The shifting patterns based on six thinking hats and its relationship with design creativity

2021 ◽  
pp. 100946
Author(s):  
Ying Hu ◽  
Zhenzhen Ren ◽  
Xing Du ◽  
Lan Lan ◽  
Wenyan Yu ◽  
...  
Keyword(s):  
Author(s):  
Kenton B. Fillingim ◽  
Hannah Shapiro ◽  
Catherine J. Reichling ◽  
Katherine Fu

AbstractA deeper understanding of creativity and design is essential for the development of tools to improve designers’ creative processes and drive future innovation. The objective of this research is to evaluate the effect of physical activity versus movement in a virtual environment on the creative output of industrial design students. This study contributes a novel assessment of whether the use of virtual reality can produce the same creative output within designers as physical activity has been shown to produce in prior studies. Eighteen industrial design students at the Georgia Institute of Technology completed nine design tasks across three conditions in a within-subjects experimental design. In each condition, participants independently experienced one of three interventions. Solutions were scored for novelty and feasibility, and self-reported mood data was correlated with performance. No significant differences were found in novelty or feasibility of solutions across the conditions. However, there are statistically significant correlations between mood, interventions, and peak performance to be discussed. The results show that participants who experienced movement in virtual reality prior to problem solving performed at an equal or higher level than physical walking for all design tasks and all designer moods. This serves as motivation for continuing to study how VR can provide an impact on a designer's creative output. Hypothesized creative performance with each mode is discussed using trends from four categories of mood, based on the combined mood characteristics of pleasantness (positive/negative) and activation (active/passive).


2021 ◽  
Vol 1 ◽  
pp. 3041-3050
Author(s):  
Georgios Koronis ◽  
Hernan Casakin ◽  
Arlindo Silva ◽  
Jacob Kai Siang Kang

AbstractThis study centers on using different types of brief information to support creative outcomes in architectural and engineering design and its relation to design expertise. We explore the influence of design briefs characterized by abstract representations and/or instructions to frame design problems on the creativity of concept sketches produced by novice and advanced students. Abstract representations of problem requirements served as stimuli to encourage associative thinking and knowledge transfer. The Ishikawa/Fishbone Diagram was used to foster design restructuring and to modify viewpoints about the main design drives and goals. The design outcomes generated by novice and advanced engineering/architecture students were assessed for their creativity using a pairwise experimental design. Results indicated that advanced students generated more novel design solutions while also contributing the most useful solutions overall. Implications for creativity in design education and professional practice are presented. Educational programs aimed at promoting creativity in the design studio may find it helpful to consider that the way design briefs are constructed can either promote or inhibit different aspects of design creativity.


2021 ◽  
pp. 1-18
Author(s):  
Natalie M. Sisson ◽  
Emily Impett ◽  
L.H. Shu

Abstract Urgent societal problems, including climate change, require innovation and can benefit from interdisciplinary solutions. A small body of research has demonstrated the potential of positive emotions (e.g., gratitude, awe) to promote creativity and prosocial behavior, which may help address these problems. This study integrates, for the first time, psychology research on a positive and prosocial emotion (i.e., gratitude) with engineering-design creativity research. In a pre-registered study design, engineering students and working engineers (pilot N = 49; full study N = 329) completed gratitude, positive-emotion control, or neutral-control inductions. Design creativity was assessed through rater scores of responses to an Alternate Uses Task (AUT) and a Wind-Turbine-Blade Repurposing Task (WRT). No significant differences among AUT scores emerged across conditions in either sample. While only the pilot-study manipulation of gratitude was successful, WRT results warrant further studies on the effect of gratitude on engineering-design creativity. The reported work may also inform other strategies to incorporate prosocial emotion to help engineers arrive at more original and effective concepts to tackle environmental sustainability, and in the future, other problems facing society.


2017 ◽  
Vol 2 (2) ◽  
pp. 234-243
Author(s):  
Anip Febtriko

Cognitive interpreted the intellectual potential consisting of stages of knowledge, understanding, application, analysis, synthesis, evaluation. Cognitive means issues involving the ability to develop rational skills (reason). This study aims to determine the improvement of cognitive development of children in recognizing the form after applied method of playing Mobile Robot in kindergarten. This type of research is a classroom action research conducted in two cycles. Population in the sampling amounted to 20 children. Research data on cognitive development in recognizing form and creativity collected by observation method. The data of the research were analyzed by using descriptive statistic analysis method and quantitative descriptive analysis method. The results of data analysis show that there is an increase in cognitive development in recognizing the form and creativity after the application of the method of playing Mobile Robot One way to increase creativity in children in kindergarten is by playing mobile robot therapy. Mobile robot media is an activity to control and regulate the movement of the robot that involves and requires coordination between the eyes, hands, and concentration. It is necessary to approach and use mobile robot in the effectiveness of cognitive improvement in children. Mobile robot as a medium that becomes a play therapy device with mobile robot capability that can move and move from one place to another by following the pattern of lines that have been designed. The main purpose of this research is to design creativity according to the level of complexity of mobile robot use for children. In addition to the use of mobile robot as a medium of play therapy there is also analysis in research using Pre experimental design. Data collection to assess cognitive in children, collected data were analyzed by descriptive analysis and Rank Wilcoxon test.


2020 ◽  
Vol 4 (2) ◽  
pp. 94-125
Author(s):  
Mohammed Jarallah Tewfik ◽  
Ahmed Mohammed Yahya Al-Abbasi

The interior design of Malaysian Islamic mosques is a vivid example of further innovation and innovation based on design creativity in design relationships.As a result of the interaction of this level, the design process shows a clear independence as a result of the interaction of the subjective capabilities factor of the interior designer based on the study of the specificity of the objective capabilities that govern the processes of drafting innovative decorative arts.Therefore, it was necessary to study this issue by identifying the research problem, which is summarized by: showing the features of design independence as a complementary principle in the designs of the interior spaces of Malaysian mosques,While the aim of the research focuses on identifying the features of design independence that are adopted as a complementary principle in the designs of the interior spaces of Malaysian mosques,While the importance of research is evident in presenting a clear picture of the concept of design independence, as it represents the theoretical base that can be used in practical application in designs of interior spaces for the chapel of the Malaysian Islamic mosques,The research study also includes both (research limits, theoretical framework, as well as research procedures based on the descriptive analytical approach (content analysis - case study)) leading to the results of the research study, which was among the most important: 1- Design configurations of all kinds and design configurations emerged within the designs of the internal determinants, based on the study of the interior designer, to the aesthetic independence of the division of space and size as a complementary principle within the internal determinants of the mosque of the two mosques. 2- The relationship of the principle of the independence of convergence as a complementary principle contributed to determining the distances between shapes, which can be perceived as a unified whole, through the distribution of units and shapes within a consecutive visual design system. While the most important recommendations emerged through the necessity of studying the choice of levels of internal determinants of the chapel of the Malaysian Islamic mosques.With the demonstration of the expressive characteristic of civilization development through design recruitment of appropriate vocabulary and design units with a careful selection of modern materials and materials in line with the innovative design path to achieve the requirements of design independence within the chapel of the Malaysian Islamic mosques.


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