Is Ownership Bias Bad? The Influence of Idea Goodness and Creativity on Design Professionals Concept Selection Practices

2019 ◽  
Vol 141 (2) ◽  
Author(s):  
Xuan Zheng ◽  
Scarlett R. Miller

Ownership bias is a decision-making bias that leads to an individual's tendency to prefer their own ideas over others' during the design process. While prior work has identified the existence of this ownership bias in design professionals, limited work has investigated how the characteristics of the idea set affects this bias. In other words, is a preference for one's own ideas a bad thing if the ideas are truly better? This paper seeks to fill this research void through two design thinking workshops conducted with 45 design professionals recruited from two engineering companies. During the study, the participants individually generated and selected ideas as part of a 2-h team design challenge. The ideas generated were then rated for: (1) their perceived future value by the design team and (2) their creativity by expert raters. The results suggest that design professionals only exhibited ownership bias for ideas that were assessed to have little to no future value in the design process (low in idea goodness). In addition, professionals showed preferences for self-generated ideas that were of high usefulness and elegance but low in creativity, indicating an impact of creativity on ownership bias. These findings provide new evidence on the negative effects of ownership bias on the design process.

Author(s):  
Xuan Zheng ◽  
Scarlett R. Miller

Ownership bias is a type of decision making bias that leads to an individual’s tendency to prefer their own ideas over the ideas of others during the design process. While prior work has identified the existence of this effect in design professionals, this prior research failed to take into account the social effects of working in a team environment or to identifying the underlying impact of the characteristics of the idea set that impact the effects. Therefore, the purpose of this study was to identify the existence of ownership bias and the factors underlying its existence through two design workshops with 45 design professionals from two engineering companies. Through the study, design professionals individually generated and selected ideas as part of a 2-hour team design challenge. The ideas were rated for their perceived future value through team consensus and for their creativity by expert ratings. The results suggest that design professionals only exhibited ownership bias for ideas that were assessed to have little to no future value in the design process by their team members (low in idea goodness) and the creativity of the ideas did not effect this relationship. However, professionals did show a preference for ideas with high usefulness and low uniqueness, demonstrating a potential bias against creative concepts regardless of ownership.


Author(s):  
Aaron Sklar ◽  
Sally Madsen

AT A GLANCE: Design thinking can be a powerful tool in addressing the complex challenges in developing countries. When used with intention, existing design practices are a strong foundation to reach innovative solutions. Five key principles guide our work: (1) Start with empathy. (2) Design for communities. (3) Take a systems view. (4) Make appropriate trade-offs. (5) Prepare your team. Practiced well, our design process can lead us to innovations that truly meet people's needs and improve their lives. In fact, we find that as we engage our fundamental design practices in the developing world, we reinvigorate our approach to any design challenge.


2021 ◽  
Author(s):  
Julie Milovanovic ◽  
John Gero ◽  
Kurt Becker

Abstract Professionals need to collaborate with multiple stakeholders in product development to stay competitive and to innovate. Through their values and mission, companies develop a specific working environment that can lead to the development of design methods and tools. In this article, we study design team dynamics of professional engineers working in two different organizations. We aim at identifying differences in team behaviors between teams drawn from two different organizations. The goal is twofold. At a theoretical level, we aim at gaining a better understanding of the effect of work culture on design team behaviors. At a methodological level, we explore whether grouping teams from different organizations into a single larger sample to obtain better reliability is relevant. To do this, we compared two cohorts of teams based on which company engineers worked at. Both companies are international organizations employing more than 50,000 collaborators worldwide. Teams of three engineers worked on designing a next-generation personal assistant and entertainment system for the year 2025. We analyzed each team’s design interactions and behaviors using quantitative tools (Multiple Factor Analysis and Correspondence Analysis). Results from this exploratory analysis highlight different behaviors between cohorts as well as a common overall approach to team design thinking.


