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International Journal of Design Creativity and Innovation最新文献

英文 中文
Editorial 社论
IF 1.8 Q1 Arts and Humanities Pub Date : 2021-01-02 DOI: 10.1080/21650349.2021.1860628
G. Cascini, Y. Nagai, G. V. Georgiev, J. Zelaya
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引用次数: 0
Creativity and successful product concept selection for innovation 创新的创造力和成功的产品理念选择
IF 1.8 Q1 Arts and Humanities Pub Date : 2021-01-02 DOI: 10.1080/21650349.2020.1858970
Agnes Guenther, B. Eisenbart, A. Dong
ABSTRACT Selecting novel product concepts for further development into successful innovations entails decision making under conditions of high uncertainty. The literature discusses several influencing factors for making accurate decisions in such situations, such as domain expertise to evaluate technical feasibility and market potential. Recent scholarship increasingly highlights the decision makers’ personal creative capabilities to have an important influence in dealing with uncertain options. This article examines an individual’s creativity and its relation to the individual’s propensity to select novel product concepts and to choose product concepts correctly for further development. We present an experimental study showing that an individual’s level of creativity increases the likelihood of accepting novel product concepts without negatively affecting decision accuracy. Domain expertise operationalized as familiarity with the intended, central use case or technology in the product concept neither influences the likelihood of accepting new product concepts nor decision accuracy. These findings have strong implications for companies in relation to managing individuals selecting product concepts for further development in early stages of the innovation process.
摘要选择新的产品概念以进一步发展为成功的创新需要在高度不确定性的条件下做出决策。文献讨论了在这种情况下做出准确决策的几个影响因素,例如评估技术可行性和市场潜力的领域专业知识。最近的学术研究越来越强调决策者的个人创造力,在处理不确定的选择时发挥重要影响。本文考察了个人的创造力及其与个人选择新颖产品概念和正确选择产品概念以进一步发展的倾向的关系。我们提出了一项实验研究,表明个人的创造力水平增加了接受新产品概念的可能性,而不会对决策准确性产生负面影响。领域专业知识被操作为熟悉产品概念中的预期、核心用例或技术,既不会影响接受新产品概念的可能性,也不会影响决策的准确性。这些发现对公司管理人员在创新过程的早期阶段选择产品概念以进行进一步开发具有重要意义。
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引用次数: 7
A socio-cognitive analysis of evaluation and idea generation activities during co-creative design sessions supported by spatial augmented reality 在空间增强现实的支持下,对联合创意设计会议期间的评估和想法生成活动的社会认知分析
IF 1.8 Q1 Arts and Humanities Pub Date : 2020-12-14 DOI: 10.1080/21650349.2020.1854122
C. Masclet, J. Boujut, M. Poulin, Laetitia Baldaccino
ABSTRACT Co-creation with end-users is gaining an increasing interest in the design industry today. This study investigates the mechanisms by which spatial augmented reality (SAR) technology can affect socio-cognitive processes in groups involved in co-creative design sessions. More precisely, when used in real co-creative design sessions, does a SAR system facilitate the collective creative process, compared to sessions occurring in standard settings? A protocol analysis has been conducted to investigate three different design sessions involving experienced designers and end-users on a product design task: a design session supported by conventional design representations (usual design practices), a design session supported by non-spatial augmented reality (AR), and a session supported by SAR technology. While results do not clearly show that SAR or AR technologies increase end-user’s commitmen t, they illustrate the ability for these technologies to allow browsing through more ideas during a co-creative design session. Furthermore, it tends to reduce time spent on ideas, compared to a traditional session. We also noted that the introduction of this technology does not modify the profiles of the sessions in terms of cognitive activities. This tends to demonstrate that the technology itself does not impair the design activity.
