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International Journal of Design Creativity and Innovation最新文献

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Latent value in humiliation: A design thinking tool to enhance empathy in creative ideation 羞辱中的潜在价值:一种在创造性思维中增强同理心的设计思维工具
IF 1.8 Q1 Arts and Humanities Pub Date : 2021-09-06 DOI: 10.1080/21650349.2021.1976677
Vanessa Svihla, Luke Kachelmeier
ABSTRACT Design thinking emphasizes that in addition to being creative, design solutions should be empathetic. Yet, research suggests there may be a tension between these goals, where focusing on empathy comes at a cost to creativity, sometimes by inducing fixation. We investigated this phenomenon through a quasi-experimental design with novice designers, contrasting two structured ideation techniques in which participants (N = 47) generated bad ideas prior to proposing beneficial ideas. Specifically, they used the wrong theory protocol (WTP) to generate harmful and humiliating ideas, and a variant in which they instead generated silly and impossible ideas (SIP). We used qualitative analysis to characterize their bad and beneficial ideas. Across two realistic design challenges, we found students’ initial bad design work was shaped by the technique they used, and that those who generated humiliating ideas were more likely to generate empathetic beneficial ideas afterward. No systematic differences were found in the breadth of solution ideas, suggesting this technique does not come at a cost to creativity. As a quick and easy-to-use technique, generating humiliating ideas prior to generating beneficial ideas holds promise as a means to reach design solutions that are both empathetic and creative.
摘要设计思维强调,设计解决方案除了要有创造性之外,还应具有同理心。然而,研究表明,这些目标之间可能存在紧张关系,专注于同理心是以创造力为代价的,有时会引起固定。我们通过对新手设计师的准实验设计来研究这一现象,对比了两种结构化思维技术,在这两种技术中,参与者(N=47)在提出有益的想法之前产生了坏想法。具体来说,他们使用错误理论协议(WTP)产生了有害和羞辱性的想法,并在一个变体中产生了愚蠢和不可能的想法(SIP)。我们使用定性分析来描述他们的坏想法和有益想法。在两个现实的设计挑战中,我们发现学生最初糟糕的设计作品是由他们使用的技术决定的,而那些产生羞辱性想法的人更有可能在之后产生富有同情心的有益想法。在解决方案思想的广度上没有发现系统性的差异,这表明这种技术不会以创造力为代价。作为一种快速且易于使用的技术,在产生有益想法之前产生羞辱性想法有望成为达成既有同理心又有创造性的设计解决方案的一种手段。
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引用次数: 0
Understanding the influence of epistemological beliefs on the creative learning process 了解认识论信念对创造性学习过程的影响
IF 1.8 Q1 Arts and Humanities Pub Date : 2021-08-19 DOI: 10.1080/21650349.2021.1960896
Amic G. Ho
ABSTRACT The creative process is a process that includes many elements that provide solutions for problems that occur in everyday life. While the nature of creativity is changing, creative participants are also inevitably required to be problem solvers. They have to interpret and clarify problems by utilizing creative thinking. Therefore, problem-based research is an approach that provides a systematic set of guidelines for junior creative arts students to investigate, examine and execute learned concepts as well as solve problems practically. Although problem-based research is commonly applied, some junior creatives still do not engage with or even perform well with this approach. Their process of understanding and organizing information may be influenced by the inadequate epistemological beliefs of the junior creative arts students. This study aims to investigate the influence of inadequate epistemological beliefs on the learning processes of junior creative arts students. A pilot study was conducted for comparing the junior creative arts students’ performance in an authentic situation.
