An empirical understanding of use of internal analogies in conceptual design

Author(s):  
V. Srinivasan ◽  
Amaresh Chakrabarti ◽  
Udo Lindemann

AbstractInternal analogies are created if the knowledge of source domain is obtained only from the cognition of designers. In this paper, an understanding of the use of internal analogies in conceptual design is developed by studying: the types of internal analogies; the roles of internal analogies; the influence of design problems on the creation of internal analogies; the role of experience of designers on the use of internal analogies; the levels of abstraction at which internal analogies are searched in target domain, identified in source domain, and realized in the target domain; and the effect of internal analogies from the natural and artificial domains on the solution space created using these analogies. To facilitate this understanding, empirical studies of design sessions from earlier research, each involving a designer solving a design problem by identifying requirements and developing conceptual solutions, without using any support, are used. The following are the important findings: designers use analogies from the natural and artificial domains; analogies are used for generating requirements and solutions; the nature of the design problem influences the use of analogies; the role of experience of designers on the use of analogies is not clearly ascertained; analogical transfer is observed only at few levels of abstraction while many levels remain unexplored; and analogies from the natural domain seem to have more positive influence than the artificial domain on the number of ideas and variety of idea space.

Author(s):  
Sunny Rai ◽  
Shampa Chakraverty ◽  
Devendra Kumar Tayal

Commercial advertisements, social campaigns, and ubiquitous online reviews are a few non-literary domains where creative text is profusely embedded to capture a viewer's imagination. Recent AI business applications such as chatbots and interactive digital campaigns emphasise the need to process creative text for a seamless and fulfilling user experience. Figurative text in human communication conveys implicit perceptions and unspoken emotions. Metaphor is one such figure of speech that maps a latent idea in a target domain to an evocative concept from a source domain. This chapter explores the problem of computational metaphor interpretation through the glass of subjectivity. The world wide web is mined to learn about the source domain concept. Ekman emotion categories and pretrained word embeddings are used to model the subjectivity. The performance evaluation is performed to determine the reader's preference for emotive vs non emotive meanings. This chapter establishes the role of subjectivity and user inclination towards the meaning that fits in their existing cognitive schema.


2020 ◽  
pp. 251-263
Author(s):  
E. N. Kovyazina ◽  

The paper touches upon the problem of metaphtonymy in futurological discourse as well as its role in verbalizing futurological concepts FUTURE SHOCK, THE THIRD WAVE, and SUI-CIDE. The investigation aimed to determine the peculiar features of metaphtonymy and de-fine its role in the verbal representation of futurological concepts. The investigation is based on the novels of a prominent American futurologist A. Toffler “The Future Shock,” “The Third Wave” and a famous American publicist P. Buchanan “Suicide of a Superpower: Will America Survive to 2025?”. The techniques employed include conceptual analysis, metaphor, and metonymy modeling. 75 contexts of metaphtonymy of certain types (“metaphor in me-tonymy,” “metonymy in metaphor,” “metonymy, metaphor in metaphor”, “metaphor, meton-ymy, metaphor in metaphor,” etc.) were identified, and all of them proved to be involved in the verbal representation of the futurological concepts. The analysis showed that all the metaphtonymic unities had a hierarchical structure with one prevailing component and one or several subordinate elements. Moreover, metaphors are more likely than metonymies to act as a dominant member of the hierarchy, their target domain or/and source domain being motiva-tors for other components emerging in a metaphtonymic unity. As for the forms of metaphor and metonymy thinking in metaphtonymies under analysis, we found extended metaphors and metonymic chains and clusters. Metaphors (their target or/and source domains) turned to be most active in verbalizing the futurological concepts. The variants of verbalization are as fol-lows: “future shock as a disease,” “the third wave as evolution design,” “suicide as ethnomasochism,” etc.


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.


2021 ◽  
Author(s):  
Mark Vincent Springett ◽  
Martin Mihajlov ◽  
Ezeni Brzovska ◽  
Mihaela Orozel ◽  
Vesna Elsner ◽  
...  

Abstract This paper reports three exploratory empirical studies with older adults that had little or no prior experience with interactive technologies. The participants were introduced to interactive technology by playing games on touchscreens, playing in pairs with the assistance of a mentor. We focus on two principle aspects, the peer-to-peer interaction during these sessions, and the role of the mentor in progressing the sessions. In the case of peer-to-peer interaction we looked for ways in which players supported each other during interaction to assess the role of peer interaction in this context. In the case of mentoring, we examined the efficacy of a minimalist approach where verbal encouragement, suggestions or (in the last resort) intervention are used to provide support to learners. The sessions showed that learners typically could play and learn basic manipulations independently after initial help and guidance from mentors. We also found that peer interaction, both in verbal and non-verbal communication and cooperative action was broadly a positive influence within sessions, suggesting that there is significant value in building confidence as well as in learning.


