Comparing the Effects of Design Interventions on the Quality of Design Concepts As a Reflection of Ideation Flexibility

Author(s):  
Daniel Henderson ◽  
Kathryn Jablokow ◽  
Shanna Daly ◽  
Seda McKilligan ◽  
Eli Silk

Various interventions (i.e., methods and tools that guide design work) have been developed to support successful idea generation in a design process. Our previous research explored the impacts of three such design interventions: cognitive-style based teaming, problem framing, and design heuristics. In this work, we looked across these interventions to compare their effects on students’ design ideas. In particular, 966 design ideas collected from 152 undergraduate students in engineering and industrial design from two Midwestern universities were analyzed to investigate their quality with and without each design intervention. Statistically significant differences were observed for the teaming and problem framing interventions. This study has implications for design educators in how design interventions might be used to affect students’ design solutions.

2019 ◽  
Vol 141 (3) ◽  
Author(s):  
Daniel Henderson ◽  
Kathryn Jablokow ◽  
Shanna Daly ◽  
Seda McKilligan ◽  
Eli Silk ◽  
...  

Many tools, techniques, and other interventions have been developed to support idea generation within the design process. In previous research, we explored the separate effects of three such design interventions: teaming, problem framing, and design heuristics. In the teaming intervention, participants discussed a design prompt together but recorded their own ideas separately. In problem framing, multiple versions (framings) of each design prompt were used to elicit different solutions. In design heuristics, participants used specially designed cards to prompt new ways of thinking about the given design problem. In the current work, we compared the effects of these three interventions on students' design ideas with respect to one idea attribute in particular—quality. In total, 1088 design concepts were collected from 171 undergraduate students in engineering and industrial design from two universities. Individual cognitive style was also assessed using Kirton's Adaption–Innovation inventory (KAI). Six metrics taken from the design literature were used to assess the quality of each concept, namely: acceptability, applicability, clarity, effectiveness, implementability, and implicational explicitness. Paired t-tests and Pearson correlations were used to assess differences in quality between concepts generated with and without the three interventions; in addition, secondary effects were sought based on the cognitive styles and academic standings of the participants. Statistically significant differences were observed in design concept quality for the teaming and design heuristics interventions over the full sample and for some subgroups separated by cognitive style and academic standing. These results have implications for how educators teach design interventions and how students choose and apply interventions to affect the quality of their own design solutions.


Author(s):  
Ji Han ◽  
Dongmyung Park ◽  
Feng Shi ◽  
Liuqing Chen ◽  
Min Hua ◽  
...  

Creativity is a crucial element of design. The aim of this study is to investigate the driving forces behind combinational creativity. We propose three driven approaches to combinational creativity, problem-, similarity- and inspiration-driven, based on previous research projects on design process, strategy and cognition. A case study involving hundreds of practical products selected from winners of international design competitions has been conducted to evaluate the three approaches proposed. The results support the three driven approaches and indicate that they can be used independently as well as complementarily. The three approaches proposed in this study have provided an understanding of how combinational creativity functions in design. The approaches could be used as a set of creative idea generation methods for supporting designers in producing creative design ideas.


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):  
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.


2013 ◽  
Vol 5 (3) ◽  
pp. 1-22 ◽  
Author(s):  
Erik Kristiansen

The mobile culture has spawned a host of context-based products, like location-based and tag-based applications. This presents a new challenge for the designer. There is a need of design methods that acknowledge the context and allows it to influence the design ideas. This article focuses on a design problem where an in-situ design practice may further the early design process: the case of designing a pervasive game. Pervasive games are computer games, played using the city as a game board and often using mobile phones with GPS. Some contextual design methods exist, but the author proposes an approach that calls for the designer to conceptualise and perform ideas in-situ, that is on the site, where the game is supposed to be played. The problem was to design a creativity method that incorporated in-situ design work and which generated game concepts for pervasive games. The proposed design method, called sitestorming, is based on a game using Situationistic individual exploration of the site and different types of game cards, followed by a joint evaluation of the generated ideas. A series of evaluations showed that the designers found the method enjoyable to use, that the method motivated idea generation, and that using in-situ design influenced their design ideas.


Author(s):  
David G. Jansson ◽  
Srinivasa Ravi Shankar ◽  
Francis S. K. Polisetty

Abstract This paper reports on the development of a framework for the evaluation of design concepts early in the design process through the use of a set of Generalized Manufacturabi1ity Indices (GMI). The indices are aimed at providing designers with a deeper insight into design issues which affect manufacturabi1ity than is available from a pure cost estimate. It is argued that at very early stages of design, cost estimates are inappropriate. Also, the GMI’s provide a more quantitative estimate of the manufacturability of a design than the use of design guidelines. The generalized nature of the GMI’s enables application of this approach to very dissimilar designs. The merging of manufacturing issues upstream in the design process through the framework presented here, is expected to increase both the speed and quality of product design.


