Article

Knowledge: the good, the bad, and the ways for designer creativity

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Abstract

Design is a highly nonlinear chaotic dynamic process with many possible solutions, some of which can be creative. The chaotic nonlinearity of design dynamics triggers mental stresses in designers, whose creativity happens only when their mental stresses are at an optimal level. Following a deductive approach, this paper investigates how knowledge can contribute to designer creativity by uncovering knowledge's (good and bad) roles in the design process, based on which three ways are recommended to use knowledge properly in design. The assumption is that all designs follow one governing equation, which is a recursive integration of three basic design activities: formulation, evaluation and synthesis. The difference between designs of various fields and different kinds (routine, innovative and creative) lies in the range, content, size and nature of the design space in which the design governing equation works. The design governing equation implies a nonlinear chaotic design dynamics, whose solutions are sensitive to its initial conditions and can be routine, innovative or creative. The design governing equation is solved and reformulated by the designer's creativity capability. Therefore, design researchers, practitioners and educators should cohesively look at both designer's knowledge/experience and the designer's creative thinking process.

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... The goal of the design is to change the current environment (⊕ 0 ) into a new environment (⊕ 1 ) by designers, where the result can be creative. The design process follows a recursive nonlinear chaotic dynamic (Nguyen and Zeng, 2012;Yang et al., 2022;Zeng, 2001), with initial conditions determined by the designer's creativity capability, as shown in Figure 1. Design creativity, mostly focused on the novelty and usefulness of a product, can be assessed by many ways (Sakar and Chakrabarti, 2011). ...
... In this paper, instead of considering if a product is creative in the context of the professional knowledge, we consider an individual's creative process by looking at how a designer designs a product that is in a field different from the designer's training. The designer's creativity capability dictates how the design process can generate design solutions through the recursive formulation of the design states (Nguyen and Zeng, 2012;Yang et al., 2022). Different designers could produce distinctive design solutions for the same design problem, and even the same designer could produce distinctive design solutions at different times for the same design problem. ...
... Proper knowledge use during the design process can lead to optimal mental effort and designer creativity . Design creativity relates to the designer's mental stress through an inverse U-shaped curve (Nguyen and Zeng, 2012;Yang et al., 2022). The mental capacity of designers, especially knowledge, skill, and affect, plays a vital role in knowledge use during the design process. ...
Conference Paper
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Design is a highly nonlinear chaotic dynamic process with many possible solutions, which requires enormous knowledge for designers. This paper investigates how environment-based design (EBD) methodology can help designers use only necessary knowledge for their creativity based on three methods: information search, knowledge acquisition and knowledge application. The methods are applied in an aircraft pylon design, which is evaluated by two aerospace design specialists. The paper discussed the different roles of EBD for novice and expert designers in regard to overcoming emotion and knowledge barriers to achieving designer creativity.
... Creativity undoubtedly stands as one of humanity's most complex and advanced cognitive tasks [10][11][12], engaging both mental and physical activities [6,13]. It operates as a recursive, complex, and nonlinear cognitive process, encompassing tasks like problem understanding, idea generation, and idea evolution [14][15][16]. Despite numerous theoretical investigations, there are unexplored facets of creativity, including assessment methods and human-machine collaboration, which necessitate exploration [17,18]. ...
... Creativity may spontaneously emerge even if one does not intend to conduct a creative design, whereas creative design just may not come out no matter how hard one tries. Moreover, it is conceivable that a designer may lack creativity, while the product itself demonstrates creative attributes, and conversely, a designer may exhibit creativity, while the resulting product does not [16]. ...
Chapter
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... Designers can implement these design representations using a variety of design and prototyping tools, and these tools can be digital or physical (Camburn et al., 2017;Pei et al., 2011). One of the primary roles of design representations is to facilitate the application of domain knowledge (Yang et al., 2023) in different stages of the design process. In an observational study (Henderson, 1991), highlights the importance of sketches in the early design stages as a tool for rapid visualization and communication of ideas. ...
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... Imagination is an important thinking skill for designers (Colombo et al. 2020;Lawson 2006), and a good design process is the foundation of creative design (Liu et al. 2011;Yang, Quan, and Zeng 2022). In recent years, artificial intelligence and neurocognitive sciences have played a huge role in the study of creativity (Goldschmidt 2019). ...
... According to Pahl et al. [76], one important part of the design process is the conceptual design. This process consist of identifying the problems through abstraction, turning them into functions, and connecting the working principles and the basic solutions to elaborate a principle solution [77]. Normally, the design concept generation can occur by searching to fulfill functional requirements and generating a combined concepts design [78,79]. ...
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... The purpose of knowledge recommendation in engineering design is to trigger the creativity of designers and thus generate innovative ideas (Yang, Quan, and Zeng 2022). Predominantly adopted approaches of knowledge recommendation encompass user preferencebased approaches, expert systems, knowledge graphs (KGs) and representation learning techniques. ...
