Primary Generators

2019 ◽  
Vol 3 (2) ◽  
pp. 11-22
Author(s):  
Luis Alfonso Mejia ◽  
Hugo Dario Arango

This article explores how digital media tools in geometric modeling environments (GME) and parametric design environments (PDE) affect the creative process. Primary generators, which are identified as creativity sparks which enhance the design process, have been previously studied through the action of sketching. According to Goldschmidt, sketching generates reflection over the generated ideas moving forward the creative process. Nevertheless, sketching has been gradually replaced by digital media tools considered restrictive to the creative process due to the lack of attributes required for reflection. With the evolution of digital media tools, modeling environments have opened the possibility for attributes such as multiplicity and ambiguity within the design process. Using protocol analysis as an empirical research method, this study assessed the occurrence of primary generators in GME and PDE. Differences in creative processes between the two studied digital environments were highlighted.

2020 ◽  
Vol 45 (1/2) ◽  
pp. 87-101 ◽  
Author(s):  
Çetin Tünger ◽  
Şule Taşlı Pektaş

Purpose This paper aims to compare designers’ cognitive behaviors in geometry-based modeling environments (GMEs) and parametric design environments (PDEs). Design/methodology/approach This study used Rhinoceros as the geometric and Grasshopper as the parametric design tool in an experimental setting. Designers’ cognitive behaviors were investigated by using the retrospective protocol analysis method with a content-oriented approach. Findings The results indicated that the participants performed more cognitive actions per minute in the PDE because of the extra algorithmic space that such environments include. On the other hand, the students viewed their designs more and focused more on product–user relation in the geometric modeling environment. While the students followed a top-down process and produced less number of topologically different design alternatives with the parametric design tool, they had more goal setting activities and higher number of alternative designs in the geometric modeling environment. Originality/value This study indicates that cognitive behaviors of designers in GMEs and PDEs differ significantly and these differences entail further attention from researchers and educators.


2009 ◽  
Vol 6 (3) ◽  
pp. 259-271 ◽  
Author(s):  
Janette Hughes

The goal of this research study was to develop a conceptualization of the relationship between new digital media and adolescent students' writing of poetry while immersed in using new media. More specifically, the research focused on the performative affordances of new media and how these interacted with the students' creative processes as they created digital poems. The article examines eight themes that emerged during the study, including the multimodal, multilinear and collaborative nature of the poems, the role of audience and identity in the creative process, and the shifting views of poetry the students experienced.


Buildings ◽  
2020 ◽  
Vol 10 (12) ◽  
pp. 242
Author(s):  
Ju Hyun Lee ◽  
Michael J. Ostwald

Decision-making in design is a cognitive process wherein alternatives are generated and evaluated, potentially enabling a more creative design process. In recent years parametric design’s heightened capacity for automatically generating and evaluating options has been celebrated by researchers and designers, but it has also placed an increased emphasis on decision-making activities which have not previously been studied in this context. This paper conducts the first in-depth protocol analysis of the decision-making process (DMP) in parametric design. Using empirical data, it identifies three parametric DMPs at the conceptual design stage: (i) “conclusive” DMP, (ii) “confirmative” DMP, and (iii) “simulative” DMP. The results of this research indicate that while conclusive DMP generates and evaluates design alternatives, its “forward incrementation” approach has only limited potential for creativity. The confirmative DMP develops three creative operation loops in parametric design, suggesting it may be an important creative process. The simulative DMP simultaneously addresses divergent and convergent thinking, also indicating potential creative operations and outcomes. The identification and analysis of these DMPs contributes to developing new knowledge about the processes used in parametric design and their capacity to support creative results.


2017 ◽  
Vol 14 (1) ◽  
pp. 106-122
Author(s):  
Lydia Helena Wöhl Coelho ◽  
Heli Meurer ◽  
Felipe Oviedo Frosi ◽  
Ivna Motta Ravanello ◽  
Érica Arrué Dias

Com vistas a subsidiar uma discussão acerca da contribuição de mídias digitais para a definição estético-formal de interfaces gráficas, desenvolveu-se um aplicativo que auxilia na escolha de cores em projetos de Design, denominado Farbe. Para análise de seu uso, inicialmente, revisou-se o referencial teórico sobre processo criativo e uso de cor na comunicação visual. Na sequência, desenvolveu-se o aplicativo para a realização de um experimento com alunos de Ensino Superior de Tecnologia em Produção Multimídia, em uma disciplina presencial de Novas Mídias. Após o uso do Farbe por esses alunos, mediu-se e classificou-se suas avaliações sobre o quanto o aplicativo os auxiliou, efetivamente, na escolha das cores de seus projetos. Por meio de levantamento e organização desses dados, foi possível extrair reflexões sobre a utilização de mídias digitais destinadas a servirem como ferramentas em processos criativos para o desenvolvimento de projetos em Design. In order to improve a discussion about digital media contribution to the graphic interfaces aesthetic-formal definition, a mobile app has been developed to assist the colour pallet definition in Design projects development, called Farbe. To analyze its use, a theoretical review about creative process and the application of colour in the visual communication was made. Afterwards, and based on theoretical review, the app was developed to carry out an experiment with undergraduate students of Technology in Multimedia Production, in a New Media discipline. After the use of Farbe by these students, their evaluations were measured and analyzed regarding aspects about the contribution of digital media tools in the context of creative processes on Design projects development.