摘要如今,设计行业对与最终用户的合作越来越感兴趣。本研究调查了空间增强现实(SAR)技术影响参与共同创意设计会议的群体的社会认知过程的机制。更准确地说,当在真正的共同创意设计会议中使用时,与标准环境中的会议相比,SAR系统是否有助于集体创意过程?已经进行了协议分析,以调查三个不同的设计会议,涉及有经验的设计师和最终用户执行产品设计任务:由传统设计表示支持的设计会议(通常的设计实践)、由非空间增强现实(AR)支持的设计会议和由SAR技术支持的会议。虽然研究结果并没有清楚地表明SAR或AR技术可以提高最终用户的承诺,但它们说明了这些技术在共同创意设计会议期间浏览更多想法的能力。此外,与传统会议相比,它往往会减少花在想法上的时间。我们还注意到,这项技术的引入并没有改变会话在认知活动方面的概况。这往往表明技术本身不会损害设计活动。
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引用次数: 6
Design creativity and the semantic analysis of conversations in the design studio 设计创意与设计工作室对话的语义分析
IF 1.8 Q1 Arts and Humanities Pub Date : 2020-12-01 DOI: 10.1080/21650349.2020.1838331
H. Casakin, G. V. Georgiev
ABSTRACT The analysis of conversations during design activity can facilitate deeper insights into design thinking and its relation to creativity. A semantic analysis approach was employed to explore the semantic content of communication and information exchange between students and instructors. The goal was to examine design conversations in terms of abstraction, Polysemy, Information Content, and Semantic Similarity measures, and analyze their relation to the creativity of final solutions. These design outcomes were assessed according to their Originality, Usability, Feasibility, Overall Value, and Overall Creativity. Consequently, 35 design conversations from the 10th Design Thinking Research Symposium (DTRS10) dataset were analyzed. The main results showed that Information Content and Semantic Similarity predicted Originality, and Information Content alone predicted Overall Creativity. Likewise, Abstraction predicted Feasibility, while Semantic Similarity, Information Content, and Polysemy predicted Overall Value. In context of instructors, Semantic Similarity predicted Usability, and Polysemy predicted Feasibility. For students, Semantic Similarity predicted Overall Value. On the whole, Semantic Similarity and Information Content were the most prolific measures, and therefore could be considered for promoting creativity in the design studio. The implications of using support tools such as automated systems are also discussed.
摘要对设计活动中的对话进行分析,有助于深入了解设计思维及其与创造力的关系。采用语义分析的方法来探究学生和教师之间交流和信息交流的语义内容。目标是从抽象、多义、信息内容和语义相似性度量的角度来检查设计对话,并分析它们与最终解决方案创造力的关系。这些设计成果是根据其独创性、可用性、可行性、整体价值和整体创造力进行评估的。因此,对来自第十届设计思维研究研讨会(DTRS10)数据集的35次设计对话进行了分析。主要结果表明,信息内容和语义相似性预测创意,信息内容单独预测整体创意。同样,抽象预测可行性,而语义相似性、信息内容和多义预测总体价值。在教师的语境中,语义相似性预测了可用性,多义预测了可行性。对于学生来说,语义相似性预测了整体价值。总的来说,语义相似性和信息内容是最丰富的衡量标准,因此可以考虑在设计工作室中促进创造力。还讨论了使用自动化系统等支持工具的含义。
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引用次数: 11
A Freirean interrogation of creativity beliefs 自由主义对创造性信念的质疑
IF 1.8 Q1 Arts and Humanities Pub Date : 2020-12-01 DOI: 10.1080/21650349.2020.1854121
R. Sosa, A. Connor
ABSTRACT Creativity is considered here as a universal and diverse capacity that is central to full human agency. This view contrasts with beliefs that negate one’s creativity and that of others. Self-reports of creativity are examined in this paper taking inspiration from the study of oppression and liberation in the praxis of social change by the influential education theorist Paulo Freire. An exploratory survey of one hundred and fifty-nine professionals examines the types of perceptions and beliefs that designers and non-designers have about their own creativity, the creativity of others, and how they explain the nature of creativity. Based on how respondents explain their own creative capacities and those of others, three initial categories are formulated based on theories of social change: oppressive, oppressed, and liberating views of creativity. The findings demonstrate how these categories can be interpreted and implications for future work are discussed in the closing section.
