scholarly journals The trade-off between design fixation and quality: Physical objects or multiperspective pictures?

PLoS ONE ◽  
2021 ◽  
Vol 16 (7) ◽  
pp. e0254933
Author(s):  
Danni Shen ◽  
Xuelin Yao ◽  
Defu Bao

Physical objects and their pictures are two main kinds of design stimuli of creative activity, which can improve design quality but may induce design fixation. Previous studies are focused on the case where participants face a single picture, and their design stimulus may be incomplete as compared with the participants facing objects. To fully explore the influence of physical and pictorial examples on design novices, we investigated design fixation and design quality when they were provided with multiperspective pictures having information remarkably similar to physical objects. Specifically, two novice groups individually created their own designs after observing several examples by the way of the above two presentation modes. These designs were evaluated by two evaluators in terms of similarity, originality, and completeness. Statistical analysis showed that no significant difference was found in similarity and originality between the two groups, whereas the designs of the physical group outperformed those of the pictorial group in terms of completeness. This finding indicated that the two groups showed the same degree of design fixation, as multiperspective pictures presented most of the form information of the physical object. The results suggest that when instructing design novices, it is essential to control how to present design examples at different stages of the design process.

Author(s):  
David Potočnik ◽  
Miran Ulbin ◽  
Bojan Dolšak

This paper presents a knowledge-based system capable of giving the designer quality support when making decisions from the aspect of modeling the reinforcement of a plate-press within a position of maximum compressive load, and by choosing suitable material for the plate. Based on the selected combination of reinforcement and material, this system acquaints the user with the size and position of the largest comparative stress, and the greatest nodal displacement in the load-direction. This system operates based on the implemented knowledge of experts in the execution of design, material selection, and numerical analysis based on the finite-element method (FEM), which was written with the help of parameters within the knowledge-base of the CATIA V5 CAD-system. Using this system gives the user an opportunity to reach conclusions that are crucial for designing a plate-press or pressure-loaded die-elements, in general. The results reveal that the system can dramatically shorten design time and improve design quality in comparison to manual design process.


Philosophy ◽  
1929 ◽  
Vol 4 (13) ◽  
pp. 64-75
Author(s):  
Olaf Stapledon

Common sense holds that a physical object is confined to a definite region of space, and that it endures through a definite period of time. It scatters effects through other regions and periods, but it is the cause of those effects, and is just where it is and not everywhere. Physically its existence may entail other objects, but logically it entails nothing whatever beyond the limits of a certain volume.


Author(s):  
Stephen R. Ellis ◽  
Urs J. Bucher

The influence of physically presented background stimuli on distance judgements to optically overlaid, stereoscopic virtual images has been studied using head-mounted stereoscopic, virtual image displays. Positioning of an opaque physical object either at the perceived depth of the virtual image or at a position substantially in front of it, has been observed to cause the virtual image to apparently move closer to the observer. In the case of physical objects positioned substantially in front of the virtual image, subjects often perceive the opaque object as transparent. Evidence is presented that the apparent change of position caused by interposition of the physical object is not influenced by the strengthening of occlusion cues but is influenced by motion of the physical objects which would attract the subjects ocular vergence. The observed effect appears to be associated with the relative conspicuousness of the overlaid virtual image and the background. This effect may be related to Foley's models of open-loop stereoscopic pointing errors which attributed the stereoscopic distance errors to misjudgment of a reference point for interpretation of retinal disparities. Some implications for the design of see-through displays for manufacturing will also be discussed briefly.


Author(s):  
Daniela Faas ◽  
Shuya Gong

This study explores whether changing design objectives during introductory mechanical engineering courses would improve design novelty and quality when these courses offer a competition element. Design fixation can occur when students are presented with the same design objective because the institutionalized “best” solutions are transferred from semester to semester and student to student. Design competitions are a popular way to teach the design and construction components, often with a focus on robotics. Some competitions are newly designed and rebuilt every single semester, requiring advanced planning and often high budgets. Others reuse a similar competition from year to year without any changes to the design objectives. This paper tries to answer whether or not students are building more novel designs when the competition changes from semester to semester. In this study, robots from four different configurations for a design-and-build activity were analyzed. The unchanged design prompt and 3 semesters of different design prompts were included in the study. The evaluations of the robots were based on the performance of the robots, the type and quality of the designs, and the relationship between the design competition and the robots. Results from this study suggest that changing design objectives (i.e. challenges found in a robotic competition) allows for a wider variation in the designs. While the average novelty did not change, students were no longer limited to and fixated on a very small range of designs.


2018 ◽  
Vol 2018 ◽  
pp. 1-9
Author(s):  
Liang Xia ◽  
Jingchun He ◽  
Yuanyuan Sun ◽  
Yi Chen ◽  
Qiong Luo ◽  
...  

