scholarly journals The users' perspective on how creativity techniques help in the idea generation process—A repertory grid study

2021 ◽  
Vol 30 (1) ◽  
pp. 144-163
Author(s):  
Julia Wöhler ◽  
Ronny Reinhardt
2017 ◽  
Vol 21 (1) ◽  
pp. 6-12 ◽  
Author(s):  
Robyn Blakeman ◽  
Maureen Taylor

Today's advertising students are digital natives who grew up embracing technology in all facets of their lives. This study reports the results of a survey of 39 advertising creatives and art directors as they described the role that technology plays in the conceptualization process at advertising agencies around the country. The findings suggest that idea generation is still developed with pen and paper, but that computers are best suited for the final designs, as the ideation process moves to production. The research findings suggest ways forward in advertising pedagogy, especially curricula in the design sequences, as advertising educators teach the next generation of creatives.


2017 ◽  
Vol 20 (3) ◽  
pp. 446-462 ◽  
Author(s):  
Taran Thune ◽  
Magnus Gulbrandsen

Purpose The purpose of this paper is to investigate how a combination of diverse sources of knowledge is important for generation of new ideas and address how institutional infrastructures and practices support integration of knowledge across organizations in medicine and life sciences. Design/methodology/approach The paper investigates new product ideas that emerge from hospital and university employees, and looks at the extent of interaction between clinical and scientific environments in the idea generation process. The paper utilizes data about all new product ideas within life science that were reported in South-Eastern Norway in 2009-2011, as well as information about the individuals and teams that had been involved in disclosing these ideas. Interviews with inventors have also been carried out. Findings Interaction and integration across scientific and clinical domains are common and important for generating new product ideas. More than half of the disclosed life science ideas in the database come from groups representing multiple institutions with both scientific and clinical units or from individuals with multiple institutional affiliations. The interviews indicate that the infrastructure for cross-domain interaction is well-developed, particularly for research activities, which has a positive effect on invention. Originality/value The paper uses an original data set of invention disclosures and investigates the hospital-science interface, which is a novel setting for studies of inventive activities.


2002 ◽  
Vol 48 (8) ◽  
pp. 1042-1059 ◽  
Author(s):  
Gary L. Lilien ◽  
Pamela D. Morrison ◽  
Kathleen Searls ◽  
Mary Sonnack ◽  
Eric von Hippel

Traditional idea generation techniques based on customer input usually collect information on new product needs from a random or typical set of customers. The “lead user process” takes a different approach. It collects information about both needs and solutions from users at the leading edges of the target market, as well as from users in other markets that face similar problems in a more extreme form. This paper reports on a natural experiment conducted within the 3M Company on the effect of the lead user (LU) idea-generation process relative to more traditional methods. 3M is known for its innovation capabilities— and we find that the LU process appears to improve upon those capabilities. Annual sales of LU product ideas generated by the average LU project at 3M are conservatively projected to be $146 million after five years—more than eight times higher than forecast sales for the average contemporaneously conducted “traditional” project. Each funded LU project is projected to create a new major product line for a 3M division. As a direct result, divisions funding LU project ideas are projecting their highest rate of major product line generation in the past 50 years.


2021 ◽  
Vol 143 (8) ◽  
Author(s):  
Maulik C. Kotecha ◽  
Ting-Ju Chen ◽  
Daniel A. McAdams ◽  
Vinayak Krishnamurthy

Abstract The objective of this study is to position speculative fiction as a broader framework to stimulate, facilitate, and study engineering design ideation. For this, we first present a comprehensive and detailed review of the literature on how fiction, especially science fiction, has played a role in design and decision-making. To further strengthen the need for speculative fiction for idea stimulation, we further prototype and study a prototype workflow that utilizes excerpts from speculative fiction books as textual stimuli for design ideation. Through a qualitative study of this workflow, we gain insights into the effect of textual stimuli from science fiction narratives on design concepts. Our study reveals that the texts consisting of the terms from the design statement or closely related to the problem boost the idea generation process. We further discover that less directly related stimuli may encourage out-of-the-box and divergent thinking. Using the insights gained from our study, we pose critical questions to initiate speculative fiction-based design ideation as a new research direction in engineering design. Subsequently, we discuss current research directions and domains necessary to take the technical, technological, and methodological steps needed for future research on design methodologies based on speculative fictional inspiration. Finally, we present a practical case to demonstrate how an engineering design workflow could be operationalized by investigating a concrete example of the design of automotive user interfaces (automotive-UI) through the lens of speculative fiction.


2012 ◽  
Vol 134 (9) ◽  
Author(s):  
Vimal K. Viswanathan ◽  
Julie S. Linsey

Engineering idea generation is a crucial part of new product development, and physical modeling is a widely used tool. Despite the physical models’ popularity in the idea generation process, little is known about their effects on design cognition. The existing literature provides contradicting guidelines about their use in the design process. Product design firms call for the frequent use of physical models, but some studies suggest that physical models induce design fixation. The psychological literature indicates that physical representations, by supporting designers’ mental models of physical phenomena, might lead to more feasible designs. The advantages and disadvantages of physical models as idea generation tools need to be clarified to help designers decide when and where to implement them. Based on prior studies and anecdotal evidence, two hypotheses are tested: (1) physical models supplement designer’s mental models and (2) physical models induce design fixation. Two between-subject idea generation experiments with novice designers are conducted to evaluate these hypotheses. In the first pilot experiment, the participants generate ideas in three conditions: sketching only, building, and building and testing. This study is followed by a second experiment, in which a new condition called constrained sketching is added. In each condition, participants use the representation implied by the name of the condition. The percentage of ideas satisfying all design requirements indicates the physical models’ effect on the designers’ mental models. Novelty and variety are used as metrics for design fixation. The percentage of functional ideas quantified shows significant variation across the sketching and building conditions, whereas novelty and variety show no differences. These results support the argument that physical models supplement novice designer’s mental models. No evidence of fixation is observed, which contradicts the results of the prior observational studies. Hypothesized reasons for the apparently contradictory results are also presented.


