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Facing extreme uncertainty – how the onset of the COVID-19 pandemic influenced product development 面对极端的不确定性- COVID-19大流行的爆发如何影响产品开发
IF 1.8 Q1 Arts and Humanities Pub Date : 2022-12-20 DOI: 10.1080/21650349.2022.2157888
Katja Hölttä-Otto, T. Björklund, M. Klippert, Kevin Otto, D. Krause, C. Eckert, O. Nespoli, A. Albers
ABSTRACT The COVID-19 pandemic has been a global disruption, but little is known about how it impacted product development. Based on interviews of 24 practicing product development leaders, we find that COVID-19 generated a unique combination of external and internal uncertainties and thus had several direct impacts on product development. Initial adaptations were reported in the level of innovation pursued, the development processes and the resourcing. In terms of level of innovation and resourcing, no uniformity in adaptations were observed: opposite changes were made across radical/incremental, expanding/reducing, local/international and internal/external collaboration balances in the different companies’ product development activities. Process adaptations were more uniform in direction, focusing on increasing flexibility and agility. In terms of product development methods for different phases, we find companies quickly seeking creative approaches to replace their traditional methods in idea generation, prototyping, customer interaction, validation etc. with virtual means. Furthermore, changes in human interaction quality, particularly informal interaction, were seen to have far-reaching, unintended negative consequences on their creative efforts, whether in product development, development process or resourcing. Overall, the results highlight the diversity of adaptive choices available to respond to external uncertainties, though more research is still needed on how these influence longer term resilience.
2019冠状病毒病大流行对全球造成了破坏,但人们对其如何影响产品开发知之甚少。通过对24位实践产品开发领导者的访谈,我们发现COVID-19产生了独特的外部和内部不确定性组合,从而对产品开发产生了几个直接影响。据报告,在追求创新的水平、发展进程和资源方面进行了初步调整。在创新水平和资源配置方面,没有观察到适应性的一致性:在不同公司的产品开发活动中,激进/增量、扩张/缩减、本地/国际和内部/外部协作平衡发生了相反的变化。过程适应在方向上更加统一,专注于增加灵活性和敏捷性。就不同阶段的产品开发方法而言,我们发现公司迅速寻求创造性的方法,以虚拟手段取代他们在创意产生,原型制作,客户互动,验证等方面的传统方法。此外,人际互动质量的变化,特别是非正式互动,被认为对他们的创造性努力产生了深远的、意想不到的负面影响,无论是在产品开发、开发过程还是资源配置方面。总体而言,结果强调了可用于应对外部不确定性的适应性选择的多样性,尽管仍需要更多的研究来研究这些选择如何影响长期恢复力。
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引用次数: 1
Concept evaluation dilemma: Presentation effect on product concept evaluation in the new product development (NPD) process 概念评价困境:新产品开发过程中产品概念评价的呈现效应
IF 1.8 Q1 Arts and Humanities Pub Date : 2022-11-22 DOI: 10.1080/21650349.2022.2146002
Jieun Kwon, Barry M. Kudrowitz
ABSTRACT New Product Design (NPD) process involves multiple phases in which a designer or an engineer shares their idea through verbal and visual presentation. Specifically, during the early concept selection phase, designers often pitch their ideas to peers, investors, and consumers to communicate their developing ideas. During this process, the audiences’ perception of the concept can be influenced by how it was presented. This article examines a) if the presence of visual aids can influence the concept evaluation, b) if the verbal presentation quality can affect how the concept value is perceived, and c) if product design experts can see the value of a concept beyond how it was presented. The results showed that whether visual or verbal, presentation quality can affect how the audience evaluates the concept that is being presented. In addition, contrary to what was expected, it was found that the design experts were more influenced by the presentation quality than the non-experts.