摘要创造性过程是一个包含许多元素的过程,这些元素为日常生活中出现的问题提供了解决方案。当创造力的本质在变化时,创造性的参与者也不可避免地被要求成为问题解决者。他们必须利用创造性思维来解释和澄清问题。因此,基于问题的研究是一种为初级创意艺术学生提供一套系统指南的方法,用于调查、检查和执行所学概念以及实际解决问题。尽管基于问题的研究通常被应用,但一些初级创意人员仍然不参与这种方法,甚至表现不佳。他们理解和组织信息的过程可能受到初级创意艺术学生认识论信念不足的影响。本研究旨在探讨认识论信念不足对初级创意艺术学生学习过程的影响。为了比较初中创意艺术学生在真实情境中的表现,进行了一项试点研究。
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引用次数: 0
Creativity in successful eco-design supported by ten original guidelines 十大原创准则支持成功生态设计的创造力
IF 1.8 Q1 Arts and Humanities Pub Date : 2021-08-18 DOI: 10.1080/21650349.2021.1965033
L. Maccioni, Y. Borgianni, D. Pigosso
ABSTRACT To support the transition to sustainable development, eco-design must lead to the development of products that provide additional value when compared to traditional products, ultimately resulting in market success. In this study, creativity principles are explored as leverage points for eco-design implementation, enhancing customer acceptance and market success. The authors have inferred ten eco-design guidelines, which aim to enhance success chances in the development of new products. The proposed guidelines were verified through eco-ideation session and experts’ evaluation. Results support the congruence of objectives between creativity, sustainability, success, and value creation in design. The guidelines represent a promising design tool to be further developed to pursue the objective of making eco-designed products more valuable and successful.
摘要:为了支持向可持续发展的过渡,生态设计必须引导开发出与传统产品相比具有附加价值的产品,最终在市场上取得成功。在这项研究中,创造性原则被探索为实施生态设计、提高客户接受度和市场成功的杠杆点。作者推断了十条生态设计准则,旨在增加新产品开发的成功机会。通过生态构思会议和专家评估,对拟议指南进行了验证。结果支持设计中创造性、可持续性、成功和价值创造之间的目标一致性。该指南是一个很有前途的设计工具,有待进一步开发,以追求使生态设计产品更有价值和更成功的目标。
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引用次数: 6
Exploring creativity management of design for additive manufacturing 探索增材制造设计的创意管理
IF 1.8 Q1 Arts and Humanities Pub Date : 2021-07-13 DOI: 10.1080/21650349.2021.1951359
Angelica Lindwall, Åsa Wikberg Nilsson
ABSTRACT While many argue that Additive Manufacturing (AM) opens up new possibilities in design due to its higher degree of design freedom, it is also suggested that it can increase creativity in product design. It has been further proposed that creative outcomes are limited by the imagination of the designer: designers are often asked to take full advantage of the new design potentials given by AM, yet without having the supports that are needed to increase their creativity. Current literature focuses neither on supporting creative perspectives in Design for AM (DfAM) nor on how to manage the higher degree of design freedom that can be present. As a consequence of this noticeable gap in the literature, this paper continue to explore what areas that need to be considered in creativity management, to fully support designers in utilising their creative abilities in relation to AM in design. The paper proceeds through a literature study on creativity in DfAM and presents a case study with experienced designers who are just starting to work with AM in their design practices. This paper contributes to the field with the notion of a creativity layer laid upon DfAM, visualized by three characteristics of creativity (expertise, creative thinking skills and motivation) drawn from previous research. This results in three concrete propositions of areas that need to be considered in future research on how to include a creativity management perspective in DfAM.
