It Rings a Bell! Memory’s Impact on Information Utilization by Novice Designers in the Early 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.


2021 ◽  
Vol 104 (3) ◽  
pp. 003685042110381
Author(s):  
Wan Yan-Jian ◽  
Wang Jun ◽  
Wang Yong-Wei ◽  
Du Xin-Fa ◽  
Xie Sheng-Long ◽  
...  

Innovative product design is essentially an activity involving creative cognitive thinking. Therefore, research on the innovative design process and of methods, computer-aided innovation tools should be conducted based on systematic exploration based on the principles of innovative cognitive thinking. We aim to uncover some general principles that can serve as a systematic thinking framework for product designers, provide a feasible framework and method of innovative thinking for designers, and provide theoretical and methodological support for further development of computer-aided innovation platforms. This paper summarizes the sources and content of studies on the idea generation and design processes behind product innovation. Specifically, we break down the general innovative design process of products, outlining the cognitive mechanisms and propose an integrated application strategy that incorporates multiple methods. And taking “the solution program to the coking of oily sludge pyrolysis equipment” as an example, this paper demonstrated and verified the effectiveness and practicability of the method and strategy proposed. Based on the results on improvements in the equipment, the designers put forward some creative and implementable design schemes. The entire thinking process was relatively smooth and efficient. The example presented in this paper shows that the proposed method can effectively guide/assist/motivate designers to think creatively.


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.


2020 ◽  
Vol 12 (5) ◽  
pp. 1953 ◽  
Author(s):  
Lore Veelaert ◽  
Els Du Bois ◽  
Ingrid Moons ◽  
Patrick De Pelsmacker ◽  
Sara Hubo ◽  
...  

As designing with recycled materials is becoming indispensable in the context of a circular economy, we argue that understanding how recycled plastics are perceived by stakeholders involved in the front end of the design process, is essential to achieve successful application in practice, beyond the current concept of surrogates according to industry. Based on existing frameworks, 34 experiential scales with semantic opposites were used to evaluate samples of three exemplary recycled plastics by two main industrial stakeholders: 30 material engineers and 30 designers. We describe four analyses: (i) defining experiential material characteristics, (ii) significant differences between the materials, (iii) level of agreement of respondents, and (iv) similarities and differences between designers and engineers. We conclude that the three materials have different perceptual profiles or identities that can initiate future idea generation for high-quality applications. The study illustrates the potential of this evaluation method. We propose that designers can facilitate the valorization and adoption of these undervalued recycled materials, first by industry and ultimately by consumers as well.


2015 ◽  
Author(s):  
Shraddha Sangelkar ◽  
Charlotte de Vries ◽  
Omar Ashour ◽  
William Lasher

2017 ◽  
Vol 20 (3) ◽  
pp. 446-462 ◽  
Author(s):  
Taran Thune ◽  
Magnus Gulbrandsen

Purpose The purpose of this paper is to investigate how a combination of diverse sources of knowledge is important for generation of new ideas and address how institutional infrastructures and practices support integration of knowledge across organizations in medicine and life sciences. Design/methodology/approach The paper investigates new product ideas that emerge from hospital and university employees, and looks at the extent of interaction between clinical and scientific environments in the idea generation process. The paper utilizes data about all new product ideas within life science that were reported in South-Eastern Norway in 2009-2011, as well as information about the individuals and teams that had been involved in disclosing these ideas. Interviews with inventors have also been carried out. Findings Interaction and integration across scientific and clinical domains are common and important for generating new product ideas. More than half of the disclosed life science ideas in the database come from groups representing multiple institutions with both scientific and clinical units or from individuals with multiple institutional affiliations. The interviews indicate that the infrastructure for cross-domain interaction is well-developed, particularly for research activities, which has a positive effect on invention. Originality/value The paper uses an original data set of invention disclosures and investigates the hospital-science interface, which is a novel setting for studies of inventive activities.


Author(s):  
Evelyn Olakitan Akinboro ◽  
Taylor Morenikeji Olayinka

The chapter examined the impact of social media on information retrieval among undergraduate students in Faculty of Management Science, University of Ilorin. It determined the social media network that undergraduate students are more exposed to for retrieving information, identifying the differences in undergraduate students' usage of social media network for information retrieval based on gender and age brackets, exploring preference for social media compared to other sources of information retrieval system available for students, exploring the types of information retrieved from social media network, and identifying the challenges faced by undergraduates in the use of social media networks. The population of the study was comprised of 3,634 students out of which a sample of 360 was chosen through stratified random technique. A self-designed questionnaire was used to collect data. Five research questions were developed and answered by the study. The findings revealed that undergraduate students' exposure to social media is very high.


2012 ◽  
pp. 211-222
Author(s):  
Satu Miettinen

Service design is establishing itself as a method for developing services and service business. Service needs, new ideas and ways to utilise technology are encountered when the customer and the end user participate in the design process. This chapter focuses on service design methods and the process of how service design can help in innovating customer-orientated service concepts for e-tourism. Service design connects the areas of cultural, social and human interaction. Use of design methods acts as a link between the different views in the service design process. Service design is an emerging field where the terminology and methods are still developing. Mager (2009) has pointed out that the need for service design is evident, as economic development has changed dramatically during the last four decades from manufacturing to provision of information and services. Service design looks at service development from the designer’s point of view. Design thinking has the ability to create concepts, solutions and future service experiences for users.


Author(s):  
Ervin Garip ◽  
Ceren Çelik

Design process has its own structure which is affected by many aspects. Moreover, there are many tools that contribute in this multidimensional process. Within the framework of this chapter, the tectonics is suggested as a directive tool through the design process. Istanbul Technical University Interior Design students' second year studio, where tectonics was used as a spatial perception tool, was examined. The main title of the studio was festival space design, where festivals were discussed as a performance scene for urban interiors. The main idea of suggested method is to consider environmental aspects in different scales and project those findings to tectonics. The main purpose of this project is to create a new perspective to interior design studio approach. The subject of the project was shaped within the framework of testing that interior architecture is not independent from architectural elements contextually and phenomenologically and that environmental decisions and architectural tectonics can be used as a data to put forth the new ideas for interior design methodology.


2014 ◽  
Vol 10 (3) ◽  
pp. 44-62 ◽  
Author(s):  
Jennifer A. Nicholson ◽  
Darren B. Nicholson ◽  
Patrick Coyle ◽  
Andrew Hardin ◽  
Anjala S. Krishen

While the potential value of Virtual World Technologies (VWTs) lies in their promise to facilitate communication through new and novel forms of collaboration, there is a lack of prior research that examines how VWTs compare to other types of information and communication technologies (ICT) commonly used to support collaborative work. This study investigates the effects of VWTs on group ideation outcomes; specifically, it compares the use of Second Life to a chat environment for idea generation tasks. As hypothesized, groups using VWTs for an idea generation task generated significantly more unique ideas and enjoyed using the environment more than the chat environment. Contrary to our predictions, no significant difference between the two environments was observed for satisfaction, group cohesion, and social presence.


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