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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 : 2020-01-02 DOI: 10.1080/21650349.2019.1692772
G. Cascini, Y. Nagai, J. Zelaya, G. V. Georgiev
With the inauguration of the eighth volume, the International Journal of Design Creativity and Innovation (IJDCI) starts a new cycle with important novelties and renewed ambitions. First, the journal is now offered in the Science & Technology Library package, which is an extremely attractive bundle for academic libraries, research organizations and others for being the largest collection of science and technology content of Taylor and Francis with over 500 journals, 10,000 volumes and 700,000 peer-reviewed articles. We are confident that this will imply broader visibility for the research studies published in this journal and ultimately a higher impact of design creativity research on society. The second not less important novelty of 2020 is the renewal of the editorial and steering advisory boards of the journal. Thirty-seven board members (20 in the editorial board and 17 in the advisory board) from 14 different countries and with complementary areas of focus within the design creativity and innovation domain accepted the challenge to work together toward a higher recognition of both the journal in particular and the entire field of study in general. The eighth year of IJDCI starts with the editorial by former president of the Design Society, Prof. Panos Y. Papalambros from the University of Michigan, USA. In the editorial, Prof. Papalambros shares his thoughts on the interplay between education and research. A key value of academic education is the continuous update of the courses content with the most recent outcomes of research activities and the latest studies published by scholars from all over the world. Prof. Papalambros highlights the important role of design education as a means to validate design research. The editorial offers stimulating insights and points for reflection based on his large experience in the design field. The new year also starts with IJDCI being selected among the journals proposed for the PubliER 2020 Workshop. The workshop, to be held in Troyes (France) from 29 to 31 January 2020, is dedicated to support top-end early researchers in refining their scientific academic writing skills. The aim is to enable the researchers to improve their writing and publishing capacities and to polish previously written papers so as to publish them on the most pertinent international scientific journals in their fields of study. Papers dealing with design creativity submitted to PubliER 2020 will be discussed in dedicated sessions where IJDCI editors will meet the authors to advise and guide them. Early researchers will also participate as peer reviewers for other papers participating in the same session. Eventually, the process will enable the researchers to better previously written papers and end with a top-quality product to be submitted to the journal where the resulting enhanced paper has higher chances of being accepted. Therefore, we have great expectations for 2020. After all, eight is the luckiest number in the Chinese cul