摘要尽管许多人认为增材制造(AM)由于其更高的设计自由度而在设计中开辟了新的可能性,但也有人认为它可以增加产品设计的创造力。有人进一步提出,创意成果受到设计师想象力的限制:设计师经常被要求充分利用AM提供的新设计潜力,但却没有增加创造力所需的支持。目前的文献既不关注支持AM设计(DfAM)中的创造性观点,也不关注如何管理可能存在的更高程度的设计自由度。由于文献中存在这一明显的空白,本文继续探索在创意管理中需要考虑哪些领域,以充分支持设计师在设计中利用他们与AM相关的创意能力。本文对DfAM的创造力进行了文献研究,并对刚刚开始在设计实践中使用AM的经验丰富的设计师进行了案例研究。本文在DfAM的基础上提出了创造力层的概念,通过从以前的研究中得出的创造力的三个特征(专业知识、创造性思维技能和动机)来可视化。这导致了未来研究中需要考虑的三个领域的具体命题,即如何将创造力管理视角纳入DfAM。
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引用次数: 1
How graphic designers rely on intuition as an ephemeral facility to support their creative design process 平面设计师如何依靠直觉作为一种短暂的工具来支持他们的创意设计过程
IF 1.8 Q1 Arts and Humanities Pub Date : 2021-07-08 DOI: 10.1080/21650349.2021.1951358
A. de Rooij, E. Dekker, K. Slegers, M. M. Biskjaer
ABSTRACT Graphic design is a specialized form of creative practice in which images, typography, texts, shapes and other visual elements are created, selected, developed and integrated to form a coherent whole that conveys an intended message and user experience. Anecdotal evidence suggests that intuition is critical in this practice, but exactly how graphic designers rely on their intuition to support their creative design process is poorly understood. Using cultural probes and semi-structured interviews, this qualitative study evidences how twelve professional graphic designers relied on intuition as what we will call an ephemeral facility. Intuition was discerned as a feeling that briefly enters into consciousness and reinforces ongoing, nonconscious decision making, or causes a shift toward conscious reasoning strategies. The study reports how the graphic designers applied intuition throughout their creative design process––for obtaining and selecting information from clients, filling in informational gaps, envisioning a starting point and guiding subsequent actions and evaluations necessary for developing the design. This offers new empirically based insight into the role and relevance of intuition for progressing the creative graphic design process, including the social and material interactions therein.
摘要平面设计是一种专门的创造性实践形式,在这种实践中,图像、印刷、文本、形状和其他视觉元素被创造、选择、发展和整合,形成一个连贯的整体,传达预期的信息和用户体验。轶事证据表明,直觉在这一实践中至关重要,但平面设计师究竟是如何依靠直觉来支持他们的创意设计过程的,人们还知之甚少。通过文化调查和半结构化访谈,这项定性研究证明了12名专业平面设计师是如何依赖直觉的,我们称之为短暂的设施。直觉被认为是一种短暂进入意识并强化正在进行的非意识决策的感觉,或导致向有意识推理策略的转变。该研究报告了平面设计师如何在整个创意设计过程中运用直觉——从客户那里获得和选择信息,填补信息空白,设想出发点,并指导开发设计所需的后续行动和评估。这为直觉在推进创意平面设计过程中的作用和相关性提供了新的基于经验的见解,包括其中的社会和物质互动。
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引用次数: 6
Virtual Reality design-build-test games with physics simulation: opportunities for researching design cognition 虚拟现实设计与物理模拟构建测试游戏:研究设计认知的机会
IF 1.8 Q1 Arts and Humanities Pub Date : 2021-07-03 DOI: 10.1080/21650349.2021.1929500
M. Neroni, Alfred Oti, N. Crilly
ABSTRACT Increasing the range of methods available for researching design cognition provides new opportunities for studying the phenomena of interest. Here we propose an approach for observing design activities, using Virtual Reality (VR) design-build-test games with built-in physics simulation. To illustrate this, we report on two exploratory design workshops where two groups of participants worked to solve a technical design problem using such a platform. Participants were asked to sketch ideas to solve the problem, and then to design, test and iterate some of their developed design concepts in a VR game. Researchers were able to obtain continuous and multifaceted recordings of participants’ behavior during the various design activities. This included on-screen design activities, verbal utterances, physical gestures, digital models of design outputs, and records of the test outcomes. Our experiences with the workshops are discussed with respect to the opportunities that similar VR game platforms offer for design cognition research, both in general and specifically in terms of ideation, prototyping, problem reframing, intrinsic motivation and demonstrated vulnerability. VR game platforms not only offer a valuable addition to existing research options, but additionally offer a basis for developing training interventions in design education and practice.
