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Introduction
Vicente Chulvi currently works at the Department of Mechanic Engineering and Construction , Universitat Jaume I. Vicente does research in Industrial Design and Creativity.
Additional affiliations
February 2008 - February 2022
Publications
Publications (90)
This paper studies the influence of the type of method, intuitive or logical, used for idea-generation on the final creative results. An experiment was developed in which 16 design teams were asked to solve a design problem using different creative methodologies. Seven of the teams used the SCAMPER intuitive method and another seven teams used the...
This work analyses the influence of several design methods on the degree of creativity of the design outcome. A design experiment has been carried out in which the participants were divided into four teams of three members, and each team was asked to work applying different design methods. The selected methods were Brainstorming, Functional Analysi...
The controlled provision of stimuli during idea generation is considered effective to boost creativity in early design phases. As the interest for sustainable product development and circular design is growing, this paper represents a first attempt to explore the use of inspiration sources in sustainable design. The provision of stimuli ascribable...
The future benefits of a stroller which transforms into a double one are not considered when selling and promoting products. The lack of incentives for companies, the interests these practices generate, and the need to create a culture of more responsible use of objects, contribute to the scant interest in designing products which minimize the “use...
One of the approaches followed by the circular economy (CE) to achieve sustainability through design is product life extension. Extending the life of products to make them useful for as long as possible is a means to reduce waste production and materials consumption, as well as the related impacts. For designers, conceptualizing products in a way t...
Consumers are showing a growing concern for the environment and sustainability, while they keep their interest in more creative products that ‘delight’ them and exceed their expectations. Consequently, designers must meet the circular economy (CE) requirements, but also provide creative solutions. The present research describes an experiment in whi...
Within the literature devoted to studying the influence of environment factors on people’s creativity, the majority analyzed these factors as isolated elements and assess individual’s creativity in general. The aim of this work is to analyze the influence of some of these environmental factors on the design outcomes in terms of creativity, consider...
The study of the mechanisms linked to creativity has become a topic of great interest in various scientific fields in recent decades. One area in which a particularly large amount of research has been conducted is on the positive effect of natural environments on creativity. Yet, none of these studies have focused on the interaction that may arise...
Editor Managing Review: Xin Tong Funding information This work has been carried out thanks to the project with reference UJI-B2019-27 from the Universitat Jaume I. Funding for open access charge: CRUE-Universitat Jaume I. Abstract Despite the fact that one of the goals of the circular economy is that products can be used for as long as possible, ex...
Product design is one of the most important factors to introduce the circular economy model. In this discipline, the decisions made influence the whole life cycle of the product, since the raw material obtaining to the end of life of the product. Product engineering uses resources, both technical and material to create products. In this way, among...
The aim of this work is to determine how personal intrinsic factors towards a design problem are related to novelty and circularity. A deeper understanding of this relationship will be a valuable aid when it comes to making an adequate selection of design teams. The factors studied are the level of the designer's motivation, relevance, knowledge an...
One of the reasons why products are replaced is as a consequence of changes in the users’ personal life. Adaptable or upgradable products have the advantage that, to some extent, they counter dissatisfaction in products that still work by improving functionalities or adding new ones. So, to develop adaptable products, designers have to consider the...
Previous studies have demonstrated that humour as external stimulus, applied before the idea generation phase, leads to more creative results. This paper explores how to integrate humour into the design method itself, beyond using it as an external factor, with the aim of encouraging creativity. For this reason, the set of generative questions QuCh...
Extending the useful life of products is one of the principles promoted by the circular economy. By extending it, resource loops are slowed down and products are used for a longer period of time. This suggests that early consideration and evaluation of extended lifetimes in design can be helpful. The following paper analyses 11 eco-design tools and...
Designing products that encourage attachment with the user helps to postpone product replacement. Emotional Durability Design Nine (EDDN) is a framework to think about attachment during the product design process. It is composed of 38 attachment strategies classified in 9 themes: relationships, narratives, identity, imagination, conversations, cons...
Design Thinking is a methodology that can be used for business innovation, allowing to address complex problems and provide viable solutions by placing the user in the center of reflection. But this methodology can corrupt the reflected and argued work of the design project when it is not carried out applying the appropriate knowledge. This work is...