随着第八卷的出版,《国际设计创意与创新杂志》(IJDCI)以重要的新颖性和新的雄心开启了一个新的周期。首先,该期刊现在以科技图书馆包的形式提供,这对学术图书馆、研究机构和其他机构来说是一个极具吸引力的捆绑包,因为它是泰勒和弗朗西斯最大的科技内容收藏,拥有500多份期刊、10000卷和700000篇同行评审文章。我们相信,这将意味着发表在本杂志上的研究具有更大的知名度,并最终使设计创意研究对社会产生更大的影响。2020年的第二个同样重要的新颖之处是该杂志编辑和指导咨询委员会的更新。来自14个不同国家的37名董事会成员(20名编辑委员会成员和17名咨询委员会成员)在设计创意和创新领域具有互补的重点领域,他们接受了挑战,共同努力,以提高对该杂志和整个研究领域的认识。IJDCI的第八年以美国密歇根大学设计学会前主席帕诺斯·帕帕兰布罗斯教授的社论开始。在社论中,帕帕兰布罗s教授分享了他对教育和研究之间相互作用的想法。学术教育的一个关键价值是不断更新课程内容,不断更新研究活动的最新成果和世界各地学者发表的最新研究。帕帕兰布罗斯教授强调了设计教育作为验证设计研究手段的重要作用。这篇社论基于他在设计领域的丰富经验,提供了令人振奋的见解和反思要点。新的一年也开始了,IJDCI被选为PubliER 2020研讨会的期刊之一。该研讨会将于2020年1月29日至31日在法国特鲁瓦举行,旨在支持高端早期研究人员提高他们的科学学术写作技能。其目的是使研究人员能够提高他们的写作和出版能力,并完善以前撰写的论文,以便在其研究领域最相关的国际科学期刊上发表。提交给PubliER 2020的关于设计创意的论文将在专门的会议上进行讨论,IJDCI编辑将与作者会面,为他们提供建议和指导。早期研究人员还将作为同行评审员参与同一届会议的其他论文。最终,这一过程将使研究人员能够更好地撰写之前撰写的论文,并最终将高质量的产品提交给期刊,从而提高论文被接受的几率。因此,我们对2020年抱有很大的期望。毕竟,在中国文化中,八作为表意符号是最幸运的数字八 听起来像發 (fa),在汉语中的意思是“财富”和“财富”。希望IJDCI第8卷能在设计创意研究的幸运和繁荣的标志下萌芽。
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引用次数: 0
Pride and Pratfalls:Recounting Embarrassing Stories Increases Creativity 骄傲与恶作剧:回忆尴尬故事增加创造力
IF 1.8 Q1 Arts and Humanities Pub Date : 2020-01-02 DOI: 10.1080/21650349.2019.1662735
E. Wilson, Leigh Thompson, Brian J. Lucas
ABSTRACT We explored how impression management influences creative idea generation in the design thinking process. Specifically, we examined the effect of recalling and recounting embarrassing versus prideful stories on creative idea generation. In Experiment 1, people who shared an embarrassing incident were more creative in a subsequent brainstorming task than were people who described a moment of pride. In Experiment 2, we extended this investigation to study brainstorming teams, and found that teams of senior managers who revealed an embarrassing incident generated a greater volume and variety of ideas in a subsequent group brainstorming session than did teams that shared a moment of pride. We considered the practical implications of our findings for the managers and their teams in the design thinking process.
摘要:我们探讨了印象管理如何影响设计思维过程中的创意产生。具体来说,我们研究了回忆和叙述尴尬和骄傲的故事对创意产生的影响。在实验1中,分享尴尬经历的人在随后的头脑风暴任务中比描述骄傲时刻的人更有创造力。在实验2中,我们将这一调查扩展到研究头脑风暴团队,并发现,在随后的小组头脑风暴会议中,透露尴尬事件的高级经理团队比分享骄傲时刻的团队产生了更多的数量和种类的想法。我们在设计思维过程中考虑了我们的发现对管理者及其团队的实际意义。
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引用次数: 2
Interpreting and tailoring affordance based design user-centered experiments 解释和定制基于可供性的设计以用户为中心的实验
IF 1.8 Q1 Arts and Humanities Pub Date : 2020-01-02 DOI: 10.1080/21650349.2019.1651675
Mo Chen, Ivan Mata, G. Fadel
ABSTRACT The identification, selection, and consideration of appropriate affordances during the preliminary design phase of a product play a critical role in the process of Affordance Based Design (ABD). A design tool named Affordance Based Interactive Genetic Algorithm (ABIGA) evolves products by having designers identify, and then users assess the affordance qualities of virtual prototypes. Affordances are defined to be perceived interactions, both positive and negative, primarily between the user and the artifact. In order to achieve a successful product evolution, guidelines are proposed to help designers in the setting up of experiments related to user-centered design and ABD specifically. It was found that the existence of conflicting affordances would result in a slower evolution when compared with one that did not have such conflicts. Meanwhile, it was observed that virtual presentation does influence the users’ judgments. From these observations, hypotheses and multiple experiments, these guidelines are discussed and critiqued to provide designers with insight into how to control user-centered experiments.