创造力在这里被认为是一种普遍而多样的能力,是人类全部能动性的核心。这种观点与否定个人和他人创造力的观点形成了鲜明对比。本文从颇具影响力的教育理论家保罗·弗莱雷对社会变革实践中的压迫和解放的研究中获得灵感,对创造力的自我报告进行了研究。一项对159名专业人士的探索性调查研究了设计师和非设计师对自己的创造力和他人的创造力的看法和信念,以及他们如何解释创造力的本质。根据受访者如何解释他们自己和他人的创造能力,基于社会变革理论,制定了三个最初的类别:压迫性,被压迫性和解放性的创造力观点。研究结果展示了如何解释这些类别,并在最后一节讨论了对未来工作的影响。
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引用次数: 2
Understanding the industrial designer’s self-perception of ideation 了解工业设计师对创意的自我认知
IF 1.8 Q1 Arts and Humanities Pub Date : 2020-10-01 DOI: 10.1080/21650349.2020.1813632
Ying Sun, S. Münster, T. Köhler, C. M. Sommer
ABSTRACT As an essential step, design ideas generation is a process rooted in personal knowledge with a precedent-based type of reasoning, where knowledge is constantly transformed to develop new insights. An outstanding challenge in industrial design is transforming the inspirational source into insights that inform design. Based on the grounded theory, an open-ended semi-structured qualitative interview was conducted with professional industrial designers, to uncover what sources and methods do they choose and how do they transform the generated insights to ideas and the design mind-set involved. A compact framework and a detailed instrument paradigm were developed, which helps novice and students designers to explore creative solutions during the ideation process.
摘要作为一个重要的步骤,设计思想的产生是一个植根于个人知识的过程,具有基于先例的推理类型,在这个过程中,知识不断转化以发展新的见解。工业设计中的一个突出挑战是将灵感来源转化为设计灵感。基于扎根理论,对专业工业设计师进行了一次开放式的半结构化定性访谈,以揭示他们选择什么来源和方法,以及他们如何将产生的见解转化为想法和所涉及的设计心态。开发了一个紧凑的框架和详细的仪器范式,帮助新手和学生设计师在构思过程中探索创造性的解决方案。
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引用次数: 1
Additive creativity: investigating the use of design for additive manufacturing to encourage creativity in the engineering design industry 增材制造:研究增材制造设计的使用,以鼓励工程设计行业的创造力
IF 1.8 Q1 Arts and Humanities Pub Date : 2020-09-07 DOI: 10.1080/21650349.2020.1813633
Rohan Prabhu, Jennifer Bracken, Clinton Armstrong, K. Jablokow, T. Simpson, N. Meisel
ABSTRACT The capabilities of additive manufacturing (AM) enable designers to generate and build creative solutions beyond the limitations of traditional manufacturing. However, designers must also accommodate AM limitations to minimize build failures. Several researchers have proposed design tools and educational interventions for integrating design for AM (DfAM) in engineering design. However, there is a need to investigate the effect of DfAM training on industry professionals’ use of these techniques and its subsequent effects on the creativity of their designs. In this paper, we present a workshop-based study in which industry professionals were sequentially introduced to opportunistic and restrictive DfAM. Participants were also given a DfAM task, with short idea generation sessions conducted between each content lecture. The participants’ designs and their DfAM and creative self-efficacies were compared from before to after receiving DfAM training. The results show that DfAM training successfully increased participants’ restrictive DfAM self-efficacy; however, no changes were seen in their opportunistic DfAM or creative self-efficacies. Further, the results show an increase in the uniqueness and overall creativity of the participants’ designs, but no significant changes were seen in the initially high usefulness of the designs. These findings suggest that DfAM training presents an opportunity to encourage creative idea generation.
