22 research outputs found
Brainstorming versus creative design reasoning: A theory-driven experimental investigation of novelty, feasibility and value of ideas
International audienceIn industrial settings, brainstorming is seen as an effective technique for creativity in innovation processes. However, bulk of research on brainstorming is based on an oversimplified view of the creativity process. Participants are seen as idea generators and the process aims at maximizing the quantity of ideas produced, and the evaluation occurs post-process based on some originality and feasibility criteria. Design theories can help enrich this simplistic process model. The present study reports an experimental investigation of creativity process within the context of real-life design ideation task. Results lead to the rejection of the classical 'quantity breeds quality' hypothesis. Rather, we observe that successful groups are the ones who produce a few original propositions that hold great value for users while looking for ways to make those propositions feasible
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Young children learning with mobile devices: Research on design and implementation
The increasing growth and usage of mobile devices, such as tablets and iPads, by young children has not yet been accompanied by systematic research about the effects they have on children's learning and the conditions that facilitate or hinder learning and engagement. As a result, only few empirically-based guidelines exist to guide parents, educators, and application (app) designers when choosing or designing apps for young children, often leading to non-evidence-based decisions, or the design of apps with little educational value. This symposium aims to bring together researchers from Australia, the UK and USA to discuss what evidence exist about the learning potential of mobile devices and apps for young children and how it could be used to inform relevant stakeholders
Conversation and critique within the architectural design process: a linkograph analysis
Conversation and critique are central to architectural design practice as they function as tools for probing and further improving design ideas. We study the kind of design activities that take place in such conversation and critique within the architectural design process. We use linkographs to characterise the design process taking place during conversation. More precisely, we study conversations between design teachers and design students. In this article, an example design process is considered that takes place via a traditional face-to-face meeting. Using the resulting linkograph, we are able to assess the kind of design activity taking place during such sessions of conversation and critique
Rationale in Development Chat Messages: An Exploratory Study
Chat messages of development teams play an increasingly significant role in
software development, having replaced emails in some cases. Chat messages
contain information about discussed issues, considered alternatives and
argumentation leading to the decisions made during software development. These
elements, defined as rationale, are invaluable during software evolution for
documenting and reusing development knowledge. Rationale is also essential for
coping with changes and for effective maintenance of the software system.
However, exploiting the rationale hidden in the chat messages is challenging
due to the high volume of unstructured messages covering a wide range of
topics. This work presents the results of an exploratory study examining the
frequency of rationale in chat messages, the completeness of the available
rationale and the potential of automatic techniques for rationale extraction.
For this purpose, we apply content analysis and machine learning techniques on
more than 8,700 chat messages from three software development projects. Our
results show that chat messages are a rich source of rationale and that machine
learning is a promising technique for detecting rationale and identifying
different rationale elements.Comment: 11 pages, 6 figures. The 14th International Conference on Mining
Software Repositories (MSR'17
Shape grammars for creative decisions in the architectural project
Shape grammars (SG), which define a set of shapes, are used in applications in the field of Computational Creativity (CC). Computational Creativity can be considered an area of Artificial Intelligence (AI) that chases the goal of understanding creativity and building computational applications that emulate or support human creativity in Arts and Science. In this context, our aim is to show how SG may provide artists with applications to assist them in the creative process, not only creating solutions but also as a way of creating new ideas. Our objective is to demonstrate how, in architecture, SG can work with rules that will convey legal restrictions, space needs and goals of the architect, creating possible solutions to a project. A wide range of solutions can be tested in computational applications based in SG. These applications can also encourage the architect to go further in his creativity through shape emergence where the conditions are fulfilled and presented as innovative and/or unexpected. Architects obey strict rules when they apply artistic intention to a specific need/objective intention (space building). Thus, our methods are to enumerate SG as a tool for decision-making in architectural projects and to show a set of common phases that may be generated by the use of computational applications in response not only to technical needs but also to creative goals.info:eu-repo/semantics/publishedVersio
Formal descriptions of material manipulations: an exploration with cuts and shadows
Shape computation in design is never purely limited to visual aspects and ideally includes material aspects as well. The physicality of designing introduces a wide range of variables for designers to tackle within the design process. We present a simple design exercise realised in four stages where we physically manipulate perforated cardboard sheets as a case to make material variables explicit in the computation. The emphasis is on representing sensory aspects rather than easily quantifiable properties more suitable for simulations. Our explorations demonstrate the use of visual rules to represent actions, variables and form as well as how to control the variables to create new results, both desired and surprising, in materially informed ways
Engineering design concept generation: The effect of concept combination and classification
World economic forum reported that creativity is one of the most sought after skills by employers globally. Preliminary research lead to multiple initiatives on enhancing creativity and innovation. To contribute in this field, we investigated the effect of two interventions on the creativity of undergraduate engineering students, particularly on engineering design concept generation. The primary focus of this investigation was on assessing the effect of two interventions, combining and classifying concepts, on the originality and quantity of the concepts produced. In this research, we used the Decision Tree for Originality Assessment in Design (DTOAD) as a measure of concept originality. Statistical analysis showed that both the combine and the classify interventions lead to concept generation with higher originality. We also found that students produced higher number of the radically different concept, i.e. concepts with originality score 7.5 and above, however this effect was observed in all the test groups. These interventions made improvements and thus can be encouraged as a part of an ideation or an engineering problem solving task in the undergraduate engineering education to help the students develop creative skills
On Abduction in Design
The mechanism of design reasoning from function to form is addressed by examining the possibility of explaining it as abduction. We propose a new interpretation to some definitions of innovative abduction, to show first that the concept, idea, as the basis for solution must be present in the inference, and second, that the reasoning from function to form is best modeled as a two-step inference, both of the innovative abduction pattern. This double-abductive reasoning is shown also to be the main form of reasoning in the empirically-derived “parameter analysis” method of conceptual design. Finally, the introduction of abduction into design theory is critically assessed, and in so doing, topics for future research are suggested