在产品的初步设计阶段,识别、选择和考虑适当的功能支持在基于功能支持的设计(ABD)过程中起着至关重要的作用。一种名为基于可视性的交互式遗传算法(ABIGA)的设计工具通过让设计师识别虚拟原型的可视性,然后用户评估虚拟原型的可视性质量来进化产品。可见性被定义为可感知的交互,包括积极的和消极的,主要是在用户和工件之间。为了实现一个成功的产品进化,提出了指导方针,以帮助设计师在建立以用户为中心的设计和ABD相关的实验具体。研究发现,与没有冲突的能力相比,冲突能力的存在会导致进化速度较慢。同时,观察到虚拟呈现确实影响用户的判断。从这些观察,假设和多个实验,这些指导方针进行了讨论和批评,以提供设计师洞察如何控制以用户为中心的实验。
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引用次数: 4
Design teaching as design research validation 作为设计研究验证的设计教学
IF 1.8 Q1 Arts and Humanities Pub Date : 2020-01-02 DOI: 10.1080/21650349.2019.1690963
P. Papalambros
Validation of design research results has been an ongoing challenge. Validating is defined as ‘supporting or corroborating on a sound or authoritative basis’ or ‘recognizing, establishing, or illustrating the worthiness or legitimacy of (something)’ (Merriam-Webster Online Dictionary). In scientific research we validate theory and results through observation, experimentation, and repeatability. What about design research? Much of our published work in design research struggles to claim validation if it even acknowledges such a need explicitly. When I propose a methodology for how a large design organization should conduct its design operations, how could I validate my proposal? Scientifically speaking, I should observe the organization in operation with and without using my method over a period of time and on several projects (to avoid one positive result being a fluke), and then compare the quality of the resulting designs. There is no chance I would find a company to agree to that, even if I paid them.Well, I could use some students, set up a controlled experiment, and observe the results. I could use acknowledged statistical metrics to confirm I conducted things right, although a convincing statistical significance is becoming much tighter (e.g., Benjamin et al. 2018, http://dx.doi.org/10. 1038/s41562-017-0189-z) and student experiments tend to be tainted by suspicions of convenience and expediency. I could at least work on repeatability so others can try my methods and hopefully get the same results. Alas, for quite some time now our research studies employ much too complicated computational models and methods to be able to describe them in a reasonably long paper and ‘supplementary material’ repositories are woefully sparsely used. Plus, graduate students who hold the keys to the codes move on and the new ones always want to start from scratch. These are legitimate ‘explanations’ and there are of course notable exceptions. But when it comes to design methods, research validation is really, really hard. And so, over the years I developed a very simple criterion on whether a method (mine or anybody else’s) is valid. I ask the question: ‘Can I honestly use it in my design course?’ and if I do, ‘Would my students honestly use it?’ I emphasize honestly because I want to make sure I will put this method in my syllabus believing that I will not waste my students' time, and that my students will use it because they perceive its value rather than just making me happy and claiming their deserved grade. The results are usually quite evident at the end of the course or even earlier, whether I ask the students or not. Students have ways of telling teachers quite clearly what they think – a kind of body language that experienced teachers quickly recognize. When I judge the results as positive, then I will try the method again next time I teach the course. Over time the method becomes part of my design teaching toolkit. The method has been validated! While