The present paper shows a methodological approach for the realization of studies on designer’s emotional parameters during the idea generation phase. This approach is based on a comparative analysis of the different experiences carried out for measuring emotional states using different methods and tools. The aim of this methodological approach is t...
Implementation of the circular economy is beginning to become a reality and the early stages of product design are crucial for a proper adoption of the circular model. However, several studies claim that sustainability requirements usually decrease creativity. Therefore, it is necessary to help designers to think in a more circular manner and, at t...
The aim of adaptable design is to create products that can easily adapt to different needs. The objective if this study is to analyze the effectivenes in communication to promote an adaptable baby stroller, in order to know the user perception of the advantages derived from its adaptability, as well as the environmental ones, and if there is correl...
The aim of this work is to demonstrate whether natural environments, either real or simulated, tend to enhance designers' creativity, and whether the effects differ depending on their personality profile. Numerous studies have been conducted on the variables that shape the work environment and affect the designer's creativity, but few take into acc...
It has been shown that the environment can determine the outcome of work that is carried out in it. Several studies have confirmed that an environment with natural elements can have beneficial effects on people's physical and psychological health and also improve their creativity. However, little research has addressed this effect on the creativity...
Guiding Questions are used, among other possibilities, as a method for learn, evaluate and reach new ideas. Within the scope of Engineering Design, they allow driving the designer in the conceptual phase, and they are adequate for analysing a broad variety of aspects which are not usually considered in the early creative process. Guiding Questions...
Creativity is an inherent and available feature of human beings. However, it is more easily expressed during childhood, since established social structures make adults self-restrict their creativity. So, creativity is a competence that should be reactivated in the Bachelor degree on Industrial Design and Product Development Engineering, together wi...
In circular design, the products keep the resources in circulation during all life cycle phases as long as possible, without generating waste. The circular design helps to expand the Circular Economy in replacement of the current predominant linear system. Several metrics to assess how circular is a product and methods to assess the circularity imp...
In online sales there is no physical interaction with the product, so its perception depends to a large extent on the way it is displayed. Usually, product information is shown through photographs, images from different angles, detail images, or renders. However, the progress in technologies has allowed the emergence of new tools that facilitate pr...
In product labelling it is common to find logos or symbols referring to different information aspects. Particularly, issues regarding sustainability and circular economy in product consumption are increasingly concerning consumers. However, the proliferation of sustainable concepts and their related symbols can be confusing for consumers. For this...
Creativity is one of the fundamental elements to be taken into consideration in the conceptual design phases of the development of new industrial products. It is widely agreed that every individual is creative by nature and that his or her creative capacity may be conditioned by different variables within the work environment. Yet, studies that ana...
In the field of industrial design, success is often linked to the creativity of the designed product or that of the designer themselves. This is the reason for which there are numerous reports on the factors that can influence in the designer's creativity, both inherent to their person and external or circumstantial. This study focuses on environme...
Circular Economy (CE) implementation in the study plans ensures that students have the necessary training about it. Higher education students would be in near future responsible for implementing the circularity from the earliest phases of their projects. This will allow the concept of Circular Economy arrive at mainstream. This work analyses the hi...
Actualmente, la adquisición de competencias en el diseño de productos no debe estar desvinculada de las necesidades y responsabilidades del mundo actual. Tampoco hay que olvidar que la adquisición de competencias transversales entre asignaturas del Grado en Ingeniería en Diseño Industrial y Desarrollo de Productos permite que se generen habilidades...
Purpose
The aim of this paper is to determine whether consumers accept new arguments for choosing a product that adapts to future needs. It is also seeking to investigate whether the design of products and their ensuing advertising and promotion through a sustainable approach by means of verbal narrative ads can generate a more positive emotional r...
El aprendizaje basado en proyectos es una metodología docente muy empleada hoy en día en la enseñanza en ingeniería por su capacidad para facilitar la adquisición de competencias, tales como la capacidad de investigación, toma de decisiones, trabajo en equipo, autodesarrollo, etc. Para ello, la elección de un proyecto que sea capaz de motivar sufic...
