Mitigation of Design Fixation in Engineering Idea Generation: A Study on the Role of Defixation Instructions

Author(s):  
Vimal Viswanathan ◽  
Julie Linsey
2013 ◽  
Vol 135 (5) ◽  
Author(s):  
Vimal K. Viswanathan ◽  
Julie S. Linsey

Engineering idea generation plays a vital role in the development of novel products. Prior studies have shown that designers fixate to the features of example solutions and replicate these features in their ideas. This type of fixation acts as a major hindrance in idea generation, as it restricts the solution space where designers search for their ideas. Building upon the study by Linsey et al. [2010, “A Study of Design Fixation, Its Mitigation and Perception in Engineering Design Faculty,” ASME Trans. J. Mech. Des., 132, 041003], this study hypothesizes that designers fixate to example features and this fixation can be mitigated using certain defixation materials including alternate representations of the design problem. To investigate this, the experiment conducted by Linsey et al. [2010] with engineering design faculty is replicated with novice designers. Participants generate ideas for a design problem in three groups: one group working with a fixating example, a second group working with the same example along with alternate representations of the design problem and a control group. The obtained results show that both the novice designers and design faculty fixate to the same extent, whereas the defixation materials have differential effect on the two groups. This result indicates that design researchers need to be very careful in developing methods and guidelines that are formulated and tested with studies on novice designers. The effectiveness of such measures may vary with the level of expertise of the designer.


Author(s):  
Vimal Viswanathan ◽  
Julie Linsey

Engineering idea generation plays a vital role in the development of novel products. Prior studies have shown that designers fixate to the features of example solutions and replicate these features in their ideas. This is a major hindrance in idea generation as it restricts the solution space where designers search for their ideas. This study hypothesizes that though expert designers fixate to example features, they still can outperform novices in terms of quantity of ideas as they have a larger set of knowledge acquired through their experience. To investigate this, the experimental by Linsey et al. is replicated for novice designers. Novices generate ideas for a design problem in three groups: one group working with a fixating example, a second group working with the same example along with alternate representations for the design problem and a control group only presented with the problem and no additional materials. The obtained results support the hypothesis. Both novice and expert designers are fixated to the example features, but the expert designers generated more nonredundant ideas. The alternate representations of the design problem help experts in mitigating their fixation, whereas in novices, these have no effect.


Author(s):  
Mohammad Monoar Hossain ◽  
Suzanne Zyngier

This chapter explores the role of SAP (a leading enterprise resource planning [ERP] system) in enabling knowledge management (KM) practice at a research university as a KM tool. A qualitative case study approach is pursued to achieve a rich and in-depth understanding of this organizational phenomenon. KM is understood by the university as consisting of four phases: knowledge creation, knowledge storage, knowledge sharing, and knowledge application. This study finds that the use of SAP system enables the process of knowledge management within the case organization through several means including idea generation, prime repository of knowledge, sharing workflow information, and facilitating decision making. Based on empirical evidence, this case provides a comprehensive understanding of the role of SAP systems in supporting KM process, which contributes to the theoretical domains of both ERP system and KM. This study provides guidelines for practitioners to create strategies for successful KM practice in concert with to the development of IT strategy.


2019 ◽  
Vol 34 (3) ◽  
pp. 111-137 ◽  
Author(s):  
Maud Dampérat ◽  
Florence Jeannot ◽  
Eline Jongmans ◽  
Alain Jolibert

This research focuses on the understanding of a team creative process (or co-creative process) by adding design and management inputs to the marketing approach. It proposes and empirically tests a co-creative process based on the three stages of the design thinking method: (1) need definition, (2) idea generation, and (3) solution prototyping. This model also includes the influence of individual variables –empathy, domain-relevant familiarity, and task involvement –at different stages of the co-creative process. The results validate the mediating role of idea generation between need definition and solution prototyping and the influence of the selected individual variables. The predictive validity of the co-creative process has been tested via the evaluation of the solution by experts. Several actions are proposed at each stage of the co-creative process to enable organizations to stimulate the creativity of their new product development teams.


2019 ◽  
Vol 11 (3) ◽  
pp. 325-343 ◽  
Author(s):  
Chih-Huei Ko ◽  
Sou-Chin Wu ◽  
Chien-Yu Chen

Purpose Numerous studies have examined individual attitudes and behaviors in both face-to-face (FTF) communication and computer-mediated communication (CMC). However, little research has focused on differences between FTF communication and CMC with respect to idea generation for new product development or on the role of their individual characteristics. Thus, the purpose of this study is to examine the influences of FTF, CMC and brand knowledge on idea generation. Design/methodology/approach This study conducted a 4 × 2 quasi-experimental design to examine the effects of four types of interactive groups (low and high level of FTF × low and high level of CMC) and brand knowledge (low and high) on novel and practical idea generation. Data from168 members of the Mondeo Motor Club in Taiwan were assessed. Findings Participants with more FTF interaction were more likely to generate novelty ideas than practicality ideas. In addition, participants with high brand knowledge produced more novel and practical ideas compared with participants with low brand knowledge. However, the empirical findings did not support the moderating role of brand knowledge in the relationship between interactive behaviors and idea generations. Research limitations/implications The results of this study are relevant for facilitating the “novelty” and “practicality” ideas in virtual brand communities. However, this research examined a single community, which may limit the generalizability of its results to other virtual communities. Originality/value Few studies have focused on online idea generation from a consumer-to-consumer (C2C) interaction perspective. The results of this study can assist marketers to understand how C2C interactive behaviors differentiate the “novelty” and “practicality” ideas.