Article
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Since innovation in complex product design hinges on thorough engineering knowledge application, high-quality patent recommendations foster innovation in engineering design. However, many patent knowledge recommendation studies perform patent analysis without comprehensive exploration and proper organisation of knowledge, causing a superficial understanding of patents and returning arbitrary results. To mitigate this issue, a deep learning-based approach for patent representation learning and knowledge recommendation is proposed. First, a four-dimensional patent knowledge model is defined to formalise the patent attributes that critically affect the engineering design outcomes, namely patents’ domain(D), function(F), technology(T) and citation(C). Second, to exploit patent knowledge from their content and citation relationships, a representation learning approach integrating Bidirectional Encoder Representations from Transformers(BERT) and Graph Attention Network(GAT) is introduced. Thereafter a patent knowledge space is established in which each patent is characterised by the function, technology, and citation embeddings. Third, a knowledge requirement space is also constructed by vectorising a designer’s search query via BERT model and linking it to a requirement-representing patent based on similarity. Finally, a recommender prototype is developed and showcased by the knowledge recommendation in sealing structure design tasks. Comparative experiments and application cases validate the effectiveness of our method in patent representation learning and knowledge recommendation.
... Design methodologies aim to address the intricate and iterative nature of the design process, often described as the zig-zag process (Suh, 1990), which is considered an ill-defined or wicked problem (Simon, 1973). Design is a dynamic, recursive, and open-ended process with problems, solutions, and knowledge co-evolving (Dorst & Cross, 2001;Maher et al., 1996;Yang et al., 2022;Zeng, 1991). The co-evolution model illustrates how design information can trigger design processes (Cash & Milene, 2017;Crilly, 2021). ...
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In response to evolving societal and technical demands, this research explores the dynamic landscape of product evolution, focusing on the case study of braking systems. Acknowledging the critical role of product evolution analysis in design phases, the study introduces the Environment-Based Design (EBD) methodology. EBD emphasizes environmental analysis before delving into product specifics, employing tools like Recursive Object Model (ROM) diagrams and questioning-and-answering analyses. The paper systematically unfolds with a literature review highlighting various design methodologies, followed by the EBD application in a braking system evolution analysis. Trends in environment components are dissected, emphasizing the increasing influence of the human environment. The discussion underlines the significance of analyzing environment components in product evolution and asserts EBD’s applicability. Despite limitations, such as the exclusive focus on braking systems, the study contributes to understanding product evolution dynamics and advocates for the continued exploration of EBD across diverse products and cultural contexts.
... Untuk desain produk, teknologi ini menciptakan variasi-desain sesuai konsep, memudahkan pemilihan desain yang menarik. Dalam pembuatan logo, desainer deskripsikan elemen-elemen yang diinginkan, teknologi menghasilkan variasi logo yang sesuai merek (Yang, 2022). Dalam desain web, deskripsi tampilan menghasilkan variasi-desain yang menarik dan responsif di berbagai perangkat. ...
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... In the context of engineering design, design representations can take several forms, including sketches, CAD models, and prototypes [23]. One of the primary roles of design representations in engineering design is to facilitate the application of domain knowledge [24] in different stages of the design process. In an early observational study, Henderson [25] highlights the importance of sketches in the early design stages as a tool for rapid visualization and communication of ideas. ...
Conference Paper
The emergence of additive manufacturing (AM) processes has resulted in the subsequent development of digital design tools and methods. These design tools and methods are intended to help designers leverage the capabilities of AM through design for AM (DfAM). The rapid advancement of these digital design tools calls for designers to rethink their use of various design representations in the design process. For example, designers can now automate concept generation through tools such as generative design, potentially reducing designers’ reliance on conceptual sketches. However, little research has explored how designers use design representations in the face of constantly evolving DfAM methods. In this research, we aim to explore this gap through an experimental study with fourth-year engineering students. Specifically, participants were given one hour to complete a DfAM task, and their use of the various design representations was assessed using eye-tracking. Their design representation strategies (e.g., transitions between different representations) were qualitatively compared between designers that generated solutions of high vs low creativity and high vs low performance. From our results, we see that designers who generate solutions of high creativity tend to spend a significant amount of time generating CAD models of their solutions, especially in the later stage of the design task. We also see that designers who generate high-performing solutions (i.e., low build time and material) tend to spend more time sketching their solutions. These findings suggest that designers must employ different design representation strategies depending on the desired outcomes (i.e., high creativity vs high performance). These results provide an essential first step toward creating a generalized framework for designers to employ different design representations when designing for AM.
... However, since the design process is dynamically complicated, design activities are dominated by instability, iterative problem-solving approaches and uncertainty of design outcomes, making it challenging for design teams to quickly and efficiently solve design problems [5]. Scholars believe that a designer's knowledge is the core of a creative design process, and exploring the knowledge embedded in the design process can effectively improve designers to deeply understand design problems [6,7]. Existing studies mostly concentrate on explicit knowledge, also known as know-how knowledge, to analyze and describe the behaviors of designers [8][9][10]. ...