摘要新产品设计(NPD)过程涉及多个阶段,设计师或工程师通过口头和视觉展示分享他们的想法。具体来说,在早期的概念选择阶段,设计师经常向同行、投资者和消费者推销他们的想法,以交流他们的发展想法。在这个过程中,观众对概念的感知可能会受到其呈现方式的影响。本文考察了a)视觉辅助工具的存在是否会影响概念评估,b)口头呈现质量是否会影响如何感知概念价值,以及c)产品设计专家是否能看到概念的价值,而不仅仅是它是如何呈现的。结果表明,无论是视觉还是语言,呈现质量都会影响观众对所呈现概念的评价。此外,与预期相反,研究发现,设计专家比非专家更容易受到演示质量的影响。
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引用次数: 0
The Ideation Compass: supporting interdisciplinary creative dialogues with real time visualization 创意指南针:支持跨学科的创意对话与实时可视化
IF 1.8 Q1 Arts and Humanities Pub Date : 2022-11-21 DOI: 10.1080/21650349.2022.2142674
S. Välk, Chitipat Thabsuwan, C. Mougenot
ABSTRACT This study presents the potential of live topic visualization in supporting creative dialogs during remote idea generation. We developed a novel Creativity Support Tool (CST) to explore the effects of the live topic visualization. The tool emphasizes the interdisciplinary knowledge background of participants. Using Natural Language Processing (NLP) and topic modeling, the tool provides users with a live visual mapping of the domains and topics being orally discussed. To understand the tool’s user perceived effects, we conducted evaluation sessions and interviews with participants (N = 10) from two different disciplinary backgrounds: design and bioscience. The findings show that live visualization of domains and topics supported self-reflection during individual and collaborative creativity and encouraged a balanced discussion, which can mitigate discipline-based fixation in ideation.
摘要:本研究展示了现场主题可视化在远程创意生成过程中支持创造性对话的潜力。我们开发了一种新颖的创意支持工具(CST)来探索实时主题可视化的效果。该工具强调参与者的跨学科知识背景。使用自然语言处理(NLP)和主题建模,该工具为用户提供了口头讨论的领域和主题的实时可视化映射。为了了解该工具的用户感知效果,我们对来自两个不同学科背景的参与者(N = 10)进行了评估会议和访谈:设计和生物科学。研究结果表明,领域和主题的实时可视化支持个人和合作创造过程中的自我反思,并鼓励平衡的讨论,这可以减轻基于学科的思维固定。
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引用次数: 0
A quick review of ethics, design thinking, gender, and AI development 快速回顾伦理、设计思维、性别和人工智能发展
IF 1.8 Q1 Arts and Humanities Pub Date : 2022-11-02 DOI: 10.1080/21650349.2022.2136762
Aila Kronqvist, Rebekah A. Rousi
ABSTRACT Ethics, artificial intelligence (AI), and design thinking are current buzz words. The threat of bias-riddled machine learning algorithms is represented media-wide. Research and development initiatives are endeavoring to ‘translate’ ethics into processes and machine logic and design thinking as a method is adopted to gauge the interests and values of a vast range of stakeholders. Gender, its framing, reflection, and critical evaluation in relation to design thinking as a means for developing ethical AI appear to be less represented in scholarly discourse. Against a background of critical theory and gender studies that describe and problematize gender, its construction and norms in socio-technological discourse, the authors of this article aim to generate insight into the current state of gender in design thinking research focused on ethics and AI. A review of scholarly articles revealed trends in popularity of concepts and prominence in the application of design thinking in specific fields (i.e., educational research). Repetition characterizes the more challenging topics or wicked problems. Provocation and investigation of gender from the perspectives of practitioners, creativity, and its influence in design thinking seem all but visible.
摘要伦理、人工智能和设计思维是当前的热门词汇。充满偏见的机器学习算法的威胁在媒体上广泛存在。研发计划正在努力将伦理“转化”为过程和机器逻辑,并将设计思维作为衡量广泛利益相关者利益和价值的方法。性别、它的框架、反思和与设计思维相关的批判性评估,作为发展道德人工智能的一种手段,在学术话语中似乎没有那么多代表性。在批判理论和性别研究的背景下,描述并质疑社会技术话语中的性别、性别结构和规范,本文作者旨在深入了解以伦理和人工智能为重点的设计思维研究中的性别现状。对学术文章的回顾揭示了概念流行的趋势,以及设计思维在特定领域(即教育研究)应用的突出性。重复是更具挑战性的话题或棘手问题的特征。从从业者、创造力及其在设计思维中的影响的角度对性别的挑衅和调查几乎是显而易见的。
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引用次数: 0
The impact of LEGO and analog objects in co-creating and prototyping ideas 乐高和模拟物体在共同创造和原型设计理念中的影响
IF 1.8 Q1 Arts and Humanities Pub Date : 2022-10-19 DOI: 10.1080/21650349.2022.2125446
S. S. Isa, A. Liem
ABSTRACT The main purpose of this study is to examine the separate and combined efficacy of LEGO and analogue objects as prototyping tools in idea generation activities. The study took place in an environment where ‘Design Jams’ were conducted, involving 58 participants with diverse backgrounds. Results showed that LEGO and analogue objects encouraged designers and stakeholders to collaborate and think more critically through prototyping activities emphasizing experimentation, reflection, and decision making. Using co-creation methods, larger quantities of design solutions and longer-term design directions were generated through the establishment of a common visual language, the sharing of legitimate experiences, and improved decision-making.
