scholarly journals CREATIVITY FORWARD: A FRAMEWORK THAT INTEGRATES DATA ANALYSIS TECHNIQUES TO FOSTER CREATIVITY WITHIN THE CREATIVE PROCESS IN USER EXPERIENCE CONTEXTS

2021 ◽  
Vol 14 (1) ◽  
pp. 51-73
Author(s):  
Juan Carlos Quinones-Gomez

The latest technological advancements allow users to generate a large volume of data related to their experiences and needs. However, the absence of an advanced methodology that links the big data and the creative process prevents the effective use of the data and extracting all its potential and knowledge in this context, which is crucial in offering user-centred solutions. Incorporating data creatively and critically as design material can help us learn and understand user needs better. Therefore, design can bring deeper meaning to data, just as data can enhance design practice. Accordingly, this work raises a reflection on whether designers could appropriate the workflow of data science in order to integrate it into the research process in the creative process within a framework of user experience analysis. The proposed model: data-driven design model, enhances the exploratory design of problem space and assists in the creation of ideas during the conceptual design phase. In this way, this work offers an integrated vision, enhancing creativity in industrial design as an instrument for the achievement of the proper and necessary balance between intuition and reason, design, and science.

Author(s):  
Honghai LI ◽  
Jun CAI

The transformation of China's design innovation industry has highlighted the importance of design research. The design research process in practice can be regarded as the process of knowledge production. The design 3.0 mode based on knowledge production MODE2 has been shown in the Chinese design innovation industry. On this cognition, this paper establishes a map with two dimensions of how knowledge integration occurs in practice based design research, which are the design knowledge transfer and contextual transformation of design knowledge. We use this map to carry out the analysis of design research cases. Through the analysis, we define four typical practice based design research models from the viewpoint of knowledge integration. This method and the proposed model can provide a theoretical basis and a path for better management design research projects.


Author(s):  
Oleksandra Bazko ◽  
◽  
Nataliia Yushchenko ◽  

The article proposes a conceptual model for improving the efficiency of project activities at the local level. The essence of project activity efficiency is determined and the basic approaches to the analysis of criteria and factors of project activity success in general are analyzed. The factors during the organization of group project activities are generalized and analyzed, including social-psychological, external-organizational factors and the level of readiness of territorial communities for project activities. It is determined that the level of readiness of territorial communities to carry out project activities is a set of motives, knowledge, skills, abilities, methods of project actions, personal qualities that ensure the successful interaction of its subjects. It is substantiated that the concept of the offered model consists in the most effective use of possibilities of group project activity for maintenance of qualitative formation of communicative competence of territorial communities, their personal and professional development. The key components of the proposed model are: conceptual-target, functional, structural, diagnostic. It is determined that the main purpose of the conceptual-target component is to form communicative competence, mastering the methods of solving problem-oriented tasks by means of project activities. The functional component of the model includes the identification of the entities on which the effectiveness of the project activity depends, and which carry out its evaluation. It was found that the structural component of the model contains the stages according to which project activities should be organized at the local level. The diagnostic component of the model contains criteria and indicators, levels, means of evaluating the effectiveness of project activities. Within this component, three levels of project activity efficiency (low, medium, high) are defined on the basis of taking into account the results achieved in the project activity process.


Author(s):  
Kung-Teck Wong ◽  
Mazura @ Mastura Binti Muhammad ◽  
Norazilawati Binti Abdullah

The effective use of an interactive whiteboard (IWB) in teacher-education institutions depends strongly on student teachers’ intention of using it. Despite the recent surge in published research on the widespread applications for IWB in teaching and learning, few have developed a model to elucidate the elements which contribute to student teachers’ intention to use IWB. The aim of this study was to develop a model which demonstrates the variables that affect student teachers’ intentions and which also explain their interactions. The proposed IWB intention to use research model is based on prominent educational technology acceptance theories and models. Five variables (technology self-efficacy, performance expectancy, effort expectancy, social influence, and intention to use) were selected to build a model for this study. Structural Equation Modelling (SEM) was used for this study to identify the predictors and the model fit. The proposed model has accounted for 47.6% of the variance in the intention to use IWB.