摘要增材制造(AM)的功能使设计师能够产生和构建超越传统制造限制的创造性解决方案。然而,设计者还必须适应AM限制,以最大限度地减少构建失败。一些研究人员提出了将AM设计(DfAM)集成到工程设计中的设计工具和教育干预措施。然而,有必要调查DfAM培训对行业专业人员使用这些技术的影响及其对其设计创造力的后续影响。在本文中,我们提出了一项基于研讨会的研究,在该研究中,行业专业人士被依次介绍给机会主义和限制性的DfAM。参与者还接受了一项DfAM任务,在每次内容讲座之间进行简短的想法生成会议。参与者在接受DfAM训练前后的设计、DfAM和创造性自我效能进行了比较。结果表明,DfAM训练成功地提高了参与者的限制性DfAM自我效能;然而,他们的机会主义DfAM或创造性自我效能没有变化。此外,研究结果显示,参与者设计的独特性和整体创造力有所提高,但设计最初的高实用性没有明显变化。这些发现表明,DfAM培训提供了一个鼓励创造性想法产生的机会。
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引用次数: 19
Subjectivity of novelty metrics based on idea decomposition 基于概念分解的新颖性度量的主观性
IF 1.8 Q1 Arts and Humanities Pub Date : 2020-08-24 DOI: 10.1080/21650349.2020.1811775
Lorenzo Fiorineschi, F. S. Frillici, F. Rotini
ABSTRACT The novelty metric suggested by Shah and colleagues is one of the most widespread among the suggestions made by scholars, and it is based on the subjective identification of attributes and/or functions underpinning analyzed ideas. If not correctly managed, this subjectivity can lead to non-negligible ambiguity of assessments, which could potentially invalidate the research results. Several variants to this metric have been proposed in the last two decades, with some of them claiming to have improved the original metric. However, the related benefits and drawbacks are still unclear, especially in terms of subjectivity. The aim of this study is to estimate the potential misalignment between research teams that independently perform the assessment of the same set of ideas. To this purpose, the considered metrics have been applied to a set of 100 ideas by utilizing the assessment results from three independent evaluators. It was revealed that the obtained novelty scores can be extremely different owing to the plethora of different possible interpretations of the analyzed ideas. Accordingly, the results highlight that for the same set of ideas, very different novelty assessment rationales can be followed by the evaluators.
摘要Shah及其同事提出的新颖性度量是学者们提出的建议中最普遍的一个,它基于对支撑分析思想的属性和/或函数的主观识别。如果管理不当,这种主观性可能会导致评估的不可忽视的模糊性,这可能会使研究结果无效。在过去的二十年里,已经提出了该指标的几种变体,其中一些变体声称改进了原始指标。然而,相关的好处和缺点仍然不清楚,尤其是在主观性方面。本研究的目的是估计独立评估同一套想法的研究团队之间的潜在偏差。为此,通过利用三位独立评估者的评估结果,将所考虑的指标应用于一组100个想法。研究表明,由于对所分析的想法有过多不同的可能解释,所获得的新颖性得分可能会极为不同。因此,研究结果强调,对于同一组想法,评估者可以遵循非常不同的新颖性评估理由。
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引用次数: 9
Nascent directions for design creativity research 设计创意研究的讨厌方向
IF 1.8 Q1 Arts and Humanities Pub Date : 2020-07-02 DOI: 10.1080/21650349.2020.1767885
J. Gero
Design is recognized as one of the creative professions but that does notmean that design equals creativity. Much of design is not creative, rather it is routine in the sense that the designs produced are those that are similar to existing designs and are only unique in terms of the situation they are in. However, there is value in producing designs that are considered creative in that they add significant value and change people’s perceptions and, in doing so, have the potential to change society by changing its value system. A search for the terms ‘design’ and ‘creativity’ in books over the last 200 years (using Google’s Ngram) shows that the term “design’ was well established by 1800 and its use dropped between 1800 and 1900, after which its use increased to 2000. The term ‘creativity’ only came into noticeable use from 1940 on (Figure 