Author(s):  
Olufunmilola Atilola ◽  
Julie Linsey

AbstractMany tools are being developed to assist designers in retrieving analogies. One critical question these designers face is how these analogues should be represented in order to minimize design fixation and maximize idea generation. To address this question, an experiment is presented that compares various representations' influence on creativity and design fixation. This experiment presents an effective example (analogue) as computer-aided design (CAD), sketch, or photograph representations. We found that all representations induced fixation, and the degree of fixation did not vary significantly. We also found that CAD representations encourage engineering designers to identify and copy the key effective features of the example. CAD and photo representations also produced a higher quality of design concepts. Results from this experiment offer insights into how these various representations may be used in examples during idea generation; CAD representations appear to offer the greatest advantages during the idea generation process. The results from this experiment also indicate that analogical databases of effective design examples should include CAD and photolike images of the analogue rather than sketches.


Author(s):  
Simona Doboli ◽  
Matthew Jacques ◽  
Ali Minai ◽  
Paul Paulus ◽  
Runa Korde ◽  
...  

2015 ◽  
Vol 137 (12) ◽  
Author(s):  
Floriane Laverne ◽  
Frédéric Segonds ◽  
Nabil Anwer ◽  
Marc Le Coq

Additive manufacturing (AM) is emerging as an important manufacturing process and a key technology for enabling innovative product development. Design for additive manufacturing (DFAM) is nowadays a major challenge to exploit properly the potential of AM in product innovation and product manufacturing. However, in recent years, several DFAM methods have been developed with various design purposes. In this paper, we first present a state-of-the-art overview of the existing DFAM methods, then we introduce a classification of DFAM methods based on intermediate representations (IRs) and product's systemic level, and we make a comparison focused on the prospects for product innovation. Furthermore, we present an assembly based DFAM method using AM knowledge during the idea generation process in order to develop innovative architectures. A case study demonstrates the relevance of such approach. The main contribution of this paper is an early DFAM method consisting of four stages as follows: choice and development of (1) concepts, (2) working principles, (3) working structures, and (4) synthesis and conversion of the data in design features. This method will help designers to improve their design features, by taking into account the constraints of AM in the early stages.


2019 ◽  
Vol 23 (8) ◽  
pp. 1628-1651 ◽  
Author(s):  
Arvind Malhotra ◽  
Ann Majchrzak

Purpose The purpose of this study is to offer implications and future research directions related to new organizational forms like crowds. Organizations are increasingly relying on online crowds to innovate through mechanisms such as crowdsourcing, open innovation, innovation challenges and tournaments. To leverage the "wisdom of crowds", crowdsourcing platforms that enable heterogeneous knowledge sharing in crowds lead to novel solution generation by individuals in the crowd. Based on the associative variety memory model of creativity, the authors hypothesize that when a crowd contributes a heterogeneous knowledge in form of a variety of knowledge associations, individual crowd members tend to generate solutions that are more novel. In contrast to the brainstorming view that focuses on ideas as knowledge, the authors propose, test, find and elaborate on implications of crowd sharing of heterogeneous knowledge for the generation of innovation, i.e. novel ideas. The authors coded and analyzed all the posts in 20 innovation challenges leveraging online temporary crowds that were structured to foster knowledge sharing as part of the idea generation process. The analysis shows a positive relationship between the variety of knowledge associations contributed by the crowd and the generation of novel solutions by individuals in the crowd. Further, the variety of knowledge associations contributed by the crowd has a stronger relationship with novel solution generation than the number of associations generated by the crowd, i.e. variety of knowledge has a greater impact than either the quantity of knowledge or the number of solution-ideas shared. The authors offer four implications and several future directions for research on the new organizational form of online crowds. Design/methodology/approach The authors coded and analyzed all the posts in 20 innovation challenges. They also designed and ran these challenges in collaboration with corporate sponsors. The ideas in the challenge were rated by senior executive at each company using a creative forecasting method. Findings The variety of knowledge associations contributed by the crowd has a stronger relationship with novel solution generation than the number of associations generated by the crowd, i.e. variety of knowledge has a greater impact than either the quantity of knowledge or the number of solution-ideas shared. Research limitations/implications The authors offer four implications and several future directions for research on the new organizational form of online crowds. Practical implications The authors propose several ways in which companies running innovation challenges can moderate and encourage crowd to generate a variety of knowledge. Originality/value The authors believe that we are the first empirical paper to emphasize and show that associative variety of knowledge sharing in crowds has impact on novel idea generation by crowds. This view is counter to "electronic brainstorming" view where crowd is asked to just generate these ideas and often just submit their ideas to the sponsor. Their view also goes beyond knowledge refinement of ideas by crowds to more of knowledge integration by crowds.


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