2012 ◽  
Vol 7 (4) ◽  
pp. 52 ◽  
Author(s):  
Rebekah Willson

Objective – To test the assumption that giving students time to research independently during a one-shot information literacy instruction (ILI) session, combined with scaffolding, is an effective pedagogical practice and a good use of class time. Methods – The study was conducted at a student-focused, four-year undergraduate institution with 8,500 full load equivalent students. Following brief, focused instruction in 10 different ILI sessions, first-, second-, and third-year students in 80-minute one-shot ILI sessions were given time to research independently. The librarian and instructor were present to scaffold the instruction students received. Students were asked to track the research they did during class using a research log and to fill out a short Web survey about their preparedness to do research and the usefulness of the ILI session. Results – Students agreed to have 83 research logs and 73 Web surveys included in the study. Students indicated that they felt more prepared to do research for their assignment after the ILI session and rated individual help from the librarian as the most useful aspect of the instruction session. Students did not rate independent time to do research as valuable as anticipated. Examining the research logs indicated that several things are taking place during the ILI session, including that students are demonstrating what was taught in the session in their searches, that their searches are progressing in complexity, and that students are using feedback from previous searches to inform the formulation of search queries. While students appear to be putting independent search time to good use, many students’ articulation of their thesis statement remains poor and searches continue to be fairly simplistic. Conclusions – This study gives evidence that giving independent research time in ILI sessions, with scaffolding, is an effective use of class time. The study also demonstrates that the majority of students are able to use what is taught during classes and that they are using class time effectively, though searching remains fairly simple. The focus of ILI sessions is on skill development, and future research should be on integrating IL into the curriculum to develop more complex skills and thinking needed in the research process.


Mosaic ◽  
2012 ◽  
Author(s):  
Paco González

Fabien Girardin is a co-founder of the Near Future Laboratory a thinking, making, design, development and research practice speculating on the near future possibilities for digital worlds. He is active in the domains of user experience, data science and urban informatics.


2020 ◽  
Vol 3 (2) ◽  
pp. 97
Author(s):  
Salma Falista Salsabilla

AbstractHabanera, one of the most famous songs in Opera Carmen, tells the love life of Carmen as the main role. Interestingly, the song Habanera was sung by an Indonesian mezzo-soprano singer from Bali, Heny Janawati, who has perform the Opera Carmen while singing in Europe and Indonesia with different interpretations and performance of song Habanera. The purpose of this study was to analyze the interpretation and performance form of the Habanera Opera Carmen song when it was performed in Jakarta in 2016 in order to become a knowledge. This research process used qualitative methods. The data in this study were obtained through observation, interviews, and documentations. Data analysis techniques used data reduction, data presentation, and data inference. As for the data validity test used triangulation. The results of this study indicate that Heny Janawati has characteristics to interpret this song through out the structure, tempo, dynamics, and intonation of this song. That she present in Opera Carmen are more modern from it's europe counterpart, which in Europe its characteristics, number of accompaniments, dimensions of the setting, lighting and wardrobe are more traditional. 


Author(s):  
Galina N. Lola ◽  

The main idea – concept is key point for creative process in design practice, which includes intuition, fantasy, spontaneous decisions. Digital technology leads to formalization of creative process, algorithms, so the real question concerns how the rational ideas and intuitions are harmonize in design. The method «creative navigation» maintains creative freedom of designer and at the same time streamlining of mental process. The method «creative navigation» considered in comparison with «scenario methods» and the theory of speculative design. This article explores semiotic aspects of the method. The author gives considerable attention to approbation of method «creative navigation» in real design practice.


Author(s):  
Hector Puente Bienvenido ◽  
Borja Barinaga ◽  
Jorge Mora-Fernandez

This chapter is focused on describing the history and the current relevance of user experience (UX) techniques that combine data science and AI in the research field of interactive and immersive storytelling, including virtual and augmented realities. It initially presents a brief history of interactive storytelling, video games, VR and AR, AI and data science, and the user experience (UX) techniques used in those areas. Later, the chapter describes the UX techniques in depth, using AI and data science that work best and are more useful for testing interactive media products, describing examples of its applications briefly. Finally, the chapter presents conclusions in relationship with utopias and dystopias regarding the future use of UX, AI, and data science in several areas such as edutainment, social media, media arts, and business, among others.


Author(s):  
Maarit Mäkelä

Artists and designers have recently begun to take an active role in contextualising the creative process in relation to their practice. Thus, understanding how the creative mind proceeds has been supplemented with knowledge obtained inside the creative process. In this way, the spheres of knowledge, material thinking and experience that are fostered through creative work have become entangled and embedded as elemental parts of the research process. This article is based on documentation and reflection of the author’s creative practice in contemporary ceramic art at the beginning of 2015. The article discusses how the creative process proceeds by alternating between two positions: serendipity and intentionality. By describing the different phases of the process, it reveals the interplay between the diverse range of activities and how these gradually construct the creative process


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