But Is It Creative? Delineating the Impact of Expertise and Concept Ratings on Creative Concept Selection

2015 ◽  
Vol 138 (2) ◽  
Author(s):  
Christopher A. Gosnell ◽  
Scarlett R. Miller

While creativity is often stressed in the conceptual phases of design, it is rarely considered during the concept selection process. Before effective methods can be developed to aid in creative concept section, however, differences in the perceptions of creativity between expert and novice designers and the influence of creativity evaluation methods on the process must be considered. Therefore, this paper was developed to address these questions by studying 11 expert and 11 novice designers. Specifically the study was developed to understand if experts' and novices' perception of a concepts creativity aligned, to introduce and compare the utility of our tool for assessing semantic creativity (TASC) to existing creativity evaluation methods, and to identify if our TASC method could be used as a proxy for expert evaluators. Our findings reveal that experts and novices generally had similar perceptions of a concept's creativity and that the TASC method was tapping into similar constructs of human perceptions of concept creativity. The results of this study contribute to our understanding of the factors that influence the selection or filtering of creative ideas after idea generation and provide a framework for research in this field.

2021 ◽  
Vol 143 (10) ◽  
Author(s):  
Rohan Prabhu ◽  
Rainmar L. Leguarda ◽  
Scarlett R. Miller ◽  
Timothy W. Simpson ◽  
Nicholas A. Meisel

Abstract The capabilities of additive manufacturing (AM) open up designers’ solution space and enable them to build designs previously impossible through traditional manufacturing (TM). To leverage this design freedom, designers must emphasize opportunistic design for AM (DfAM), i.e., design techniques that leverage AM capabilities. Additionally, designers must also emphasize restrictive DfAM, i.e., design considerations that account for AM limitations, to ensure that their designs can be successfully built. Therefore, designers must adopt a “dual” design mindset—emphasizing both, opportunistic and restrictive DfAM—when designing for AM. However, to leverage AM capabilities, designers must not only generate creative ideas for AM but also select these creative ideas during the concept selection stage. Design educators must specifically emphasize selecting creative ideas in DfAM, as ideas perceived as infeasible through the traditional design for manufacturing lens may now be feasible with AM. This emphasis could prevent creative but feasible ideas from being discarded due to their perceived infeasibility. While several studies have discussed the role of DfAM in encouraging creative idea generation, there is a need to investigate concept selection in DfAM. In this paper, we investigated the effects of four variations in DfAM education: (1) restrictive, (2) opportunistic, (3) restrictive followed by opportunistic (R-O), and (4) opportunistic followed by restrictive (O-R), on students’ concept selection process. We compared the creativity of the concepts generated by students to the creativity of the concepts they selected. The creativity of designs was measured on four dimensions: (1) uniqueness, (2) usefulness, (3) technical goodness, and (4) overall creativity. We also performed qualitative analyses to gain insight into the rationale provided by students when making their design decisions. From the results, we see that only teams from the restrictive and dual O-R groups selected ideas of higher uniqueness and overall creativity. In contrast, teams from the dual R-O DfAM group selected ideas of lower uniqueness compared with the mean uniqueness of ideas generated. Finally, we see that students trained in opportunistic DfAM emphasized minimizing build material the most, whereas those trained only in restrictive DfAM emphasized minimizing build time. These results highlight the need for DfAM education to encourage AM designers to not just generate creative ideas but also have the courage to select them for the next stage of design.


Author(s):  
Rohan Prabhu ◽  
Rainmar L. Leguarda ◽  
Scarlett R. Miller ◽  
Timothy W. Simpson ◽  
Nicholas A. Meisel

Abstract The capabilities of additive manufacturing (AM) open up designers’ solution space and enable them to build designs previously impossible through traditional manufacturing. To leverage AM, designers must not only generate creative ideas, but also propagate these ideas without discarding them in the early design stages. This emphasis on selecting creative ideas is particularly important in design for AM (DfAM), as ideas perceived as infeasible through the traditional design for manufacturing lens could now be feasible with AM. Several studies have discussed the role of DfAM in encouraging creative idea generation; however, there is a need to understand concept selection in DfAM. In this paper, we investigated the effect of two variations in DfAM education: 1) restrictive DfAM and 2) dual DfAM (opportunistic and restrictive) on students’ concept selection process. Specifically, we compared the creativity of the concepts generated by the students to the creativity of the concepts selected by them. Further, we performed qualitative analyses to explore the rationale provided by the students in making these design decisions. From the results, we see that teams from both educational groups select ideas of greater usefulness; however, only teams from the restrictive DfAM group select ideas of higher uniqueness and overall creativity. Further, we see that introducing students to opportunistic DfAM increases their emphasis on the complexity of designs when evaluating and selecting them. These results highlight the need for DfAM education to encourage AM designers to not just generate but also select creative ideas.