Article
What do designers actually do while they are designing? How about their ideas and intentions toward a specific design activity? These issues are still urgently in need of resolution since designers play such a crucial role in the design process. However, existing research primarily concentrates on the explicit knowledge representation of designers' activities, but ignores tacit information that is underlying the motivation behind those activities. Fortunately, as a psychology-based inner cognitive representation of external reality, mental models take us a glimpse into explaining and driving designer activities. Based on the above, this paper proposed a novel framework with Latent Dirichlet Allocation and Word2Vec integrated harmoniously to capture the designer' activities. Additionally, both the know-how and know-why knowledge were represented by eliciting knowledge structure and belief structure of mental models respectively. Based on the distribution values of these two structures, the using opportunities of designer's ideas are further explored to reveal their potential for being adopted, improved, explored, or discarded during the design process. Then the detailed design process is characterized by mental models to express the designers actions, ideas, and intentions for the artifact that they are designing. Finally, the experimental results performed a practical design case demonstrating that our proposed framework is applicable and helpful for designing.
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Implementation is ubiquitous. The identification of barriers to implementation is critical for achieving implementation success. This paper introduces and discusses a deductive theory-based framework, TASKS, to guide the identification of implementation barriers. The TASKS framework deals with the relationships between a Task and the task implementer’s Affect, Skills, and Knowledge, based on the inversed U-shaped mental Stress-mental effort relation. The TASKS framework classifies implementation barriers into four categories: 1) emotion barriers, 2) logic barriers, 3) knowledge barriers, and 4) resources barriers. The TASKS framework detects barriers to implementation following three steps, 1) identifying the ideal TASKS components, 2) modelling the implementer’s mental capability, and 3) detecting barriers to implementation. The TASKS framework can be applied to a wide range of disciplines for effective and efficient task implementation.
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Engineering design processes are often defined as beginning with a problem and diverging to generate possible solutions; however, design processes can start with a newly developed technological solution, followed by a divergent search for potential problem applications it can solve, termed ‘solution mapping'. Building on previous research where engineering practitioners described their successful strategies for solution mapping, we created a tool to support solution mapping and tested its impact with engineering students. In a single session, graduate and advanced undergraduate engineering students were presented with a novel technology and worked to identify potential problem applications for it. Comparing students using the Solution Mapping Design Tool to two control groups, more diverse problem applications were produced when using the tool. Considering diverse options is an important feature of design processes shown to promote creativity and innovation. With this successful proof of concept, future work on solution mapping will identify how to support engineers seeking problem applications by making use of new technologies.
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Functional models represent a form independent blueprint of a product. As with any blueprint or schematic, a consistent language or coding system is required to ensure others can read it. This paper introduces such a design language, called a functional basis, where product function is characterized in a verb-object (function-flow) format. The set of functions and flows is intended to comprehensively describe the mechanical design space. Clear definitions are provided for each function and flow. The functional basis is compared to previous functional representations and is shown to subsume these attempts as well as offer a more consistent classification scheme. An example is provided for using the functional basis to form a functional model. Applications to the areas of product architecture development, function structure generation, and design information archival and transmittal are discussed.
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Many neurocognitive studies endeavor to understand neural mechanisms of basic creative activities in strictly controlled experiments. However, little evidence is available regarding the neural mechanisms of interactions between basic activities underlying creativity in such experiments. Moreover, strictly controlled experiments might limit flexibility/freedom needed for creative exploration. Thus, this study investigated the whole-brain neuronal networks’ interactions between three modes of thinking: idea generation, idea evolution, and evaluation in a loosely controlled creativity experiment. The loosely controlled creativity experiment will provide a degree of flexibility/freedom for participants to incubate creative ideas through extending response time from a few seconds to 3 min. In the experiment, participants accomplished a modified figural Torrance Test of Creative Thinking (TTCT-F) while their EEG signals were recorded. During idea generation, a participant was instructed to complete a sketch that was immediately triggered by a sketch stimulus at first sight. During idea evolution, a participant was instructed to complete a sketch that is radically distinctive from what was immediately triggered by the sketch stimulus. During the evaluation, a participant was instructed to evaluate difficulties of thinking and drawing during idea generation and evolution. It is expected that participants would use their experience to intuitively complete a sketch during idea generation while they could use more divergent and imaginative thinking to complete a possible creative sketch during idea evolution. Such an experimental design is named as a loosely controlled creativity experiment, which offers an approach to studying creativity in an ecologically valid manner. The validity of the loosely controlled creativity experiment could be verified through comparing its findings on phenomena that have been effectively studied by validated experimental research. It was found from our experiment that alpha power decreased significantly from rest to the three modes of thinking. These findings are consistent with that from visual creativity research based on event related (de)synchronization (ERD/ERS) and task-related power changes (TRP). Specifically, in the lower alpha band (8–10 Hz), the decreases of alpha power were significantly lower over almost the entire scalp during idea evolution compared to the other modes of thinking. This finding indicated that idea evolution requires less general attention demands than the other two modes of thinking since the lower alpha ERD has been reported as being more likely to reflect general task demands such as attentional processes. In the upper alpha band (10–12 Hz), the decreases of alpha power were significantly higher over central sites during the evaluation compared to idea evolution. This finding indicated that evaluation involves more task-specific demands since the upper alpha ERD has been found as being more likely to reflect task-specific demands such as memory and intelligence, as was defined in the literature. In addition, new findings were obtained since the loosely controlled creativity experiment could activate multiple brain networks to accomplish the tasks involving the three modes of thinking. EEG microstate analysis was used to structure the unstructured EEG data to detect the activation of multiple brain networks. Combined EEG-fMRI and EEG source localization studies have indicated that EEG microstate classes are closely associated with the resting-state network as identified using fMRI. It was found that the default mode network was more active during idea evolution compared to the other two modes of thinking, while the cognitive control network was more active during the evaluation compared to the other two modes of thinking. This finding indicated that idea evolution might be more associated with unconscious and internal directed attention processes. Taken together, the loosely controlled creativity experiment with the support of EEG microstate analysis appears to offer an effective approach to investigating the real-world complex creativity activity.
