8 research outputs found

    Design Computing and Cognition (DCC'14)

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    Overcoming Design Fixation in Idea Generation

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    Ideally, designers move past existing ideas to create novel designs. But designers often experience “fixation,” where new ideas are similar to existing designs. An example concept in a brief, or early attachment to one’s initial ideas, can limit the range of designs considered. This research study explored the use of “Design Heuristics,” to overcome fixation in a design education setting. Design Heuristics are a set of prompts intended to point designers toward different types of concepts. The 77 prompts are derived from empirical studies of designers, and have been shown to be effective in developing design capability. In the study, novice engineering design students first used brainstorming, and continued to generate more ideas using Design Heuristics . The results showed that ideas created during brainstorming were more similar to initial ideas. Concepts created with Design Heuristics were judged less similar and more creative. This suggests fixation on initial examples can be mitigated by using tools like Design Heuristics during design, which contributes to how educators can help students develop ideation skills

    Generative Transformers for Design Concept Generation

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    Generating novel and useful concepts is essential during the early design stage to explore a large variety of design opportunities, which usually requires advanced design thinking ability and a wide range of knowledge from designers. Growing works on computer-aided tools have explored the retrieval of knowledge and heuristics from design data. However, they only provide stimuli to inspire designers from limited aspects. This study explores the recent advance of the natural language generation (NLG) technique in the artificial intelligence (AI) field to automate the early-stage design concept generation. Specifically, a novel approach utilizing the generative pre-trained transformer (GPT) is proposed to leverage the knowledge and reasoning from textual data and transform them into new concepts in understandable language. Three concept generation tasks are defined to leverage different knowledge and reasoning: domain knowledge synthesis, problem-driven synthesis, and analogy-driven synthesis. The experiments with both human and data-driven evaluation show good performance in generating novel and useful concepts.Comment: Accepted by J. Comput. Inf. Sci. En

    The effect of explicit instructions in idea generation studies

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    AbstractIn inspiration and fixation experiments, example designs are often provided along with the instructions for how participants should treat them. However, research has not reached a consensus about the influence of such instructions, leading to difficulties in understanding how the examples and the instructions each affect idea generation. We conducted an experiment in which 303 participants designed for the same design problem, while given different examples and instructions, which ranged from strongly encouraging copying the examples to strongly discouraging copying. Exposure to the examples affected the number and type of ideas generated, whereas exposure to the instructions did not. However, instructions did affect how participants incorporated features of the examples in their ideas. Encouraged groups incorporated many features of the examples, while also incorporating structural features more than conceptual ones. Surprisingly, the incorporation of features in discouraged groups was not different from that of groups given no instructions or even no stimulus. This indicates that concrete features may be easier to recognize and reproduce than abstract ones, and that encouraging instructions are more effective than discouraging ones, despite how strict or lenient those instructions are. The manipulation of different features also allowed us to observe how similar approaches to solving a design problem can compete for attention and how the calculation of feature repetition can be misleading depending on how common or obvious the features might be. These findings have implications for the interpretation of results from fixation studies, and for the development of design tools that present stimuli to assist idea generation.</jats:p

    Textual examples in idea generation phase of design process: Creativity and fixation

