Design ideation Research Papers - Academia.edu (original) (raw)

Despite an increasing awareness of user-centred design, there is limited discussion of how such approaches can be translated into the resource and time-constrained environments of medical engineering departments; yet, much of the work in... more

Concept ideation can be facilitated by using techniques such as design heuristic to stimulate divergent thinking. Heuristics are general design principles extracted from existing solutions that can help designers create novel solutions.... more

Concept ideation can be facilitated by using techniques such as design heuristic to stimulate divergent thinking. Heuristics are general design principles extracted from existing solutions that can help designers create novel solutions. While extensive research has been done on design heuristics when applied to product design, there are no reports of their application to innovative packaging design. The objective of this study was to assess the effects of design heuristics on the level of innovation of packaging concepts. Fifty-five undergraduate students were randomly assigned to three groups. Participants in the control group generated ideas without the help of design heuristics (i.e., group A). Participants in group B ideated with the help of existing product design heuristics. Participants in group C created ideas using design heuristics tailored specifically to packaging design. A total of 293 packaging concepts were rated using three 5-point Likert scales for morphological, technological, and functional innovations. An overall level of innovation was calculated by adding the three scores. Participants who used design heuristic cards (i.e., experimental conditions B and C) created on average more than one additional idea than participants who ideated without heuristic help (i.e., control group). Idea generation using packaging-specific design heuristics yielded more innovative ideas than idea generation using product design heuristics. Forty-nine percent of the ideas in group C had significantly higher levels of innovation compared to 35% of the ideas in group B (χ2 (1) = 4.023, p = .045) and 32% in the control group (χ2 (1) = 5.996, p = .014). Product design heuristics can be extremely useful to make ideation processes more efficient and productive. However, this study provides evidence that there needs to be a match between heuristic description, examples of application of the heuristics, and the target domain (i.e., the type of product being created). Findings suggest a significant and positive effect of using field-specific heuristics for early ideation sessions of novice students with minimal design background.

Younger people appear adept at creating accurate mental models of product interaction and acquiring new and relevant knowledge through experiential learning. This article highlights some of the differences in interaction and learning that... more

Younger people appear adept at creating accurate mental models of product interaction and acquiring new and relevant knowledge through experiential learning. This article highlights some of the differences in interaction and learning that occur according to age. This is achieved by revealing the existence of age-effects regarding prior experience and its effect upon interaction with a novel contemporary household product, chosen at random for its newness to market, and by investigating if young people, based on their experience of contemporary technology, are able to create more accurate mental models of engagement that facilitate superior interaction with novel products.

Abstract The purpose of this study was to describe the sources of inspiration and the emergence of mental images in a virtual design course. The study was conducted in The Department of Home Economics and Craft Science at the University... more

Abstract
The purpose of this study was to describe the sources of inspiration and the emergence of mental images in a virtual design course. The study was conducted in The Department of Home Economics and Craft Science at the University of Helsinki. During the virtual course, eleven students designed fabric collage textiles and carried out exercises using the technique in a networked environment. Qualitative content analysis was performed on the collected visual and verbal data. The study indicated that typical mental images related to visual, kinaesthetic and verbal aspects of design activity. It was essential to use diverse processing of mental images and multisensory sources of inspiration. A virtual environment lacks face-to-face interactions but, at the same time, it seems to provide a shared body of experiences about design examples.

Creative Narration is a technique that has the potential to enhance the initial design process of ideation in terms of collaboration and creativity. In this case study, the technique was used in the context of a distance creative... more

Creative Narration is a technique that has the potential to enhance the initial design process of ideation in terms of collaboration and creativity. In this case study, the technique was used in the context of a distance creative (ideation) workshop to ideate on products in the specific field of Data Ethics. An initial assessment from this process, highlighting the strong and weak points of the technique, is discussed in this paper.

This thesis research project is an investigation of the influence of mindfulness practice within the context of design education. Mindfulness is a present-moment and non-judgmental awareness. The project explored the connections between... more

This thesis research project is an investigation of the influence of mindfulness practice within the context of design education. Mindfulness is a present-moment and non-judgmental awareness. The project explored the connections between mindfulness practice, ideation, and creativity through semi-structured interviews, with mindfulness practitioners, design educators and an educational specialist as well as an exploratory workshop with design students from the Department of Art and Design at the University of Alberta. One objective of the research was to develop a framework showcasing mindfulness practice as a visual aid to help explain the concepts to design educators and students. Another objective was to identify the extent to which mindfulness practice is already incorporated into design education. Throughout the process of investigation, themes related to mindfulness were identified. Connections were then made to the concept of ideation and creativity.