Author(s):  
Camilo POTOCNJAK-OXMAN

Stir was a crowd-voted grants platform aimed at supporting creative youth in the early stages of an entrepreneurial journey. Developed through an in-depth, collaborative design process, between 2015 and 2018 it received close to two hundred projects and distributed over fifty grants to emerging creatives and became one of the most impactful programs aimed at increasing entrepreneurial activity in Canberra, Australia. The following case study will provide an overview of the methodology and process used by the design team in conceiving and developing this platform, highlighting how the community’s interests and competencies were embedded in the project itself. The case provides insights for people leading collaborative design processes, with specific emphasis on some of the characteristics on programs targeting creative youth


2021 ◽  
Vol 1 ◽  
pp. 2409-2418
Author(s):  
Summer D. Jung ◽  
Erika Perttunen ◽  
Senni Kirjavainen ◽  
Tua Björklund ◽  
Sohyeong Kim

AbstractAs design research expands its horizon, there has been a recent rise in studies on nontraditional designers. Previous studies have noted the positive effect of diversity in generating ideas. Among different sources of influence, peers outside the design team have been noted for their positive impact on the design process, yet the research on this topic is still in its early stages. Using qualitative data from 40 small and medium-sized enterprises (SMEs) in the American and Finnish food and beverage industries, the current study examines their interactions with other SMEs, shedding light on the influence of peers on creating new design solutions. The findings suggest that peer companies can act as a frequent and impactful source of inspiration for product design ideas. The most prevalent forms of interaction were co-creating products, sharing information, and sharing ingredients. Furthermore, the interactions were voluntary, organic, and improvisational in nature, and physical proximity or previous connections often initiated the interactions. Taken together, a great number of peer influences contributed towards creative new solutions.


2021 ◽  
Vol 26 ◽  
pp. 709-728

Art of animation as an analysis of movement is based on the theory that the vision remains on the eye after the disappearance of the actual image, and this scientific theory is the same that the film industry was built upon. Recently, various techniques and ideas have entered the print design process as a means of expressing a phenomenon subject to the human will to change and elevate our aesthetic awareness and feelings, which rise in various forms of designs that reveal themselves in design work and are embodied in animation films. The design artwork falls within a group of intertwined elements fused with each other, reflecting the peculiarity of this work, as it is innovation and creating new and interesting things, so that the design is suitable for the desired purpose and beautifully. Perhaps the simplest type of optical illusion that can clarify to us the idea of the impression of the existence of an image that does not actually exist is represented in the decree paper. Key words: Design thinking, Typography, Animation films


Author(s):  
Mats Nordlund ◽  
Taesik Lee ◽  
Sang-Gook Kim

In 1977, Nam P Suh proposed a different approach to design research. Suh’s approach was different in that it introduced the notions of domains and layers in a 2-D design thinking and stipulated a set of axioms that describes what is a good design. Following Suh’s 2-D reasoning structure in a zigzagging manner and applying these axioms through the design process should enable the designer to arrive at a good design. In this paper, we present our own experiences in applying Suh’s theories to software design, product design, organizational design, process design, and more in both academic and industrial settings. We also share our experience from teaching the Axiomatic Design theory to students at universities and engineers in industry, and draw conclusions on how best to teach and use this approach, and what results one can expect. The merits of the design axioms are discussed based on the practical experiences that the authors have had in their application. The process developed around the axioms to derive maximum value (solution neutral environment, design domains, what-how relationship, zig-zag process, decomposition, and design matrices) is also discussed and some updates are proposed.


