The Creative Power of Collaborative Pairs in Divergent Idea-Generation Task

Author(s):  
Risa Muraya ◽  
Noriko Suzuki ◽  
Mamiko Sakata ◽  
Michiya Yamamoto
2014 ◽  
Vol 10 (3) ◽  
pp. 44-62 ◽  
Author(s):  
Jennifer A. Nicholson ◽  
Darren B. Nicholson ◽  
Patrick Coyle ◽  
Andrew Hardin ◽  
Anjala S. Krishen

While the potential value of Virtual World Technologies (VWTs) lies in their promise to facilitate communication through new and novel forms of collaboration, there is a lack of prior research that examines how VWTs compare to other types of information and communication technologies (ICT) commonly used to support collaborative work. This study investigates the effects of VWTs on group ideation outcomes; specifically, it compares the use of Second Life to a chat environment for idea generation tasks. As hypothesized, groups using VWTs for an idea generation task generated significantly more unique ideas and enjoyed using the environment more than the chat environment. Contrary to our predictions, no significant difference between the two environments was observed for satisfaction, group cohesion, and social presence.


Author(s):  
Corinna M. Perchtold‐Stefan ◽  
Andreas Fink ◽  
Christian Rominger ◽  
Ilona Papousek

2014 ◽  
Vol 136 (5) ◽  
Author(s):  
Daniel G. Johnson ◽  
Nicole Genco ◽  
Matthew N. Saunders ◽  
Paul Williams ◽  
Carolyn Conner Seepersad ◽  
...  

An important part of designing successful products is building empathy for the people for whom the product is intended. Despite recent interest in empathic design techniques, they remain confined primarily to customer needs analysis and design problem definition activities, and much of the evidence for their impact on engineering designs is anecdotal. In this paper, empathic design techniques are formally integrated into the conceptual design process, and their effectiveness is investigated with a controlled idea generation experiment. Empathic experience design (EED) is a structured conceptual design method focused on stimulating creative, user-centered concept generation by engaging designers in empathic experiences as part of concept generation. Empathic experiences are demanding product interaction tasks that are intended to help a design engineer empathize with customers who use a product under a variety of sometimes challenging conditions. Empathic experiences can represent either actual disabilities or situational disabilities, which are experienced by lead users who push a product to its extremes and experience needs prior to the general population. In some cases, these empathic experiences amplify the situational disability as a means of highlighting the challenges of interacting with a particular product or system. A representative example is the use of thick gloves to limit a designer's dexterity and thereby highlight the challenges associated with either actual disabilities, such as arthritis, or situational disabilities, such as extreme cold or fatigue that make it difficult to move one's fingers freely. The EED method precedes concept generation activities with a series of these empathic experiences involving a baseline product to be redesigned. Many professional designers incorporate empathy and empathic experiences into their design practices, but evidence of their impact on resulting designs has been largely anecdotal. In this paper, their effectiveness is investigated formally with strategically designed experiments. The research hypothesis is that empathic experiences, when coupled with concept generation activities, lead to designs that are more original, especially with respect to features that enhance product-user interactions. To test this hypothesis, experiments were conducted on two example problems in which participants were asked to develop concepts for a next-generation product. Experimental groups completed a controlled concept generation task after engaging in empathic experiences with a prototype product to be redesigned. Control groups completed an identical concept generation task after interacting with the prototype products freely. Resulting concepts were analyzed for their originality, technical feasibility, and embodiment of a specific set of innovation characteristics. Results indicate that the experimental participants who were exposed to empathic experiences prior to concept generation produced concepts with significantly higher rates of original product-user interaction features without any sacrifice in technical feasibility. The overall originality of the concepts is also higher for redesign problems with an abundance of existing solutions, indicating that the EED method also helps alleviate design fixation.


2019 ◽  
Vol 46 (1) ◽  
pp. 124-139
Author(s):  
Ming-Hong Tsai ◽  
Nadhilla Velda Melia ◽  
Verlin B. Hinsz

When interacting with a task partner, individuals often rely upon characteristics they infer about their partner to determine their level of collaboration with the partner. To explore social perception processes related to collaboration, we examined perceptions of an actor’s decision-making style as predictors. Using different methods in various research settings, we found that compared with perceptions of an actor’s intuitive decision-making style or of a nonspecific decision-making style, perceptions of an actor’s rational decision-making style were more positively associated with inferences of the actor’s openness and competence, both of which were in turn associated with the perceiver’s collaborative intention with the actor. Intentions to engage in mutual collaboration were also positively associated with performance in an idea generation task. Therefore, our research offers a novel illustration of how to enhance collaboration based on perceptions of openness and competence inferred from others’ rational rather than intuitive decision-making style.


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