2020 ◽  
Vol 34 (6) ◽  
pp. 847-867
Author(s):  
Deepak S. Kumar ◽  
Keyoor Purani ◽  
Shyam A. Viswanathan

Purpose This paper aims to introduce the concept of biomorphism (i.e. indirect experience of nature) in servicescape designs and validates its impact on consumer responses. Using the stimulus-organism-response (S-O-R) framework, this study explores the relationship between biomorphic servicescape designs and the servicescape preference. Further, it explains how biomorphic designs can help users to get better connected with the servicescapes by introducing the mediating role of attention restoration and place identity (emotional and cognitive), as explained by attention restoration theory. Design/methodology/approach Two empirical studies were carried out to test the hypothesised relationships: an exploratory pre-experimental design with one-shot treatment using 200 images as stimuli and 3,680 responses; and a 3 × 2 factorial design with three-dimensional images with about 654 responses for three service contexts chosen a priori: fashion retail, restaurant and hospital lobby. Findings This study conceptualises the role of biomorphism – elements that mimic natural forms – in servicescape designs and establishes that, akin to natural elements, the indirect experience of nature in servicescapes also has a positive influence on attention restoration, perceived place identity and servicescape preference of the consumers. This implies that the effects similar to that of a biophilic servicescape can be achieved through servicescape elements that mimic natural forms. Originality/value Extending the idea of biophilia, this research adopts the concept of biomorphism from architecture and environmental psychology domains and introduces biomorphic servicescape designs, which could be more practical at times compared to biophilic servicescapes. It establishes the influences of biomorphic servicescape designs on consumer preferences. Grounded in the S-O-R model, it further explains this relationship through mediating effects of attention restoration and place identity. Being new to marketing and management domains, this research may trigger a series of research studies on biomorphic service environment designs, with desirable implications for services marketing and services operations functions.


Author(s):  
Timothy P. Dietz ◽  
Farrokh Mistree

A key challenge facing designers creating innovative products is concept generation in conceptual design. Conceptual design can be more effective when the design space is broad and accelerated by including problem solving and solution triggering tools in its structure. The design space can be broadened by using an integrated design of product and material concepts approach. In this approach, structured analogy is used to transfer underlying principles from a solution suitable in one domain (i.e., product or mechanical domain) to an analogous solution in another domain (i.e., materials domain). The nature of design analogy does not require as full of an exploration of the target domain as would otherwise be necessary; affording the possibility of a more rapid development. The addition of problem solving and solution triggering tools also decreases the design time and/or improves the quality of the final solution. The fulfillment of this is realized through a combination of the Theory of Inventive Problem Solving (TRIZ) proposed by Altshuller, and the systematic approach of Pahl and Beitz, for products that are jointly considered at the material and product level. These types of problems are ones where a designer seeks to fulfill performance requirements placed on the product generally through both the product and the designed material. In this method, the systematic approach of Pahl and Beitz is used as the base method, and TRIZ is used as a means of transferring abstract information about the design problem between the domains with an aim of accelerating the conceptual design process. This approach also allows for cross design approach tools such as S-Field-Model-CAD integration with design repositories to be used to transfer information at different levels of abstraction; expanding the design space and effectively directing the designer. The explanation of this approach is presented through a very simple example of a spring design improvement.


Author(s):  
Victor Bouvier ◽  
Philippe Very ◽  
Clément Chastagnol ◽  
Myriam Tami ◽  
Céline Hudelot

Domain Invariant Representations (IR) has improved drastically the transferability of representations from a labelled source domain to a new and unlabelled target domain. Unsupervised Domain Adaptation (UDA) in presence of label shift remains an open problem. To this purpose, we present a bound of the target risk which incorporates both weights and invariant representations. Our theoretical analysis highlights the role of inductive bias in aligning distributions across domains. We illustrate it on standard benchmarks by proposing a new learning procedure for UDA. We observed empirically that weak inductive bias makes adaptation robust to label shift. The elaboration of stronger inductive bias is a promising direction for new UDA algorithms.


2018 ◽  
pp. 160-166
Author(s):  
Erwin B. Montgomery

Metaphor use in medical decisions and research is ubiquitous. Use of treatments for “off-label” indications follows as a metaphor to approved indications. Fundamentally, reasoning from a sample of patients in a clinical study to an individual patient is a form of metaphor. Hypothesis generation for hypothetico-deduction medical decisions and for the scientific method often arises from metaphors. However, metaphors are the Fallacy of Pseudotransitivity, which risks the Fallacy of Four Terms. The associated risks can be estimated from the epistemic risk in terms of epistemic distance and epistemic degrees of freedom. Metaphors can be nonlinguistic, and a particular form is the process metaphor. The source domain to explicate the target domain is a process that may never be fully realized, and thus the certainty of the metaphor stems from the process itself. Examples of process metaphors include allopathic reductionism, scientific reductionism, the Large Number Theorem of statistics, and others.


1998 ◽  
Vol 62 (4) ◽  
pp. 13-29 ◽  
Author(s):  
Tiger Li ◽  
Roger J. Calantone

Although the role of market knowledge competence in enhancing new product advantage is assumed widely in the literature, empirical studies are lacking because of an absence of the concept definition. In this study, the authors conceptualize market knowledge competence as the processes that generate and integrate market knowledge. The authors test the conceptual model using data collected from the software industry. The findings show that each of the three processes of market knowledge competence exerts a positive influence on new product advantage. The results also reveal a positive association between new product advantage and product market performance. The findings regarding the antecedents indicate that the perceived importance of market knowledge by top management has the largest impact on the processes of market knowledge competence.


Sign in / Sign up

Export Citation Format

Share Document