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Forms of stimuli and their effects on idea generation in terms of creativity metrics and non-obviousness 刺激的形式及其在创意度量和非显而易见性方面对创意产生的影响
IF 1.8 Q1 Arts and Humanities Pub Date : 2020-05-20 DOI: 10.1080/21650349.2020.1766379
Y. Borgianni, L. Maccioni, Lorenzo Fiorineschi, F. Rotini
ABSTRACT Idea generation is acknowledged to benefit from intentionally administered stimuli or designers’ processes that include the search for external sources of inspiration. Text-based and graphic forms of stimuli are the most leveraged in design literature, but it has not been yet demonstrated which form is most effective for boosting creativity. This is due to the fact that previous studies have employed many varying conditions which do not allow for comparisons to be made. The present paper presents an experiment in which three groups of 27 participants were asked to generate new ideas for new-borns’ outfits. To perform the task, the participants first considered five stimuli presented to them in one of the forms depending on which group the participants had been assigned to, i.e. textual, pictorial or combined (juxtaposition of the two). The stimuli were intended to share the semantic content, thus limiting potential bias due to different meanings. The outcomes of the experiment were evaluated in terms of creativity and non-obviousness. The presence of a pictorial dimension resulted in a significant increase in terms of rarity and non-obviousness of ideas, but did not affect quality, originality or quantity. The limited overlap among ideas emerging from the three forms suggests the potential value of developing design tools for idea generation that mix multiple forms of stimuli.
人们公认,创意的产生得益于有意管理的刺激或设计师的过程,包括寻找外部灵感来源。基于文本和图形的刺激形式在设计文献中最受欢迎,但尚未证明哪种形式对提高创造力最有效。这是因为以前的研究采用了许多不同的条件,不允许进行比较。本文提出了一个实验,要求三组27名参与者为新生儿的服装提出新的想法。为了完成任务,参与者首先考虑以其中一种形式呈现给他们的五种刺激,这取决于参与者被分配到哪一组,即文本、图片或组合(两者并置)。刺激旨在共享语义内容,从而限制由于不同含义而产生的潜在偏见。实验的结果是根据创造性和非显而易见性来评估的。图像维度的存在导致思想的稀有性和非显而易见性显著增加,但不影响质量、独创性或数量。这三种形式产生的想法之间的有限重叠表明,开发混合多种形式刺激的想法生成设计工具具有潜在价值。
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引用次数: 23
Utilizing optical illusions for creative form finding 利用视觉错觉进行创造性的形式寻找
IF 1.8 Q1 Arts and Humanities Pub Date : 2020-05-18 DOI: 10.1080/21650349.2020.1763204
Munyaporn Pooripanyakun, A. Wodehouse
ABSTRACT Geometrical illusions are an intrinsic part of human perception but largely ignored in product design. This paper analyzes user perception of a functional, ubiquitous object – the plastic bottle – to provide new insights on how geometrical illusions can be harnessed for creative form finding based on the designer’s intent. Through the examination of 24 different bottles, a range of characteristics and properties are classified. A subset of five representative bottles are then used to explore user perceptions of form, relating these to geometrical design features. The main findings, based on observational tests and user feedback, suggest an overestimation of volumes in bottles that are taller, have wider shoulder angles, or have less occluded patterns. Furthermore, a number of prevalent features are considered in relation to optical illusions which can affect perception. Using these findings, design strategies and guidelines are suggested for creative form development and the utilization of geometrical illusions more widely.
