3 research outputs found

    Where does Everyday Design Innovation come from?: Case studies in IKEA Product Hacking

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    Background Design is no longer owned only by skilled designers. Product hacking, which has to emerge as a major phenomenon in industrial and consumer products, is an everyday design activity aimed at remaking and remanufacturing existing products that provide new meanings. This paper aims to contribute to identifying design innovation within cases of product hacking as examples of everyday design. Methods Product hacking workshops were conducted to explore the potential of conceptual blending as means to identify innovation in everyday design activity. Results Through a trial and error morphological approach, participants appeared to arrive at Aha! moments that then acted as a catalyst for the identification of a feasible blend possibility. Rather than the explicit operation or application of meaning blends in product hacking, participants relied upon the juxtaposition of existing products as both opportunity and constraint on product combination and meaning change. Conclusions Conceptual meaning blending may have the potential as means to identify and assess innovation in everyday design activity, including product hacking. However, results indicate that meaning blending and their meanings were not an explicit approach to meaning innovation through the blending of existing products. ?? 2021. This is an Open Access article distributed under the terms of the Creative Commons Attribution Non-Commercial License (http://creativecommons.org/licenses/by-nc/3.0/), which permits unrestricted educational and non-commercial use, provided the original work is properly cited

    Design-thinking skill enhancement in virtual reality: A literature study

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    As a methodology, design thinking involves practicing “a way of thinking” that non-designers can use as a source of inspiration instead being limited to a group of professional designers. This methodology has gained research attention because of the growing demands for social innovation and sustainability. The general public is expected to gain design-thinking skills through training or by applying design-thinking tools. Virtual reality (VR) is considered a potential tool to help accelerate augmenting design-thinking skills because it allows users to have embodied and immersive experiences. This study reviews existing literature on how VR has been used to enhance design-thinking skills. The general features of the publications such as the year of publication, design-thinking stages, VR types, targeted participants, and publication fields are analyzed for determining the latest trends and scenarios under this research topic. Further, a thematic analysis that follows creative enhancement structures is conducted to understand the role of VR in enhancing design-thinking skills, and future research directions are discussed based on the results. The review concludes that VR has the potential to enhance creativity in many aspects. Moreover, it highlights the need of gaining deeper understanding about 1) art, humanities, and societal perspectives; 2) cognition processes in VR; 3) emphasizing and defining stages in the design-thinking process; 4) technological improvements combined with the Metaverse; and 5) hybrid of the virtual and real worlds

    Augmenting creative design thinking using networks of concepts

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    Here we propose an interactive system to augment creative design thinking using networks of concepts in a virtual reality environment. We discuss how to augment the human capacity to be creative through dynamic suggestions providing new and original ideas, based on specific semantic network characteristics. We outline directions to explore the structures of the concept network and their connection to creative concept generation. It is expected that augmented creative thinking will allow the user to have more original ideas and thus be more innovative
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