摘要增加研究设计认知的方法范围,为研究感兴趣的现象提供了新的机会。在这里,我们提出了一种观察设计活动的方法,使用内置物理模拟的虚拟现实(VR)设计-构建测试游戏。为了说明这一点,我们报道了两个探索性设计研讨会,其中两组参与者使用这样的平台来解决技术设计问题。参与者被要求勾勒出解决问题的想法,然后在VR游戏中设计、测试和迭代他们开发的一些设计概念。研究人员能够获得参与者在各种设计活动中行为的连续和多方面的记录。这包括屏幕上的设计活动、言语、身体姿势、设计输出的数字模型和测试结果的记录。我们在研讨会上的经验是关于类似的VR游戏平台为设计认知研究提供的机会进行讨论的,无论是在总体上还是在构思、原型设计、问题重构、内在动机和已证明的脆弱性方面。VR游戏平台不仅为现有的研究选择提供了宝贵的补充,而且还为开发设计教育和实践中的培训干预措施提供了基础。
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引用次数: 15
Theory and practice of Design Thinking: perspectives of designers and business consultants 设计思维理论与实践:设计师与商务顾问视角
IF 1.8 Q1 Arts and Humanities Pub Date : 2021-07-03 DOI: 10.1080/21650349.2021.1929501
Ivano Bongiovanni, Cynthea Premala Louis
ABSTRACT The job of designers and business consultants features undeniable commonalities: focus on complex organizational problems, nearly constant exposure to ambiguity, difficulty in measuring performance and need to leverage knowledge and other intangible assets. Synergies between the disciplines of design and business consulting have increased in the last couple of decades. Design Thinking has emerged as an approach to solve business problems by thinking like a designer to leverage creativity and innovation. Despite its success, this has also raised some criticism: a diffused skepticism toward a public relation term that entails expensive invoices to simply apply old-fashioned creative thinking. What do the real protagonists think of Design Thinking and its application in the business world? We explored the perceptions of designers and business consultants on the theory and practice of Design Thinking. We interviewed 11 such professionals and our findings identified significant differences in perceptions around the essence, practicality and value of Design Thinking. Our research supports calls in the literature for establishing stronger connections between the principles of designerly thinking and the practice of Design Thinking in business.
摘要:设计师和商业顾问的工作具有不可否认的共性:专注于复杂的组织问题,几乎总是暴露在歧义中,难以衡量绩效,需要利用知识和其他无形资产。在过去的几十年里,设计和商业咨询学科之间的协同作用有所增强。设计思维已经成为一种通过像设计师一样思考来利用创造力和创新来解决商业问题的方法。尽管它取得了成功,但这也引发了一些批评:人们对一个公共关系术语普遍持怀疑态度,这个术语需要昂贵的发票来简单地应用老式的创造性思维。真正的主角们对设计思维及其在商业世界中的应用有何看法?我们探讨了设计师和商业顾问对设计思维理论和实践的看法。我们采访了11位这样的专业人士,发现他们对设计思维的本质、实用性和价值的看法存在显著差异。我们的研究支持了文献中的呼吁,即在设计思维的原则和商业中的设计思维实践之间建立更牢固的联系。
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引用次数: 3
A model for fostering creativity in the product development process 在产品开发过程中培养创造力的模型
IF 1.8 Q1 Arts and Humanities Pub Date : 2021-04-03 DOI: 10.1080/21650349.2021.1888807
P. Carmona Marques
ABSTRACT The present paper illustrates a pilot experiment in which a new model for fostering creativity in the product development process is tested with novice engineers. After introducing creativity in the field of product development, the current author presents the new standard. The theoretical background that embodies the new model is presented, based on relevant literature. Making use of the new model, a methodology for testing it, using novice engineers is then proposed. It relies on the comparison between novices that were trained in the model in comparison to other novices that were not trained in the model. Higher results for creativity achieved by novice engineers that have employed the model show the advantages of its application during product development activities.