几何错觉是人类感知的内在组成部分,但在产品设计中往往被忽视。本文分析了用户对一个功能性的、无处不在的物体——塑料瓶的感知,为如何根据设计师的意图利用几何错觉来寻找创造性的形式提供了新的见解。通过检查24个不同的瓶子,一系列的特征和性能进行分类。然后使用五个代表性瓶子的子集来探索用户对形式的感知,并将其与几何设计特征联系起来。基于观察性测试和用户反馈的主要发现表明,对较高、肩部角度较宽或遮挡图案较少的瓶子的容量估计过高。此外,一些普遍的特征被认为与影响感知的视错觉有关。利用这些发现,提出了创造性形式发展和更广泛地利用几何错觉的设计策略和指导方针。
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引用次数: 2
Analysis of process of self-driven design activity based on designer’s intrinsic motivation: case study of a professional graphic designer 基于设计师内在动机的自我驱动设计活动过程分析——以专业平面设计师为例
IF 1.8 Q1 Arts and Humanities Pub Date : 2020-05-03 DOI: 10.1080/21650349.2020.1755368
K. Takashima, D. Senoo
ABSTRACT Intrinsic motivation is an important factor in design activity as it plays a role in achieving creative design outcomes. Previous studies suggested that designers can spontaneously initiate design activity even without the identification of a customer problem or need. The purpose of this study was to clarify the characteristics of the process underlying self-driven design activity based on the designer’s intrinsic motivation. In a case study targeting a professional graphic designer, we compared her process of self-driven design activity with that of customer-driven design activity aimed at solving a given customer problem. We compared both processes from two viewpoints: the sequence of actions and the decision-making strategy. During the design process, data were collected regularly using a question-based method and weekly using a retrospective-report method. The results suggest that the self-driven design activity process is an iteration of information gathering and idea sketching, whereas the customer-driven design activity process is a linear combination of actions. The designer starts information gathering without a clear customer problem and frequently switches among actions even late in the process. The results indicate that managers should support resource collection and allow flexibility of action even late in the process to improve self-driven design activity.
内在动机是设计活动中的一个重要因素,因为它在实现创造性设计成果方面发挥着作用。先前的研究表明,即使没有发现客户的问题或需求,设计师也可以自发地发起设计活动。本研究的目的是阐明基于设计师内在动机的自我驱动设计活动的过程特征。在一个针对专业平面设计师的案例研究中,我们将她的自我驱动设计活动过程与旨在解决给定客户问题的客户驱动设计活动进行了比较。我们从两个角度比较了这两个过程:行动顺序和决策策略。在设计过程中,使用基于问题的方法定期收集数据,每周使用回顾性报告方法收集数据。结果表明,自我驱动的设计活动过程是信息收集和构思的迭代,而客户驱动的设计行为过程是行为的线性组合。设计者在没有明确客户问题的情况下开始信息收集,甚至在过程的后期也经常在操作之间切换。结果表明,管理者应该支持资源收集,并允许在流程后期采取灵活的行动,以改进自我驱动的设计活动。
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引用次数: 0
Embodied design: Design inspiration and mood improvement depend on perceived stimulus sources and predict satisfaction with an immersion experience 具象设计:设计灵感和情绪改善取决于感知的刺激源,并预测对沉浸体验的满意度
IF 1.8 Q1 Arts and Humanities Pub Date : 2020-04-02 DOI: 10.1080/21650349.2019.1638835
Chaehan So
ABSTRACT This paper investigates how the immersion into a real-world user context influences design students’ design inspiration and mood improvement. To this aim, the present study analyzed the perception of 16 design students who immersed themselves into a dance studio and compared it with the external evaluation of 74 professional designers. Results indicate that (a) design students can attribute the immersion experience to multiple stimulus sources; (b) the mood improvement and design inspiration induced by the immersion experience predict their satisfaction level; and (c) the design inspiration induced by the immersion experience can be recognized by external observers. These findings can be harnessed for leveraging designers’ user research effectiveness by embedding it in an immersion experience.
