scholarly journals The Role of Sketch Finish and Style in User Responses to Early Stage Design Concepts

Author(s):  
Bryan Macomber ◽  
Maria Yang

Conceptual sketches of design alternatives are often employed as a tool for eliciting feedback from design stakeholders, including potential end-users. However, such sketches can vary widely in their level of finish and style, thus potentially affecting how users respond to a concept. This paper presents a study of user responses to three objects drawn in styles ranging from rough hand sketches to CAD drawings. This study also considers the amount of design time required to create the sketches. Results show that respondents generally ranked realistic, “clean” hand sketches the highest over other types of sketches, particularly “rough” sketches. These types of sketches took longer than other types of hand sketches to create, but were still much faster than CAD renderings. Results also suggest that the complexity and familiarity of an object can influence how users respond to a sketch.


Author(s):  
Daniela Faas ◽  
Qifang Bao ◽  
Daniel D. Frey ◽  
Maria C. Yang

AbstractThis paper explores the role of a designer's sense of engagement in early stage design. In the field of virtual reality, presence and immersion are standard measures of an individual's sense of engagement and involvement in an activity. High levels of presence might indicate that the designer is highly focused on the work. The central research question is the following: do designers who are more engaged in design activity, as measured by presence and immersive tendency questionnaires, produce better designs? An experiment was conducted to assess presence and immersive tendencies within the context of a hands-on, open-ended design-and-build activity. The results indicated that the designers' sense of immersion and presence ranged widely as well as their sense of frustration and calmness while performing the design activity. It was found that higher levels of presence correlated with either high design performance or low design performance. Lower levels of presence correlated with average design performance. No correlations were found between immersive tendency and design performance. This study suggests that some level of presence can be linked with better design, and it implies that level of presence might serve as an indicator of performance and learning in similar design-and-build activities.



Author(s):  
Catherine Elsen ◽  
Anders Häggman ◽  
Tomonori Honda ◽  
Maria C. Yang

Sketching and prototyping of design concepts have long been valued as tools to support productive early stage design. This study investigates previous findings about the interplay between the use and timing of use of such design tools. This study evaluates such tools in the context of team design projects. General trends and statistically significant results about “sketchstorming” and prototyping suggest that, in certain constrained contexts, the focus should be on the quality of information rather than on the quantity of information generated, and that prototyping should begin as soon as possible during the design process. Ramifications of these findings are discussed in the context of educating future designers on the efficient use of design tools.



1994 ◽  
Vol 9 (2) ◽  
pp. 163-199 ◽  
Author(s):  
Julian Winsor ◽  
Kenneth MacCallum

AbstractRecently there has been an increase in the number of computer aided design systems developed explicitly representing knowledge about the functionality of engineering designs. Reviewing these systems provides an understanding of the methods workers use to encapsulate knowledge of functionality within their systems. A number of issues are addressed to reveal the nature of their approaches. The developers' perception of functionality is discussed to identify variations in understanding of function and to establish the existence of any consensus. Methods of representing this knowledge are examined, thereby identifying representation types or combinations used and the advantages to be gained from any single representation. Illustrations of the manipulation of function shows how this type of knowledge can be used to support reasoning during early stage design. A survey of relationships with other design characteristics as a testimony to the manipulation of functionality is used to impact other aspects of a design. Through knowledge of relationships some models of the design process are posited by workers. A study of these bears evidence of the role of function in design and the stages at which its use is significant.



Author(s):  
Yakira Mirabito ◽  
Kosa Goucher-Lambert

Abstract Ongoing work within the engineering design research community seeks to develop automated design methods and tools that enhance the natural capabilities of designers in developing highly innovative concepts. Central to this vision is the ability to first obtain a deep understanding of the underlying behavior and process dynamics that predict successful performance in early-stage concept generation. The objective of this research is to better understand the predictive factors that lead to improved performance during concept generation. In particular, this work focuses on the impact of idea fluency and timing of early-stage design concepts, and their effect on overall measures of ideation session success. To accomplish this, we leverage an existing large-scale dataset containing hundreds of early-stage design concepts; each concept contains detailed ratings regarding its overall feasibility, usefulness, and novelty, as well as the completion time of each idea. Surprisingly, results indicate that there is no effect of idea fluency or timing on the quality of the output when using a holistic evaluation mechanism, such as the innovation measure, instead of a single measure such as novelty. Thus, exceptional concepts can be achieved by all generator segments independent of idea fluency. Furthermore, in early-stage concept generation sessions, highest-rated concepts have an equal probability of occurring early and late in a session. Taken together, these findings can be used to improve performance in ideation by effectively determining when and which types of design interventions future design tools might suggest.