Circular Economy is considered a sustainable alternative opposite to Linear Economy, which is based on the "take-make-use-dispose" cycle. However, its degree of implementation is still low. The designers are, among others, one of the most important agents to achieve a greater implementation of the Circular Economy. For this reason, it is necessary...
El diseño emocional estudia el modo en que un producto es percibido por parte del usuario, y la respuesta emocional que dicho producto generará sobre él a partir de su percepción. El presente artículo considera la complejidad que representa abordar el estudio de las percepciones y emociones generadas en el usuario cuando éste es un niño de corta ed...
Este trabajo analiza la relación entre el grado de creatividad, medido a través del nivel de novedad y el nivel de utilidad, con la calidad de las soluciones del diseño. Para ello, un total de doce soluciones conceptuales obtenidas en un experimento de diseño han sido medidas y comparadas. En el experimento cuatro equipos de tres diseñadores cada u...
With the current technological explosion, the arrival of Web 2.0 and the growth of ICTs, designers’ tools can be understood and used by novice users. With this statement in mind, and considering previous works that claim that team-working enhances creativity, the present paper reports on an experiment conducted to test whether a large group of crea...
This study compares the degree of creativity of forty-two conceptual designs proposed as solutions to two innovative design problems developed in face-to-face and virtual collaborative environments. The solutions obtained were evaluated by three experts applying the Moss metric, which considers the level of usefulness and the level of unusualness....
The social changes that have taken place in recent decades have determined the evolution of the educational system. Society nowadays demands new learning methods, focused on an appropriate selection and processing of information instead of memorization. The rise of the Information Technologies has led to different ‘‘Emergent Pedagogies’’. One of th...
In the early stages of the process of new product development appears the need of stablishing the communication processes of creative proposals between the agents implied in the process. It is essential to optimize that communication process to reduce the time of conceptual developing of initial proposals, as well as reaching an agreement about the...
This paper presents the results of an experiment carried out on 21 subjects, all of whom had an engineering background, with the aim of determining the influence of the designer’s attitude on the design process and on the finished design. The participants were asked to solve a range of design problems by employing different methods while their emot...
One's thinking and reasoning style defines individual preferences when interacting and communicating with others. This work aims to analyse whether the thinking and reasoning style of the design teams exerts an influence on the degree of novelty of the design outcomes in two working environments: a face-to-face environment and a virtual environment...
Thought styles have been traditionally classified as convergent or logical, and divergent or no-structured. The case of these two opposite thought styles in the design activity is studied in the present paper, with the aim of analyse their influence in the level of design creative ideas. A practical experience has been carried out, in which subject...
This paper analyzes what technologies, devices and equipment are available today that can contribute to the creation of an interactive environment based on Spatial Augmented Reality (SAR). The objective is to define what should be considered to build a room-sized workspace equipped with SAR tools, aimed to facilitate both artists and designers to d...
En la sociedad actual, en demanda constante de innovaciones en el diseño de productos, la importancia de innovar a tiempo marca la diferencia entre el éxito o la quiebra de una empresa. Es por ello que multitud de investigaciones se han orientado hacia este campo: métodos creativos, métricas para la creatividad, personas creativas, espacios creativ...
Es frecuente ver proyectos de diseño colaborativos desarrollados por equipos creativos deslocalizados. Existen herramientas específicas para la gestión de proyectos, denominadas Product Lifecycle Management. Estas se centran principalmente en la gestión documental. Además, permiten la definición de flujos lineales para el desarrollo del proyecto, q...
Several studies have been developed implementing TRIZ (Russian acronym of Theory of Inventive Problem Solving) for eco-innovative design tasks, establishing a link between eco-efficiency and the Inventive Principles and the Contradiction Matrix. However, very few works have linked TRIZ evolution trends and eco-design. This paper presents an innovat...
Nos encontramos en un escenario donde la democratización de las Nuevas Tecnologías de la Información y Comunicación ha unido al planeta con una celeridad sin precedentes. En un momento en el que las TIC han colonizado todas las esferas del devenir humano, el análisis y reflexión sobre las tendencias desarrolladas durante los últimos años en el camp...