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Professional Identity (PI) is a social- and self-perceptive construct that describes how people understand themselves as professionals. PI guides professional development by shaping professionalism, role assumptions, responsibilities, values, and behaviour; and is a critical factor in professional performance and wellbeing. As such, PI has significant implications for how we support engineering designers in professional development and direct their social- and self-understanding. However, no current research provides a complete picture of PI elements important for Designers’ Professional Identity (DPI). This study aims to review and synthesise PI elements, currently discussed separately in the design literature, in order to propose a holistic understanding of DPI. Based on an extensive literature review, we find that DPI consists of two distinct sets of elements: Personal Attributes (PA) and Design Skills (DS). We present these two sets of elements in terms of meaning, possible relations between them, and their influence on DPI development. In addition, we propose multiple directions for future research.
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This article investigates how Big Five personality traits are related to creative achievements and lawbreaking behavior in a large sample (N = 1669) of Polish adults. Structural equation modelling with personality modelled as a bi-factor structure demonstrated a weak, yet significant link (r = .21) between latent factors of creative achievements and lawbreaking behavior. A general factor of personality was unrelated to creative achievement, but negatively linked to lawbreaking behavior. Lawbreaking behavior was also negatively predicted by conscientiousness and agreeableness, while only openness positively predicted creative achievement. A person-centered analysis illustrated three distinct personality profiles: resilient, undercontrolled, and overcontrolled that differed in both lawbreaking behavior and creative achievements.
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In his book 'Thinking, Fast and Slow' Daniel Kahneman presented a model of human cognition based on two modes or “systems” of thinking: system 1 thinking that is fast and intuitive, and system 2 thinking that is slow and tedious. This paper proposes a framework for applying Kahneman’s model to designing, based on the function-behaviour-structure (FBS) ontology. It casts four instances of designing in this framework: design fixation, case-based design, pattern language-based design, and brainstorming.
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A significant body of knowledge exists on inverse problems and extensive research has been conducted on data-driven design in the past decade. This paper provides a comprehensive review of the state-of-the-art methods and practice reported in the literature dealing with many different aspects of data-informed inverse design. By reviewing the origins and common practice of inverse problems in engineering design, the paper presents a closed-loop decision framework of product usage data-informed inverse design. Specifically reviewed areas of focus include data-informed inverse requirement analysis by user generated content, data-informed inverse conceptual design for product innovation, data-informed inverse embodiment design for product families and product platforming, data-informed inverse analysis and optimization in detailed design, along with prevailing techniques for product usage data collection and analytics. The paper also discusses the challenges of data-informed inverse design and the prospects for future research.
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A properly designed product-system platform seeks to reduce the cost and lead time for design and development of the product-system family. A key goal is to achieve a tradeoff between economy of scope from product variety and economy of scale from platform sharing. Traditionally, product platform planning uses heuristic and manual approaches and relies greatly on expertise and intuition. In this paper, we propose a data-driven method to draw the boundary of a platform-system, complementing other platform design approaches and assisting designers in the architecting process. The method generates a network of functions through relationships of their co-occurrences in prior designs of a product or systems domain and uses a network analysis algorithm to identify an optimal core-periphery structure. Functions identified in the network core co-occur cohesively and frequently with one another in prior designs, and thus are suggested for inclusion in the potential platform to be shared across a variety of product-systems with peripheral functions. We apply the method to identify the platform functions for the application domain of spherical rolling robots, based on patent data.
Book
How can we account for the sudden appearance of such dazzling artists and scientists as Mozart, Shakespeare, Darwin, or Einstein? How can we define such genius? What conditions or personality traits seem to produce exceptionally creative people? Is the association between genius and madness really just a myth? These and many other questions are brilliantly illuminated in The Origins of Genius. Dean Simonton convincingly argues that creativity can best be understood as a Darwinian process of variation and selection. The artist or scientist generates a wealth of ideas, and then subjects these ideas to aesthetic or scientific judgment, selecting only those that have the best chance to survive and reproduce. Indeed, the true test of genius is the ability to bequeath an impressive and influential body of work to future generations. Simonton draws on the latest research into creativity and explores such topics as the personality type of the genius, whether genius is genetic or produced by environment and education, the links between genius and mental illness (Darwin himself was emotionally and mentally unwell), the high incidence of childhood trauma, especially loss of a parent, amongst Nobel Prize winners, the importance of unconscious incubation in creative problem-solving, and much more. Simonton substantiates his theory by examining and quoting from the work of such eminent figures as Henri Poincare, W. H. Auden, Albert Einstein, Marie Curie, Charles Darwin, Niels Bohr, and many others. For anyone intrigued by the spectacular feats of the human mind, The Origins of Genius offers a revolutionary new way of understanding the very nature of creativity.
