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Design spaces and EEG frequency band power in constrained and open design 受限开放设计中的设计空间与脑电频带功率
IF 1.8 Q1 Arts and Humanities Pub Date : 2022-04-18 DOI: 10.1080/21650349.2022.2048697
Sónia da Silva Vieira, M. Benedek, J. Gero, Shumin Li, G. Cascini
ABSTRACT Design space is a common abstraction used in the investigation of design cognition. Characteristic properties of design spaces and how they change are underexplored. Design spaces can vary with the design task and its constraints, which are assumed to result in differences in neurocognitive processes. We review general cognition, creative cognition and design neurocognition EEG studies. We analyzed the brain activity of 32 professional mechanical engineers and industrial designers while performing constrained and open design tasks. The neurophysiological activations during reading the task, earliest reaction, and open externalization stages of constrained and open design are compared based on EEG frequency band power. Significant differences between constrained and open design for the beta bands were found in the earliest reaction stage. Significant differences between constrained and open design for alpha 2 and the beta bands were found in the open externalization stage. We discuss the results and relate the higher brain activity and significant differences in open design to cognitive functions of interest to design cognition. We show that EEG brain activation is sensitive to the level of constraints in designing, in particular alpha 2 and beta bands can act as proxies of the change and expansion of design spaces.
摘要设计空间是研究设计认知的常用抽象概念。设计空间的特征属性及其变化方式尚未得到充分的探索。设计空间可以随着设计任务及其限制而变化,这被认为会导致神经认知过程的差异。我们回顾了一般认知、创造性认知和设计神经认知脑电图的研究。我们分析了32名专业机械工程师和工业设计师在执行约束和开放设计任务时的大脑活动。基于EEG频带功率,比较了受限设计和开放设计在阅读任务、最早反应和开放外化阶段的神经生理学激活。在最早的反应阶段发现了β带的约束设计和开放设计之间的显著差异。在开放外化阶段,发现α2和β带的约束设计和开放设计之间存在显著差异。我们讨论了这些结果,并将开放设计中较高的大脑活动和显著差异与设计认知感兴趣的认知功能联系起来。我们表明,EEG大脑激活对设计中的约束水平很敏感,特别是α2和β带可以作为设计空间变化和扩展的代理。
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引用次数: 7
Co-Design visions of public makerspaces in China 中国公共品牌空间的共同设计愿景
IF 1.8 Q1 Arts and Humanities Pub Date : 2022-04-03 DOI: 10.1080/21650349.2022.2048696
B. Lam, Youngok Choi, Xi Chen, Sophia de Sousa, Long Liu, M. Ni
ABSTRACT Enhancing creativity has become of vital importance in today’s modern world as creativity plays an essential role in solving complex individual, business and social issues. This paper, therefore, considers how to develop a novel and inclusive means of fostering creative citizens in a bottom-up manner, especially in China, through co-design and public makerspaces. The paper discusses the notion of creativity and its relations with co-design and makerspace, critical requirements of co-design and makerspace design, and cultural differences in co-design. A literature review and a series of co-design workshops with Chinese and non-Chinese participants were applied. The research revealed that making activities should be more ‘visible’ and ‘inclusive’ to engage more and better with both makers and non-makers. This study also identified some differences between Chinese and non-Chinese groups in terms of space management and co-design approaches. The key findings would greatly value developing user-oriented makerspaces for creativity enhancement in China.
摘要在当今世界,提高创造力变得至关重要,因为创造力在解决复杂的个人、商业和社会问题方面发挥着至关重要的作用。因此,本文考虑如何通过共同设计和公共空间,以自下而上的方式,特别是在中国,开发一种新颖而包容的方式来培养有创造力的公民。本文论述了创意的概念及其与协同设计和创客空间的关系,协同设计与创客空间设计的关键要求,以及协同设计中的文化差异。采用文献综述和一系列由中国和非中国参与者参加的联合设计研讨会。研究表明,制作活动应该更加“可见”和“包容”,以便更多更好地与制作者和非制作者接触。本研究还发现了中国和非中国群体在空间管理和共同设计方法方面的一些差异。这些关键发现将极大地重视开发面向用户的制造空间,以提高中国的创造力。
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引用次数: 2
Implementing design thinking to drive innovation in technical design 运用设计思维推动技术设计创新
IF 1.8 Q1 Arts and Humanities Pub Date : 2022-03-14 DOI: 10.1080/21650349.2022.2048698
B. Eisenbart, S. Bouwman, J. Voorendt, S. McKillagan, B. Kuys, C. Ranscombe
ABSTRACT Design Thinking has been gaining attention over the past decade with more and more companies seeking to use it as a human-centered problem-solving approach that can create novel solutions and foster (radical) innovation. Following several success stories from business, management or even civic service delivery environment, where Design Thinking has produced highly impactful and popularized innovation, technically oriented companies have increasingly shown interest in using it to nurture their innovation and creative capabilities. In this article, a qualitative analysis of semi-structured interviews with experts applying and researching Design Thinking are presented in the context of technology-focused organizations. Several concrete insights are derived to reveal specific success factors, central characteristics, tools and methods, but also limitations and prerequisites for its effective application in such contexts. Finally, the study highlights potential adaptations of the approach to support its integration with the processes similar organizations apply in their routine practices.