设计研究结果的验证一直是一个持续的挑战。验证被定义为“在可靠或权威的基础上支持或确证”或“承认、确立或说明(某事)的价值或合法性”(韦氏在线词典)。在科学研究中,我们通过观察、实验和可重复性来验证理论和结果。那么设计研究呢?我们在设计研究方面发表的许多工作,即使明确承认这种需要,也很难得到验证。当我提出一个大型设计组织应该如何进行设计操作的方法时,我如何验证我的建议?科学地说,我应该在一段时间和几个项目中观察组织在使用和不使用我的方法的情况下的运行情况(避免一个积极的结果是侥幸),然后比较最终设计的质量。即使我付钱给他们,我也不可能找到一家同意这样做的公司。我可以找一些学生,做一个对照实验,然后观察结果。我可以使用公认的统计指标来确认我所做的事情是正确的,尽管令人信服的统计显著性正变得越来越紧密(例如,Benjamin et al. 2018, http://dx.doi.org/10)。1038/s41562-017-0189-z)和学生的实验往往被怀疑为方便和权宜之计。我至少可以研究可重复性,这样其他人就可以尝试我的方法,并希望得到相同的结果。唉,很长一段时间以来,我们的研究使用了太复杂的计算模型和方法,无法在一篇相当长的论文中描述它们,而且“补充材料”库的使用也很少。此外,掌握密码钥匙的研究生会继续前进,而新生总是想从头开始。这些都是合理的“解释”,当然也有明显的例外。但当涉及到设计方法时,研究验证真的非常非常困难。因此,多年来,我制定了一个非常简单的标准来判断一个方法(我的或其他人的)是否有效。我问自己:‘我能在我的设计课程中诚实地使用它吗?’如果我这样做了,‘我的学生会诚实地使用它吗?我之所以强调诚实,是因为我想确保我将把这种方法写入我的教学大纲,我相信我不会浪费学生的时间,我的学生会使用它,因为他们认识到它的价值,而不仅仅是让我高兴,并要求他们应得的分数。无论我是否问过学生,结果通常在课程结束甚至更早的时候就很明显了。学生有办法很清楚地告诉老师他们的想法——一种有经验的老师很快就能识别的肢体语言。当我判断结果是积极的,那么我将在下次教这门课时再次尝试这种方法。随着时间的推移,这种方法成为我设计教学工具包的一部分。该方法已经过验证!虽然我声称没有科学依据,但以上确实对我作为一名教学实践者有所帮助。但这里有一个更广泛的问题。如果学科是知识的创造和传播,那么什么构成了作为学科的设计中的知识主体?研究是知识的产生,教学是知识的传播。大概我们所教的一定是定义知识主体的指南。具有悠久历史的学科领域都有完善的教材,并被普遍接受和教授。我想到了热力学或古典文学(尽管后者正日益受到挑战)。在设计领域显然不是这样,我们没有涵盖基础知识的真正的“规范”教科书。此外,直到最近,设计讲师大多是行业从业者,将他们丰富的经验带入课堂,从学术生涯教授那里减轻了教学设计的负担。同样,也有例外,特别是在某些国际设计创意与创新杂志2020年,第8卷,第2期。1,3 - 4 https://doi.org/10.1080/21650349.2019.1690963
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引用次数: 0
Designing healthy futures: involving primary school children in the co-design of a health report card 设计健康的未来:让小学生参与健康报告卡的共同设计
IF 1.8 Q1 Arts and Humanities Pub Date : 2019-10-02 DOI: 10.1080/21650349.2018.1473810
Lisa Scharoun, R. Davey, T. Cochrane, G. Mews
ABSTRACT Establishing and maintaining a healthy lifestyle is essential in assuring a child’s health and wellbeing over the life-course. Of national concern in Australia is the fact that nearly three in every 10 children and young people are overweight or obese. Childhood overweight/obesity is also a global concern. The energy deficit needed to reverse the trend in childhood obesity may be quite small for most children however that intervention should start early and be sustained. Children can be active participants in creating new social norms for society but this is not often recognized. Society tends to position children as passive spectators and/or gives them superficial roles in creating artifacts for use in schools and other institutions such as health care centers. In order to support healthy lifestyle change in primary school settings, a Physical Activity and Lifestyle Management (PALM) report card system for progression, monitoring and reporting of anthropometric achievement standards for children has been proposed. In order for this system to be an effective communication tool it needed to be designed in a way that would not only be visually appealing and easy to use but would also allow parents and children to take a sense of ownership of the design and enable it to be accepted by the wider community. This paper describes and discusses the co-design approach that enabled children and designers to develop the PALM card and to provide some understanding of children’s perceptions of healthy habits and behaviors.