Chapter
The concept of emotion is closely related to affect, which is an encompassing term, consisting of emotions, feelings, moods, and evaluations. Organizations, conferences, and special issues related to emotion and design in human factors and ergonomics have been burgeoning. Core affect is object-free without being directed at anything, that is, no emotional associations, whereas affective quality is related to or belongs to the product and has the ability to cause a change in core affect during the human-product interaction process so that the product is attributed with creating emotional associations. Quality function deployment is a method that first transforms qualitative customer needs into quantitative parameters, then deploys the functions to form product quality, and then translates product quality into design elements, and finally to specific manufacturing processes. Emotional design has been well recognized in the domain of human factors and ergonomics. The chapter reviews related models and methods of emotional design.
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Specific design knowledge (SDK) plays a crucial role in engineering design, as it enables designers to define a system structure that can fulfil the required functions through its behaviour. A variety of modelling methods aim at supporting the gain of this knowledge. However, they are usually evaluated concerning the designs produced rather than the knowledge generated in the process. Also, established operationalisations of SDK are missing. This results in a lack of understanding of the generation of SDK. Hence, an experimental study is conducted to investigate the impact of an exemplary modelling method on the generation of SDK. The study is set up with 35 participants, who analyse two technical systems. Intuitive approaches are compared with the application of the modelling method. On the system level, SDK is assessed through relations of structure and behaviour. On the detail level, function-critical system areas and function-relevant system states, are investigated. Results show, that the modelling method increases SDK at the system level compared to intuitive approaches. At the detail level, no statement about statistically significant differences could be derived. The presented study design can provide a baseline for investigations of similar modelling methods or other design methods supporting the generation of SDK.
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The traditional practice of value-driven engineering and systems design is mainly based on net present values (NPVs). It is essentially enacted as a budgetary technique that neglects the future risk and strategic flexibility of a design project. Incorporating real options theory in value-driven decision models can improve the inability of NPV analysis in dealing with the upside potential of managerial flexibility and operational uncertainty over the design project life. This paper examines the critical issues and research opportunities for establishing a theoretical foundation of value-driven multiplayer game decision making in large complex engineering and systems design projects. This paper envisions a research framework for value-driven cooperative negotiation by synthesising the mathematical foundations of utility theory, real options theory and game theory into a coherent framework of design decision analysis. Fundamental issues and research directions are discussed to develop a variety of new methods for enhancing the formulation of value models for value-driven design with decision support to achieving equilibrium solutions with optimal value allocation among multiple decision agents involved in engineering and systems design.
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Usability and emotionality are fundamental aspects of user experience. However, the actual creation of an equally usable and emotionally appealing product design is still challenging for product developers, not least because of competing objectives during such equal consideration of both aspects. In order to make a user-oriented decision between a more usable or more emotional product design, product developers need a profound understanding of what matters to the user in different usage situations. By conducting 22 semi-structured interviews, we contribute to this aim by identifying and examining factors that influence a user’s perceived importance of usability and emotionality in product design. In total, 29 influencing factors were identified with the purpose of use, the type of product and other people’s attitudes towards a product being most relevant for both emotionality and usability. Nine influencing factors from the literature were additionally examined in terms of their strength and direction in which they influence the importance of emotionality and usability. Hereby, considerable differences within individual expressions of the influencing factors were revealed. Furthermore, the perceived importance of emotionality varied much more than that of usability.
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This paper proposes a novel framework for building semantic networks from a seed design statement using Recursive Object Modeling (ROM), Word2Vec language modelling, and vector semantic-based method. Semantic Scholar API was used to retrieve abstracts of scientific papers to build ROM-based Semantic Networks to address the design problem implied in the seed design statement, following Environment Analysis from Environment-Based Design (EBD) methodology. The proposed framework was applied to construct the semantic network for a project to design aircraft braking systems, which demonstrates the framework's efficiency. The presented research makes two major contributions: a ROM-based phrase extractor and a domain-specific language model, which is trained on the automatically collected literature abstracts. Using a manually created and assessed truth set containing 100 pairs of abstract-key phrases, the phrase extractor was evaluated by benchmarking it with two existing off-the-shelf key phrase extraction algorithms: TextRank and Rake. The ROM-based phrase extractor extracted most key phrases from target domains and showed higher precision, recall, and F-1 scores than other methods. Meanwhile, the trained project-specific language model was evaluated using the NASA thesaurus. We randomly sampled 457 pairs of connected domain-specific terms related to aircraft braking and landing knowledge. Our Skip-gram model was compared with Google's pre-trained word2vec model and a baseline word2vec model. The results demonstrated that our language model could detect the most pairs of concepts from the NASA thesaurus. The generated semantic network can be applied to design information retrieval, computer-aided design idea generation, cross-domain communication support system, and designer training tool.
