USING THE DIGITAL CONTEXT TO OVERCOME DESIGN FIXATION: A STRATEGY TO EXPAND STUDENTS’ DESIGN THINKING

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.

2021 ◽  
Author(s):  
◽  
Brenda Saris-Brandon

<p>The focus of this thesis is on visual communication design (VCD) students’ engagement with creative design process learning within a transnational context. The context is an international partnership between a higher education institution in New Zealand and Hunan City University (HNCU) in China. The Chinese government is currently positioned in a third wave of an internationalisation strategy which encourages cooperative agreements with foreign or overseas institutional partners situated within Chinese universities. For design institutions in particular, the Made in China government initiative has led universities to actively engage with design education approaches imported from the west. The aim for Chinese institutions is to encourage student creativity in order to build on government aspirations to move China from a manufacturing, to an innovation and design led economy.   Cultural historic activity theory (CHAT) was used to analyse data from a VCD studio classroom at HNCU in China. A three-level hierarchy of artefacts model was developed for the analysis, which by extention offers a CHAT approach for creative design scenarios. The study had two phases. The first comprised two project-based case studies exploring how creative design process learning occurred when the students were exposed to design thinking. Students were organised into dyads to foster collaborative work for the projects, a branding project, and a cultural project involving illustration design. Data gathered through video stimulated recall interviews with eight dyad participants (sixteen VCD students) and 200 written reflections were analysed. The second phase of the research focused on understanding the cultural and historic pedagogical context. Eight semi-structured interviews were conducted with local teachers at HNCU, and observations were undertaken in Chinese language medium classrooms.  Underpinning the findings, are the ways in which Chinese design education practices at HNCU are shaped by an interweaving of Confucian thought within contemporary social and political tenets (e.g., striving for perfection). The analysis revealed that familiar and unfamiliar learning practices, including previous models encountered by students in the classroom, together with an adjustment to new practices, directly impacted student actions. Imported educational practices resulted in tensions and contradictions between step-by-step and iterative design thinking processes, and collaboration within the division of labour. Non-creative and creative activity outcome conclusions were drawn, and it is argued that a fresh perspective emerged.   A creative craft practice situated within its historic and cultural context exists at HNCU. Key to the idea of creative craft practice is that historic and current sociocultural contexts participate in the creative process and contextual elements such as materiality, and teaching practices which use imitation, repetition and precedents, are assembled. The practice contained deeply intertwined student object-oriented motives of product over process, and productions of excellence or perfection. Over time, the efficacy of these motives, alongside drawing from examples for conceptual development, led to enhanced student agency and engagement. This overall finding challenges the creativity deficit belief about students from China, and the originality syndrome imposed on VCD students. The contribution is timely owing to a dearth of studies about graphic or VCD education in general and the potential influence of transnational teaching on creative design process learning in China.</p>


Author(s):  
Scarlett R. Miller ◽  
Brian P. Bailey

Designers frequently use examples during the design process as a way to provide a visual framework, allow for re-interpretation and allow for evaluation of design ideas. Although the use of examples is an important part of the design process, little is known about how designers retrieve these examples or the characteristics of the example set designers collect for a given project. Knowledge of this behavior is important, as research has shown that using examples too similar to the design problem or too familiar to the designer can cause design fixation and hinder creativity. Therefore, the current study was conducted to provide insights into these example retrieval processes by monitoring 18 professional designers during a 90-minute design task complemented by surveys and interviews for an in-depth understanding of user behavior. We relate our results to research on design fixation and provide implications for the development of example finding tools.