摘要建立和保持健康的生活方式对于确保孩子在一生中的健康和幸福至关重要。澳大利亚全国关注的是,近十分之三的儿童和年轻人超重或肥胖。儿童超重/肥胖也是全球关注的问题。扭转儿童肥胖趋势所需的能量不足对大多数儿童来说可能很小,但干预应该尽早开始并持续下去。儿童可以积极参与为社会创造新的社会规范,但这一点往往得不到承认。社会倾向于将儿童定位为被动的旁观者,和/或在创造供学校和其他机构(如医疗保健中心)使用的文物时赋予他们肤浅的角色。为了支持在小学环境中改变健康的生活方式,提出了一个体育活动和生活方式管理成绩单系统,用于儿童人体测量成绩标准的进展、监测和报告。为了使这个系统成为一个有效的沟通工具,它的设计不仅要在视觉上吸引人,易于使用,还要让父母和孩子对设计有主人翁意识,并使其被更广泛的社区接受。本文描述并讨论了使儿童和设计师能够开发PALM卡的共同设计方法,并对儿童对健康习惯和行为的感知提供了一些理解。
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引用次数: 5
Editorial 社论
IF 1.8 Q1 Arts and Humanities Pub Date : 2019-10-02 DOI: 10.1080/21650349.2019.1646385
G. Cascini, Y. Nagai, G. V. Georgiev, J. Zelaya
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引用次数: 0
Design creativity research: recent developments and future challenges 设计创意研究:近期发展和未来挑战
IF 1.8 Q1 Arts and Humanities Pub Date : 2019-08-19 DOI: 10.1080/21650349.2019.1646387
G. Goldschmidt
In 1983 Howard Gardner (1983/2011) first published ‘Frames of mind: The theory of multiple intelligences’. His view that intelligence can take many forms and is contingent on particular disciplines and on socio-cultural circumstances was revolutionary and had a lasting influence on the study of intelligence. This theory shuttered the former belief that intelligence is innate, and that it can be universally measured in the form of a standard IQ score. Gardner listed seven (later the list was extended to nine) basic types of intelligence, which translate into learning styles: visual-spatial, bodily-kinesthetic, musical, interpersonal (later dubbed emotional or social intelligence), intrapersonal, linguistic and logical-mathematical. Gardner, who is a prominent creativity researcher as well, did not come up with a similarly innovative theory of creativity; instead, he demonstrated extraordinary creativity in a range of different disciplines. A generation ago the study of creativity was largely descriptive and included much anecdotal material. In parallel, assessments of creativity continued to emphasize divergent thinking, as proposed by Guilford (1950) and evident in fluency, flexibility and originality (later elaboration was added), for which Torrance (1974) developed the most prevalent creativity tests. There are many offshoots of the original 1970s’ tests, but they continue to rest on the same principles. Two main factors have changed creativity theories in more recent times. First, artificial intelligence (AI), which has become a strong simulation and development tool in studies of intelligence, has been instrumental also in creativity research. One of the first scholars to illuminate the role of AI in analyzing as well as generating creative ideas is Margaret Boden, who distinguishes between two levels of creativity. The first is connectionist, whereby familiar ideas are combined in novel ways. A higher level of creativity is achieved by “mapping, exploration and transformation of conceptual spaces” (Boden, 1991/2004). AI models can “help define a space”, and show how it is navigated when acts of mapping, exploration and transformation are performed. When this theory was first presented, AI tools could only explore spaces. Today we have tools that can also transform them, thus assisting in the production of creative ideas. The second factor that has a profound impact on creativity research is neurological