2015 ◽  
Vol 137 (7) ◽  
Author(s):  
Anders Häggman ◽  
Geoff Tsai ◽  
Catherine Elsen ◽  
Tomonori Honda ◽  
Maria C. Yang

Gathering user feedback on provisional design concepts early in the design process has the potential to reduce time-to-market and create more satisfying products. Among the parameters that shape user response to a product, this paper investigates how design experts use sketches, physical prototypes, and computer-aided design (CAD) to generate and represent ideas, as well as how these tools are linked to design attributes and multiple measures of design quality. Eighteen expert designers individually addressed a 2 hr design task using only sketches, foam prototypes, or CAD. It was found that prototyped designs were generated more quickly than those created using sketches or CAD. Analysis of 406 crowdsourced responses to the resulting designs showed that those created as prototypes were perceived as more novel, more aesthetically pleasing, and more comfortable to use. It was also found that designs perceived as more novel tended to fare poorly on all other measured qualities.



2021 ◽  
pp. 1-29
Author(s):  
Yakira Mirabito ◽  
Kosa Goucher-Lambert

Abstract Ongoing work within the engineering design research community seeks to develop automated design methods and tools that enhance the natural capabilities of designers in developing highly innovative concepts. Central to this vision is the ability to first obtain a deep understanding of the underlying behavior and process dynamics that predict successful performance in early-stage concept generation. The objective of this research is to better understand the predictive factors that lead to improved performance during concept generation. In particular, this work focuses on the impact of idea fluency and timing of early-stage design concepts, and their effect on overall measures of ideation session success. To accomplish this, we leverage an existing large-scale dataset containing hundreds of early-stage design concepts; each concept contains detailed ratings regarding its overall feasibility, usefulness, and novelty, as well as when in the ideation session the idea was recorded. Surprisingly, results indicate that there is no effect of idea fluency or timing on the quality of the output when using a holistic evaluation mechanism, such as the innovation measure, instead of a single measure such as novelty. Thus, exceptional concepts can be achieved by all participant segments independent of idea fluency. Furthermore, in early-stage concept generation sessions, highest-rated concepts have an equal probability of occurring early and late in a session. Taken together, these findings can be used to improve performance in ideation by effectively determining when and which types of design interventions future design tools might suggest.



2021 ◽  
pp. 106968
Author(s):  
V. Cipolla ◽  
K. Abu Salem ◽  
G. Palaia ◽  
V. Binante ◽  
D. Zanetti


2021 ◽  
Vol 1 ◽  
pp. 11-20
Author(s):  
Owen Freeman Gebler ◽  
Mark Goudswaard ◽  
Ben Hicks ◽  
David Jones ◽  
Aydin Nassehi ◽  
...  

AbstractPhysical prototyping during early stage design typically represents an iterative process. Commonly, a single prototype will be used throughout the process, with its form being modified as the design evolves. If the form of the prototype is not captured as each iteration occurs understanding how specific design changes impact upon the satisfaction of requirements is challenging, particularly retrospectively.In this paper two different systems for digitising physical artefacts, structured light scanning (SLS) and photogrammetry (PG), are investigated as means for capturing iterations of physical prototypes. First, a series of test artefacts are presented and procedures for operating each system are developed. Next, artefacts are digitised using both SLS and PG and resulting models are compared against a master model of each artefact. Results indicate that both systems are able to reconstruct the majority of each artefact's geometry within 0.1mm of the master, however, overall SLS demonstrated superior performance, both in terms of completion time and model quality. Additionally, the quality of PG models was far more influenced by the effort and expertise of the user compared to SLS.





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