Chapter
The topic of uncertainty has not received the attention it deserves. This chapter develops the view that uncertainty is a part of all creative efforts, first by going into some detail about how creativity is defined, then turning to several kinds of research on creativity that support that view. The first section about the definition of creativity is a bit abstract but draws from respected theories of associative processes and problem solving. The next section is more concrete and practical, with material on education and testing. Next is a discussion of some lessons learned from studies of physics and creativity, as well as implications of recent studies of politics and creativity. The final section might be the simplest because it discusses Future Studies, and of course the future is an uncertain thing. The role of creative thinking for the future is explored immediately before the concluding comments.KeywordsUncertainty principleSchrödinger’s catCreative potentialPsychoeconomicsPolitics of creativityConservatismLiberalism
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Additive manufacturing (AM) presents designers with unique manufacturing capabilities while imposing several limitations. Designers must leverage AM capabilities – through opportunistic design for AM (O-DfAM) – and accommodate AM limitations – through restrictive (R-) DfAM – to successfully employ AM in engineering design. This dual DfAM approach – comprising O- and R-DfAM – starkly contrasts traditional, limitation-based design for manufacturing (DfM). Therefore, designers must transition from a restrictive DfM mindset towards a ‘dual’ design mindset. Designers’ prior experience, especially with DfM could inhibit their ability to transition towards dual DfAM. On the other hand, experienced designers’ auxiliary skills (e.g. with computer-aided design) could help them implement DfAM in their solutions. However, little research has studied the influence of prior experience on DfAM use in the later design stages (i.e. embodiment and detail design), and we explore this research gap. Specifically, we conducted an experimental study comprising a task-based DfAM educational intervention with first-year student designers and upper-level student designers. Participants’ DfAM self-efficacy and their integration of DfAM in their solutions were compared between the two groups. From our results, we see that experienced designers report higher baseline self-efficacy with R-DfAM but not O-DfAM. We also see that experienced designers demonstrate a greater use of certain DfAM concepts (e.g. part and assembly complexity) in their designs. These findings suggest that introducing designers to O-DfAM early could help develop a dual design mindset; however, having more engineering experience might be necessary for them to implement DfAM into their designs.
Article
Past research in design typically postulates a relationship between divergent thinking and ideation, but little or no empirical evidence is available to critically assess the connection between the two. Using protocol analysis of 35 design experiments, this paper constructs a detailed investigation of the ways divergent thinking and ideation occur in the design process. Two measures are extracted from the protocol data – a divergency index (D) and an ideation index (I) – and quantitative comparisons are constructed between the two. Thereafter four types of individual design processes are identified and discussed. The paper concludes that, within the limits of the method used, there is clear evidence connecting divergent thinking and production of ideas.
Article
Facing an increasing demand and market competition for personalization, more and more service enterprises need to offer personalized service products to enhance customer satisfaction and the service level in a cost-effective manner. Service products are inherently coupled with service operations in order to leverage service satisfaction upon operations costs. This requires that design of personalized service products must be coordinated with service operations planning (SOP) within a coherent framework of joint optimization. This study proposes a hierarchical joint optimization (HJO) model for personalized service product family (SPF) design considering crowdsourcing of service operations by taking advantage of service resource family (SRF). A nested genetic algorithm (NGA) is developed to solve the HJO model and find a scheme of a personalized service product, based on which SPF design is derived along with the corresponding SRF. A case study of personalized tourism product family design and tourism operations planning is reported to illustrate the feasibility and potential of the proposed joint optimization method.
Article
Five frames for experience are explored: dynamic, balanced, sudden, interdependent, emergent, moving beyond a reductionist view to consider examples honoring a nonlinear chaos and complexity context. This interfaces with aware, present, healthy, open and creative ways of being in the world, separately and together. Discussion looks at a potential shift in worldview and view of self-in-world. (Keywords: everyday creativity, chaos, complexity, nonlinear, emergence, worldview)
Article
As sustainability becomes increasingly important, product design is taking a proactive role in producing products that are both useful and sustainable. This paper introduces and discusses a tool named Environment-based life cycle decomposition (eLCD) to adapt the Environment-based Design (EBD) methodology to sustainable design. The eLCD brings to EBD three major features: 1) a holistic environment structure for sustainable conceptual design, 2) an effective and efficient tool for collecting information for sustainability decision-making, and 3) an analysis tool that takes sustainability as an integral part of the design rather than as a burden. The environment of a product is everything except the product itself, which can be defined in three dimensions, namely, environment types, life cycle events, and life cycle time. The environment types are designated as natural, built (including physical artifact and digital artifact), economic, and social environment. The eLCD provides an effective template for information collection to support the design decision-making process. The effectiveness of eLCD is demonstrated by its application to the upscaling of a wind turbine, where an energy storage system is introduced to make full use of wind energy with the least waste in serving the electricity demand.
Article
This article is an edited version of a Keynote Address provided for the 2021 Creativity Conference hosted by Southern Oregon University. The talk opens with the following question: “What role does our experience with uncertainty play in our creative thoughts and actions?” The remainder of the talk is focused on addressing this question, starting with the assertion that there is no creativity without uncertainty and several other operating assumptions aimed at establishing a basis for this assertion. Next a model of creativity under uncertainty is introduced. The model outlines how encounters with uncertainty in a particular socio-cultural and historical moment can be experienced as epistemologically and ontologically destabilizing, and thereby, result in a state of genuine doubt. This state of doubt, when perceived as actionable, can open-up a horizon of new possibilities for creative activity. The model further outlines how taking creative action in the face of uncertainty can (temporarily) resolve our state of doubt and re-stabilize our experiences. Implications for inviting uncertainty into educational learning environments are also discussed.