Author(s):  
Yan Jin ◽  
Oren Benami

AbstractConceptual design is a creative process. Designers create functions to satisfy customer needs and behaviors and forms to fulfill their functions. Although cognitive processes are at the center in developing new ideas, they are rarely taken into account in research and development of design support methods and systems. It is conceivable that if one understands how cognitive processes are stimulated to generate design ideas, then more effective methods and tools can be developed to support conceptual design. In this article, a cognitive model of conceptual design is developed to capture the relationships among design entities, design operations, and cognitive processes. A protocol analysis is performed to evaluate the model, and a cognitive experiment carried out to study the creative patterns and stimulating relationships. The results show that designers exhibit patterns of creative design behavior, and that these patterns can be captured and instilled into the design process to promote creativity.


Author(s):  
Julia Reisinger ◽  
Maximilian Knoll ◽  
Iva Kovacic

AbstractIndustrial buildings play a major role in sustainable development, producing and expending a significant amount of resources, energy and waste. Due to product individualization and accelerating technological advances in manufacturing, industrial buildings strive for highly flexible building structures to accommodate constantly evolving production processes. However, common sustainability assessment tools do not respect flexibility metrics and manufacturing and building design processes run sequentially, neglecting discipline-specific interaction, leading to inflexible solutions. In integrated industrial building design (IIBD), incorporating manufacturing and building disciplines simultaneously, design teams are faced with the choice of multiple conflicting criteria and complex design decisions, opening up a huge design space. To address these issues, this paper presents a parametric design process for efficient design space exploration in IIBD. A state-of-the-art survey and multiple case study are conducted to define four novel flexibility metrics and to develop a unified design space, respecting both building and manufacturing requirements. Based on these results, a parametric design process for automated structural optimization and quantitative flexibility assessment is developed, guiding the decision-making process towards increased sustainability. The proposed framework is tested on a pilot-project of a food and hygiene production, evaluating the design space representation and validating the flexibility metrics. Results confirmed the efficiency of the process that an evolutionary multi-objective optimization algorithm can be implemented in future research to enable multidisciplinary design optimization for flexible industrial building solutions.


2021 ◽  
pp. 016235322110014
Author(s):  
Lindsay Ellis Lee ◽  
Melanie S. Meyer ◽  
Kacey Crutchfield

As the expectations for including creativity in K–12 education continually grow, creative process skills equip students with thinking strategies to generate and evaluate ideas. This systematic review explored existing research on elementary and secondary gifted classroom environments that promote creative process skills. A database search yielded peer-reviewed literature, empirical and practitioner-focused, for systematic evaluation. A critical examination of literature published from 2011 to 2019 identified characteristics of educational environments that foster creative processes and highlighted key themes, including integrating creative process skills, adaptive environments, reflective classroom culture, and challenges to implementation. Implications for classroom application and suggestions for future research are discussed.


2013 ◽  
Vol 397-400 ◽  
pp. 802-805
Author(s):  
Lei Wei ◽  
Sha Liu ◽  
Yue Yuan ◽  
Yun Qi Wang

In view of sofa product’s features such as demand of great types and inefficient design, the paper presents a method of parametric design on the simple sofa based on RhinoScript. With analysis of simple sofa’s modeling characteristics, the model of simple sofa could be presented by different parameters. Then models of different sizes and appearance styles could be created easily and quickly by inputting different parameters. This method improves the design efficiency and avoids industrial designers’ repeat work. The design process of a kind of simple sofa testified the method and a series of sofa proposals were easily generated.


Leonardo ◽  
2021 ◽  
pp. 1-12
Author(s):  
Thanos Polymeneas-Liontiris ◽  
M. Eugenia Demeglio

Abstract This article presents a series of experimental music theatre performances that took place between 2015 and 2017. This art-based research investigates how qualities of the posthuman condition could manifest in experimental music theatre, by applying cybernetic and system theory principles at different levels (i.e. compositionally, aesthetically, dramaturgically) in the creative process. The aim of this article is to present these creative processes and to introduce this type of performance practice, namely cybernetic performance ecosystem.


Author(s):  
Оксана Александровна Абальмасова

В статье представлен обзор выставки современного декоративноприкладного искусства Ленатавр, проходившей в Красноярском художественном музее имени В.И.Сурикова. Описание совместного творческого проекта музея и художников керамиста Елены Красновой и живописца Елены Лихацкой наглядно иллюстрирует технические трудности и творческие процессы, возникающие в совместной работе авторов произведений и куратора выставки. Автором с позиции куратора рассматривается подготовка выставки как творческий процесс и экспозиция выставки как самостоятельный художественный объект, при создании которого необходимо учесть множество взаимодополняющих факторов, соблюсти определенные условия экспонирования на музейной площади, совместить творчество разных художников, избежав диссонанса. Главная задача куратора состоит в том, чтобы представить произведения художников с такой позиции, при которой у посетителей возникает необходимость изучения творчества представленных авторов, которая вызывает побуждение к размышлению, привлекает внимание к животрепещущим вопросам современного общества, рассматриваемым в работах Елены Красновой. The article presents an overview of the Lenataur exhibition of contemporary arts and crafts, which took place in the Krasnoyarsk Art Museum named after V.I. Surikov. A description of the joint creative project of the museum and artists (ceramist Elena Krasnova and painter Elena Lihacka) vividly illustrates the technical difficulties and creative processes that arise in the joint work of the authors of the works and the curator of the exhibition. From the position of the curator, the author considers the preparation of the exhibition as a creative process and the exhibition as an independent artistic object, the creation of which requires taking into account many complementary factors, meeting certain conditions of display on the museum square, combining the work of various artists, avoiding dissonance. The main task of the curator is to present works of artists from such a position, in which the visitors need to study the works of the submitted authors, which causes an incentive to reflect, draws attention to the burning issues of modern society, considered in the works of Elena Krasnova.


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