258 research outputs found
Towards creativity stimulating design intervention for multidisciplinary innovation teams
The aim of our research is to stimulate cross disciplinary design collaboration to improve innovation processes in product and service design domain. We focus on the intersection of biotechnology and design as this field poses great challenges and opportunities for innovation, and it has received little attention in light of technological advancements of digital goods over the past decades. Experimental studies in the area expose challenging interactions, rising from lack of common vocabulary and preconceptions. Organisational management studies suggest that creativity is a prerequisite for innovation in group processes. As such, we are interested in enhancing collective creativity. Numerous studies investigate external creativity triggers, however only on individual level. Our review suggests that external triggers can be effective when the task is problem solving or styling, but ambiguous goals like innovation require stimulation of intrinsic triggers, such as group incidental learning and tacit knowledge. To explain this, we propose a hypothetical innovation approach, that draws attention to cognitive stimulation methods leading to creativity in multidisciplinary teams
Generative boundary objects as integral parts of framing in design and bioscience collaborations
Collaborations between design engineers and bioscientists offer novel opportunities that could help solving some of the biggest challenges organisations and societies are facing. Combining design and bioscience has the potential to create responsible and desirable products/services, however such ventures come with challenges rising from boundaries between practices. This research explores boundary objects as sources of framing in multidisciplinary collaborations. The results are based on a descriptive study with synthetic biologists and design engineers working on an innovation-driven task
The ideation compass: supporting interdisciplinary creative dialogues with real time visualization
This study presents the potential of live topic visualization in supporting creative dialogs during remote idea generation. We developed a novel Creativity Support Tool (CST) to explore the effects of the live topic visualization. The tool emphasizes the interdisciplinary knowledge background of participants. Using Natural Language Processing (NLP) and topic modeling, the tool provides users with a live visual mapping of the domains and topics being orally discussed. To understand the tool’s user perceived effects, we conducted evaluation sessions and interviews with participants (N = 10) from two different disciplinary backgrounds: design and bioscience. The findings show that live visualization of domains and topics supported self-reflection during individual and collaborative creativity and encouraged a balanced discussion, which can mitigate discipline-based fixation in ideation
Impact of Mixed Reality implementation on early-stage interactive-product design process
This article proposes a novel approach towards quick concept generation and validation of interactive-product behaviours. When designing for user-product interactions, designers have to consider spatial and behavioural elements besides form/tangible aspects and perform quick-validation of the generated concepts often done through functional prototyping at later design stages. As a result, the designed-outcomes often depend on parameters like designer’s familiarity with the design tools used, the level of fidelity achieved while prototyping and the frequency of design-iterations, limiting a thorough-exploration of concept-space and outcomes’ creativity at the early design stages. This research targets such dependencies and non-creative hindrances at concept generation stage through a Mixed Reality implementation. This work establishes requirements for creating a suitable design-tool and presents a proof-of-concept use-case. A design task to ideate, create and revise concepts of playful product-behaviours swiftly was performed to assess the impact of the implemented method. In an empirical study, a broader exploration of solution-space and an overall improvement in creative output-flow was observed when compared to the design-outcomes in the traditional storyboard design approach. Though the implemented design-tool’s unfamiliarity and capability presented a challenge, a significant increase in usage of iterative concept-design behaviour was observed throughout the study
Enabling designers to generate concepts of interactive product behaviours: a mixed reality design approach
To design interactive behaviours for their products designers/makers have to use high fidelity tools like ‘electronic prototyping kits’, involving sensors and programming to incorporate interactions in their products and are dependent on availability of hardware. Not every designer is comfortable using such tools to ideate and test their concept ideas, eventually slowing them down in the process. Thus, there is a need for a design tool that reduces dependence on complex components of such tools while exploring new concepts for product design at an early stage. In this work, we propose a Mixed Reality system that we developed to simulate interactive behaviours of products using designed visual interaction blocks. The system is implemented in three stages: idea generation, creating interactions and revision of interactive behaviours. The implemented virtual scenario showed to elicit high motivation and appeal among users resulting in inventive and creative design experience at the same time. As a result, designers will be able to create and revise their interaction-behavioural design concepts virtually with relative ease, resulting in higher concept generation and their validation