摘要设计思维在过去十年中受到了越来越多的关注,越来越多的公司寻求将其作为一种以人为中心的解决问题的方法,可以创造新的解决方案并促进(激进的)创新。在商业、管理甚至公民服务提供环境中的几个成功案例之后,设计思维产生了极具影响力和普及性的创新,技术导向型公司越来越有兴趣利用它来培养他们的创新和创造力。在这篇文章中,对应用和研究设计思维的专家进行了半结构化访谈,并在以技术为中心的组织中进行了定性分析。得出了一些具体的见解,以揭示具体的成功因素、核心特征、工具和方法,以及在这种情况下有效应用的局限性和先决条件。最后,该研究强调了该方法的潜在适应性,以支持其与类似组织在其日常实践中应用的流程相结合。
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引用次数: 3
We cannot play 20 questions with creativity and innovation and win: the necessity of practice-based integrative research 我们不能用创造力和创新来玩20个问题并赢得:基于实践的综合研究的必要性
IF 1.8 Q1 Arts and Humanities Pub Date : 2022-02-15 DOI: 10.1080/21650349.2022.2041889
Y. Reich
In engineering, we are concerned with addressing technical challenges with various consequences such as societal and environmental. In broader domains, we address challenges with all available means under similar constraints. The challenges are systemic with interfaces to other issues, embedded in a context that provides constraints and influences what may be a viable solution. In addressing challenges, engineers participate in transdisciplinary teams, exercising different modes of reasoning including design, creativity, system thinking, and critical thinking. These modes interact in different ways, as a complex system, leading to an emergent process that delivers the required solution. In a way, our challenges or what we, as researchers, seek to study, are ‘living things moving in a field (Editorial board of IJDCI, 2013)’. While this description is integrative, holistic, requiring multiple perspectives to study, science has progressively turned into a collection of specialized fields, wherein each, further specialization has been exercised leading to difficulties to address challenges (Reich & Shai, 2012). A primary justification for this specialization has been the explosion of knowledge and its complexity that requires deep expertise in specialized areas. But the risk that materialized is the creation of artificial boundaries between necessary elements of addressing real problems and reinforcing silos that hamper communication. The International Journal on Design Creativity and Innovation (IJDCI) had the goal to broaden the boundaries for studying creativity and innovation beyond engineering as ‘living things moving in a field’. This was reflected in the statements of several editorial board members in the 2013 editorial (Editorial board of IJDCI, 2013):
在工程方面,我们关注的是解决技术挑战带来的各种后果,如社会和环境。在更广泛的领域,我们在类似的约束下用所有可用的手段来应对挑战。这些挑战是系统性的,与其他问题相关联,嵌入在提供限制和影响可能可行解决方案的环境中。在应对挑战时,工程师参与跨学科团队,锻炼不同的推理模式,包括设计、创造力、系统思维和批判性思维。这些模式以不同的方式相互作用,作为一个复杂的系统,导致交付所需解决方案的紧急过程。在某种程度上,我们的挑战,或者我们作为研究人员,试图研究的东西,是“在一个领域中移动的生物(IJDCI编辑委员会,2013)”。虽然这种描述是综合的、整体的,需要从多个角度来研究,但科学已经逐渐变成了专业领域的集合,其中每个领域都进一步专业化,导致难以应对挑战(Reich & Shai, 2012)。这种专业化的主要理由是知识的爆炸及其复杂性,这需要在专门领域具有深厚的专业知识。但现实的风险是,在解决实际问题的必要因素和加强阻碍沟通的竖井之间,人为地建立了界限。《国际设计创意与创新杂志》(IJDCI)的目标是拓宽研究创意和创新的边界,使其超越工程学,成为“在一个领域中运动的生物”。这反映在2013年社论的几位编委会成员的声明中(IJDCI编委会,2013):
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引用次数: 2
Cosmopolitan localism as a research framework for sustainability in graphic design practices 世界性地方主义作为平面设计实践中可持续性的研究框架
IF 1.8 Q1 Arts and Humanities Pub Date : 2022-01-11 DOI: 10.1080/21650349.2021.2024092
Ginn Assibey Bonsu, Alettia V. Chisin, Johannes Christoffel Cronje
