466,519 research outputs found

    The ‘responsibility’ factor in imagining the future of education in China

    Get PDF
    Design and creativity have been a considerable force for improving life conditions. A lot of effort has been invested in explaining the design process and creativity mainly through the design thinking methodology, but design accountability and responsible actions in the design process are, yet, to be fully explored. The concept of design ethics is now increasingly scrutinized on both the level of business organization and of the individual designer. A 4-day design workshop that involved creativity techniques provided the base to explore responsibility in the fuzzy front end of the design process. The future of education in 2030 was defined as the workshop's theme and fifty-six students from China were asked to create detailed alternative scenarios. A number of imagination exercises, implementation of technological innovations and macro-environment evolutions employed in the workshop are discussed. The aim was to incite moral and responsible actions among students less familiar with creative educational contexts of student-led discovery and collaborative learning. This paper reflects on the use of creativity methods to stimulate anticipation in (non)design students

    Normal creativity : What 1,038 t‐shirts can tell you about design education

    Get PDF
    The study of creativity in design has tended to emphasise its value, scarcity, and location in the individual designer rather than in choices made by a consuming public in the context of a wider culture. This paper, in presenting and developing a view of creativity in design as a normal concept, will present initial results from a study of 1038 student design assignments obtained from a distance-learning course in Design Thinking from The Open University in the UK. We show how ‘normal’ distributions of design outputs can be contived from a structured design process and argue that the creativity that is displayed is a natural result of the ‘grammar’ of that process, in a similar way to the syntax of a sentence allowing new combinations of words and meanings to be easily formed. Seen like this creativity is less of an individual ‘gift’, as some theories imply, but a common everyday response to open- ended problems

    Everyday creativity in design process

    Get PDF
    The study of creativity in design has tended to emphasize its value and location in the individual designer as part of a statistically outlying population rather than as a normal characteristic of an entire population. Theories of creativity have generally stressed either its mysterious, gift-like qualities to an individual or as a constructed relationship between consumer and designer. This article, in developing a third view of creativity in design as a ‘normal’ phenomenon, describes a study of 1038 student design assignments obtained from a distance-learning course in Design Thinking. The article shows how normal distributions of design outputs can result from a large population following a structured design process. We argue that the creativity displayed is a natural result of the ‘grammar’ of that process. Seen in this way creativity becomes less of an individual ‘gift’ to a select minority, as generally understood, but an everyday occurrence to problems of design

    Assessment of co-creativity in the process of game design

    Get PDF
    We consider game design as a sociocultural and knowledge modelling activity, engaging participants in the design of a scenario and a game universe based on a real or imaginary socio-historical context, where characters can introduce life narratives and interaction that display either known social realities or entirely new ones. In this research, participants of the co-creation activity are Malaysian students who were working in groups to design game-based learning resources for rural school children. After the co-creativity activity, the students were invited to answer the co-creativity scale, an adapted version of the Assessment Scale of Creative Collaboration (ASCC), combining both the co-creativity factors and learners’ experiences on their interests, and difficulties they faced during the co-creativity process. The preliminary results showed a high diversity on the participants’ attitudes towards collaboration, especially related to their preferences towards individual or collaborative work

    Concept Blending and Dissimilarity: Factors for Creative Design Process: A Comparison between the Linguistic Interpretation Process and Design Process

    Get PDF
    This study investigated the design process in order to clarify the characteristics of the essence of the creative design process vis-à-vis the interpretation process, by carrying out design experiments. The authors analyzed the characteristics of the creative design process by comparing it with the linguistic interpretation process, from the viewpoints of thought types (analogy, blending, and thematic relation) and recognition types (commonalities and alignable and nonalignable differences). A new concept can be created by using the noun-noun phrase as the process of synthesizing two concepts—the simplest and most essential process in formulating a new concept from existing ones. Furthermore, the noun-noun phrase can be interpreted in a natural way. In our experiment, the subjects were required to interpret a novel noun-noun phrase, create a design concept from the same noun-noun phrase, and list the similarities and dissimilarities between the two nouns. The authors compare the results of the thought types and recognition types, focusing on the perspective of the manner in which things were viewed, i.e., in terms of similarities and dissimilarities. A comparison of the results reveals that blending and nonalignable differences characterize the creative design process. The findings of this research will contribute a framework of design practice, to enhance both students’ and designers’ creativity for concept formation in design, which relates to the development of innovative design. Keywords: Noun-Noun phrase; Design; Creativity; Blending; Nonalignable difference</p

    The TRIZ-CBR synergy: A knowledge based innovation process

    Get PDF
    Today innovation is recognised as the main driving force in the market. This complex process involves several intangible dimensions, such as creativity, knowledge and social interactions among others. Creativity is the starting point of the process, and knowledge is the force that transforms and materialises creativity in new products, services and processes. In this paper a synergy that aims to assists the innovation process is presented. The synergy combines several concepts and tools of the theory of inventive problem solving (TRIZ) and the case-based reasoning (CBR) process. The main objective of this synergy is to support creative engineering design and problem solving. This synergy is based on the strong link between knowledge and action. In this link, TRIZ offers several concepts and tools to facilitate concept creation and to solve problems, and the CBR process offers a framework capable of storing and reusing knowledge with the aim of accelerating the innovation process

    Learning from design creativity: translating processes from practice to education

    Get PDF
    Paper submitted as part of the 2nd International Conference on Design Creativity, Glasgow 2012. This paper is made available with permission of the Design Society, who own the copyright.This paper develops reflections on design creativity as a cross-curriculum tool in mainstream formal education at primary/elementary level. Evidence comes from a contemporary UK case study of a series of workshops whereby architectural design professionals introduced design creativity into mainstream primary teaching and learning situations, developed through the UK Creative Partnerships‘ programme. This programme, which until recently was funded through central government, introduced principles of collaborative creativity through targeted programmes of change and enquiry involving pupils, teachers and creative practitioners. Following the processes of designing and delivering a programme to embed creative exploration through design tasks which focus on the learning environment, the authors, both architectural practitioners and educators, undertake further reflection back to the architectural profession and the societal role of collaborative creative design. We propose a hybrid practice in which architects might swap skills with teachers, pupils, teaching assistants and school management. This process reveals new creative concepts to pupils and staff, and unearths latent abilities within pupils as they work collaboratively to develop and provide design services for the built fabric or spatial use of school spaces
    • 

    corecore