摘要:本研究的主要目的是检验乐高和模拟物体作为创意生成活动中的原型工具的单独和组合效果。这项研究是在一个进行“设计Jams”的环境中进行的,共有58名不同背景的参与者参与。结果表明,乐高和类似物体鼓励设计师和利益相关者通过强调实验、反思和决策的原型活动进行更批判性的合作和思考。通过共同创造方法,通过建立共同的视觉语言、分享合法经验和改进决策,产生了大量的设计解决方案和长期的设计方向。
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引用次数: 0
Bio-inspired design as a solution to generate creative and circular product concepts 以生物为灵感的设计作为产生创意和循环产品概念的解决方案
IF 1.8 Q1 Arts and Humanities Pub Date : 2022-10-15 DOI: 10.1080/21650349.2022.2128886
L. Ruiz-Pastor, V. Chulvi, M. Royo, J. Sampaio
ABSTRACT Consumers are showing a growing concern for the environment and sustainability, while they keep their interest in more creative products that ‘delight’ them and exceed their expectations. Consequently, designers must meet the circular economy (CE) requirements, but also provide creative solutions. The present research describes an experiment in which a group of designers were asked to solve design problems using two different methods: random stimuli and biomimicry. The results help to answer the question regarding whether methods focused on requirements (biological requirements in this case) are as effective for obtaining creative solutions as methods oriented toward creative ideas (specifically random stimuli). The paper also examines whether biomimicry stimuli promote circularity to a sufficiently greater extent than a random stimulus to compensate for the possible loss of creativity with respect to the random method. The results show that biomimicry stimuli promote circularity in the concepts without diminishing their creativity.
消费者越来越关注环境和可持续发展,同时他们对那些“让他们高兴”并超出他们期望的更具创意的产品保持着兴趣。因此,设计师必须满足循环经济(CE)的要求,但也提供创造性的解决方案。本研究描述了一个实验,一组设计师被要求使用两种不同的方法:随机刺激和仿生学来解决设计问题。结果有助于回答这样一个问题,即关注需求(在这种情况下是生物需求)的方法对于获得创造性解决方案是否与面向创造性想法(特别是随机刺激)的方法一样有效。本文还研究了仿生学刺激是否能比随机刺激更大程度地促进循环,以补偿相对于随机方法可能失去的创造力。结果表明,仿生学刺激促进了概念的循环性,但不降低其创造性。
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引用次数: 0
An exploratory study for the impact of video-induced positive moods on ideation 视频诱发的积极情绪对思维影响的探索性研究
IF 1.8 Q1 Arts and Humanities Pub Date : 2022-09-28 DOI: 10.1080/21650349.2022.2126408
Shogo Masaya, K. Fujii, Kazunori Watanabe, Chao Chen, Liang Hai, Jiawei Zhang, Tomoyuki Ohkubo, H. Murakoshi, Yuta Hirose
ABSTRACT This paper examines the impact of positive moods induced by video content on creativity in ideation. Previous studies have shown that positive moods can promote ideation with originality and diversity and videos that promote feelings happiness or relaxation can induce positive feelings as visual stimuli. Building upon these findings, in this study, we developed an online experimental system and conducted experiments on ideation under the following four stimulus conditions: 1) no stimulus, 2) text stimulus, 3) image stimulus and 4) video stimulus. The experiment was designed using alternate uses task, and the participants’ performance on ideation was then compared with their performance in the presence of each stimulus from the perspective of enhancing creativity. The results demonstrated that video-induced stimuli promoting happiness or relaxation exhibited a relatively high potential to enhance ideation with originality.