ABSTRACT Graphic design practices in a developing nation have a negative impact on sustainability, with researchers recommending several strategies to minimize it, yet much has not been achieved. Cosmopolitan localism has been proposed as a solution since contextual problems need contextual solutions. This paper attempts to establish a relationship between cosmopolitan localism and sustainability through exploring emerging innovations in cosmopolitan localism and their potential to minimize the impact of graphic design practices on sustainability. Data were gathered through observation, field notes of shared experiences, and unstructured interviews pertaining to designing packagings, labels, advertisement materials and by-products of graphic design production. The emerging innovations reflect three approaches, namely design policy, up-cycling of graphic design production by-products, and social media usage for design product dissemination. Results show how local approaches that are open and connected shape design decisions and reflect a connection to the global flow of ideas that minimize the impact of graphic design practices on sustainability. The paper concludes that cosmopolitan localism is a collaborative mode of production that creates an enabling environment for the practice of sustainability in graphic design, and that promotes distributed economics.
发展中国家的平面设计实践对可持续性有负面影响,研究人员推荐了几种策略来尽量减少这种影响,但收效甚微。由于情境性问题需要情境性的解决方案,世界主义地方主义被提出作为一种解决方案。本文试图通过探索世界性地方主义的新兴创新,以及它们对平面设计实践对可持续性的影响最小化的潜力,建立世界性地方主义与可持续性之间的关系。数据是通过观察,分享经验的现场笔记,以及与设计包装,标签,广告材料和平面设计生产副产品有关的非结构化访谈收集的。新兴的创新体现了三种方式,即设计政策,平面设计生产副产品的上循环,以及设计产品传播的社交媒体使用。结果显示,开放和连接的本地方法如何影响设计决策,并反映出与全球思想流动的联系,从而最大限度地减少平面设计实践对可持续性的影响。本文的结论是,世界性的地方主义是一种协作的生产模式,它为平面设计的可持续性实践创造了有利的环境,并促进了分布式经济。
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引用次数: 1
Extreme-user conditions to enhance design creativity and empathy- application using visual impairment 极端的用户条件,以提高设计的创造力和同理心-应用使用视觉障碍
IF 1.8 Q1 Arts and Humanities Pub Date : 2022-01-11 DOI: 10.1080/21650349.2021.2024093
Sujithra Raviselvam, Dongwook Hwang, Bradley Camburn, K. Sng, Katja Hölttä-Otto, Kris Wood
ABSTRACT Extreme-users who experience physical, sensory or cognitive challenges can help identify latent needs across a majority of the general population users. Identifying these latent needs may open doors to novel products, services, and systems. Empathic design techniques of simulation tools and scenarios allow designers to experience a range of extreme-user perspectives. However, research still lacks a thorough understanding of the potential impact of such techniques, especially their potential to uncover and address latent needs. This paper strengthens the understanding of simulation tools and scenarios by analyzing two user-centered workshops that applied simulated scenarios to empathize with users with visual impairments (VIs), and uses an empathic similarity metric to evaluate the empathic outcomes in conjunction with self-evaluated empathy. In addition to empathy, creativity is measured for the concepts shared by 36 (x2) workshop participants and 13 participants with VIs. Empirical analysis of the results, across two sequences of controlled studies, supports the potential of simulated scenarios in evoking participant creativity and empathy. KEY TERMINOLOGIES Empathy: Ability to understand and share feelings of others without judgment. Simulation: Imitation of a process, situation, or circumstance. Scenario: Context-specific (how, where, and who) circumstances experienced by users. Latent Needs: Needs that are important yet not obvious to the average user (Otto & Wood, 1998). Extreme-Users: Users who experience challenges with physical or cognitive abilities. General Population: The remainder of the population who do not qualify as extreme-users.
