{"title":"工业4.0中的设计创意:灯具设计项目中的重力素描和3D打印","authors":"Hoa Vo","doi":"10.1108/jedt-01-2022-0053","DOIUrl":null,"url":null,"abstract":"\nPurpose\nThis study aims to explore the impact of experiencing virtual reality (VR) and three-dimensional (3D) printing during the design process on the creativity of interior design students in a luminaire design project.\n\n\nDesign/methodology/approach\nThis study used the case-study approach within the context of a nine-week luminaire design project. Collected data included self-reported interest and engagement of students from a Qualtrics questionnaire and the ratings of their creativity via the Creative Product Semantic Scale (CPSS) with two judges.\n\n\nFindings\nDescriptive statistics from the Qualtrics questionnaire indicated an overall high level of student interest and engagement with the VR and 3D printing learning experience. Paired t-tests from CPSS ratings of the two judges showed a moderate increase in novelty and a significant increase in style with the introduction of VR and 3D printing technologies, respectively.\n\n\nResearch limitations/implications\nSpearman’s correlations (rho) showed no statistical evidence for the relationships between CPSS ratings for creativity and students’ self-reported interest and engagement in VR and 3D printing learning experience.\n\n\nPractical implications\nAmple access time to VR technology and sufficient control over the 3D printing process are important for effective applications of Industry 4.0 technologies in organizations.\n\n\nSocial implications\nThis study dissected the confounding variables in its results as practical considerations for intergrading VR and 3D printing technologies for organizations in Industry 4.0.\n\n\nOriginality/value\nThis study acknowledged VR and 3D printing technologies as simulants for interest and engagement, which benefit creativity.\n","PeriodicalId":46533,"journal":{"name":"Journal of Engineering Design and Technology","volume":" ","pages":""},"PeriodicalIF":2.6000,"publicationDate":"2022-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Design creativity in Industry 4.0: Gravity Sketch and 3D printing in a Luminaire design project\",\"authors\":\"Hoa Vo\",\"doi\":\"10.1108/jedt-01-2022-0053\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"\\nPurpose\\nThis study aims to explore the impact of experiencing virtual reality (VR) and three-dimensional (3D) printing during the design process on the creativity of interior design students in a luminaire design project.\\n\\n\\nDesign/methodology/approach\\nThis study used the case-study approach within the context of a nine-week luminaire design project. Collected data included self-reported interest and engagement of students from a Qualtrics questionnaire and the ratings of their creativity via the Creative Product Semantic Scale (CPSS) with two judges.\\n\\n\\nFindings\\nDescriptive statistics from the Qualtrics questionnaire indicated an overall high level of student interest and engagement with the VR and 3D printing learning experience. Paired t-tests from CPSS ratings of the two judges showed a moderate increase in novelty and a significant increase in style with the introduction of VR and 3D printing technologies, respectively.\\n\\n\\nResearch limitations/implications\\nSpearman’s correlations (rho) showed no statistical evidence for the relationships between CPSS ratings for creativity and students’ self-reported interest and engagement in VR and 3D printing learning experience.\\n\\n\\nPractical implications\\nAmple access time to VR technology and sufficient control over the 3D printing process are important for effective applications of Industry 4.0 technologies in organizations.\\n\\n\\nSocial implications\\nThis study dissected the confounding variables in its results as practical considerations for intergrading VR and 3D printing technologies for organizations in Industry 4.0.\\n\\n\\nOriginality/value\\nThis study acknowledged VR and 3D printing technologies as simulants for interest and engagement, which benefit creativity.\\n\",\"PeriodicalId\":46533,\"journal\":{\"name\":\"Journal of Engineering Design and Technology\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":2.6000,\"publicationDate\":\"2022-12-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Engineering Design and Technology\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1108/jedt-01-2022-0053\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"ENGINEERING, MULTIDISCIPLINARY\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Engineering Design and Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1108/jedt-01-2022-0053","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"ENGINEERING, MULTIDISCIPLINARY","Score":null,"Total":0}
Design creativity in Industry 4.0: Gravity Sketch and 3D printing in a Luminaire design project
Purpose
This study aims to explore the impact of experiencing virtual reality (VR) and three-dimensional (3D) printing during the design process on the creativity of interior design students in a luminaire design project.
Design/methodology/approach
This study used the case-study approach within the context of a nine-week luminaire design project. Collected data included self-reported interest and engagement of students from a Qualtrics questionnaire and the ratings of their creativity via the Creative Product Semantic Scale (CPSS) with two judges.
Findings
Descriptive statistics from the Qualtrics questionnaire indicated an overall high level of student interest and engagement with the VR and 3D printing learning experience. Paired t-tests from CPSS ratings of the two judges showed a moderate increase in novelty and a significant increase in style with the introduction of VR and 3D printing technologies, respectively.
Research limitations/implications
Spearman’s correlations (rho) showed no statistical evidence for the relationships between CPSS ratings for creativity and students’ self-reported interest and engagement in VR and 3D printing learning experience.
Practical implications
Ample access time to VR technology and sufficient control over the 3D printing process are important for effective applications of Industry 4.0 technologies in organizations.
Social implications
This study dissected the confounding variables in its results as practical considerations for intergrading VR and 3D printing technologies for organizations in Industry 4.0.
Originality/value
This study acknowledged VR and 3D printing technologies as simulants for interest and engagement, which benefit creativity.
期刊介绍:
- Design strategies - Usability and adaptability - Material, component and systems performance - Process control - Alternative and new technologies - Organizational, management and research issues - Human factors - Environmental, quality and health and safety issues - Cost and life cycle issues - Sustainability criteria, indicators, measurement and practices - Risk management - Entrepreneurship Law, regulation and governance - Design, implementing, managing and practicing innovation - Visualization, simulation, information and communication technologies - Education practices, innovation, strategies and policy issues.