摘要:本文探讨了沉浸在真实用户情境中如何影响设计专业学生的设计灵感和情绪改善。为此,本研究分析了16名沉浸在舞蹈工作室的设计专业学生的感知,并将其与74名专业设计师的外部评价进行了比较。结果表明:(a)设计专业学生可以将沉浸体验归因于多种刺激源;(b)沉浸式体验带来的情绪改善和设计灵感预测其满意度;(c)沉浸式体验所产生的设计灵感能够被外界观察者所识别。这些发现可以通过嵌入沉浸式体验来利用设计师的用户研究效率。
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引用次数: 3
Editorial 编辑
IF 1.8 Q1 Arts and Humanities Pub Date : 2020-04-02 DOI: 10.1080/21650349.2020.1730613
G. Cascini, Y. Nagai, J. Zelaya, G. V. Georgiev
As the famous quote by Nigel Cross indicates (‘Everyone can – and does – design’), designing occurs whenever we plan and execute actions to create changes in the external world. Design is becoming increasingly complex especially when the goal is to produce something new and valuable to be adopted by some target community, i.e., when we are designing for innovation. Ample research has shown that creativity plays a key role in designing for innovation activities. Therein lies the importance of articulating design creativity research in diverse yet connected streams, so as to cover all stages of inspiration, ideation and implementation, including the final exploitation of the design outcome. The current issue of the International Journal of Design Creativity and Innovation represents well the multifaceted landscape of design creativity research, with contributions ranging from the impact of the design environment on design inspiration to the business-model innovation by design. More specifically, the first paper ‘Embodied design: Design inspiration and mood improvement depend on perceived stimulus sources and predict satisfaction with an immersion experience’ by So enriches the discussion about the influence of a stimulus-rich environment on design inspiration by analyzing the difference between stimulus categories such as location, and passive/active interactions. Furthermore, it shows howmood improvement serves as a catalyst for design inspiration. It is widely known that a very important role of designers is to anticipate how users and other stakeholders will perceive the products. Among influential factors, topological properties of a product shape can affect the user’s attention, as discussed through an experimental activity in the second paper, ‘Topological perception on attention to product shape’ by Fei and Nagai. As topological variations attract attention more than other types of variation, they could be used for highlighting technological shifts and, in general, the innovative features of a product. The investigation of user’s perceptions typically involves a prototyping stage to explore parallel design concepts and gather their feedback. Prototyping has paramount importance also in educational activities, as it allows developing richer competencies and skills that impact design choices and, ultimately, individual creativity. Less common is the exploitation of prototyping in Massive Open Online Courses (MOOCs), but the global diffusion of online learning platforms makes the topic extremely relevant for future developments in design education. On this thread, the paper ‘Exploring the diversity of creative prototyping in a global online learning environment’ by Jablokow et al. analyzes prototyping performance differences between genders, countries of origin and occupations. Understanding how this kind of characteristics of individuals are associated with different design performance measures could be helpful to further clarify the impact of
正如奈杰尔·克罗斯(Nigel Cross)的名言所指出的那样(“每个人都可以——也确实可以——设计”),每当我们计划和执行行动来改变外部世界时,设计就会发生。设计正变得越来越复杂,尤其是当目标是生产出新的、有价值的东西供某些目标社区采用时,即当我们为创新而设计时。大量研究表明,创造力在设计创新活动中发挥着关键作用。这就体现了在不同但相互连接的流中阐明设计创意研究的重要性,从而涵盖灵感、构思和实施的所有阶段,包括设计成果的最终利用。目前出版的《国际设计创意与创新杂志》很好地展现了设计创意研究的多方面面貌,其贡献从设计环境对设计灵感的影响到设计的商业模式创新。更具体地说,So的第一篇论文“具象设计:设计灵感和情绪改善取决于感知的刺激源,并预测对沉浸体验的满意度”通过分析刺激类别(如位置和被动/主动互动)之间的差异,丰富了关于富刺激环境对设计灵感影响的讨论。此外,它还展示了情绪的改善如何成为设计灵感的催化剂。众所周知,设计师的一个非常重要的角色是预测用户和其他利益相关者对产品的看法。在影响因素中,产品形状的拓扑特性会影响用户的注意力,正如费和Nagai在第二篇论文“产品形状注意力的拓扑感知”中的实验活动所讨论的那样。由于拓扑变化比其他类型的变化更吸引眼球,因此它们可以用于突出技术转变,以及产品的创新特征。对用户感知的调查通常涉及原型设计阶段,以探索并行设计概念并收集他们的反馈。原型设计在教育活动中也至关重要,因为它可以培养更丰富的能力和技能,从而影响设计选择,并最终影响个人创造力。不太常见的是在大规模开放在线课程(MOOC)中使用原型,但在线学习平台的全球传播使该主题与设计教育的未来发展极为相关。在这一主题上,Jablokow等人的论文“探索全球在线学习环境中创意原型的多样性”分析了性别、原籍国和职业之间的原型制作性能差异。了解个人的这种特征如何与不同的设计绩效指标相关联,有助于进一步阐明多样性对设计创造力的影响。Bryant等人的第四篇论文《通过设计进行商业模式创新:设计在商业模式创新中的作用综述》对这一问题进行了总结,讨论了设计在商业模型创新中的促进作用,但也表明,该领域的科学文献中有很大一部分涉及设计,而对设计知识体系的进步没有真正做出任何贡献。论文还揭示了只有一种商业模式创新机制反映了经典的工业设计实践,并且在新兴设计方法的启发下探索新的模式和技术的可能性很大。
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引用次数: 0
Topological perception on attention to product shape 产品形状注意的拓扑感知
IF 1.8 Q1 Arts and Humanities Pub Date : 2020-04-02 DOI: 10.1080/21650349.2019.1633960
Fei Fei, Y. Nagai
ABSTRACT A primitive and general function of the visual system is the perception of global topological properties. In fact, people prioritize attention to these properties over the local geometric properties of an object. In this study, we aimed to verify whether the perception of topological properties is applicable to product recognition. If a topological transformation occurs in the shape of a product, the product may receive more attention from customers and improved publicizing of the product’s innovative and nonvisual characteristics, such as function and experience, can be inferred. Therefore, topological properties may contribute to product innovation. We hypothesized that perceiving topological properties (e.g. holes, connectivity, and inside/outside relationships) occurs in product shapes, and human attention to products varies according to topological transformations in these shapes. Experimental results on bicycle recognition suggest that human attention varies according to topological transformations. A repertory grid was used to discover and discriminate the reasons for such variations. We extracted the mental constructs of the participants regarding the products with different topological transformations and identified the main reasons for visual attention. People pay more visual attention to the shapes of products with clear topological variations.