2021 ◽  
pp. 1-56
Author(s):  
Anastasia Schauer ◽  
Kenton Fillingim ◽  
Katherine Fu

Abstract The goal of this work is to study the way student designers use design for additive manufacturing (DfAM) rules, or heuristics. It can be challenging for novice designers to succeed at creating successful designs for additive manufacturing (AM), given its differences from traditional manufacturing methods. A study was carried out to investigate the way novices apply DfAM heuristics when they receive them at different points in the design process. A design problem was presented to students, and three different groups of student participants were given a lecture on DfAM heuristics at three different points in the design process. The novelty and quality of each of the resulting designs was evaluated. Results indicate that although the DfAM heuristics lecture had no impact on the overall quality of the designs generated, participants who were given the heuristics lecture after the initial design session produced designs that were better suited for 3D printing in the second phase of the design activity. However, receiving this additional information appears to prevent students from creatively iterating upon their initial designs, as participants in this group did not experience an increase in novelty between the two sessions. Additionally, receiving the heuristics lecture increased all students' perceptions of their ability to perform DfAM-related tasks. These results validate the practicality of design heuristics as AM training tools while also emphasizing the importance of iteration in the design process.


Author(s):  
Attakias T. Mertens ◽  
Christine A. Toh

Abstract Research in new product design still lacks an understanding of how the types of information used by designers can lead to more successful designs and what cognitive components are involved in the process of generating new ideas. Some theories have arisen that focus on memory usage that could have an impact in idea generation early on in the design process. As a first step to address this gap, an Information Archetypes Framework was developed in previous work to outline the different dimensions and levels of information commonly used by designers. This framework forms the basis of the current study, focused on identifying the underlying cognitive processes that are active during the design process. To accomplish this, undergraduate students were recruited from the University of Nebraska-Omaha. During the study, participants were presented a design problem, given information pieces that corresponded to the Information Archetypes Framework, and asked to generate ideas for a solution. Students were then asked to recall the information pieces from memory. Participants’ data were analyzed using Linguistic Inquiry Word Count (LIWC) for relevant cognitive mechanisms. Scores from LIWC captured the linguistic properties of information pieces and generated ideas, and this study was able to demonstrate that memory usage has both semantic and linguistic components that emerge during the conceptual design process.


Author(s):  
Attakias T. Mertens ◽  
Christopher McComb ◽  
Christine A. Toh

Abstract Research in new product design still lacks an understanding of how the types of information used by designers can lead to more successful designs and what cognitive components are involved in the process of generating new ideas. Some theories have arisen that focus on memory usage that could have an impact in idea generation early on in the design process. This framework forms the basis of the current study, focused on identifying the underlying cognitive processes that are active during the design process. To accomplish this, undergraduate students were recruited from the University of Nebraska-Omaha. During the study, participants were presented a design problem, given information pieces that corresponded to the Information Archetypes Framework, and asked to generate ideas for a solution. Students were then asked to recall the information pieces from memory. Participants’ data were analyzed using Latent Semantic Analysis in order to assess the similarities between generated ideas, recall, and information pieces. Results from this were assessed for relationships using Spearman correlations and simple regression. This study was able to demonstrate memory usage within the early design process.


Author(s):  
Hanif Budiman ◽  
Ibrahim Numan ◽  
Noor Cholis Idham

The aspect of expression is very important in design ideas, amidst the pressure of programming and procedural thoughts nowadays. The expression is a performance that was born from the deepening of a strong identity that makes us further involvement. Freehand drawing is believed to be an important activity that cannot be separated from an architectural design process. Freehand drawing is proven to be an effort that will increase awareness to produce creative thoughts that remain logical. The natural and organic character of a freehand drawing with its flexibility will be able to express the unique value of each design idea. It is very different when compared to the stereotypical technical line of mechanics. This paper aims to discuss the role of freehand drawing in improving the quality of expression during the design process. The discussion was carried out through a qualitative descriptive analysis based on the experience of carrying out freehand drawing courses and several freehand drawing learning and practices. The topic of the role of freehand drawing in the digital age is very strategic because it reminds us of the importance of the role of balance cognition for the design process in general. Keywords: design; expression; freehand drawing; identity.


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