Volume 7: 27th International Conference on Design Theory and Methodology
Latest Publications


TOTAL DOCUMENTS

49
(FIVE YEARS 0)

H-INDEX

5
(FIVE YEARS 0)

Published By American Society Of Mechanical Engineers

9780791857175

Author(s):  
Jessica Armstrong ◽  
Rob Stone ◽  
Sebastian Immel ◽  
Katharine Hunter-Zaworski

Current product design methodologies do not typically address the creation of inclusive products (products that meet the needs of persons with and without disabilities). In this paper, empathic design principles and modular product design strategies are explored as part of a novel approach to inclusive design. The use of disability simulation as a data collection methodology both increases the safety and ease by which customer needs can be gathered and gives designers an empathic design experience with the products they develop. A disability simulation suit is designed to support empathic gathering of customer needs. The suit is subjected to validation trials to determine how accurately it mimics the physical and perceptual behaviors of persons with disabilities in users of the suit. Initial results show that the disability simulation suit provides a valid empathic design experience that yields similar customer needs and reduced dexterity as persons with disabilities.


Author(s):  
Jayesh Srivastava ◽  
L. H. Shu

Much existing work aims to understand how to change human behavior through product-design interventions. Given the diversity of individuals and their motivations, solutions that address different motives are surprisingly rare. We aim to develop and validate a framework that clearly identifies and targets different types of behavioral motives in users. We present a behavior model comprising egoistic, sociocultural and altruistic motives, and apply the model to sustainable behavior. We confirmed the explanatory power of the behavior model by categorizing user comments about an international environmental agreement from multiple news sources. We next developed concepts, each intended to target a single motive type, and elicited evaluations from online respondents who self-assessed their motivation type after evaluating the concepts. We present and discuss correlation results between motive types and preference for products that target these types for two iterations of the experiment. Deviations from our expected results are mainly due to unexpected perceptions, both positive and negative, of our concepts. Despite this, the main value of this work lies in the explicit consideration of a manageable number of different types of motives. A proposed design tool incorporates the three types of motives from the model with the different levels of persuasion others have proposed to change user behavior.


Author(s):  
Caitlin Dippo ◽  
Barry Kudrowitz

Previous studies have found that the first few ideas we think of for a given prompt are likely to be less original than the later ideas. In this study, 460 participants were given the Alternative Uses Test (AUT) where they were asked to list alternative uses for a paperclip, creating a database of 235 unique answers, each having a relative occurrence rate in that pool. It was found that later responses were significantly more novel than early responses and on average the originality of responses exponentially increased with quantity. A closer look at this data reveals that a person is likely to have a lower overall originality score if he or she has more elaborate responses. 89 of these participants were also given the Abbreviated Torrance Test For Adults (ATTA) and the data from both tests was used to study relationships between elaboration, fluency, and originality. The data from the AUT reveals a strong negative correlation between an individual’s average number of words per response and his or her average originality score. It is hypothesized that people who spend more time writing multiple-word responses have less time to generate many different ideas thus hindering their ability to reach the novel ideas. Similarly, the ATTA reveals that after two extraneous details, elaboration on a drawing will negatively impact fluency and originality scores. This is not to say that elaborate ideas cannot be original, but rather that in time-limited situations, elaboration may hinder the production of original ideas. In applying this to real world problem solving and idea generation, it is suggested that people may prevent themselves from finding creative solutions if too much time is spent on discussing the first few suggested ideas from a brainstorming session. It is suggested that a more effective brainstorming session will delay discussion until a significant number of ideas are generated.


Author(s):  
Robin Kiff ◽  
Matthew Campbell

This paper discusses a new method for the automated synthesis of structures. By creating a framework to implement the synthesis, several methods are compared for the application of building tall self-supporting towers. These towers are evaluated in a physics simulation and comprised of multiple nodes and connections. In this paper, a new agent-based method is compared to existing search methods including random search, A*, and Hill-Climbing search. With the agents making local changes to nodes in the tower, the method achieves better results with less time and memory.


Author(s):  
Yuemin Hou ◽  
Ji Linhong

An organism grows from very small to the whole body, while an engineering product is assembled from elements. An organism is formed autonomously and adaptable to his/her/its environment, while an engineering product can only execute very limited actions. The formation of a product determines its functionality. Nature is the best teacher for learning how structures are formed for specific functionality. This paper compares the design process with the developmental process of embryo and proposes a qualitative development framework that simulates the gene transcription and translation in biology. The key step in design is transforming behaviors to structures. This is a process from information to the form and it bears some similarity with the process from DNA to the protein in embryogenesis. Three basic steps are required from DNA to the protein: gene transcription, transport and protein synthesis, which is named as gene expression. Key mechanisms contributing to this transformation process are investigated and a qualitative development framework are constructed for a growth design process. Simple examples are presented for illustration of proposed methods.


Author(s):  
Elizabeth J. Gendreau ◽  
Andrew W. Shumaker ◽  
Eric M. Joiner ◽  
Alix C. Griffin ◽  
Chase A. Pritchett ◽  
...  