1). It is, therefore, not surprising that creativity research is a young field. Much of early design creativity research has focused on distinguishing design creativity from designing; typically, by attempting to determine when and how a designer was being creative while they were designing. This still remains an important area of design creativity research that deserves considerable attention. Much of the design creativity research over the last 30–40 years has focused on either cognitive studies of designers or on building computational models of creative processes, generally using artificial intelligence or cognitive models. As in other areas of design research, there has been interest in developing cognitive creativity support tools. These two paradigmatic approaches have yielded interesting and important results. Tools can be categorized along a spectrum from passive through responsive to active. Passive tools need to be directly invoked by the designer and remain unchanged by their use. A spreadsheet is an exemplary example of a general passive tool. Passive tools that support design creativity include, for example, morphological analysis and TRIZ. Responsive tools need to be directly invoked by the designer but are changed by their use and do so by learning (Gero, 1996). They aim to tailor their response to the user over time. They tend to be developed for a specific purpose and are often proprietary. Active tools interact with the designer, i.e., they respond to what the designer is doing and make proposals. More recently, there has been interest in studying creativity when the designer is using responsive and active creativity aids. These aids cover a wide spectrum. Here two new categories will be considered: artificial intelligence that supports co-creation and neuro-based creativity enhancement. These two approaches form the basis of two nascent directions that are fundamentally different to the current directions of cognitive studies and passive cognitive support tools. In addition, there have been studies with drugs that affect the brain and that anecdotally enhance creativity. Alcohol has been show
设计被认为是一种创造性的职业,但这并不意味着设计等于创造力。很多设计都不是创造性的,而是常规的,因为所生产的设计与现有的设计相似,只是在它们所处的环境中是独特的。然而,生产被认为是创造性的设计是有价值的,因为它们增加了重要的价值,改变了人们的观念,这样做有可能通过改变其价值体系来改变社会。在过去200年的书籍中搜索“设计”和“创造力”这两个词(使用b谷歌的Ngram)可以发现,“设计”这个词在1800年之前就已经确立了,它的使用在1800年到1900年之间有所下降,之后它的使用增加到2000年。从1940年开始,“创造力”一词才被广泛使用(图1)。因此,创造力研究是一个年轻的领域也就不足为奇了。许多早期的设计创意研究都集中在区分设计创意和设计;通常情况下,通过尝试确定设计师在设计时何时以及如何发挥创造性。这仍然是设计创意研究的一个重要领域,值得关注。在过去的30-40年里,大部分设计创造力的研究都集中在设计师的认知研究上,或者集中在建立创造性过程的计算模型上,通常使用人工智能或认知模型。与设计研究的其他领域一样,人们对开发认知创造力支持工具很感兴趣。这两种典型的方法产生了有趣而重要的结果。工具可以按照从被动到响应到主动的范围进行分类。被动工具需要由设计人员直接调用,并且在使用时保持不变。电子表格是一般被动工具的典型例子。支持设计创造力的被动工具包括,例如形态分析和TRIZ。响应式工具需要由设计师直接调用,但会随着使用而改变,并通过学习来实现(Gero, 1996)。他们的目标是随着时间的推移调整他们对用户的回应。它们往往是为特定目的而开发的,通常是专有的。主动工具与设计师进行交互,也就是说,它们响应设计师正在做的事情并提出建议。最近,当设计师使用响应性和主动性创造力辅助工具时,人们对研究创造力产生了兴趣。这些辅助工具覆盖范围很广。这里将考虑两个新的类别:支持共同创造的人工智能和基于神经的创造力增强。这两种方法构成了两个新兴方向的基础,这两个方向与当前认知研究和被动认知支持工具的方向根本不同。此外,也有研究表明,药物可以影响大脑,增强创造力。酒精已被证明对远程联想创造力测试有轻微的积极影响,但会损害涉及设计创造力的发散思维(Norlander, 1999)。然而,利他林(哌甲酯)(Baas等人,2020)、大麻(四氢大麻酚)(Kowal等人,2015)和LSD(麦角酸二乙胺)的对照研究
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引用次数: 6
What can we learn from COVID-19 pandemic for design creativity research? 我们可以从新冠肺炎疫情中学到什么来进行设计创意研究?