Article
We propose a large scalable engineering knowledge base as an integrated knowledge graph, comprising sets of (entity, relationship, entity) triples that are real-world engineering ‘facts’ found in the patent database. We apply a set of rules based on the syntactic and lexical properties of claims in a patent document to extract entities and their associated relationships that are supposedly meaningful from an engineering design perspective. Such a knowledge base is expected to support inferencing, reasoning, recalling in various engineering design tasks. The knowledge base has a greater size and coverage in comparison with the previously used knowledge bases in the engineering design literature.
Article
EEG alpha synchronization, especially in posterior parietal cortical regions of the right hemisphere, is indicative of high internal processing demands that are typically involved in divergent thinking (DT). During the course of DT, as ideation proceeds, ideas tend to become more creative, being more likely to be drawn from new conceptual categories through the use of the cognitive mechanism of flexibility. The present study investigated whether EEG alpha synchronization can be modulated by flexibility in DT by comparing cortical activation patterns during the switch of category (switching) and the stay in the same category (clustering). Twenty participants were required to generate alternative uses of everyday objects during EEG recording. Differential results were specifically found in the lower alpha band (8-10 Hz): whereas clustering showed synchronization typically lateralized in the right posterior parietal areas, switching induced posterior parietal synchronization over both right and left hemispheres. These findings indicate that the two distinct cognitive mechanisms subsuming flexibility (switching and clustering) are associated with a different hemispheric modulation of lower alpha activity, as switching, in comparison to clustering, is related to higher power in the lower alpha band over the left hemisphere. Switching in comparison to clustering may thus require a larger investment of cognitive resources due to the exploratory process of moving from one semantic conceptual category to another in the course of creative ideation.
Article
This paper aims to addresses three questions related to conceptual design: 1) Why is environment important? 2) What is environment? and 3) How to analyze environment? Unlike product-, function (affordance)-, or user-centered methodologies, it is argued that the known environment of a product to be designed must be the first thing to be looked at in a conceptual design. The environment can be categorized into three types: the natural, the built and the human. A complete set of environment for a design is implied in the lifecycle of a product to be designed, which can be further defined by lifecycle activities in terms of time. The analysis of environment consists of three activities: 1) determine decision directions by asking design questions based on a design problem statement; 2) clarify the design problem statement by answering questions following the decision direction; and 3) formulate an environment system from a design problem statement. The process is driven by asking the right questions by analyzing the ROM diagram of the design problem statement. The answers to the questions follow the lifecycle analysis of the product and its environment components. This paper completes a detailed procedure for Environment Analysis, which is the one of the three activities in Environment-Based Design (EBD).
Article
This paper explores the relationship between design logic and reasoning and the methodological and epistemological positioning of design-based knowledge production. Examining the relevant literature, we propose that the naturalistic logic of the American pragmatist philosopher John Dewey offers a potentially useful contextualisation of how logic, reasoning, method and, ultimately, knowledge can be understood as arising from, and be responsive to, context. This is considered in relation to the long-term delivery of a design research programme—termed Experience Labs—which was seen to undergo a gradual methodological shift in response to contextual concerns. It is our core argument that Dewey’s logic can function as a valuable theoretical device, mediating between design and the necessity of methodological and epistemological explication in research.
Article
The study of surprising product features is crucial for designing products that potentially trigger attention and curiosity. Through a tailored questionnaire, this study gathered reactions from 100 respondents to solutions which were considered to be surprising. The data about surprise emergence and its modalities were processed using a situated FBS-based cognitive framework, shifted to the perspective of the user/observer. Data analysis shows that FBS variables and the related cognitive processes are suitable for describing similarities and differences in the reasoning path of users when surprise emerges. This confirms that individually pre-conceived expectations are crucial to surprise emergence and that these expectations relate to functional, behavioural or structural variables with similar mechanisms that depend on thinking processes triggered by product features.
Book
Herbert Simon's classic work on artificial intelligence in the expanded and updated third edition from 1996, with a new introduction by John E. Laird. Herbert Simon's classic and influential The Sciences of the Artificial declares definitively that there can be a science not only of natural phenomena but also of what is artificial. Exploring the commonalities of artificial systems, including economic systems, the business firm, artificial intelligence, complex engineering projects, and social plans, Simon argues that designed systems are a valid field of study, and he proposes a science of design. For this third edition, originally published in 1996, Simon added new material that takes into account advances in cognitive psychology and the science of design while confirming and extending the book's basic thesis: that a physical symbol system has the necessary and sufficient means for intelligent action. Simon won the Nobel Prize for Economics in 1978 for his research into the decision-making process within economic organizations and the Turing Award (considered by some the computer science equivalent to the Nobel) with Allen Newell in 1975 for contributions to artificial intelligence, the psychology of human cognition, and list processing. The Sciences of the Artificial distills the essence of Simon's thought accessibly and coherently. This reissue of the third edition makes a pioneering work available to a new audience.