and neurocognitive sciences, which have, in recent years, been able to expand creativity research from the realm of cognition and the mind into the realm of the brain. In particular, the combinatorial theories of creativity which talk about associations of ideas can now be demonstrated in terms of patterns of neural connections in the brain, with the help of contemporary imaging technologies such as fMRI (e.g., Ellamil, Dobson, Beeman, & Christoff, 2012; Gabora, 2010; Goel, 2014; Lazar, 2018). This line of research has helped weaken the hithe
1983年,霍华德·加德纳(1983/2011)首次发表了《心智框架:多元智能理论》。他认为智力可以有多种形式,取决于特定的学科和社会文化环境,这是革命性的,对智力研究产生了持久的影响。这一理论推翻了以前的观点,即智力是天生的,可以用标准智商分数的形式来普遍衡量。加德纳列出了七种(后来扩展到九种)基本类型的智力,这些智力转化为学习风格:视觉空间、身体动觉、音乐、人际(后来被称为情感或社会智力)、人际、语言和逻辑数学。加德纳也是一位杰出的创造力研究者,他没有提出类似的创新创造力理论;相反,他在一系列不同的学科中展现了非凡的创造力。上一代人以前,对创造力的研究主要是描述性的,包括许多轶事材料。与此同时,正如Guilford(1950)所提出的,对创造力的评估继续强调发散思维,并在流畅性、灵活性和独创性方面表现得很明显(后来增加了详细阐述),托伦斯(1974)为此开发了最普遍的创造力测试。20世纪70年代最初的测试有很多分支,但它们仍然基于相同的原则。两个主要因素在最近的时代改变了创造力理论。首先,人工智能(AI)已经成为智能研究中强大的模拟和开发工具,在创造力研究中也发挥了重要作用。Margaret Boden是最早阐明人工智能在分析和产生创造性想法中的作用的学者之一,她区分了创造力的两个层次。第一种是联结主义,将熟悉的想法以新颖的方式结合在一起。通过“概念空间的映射、探索和转换”实现了更高水平的创造力(博登,1991/2004)。人工智能模型可以“帮助定义一个空间”,并显示在进行映射、探索和转换时如何导航。当这一理论首次提出时,人工智能工具只能探索空间。今天,我们拥有的工具也可以改变它们,从而帮助产生创造性的想法。对创造力研究产生深远影响的第二个因素是神经和神经认知科学,近年来,这些科学能够将创造力研究从认知和思维领域扩展到大脑领域。特别是,在现代成像技术(如fMRI)的帮助下,现在可以从大脑中神经连接的模式来证明谈论想法关联的创造力组合理论(例如,Ellamil、Dobson、Beeman和Christoff,2012;Gabora,2010;Goel,2014;Lazar,2018)。这一研究路线有助于削弱迄今为止关于创造力中发散思维的“排他性”的主流观点。即使使用比成像更简单的工具,现在也有可能表明,趋同思维在创造性思维中同样重要,包括在设计中。此外,由于我们现在可以在研究中以更高的分辨率进行工作,我们也可以挑战创造性设计由长期的发散阶段和随后的收敛阶段组成的范式。Goldschmidt(2016)已经证明,发散和收敛的思维片段之间的转变非常频繁,并且发生在创意设计的思想生成阶段。总之,过去一二十年的重要发展与早期智力研究的进展相似。一方面,我们意识到,我们的研究必须比以前精细得多,我们现在有了这样做的工具,与神经科学等其他相关科学学科合作。轶事国际设计创意与创新杂志2019,第7卷,第4期,194-195https://doi.org/10.1080/21650349.2019.1646387
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引用次数: 4
How can pictorial representations stimulate the imaginative capacity of experienced multimedia designers? 图片如何激发有经验的多媒体设计师的想象力?
IF 1.8 Q1 Arts and Humanities Pub Date : 2019-07-03 DOI: 10.1080/21650349.2018.1465477
C. Liang, Yuhsuan Chang, C. Liang
Abstract Designers value imaginative capacity and consider it the basis for cultivating creative ideas, but research on designer imagination is scant. Prior research has indicated that pictorial representations stimulate designers to imagine how their designs look or feel when they are used. Therefore, the present study explored the types of pictorial representation that stimulate the imaginative capacity of experienced multimedia designers as well as how this is achieved. This study conducted a series of in-depth interviews focusing on 10 indicators of imaginative capacity with 20 experienced multimedia designers. The results indicate that each indicator of imaginative capacity can be stimulated by various types or combinations of pictorial representation. How these stimulations occur largely depends on design problems and needs. The potential changes in design resulting from referring to pictorial representations were considered on the basis of five facets: optimal combination, presentation intentions, user experience, client needs, and resource availability. Resource availability was identified as a key determinant of final decisions made by experienced designers.
