scholarly journals Seeker Exemplars and Quantitative Ideation Outcomes in Crowdsourcing Contests

Author(s):  
Tat Koon Koh ◽  
Muller Y. M. Cheung

Crowdsourcing ideation contests allow solution-seeking firms (seekers) to solicit ideas from external individuals (solvers). Contest platforms often recommend seekers to provide examples of solutions (i.e., seeker exemplars) to guide and inspire solvers in generating ideas. In this study, we delve into solvers’ ideation process and examine how different configurations of seeker exemplars affect the quantitative outcomes in solvers’ scanning, shortlisting, and selection of ideas. Results from an online experiment show that solvers generally search for, shortlist, and/or submit fewer ideas when shown certain seeker exemplars. In addition, solvers who submit fewer ideas tend to submit lower-quality ideas, on average. Thus, a key insight from this study is that showing seeker exemplars, which contest platforms encourage and seekers often do, could negatively affect quantitative ideation outcomes and thereby impair idea quality. To help mitigate these adverse ideation outcomes, we propose a few areas of which seekers should be mindful. We also suggest ways that contests’ platforms can contribute to the idea generation process that solvers undertake.

Author(s):  
Christian E. Lopez ◽  
Zixuan V. Zhao ◽  
Conrad S. Tucker

Abstract Engineering designers have a variety of methods at their disposal when it comes to communicating an idea (e.g., Linguistic, Pictorial, Virtual). Studies have explored how these methods affect the idea generation process, revealing that some methods can induce design fixation and reduce creativity. Moreover, studies reveal that depending on the communication methods and a receiver’s familiarity with the idea conveyed, the amount of relevant information transmitted could vary. Hence, based on previous studies, it is hypothesized that different communication methods and a receiver’s familiarity can impact a receiver’s ability to construct and interpret the information conveyed. To test this hypothesis, an experiment is conducted in which multiple methods are used to communicate different product ideas to individuals (N = 370). Participants are asked to describe the products in their own words and provide details about their functions. A text-mining approach is used to analyze the semantic structure of their responses. The results reveal that dissemination methods affect the consistency of participants’ responses, as well as the diversity of words used to describe a product idea or its functions. This knowledge can help designers in the selection of an appropriate method, given the design intention and help them leverage different methods to maximize communication effectiveness during the different stages of the design process.


Author(s):  
Jochen Schiewe

AbstractMaps that correctly represent the geographic size and shape of regions, taking into account scaling and generalization, have the disadvantage that small regions can easily be overlooked or not seen at all. Hence, for some map use tasks where small regions are of importance, alternative map types are needed. One option is the so-called equal area unit maps (EAUMs), where every enumeration unit has the same area size, possibly also the same basic shape such as squares or hexagons. The geometrical distortion of EAUMs, however, leads to a more difficult search for regions as well as a falsification of topological relationships and spatial patterns. To describe these distortions, a set of analytical measures is proposed. But it turns out that the expressiveness of these measures is rather limited. To better understand and to model the influence of distortions, two user studies were conducted. The study on the search in EAUMs (also with the aim of reconstruct the search strategies of the users) revealed how important it is to consider the local topology (e.g. corner or border positions of regions) during the generation process. With regard to pattern identification, it could be shown that EAUMs significantly increase the detection rate of local extreme values. On the other hand, global lateral gradients or geostatistical hot spots often get blurred or even lost. As a consequence, a task-oriented selection of map types and further developments are recommended.


2020 ◽  
Vol 20 (1) ◽  
Author(s):  
Anna K. M. Blackwell ◽  
Katie De-loyde ◽  
Gareth J. Hollands ◽  
Richard W. Morris ◽  
Laura A. Brocklebank ◽  
...  

2017 ◽  
Vol 21 (1) ◽  
pp. 6-12 ◽  
Author(s):  
Robyn Blakeman ◽  
Maureen Taylor

Today's advertising students are digital natives who grew up embracing technology in all facets of their lives. This study reports the results of a survey of 39 advertising creatives and art directors as they described the role that technology plays in the conceptualization process at advertising agencies around the country. The findings suggest that idea generation is still developed with pen and paper, but that computers are best suited for the final designs, as the ideation process moves to production. The research findings suggest ways forward in advertising pedagogy, especially curricula in the design sequences, as advertising educators teach the next generation of creatives.


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.


2002 ◽  
Vol 48 (8) ◽  
pp. 1042-1059 ◽  
Author(s):  
Gary L. Lilien ◽  
Pamela D. Morrison ◽  
Kathleen Searls ◽  
Mary Sonnack ◽  
Eric von Hippel

Traditional idea generation techniques based on customer input usually collect information on new product needs from a random or typical set of customers. The “lead user process” takes a different approach. It collects information about both needs and solutions from users at the leading edges of the target market, as well as from users in other markets that face similar problems in a more extreme form. This paper reports on a natural experiment conducted within the 3M Company on the effect of the lead user (LU) idea-generation process relative to more traditional methods. 3M is known for its innovation capabilities— and we find that the LU process appears to improve upon those capabilities. Annual sales of LU product ideas generated by the average LU project at 3M are conservatively projected to be $146 million after five years—more than eight times higher than forecast sales for the average contemporaneously conducted “traditional” project. Each funded LU project is projected to create a new major product line for a 3M division. As a direct result, divisions funding LU project ideas are projecting their highest rate of major product line generation in the past 50 years.


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.


2012 ◽  
Vol 134 (9) ◽  
Author(s):  
Vimal K. Viswanathan ◽  
Julie S. Linsey

Engineering idea generation is a crucial part of new product development, and physical modeling is a widely used tool. Despite the physical models’ popularity in the idea generation process, little is known about their effects on design cognition. The existing literature provides contradicting guidelines about their use in the design process. Product design firms call for the frequent use of physical models, but some studies suggest that physical models induce design fixation. The psychological literature indicates that physical representations, by supporting designers’ mental models of physical phenomena, might lead to more feasible designs. The advantages and disadvantages of physical models as idea generation tools need to be clarified to help designers decide when and where to implement them. Based on prior studies and anecdotal evidence, two hypotheses are tested: (1) physical models supplement designer’s mental models and (2) physical models induce design fixation. Two between-subject idea generation experiments with novice designers are conducted to evaluate these hypotheses. In the first pilot experiment, the participants generate ideas in three conditions: sketching only, building, and building and testing. This study is followed by a second experiment, in which a new condition called constrained sketching is added. In each condition, participants use the representation implied by the name of the condition. The percentage of ideas satisfying all design requirements indicates the physical models’ effect on the designers’ mental models. Novelty and variety are used as metrics for design fixation. The percentage of functional ideas quantified shows significant variation across the sketching and building conditions, whereas novelty and variety show no differences. These results support the argument that physical models supplement novice designer’s mental models. No evidence of fixation is observed, which contradicts the results of the prior observational studies. Hypothesized reasons for the apparently contradictory results are also presented.


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