scholarly journals How do designers generate new ideas? Design heuristics across two disciplines

2015 ◽  
Vol 1 ◽  
Author(s):  
Seda Yilmaz ◽  
Shanna R. Daly ◽  
Colleen M. Seifert ◽  
Richard Gonzalez

Research supports the central role cognitive strategies can play in successful concept generation by individual designers. Design heuristics have been shown to facilitate the creation of new design concepts in the early, conceptual stage of the design process, as well as throughout the development of ideas. However, we know relatively little about their use in differing disciplines. This study examined evidence of design heuristic use in a protocol study with 12 mechanical engineers and 12 industrial designers who worked individually to develop multiple concepts. The open-ended design problem was for a novel product, and the designers’ sketches and comments were recorded as they worked on the problem for 25 min and in a retrospective interview. The results showed frequent use of design heuristics in both disciplines and a significant relationship to the rated creativity of the concepts. Though industrial designers used more heuristics in their concepts, there was a high degree of similarity in heuristic use. Some differences between design disciplines were observed in the choice of design heuristics, where industrial designers showed a greater emphasis on user experience, environmental contexts, and added features. These findings demonstrate the prevalence of design heuristics in individual concept generation and their effectiveness in generating creative concepts, across two design domains.

Author(s):  
I. Chiu ◽  
L. H. Shu

Natural language, which is closely linked to thought and reasoning, has been recognized as important to the design process. However, there is little work specifically on understanding the use of language as design stimuli. This paper presents the results of an experiment where verbal protocols were used to elicit information on how designers used semantic stimuli presented as words related to the problem during concept generation. We examined stimulus use at the word level with respect to part-of-speech classes, e.g., verbs, nouns and noun modifiers, and also how stimuli syntactically relate to other words and phrases that represent ideas produced by the participant. While all stimuli were provided in verb form, we found that participants often used stimuli in noun form, but that more new ideas were introduced while using stimuli as verbs and noun modifiers. Frequent use of stimuli in noun form appears to confirm that people tend to think in terms of objects. However, noun use of stimuli introduced fewer new ideas and therefore contributed less to concept formation in our study. This work highlights a possible gap between how people may tend to think, e.g., in terms of nouns, and how new ideas may be more frequently introduced e.g., through verbs and noun modifiers. Addressing this gap may enable development of a language-based concept generation support system to encourage innovative and creative solutions for engineering problems.


2021 ◽  
Vol 20 (1) ◽  
Author(s):  
Xin Zhao ◽  
Qirui Wu ◽  
Xiuqing Gong ◽  
Jinfeng Liu ◽  
Yujie Ma

AbstractOsteosarcoma (OS) is the most common primary bone malignancy that affects children and young adults. OS is characterized by a high degree of malignancy, strong invasiveness, rapid disease progression, and extremely high mortality rate; it is considered as a serious threat to the human health globally. The incidence of OS is common in the metaphysis of long tubular bones, but rare in the spine, pelvis, and sacrum areas; moreover, majority of the OS patients present with only a single lesion. OS has a bimodal distribution pattern, that is, its incidence peaks in the second decade of life and in late adulthood. We examine historical and current literature to present a succinct review of OS. In this review, we have discussed the types, clinical diagnosis, and modern and future treatment methods of OS. The purpose of this article is to inspire new ideas to develop more effective therapeutic options.


2013 ◽  
Vol 860-863 ◽  
pp. 1725-1728
Author(s):  
Fan Biao Bao

This document focus on the car's dynamic performance characteristics.Because MATLAB has many advantages such as intuitive, clear physical meaning, a small amount of programming, data visualization and high degree of merit. This paper Computes and analysis with the introduction of an instance practice vehicle models.In light of the specific model parameters, this paper has analyzed car driver and driving resistance balance, power balance and power factor based on the application of Mat Lab's data analysis and graphics, and drawn the relevant graph, according to the mapping feature maps.The paper analysis of the car comprehensive power the car's dynamic graphing features calculation and research method are provided. The paper has provided new ideas of vehicle parameter selection and design.It has some practical value.


Author(s):  
Seda Yilmaz ◽  
Colleen M. Seifert ◽  
Richard Gonzalez

Author(s):  
Andrew J. Wodehouse ◽  
William J. Ion

In this paper, computer gaming approaches are introduced as a viable means to structure the interaction of a product development team during concept generation. During concept generation, teams gather large amounts of information before generating new ideas and concepts. Digital technologies mean that relevant information can be sourced faster than ever, but this does not necessarily migrate into the activity of concept creation. It is suggested that cues from computer games can help integrate information as well as individuals more effectively, resulting in better conceptual output. A range of game types are evaluated with a view to their possible utilization in support of concept design. Two scenarios for the implementation of gaming methods are proposed, and one refined scenario identified as having potential for further development.