The acceptable noise level (ANL) was defined by subtracting the background noise level (BNL) from the most comfortable listening level (MCL) (ANL = MCL − BNL). This study compared the ANL obtained through different methods in 20 Chinese subjects with normal hearing. ANL was tested with Mandarin speech materials using a loudspeaker or earphones, with each subject tested by himself or by the audiologist. The presentation and response modes were as follows: (1) loudspeaker with self-adjusted noise levels using audiometer controls (LS method); (2) loudspeaker with the subject signaling the audiologist to adjust speech and noise levels (LA method); (3) earphones with self-adjusted noise levels using audiometer controls (ES method); and (4) earphones with the subject signaling the audiologist to adjust speech and noise levels (EA method). ANL was calculated from three measurements with each method. There was no significant difference in the ANL obtained through different presentation modes or response modes sound. The correlations between ANL, MCL, and BNL obtained from each two methods were significant. In conclusion, the ANL in normal-hearing Mandarin listeners may not be affected by presentation modes such as a loudspeaker or earphones nor is it affected by self-adjusted or audiologist-adjusted response modes. Earphone audiometry is as reliable as sound field audiometry and provides an easy and convenient way to measure ANL.


Author(s):  
Jin-Wan Jo ◽  
Mi-Hae Shin ◽  
Young-Chul Kim

This study aims to examine the effect of consumers' involvement and affect intensity on the purchase intention of music items. In particular  domestically, there is no clear standard for judgment of plagiarism, and thus it is expected that plagiarism suspicion is likely to affect consumers' involvement and affect intensity, and as a result, their purchase intention as well. Accordingly, consumer characteristics (involvement, affect intensity) were chosen as independent variables, and consumers' purchase intention on music items as a subordinate variable, respectively. The first questionnaire-based survey was conducted before the awareness of plagiarism suspicion, followed by the second survey after the awareness of plagiarism suspicion. It turned out that the higher level of involvement and affect intensity, both of which are consumer characteristics, the higher level of purchase intention of music goods. While plagiarism suspicion caused C.R values to decrease in every item, a significant difference was observed only in the relation of ‘involvement - purchase intention’. This study shows that music items which involve plagiarism suspicion result in changes in consumers' purchase intention, which will cause damage to the creators and performers of related music items. Thus, for the development of the music industry and creative activity, tools and standards that can clearly distinguish plagiarism need to be developed.


2017 ◽  
Vol 20 (sup1) ◽  
pp. S1471-S1484 ◽  
Author(s):  
Younjoon Lee ◽  
Jaewoo Joo

2012 ◽  
Vol 487 ◽  
pp. 568-570
Author(s):  
Zhi Yi Mao

Also known as virtual reality or virtual reality environments virtual environment, is rapidly developing a comprehensive computer and interactive graphics technology, which integrates computer graphics, multimedia, artificial intelligence, multi-sensor, network parallel processing, the use of computer-generated three-dimensional space image synthesis technology to achieve the goal, through visual, hearing, touch, in order to render the graphics and animation, the viewer, "seeing is bright." Virtual reality technology is an integrated building design approach, designed to reduce labor intensity, shorten the design cycle, improve design quality, saving investment. Designers to design the building and engineering units can communicate with each other on the World Wide Web.


Author(s):  
Carlos Cardoso ◽  
Petra Badke-Schaub ◽  
Ana Luz

During design problem-solving designers frequently come across a variety of rich visual displays. While browsing for different external sources of information, pictorial representations of existing concepts take a relevant prominence. However, once designers start devising new solution ideas to design problems, they often become particularly influenced by the exemplars they come across. Inadequate and excessive reuse of existing (parts of) available solutions has been described as design fixation. Such behaviour has been discussed having an impact on creativity and innovation. The study presented here investigates the influence that two different types of pictorial representations (simple and rich stimuli) of a particular solution had upon industrial design students during an ideation phase. The findings clearly demonstrate high levels of design fixation on the pictorial examples utilised. The results also show the presence of both detrimental and beneficial aspects on the quality of the ideas generated. Lastly, the outcome of this study reports on how the originality of the solutions created by the groups primed with existing solutions was significantly hindered. Reasons for the occurrence of design fixation are discussed in light of its implications to design quality and originality; and ultimately, to the use of pictorial information in design practice.


Author(s):  
David J. French ◽  
Brett Stone ◽  
Thomas T. Nysetvold ◽  
Ammon Hepworth ◽  
W. Edward Red

Real-time simultaneous multi-user (RSM) computer-aided design (CAD) is currently a major area of research and industry interest due to its potential to reduce design lead times and improve design quality through enhanced collaboration. Minecraft, a popular multi-player online game in which players use blocks to design structures, is of academic interest as a natural experiment in collaborative 3D design of very complex structures. Virtual teams of up to forty simultaneous designers have created city-scale models with total design times in the thousands of hours. Using observation and a survey of Minecraft users, we offer insights into how virtual design teams might effectively build, communicate, and manage projects in an RSM CAD design environment. The results suggest that RSM CAD will be useful and practical in an engineering setting with several simultaneous contributors. We also discuss the potential effects of RSM CAD on team organization, planning, design concurrency, communication, and mentoring.


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