8,783 research outputs found

    Developing and Evaluating Visual Analogies to Support Insight and Creative Problem Solving

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    The primary aim of this thesis is to gain a richer understanding of visual analogies for insight problem solving, and, in particular, how they can be better developed to ensure their effectiveness as hints. While much work has explored the role of visual analogies in problem solving and their facilitative role, only a few studies have analysed how they could be designed. This thesis employs a mixed method consisting of a practice-led approach for studying how visual analogies can be designed and developed and an experimental research approach for testing their effectiveness as hints for solving visual insight problems

    Design: One, but in different forms

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    This overview paper defends an augmented cognitively oriented generic-design hypothesis: there are both significant similarities between the design activities implemented in different situations and crucial differences between these and other cognitive activities; yet, characteristics of a design situation (related to the design process, the designers, and the artefact) introduce specificities in the corresponding cognitive activities and structures that are used, and in the resulting designs. We thus augment the classical generic-design hypothesis with that of different forms of designing. We review the data available in the cognitive design research literature and propose a series of candidates underlying such forms of design, outlining a number of directions requiring further elaboration

    Using protocol analysis to explore the creative requirements engineering process

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    Protocol analysis is an empirical method applied by researchers in cognitive psychology and behavioural analysis. Protocol analysis can be used to collect, document and analyse thought processes by an individual problem solver. In general, research subjects are asked to think aloud when performing a given task. Their verbal reports are transcribed and represent a sequence of their thoughts and cognitive activities. These verbal reports are analysed to identify relevant segments of cognitive behaviours by the research subjects. The analysis results may be cross-examined (or validated through retrospective interviews with the research subjects). This paper offers a critical analysis of this research method, its approaches to data collection and analysis, strengths and limitations, and discusses its use in information systems research. The aim is to explore the use of protocol analysis in studying the creative requirements engineering process.<br /

    Creativity with Images: A workshop for Learning and Practicing Ideational Thinking for Visual Thinkers

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    The purpose of this project is to communicate the foundations of creativity and some tools of ideational thinking to visual thinkers. The goal of this project is to bring visual thinkers into the science of creativity and demonstrate that they can use ideational thinking tools to improve their visual skills. This project also serves as an attempt to identify the cognitive preferences of visual thinkers to foster their creative skills and to enhance their creative process. The finished product is the content of a workshop comprised by five sections. Each section includes an explanation of the essential topics about creativity and some tools in ideational thinking. The content includes a set of activities to allow participants to experience the information in order to gain a better understanding and retain the information for longer time

    Characterizing High School Students\u27 Systems Thinking in Engineering Design Through the Function-Behavior-Structure (FBS) Framework

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    The aim of this research study was to examine high school students\u27 systems thinking when engaged in an engineering design challenge. This study included 12 high school students that were paired into teams of two to work through an engineering design challenge. These dyads were given one hour in their classrooms with access to a computer and engineering sketching paper to complete the design. Immediately following the design challenge, the students participated in a post hoc reflective group interview. The methodology of this study was informed by and derived from cognitive science\u27s verbal protocol analysis. Multiple forms of data were gathered and triangulated for analysis. These forms included audio and video recordings of the design challenge and the interview, computer tracking, and student-generated sketches. The data were coded using Gero\u27s FBS framework. These coded data were analyzed using descriptive statistics. The transitions were further analyzed using measures of centrality. Additionally, qualitative analysis techniques were used to understand and interpret systems and engineering design themes and findings. Through the qualitative and quantitative analyses, it was shown that the students demonstrated thinking in terms of systems. The results imply that systems thinking can be part of a high school engineering curriculum. The students considered and explored multiple interconnected variables, both technical as well as nontechnical in nature. The students showed further systems thinking by optimizing their design through balancing trade-offs of nonlinear interconnected variables. Sketching played an integral part in the students\u27 design process, as it was used to generate, develop, and communicate their designs. Although many of the students recognized their own lack of drawing abilities, they understood the role sketching played in engineering design. Therefore, graphical visualization through sketching is a skill that educators may want to include in their curricula. The qualitative analysis also shed light on analogical reasoning. The students drew from their personal experience in lieu of professional expertise to better understand and expand their designs. Hence, the implication for educators is to aid the students in using their knowledge, experience, and preexisting schemata to work through an engineering design

    How designers work - making sense of authentic cognitive activities

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    In recent years, the growing scientific interest in design has led to great advances in our knowledge of authentic design processes. However, as these findings go counter to the existing theories in both design research and cognitive science, they pose a serious challenge for both disciplines: there is a wide gap between what the existing theories predict and what designers actually do. At the same time, there is a growing movement of research on authentic cognitive activities, which has among other things documented the central roles of action and the physical environment in these activities, something that existing cognitive theories have overlooked and cannot properly account for. This creates an explanatory gap analogous to the one found in design. This book aims to fill both of these gaps with a cognitive theory of how designers work. It revolves around the roles of physical activities and working materials in design, and the theory explains at length how these have functions that are essential to cognition. The two threads of design and cognition run in parallel throughout the book: the cognitive theory is applied to design, but is also consistently related to cognition in general. The result is, in back cover text parlance, a 'provocative' account of cognition and human performance, which should be of interest to cognitive scientists as well as to design researchers

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Hybrid Design Thinking in a Consummate Marriage of People and Technology

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