2017 ◽  
Vol 4 (2) ◽  
pp. 1-18
Author(s):  
W. B. Lee ◽  
W. M. Wang ◽  
C. F. Cheung ◽  
Z. H. Wu

Industrial and product design involves a lot of unstructured information for the generation of innovative product design ideas. However, the generation of innovative design concepts is not only time consuming but also heavily relies on the experience of product designers. Most existing systems focus mainly on the technical aspects of realizing product designs, which are inadequate to support concept generation process at the pre-design stage. In this paper, a knowledge extraction and design support system (KEDSS) is presented. The system aims at extracting key design concepts and depicting the trends of these concepts from the massive amount of unstructured design information in the open domain. A summary report, a related concept list, and concept trend graphs are produced based on the inputs of the designers' design ideas. A series of experiments have been conducted to measure the performance of the system. Moreover, the system has been successfully trial implemented as part of a public service platform for modern industrial design of injection molding machinery and equipment.


Environmental virtue ethicists recognize the importance of the moral virtues for addressing environmental problems. In addition, I argue that there are at least two important intellectual virtues required in the process of developing and implementing environmentally sustainable systems of living: creativity and open-mindedness. A high degree of creativity is needed in the search for environmentally sustainable solutions, whether that be in developing new technologies, in imagining more efficient economic systems, or in reconsidering our current ways of living. But creativity on its own is not sufficient for implementing these solutions; open-mindedness is also essential. Open-mindedness allows us to appreciate and understand the sustainable solutions developed by others and to consider how those approaches might be implemented in our own context. These two intellectual virtues work in tandem to allow both a wide-ranging search for new ideas and the change in ways of thinking needed to make them a reality.


2012 ◽  
Vol 20 (1) ◽  
pp. 63-89 ◽  
Author(s):  
Edmund K. Burke ◽  
Matthew R. Hyde ◽  
Graham Kendall ◽  
John Woodward

The literature shows that one-, two-, and three-dimensional bin packing and knapsack packing are difficult problems in operational research. Many techniques, including exact, heuristic, and metaheuristic approaches, have been investigated to solve these problems and it is often not clear which method to use when presented with a new instance. This paper presents an approach which is motivated by the goal of building computer systems which can design heuristic methods. The overall aim is to explore the possibilities for automating the heuristic design process. We present a genetic programming system to automatically generate a good quality heuristic for each instance. It is not necessary to change the methodology depending on the problem type (one-, two-, or three-dimensional knapsack and bin packing problems), and it therefore has a level of generality unmatched by other systems in the literature. We carry out an extensive suite of experiments and compare with the best human designed heuristics in the literature. Note that our heuristic design methodology uses the same parameters for all the experiments. The contribution of this paper is to present a more general packing methodology than those currently available, and to show that, by using this methodology, it is possible for a computer system to design heuristics which are competitive with the human designed heuristics from the literature. This represents the first packing algorithm in the literature able to claim human competitive results in such a wide variety of packing domains.


Author(s):  
Chiradeep Sen ◽  
Quintcey Parrish ◽  
Omar Galil

This paper first presents a protocol study and its software realization for visualizing cognitive chunks as they form in real time during freehand sketching of design concepts, and then illustrates a method and metrics for measuring the information content of freehand sketches based on those chunks. A manual protocol for detecting cognitive chunks during sketching was reported earlier. In this research, the said protocol was automated into a software program and validated in a new protocol study, using new participants. The chunks detected by the program, by definitions in cognitive science literature, serve as entities or units of information conceived at once by the designer. The relations between these entities, esp. spatial relations, are then computed using a new method, which represents the sketch as an entity-relation (ER) model. An established protocol for measuring information of ER models is then applied to compute the information content of the sketches.


Author(s):  
Marco Rossoni ◽  
Patrizia Bolzan ◽  
Giorgio Colombo ◽  
Monica Bordegoni ◽  
Marina Carulli

Abstract During the concept phase of the industrial design process drawings are used to represent designer’s ideas. More specifically, the designer’s goal is to put the characteristics of ideas on paper so that they can later act as pivotal points in the development of a project. Sketching is also the ideal tool to continue developing an idea: because it is imprecise, the sketch guarantees a high degree of freedom, allowing for changes to made and new ideas to be added. Another possibility is to translate ideas into sketches on computer tools. This approach can allow the designer to use the created 3D model as the basis for further developing ideas. At the present moment, however, this type of solution is not extensively used by designers during the concept phase. Some researchers have identified technical problems as the reason why these instruments have been unsuccessful on the market, while for others this is related to systems still too rigid to be adapted to the often-diverse needs of designers. The research presented in this position paper aims at analyzing what has so far been understood with respect to the process of generating ideas, their initial representation in the concept phase and the tools that have been developed so far to support this phase. Consequently, a discussion on these themes and some hypotheses from which develop new research lines will be presented.


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