视觉系统的一个基本而普遍的功能是感知全局拓扑性质。事实上,人们优先关注这些特性,而不是对象的局部几何特性。在这项研究中,我们旨在验证拓扑性质的感知是否适用于产品识别。如果产品的形状发生拓扑变换,则产品可能会受到客户的更多关注,并可以推断出产品的创新和非视觉特征(如功能和体验)的宣传力度有所提高。因此,拓扑特性可能有助于产品创新。我们假设感知拓扑特性(例如,孔、连通性和内部/外部关系)发生在产品形状中,人类对产品的注意力根据这些形状中的拓扑变换而变化。自行车识别的实验结果表明,人类的注意力随着拓扑变换而变化。使用剧目网格来发现和区分这种变化的原因。我们提取了参与者关于具有不同拓扑变换的产品的心理结构,并确定了视觉注意力的主要原因。人们更多地关注具有明显拓扑变化的产品的形状。
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引用次数: 3
Appreciation to Reviewers 感谢审稿人
IF 1.8 Q1 Arts and Humanities Pub Date : 2020-03-01 DOI: 10.1177/0022034511409344
J. Laurence, Michael J. Franklin
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引用次数: 0
Business model innovation by design: a review of design’s role in business model innovation 通过设计实现商业模式创新:对设计在商业模式创新中的作用的回顾
IF 1.8 Q1 Arts and Humanities Pub Date : 2020-01-31 DOI: 10.1080/21650349.2020.1717997
S. Bryant, Karla Straker, C. Wrigley
ABSTRACT In recent years, design research has increasingly focused on its use in the business model and innovation space. Despite this increased, little clarity exists surrounding the contribution of design in facilitating business model innovation outcomes. A literature review was conducted to answer the question: how does design contribute to business model innovation outcomes? 316 design and business model innovation (BMI) focused papers were reviewed, identifying five categories of design and BMI: functional design, outcome-based design, design as a methodology, design-logic orientation, and non-design. Reflection upon these 316 papers also highlighted a lack of repeatability and standardization amongst papers using design approaches to achieve BMI. This suggested a need to develop a clear, replicable design approach to achieving BMI outcomes in order to allow for the research field to build a consistent and rigorous evidence-base. Therefore, four meta-archetypes were identified for use as a first step toward building a consistent body of evidence for the contribution of design to BMI outcomes. The process describes the role of design in BMI processes, linking abstract and often external concepts, to tangible alternative business models – all in pursuit of better serving end-user needs and providing practitioners with replicable, transparent approaches to design and BMI.