Article
Fast development of IT and ICT facilitate customers to post a large volume of their concerns and expectation online, which are widely accepted to be a valuable resource for product designers. However, it is found that only a small number of small and medium-sized enterprises (SMEs) have capabilities to leverage customer online insights for design innovation, which often demonstrate a significant share in national economies growth. To discover the beneath reasons regarding the barrier that prevent them to make effective utilization, in this study, as a concrete example, manufacturing SMEs in the South Wales and Greater Manchester industrial areas of the UK are focused and their potential motivations for using and knowledge of big data-based customer analytics are investigated. An exploratory survey was conducted in terms of the type of customer data they have, the storage approaches, the volume of customer data, etc. Next, a carefully devised exploratory study was undertaken to understand how SMEs perceive the relations between customer data and product design, how about their expectations from big customer data analytics and what really challenges SMEs to exploit the value of big customer data. Besides, a demonstration platform is developed to present SMEs an automatic process of analysing customer online reviews and the capacity on customer insights acquisition and strategic decision making. Finally, findings from two focus groups indicate the different managerial and technical considerations required for SMEs considering implementing big data and customer analytics. This study encourages SMEs to welcome big customer data and suggests that a cloud-based approach may be the most appropriate way of giving access to big data analytics techniques.
Article
Knowledge acquisition is a well-acknowledged bottleneck in the building of knowledge-based systems. Documents are a useful source of knowledge from experts. This paper targets the reuse of knowledge from the assembly phase of a product in the design and planning phases. Issues, their causes and the parameters involved are necessary to be acquired for reusing the knowledge so acquired. This paper discusses a method for knowledge acquisition, as a pipeline of existing tools in natural language understanding and processing. The acquired knowledge is expected to help in the decision making for a smart manufacturing system. The process of knowledge acquisition involves recognising the presence of issues and their causes using a combination of sentiment analysis and text patterns. The causes are then dissected to identify the constraints and constituent parameters. These pieces of knowledge are then reconstructed to form rules in a knowledge base. This paper demonstrates progress towards realising the method, by developing the cause dissection and rule-writing components, and validation of the issue-cause acquisition component with human subjects. A discussion is then presented on the potential integration and validation of the overall knowledge acquisition pipeline with a smart manufacturing system.
Article
The construction industry is facing a severe shortage of skilled workforce. Higher education is challenged to develop innovative strategies to help college students develop career-specific competency and accelerate the transition from novice to expert. Technology innovations such as virtual reality (VR) and mixed reality (MR) have been successfully integrated into learning and training programs to create authentic learning experiences within simulated virtual learning environments to facilitate tacit knowledge acquisition and workplace expertise development, which traditionally takes years of empirical experience and apprenticeship training. This study aims to explore potential VR and MR interventions in construction education and workforce development. It is directed at enhancing understanding of key differences between novices and experts and how VR and MR may facilitate tacit knowledge acquisition and expertise development to address the current skills gap in the construction industry. A simulation of accessibility design review and assessment for a tiny house was conducted via VR and MR mock-ups with the participation of both student novices and professional experts to collect behavioral and perceptual data using instruments that included a think-aloud protocol, a pair of pre-and postsurvey questionnaires, and audio/video recordings. Comparative analyses were conducted, and the results indicated that student novices, despite their lack of expertise, demonstrated comparable patterns of behaviors and achieved design review outcomes similar to those of professional experts with the VR and MR mock-ups. The findings of this study contribute to the body of knowledge by providing preliminary evidence of learning affordances of VR and MR in bridging experience-related gaps and suggesting opportunities for accelerating workplace expertise development among college students via technology intervention. These findings also have the potential to inform instructional design and pedagogical approaches that integrate VR and MR technology in undergraduate construction and engineering curricula.
Chapter
In this chapter we introduce the Dynamic Universal Creativity Process (DUCP), defined as the active ensemble of all creativity episodes in the evolution of our cosmos. It is shown how this construct descends naturally through a shift in the leading perspective in creativity studies: from a focus on static creative achievements to the consideration of dynamic processes, which even transcend their agents. Four mechanisms for the dynamic extension in time and space of creativity episodes are presented: continued exploration, concatenation, estimation, and exaptation. The concepts of wide-sense and strict-sense creativity are introduced to allow the consideration of four layers of existence in the DUCP: material, biological, psycho-social, and artificial. The theoretical and practical implications of these definitions are discussed, also in view of contributing to the mending of the cultural fracture between science and the arts, under the flag of creativity studies. A description of the creativity mechanisms characterizing the material, biological, psycho-social, and artificial layers is provided, highlighting intra- and inter-layer concatenation potential and achievements. Among other concepts, complex systems, biological evolution, bipedalism, neoteny, individual and social mind-based behaviour, as well as artificial intelligence, all find an integrated place in the framework of creativity studies, under the DUCP umbrella. Implications on educational systems of the future are drafted in the final discussion.
Article
The subject of creativity has been neglected by psychologists. The immediate problem has two aspects. (1) How can we discover creative promise in our children and our youth, (2) How can we promote the development of creative personalities. Creative talent cannot be accounted for adequately in terms of I.Q. A new way of thinking about creativity and creative productivity is seen in the factorial conceptions of personality. By application of factor analysis a fruitful exploratory approach can be made. Carefully constructed hypotheses concerning primary abilities will lead to the use of novel types of tests. New factors will be discovered that will provide us with means to select individuals with creative personalities. The properties of primary abilities should be studied to improve educational methods and further their utilization. (PsycINFO Database Record (c) 2012 APA, all rights reserved)