IF 1.8 Q1 Arts and Humanities Pub Date : 2020-07-02 DOI: 10.1080/21650349.2020.1771867
G. Cascini, Y. Nagai, G. V. Georgiev, J. Zelaya
In less than a quarter, the time between two consecutive issues of IJDCI, the COVID-19 outbreak has suddenly revolutionized the life of almost every human being. The daily reports by the World Health Organization depict a dramatic situation at a global level (more than 4,4 million cases and about 300 thousand deaths reported until May 15) and pictures of everyday life from all over the world are not less impressive. In a very short time, people had to radically change their habits and adapt to circumstances they were not prepared for (Figure 1). The analysis of what happened in the medical sector is out of the scope of this journal. However, it is apparent that organizations at any level (not only health-related), just like complex systems as well as simple every-day products, turned out to be unfit for the pandemic and most of the improvised solutions people put in place were largely due to individuals’ intuition and endeavor. What could be learned for improving the design of the next products, systems, organizations? What is the actual contribution of design creativity in ensuring the resilience of society and its means? Is design research well-oriented and structured to improve the humans’ capacity to cope with unexpectedness? The debate on how to face the global economic crisis that might follow is just at the beginning, but the impact is likely to go way beyond economics: we might be in the turning point of our social, political, economical, and educational life. Everything could be significantly different afterward. It is interesting to notice that the design community has been debating for many years about the speed of changes we are observing nowadays. Nevertheless, only a few science fiction writers had imagined such a sudden revolution in people daily life due to a pandemic and there is a lot to learn from this experience. This is an opportunity to turn into practice the so celebrated role of creativity in finding new solutions for the wellbeing of society, in producing responsible and sustainable design to increase the resilience of our organizations. After all, in ancient Greek, the term ‘krisis’ did not have a negative connotation compared with how the term ‘crisis’ is used in today’s languages. Krisis used to refer not only to separation, but also to reflection and assessment. To further develop this ambition, Nathan Crilly, member of the editorial Advisory Board of IJDCI, suggested the closing paragraph by Arundhati Roy in (Roy, 2020): ‘Historically, pandemics have forced humans to break with the past and imagine their world anew. This one is no different. It is a portal, a gateway between one world and the next.We can choose to walk through it, dragging the carcasses of our prejudice and hatred, our avarice, our data banks and dead ideas, our dead rivers and smoky skies behind us. Or we can walk through lightly, with little luggage, ready to imagine another world. And ready to fight for it.’ The IJDCI journal would like to contrib
在不到四分之一的时间里,也就是IJDCI连续两期之间的时间,新冠肺炎的爆发突然彻底改变了几乎每个人的生活。世界卫生组织的每日报告描述了全球范围内的戏剧性情况(截至5月15日,报告的病例超过440万例,死亡约30万例),世界各地的日常生活画面也同样令人印象深刻。在很短的时间内,人们不得不从根本上改变他们的习惯,适应他们没有做好准备的环境(图1)。对医疗领域发生的事情的分析超出了本杂志的范围。然而,很明显,任何级别的组织(不仅是与健康相关的),就像复杂的系统和简单的日常产品一样,都不适合疫情,人们制定的大多数即兴解决方案很大程度上是由于个人的直觉和努力。对于改进下一代产品、系统和组织的设计,可以学到什么?设计创意在确保社会及其手段的弹性方面的实际贡献是什么?设计研究是否具有良好的导向性和结构,以提高人类应对意外的能力?关于如何应对可能随之而来的全球经济危机的辩论才刚刚开始,但其影响可能远远超出经济学:我们可能正处于社会、政治、经济和教育生活的转折点。之后一切都可能大不相同。有趣的是,设计界多年来一直在争论我们现在所观察到的变化速度。尽管如此,只有少数科幻作家想象过,由于疫情,人们的日常生活会发生如此突然的革命,从这次经历中可以学到很多东西。这是一个机会,可以将创造力在为社会福祉寻找新解决方案、生产负责任和可持续的设计以提高我们组织的韧性方面的著名作用转化为实践。毕竟,在古希腊语中,与“危机”一词在当今语言中的使用方式相比,“克里西斯”一词并没有负面含义。Krisis过去不仅指分离,还指反思和评估。为了进一步发展这一雄心,IJDCI编辑咨询委员会成员Nathan Crilly建议使用Arundhati Roy在(Roy,2020)中的结束语:“从历史上看,流行病迫使人类与过去决裂,重新想象自己的世界。这一次也没什么不同。它是一个门户,一个连接一个世界和另一个世界的门户。我们可以选择走过它,把我们的偏见和仇恨、我们的贪婪、我们的数据库和死去的想法、我们死去的河流和烟雾弥漫的天空拖到身后。或者我们可以带着小小的行李,轻松地走过,准备想象另一个世界。IJDCI杂志希望为这场辩论做出贡献,发表立场文件和公开信,对设计研究界应该采用的新做法提出建设性的思考,以便更熟练地进行互动,更好地针对我们的研究工作,并对社会产生更实实在在的影响。作为第一步,国际联合会编辑委员会和指导咨询委员会应邀分享他们从最近的经验中得出的初步想法。特别是,我们要求根据目前对新冠肺炎给社会带来的挑战的理解和认识,对以下几点进行反思:
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引用次数: 5
期刊
International Journal of Design Creativity and Innovation
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