摘要本研究考察了视频内容诱发的积极情绪对创意能力的影响。先前的研究表明,积极的情绪可以促进创造性和多样性的想法,而促进感觉快乐或放松的视频可以作为视觉刺激诱导积极的感觉。在此基础上,本研究开发了一个在线实验系统,在以下四种刺激条件下进行了思维实验:1)无刺激、2)文本刺激、3)图像刺激和4)视频刺激。实验采用交替使用任务设计,从提高创造力的角度比较不同刺激条件下被试在创意方面的表现。结果表明,促进快乐或放松的视频刺激表现出较高的增强创造性思维的潜力。
{"title":"An exploratory study for the impact of video-induced positive moods on ideation","authors":"Shogo Masaya, K. Fujii, Kazunori Watanabe, Chao Chen, Liang Hai, Jiawei Zhang, Tomoyuki Ohkubo, H. Murakoshi, Yuta Hirose","doi":"10.1080/21650349.2022.2126408","DOIUrl":"https://doi.org/10.1080/21650349.2022.2126408","url":null,"abstract":"ABSTRACT This paper examines the impact of positive moods induced by video content on creativity in ideation. Previous studies have shown that positive moods can promote ideation with originality and diversity and videos that promote feelings happiness or relaxation can induce positive feelings as visual stimuli. Building upon these findings, in this study, we developed an online experimental system and conducted experiments on ideation under the following four stimulus conditions: 1) no stimulus, 2) text stimulus, 3) image stimulus and 4) video stimulus. The experiment was designed using alternate uses task, and the participants’ performance on ideation was then compared with their performance in the presence of each stimulus from the perspective of enhancing creativity. The results demonstrated that video-induced stimuli promoting happiness or relaxation exhibited a relatively high potential to enhance ideation with originality.","PeriodicalId":43485,"journal":{"name":"International Journal of Design Creativity and Innovation","volume":null,"pages":null},"PeriodicalIF":1.8,"publicationDate":"2022-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"60298988","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}
引用次数: 0
Relaxing or arousing environments (through color and music) for fostering designer’s creativity 放松或激发环境(通过色彩和音乐),以培养设计师的创造力
IF 1.8 Q1 Arts and Humanities Pub Date : 2022-08-08 DOI: 10.1080/21650349.2022.2107081
V. Chulvi, M. Royo, M. Agost, C. García-García, L. Ruiz-Pastor
ABSTRACT Within the literature devoted to studying the influence of environment factors on people’s creativity, the majority analyzed these factors as isolated elements and assess individual’s creativity in general. The aim of this work is to analyze the influence of some of these environmental factors on the design outcomes in terms of creativity, considering the potential emotion it can cause (relaxation or arousal). An experiment was developed to test the results generated in different settings combining environment factors that enhance creativity, in which designers were asked to develop different creative concepts. Different colors and music were combined in order to set arousing and relaxing environments. Results point to differences in the creativity parameters, according to the environment in which designers worked.
在研究环境因素对人的创造力影响的文献中,大多数将这些因素作为孤立的因素进行分析,并对个体的创造力进行总体评估。这项工作的目的是分析这些环境因素对创造性设计结果的影响,考虑到它可能引起的潜在情绪(放松或兴奋)。我们设计了一个实验来测试在不同的环境下产生的结果,这些环境因素结合了提高创造力的因素,在这个实验中,设计师被要求发展不同的创意概念。不同的颜色和音乐相结合,以创造令人兴奋和放松的环境。结果表明,根据设计师工作的环境,创造力参数存在差异。
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引用次数: 0
Science as a game: conceptual model and application in scientific software design 作为游戏的科学:概念模型及其在科学软件设计中的应用
IF 1.8 Q1 Arts and Humanities Pub Date : 2022-06-28 DOI: 10.1080/21650349.2022.2088623
F. Queiroz, M. Lonsdale, R. Spitz
ABSTRACT Scientific inquiry is often described as, and compared to, a game. This paper expands on that analogy to propose a conceptual model of scientific practice built upon Jesper Juul’s game definition, and informed by parallels between the two activities collected from selected works from history and philosophy of science. Moreover, the paper presents a design method, based on the model described, for fostering creative solutions in scientific software user interface design. Results from pilot case studies suggest both model and method are helpful, allowing participants to describe requirements and ideate solutions, as well providing a framework for the exploration of the game-science analogy within the context of scientific research conducted through computational resources.
