scholarly journals Product Validation in Creative Processes: A Gender Perspective in Industrial Design Projects

Author(s):  
Juan-Carlos Rojas ◽  
Juan Luis Higuera Trujillo ◽  
Gerardo Muniz ◽  
Javier Marin-Morales
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).


Author(s):  
Margarita Valor Valor ◽  
Marina Puyuelo Cazorla ◽  
Elisa March Leuba ◽  
Javier Aparisi Torrijo ◽  
Bélgica Pacheco Blanco ◽  
...  

The changes provided by the EEES constitute a challenge and an opportunity to introduce methods and improvements in technical careers. The assessment of this scenario has an important and strategic role, which requires paying more attention to the competency evaluation. This paper describes the method and the collaborative task carried out to develop the rubrics for the three-year Workshop Project in the framework of the undergraduate Bachelor’s Degree in Industrial Design Engineering and Product Development. The purpose of this was to overcome challenges while assessing design projects in different workshops and by different professors. The team predicted that these rubrics would have a significant effect on the students’ outcomes and their performance on various tasks. The implementation of the rubrics on the different levels is expected to sustain interesting possibilities to compare not only the results in different courses but the actual progress. The stages of the process of making these rubrics are presented in relation to the specific, general and shared competences of each of the 3 workshops. The rubrics, that will be published online, are related to the assessment of the results obtained and the competences. Rubrics may not only boost academic performance and reduce failure, but improve the quality of the projects as well.


2017 ◽  
Vol 14 (1) ◽  
pp. 106-122
Author(s):  
Lydia Helena Wöhl Coelho ◽  
Heli Meurer ◽  
Felipe Oviedo Frosi ◽  
Ivna Motta Ravanello ◽  
Érica Arrué Dias

Com vistas a subsidiar uma discussão acerca da contribuição de mídias digitais para a definição estético-formal de interfaces gráficas, desenvolveu-se um aplicativo que auxilia na escolha de cores em projetos de Design, denominado Farbe. Para análise de seu uso, inicialmente, revisou-se o referencial teórico sobre processo criativo e uso de cor na comunicação visual. Na sequência, desenvolveu-se o aplicativo para a realização de um experimento com alunos de Ensino Superior de Tecnologia em Produção Multimídia, em uma disciplina presencial de Novas Mídias. Após o uso do Farbe por esses alunos, mediu-se e classificou-se suas avaliações sobre o quanto o aplicativo os auxiliou, efetivamente, na escolha das cores de seus projetos. Por meio de levantamento e organização desses dados, foi possível extrair reflexões sobre a utilização de mídias digitais destinadas a servirem como ferramentas em processos criativos para o desenvolvimento de projetos em Design. In order to improve a discussion about digital media contribution to the graphic interfaces aesthetic-formal definition, a mobile app has been developed to assist the colour pallet definition in Design projects development, called Farbe. To analyze its use, a theoretical review about creative process and the application of colour in the visual communication was made. Afterwards, and based on theoretical review, the app was developed to carry out an experiment with undergraduate students of Technology in Multimedia Production, in a New Media discipline. After the use of Farbe by these students, their evaluations were measured and analyzed regarding aspects about the contribution of digital media tools in the context of creative processes on Design projects development.


Author(s):  
Thomas Howard ◽  
Steve Culley ◽  
Elies Dekoninck

When retrospectively analyzing the design process of a creative product, the creative leap or moment of inspiration is often described by the designer in an ‘idealized way’ [1]. There is little evidence within literature describing when the ideas behind promising concepts were conceived. This study tracks several real industrial design projects in the early conceptual design phase. The development and manipulation of ideas captured during the initial group brainstorm meeting are assessed in terms of the concepts at the following stage gate meeting. In addition, several different forms of stimulus were introduced to the different groups and compared to a control group. The results showed that the frequency of idea production remained virtually constant for the first 60 minutes. However, the number of ideas to form part of a concept at the stage gate meeting dropped markedly after the first 20 minutes. The frequency of appropriate ideas featuring within stage gate concepts increased with the introduction of stimuli, highlighting the positive effect of introducing stimuli.


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