scholarly journals The process for individuating TRIZ Inventive Principles: deterministic, stochastic or domain-oriented?

2021 ◽  
Vol 7 ◽  
Author(s):  
Yuri Borgianni ◽  
Lorenzo Fiorineschi ◽  
Francesco Saverio Frillici ◽  
Federico Rotini

Abstract Although TRIZ is widely acknowledged as a powerful aid to improve efficacy and efficiency of the creative design process, practitioners diffusedly experience difficulties in the selection of the most suitable tool. Such an issue represents a severe limitation in consideration of the large number of tools TRIZ offers. Here, Inventive Principles (IPs) are acknowledged as the most popular TRIZ technique, and their conjointly use with the Contradiction Matrix makes the selection of the appropriate IP a sufficiently supported task. However, the reliability of the Contradiction Matrix is often questioned and an agreement on a solid and reliable procedure for the selection of IPs is far from being reached. In such a context, the paper investigates the recurrence of IPs to solve contradictions, with reference to a classification framework that takes into consideration the nature of the problem to be solved and the technical-scientific domain it belongs to. The outcomes of the analysis reveal that leveraged IPs are considerably related with the technical-scientific domain and the nature of the problem to be solved. The found relationships are worth delving into and translating into selection guidelines.

Author(s):  
Joshua Fairchild ◽  
Scott Cassidy ◽  
Liliya Cushenbery ◽  
Samuel T. Hunter

In our fast-paced world, it is necessary for organizations to continually innovate in order to stay competitive. At the same time, technology is continually advancing, and tools to facilitate work are frequently changing. This forces organizations to stay abreast of current technologies, and also puts pressure on employees to utilize the technologies available to them in order to devise innovative solutions that further the organization’s goals. To date, there has been little research on how such technologies may best be used to facilitate such creative performance. The present chapter addresses this gap by integrating a model of the creative process from the psychology literature with technology literature from engineering and information technology. This chapter examines how specific technologies may influence performance at each stage of the creative process, and provides specific recommendations for how technology may be used to facilitate the development of creative solutions.


Author(s):  
Yujing Yang ◽  
Natalie Brik ◽  
Peter de Jong ◽  
Milene Guerreiro Goncalves

AbstractFraming is a crucial skill for connecting problem and solution spaces in the creative design process, both for individuals and teams. Frames are implicit in individuals’ cognitive thinking, but the creation of shared frames plays a vital role in collaborative design. Many studies have attempted to describe the framing process, but little is still known about how to support designers in framing, specifically in teams. This paper addresses this gap, by exploring the connection between sketching and framing within interdisciplinary teams. Following a qualitative and explorative approach, we have investigated the process and outcome of five interdisciplinary teams. We identified that sketching assists in the creation and elaboration of frames. Furthermore, in tandem with discussion and reflection, sketching helps increase the chance of a frame to survive within the design process. Our findings have practical and educational implications for improving the creative design process in interdisciplinary teams.


2004 ◽  
Vol 10 (4) ◽  
pp. 430-444 ◽  
Author(s):  
Togar M. Simatupang ◽  
Indah Victoria Sandroto ◽  
S.B. Hari Lubis

2015 ◽  
Author(s):  
◽  
Tilanka Chandrasekera

The aim of the study is to investigate how VR and AR interfaces affect the creative design process in design education. Theories from cognitive psychology, information sciences, and design cognition are provide an explanatory mechanism to indicate that epistemic action reduces cognitive load, thereby reducing fixation in the design process and enhancing the creative design process. Thirty undergraduate design students were randomly divided into two groups that used AR or VR to complete a simple project that required students to design the interior of an office. Mixed qualitative and quantitative methods were used. A linkography protocol was used to understand the effect of different interfaces on the creative design process and a questionnaire was administered to examine the effect of user characteristics on the creative design process. Results of the study indicated that AR interfaces tend to encourage more epistemic actions during the design process than the VR interfaces. Epistemic actions were found to reduce the cognitive load thereby reducing fixation in the creative design process. From calculating entropy of the design process, AR appeared to provide a more conducive environment for creativity than VR. The second part of the study focuses on how individual characteristics of the students moderate the effect of technology traits in enhancing the creative design process. Learner preferences were analyzed through learning styles and technology acceptance was measured to understand how different learning styles affect technology acceptance of the two media types of AR and VR. The theoretical background suggests that perceived ease of use correlates with creativity. Hence, learner preferences were hypothesized to affect the use of different types of media in the creative design process. The results did not indicate that learner preferences affected the creative design process but did support the conclusion that certain user preferences lead to higher acceptance levels for technology.


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