Keywords: collaboration, complexity, creativity, ideation, ideation tools, and practice-led research The focus of this research are ideation tools and their ability to catalyse ideas to address complex design problems. Complex design... more

Cette communication entend traiter de la portée technique et pratique de la théorie (philosophique) de l’imagination que Gilbert Simondon a notamment formulée dans son cours (de psychologie) à la Sorbonne en 1965-1966. [Simondon 2008]... more

Cette communication entend traiter de la portée technique et pratique de la théorie (philosophique) de l’imagination que Gilbert Simondon a notamment formulée dans son cours (de psychologie) à la Sorbonne en 1965-1966. [Simondon 2008]
Avant tout, il convient de rappeler que cette théorie de l’imagination est réaliste et affirme une pluralité des modes d’existence des images, jusqu’à comprendre les concrets artefacts humains (les inventions) dans la classe des images, en affirmant qu’il existe une relation directe (et réelle) entre l’imagination et la réalité de l’idéation des artefacts humaines dans toute leur évolution technique et esthétique. L’évolution des techniques — de ce point de vue réaliste — montre le côté objectif, indéniable et cumulatif de l’idéation. Cette objectivité de l’idéation est fondée sur la réalité a posteriori des « idées » entendues comme « modèles » et « objets sociaux » — au sens de ce qu’aujourd’hui on appelle « textualisme faible » (Ferraris 2009) — constituants de ce que — au sens de la sémiotique de Umberto Eco – on appelle « Encyclopédie » d’une culture (Eco 1999).
Bien que Simondon n’emploie pas (explicitement) le terme « eidos » et une perspective « textualiste » ou « sémiotique », il nous donne une complète ontologie des objets techniques (ex. Simondon 1958), c’est-à-dire, une vision capable aussi de décrire ce que nous appellerons — en empruntant un terme du lexique zoologique du grec moderne — « eidogenesis [spéciation] des artefacts ». En ce sens, l’Eidogenesis est une question qui se situe entre nature et culture, au niveau des processus (psychologiques et anthropologiques) de la catégorisation, au moins dans les aspects ou les catégories sont des véritables objets sociaux et non seulement des images mentales ou de concepts privés.
En ce sens la théorie de l’imagination technique touche l’ontologie des objets. Et, connu surtout en tant que penseur de la technologie e de l’ontologie, Simondon, dans l’ensemble de son œuvre, propose aussi l’esquisse très embryonnaire d’une « technologie de l’imagination » pas encore bien exploitée en tant que telle ; il nous offre une vision qui pourrait — à notre sens — constituer un point de référence pour les étudies (historiques, techniques et anthropologiques) sur la conception des artefacts. Cette “technologie” peut nous offrir une idée claire des idées travaillées dans la concrète idéation technique et esthétique. En revanche, le monde des artefacts — de sa réalité matérielle — est la pierre de touche de l’adéquation des théories (philosophiques, anthropologiques et psychologiques) de l’imagination.
Donc, une théorie technique de l’imagination est questions dans laquelle on doit se croiser e se traduire entre eux les points de vue des philosophes et des concepteurs, les modèles technologiques de l’ontologie et les modèles ontologiques de la technologie (Simondon 2011).
Pour aborder cette question d’une façon à la fois concrète et générale, il nous faut donner un exemple tiré de la modélisation scientifique et technique ; nous choisissons de traiter le thème de l’imagination e de la catégorisation eidétique que le modèle morphogénétique et physicaliste de Alan Turing (1952) a propagée soit en biologie, soit dans la fabrication des objets à fonction esthétiques.

We conducted a comparative study of two structured (SCAMPER, Playgen AddingPlay card kit) and one unstructured (free brainstorming) ideation techniques, aiming to establish their suitability for game design education. We collected data... more

We conducted a comparative study of two structured (SCAMPER, Playgen AddingPlay card kit) and one unstructured (free brainstorming) ideation techniques, aiming to establish their suitability for game design education. We collected data about the techniques' productivity, ease of use, and enjoyability from 100 participants in 60-minute game ideation workshops. Contrary to expectations, the data revealed no statistically significant differences between the techniques. The unexpected results led us to reconsider some of our starting assumptions, pointing to the complex nature of counting and evaluating ideas. Based on this, the discussion outlines some suggestions for future research into ideation in games education.