摘要经历身体、感官或认知挑战的极端用户可以帮助识别大多数普通用户的潜在需求。识别这些潜在需求可能会为新产品、服务和系统打开大门。模拟工具和场景的移情设计技术使设计师能够体验到一系列极端的用户视角。然而,研究仍然缺乏对此类技术的潜在影响的彻底理解,尤其是它们揭示和解决潜在需求的潜力。本文通过分析两个以用户为中心的研讨会来加强对模拟工具和场景的理解,这两个研讨会应用模拟场景与视觉障碍用户进行移情,并使用移情相似性度量来评估移情结果和自我评估的移情。除了同理心之外,还对36名(x2)研讨会参与者和13名VI参与者共享的概念进行了创造力测量。对两组对照研究结果的实证分析支持了模拟场景在激发参与者创造力和同理心方面的潜力。同理心:能够不加评判地理解和分享他人的感受。模拟:对过程、情况或环境的模仿。场景:用户经历的特定于上下文的(如何、在哪里和谁)情况。潜在需求:对普通用户来说很重要但并不明显的需求(Otto&Wood,1998)。极限用户:体验身体或认知能力挑战的用户。普通人群:不符合极端使用者资格的剩余人群。
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引用次数: 6
Perspectives on design creativity and innovation research: 10 years later 设计创意与创新研究展望:10年后
IF 1.8 Q1 Arts and Humanities Pub Date : 2022-01-02 DOI: 10.1080/21650349.2022.2021480
G. Cascini, Y. Nagai, G. V. Georgiev, J. Zelaya, N. Becattini, J. Boujut, H. Casakin, N. Crilly, E. Dekoninck, J. Gero, A. Goel, G. Goldschmidt, M. Gonçalves, K. Grace, L. Hay, P. Le Masson, M. L. Maher, D. Marjanovic, D. Motte, P. Papalambros, R. Sosa, S. V, M. Štorga, B. Tversky, B. Yannou, A. Wodehouse
Ten years have passed since the preparation of the inaugural issue of the International Journal of Design Creativity and Innovation (IJDCI). The editors at that time collected the reflections and inspiring thoughts of 36 editorial board members in an extended editorial that still represents an insightful overview of the design creativity and innovation research perspectives (Editorial board of IJDCI, 2013). The launch of the tenth volume of this journal presented an important opportunity to reflect on what has been done and, more importantly, on what is expected of the field of design creativity and innovation research in the years ahead. For this reason, we invited all current members of the Editorial and Steering Advisory Boards of IJDCI to share their expert point of view and expectations in a free style or format (but within a maximum length of words). To guide the writing of their contributions, we put forward the following questions:
《国际设计创意与创新杂志》创刊10年了。当时的编辑们在一篇扩展社论中收集了36位编委会成员的反思和鼓舞人心的想法,这篇社论仍然代表了对设计创意和创新研究视角的深刻概述(IJDCI编委会,2013)。该杂志第十卷的推出提供了一个重要的机会,让我们反思已经做了什么,更重要的是,反思未来几年对设计创意和创新研究领域的期望。因此,我们邀请IJDCI编辑和指导咨询委员会的所有现任成员以自由的风格或形式(但不超过字数)分享他们的专家观点和期望。为了指导他们的贡献,我们提出了以下问题:
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引用次数: 12
What an original app! : a study on the novelty of software products 多么原创的应用啊!软件产品的新颖性研究
IF 1.8 Q1 Arts and Humanities Pub Date : 2021-11-22 DOI: 10.1080/21650349.2021.1997649
A. Beghelli, Sara Jones
ABSTRACT Innovation in software is important to both members of the public and the software industry, and involves developing software that is both useful and novel. While novelty has attracted significant interest in relation to physical products, it is not so well studied in the context of software products. In this paper, we aim to help develop our understanding of novelty in software by investigating which kinds of software products are seen as more or less novel; what factors may contribute most to perceptions of novelty in software, and whether members of the public and those involved in software development think in the same ways about these things. Through a study consisting of 3 stages, we identify examples of software products that are seen as original, at time of writing, by both software specialists and members of the public, and also two key factors – use of software in a new context, and use of a new underlying technology, which appear to contribute strongly to perceptions of novelty in software. We briefly discuss the implications of our findings and directions for further work.