科学探究经常被描述为一种游戏,并被比作一种游戏。本文扩展了这一类比,提出了一个基于Jesper Juul的游戏定义的科学实践概念模型,并从历史和科学哲学的精选作品中收集了两种活动之间的相似之处。此外,本文还提出了一种基于所描述的模型的设计方法,用于在科学软件用户界面设计中培养创造性的解决方案。试点案例研究的结果表明,模型和方法都是有帮助的,允许参与者描述需求和构想解决方案,并为在通过计算资源进行的科学研究的背景下探索游戏科学类比提供框架。
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引用次数: 0
Culture coding - a method for diversifying artefact associations in design ideation 文化编码-一种使设计构思中的人工制品联想多样化的方法
IF 1.8 Q1 Arts and Humanities Pub Date : 2022-05-18 DOI: 10.1080/21650349.2022.2074144
Jana Pejoska, Eva Durall, M. Bauters, Teemu Leinonen
ABSTRACT It can be claimed that technological systems are, in some ways, reflections of the designers’ way of thinking. These designs affect the behavior of the users and contribute to the reproduction of future designs, thus strengthening the existing human-technology relations. To address these issues critically, there is a need to challenge design ideation processes for generating a larger variety of design proposals that can contribute to varied users and user behavior. For this purpose, we propose a new method- Culture Coding, that can complement design ideation processes where generating, developing, and elaborating ideas is crucial. In this qualitative study, we explore the value of the proposed method in design by using design activities and a research-through-design approach. The experimental setup consists of two Design Cases where study participants contributed by taking part in two co-design workshops. The findings of the study indicate that Culture Coding may help to guide attention to new perspectives and challenge assumptions of the design context.
可以说,技术系统在某种程度上反映了设计者的思维方式。这些设计影响了用户的行为,并有助于未来设计的复制,从而加强了现有的人与技术关系。为了批判性地解决这些问题,有必要挑战设计构思过程,以产生更多种类的设计建议,这些建议可以有助于不同的用户和用户行为。为此,我们提出了一种新的方法——文化编码,它可以补充设计构思过程,其中产生、发展和阐述想法是至关重要的。在这个定性研究中,我们通过使用设计活动和通过设计的研究方法来探索所提出的方法在设计中的价值。实验设置由两个设计案例组成,研究参与者通过参加两个共同设计研讨会来做出贡献。研究结果表明,文化编码可能有助于引导人们关注新的视角,并挑战设计背景的假设。
{"title":"Culture coding - a method for diversifying artefact associations in design ideation","authors":"Jana Pejoska, Eva Durall, M. Bauters, Teemu Leinonen","doi":"10.1080/21650349.2022.2074144","DOIUrl":"https://doi.org/10.1080/21650349.2022.2074144","url":null,"abstract":"ABSTRACT It can be claimed that technological systems are, in some ways, reflections of the designers’ way of thinking. These designs affect the behavior of the users and contribute to the reproduction of future designs, thus strengthening the existing human-technology relations. To address these issues critically, there is a need to challenge design ideation processes for generating a larger variety of design proposals that can contribute to varied users and user behavior. For this purpose, we propose a new method- Culture Coding, that can complement design ideation processes where generating, developing, and elaborating ideas is crucial. In this qualitative study, we explore the value of the proposed method in design by using design activities and a research-through-design approach. The experimental setup consists of two Design Cases where study participants contributed by taking part in two co-design workshops. The findings of the study indicate that Culture Coding may help to guide attention to new perspectives and challenge assumptions of the design context.","PeriodicalId":43485,"journal":{"name":"International Journal of Design Creativity and Innovation","volume":null,"pages":null},"PeriodicalIF":1.8,"publicationDate":"2022-05-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47200938","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}
引用次数: 0
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International Journal of Design Creativity and Innovation
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