Trends, challenges and processes in conversational agent design: exploring practitioners’ views through semi-structured interviews
The aim of this study is to explore the challenges and experiences of conversational agent (CA) practitioners in order to highlight their practical needs and bring them into consideration within the scholarly sphere. A range of data scientists, conversational designers, executive managers and researchers shared their opinions and experiences through semi-structured interviews. They were asked about emerging trends, the challenges they face, and the design processes they follow when creating CAs. In terms of trends, findings included mixed feelings regarding no-code solutions and a desire for a separation of roles. The challenges mentioned included a lack of socio-technical tools and conversational archetypes. Finally, practitioners followed different design processes and did not use the design processes described in the academic literature. These findings were analyzed to establish links between practitioners’ insights and discussions in related literature. The goal of this analysis is to highlight research-practice gaps by synthesising five practitioner needs that are not currently being met. By highlighting these research-practice gaps and foregrounding the challenges and experiences of CA practitioners, we can begin to understand the extent to which emerging literature is influencing industrial settings and where more research is needed to better support CA practitioners in their work
Supporting collaborative biodesign ideation with contextualised knowledge from bioscience
The objective of this work is to support co-creation of novel ideas in biodesign during fast-paced and facilitated workshops. We created a card-based tool which simultaneously provides knowledge on both ‘science’ and ‘context’. The tool was used to trigger and inspire collaborative ideation in two biodesign workshops in which participants from scientific and design backgrounds produced ideas for healthcare-related innovations. To understand the perception of the tool and the mechanism of scientific knowledge integration in ideation, we conducted post-workshop interviews with 10 participants. Our qualitative analysis shows that the exposure to contextualised scientific knowledge provided by the tool enabled participants to generate ideas that cover a wide spectrum from the micro-scale of bioscience to the macro-scale of socio-political contexts, and thus supported the acceleration of ideation in biodesign workshops
Design x Science cards
A deck of cards to support collaborative ideation in multidisciplinary Design and Science projects
Moody Man: Improving creative teamwork through dynamic affective recognition
While a significant part of communication in the workplace is now happening online, current platforms don’t fully support socio-cognitive nonverbal communication, which hampers the shared understanding and creativity of virtual teams. Given text-based communication being the main channel for virtual collaboration, we propose a novel solution leveraging an AI-based, dynamic affective recognition system. The app provides live feedback about the affective content of the communication in Slack, in the form of a visual representation and percentage breakdown of the ‘sentiment’ (tone, emoji) and main ‘emotion states’ (e.g. joy, anger). We tested the usability of the app in a quasi-experiment with 30 participants from diverse backgrounds, linguistic analysis and user interviews. The findings show that the app significantly increases shared understanding and creativity within virtual teams. Emerged themes included impression formation assisted by affective recognition, supporting long-term relationships development; identified challenges related to transparency and emotional complexity detected by AI
Finite element analysis of hydrogen retention in ITER plasma facing components using FESTIM
The behaviour of hydrogen isotopes in ITER monoblocks was studied using the code FESTIM (Finite Element Simulation of Tritium In Materials) which is introduced in this publication. FESTIM has been validated by reproducing experimental data and the Method of Manufactured Solutions was used for analytical verification. Following relevant plasma scenarios, both transient heat transfer and hydrogen isotopes (HIs) diffusion have been simulated in order to assess HIs retention in monoblocks. Relevant materials properties have been used. Each plasma cycle is composed of a current ramp up, a current plateau, a current ramp down and a resting phase before the following shot. 100 cycles are simulated. The total HIs inventory in the tokamak during resting phases reaches 1.8 x 10(-3) mgwhereas during the implantation phases it keeps increasing as a power law of time. Particle flux on the cooling channel of the monoblock is also computed. The breakthrough time is estimated to be t = 1 x 10(5) s which corresponds to 24 cycles. Relevance of 2D modelling has been demonstrated by comparing the total HIs inventory obtained by 2D and 1D simulations. Using 1D simulations, a relative error is observed compared to 2D simulations which can reach -25% during the resting phase. The error during implantation phases keeps increasing.Peer reviewe
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