软件创新对公众和软件行业都很重要,它涉及到开发既有用又新颖的软件。虽然新颖性在物理产品方面引起了极大的兴趣,但在软件产品方面却没有得到很好的研究。在本文中,我们的目标是通过调查哪些类型的软件产品被视为或多或少是新颖的,来帮助我们发展对软件新颖性的理解;哪些因素可能对软件的新颖性产生最大的影响,以及公众成员和参与软件开发的人员是否以相同的方式思考这些事情。通过一项由3个阶段组成的研究,我们确定了在撰写本文时被软件专家和公众视为原创的软件产品的例子,以及两个关键因素-在新环境中使用软件,以及使用新的底层技术,这似乎对软件的新颖性有很大的贡献。我们简要地讨论了我们的发现的意义和进一步工作的方向。
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引用次数: 0
Appreciation to Reviewers 感谢评审员
IF 1.8 Q1 Arts and Humanities Pub Date : 2021-10-02 DOI: 10.1097/ADM.0b013e318159aea4
M. Aalto, B. Altura, R. Anthenelli, J. Ballantyne, Declan T. Barry, L. Bauer, Carlos Blanco, A. Blaszczynski, R. Blondell, C. Boyd, G. Fischer, R. Foltin, Timothy Fong, P. Friedmann, D. Gorelick, E. Gottheil, M. Gourevitch, D. Greenblatt, J. Heffner, G. Helmbrecht, K. Kampman, D. Kivlahan, H. Knudsen, K. Ksobiech, Debi A. LaPlante, B. Mason, J. Maxwell, D. McCarty, Mary G. McMasters, John Mendelson, J. Mertens, S. Miller, L. Najavits, Kent Nakamoto, E. Peles, I. Petrakis, R. Ries, J. Samet
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引用次数: 0
Neurocognitive feedback: a prospective approach to sustain idea generation during design brainstorming 神经认知反馈:在设计头脑风暴期间维持创意产生的前瞻性方法
IF 1.8 Q1 Arts and Humanities Pub Date : 2021-09-07 DOI: 10.1080/21650349.2021.1976678
Mo Hu, Tripp Shealy, J. Milovanovic, J. Gero
ABSTRACT Ideation is a key phase in engineering design and brainstorming is an established method for ideation. A limitation of the brainstorming process is idea production tends to peak at the beginning and quickly decreases with time. In this exploratory study, we tested an innovative technique to sustain ideation by providing designers feedback about their neurocognition. We used a neuroimaging technique (fNIRS) to monitor students’ neurocognitive activations during a brainstorming task. Half received real-time feedback about their neurocognitive activation in their prefrontal cortex, a brain region associated with working memory and cognitive flexibility. Students who received the neurocognitive feedback maintained higher cortical activation and longer sustained peak activation. Students receiving the neurocognitive feedback demonstrated a higher percentage of right-hemispheric dominance, a region associated to creative processing, compared to the students without neurocognitive feedback. The increase in right-hemispheric dominance positively correlated with an increase in the number of solutions during concept generation and a higher design idea fluency. These results demonstrate the prospective use of neurocognitive feedback to sustain the cognitive activations necessary for idea generation during brainstorming. Future research should explore the effect of neurocognitive feedback with a more robust sample of designers and compare neurocognitive feedback with other types of interventions to sustain ideation.
构思是工程设计的关键阶段,头脑风暴是一种成熟的构思方法。头脑风暴过程的一个限制是,想法产生往往在开始时达到顶峰,然后随着时间的推移迅速减少。在这项探索性研究中,我们测试了一种创新技术,通过向设计师提供有关他们神经认知的反馈来维持创意。我们使用神经成像技术(fNIRS)来监测学生在头脑风暴任务中的神经认知激活。一半的人收到了关于他们前额叶皮层神经认知活动的实时反馈,前额叶皮层是大脑中与工作记忆和认知灵活性相关的区域。接受神经认知反馈的学生保持更高的皮层激活和更长的持续峰值激活。与没有接受神经认知反馈的学生相比,接受神经认知反馈的学生表现出更高比例的右半球优势,这是一个与创造性处理相关的区域。右半球优势的增加与概念生成过程中解决方案数量的增加和更高的设计想法流畅性呈正相关。这些结果表明,在头脑风暴过程中,神经认知反馈可以维持产生想法所必需的认知激活。未来的研究应该探索神经认知反馈对设计师的影响,并将神经认知反馈与其他类型的干预进行比较,以维持创意。
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引用次数: 1
期刊
International Journal of Design Creativity and Innovation
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