Author(s):  
Vimal K. Viswanathan ◽  
Julie S. Linsey

Engineering idea generation is a critical part of new product development and physical models are one tool used in this phase of design. Unfortunately, few guidelines about the effective use of physical models to support idea generation exist. The advantages and disadvantages of physical models need to be clarified so that engineers know when and where to implement them effectively. Previous literature indicates there is potential for design fixation on physical prototypes. This limits the solutions considered. In contrast, other recommendations encourage the extensive use of physical models and the psychological literature indicates that physical representations have the potential to lead to more feasible design by supporting designers’ mental models of physical phenomena. This study evaluates these questions with a between-subjects experiment with four conditions, sketching only, building, building & testing, and constrained sketching. No evidence for design fixation is observed. The results show that physical models supplement designers’ mental models, thereby leading to higher quality ideas (fraction of functional ideas). This result shows a potential way of improving designer’s innovation by strategically implementing fast and cheap prototyping methods.


Author(s):  
Rohan Prabhu ◽  
Rainmar L. Leguarda ◽  
Scarlett R. Miller ◽  
Timothy W. Simpson ◽  
Nicholas A. Meisel

Abstract The capabilities of additive manufacturing (AM) open up designers’ solution space and enable them to build designs previously impossible through traditional manufacturing. To leverage AM, designers must not only generate creative ideas, but also propagate these ideas without discarding them in the early design stages. This emphasis on selecting creative ideas is particularly important in design for AM (DfAM), as ideas perceived as infeasible through the traditional design for manufacturing lens could now be feasible with AM. Several studies have discussed the role of DfAM in encouraging creative idea generation; however, there is a need to understand concept selection in DfAM. In this paper, we investigated the effect of two variations in DfAM education: 1) restrictive DfAM and 2) dual DfAM (opportunistic and restrictive) on students’ concept selection process. Specifically, we compared the creativity of the concepts generated by the students to the creativity of the concepts selected by them. Further, we performed qualitative analyses to explore the rationale provided by the students in making these design decisions. From the results, we see that teams from both educational groups select ideas of greater usefulness; however, only teams from the restrictive DfAM group select ideas of higher uniqueness and overall creativity. Further, we see that introducing students to opportunistic DfAM increases their emphasis on the complexity of designs when evaluating and selecting them. These results highlight the need for DfAM education to encourage AM designers to not just generate but also select creative ideas.


2013 ◽  
Vol 38 (1/2) ◽  
pp. 40-53 ◽  
Author(s):  
Jon Martens

Purpose – This study aims to examine the roles of stories in the innovation process. Design/methodology/approach – An integrative literature review was used to identify and analyze studies that examined stories of innovation in various organizational settings. The conceptual framework of the review was based on three perspectives of organizational culture: integration, differentiation, and fragmentation. Findings – A typology of the roles of stories of innovation was synthesized from a review of the literature. The major roles in the typology included fostering a culture of innovation, managing product planning and project teams, facilitating idea generation and problem solving, and analyzing failed innovations. These roles were congruent with multiple perspective of organizational culture, including integration, differentiation, and fragmentation. Research limitations/implications – Additional research should be conducted to further explore and confirm the study's exploratory typology as a possible extension to the role of organizational narrative in the process of innovation. Practical implications – The study's conceptual typology can presently serve as a useful learning tool for HRD practitioners to facilitate an organization's understanding of the innovation process. Originality/value – The study presents a new approach to analyzing the roles of stories in innovation with perspectives of organizational culture and provides an initial base for further research that might extend understanding of the types of roles narratives play in innovation.


2018 ◽  
Vol 30 (1) ◽  
pp. 197-216 ◽  
Author(s):  
Farag Edghiem ◽  
Yusra Mouzughi

Purpose The purpose of this paper is to explore the nature and implications of knowledge advanced through service employees’ innovative behaviour and leading to initiating innovation within the hotel service subsector. Design/methodology/approach A case study research method was applied to achieve the research objectives, which investigated two hotel properties resembling two personal–interactive service systems. In total, 52 semi-structured interviews were conducted along with other qualitative research methods, including the direct observation of employees, review of management archives/literature and the assessment of “micro cases”. Findings The research outcome highlights the role of knowledge as supplementary to the interlinked process of idea generation and development. A novel classification of two types of knowledge is revealed as pre-encounter and encounter-dependent knowledge, implicating four patterns of service employees’ innovative behaviour. Practical implications This paper recommends practical measures to nurture service employees’ innovative behaviour, leading to innovation. Originality/value This study contributes to service innovation research by providing an in-depth assessment at the micro level, overlooked to date, of the nature of knowledge and the service employees’ role in initiating innovation within the hotel service subsector.


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