2014 ◽  
Vol 136 (7) ◽  
Author(s):  
Michael W. Glier ◽  
Joanna Tsenn ◽  
Julie S. Linsey ◽  
Daniel A. McAdams

Bioinspired design, the practice of looking to nature to find inspiration for solutions to engineering problems, is increasingly a desired approach to design. It allows designers to tap a wealth of time-tested solutions to difficult problems in a domain less considered by designers. Only recently have researchers developed organized, systematic methods for bioinspired design. Traditionally, bioinspired design has been conducted without the benefit of any organized method. Designers relied on the informal “directed intuitive approach” of bioinspired design, which simply directs designers to consider how nature might solve a problem. This paper presents an experiment to explore the impact of the directed approach on idea generation. This experiment is foundationally important to bioinspired engineering design method research. The results of this experiment serve as a fundamental baseline and benchmark for the comparison of more systematic, and often more involved, bioinspired design methods. A group of 121 novice designers are given one of two design problems and instructed to either generate solutions using the directed approach or to generate solutions without being prompted in any additional fashion. Based on the findings presented here, the directed approach offers designers no advantage in the average number of nonredundant ideas, quality, novelty, or variety of the solutions produced. In conclusion, systematic and organized methods for bioinspired design should be sought to effectively leverage nature's design knowledge.


Author(s):  
Christine A. Toh ◽  
Scarlett R. Miller

While creativity is often seen as an indispensable quality of engineering design, individuals often select conventional or previously successful options during the concept selection process due to the inherent risk associated with creative concepts. Surprisingly, prior research has shown that this preference for conventional design alternatives is often done in an unconscious manner and is attributed to people’s inadvertent bias against creativity. While we know that designers may prematurely filter out creative ideas, little is actually known about what factors attribute to the promotion or filtering of these creative concepts during concept selection. The current paper describes an empirical study conducted with 19 first-year engineering students aimed at investigating the impact of individual risk aversion and ambiguity aversion on the selection and filtering of creative ideas during the concept selection process. The results from this study indicate that individual risk attitudes are related to both creative ability and creative concept selection. However, an individual’s ability to generate creative ideas was found to be unrelated to their preference for creative ideas during concept selection. These results add to our understanding of creativity during concept selection and provide guidelines for enhancing the design process to encourage design creativity.


Author(s):  
Christine A. Toh ◽  
Arti H. Patel ◽  
Andrew A. Strohmetz ◽  
Scarlett R. Miller

Concept selection is considered one of the most crucial components of the engineering design process because the direction of the final design is largely determined at this stage. One of the most widely utilized techniques for filtering designs during this process involves informal review meetings where team members identify the designs that most closely satisfy the design goals. While this is often seen as an efficient process, factors such as ownership bias, or an unintentional preference for an individuals’ own ideas, and team member personality attributes may impact an individual’s decision-making process. However, few studies have explored the impact of these factors on concept selection. Therefore, an empirical study was conducted with 37 engineering students in order to investigate the effect of these attributes on the selection or filtering of design concepts in engineering education. The results from this study show that personality impacts the proportion of ideas selected, and that male students tend to select more of their own ideas (ownership bias) than their female counterparts who more often select their team member’s concepts. These results add to our understanding of the factors that impact the team concept selection process and provide empirical evidence of the occurrence of ownership bias in engineering design education.


2016 ◽  
Vol 138 (10) ◽  
Author(s):  
Christine A. Toh ◽  
Andrew A. Strohmetz ◽  
Scarlett R. Miller

Concept selection is a critical stage of the engineering design process because of its potential to influence the direction of the final design. While formalized selection methods have been developed to increase its effectiveness and reduce human decision-making biases, research that understands these biases in more detail can provide a foundation for improving the selection process. One important bias that occurs during this process is ownership bias or an unintentional preference for an individual's own ideas over the ideas of others. However, few studies have explored ownership bias in a design setting and the influence of other factors such as the gender of the designer or the “goodness” of an idea. In order to understand the impact of these factors in engineering design education, a study was conducted with 110 engineering students. The results from this study show that male students tend to show ownership bias during concept selection by selecting more of their own ideas while female students tend to show the opposite bias, the Halo Effect, by selecting more of their team members' concepts. In addition, participants exhibited ownership bias for ideas that were considered good or high quality, but the opposite bias for ideas that were not considered good or high quality. These results add to our understanding of the factors that impact team concept selection and provide empirical evidence of the occurrence of ownership bias and the effects of gender and idea goodness in engineering design education.


