Design Ideation Through Speculative Fiction: Foundational Principles and Exploratory Study

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.

Author(s):  
Serhad Sarica ◽  
Binyang Song ◽  
Jianxi Luo ◽  
Kristin L. Wood

Abstract There are growing efforts to mine public and common-sense semantic network databases for engineering design ideation stimuli. However, there is still a lack of design ideation aids based on semantic network databases that are specialized in engineering or technology-based knowledge. In this study, we present a new methodology of using the Technology Semantic Network (TechNet) to stimulate idea generation in engineering design. The core of the methodology is to guide the inference of new technical concepts in the white space surrounding a focal design domain according to their semantic distance in the large TechNet, for potential syntheses into new design ideas. We demonstrate the effectiveness in general, and use strategies and ideation outcome implications of the methodology via a case study of flying car design idea generation.


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.


10.28945/4641 ◽  
2020 ◽  
Vol 15 ◽  
pp. 559-573
Author(s):  
Uditha Ramanayake

Aim/Purpose: This paper aims to provide important learning insights for doctoral students, researchers and practitioners who wish to research on sensitive topics with research participants from a significantly different culture from their own. Background: Embarking on doctoral research in different cultural contexts presents challenges for doctoral students, especially when researching a sensitive topic. Methodology: This paper uses an autoethnography as its research methodology. Contribution: This paper extends the literature on doctoral researchers’ experiences of exploring the lived experiences of senior travellers who have faced major life events. Little of the previous literature on the experiences of PhD students has explored the experiences they had while researching on a sensitive topic in a different cultural context to their own. To fill this knowledge gap, this paper presents an autoethnography of my experiences. Findings: This paper presents some critical insights into undertaking research in another culture. Its findings are outlined under the following four themes: (a) Feeling vulnerable, (b) Building rapport, (c) Preparing for the unexpected, and (d) Exploring lived experiences. Recommendations for Practitioners: When conducting sensitive cross-cultural research, understanding researchers’ vulnerabilities, rapport-building and preparing for the unexpected are very important. The use of a visual element is beneficial for the participants in their idea generation process. Visual methods have the potential to capture the lived experiences of participants and enable them to reflect on those. Recommendation for Researchers: Doing cross-cultural sensitive doctoral research poses a number of methodological and practical challenges. It was very important to gain a wider cultural understanding of the country and its people in my cross-cultural doctoral research. To this end, this paper suggests that future doctoral researchers consider volunteering with the community as a way to gain understanding of the research context when preparing to undertake cross-cultural research. Impact on Society: The findings support the importance of cultural sensitivity when doing cross-cultural research. Future Research: Future research could be conducted in a different cultural setting to reveal whether the key themes identified here are universal.


Author(s):  
Jami J. Shah

Abstract Three idea generation methods for engineering design have been studied over a period of several years. They are Method 6-3-5, Collaborative Sketching (C-Sketch), and the Gallery Method. Common features of all three methods are that they are team based and ideas are generated and developed in progressive stages. Differences between them include the medium for recording and communication allowed between team members. Experiments have been conducted on the influence of these factors on the idea generation process and results. Data from idea generation methods from 3 sets of experiments has been collected and partially analyzed. Specific issues examined are (a) overcoming design fixation (b) sentential vs. diagrammatic recording of ideas (c) misinterpretation of idea description as a provocative stimulus (d) identification of creative exploratory processes during design sessions. Results of work in progress are presented based on over 200 hours of data from roughly 44 subjects over nearly 3 years.


Author(s):  
Jérôme Guegan ◽  
Claire Brechet ◽  
Julien Nelson

Abstract. Computers have long been seen as possible tools to foster creativity in children. In this respect, virtual environments present an interesting potential to support idea generation but also to steer it in relevant directions. A total of 96 school-aged children completed a standard divergent thinking task while being exposed to one of three virtual environments: a replica of the headmistress’s office, a replica of their schoolyard, and a dreamlike environment. Results showed that participants produced more original ideas in the dreamlike and playful environments than in the headmistress’s office environment. Additionally, the contents of the environment influenced the selective exploration of idea categories. We discuss these results in terms of two combined processes: explicit references to sources of inspiration in the environment, and the implicit priming of specific idea categories.


Author(s):  
Takeuchi Ayano

AbstractPublic participation has become increasingly necessary to connect a wide range of knowledge and various values to agenda setting, decision-making and policymaking. In this context, deliberative democratic concepts, especially “mini-publics,” are gaining attention. Generally, mini-publics are conducted with randomly selected lay citizens who provide sufficient information to deliberate on issues and form final recommendations. Evaluations are conducted by practitioner researchers and independent researchers, but the results are not standardized. In this study, a systematic review of existing research regarding practices and outcomes of mini-publics was conducted. To analyze 29 papers, the evaluation methodologies were divided into 4 categories of a matrix between the evaluator and evaluated data. The evaluated cases mainly focused on the following two points: (1) how to maintain deliberation quality, and (2) the feasibility of mini-publics. To create a new path to the political decision-making process through mini-publics, it must be demonstrated that mini-publics can contribute to the decision-making process and good-quality deliberations are of concern to policy-makers and experts. Mini-publics are feasible if they can contribute to the political decision-making process and practitioners can evaluate and understand the advantages of mini-publics for each case. For future research, it is important to combine practical case studies and academic research, because few studies have been evaluated by independent researchers.


Author(s):  
Randall Spain ◽  
Jason Saville ◽  
Barry Lui ◽  
Donia Slack ◽  
Edward Hill ◽  
...  

Because advances in broadband capabilities will soon allow first responders to access and use many forms of data when responding to emergencies, it is becoming critically important to design heads-up displays to present first responders with information in a manner that does not induce extraneous mental workload or cause undue interaction errors. Virtual reality offers a unique medium for envisioning and testing user interface concepts in a realistic and controlled environment. In this paper, we describe a virtual reality-based emergency response scenario that was designed to support user experience research for evaluating the efficacy of intelligent user interfaces for firefighters. We describe the results of a usability test that captured firefighters’ feedback and reactions to the VR scenario and the prototype intelligent user interface that presented them with task critical information through the VR headset. The paper concludes with lessons learned from our development process and a discussion of plans for future research.


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