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    During the idea generation phase of the design process, designers often search for inspirations in external sources of information, such as photographs, written descriptions and physical examples. These sources have potential to enhance creative performance. However, they sometimes become too attached to particular ideas of external precedents or various examples. It refers to fixation which is identified as inadequate adoption of features from existing examples. Influence of the existing examples on creativity and fixation, specifically textual examples, have been discussed in this research. For the nature of design, researchers highlighted the restructuring process of design problem by new sources because the capabilities and boundaries of design problems are not defined very well. Further, the design problem is not knowable at any specific point. Design knowledge identifies itself by its ambiguity. Many models have been developed for design process. The various numbers of divided phases of the models can be seen as having two main areas: (1) idea generation phase (or “ideation”); (2) later phase for details. Idea generation plays an important role in the design process. It is the area of new and creative configurations on design. Creativity is an integral part of the design process. Designers purpose to achieve original ideas to demonstrate their ability and unique designs. External stimuli or inspirational inputs play important roles to increase creativity. They can support moments of stimulation. Associations between information from memory and external stimuli can contribute to the creation of new meanings. Designers are widely influenced by their surroundings in daily lives. However, each stimulus may not be the part of a more creative result Even if designers want to utilize stimulus as an inspirational source, somehow it may fixate their mind to its surface features and they may lose potential creative contributions of the source. It is called fixation. There is much research that shows significant evidence of conformity effects across the design problems. The given examples to designers may cause higher-level fixation and lower-level creativity or vice versa. Fixation may occur when example solutions are introduced, on the other hand, the designers may create more original ideas as well. There is a need for research to find ways to avoid fixation traps or reduce their adverse impact. Thus, this research focuses on variables of the given example. The following claims show some research areas remained unclear: (1) Some researchers investigated textual examples as - one of the modalities of representation - but did not focus on forms of textual examples. (2) Much research has been conducted with examples which are selected by the researcher. Nevertheless, designers can also choose or produce their own stimuli. There is not much research on this possibility. In this context, my research focuses on the following two variables through two studies (Study 1 and 2): (1) forms of textual examples; (2) self-construction of textual examples. First, most of the studies in the literature have focused on visual presentation and there is not enough research on the content and form of the text. The study of textual examples has still not been awarded enough attention especially as various forms of text. Some forms of text are as follows: keyword, paragraph, sentence, poem. These observations lead me to the following research question: Which forms of textual example increase creativity and reduce fixation more? (Study 1). Second, most of the studies regarding textual examples have used prose or keywords. The poems have been ignored. However, poems imply more meaning with fewer words. The structure of the poems enables more creative narratives than structure of prose. Because unusual organization of words stimulates the readers and draws their attention. This activates the creative performance of the reader. The surrealist poem is the extreme form of this activation. It is random assemblies with headlines and sentences which is cut from newspapers. Thus, novel meaning networks are formed. The method of creating a surrealist poem offers a new way of getting inspiration. It is termed as self-construction practice by this research. Through this method, designers create their own example from the given one. Reconstruction of the text may increase the creative process and prevent fixations from the given text. This suggestion led me to the following research question: If the designers write their own poem instead of a given poem (as a self-construction practice), can they internalize the textual example? In addition, does it produce more creative and less fixated designs? (Study 2). Two experimental studies were planned to partially answer the research questions, in which novice students of architecture were asked to solve two different design problems, under different conditions. All of the experimental sessions were conducted in a design education studio. The participants produced sketches and added a written explanation relating to their designs. Fluency, flexibility and repetition of key attributes were calculated by the researcher. Originality, practicality, understanding of the task and quality were ranked by judges. Study 1 shows us tendencies of using various textual forms. Distinctions of keywords and of poems have appeared among them. This emphasizes the role of keyword and poem in the design process as inspirational sources and provides many tips for their potential use. The keyword also leads to a high degree of fixation. However, a low degree of fixation is observed when poems are presented as inspirational examples. In Study 2, the self-constructed poem seems to support develop more successful design ideas from many perspectives. In the context of the surrealist poem, writing and reading the surrealist poem trigger the designers’ imagination. At first, the words and lines of poems seem unrelated to each other and designers try to relate them and solve the puzzle of meaning. Hence, novel meaning networks are formed. It indicates that surrealist poems are able to activate the creative performance of the designers. Writing their own surrealist poems ,as a self-construction practice, motivated designers to begin to produce by having fun. Motivated designers have stimulated themselves to produce creative ideas. In other words, the self-construction process may be added to the design process models in the earlier part of the idea generation phase which is called as pre-design and warm-up phase. This earlier phase makes designers highly motivated and they internalized the given examples. Following the conclusions, several implications and recommendations for the design process and education are discussed

    A Study on the Effects of Example Familiarity and Modality on Design Fixation

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    Design fixation is a factor that negatively influences the generation of novel design concepts (Jansson & Smith, 1991). When designers fixate, they tend to reproduce example features or features from their initial ideas. In order to mitigate design fixation, it is crucial to identify the factors that influence the extent of design fixation. This paper investigates two such factors: the modality of examples and the familiarity of designers with the example features. To investigate this, an experiment is conducted with mechanical engineering students who were asked to generate ideas to solve a peanut sheller design problem. The students generated ideas in five different experimental conditions: control, where no example was given; the first example given in a sketch form; the first example given as a nonfunctional prototype; a second example in sketch form; and the second example in a working prototype form. The first example was a nonfeasible solution, but it contained several features familiar to the participants. The second example was a feasible solution, but it contained less familiar features. In order to understand the extent of fixation triggered by the examples, three metrics were utilized to compare across the experimental conditions: the quantity of nonredundant ideas generated by the participants, the presence of example features in their solutions, and their fixation to the example\u27s energy source. The results showed that in the case of the familiar example, the example modality did play an important role in the extent of design fixation. Across the examples, it was found that the first example containing several familiar features caused more fixation than the second one. Overall, this paper shows that the modality in which the example was communicated and the presence of familiar features in an example influenced the fixation caused by those examples

    Proceedings of the 2018 Canadian Society for Mechanical Engineering (CSME) International Congress

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    Published proceedings of the 2018 Canadian Society for Mechanical Engineering (CSME) International Congress, hosted by York University, 27-30 May 2018
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