摘要本文介绍了一个试点实验,在该实验中,一种在产品开发过程中培养创造力的新模型被新手工程师测试。在介绍了产品开发领域的创造力之后,本文提出了新的标准。在相关文献的基础上,提出了体现新模式的理论背景。利用新模型,提出了一种使用新手工程师对其进行测试的方法。它依赖于在模型中受过训练的新手与未在模型中接受训练的其他新手之间的比较。使用该模型的新手工程师在创造力方面取得的更高成果表明了其在产品开发活动中的应用优势。
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引用次数: 3
Innovation in collaborative design: an exploratory study in hackathon 协同设计中的创新:黑客马拉松的探索性研究
IF 1.8 Q1 Arts and Humanities Pub Date : 2021-04-03 DOI: 10.1080/21650349.2021.1894989
J. Lobbé, F. Bazzaro, J. Sagot
ABSTRACT Collaborative design is the use of design practices which tend to favor the integration of different experts, and to support creativity and innovation. Therefore, in this study, we were particularly interested in the collaborative design tools used in the specific context of a pedagogical hackathon. During this event, 1310 engineering students mentored by professors and industrial experts worked on around 131 industrial projects. In this article, we will present our study of the tools put in place by the participants of these innovative projects according to their training. Our study is based on a collection of project data. We will show that storyboards are often used in projects that tend toward radical innovation. Moreover, these tools are used by groups who have not received specific training on using storyboards.
摘要协同设计是指使用设计实践,有利于不同专家的集成,并支持创造力和创新。因此,在这项研究中,我们对教学黑客马拉松特定背景下使用的协作设计工具特别感兴趣。在这次活动中,1310名工科学生在教授和工业专家的指导下,参与了大约131个工业项目。在这篇文章中,我们将介绍我们对这些创新项目的参与者根据他们的培训所使用的工具的研究。我们的研究是基于项目数据的收集。我们将展示故事板经常用于倾向于激进创新的项目。此外,这些工具是由没有接受过使用故事板的具体培训的团体使用的。
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引用次数: 1
Examining the effects of mood on quality and feasibility of design outcomes 考察情绪对设计结果质量和可行性的影响
IF 1.8 Q1 Arts and Humanities Pub Date : 2021-04-03 DOI: 10.1080/21650349.2021.1890228
Myela A. Paige, Kenton B. Fillingim, Alexander R. Murphy, H. Song, Catherine J. Reichling, Katherine K. Fu
ABSTRACT This study examines the correlation between quality and feasibility of generated design solutions with mood and rational vs. intuitive thinking. It was hypothesized that positive moods lead to better intuitive thinking, which will result in higher design quality and feasibility. The participants, who were junior and senior level undergraduate students with a design background, were given the 32-point Brunel Mood Scale (BRUMS) before solving nine 7-min design tasks in a manner that cultivated either analytical or intuitive thinking. Cronbach’s alpha was used to confirm the reliability and consistency of the self-reported mood data. Spearman’s correlation was used to illustrate the mood–performance relationship, revealing that high design solution quality is significantly positively correlated with vigor and energetic mood in the Creative Intuition (CI) condition, and downhearted mood in the Problem Solving Intuition condition, while significantly negatively correlated with depression, worn-out and bad-tempered moods in the CI condition. High design solution feasibility was positively correlated with an exhausted mood in the Rational Thinking condition, and negatively correlated with composed and relaxed moods in the CI condition. These findings help further the understanding of how mood impacts design outcomes in intuitive and analytical problem solving, which may have implications design practice.
摘要本研究考察了生成的设计解决方案的质量和可行性与情绪、理性思维与直觉思维之间的相关性。有人假设,积极的情绪会带来更好的直觉思维,从而带来更高的设计质量和可行性。参与者是具有设计背景的大三和大四本科生,在以培养分析或直觉思维的方式解决9项7分钟的设计任务之前,他们被给予32分的布鲁内尔情绪量表(BRUMS)。Cronbachα被用来确认自我报告的情绪数据的可靠性和一致性。Spearman的相关性被用来说明情绪-绩效关系,表明在创造性直觉(CI)条件下,高设计解决方案质量与活力和精力充沛的情绪显著正相关,在问题解决直觉条件下与沮丧情绪显著负相关,而与抑郁显著负相关,CI条件下的疲惫和坏脾气。在理性思维条件下,高设计方案可行性与疲惫的情绪呈正相关,在CI条件下,与沉着和放松的情绪负相关。这些发现有助于进一步理解情绪如何影响直觉和分析问题解决中的设计结果,这可能对设计实践有启示。
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引用次数: 6
期刊
International Journal of Design Creativity and Innovation
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