Three driven approaches to combinational creativity: Problem-, similarity- and inspiration-driven

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):  
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.


Author(s):  
Juliette Brun ◽  
Chloé Salembier ◽  
Benjamin Loubet ◽  
Alexandra Jullien

AbstractDespite the increasing demand to develop cross-disciplinary research projects, designing collaborative research still prove to be difficult due to both scientific specialization and organizational issues. In this paper, we explore how innovative design dynamics can be developed between researchers to collectively build research projects that could become common purposes for collaboration. This work relies on a case study led with the newly formed Eco&Phy research team, who applied an innovative design process to initiate collaboration and design its scientific agenda for the next 5 years. This process was built based on both KCP and matching-building methodologies: it included an initialization phase, during which the team strategically chose topics to be explored, and exploration phases, during which researchers collectively developed new knowledge and concepts to build cross-disciplinary projects. At the end of the design process, the team had developed two new research lines that were integrated in its official agenda. In conclusion, the article discusses the relevance of design approaches to develop original collaborative research through dedicated innovation processes.


Author(s):  
Ji Han ◽  
Min Hua ◽  
Feng Shi ◽  
Peter R. N. Childs

AbstractCombinational creativity is a significant element of design in supporting designers to generate creative ideas during the early phases of design. There exists three driven approaches to combinational creativity: problem-, similarity- and inspiration-driven. This study provides further insights into the three combinational creativity driven approaches, exploring which approach could lead to ideas that are more creative in the context of practical product design. The results from a case study reveal that the problem- driven approach could lead to more creative and novel ideas or products compared with the similarity- and inspiration-driven approach. Products originating from the similarity- and inspiration-driven approach are at comparable levels. This study provides better understanding of combinational creativity in practical design. It also delivers benefits to designers in improving creative idea generation, and supports design researchers in exploring future ideation methods and design support tools employing the concept of 'combination'.


2019 ◽  
Vol 66 ◽  
pp. 01040 ◽  
Author(s):  
Gülsüm Damla Aşkın

The design process in Interior Architecture education is the basis of all the studio courses and design-oriented courses. In this process, it is important for students to develop their creative thoughts and find different ideas. Students find it difficult to produce creative design ideas. As well as producing ideas, students also have difficulty in determining problem status and performing user analysis. In this respect, implementation of different methods and activities are important in the process. One of these methods is the integration of gamification into the design education. This education method was conducted as a workshop with a group of Interior Design students during the Spring term of 2018–2019 in İstanbul Şehir University. The students who took the project course for the first time were included in the research. In the workshop, firstly, the game ”Who? With Whom? Where? How?" was played manually, and the user ID was defined. Secondly, the results of the game were converted to the function scheme. After the study, a survey was conducted with the students. It was observed that the method of gamification increased the motivation of the students and offered more than one alternative in design process compared to the traditional thinking methods.


2019 ◽  
Author(s):  
Chanjuan Chen ◽  
Melanie Carrico ◽  
Krissi Riewe ◽  
Lauren Ashley Rougeaux-Burnes ◽  
Sheri Dragoo

Author(s):  
Song Li ◽  
Yan Li ◽  
Wenqiang Li ◽  
Chen Chen

During product design process, conventional case-based reasoning (CBR) has shown significant applications in coping with new problems by recalling and reusing solutions in old context. However, conventional CBR still lacks effective methods to assist designers in generating creative design solutions of identified problems during modification stage. To make up for this deficiency, an extended CBR (ECBR) method characterized by two retrieval stages is proposed in this paper. The former retrieval stage is aimed to retrieve the most similar source case for design reusing, and the latter one is designed to assist designers in searching for relevant function units to generate creative design ideas for final design solution. A five-tuple knowledge model of product case is presented. It includes both specific design information for design reusing and abstract function units for generating creative design ideas. To effectively organize these case information, a hierarchy knowledge model of case base is established. It consists of case type layer, product case layer, and function unit layer. A corresponding retrieval strategy is presented to deal with different retrieval goals. To improve the performance of ECBR method in modification stage, the substance-attribute-function-cause analysis model and TRIZ tools are integrated together to aid problem analysis and problem-solving of retrieved product case. Finally, a new product conceptual design process is proposed based on ECBR method and the conceptual design of a smokeless barbecue equipment is employed as an example to verify the feasibility and effectiveness of ECBR method.


2018 ◽  
Vol 4 ◽  
Author(s):  
Ji Han ◽  
Feng Shi ◽  
Liuqing Chen ◽  
Peter R. N. Childs

Idea generation is significant in design, but coming up with creative ideas is often challenging. This paper presents a computer-based tool, called the Combinator, for assisting designers to produce creative ideas. The tool is developed based on an approach simulating aspects of human cognition in achieving combinational creativity. It can generate combinational prompts in text and image forms through combining unrelated ideas. A case study has been conducted to evaluate the Combinator. The study results indicate that the Combinator, in its current formulation, has assisted the tool users involved in the case study in improving the fluency of idea generation, as well as increasing the originality, usefulness, and flexibility of the ideas generated. The results also indicate that the tool could benefit its users in generating high-novelty and high-quality ideas effectively. The Combinator is considered to be beneficial in expanding the design space, increasing better idea occurrence, improving design space exploration, and enhancing the design success rate.


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.


Author(s):  
Han Hee Choi ◽  
Mi Jeong Kim

Design fixation has been described as a lack of flexibility in relation to a limited set of design ideas. This study empirically sought to use different strategies to overcome various forms of design fixation. As strategic approaches to negating design fixation, a digital world that has no physical limitations was selected as a thinking expansion motif and an abstract task was given as a design problem. It was anticipated that combining limitlessness of the digital world with an abstract design task would break design fixation, leading to a creative design process. The results supported the usefulness of the adopted strategies. The combination of the digital context and the design task overcame participants’ design fixation and encouraged the creative design process by generating thinking expansion. Further, combining ‘Team Based Learning’ and an ‘abstract design task in a digital context’ led to natural brainstorming and problem solving that exhibited co-evolution. In conclusion, the digital context is one of promising strategies that could be used as a thinking motif to expand students’ design thinking and promote ‘creativity’ in education.


Author(s):  
Seth R. Crouch ◽  
Gregory M. Mocko

Requirements are an essential element to engineering design as they are used to focus idea generation during conceptual design, provide criteria for decision making during concept selection, and verify the chosen concept fulfills product needs. Because they are essential to the entire design process, emphasis must be placed on ensuring that they are correct. This research focuses on a value-based methodology useful for challenging and validating established requirements. A case study was conducted on an industry-sponsored project to use this value-based process on the requirements that constrain the design of an automotive seat. A human anthropomorphic model, comfort value model, occupant safety model, and a model of an automotive seat are integrated to establish an H-point travel window to maximize the safety and comfort of an automotive seating structure. This case study shows that this approach provides evidence to establish requirements based on value to the human rather than legacy seating requirements.


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