IoT architecture and system design for healthcare systems (original) (raw)

International Journal of Design Creativity and Innovation A descriptive framework of the design process from a dual cognitive- engineering perspective PLEASE SCROLL DOWN FOR ARTICLE

This article proposes a new descriptive framework, which we label as the "ideation framework" (IF), of the design process from a dual cognitive-engineering perspective, partly based on existing frameworks from both fields and previous work by the author. The framework is for the ideation or front-end phase of the product development process, representing the interface between cognitive psychology and engineering design. Three domains -inspiration, decomposition, and integration -and three spaces -problem-space, idea-space, and concept-space -are the elements of the framework. The iterative flow of the engineering design process passes through the three domains in a semi-controlled way, through a sequence of specialization and generalization process loops in and between the spaces. An empirical descriptive examination of the ideation process is performed using designers with limited design experience. The designers were faced with a design problem that they had to solve in a limited period of time. Their designs were analyzed, and a post-exercise interview was done to uncover each of the participants' design process. The empirical work indicates these designers worked in a manner largely consistent with the IF.

A Framework Supporting Creativity in the Design Process: A Systems theoretic Perspective

2000

This paper attempts to establish a systems-theoretic framework supporting creativity in the design process, where the design process is considered to have as its basis the cognitive process. The design process is considered as a purposeful and ongoing transformation of already complex representational structures and the production of newer ones, in order to fulfil an ill-defined goal. Creativity is considered

Future Directions for Design Creativity Research

Design Creativity 2010, 2011

This paper commences with a brief overview of where the creativity may lie in the enterprise of designing artifacts. It puts forward the concept that design creativity is not a unitary concept and needs to be treated multi-dimensionally by stating that design creativity may be in multiple locations. The paper then proceeds to present a brief overview of what has been researched and how it is has been researched. It classifies what has been researched under: design processes, cognitive behavior and interactions. This is followed by the articulation of future directions for design creativity research in the areas of: design processes; cognitive behavior, social interaction; cognitive neuroscience; measuring design creativity and test suites of design tasks.

Inducing Creativity in Design Science Research

Lecture Notes in Computer Science, 2019

The importance of creativity is widely acknowledged in design science research, yet there is a lack of understanding of how this creativity is manifested throughout the design science lifecycle. This research examines the effects of the boundaries that are placed on creativity by the particular design science research method used throughout the design cycles and iterations. The progressive and methodical nature of design science research imposes structure comprising rational and creative, boundaries on the problem-solving process. These boundaries determine when and where to iterate to a specific previous stage. A set of iteration indicators, derived from the literature on creativity and bounded rationality, provide the design researcher with guidance on how to recognize that the time for iteration is nigh. These indicators are evaluated using a case study for the design of creative, pervasive games.

Locating Creativity in a Framework of Designing for Innovation

IFIP The International Federation for Information Processing, 2000

This paper focuses on creativity in the process of designing as the foundation of potential innovations resulting from that process. Using an ontological framework that defines distinct stages in designing, it identifies the locations for creativity independently of their embodiment in human designers or computational tools. The paper shows that innovation, a consequence of creativity, can arise from a large variety of processes in designing. 2 Activities in Creative Designing Research in creative designing can be separated into two strands. One strand of research is concerned with developing computational processes that can extend the design state space. Here, five classes of processes have been suggested [3]:

Nascent directions for design creativity research

International Journal of Design Creativity and Innovation

Design is recognized as one of the creative professions but that does not mean that design equals creativity. Much of design is not creative, rather it is routine in the sense that the designs produced are those that are similar to existing designs and are only unique in terms of the situation they are in. However, there is value in producing designs that are considered creative in that they add significant value and change people's perceptions and, in doing so, have the potential to change society by changing its value system. A search for the terms 'design' and 'creativity' in books over the last 200 years (using Google's Ngram) shows that the term "design' was well established by 1800 and its use dropped between 1800 and 1900, after which its use increased to 2000. The term 'creativity' only came into noticeable use from 1940 on (Figure 1). It is, therefore, not surprising that creativity research is a young field. Much of early design creativity research has focused on distinguishing design creativity from designing; typically, by attempting to determine when and how a designer was being creative while they were designing. This still remains an important area of design creativity research that deserves considerable attention. Much of the design creativity research over the last 30-40 years has focused on either cognitive studies of designers or on building computational models of creative processes, generally using artificial intelligence or cognitive models. As in other areas of design research, there has been interest in developing cognitive creativity support tools. These two paradigmatic approaches have yielded interesting and important results. Tools can be categorized along a spectrum from passive through responsive to active. Passive tools need to be directly invoked by the designer and remain unchanged by their use. A spreadsheet is an exemplary example of a general passive tool. Passive tools that support design creativity include, for example, morphological analysis and TRIZ. Responsive tools need to be directly invoked by the designer but are changed by their use and do so by learning (Gero, 1996). They aim to tailor their response to the user over time. They tend to be developed for a specific purpose and are often proprietary. Active tools interact with the designer, i.e., they respond to what the designer is doing and make proposals. More recently, there has been interest in studying creativity when the designer is using responsive and active creativity aids. These aids cover a wide spectrum. Here two new categories will be considered: artificial intelligence that supports co-creation and neuro-based creativity enhancement. These two approaches form the basis of two nascent directions that are fundamentally different to the current directions of cognitive studies and passive cognitive support tools. In addition, there have been studies with drugs that affect the brain and that anecdotally enhance creativity. Alcohol has been shown to have a mild positive effect on the remote association creativity test but impairs divergent thinking, which is involved in design creativity (Norlander, 1999). However, controlled studies with Ritalin (methylphenidate) (Baas et al., 2020), cannabis (tetrahydrocannabinol) (Kowal et al., 2015) and LSD (lysergic acid diethylamide) Figure 1. Google's Ngram on the appearance of the terms "design" (blue line) and "creativity" (red line) in books since 1800.

Towards Creative Systems in Architectural Design

The 54th International Conference of the Architectural Science Association, 2020

This position paper describes a pathway and methodology towards creative systems in architectural design. Drawing from creativity research and strategic design methods, an agile approach to exploration of deep learning technology in the context of architectural optimisation was developed. The investigation proposed and defined the nature of a framework, which explored ways of integrating architectural shape design with machine intelligence. Furthermore, the paper elaborates the implications and potential for impact of deep learning techniques on advancing human-computer-interaction for architectural optimisation. However, the described framework might be used as a design scheme for an active tool to drive design processes and support decision-making in early stages of architectural design. The components of the framework defined interfaces and critical points of investigation for application of the presented methodology in creative practice. In this way the research contributes to the theoretical and methodological development of creative systems research. At its heart, this generative design study involved the definition of a clear research trajectory, challenges and opportunities of supporting creative practice by means of design systems. Finally, the potential of machine intelligence to generate creative work with and without human guidance or performance criteria was examined.

The structure of reasoning and emergence of creative insights in architectural design process

Fifth International Congress of International Association of Societies of Design Research IASDR, 2013

This paper investigates the emergence of creative insights in architectural design processes with an aim to investigate whether there is a recurring pattern between design creativity and cognition. In the design process, paradigm shifts and sudden changes in the flow of prevailing thoughts are venues of interest to search for creative insights. Our question is: What is the cognitive context of which the sudden emergence of insights occur in absence of, convergence with, or in conflict with, the preceding established stimulus-responses? A design case study is analysed using a descriptive model; linkography protocol is constructed and the gleams of sudden insights (creative notions) are demarcated. Two major recurring patterns of the emergence of insights are perceived: 1) insights appearing in dense linkograph networks with significance to one chief prevailing idea reflects "incremental" thinking process; the concept evolves through accumulative gradual moves of design), while 2) sudden stimulations appear often in the transferral (bridging) nodes between different sub-networks, with high probability to emerge with multiple exchanges of ideas between sketching media. This outcome supports the argument that breakthrough ideas result in the collision between two different hunches of thought (i.e. early preceding and late ones) and that no ideas come from nowhere.