This paper presents a demonstration of how biological solutions to mobility in the desert can be used to drive new concepts for sand-traction tires. Biological inspiration is used to translate both camel hooves (shape) and Fennec Fox paw texture (material) into design concepts for tire traction that are prototyped and tested. The steps used in this are captured in a case study of bio-inspired design, with the resulting concepts compared in terms of their performance. It was found that the camel hoof inspired “concave” shaped tire improved traction that the Fennec Fox paw textured “miner’s moss” surface on tires improved traction, and that the integrated solution of the two also improved traction. The greatest improvement was seen with the Fennec Fox textured concepts. Recommendations are made for improvements to steps of bio-inspiration for ideation and future traction concepts.


Author(s):  
Fabien Durand ◽  
Michael E. Helms ◽  
Joanna Tsenn ◽  
Daniel A. McAdams ◽  
Julie S. Linsey

Much design theory research seeks to create, evaluate, improve or optimize design methods. Whether that research focuses on design thinking, tools, methods, or education, short design problems are often provided to participants in order to evaluate the effects of the variables being tested. When designing and creating such problems, certain characteristics may influence design outcomes: experience and exposure to the design problems vary between participants, and each problem may be more or less favorable to the controlled variable. In this paper we conjecture a small set of design problem characteristics that may influence experimental outcomes, and we discuss two experiments targeted at uncovering this influence. In our first experiment we examine differences in evaluation metrics between two design problems. In a follow up experiment we correlate the hypothesized characteristics to the variances in experiment outcome. These early results assist to further compare and contrast the empirical differences in common evaluation metrics, as well as show how familiarity and extent of the subjects’ knowledge of a design problem influence these metrics. We also expose the potential for interaction between the design method and the design problem.


Author(s):  
Wan-Lin Hu ◽  
Joran Booth ◽  
Tahira Reid

This research investigated the effect of warm-up activities on cognitive states during concept generation. Psychophysiological tools including electroencephalography (EEG) and galvanic skin response (GSR) were used along with self-report measures (NASA TLX). Participants were divided into 3 test conditions: 1) no warm-up activity; 2) simple warm-up activities; 3) sketch-inhibition reducing activities. All participants did the same short design task. Results show that those who did a warm-up prior to ideation had a decrease in stress, especially for those who were personally familiar with the design problem. The art activities especially improved engagement for younger participants. We also saw that females who used the art-based activities reported lower mental workload during ideation and greater pride in their sketches. However, the warm-ups did not produce any difference in the number of ideas or other metrics of performance. These preliminary results indicate that warm-up activities, especially the art-based ones, help reduce inhibition by calming the cognitive state.


Author(s):  
Diana Moreno ◽  
Luciënne Blessing ◽  
Kristin Wood ◽  
Claus Vögele ◽  
Alberto Hernández

There is still much to learn about the mechanisms and interactions by which psychological and cognitive factors influence creative performance in design, and more explicitly in design’s ideation stage. The present study aims to explore such influences for Design by Analogy (DbA) ideation methods. 69 participants from 52 companies in Mexico and Singapore executed two ideation sessions (phase I and phase II) to generate solution ideas for a service design problem (same design problem was used for both phases). Between the two phases participants were assigned and trained with one of three selected ideation conditions: Control, WordTree and SCAMPER. Finally, they were asked to self-evaluate 11 factors that may influence their creative performance. The explored factors comprised individual, performance self-perception and contextual factors. Individual factors are considered with respect to the ideation activity and the design problem. In the case of the ideation activity evaluated factors are: entertainment (boring-fun), motivation, inspiration and easiness (difficult-easy). For the design problem, interest, easiness and inspiration are considered. Performance self-perception factors are: commitment (minimal effort-hard work), concentration (unfocused-focused) and level of success (unsuccessful-successful). Lastly, the Contextual factor considered is the self-perceived relation of time with respect to ideas. Two main analyses are presented and discussed in this article: the effect of learning and applying DbA ideation methods on participants’ factor self-evaluation, and; the relationship between the 11 self-evaluated factors and creative performance using the metrics of Fluency, Novelty and Fixation.


Author(s):  
Fabien Durand ◽  
Michael E. Helms ◽  
Joanna Tsenn ◽  
Erin McTigue ◽  
Daniel A. McAdams ◽  
...  

Bioinspired design is becoming an increasingly popular approach that makes use of nature as a source of inspiration to develop designs. Tools and methods are currently being evaluated to determine how designers may best leverage biological systems to generate designs. In this paper we present a study in an engineering elective course at Texas A&M University that explores the effects of five different methods for bioinspired design on the quality and quantity of ideas generated, student self-efficacy, as well as student feedback. These methods include Directed, Case Study, the use of AskNature.org, BioTRIZ, and Functional Modeling. We show that each of the methods produces numerous effective and creative solutions, with a high quality and quantity of ideas. We also show that the methods utilized to teach bioinspired design methods positively affect the students’ design confidence, outcome expectancy and anxiety, while also preserving students’ high motivation towards engineering design. Finally, we identify potential areas for improvement for the methods and the course.


Sign in / Sign up

Export Citation Format

Share Document