设计师重视想象力,认为想象力是培养创意的基础,但对设计师想象力的研究却很少。先前的研究表明,图形表示刺激设计师想象他们的设计在使用时的外观或感觉。因此,本研究探讨了能激发有经验的多媒体设计师想象力的图像表现类型,以及如何实现这一目标。本研究对20位经验丰富的多媒体设计师进行了一系列深度访谈,主要围绕想象力的10个指标展开。结果表明,想象能力的每一个指标都可以通过各种类型或组合的图像表征来刺激。这些刺激如何发生在很大程度上取决于设计问题和需求。从五个方面考虑了由于引用图形表示而导致的设计的潜在变化:最佳组合、表示意图、用户体验、客户需求和资源可用性。资源可用性被认为是经验丰富的设计师做出最终决策的关键决定因素。
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引用次数: 3
The effect of design education on creative design cognition of high school students 设计教育对中学生创造性设计认知的影响
IF 1.8 Q1 Arts and Humanities Pub Date : 2019-06-17 DOI: 10.1080/21650349.2019.1628664
J. Gero, R. Yu, J. Wells
ABSTRACT This paper presents results from a study exploring the relationship between design education and creative design cognition in high school students. Data from coded protocols of high school students with and without design education serve as the source. Audio/video recordings of student pairs engaged in a design task captured both their design approach and their concurrent design conversation. Following a verbal protocol methodology, videos were coded using the Function-Behaviour-Structure ontology coding scheme. This coding scheme was augmented by two further codes ‘new’ and ‘surprising’ as the basis for measuring design creativity. Results revealed significant differences between the two cohorts in creative design cognition, while no significant differences in general design cognition were found.
本文介绍了一项研究的结果,该研究探讨了高中生的设计教育与创造性设计认知之间的关系。来自受过设计教育和未受过设计教育的高中生的编码协议的数据是来源。参与设计任务的学生对的录音/视频记录了他们的设计方法和同时进行的设计对话。遵循口头协议方法,使用功能-行为-结构本体编码方案对视频进行编码。这一编码方案又增加了两个“新”和“令人惊讶”的代码,作为衡量设计创造力的基础。结果显示,两组人群在创意设计认知方面存在显著差异,而在一般设计认知方面没有发现显著差异。
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引用次数: 10
Testing ideation performance on a large set of designers: effects of analogical distance 测试大量设计师的思维表现:类比距离的影响
IF 1.8 Q1 Arts and Humanities Pub Date : 2019-05-25 DOI: 10.1080/21650349.2019.1618736
L. Jia, N. Becattini, G. Cascini, R. Tan
ABSTRACT This paper reports an experiment that aims at providing new evidence to reinforce contradictory conclusions, as available in engineering design literature, on the effect of analogical distance on ideation performance of designers. The experiment involved 84 graduate students in Mechanical Engineering, with typical competencies on engineering design, but without any specific skill on analogy-based idea generation. The subjects were exposed to three different treatments (near-, medium-, far-field analogies) whose design performance has been compared to a control group. The observation confirms that designers not specifically trained in designing-by-analogy get benefit from sources of inspiration that share the same (sub-)functions and context of the target system, as their idea generation process lead to ideas having higher novelty and quality compared to the outcomes of subjects exposed to more distant analogies. The observed results also show that the exploration of the design space gets positively affected.
摘要本文报道了一项实验,旨在提供新的证据来强化工程设计文献中关于类比距离对设计师思维表现影响的矛盾结论。该实验涉及84名机械工程专业的研究生,他们在工程设计方面具有典型的能力,但在基于类比的思想生成方面没有任何特定的技能。受试者接受了三种不同的治疗(近场、中场和远场模拟),并将其设计性能与对照组进行了比较。观察结果证实,没有受过类比设计专门训练的设计师可以从与目标系统具有相同(子)功能和背景的灵感来源中受益,因为与接触更远类比的受试者相比,他们的想法生成过程会产生更高新颖性和质量的想法。观察结果还表明,对设计空间的探索受到了积极的影响。
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引用次数: 17
期刊
International Journal of Design Creativity and Innovation
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