Agile Forward-Reverse Requirements Elicitation as a Creative Design Process: A Case Study of Illimitable Space System v2

2017 ◽  
Vol 20 (3) ◽  
pp. 3-37 ◽  
Author(s):  
Serguei A. Mokhov ◽  
Miao Song ◽  
Satish Chilkaka ◽  
Zinia Das ◽  
Jie Zhang ◽  
...  
2019 ◽  
Author(s):  
Chanjuan Chen ◽  
Melanie Carrico ◽  
Krissi Riewe ◽  
Lauren Ashley Rougeaux-Burnes ◽  
Sheri Dragoo

Author(s):  
SHAWHONG SER

Logo diiktiraf sebagai satu bentuk komunikasi visual untuk mewakili individu, organisasi dan perusahaandalam bentuk tanda grafi k (tanda), simbol atau jata. Dalam bidang reka bentuk grafi k, “Reka bentukLogo”, adalah bidang penting serta cabaran yang paling sukar untuk disempurnakan. Oleh itu, untukmerekabentuk logo, pereka memerlukan proses reka bentuk yang sistematik untuk menghasilkan logoyang berkualiti. Oleh kerana keperluan ini, proses reka bentuk logo sebagai siri langkah atau perumusanyang bersesuaian yang direka oleh pereka dalam mewujudkan reka bentuk ‘logo berfungsi’ telah dikajisecara meluas oleh ahli akademik dan profesional reka bentuk. Dalam makalah ini, penyelidik sangattertarik dalam reka bentuk grafi k, penyelidik juga telah mencadangkan proses reka bentuk kreatif untukreka bentuk logo, dikenali sebagai “Five-I Logo Design Process”. Penyelidikan ini ditulis berdasarkanpendekatan penyelidikan etnografi auto dalam membincangkan proses reka bentuk kreatif yang memberitumpuan kepada amalan reka bentuk logo. Kertas ini ditadbir dalam tiga bahagian. (1) Semakan danperbincangan mengenai proses reka bentuk logo (2) Cadangan “Five-I Logo Design Process” untuk rekabentuk dan pembangunan logo. (3) Kajian kes pelaksanaan “Five-I Logo Design Process”. Diharapkankertas kerja ini akan memberikan gambaran mengenai pemahaman proses reka bentuk kreatif khususnyauntuk amalan reka bentuk logo. Logo is recognized as a form of visual communication to represent an individuals, organizations andenterprises in a form of the graphic mark (sign), symbol or emblem. In the fi eld of graphic design, “Logodesign”, is an important area as well as most difficult challenge to perfect. Therefore, to design a logo,designers need a systematic design process to guide them to reach an effective and efficient solution.Due to this requirement, logo design process as a methodical series of steps or formulation that designersemploy in creating ‘functional logo’ design has been widely studied by design academia and professionals.In this paper, to respond on the research scholarly interest in graphic design, the researcher has madean attempt to propose a creative design process for logo design, known as “Five-I Design Process”.The research is written based on auto ethnographical research approach in discussing creative designprocess which is focused on logo design practice. The paper is organized in three sections. (1) Reviewand discussion on logo design processes (2) Propose “Five-I Logo Design Process” for logo design anddevelopment. (3) Case study on implementation of “Five-I Logo Design Process”. It is hoped that thispaper will provide insights into an understanding of creative design process implementation particularlyfor logo design practice.


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

2015 ◽  
Author(s):  
◽  
Tilanka Chandrasekera

The aim of the study is to investigate how VR and AR interfaces affect the creative design process in design education. Theories from cognitive psychology, information sciences, and design cognition are provide an explanatory mechanism to indicate that epistemic action reduces cognitive load, thereby reducing fixation in the design process and enhancing the creative design process. Thirty undergraduate design students were randomly divided into two groups that used AR or VR to complete a simple project that required students to design the interior of an office. Mixed qualitative and quantitative methods were used. A linkography protocol was used to understand the effect of different interfaces on the creative design process and a questionnaire was administered to examine the effect of user characteristics on the creative design process. Results of the study indicated that AR interfaces tend to encourage more epistemic actions during the design process than the VR interfaces. Epistemic actions were found to reduce the cognitive load thereby reducing fixation in the creative design process. From calculating entropy of the design process, AR appeared to provide a more conducive environment for creativity than VR. The second part of the study focuses on how individual characteristics of the students moderate the effect of technology traits in enhancing the creative design process. Learner preferences were analyzed through learning styles and technology acceptance was measured to understand how different learning styles affect technology acceptance of the two media types of AR and VR. The theoretical background suggests that perceived ease of use correlates with creativity. Hence, learner preferences were hypothesized to affect the use of different types of media in the creative design process. The results did not indicate that learner preferences affected the creative design process but did support the conclusion that certain user preferences lead to higher acceptance levels for technology.


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