2021 ◽  
Author(s):  
John Hinck ◽  
Steven Davis ◽  
Justin Longmire ◽  
JB Byrnes

This paper examines how a U.S. Air Force (USAF) faculty team reimagined and redesigned an in-person Leader Development Course (LDC) to a virtual version (vLDC). Using the Design Thinking Process for Innovation (DTPI) and action research methods, a new, virtual course was imagined, designed, tested, and improved over a six-cycle-process. Data was collected via multiple sources from 121 participants (19 faculty/staff and 102 students) and analyzed using manual coding and NVivo Software. Results are organized into 22 categories under four themes (general course design, student experience, instructor experience and faculty development, and technology experience) showing a progressive refinement with key lessons learned that led to the final creation of the new virtual course. Of the five key features in action research (actions matter, context-specific research, multiple cycles and phases, inclusion of people as research target, and reflections), participants reported that multiple cycles and reflections were most important in relation to the DTPI so that change could be enacted that reflected participant voices in the design process of the virtual course. The application of the DTPI using action research methods produced results and lessons learned in the design process that contribute to the theory and practice on developing and teaching in a virtual learning environment. The study fills a gap in the scholarly field and informs other institutions on the process, failures, and successes of course redesign to a virtual version.Keywords: design thinking process for innovation, action research, USAF, leader development


2021 ◽  
Vol 2021 ◽  
pp. 1-17
Author(s):  
Wenjin Yang ◽  
Jian-Ning Su ◽  
Shutao Zhang ◽  
Kai Qiu ◽  
Xinxin Zhang

Design is a complex, iterative, and innovative process. By traditional methods, it is difficult for designers to have an integral priori design experience to fully explore a wide range of design solutions. Therefore, refined intelligent design has become an important trend in design research. More powerful design thinking is needed in intelligent design process. Combining cognitive dynamics and a cobweb structure, an intelligent design method is proposed to formalize the innovative design process. The excavation of the dynamic mechanism of the product evolution process during product development is necessary to predict next-generation multi-image product forms from a larger design space. First, different design thinking stimulates the information source and is obtained by analyzing the designers’ thinking process when designing and mining the dynamic mechanism behind it. Based on the nonlinear cognitive cobweb process proposed by Francisco and a natural cobweb structure, the product image cognitive cobweb model (PICCM) is constructed. Then, natural cobweb predation behavior is simulated using a stimulus information source to impact the PICCM. This process uses genetic algorithms to obtain numerous offspring forms, and the PICCM’s mechanical properties are the energy loss parameters in the impact information. Furthermore, feasible solutions are selected from intelligent design sketches by the product artificial form evaluation system based on designers’ cognition, and a new product image cognitive cobweb system is reconstructed. Finally, a case study demonstrates the efficiency and feasibility of the proposed approach.


2019 ◽  
Author(s):  
Leanna Woods ◽  
Jed Duff ◽  
Erin Roehrer ◽  
Kim Walker ◽  
Elizabeth Cummings

BACKGROUND Consumer health care technology shows potential to improve outcomes for community-dwelling persons with chronic conditions, yet health app quality varies considerably. In partnership with patients and family caregivers, hospital clinicians developed Care4myHeart, a mobile health (mHealth) app for heart failure (HF) self-management. OBJECTIVE The aim of this paper was to report the outcomes of the nurse-led design process in the form of the features and functions of the developed app, Care4myHeart. METHODS Seven patients, four family caregivers, and seven multidisciplinary hospital clinicians collaborated in a design thinking process of innovation. The co-design process, involving interviews, design workshops, and prototype feedback sessions, incorporated the lived experience of stakeholders and evidence-based literature in a design that would be relevant and developed with rigor. RESULTS The home screen displays the priority HF self-management components with a reminder summary, general information on the condition, and a settings tab. The health management section allows patients to list health care team member’s contact details, schedule medical appointments, and store documents. The My Plan section contains nine important self-management components with a combination of information and advice pages, graphical representation of patient data, feedback, and more. The greatest strength of the co-design process to achieve the design outcomes was the involvement of local patients, family caregivers, and clinicians. Moreover, incorporating the literature, guidelines, and current practices into the design strengthened the relevance of the app to the health care context. However, the strength of context specificity is also a limitation to portability, and the final design is limited to the stakeholders involved in its development. CONCLUSIONS We recommend health app development teams strategically incorporate relevant stakeholders and literature to design mHealth solutions that are rigorously designed from a solid evidence base and are relevant to those who will use or recommend their use.


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