This work addresses the challenge of stimulating creative thought in higher education. With this aim in mind, the article describes the development of a collaborative creativity exercise designed to improve students' creative skills through self-perception of their strong and weak points. In this work the exercise is set out as a five-step methodol...
Las técnicas de vigilancia, inteligencia y prospección tecnológica buscan capturar, asimilar y aplicar el conocimiento, recurriéndose con gran frecuencia a los diagramas. Para conocer cómo la transferencia de conocimiento puede estimular o bloquear el proceso creativo se diseñó una investigación experimental, buscando analizar el estado de la técni...
It is very frequent that in engineering design education students work in teams organizing themselves in face-to-face work meetings as well as by means of online applications to share documents and communicate when they are in different physical places. The aim of this work is to analyze the students’ opinion about developing creative design tasks...
This paper presents a model capable of design a customized cranial implant directly from a medical imaging process, whose output will be a file in a manufacture system recognizable format. The proposed system has been created by linking two computer prototypes developed during the present research and studying the inner and outer related technologi...
It is often said that there are certain studies, careers or specialties that attract a specific profile of students, but what truth is there in this? A certain profile implies characteristics and attitudes of both personality and interaction and learning, so it would be very useful when planning the teaching to know the profile of the students, and...
One of the keys to success in obtaining creative ideas by a design team is the interaction between ideas that are generated. It is common for virtual team members having to communicate via chat, restricting the way people communicate, which could influence the level of creativity of the results rather than the fact itself of the use of the technolo...
A new model, B-Cube, is described for managing knowledge at the behaviour level of the function–behaviour–structure framework. The model proposes a three-dimensional approach to the behavioural modelling of technical artefacts using definitions based mainly on the meta-ontology DOLCE as concepts of behaviour.The present work aims to show how these...
This paper presents an experimental study that was conducted to compare the results obtained from using different design methods (brainstorming (BR), functional analysis (FA), and SCAMPER) in design processes. The objectives of this work are twofold. The first was to determine whether there are any differences in the length of time devoted to the d...
One of the main problems in the design process is the need of working with people located in different places, as well in the same company as in different companies. During the last years several tools have been developed for collaborative design. However, few advances have been done concerning creativity in virtual design teams.
This work describe...
Starting from the importance of being able to define which products are creative and which are not in a
completely objective way and with one single evaluator, the present work has been done in order to identify which methods for product creativity assessment have a better performance against established requirements, that is, the method must be us...
Partiendo de la importancia de poder definir qué productos son creativos y cuáles no, de un modo totalmente objetivo por parte de un solo evaluador, el presente trabajo se ha realizado con el objetivo de identificar qué métodos de evaluación de la creatividad de productos responden mejor a las exigencias establecidas para un método que sea útil, ob...
The concept of evolution trends comes from the idea that all technical systems follow the same patterns of evolution, thus making it possible to anticipate the technological jumps enabling an inventive problem to be solved. The problem nowadays is that evolution horizons have turned to the need for more ecological products. Hence, the question to b...
Innovation in the services sector is one of the new challenges that is generating more interest in the fi eld of developed economies. In such economies, the services sector is clearly showing increasing prominence.
In this scenario, remaining competitive is not enough as it is necessary to improve constantly in competitiveness to avoid being displa...
Technological surveillance, intelligence and prospective tech-niques seek to capture, assimilate and apply knowledge, often making use of diagrams. An experimental study was set up to learn how knowledge transfer can stimulate or obstruct the creative process. The state of the art was assessed, and new ways to visually represent knowledge and incre...
The present work proposes to use both the NIST's functional basis and the B-Cube model in the development of a KBS that is capable of automating functional design. For this purpose this article shows with an example how the system will work using the FBS framework. The starting point is defended by the terms of NIST functional basis. The evolution...
With the concept of globalization and the delegation of tasks that require large amounts of manpower, the core of the economies of the larger towns and cities of the major world powers has shifted to the tertiary sector (services sector). In this field, it is not enough just to remain competitive, it is also necessary to continue to improve in orde...
One of the principal problems faced by engineering design today is the exchange of product information across different applications and environments. Ontological engineering systems, an evolution of KBE (Knowledge-Based Engineering) systems, seek to facilitate this integration while incorporating additional design information. An ontology, in the...