近年来,设计研究越来越关注其在商业模式和创新空间中的应用。尽管这种情况有所增加,但围绕设计在促进商业模式创新成果方面的贡献却很少明确。通过文献综述来回答这个问题:设计如何促进商业模式创新成果?我们回顾了316篇以设计和商业模式创新(BMI)为重点的论文,确定了设计和BMI的五个类别:功能设计、基于结果的设计、作为方法论的设计、设计-逻辑导向和非设计。对这316篇论文的反思也强调了在使用设计方法来实现BMI的论文中缺乏可重复性和标准化。这表明需要开发一种清晰、可复制的设计方法来实现BMI结果,以便研究领域能够建立一致和严格的证据基础。因此,我们确定了四种元原型,作为建立设计对BMI结果贡献的一致证据体的第一步。该流程描述了设计在BMI流程中的作用,将抽象的(通常是外部的)概念与有形的替代商业模式联系起来——所有这些都是为了更好地服务于最终用户需求,并为从业者提供可复制的、透明的设计和BMI方法。
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引用次数: 8
Exploring the diversity of creative prototyping in a global online learning environment 探索全球在线学习环境中创意原型的多样性
IF 1.8 Q1 Arts and Humanities Pub Date : 2020-01-20 DOI: 10.1080/21650349.2020.1713897
K. Jablokow, X. Zhu, J. Matson
ABSTRACT In this paper, we examine the diversity of creative prototyping responses and perceptions in a global online learning environment through our investigation of a simple building task (i.e., ‘the Shoe Tower’) in the context of a Massive Open Online Course (MOOC) focused on creativity, innovation, and change. This simple creative task, which used common household objects (shoes), was designed and presented to a global community of online learners using the Coursera MOOC platform. Performance data gathered from the task outcomes (Shoe Tower metrics and number of build attempts) and student reflections (self-assessed beauty and creativity ratings) were analyzed with respect to gender, country of origin, and occupation. Our results show that gender and country of origin were associated with creative prototyping performance in statistically significant ways, while occupation was not. In addition, the self-assessment of individual creativity was independent of gender, country of origin, and occupation, while self-assessed beauty ratings were related to country of origin and occupation, but not gender.
在本文中,我们通过在大规模开放在线课程(MOOC)的背景下对一个简单的建筑任务(即“鞋塔”)的调查,研究了全球在线学习环境中创造性原型反应和认知的多样性,该课程侧重于创造力、创新和变革。这个简单的创造性任务使用了常见的家居用品(鞋子),设计并呈现给使用Coursera MOOC平台的全球在线学习者社区。从任务结果(鞋塔指标和构建尝试次数)和学生反思(自我评估的美丽和创造力评级)中收集的性能数据根据性别、原籍国和职业进行了分析。我们的研究结果表明,性别和原籍国与创意原型的表现有统计学上的显著关系,而职业则没有。此外,个人创造力的自我评价与性别、原籍国和职业无关,而自我评价的美貌等级与原籍国和职业有关,而与性别无关。
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引用次数: 2
I like it elegant: imprinting personalities into product shapes 我喜欢它的优雅:将个性融入产品形状
IF 1.8 Q1 Arts and Humanities Pub Date : 2020-01-02 DOI: 10.1080/21650349.2019.1673825
Pablo Prieto, J. Briede, A. Beghelli, E. Canessa, C. Barra
ABSTRACT The ability of designing personality-based products is key for their successful launch in the market, since customers prefer products that have a similar personality to their own. However, the creative process designers use to imprint a given personality into a product is still a ‘black-box’ and lengthy process that requires expertise and successive customer validation. The research challenge here is how to systematize the creative process of defining new geometries of a product with an intended personality. Due to the complexity of this challenge, the focus of this paper is solely about the process of defining the shape of a product with a given personality. A 5-step systematic method to extract and define the key form aspects of a specific personality is defined to do this. The use of the method is exemplified by developing a shape which is representative of an elegant personality and its suitability is tested using questionnaires answered by both design and non-design trained people. Results show that customers better recognize the personality imprinted on the object when the steps of the proposed method are fully complied with. This work will assist designers with the creative process of product form definition.
摘要设计个性化产品的能力是其在市场上成功推出的关键,因为客户更喜欢与自己个性相似的产品。然而,设计师用来将特定个性印在产品中的创造性过程仍然是一个“黑匣子”和漫长的过程,需要专业知识和连续的客户验证。这里的研究挑战是如何将定义具有预期个性的产品的新几何形状的创造性过程系统化。由于这一挑战的复杂性,本文的重点仅在于定义具有特定个性的产品形状的过程。定义了一种五步系统方法来提取和定义特定个性的关键形式方面。该方法的使用以开发一种代表优雅个性的形状为例,并通过设计和非设计培训人员回答的问卷来测试其适用性。结果表明,当完全符合所提出的方法的步骤时,客户可以更好地识别印在物体上的个性。这项工作将帮助设计师进行产品形式定义的创造性过程。
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引用次数: 1
期刊
International Journal of Design Creativity and Innovation
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