Author(s):  
Sidik Wibowo Akhmad

The purpose of this study was to describe the students’ management in increasing the character and achievement in MAN 2 Banjarnegara including: (1) the enrollment process of new students, (2) guiding students through discipline, noble character building, academic and non-academic achievement, and (3) the impact of character building and the achievement for students MAN 2 Banjarnegara. This research implemented descriptive qualitative approach. The data collection techniques were in-depth interview, observation, and documentation study. The validity of the data used three criteria; namely credibility, dependability, and conformability. The findings of this study were: The first, the enrollment process of the new students was made a breakthrough during the registration of academic and non-academic achievement of scholarships, the selection process was conducted through the value of official learning reports, certificate of championship/achievement, academic potential test and non-academic, and also the skill test. For the students who passed the selection process were supposed to sign the achievement contract during the learning process at MAN 2 Banjarnegara. The second, the character building was done by the concept of habituation and activities program that were integrated in curricular and extracurricular activities. The third, students who joined the academic and non-academic achievement programs at MAN 2 Banjarnegara had strong motivation, spirit of competition to achieve higher achievement and more focus on self-development and they could anticipate the usage of spare time for positive things/activities.


2021 ◽  
Vol 13 (12) ◽  
pp. 6581
Author(s):  
Jooyoung Hwang ◽  
Anita Eves ◽  
Jason L. Stienmetz

Travellers have high standards and regard restaurants as important travel attributes. In the tourism and hospitality industry, the use of developed tools (e.g., smartphones and location-based tablets) has been popularised as a way for travellers to easily search for information and to book venues. Qualitative research using semi-structured interviews based on the face-to-face approach was adopted for this study to examine how consumers’ restaurant selection processes are performed with the utilisation of social media on smartphones. Then, thematic analysis was adopted. The findings of this research show that the adoption of social media on smartphones is positively related with consumers’ gratification. More specifically, when consumers regard that process, content and social gratification are satisfied, their intention to adopt social media is fulfilled. It is suggested by this study that consumers’ restaurant decision-making process needs to be understood, as each stage of the decision-making process is not independent; all the stages of the restaurant selection process are organically connected and influence one another.


Sensors ◽  
2021 ◽  
Vol 21 (10) ◽  
pp. 3480
Author(s):  
Walter Takashi Nakamura ◽  
Iftekhar Ahmed ◽  
David Redmiles ◽  
Edson Oliveira ◽  
David Fernandes ◽  
...  

The success of a software application is related to users’ willingness to keep using it. In this sense, evaluating User eXperience (UX) became an important part of the software development process. Researchers have been carrying out studies by employing various methods to evaluate the UX of software products. Some studies reported varied and even contradictory results when applying different UX evaluation methods, making it difficult for practitioners to identify which results to rely upon. However, these works did not evaluate the developers’ perspectives and their impacts on the decision process. Moreover, such studies focused on one-shot evaluations, which cannot assess whether the methods provide the same big picture of the experience (i.e., deteriorating, improving, or stable). This paper presents a longitudinal study in which 68 students evaluated the UX of an online judge system by employing AttrakDiff, UEQ, and Sentence Completion methods at three moments along a semester. This study reveals contrasting results between the methods, which affected developers’ decisions and interpretations. With this work, we intend to draw the HCI community’s attention to the contrast between different UX evaluation methods and the impact of their outcomes in the software development process.


Author(s):  
Christopher A. Gosnell ◽  
Scarlett R. Miller

Engineering design idea-generation sessions often result in dozens, if not hundreds, of ideas. These ideas must be quickly evaluated and filtered in order to select a few candidate concepts to move forward in the design process. While creativity is often stressed in the conceptual phases of design, it receives little attention in these later phases — particularly during concept selection. This is largely because there are no methods for quickly rating or identifying worthwhile creative concepts during this process. Therefore, the purpose of this study was to develop and test a novel method for evaluating the creativity and feasibility of design concepts and compare this method to gold standards in our field. The SCAT method employed in this paper uses word selections and semantic similarity to quickly and effectively evaluate candidate concepts for their creativity and feasibility. This method requires little knowledge of the rating process by the evaluator. We tested this method with 10 engineering designers and three different design tasks. Our results revealed that SCAT ratings can be used as a proxy for measuring design concepts but there are modifications that could enhance its utility. This work contributes to our understanding of how to evaluate creativity after idea generation and provides a framework for further research in this field.


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