2021 ◽  
Author(s):  
◽  
Brenda Saris-Brandon

<p>The focus of this thesis is on visual communication design (VCD) students’ engagement with creative design process learning within a transnational context. The context is an international partnership between a higher education institution in New Zealand and Hunan City University (HNCU) in China. The Chinese government is currently positioned in a third wave of an internationalisation strategy which encourages cooperative agreements with foreign or overseas institutional partners situated within Chinese universities. For design institutions in particular, the Made in China government initiative has led universities to actively engage with design education approaches imported from the west. The aim for Chinese institutions is to encourage student creativity in order to build on government aspirations to move China from a manufacturing, to an innovation and design led economy.   Cultural historic activity theory (CHAT) was used to analyse data from a VCD studio classroom at HNCU in China. A three-level hierarchy of artefacts model was developed for the analysis, which by extention offers a CHAT approach for creative design scenarios. The study had two phases. The first comprised two project-based case studies exploring how creative design process learning occurred when the students were exposed to design thinking. Students were organised into dyads to foster collaborative work for the projects, a branding project, and a cultural project involving illustration design. Data gathered through video stimulated recall interviews with eight dyad participants (sixteen VCD students) and 200 written reflections were analysed. The second phase of the research focused on understanding the cultural and historic pedagogical context. Eight semi-structured interviews were conducted with local teachers at HNCU, and observations were undertaken in Chinese language medium classrooms.  Underpinning the findings, are the ways in which Chinese design education practices at HNCU are shaped by an interweaving of Confucian thought within contemporary social and political tenets (e.g., striving for perfection). The analysis revealed that familiar and unfamiliar learning practices, including previous models encountered by students in the classroom, together with an adjustment to new practices, directly impacted student actions. Imported educational practices resulted in tensions and contradictions between step-by-step and iterative design thinking processes, and collaboration within the division of labour. Non-creative and creative activity outcome conclusions were drawn, and it is argued that a fresh perspective emerged.   A creative craft practice situated within its historic and cultural context exists at HNCU. Key to the idea of creative craft practice is that historic and current sociocultural contexts participate in the creative process and contextual elements such as materiality, and teaching practices which use imitation, repetition and precedents, are assembled. The practice contained deeply intertwined student object-oriented motives of product over process, and productions of excellence or perfection. Over time, the efficacy of these motives, alongside drawing from examples for conceptual development, led to enhanced student agency and engagement. This overall finding challenges the creativity deficit belief about students from China, and the originality syndrome imposed on VCD students. The contribution is timely owing to a dearth of studies about graphic or VCD education in general and the potential influence of transnational teaching on creative design process learning in China.</p>


Author(s):  
Joshua Fairchild ◽  
Scott Cassidy ◽  
Liliya Cushenbery ◽  
Samuel T. Hunter

In our fast-paced world, it is necessary for organizations to continually innovate in order to stay competitive. At the same time, technology is continually advancing, and tools to facilitate work are frequently changing. This forces organizations to stay abreast of current technologies, and also puts pressure on employees to utilize the technologies available to them in order to devise innovative solutions that further the organization’s goals. To date, there has been little research on how such technologies may best be used to facilitate such creative performance. The present chapter addresses this gap by integrating a model of the creative process from the psychology literature with technology literature from engineering and information technology. This chapter examines how specific technologies may influence performance at each stage of the creative process, and provides specific recommendations for how technology may be used to facilitate the development of creative solutions.


Author(s):  
Yujing Yang ◽  
Natalie Brik ◽  
Peter de Jong ◽  
Milene Guerreiro Goncalves

AbstractFraming is a crucial skill for connecting problem and solution spaces in the creative design process, both for individuals and teams. Frames are implicit in individuals’ cognitive thinking, but the creation of shared frames plays a vital role in collaborative design. Many studies have attempted to describe the framing process, but little is still known about how to support designers in framing, specifically in teams. This paper addresses this gap, by exploring the connection between sketching and framing within interdisciplinary teams. Following a qualitative and explorative approach, we have investigated the process and outcome of five interdisciplinary teams. We identified that sketching assists in the creation and elaboration of frames. Furthermore, in tandem with discussion and reflection, sketching helps increase the chance of a frame to survive within the design process. Our findings have practical and educational implications for improving the creative design process in interdisciplinary teams.


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.


2004 ◽  
Vol 10 (4) ◽  
pp. 430-444 ◽  
Author(s):  
Togar M. Simatupang ◽  
Indah Victoria Sandroto ◽  
S.B. Hari Lubis

Sign in / Sign up

Export Citation Format

Share Document