算创造力模型的范例,可以导致新的问题和探究方法。它描述了对系统的需求,这些系统可以走向一个框架,在这个框架中可以找到设计解决方案。根据博登的转换概念和情境认知的观念,情境转换一词被定义为基于经验的框架变化。然后给出了一个简单系统的实例,这些系统具有生成和定位转换,体现了这一思想。然后,它详细说明了这些模型在文献中建立的系统中显示的相似之处。本文最后讨论了研究问题和探究途径,这些问题和途径在这种范式中是显而易见的。
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引用次数: 7
期刊
International Journal of Design Creativity and Innovation
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