This study analyzed three different remote sketching paradigms to find recommendations for future remote multidisciplinary co-design systems. These included virtual reality freeform drawing, tablet drawing, and uploading images of paper... more

This study analyzed three different remote sketching paradigms to find recommendations for future remote multidisciplinary co-design systems. These included virtual reality freeform drawing, tablet drawing, and uploading images of paper drawing. Drawing in VR could potentially be useful for convergent ideation and visualizing designs that require large-scale spatial thinking or human-scale interaction. The tablet was shown to be easy to use and applicable for a wide variety of design scenarios and paper showed strength in divergent or sequential ideation. The results indicate that perception of media might affect the use of digital tools-this difference in perception was shown between disciplines. Notably, users of VR for collaboration might need more time to explore and develop skills since the medium is so new. The results of this study contribute to further understanding of how digital media can affect the design process when communication between stakeholders needs to be remote.

Generative design research is a collection of methodologies centered around the creation of ideas and designs from the needs and values of the users as opposed to the usability of the system. In this paper, you learn how we utilized... more

Generative design research is a collection of methodologies centered around the creation of ideas and designs from the needs and values of the users as opposed to the usability of the system. In this paper, you learn how we utilized collaging activity to understand patient’s views of trust and healthcare. Specifically, we will discuss the utility of generative design research as it applies to managing complex discussions, gathering multiple feedback resources, and using your role as the researcher to enable the team.

Executive Summary: In August 2016 Hack'n Break was organized at Technopark Izmir, located at Izmir Institute of Technology campus. The event lasted for one week and involved hackathons, seminars, talks, and social activities. Nearly 1000... more

Executive Summary: In August 2016 Hack'n Break was organized at Technopark Izmir, located at Izmir Institute of Technology campus. The event lasted for one week and involved hackathons, seminars, talks, and social activities. Nearly 1000 young enthusiasts and students from all over the country joined the activities and they have contributed to the success of the event. Companies sponsoring the event brought up their problems and solutions were proposed by the participants, some really contributed with creative ideas. Hack'n Break was completely consistent with the philosophy of Technopark Izmir, where we believe in open innovation through which ideas are disseminated and may be transferred to useful applications by the companies from everywhere. In the remainder of this paper we shall summarize our understanding of open innovation and then give a more detailed description of Hack'n Break. We shall then attempt to show how Hack'n Break contributed to our residents.

The focus of this research are ideation tools and their ability to catalyse ideas to address complex design problems. Complex design problems change over time and the interactions among the components of the problem and the interaction... more

The focus of this research are ideation tools and their ability to catalyse ideas to address complex design problems. Complex design problems change over time and the interactions among the components of the problem and the interaction between the problem and its environment are of such that the system as a whole cannot be fully understood simply by analyzing its components (Cilliers 1998, pp. I). Ideation for this research is defined as a process of generating, developing and communicating ideas that are critical to the design process (Broadbent, in Fowles 1979, pp. 15). Based on Karni and Arciszewski, who stated that ideation tools should act more like an observer or suggester rather than controller or an expert, I defne design ideation tools as tools or methods that enhance, increase and improve the user's ability to generate ideas with the client (Karni and Arciszewski 1997; Reineg and Briggs 2007). Based on a survey of over 70 ideation tools, protocol analysis of design act...

This paper demonstrates the need for systematic approaches to assess design tasks for experimental studies of idea generation and conceptual design. We first examine a collection of 160 design tasks used in the literature revealing a high... more

This paper demonstrates the need for systematic approaches to assess design tasks for experimental studies of idea generation and conceptual design. We first examine a collection of 160 design tasks used in the literature revealing a high variance of task characteristics. Variance across studies is captured by analysing operating variables including task elaboration, task orientation, task selection, participants, and time allocated for ideation. Four metrics are then proposed to assist researchers to objectively characterise design tasks. These metrics help identify the semantic and lexical dimensions of problem statements, evaluate precedent ideas, and assess task wording. The value of this approach is demonstrated by applying the metrics to a subset of design tasks showing their usefulness to assess the design task objectively as part of the wider experimental design process. Armed with these metrics, researchers can tune both the task and the wider experiment to best match the purposes and the operating variables of their studies. The paper concludes by formulating concrete recommendations to assist in the selection of design tasks using these metrics. Abstract: This paper demonstrates the need for systematic approaches to assess design tasks for experimental studies of idea generation and conceptual design. We first examine a collection of 160 design tasks used in the literature revealing a high variance of task characteristics. Variance across studies is captured by analysing operating variables including task elaboration, task orientation, task selection, participants, and time allocated for ideation. Four metrics are then proposed to assist researchers to objectively characterise design tasks. These metrics help identify the semantic and lexical dimensions of problem statements, evaluate precedent ideas, and assess task wording. The value of this approach is demonstrated by applying the metrics to a subset of design tasks showing their usefulness to assess the design task objectively as part of the wider experimental design process. Armed with these metrics, researchers can tune both the task and the wider experiment to best match the purposes and the operating variables of their studies. The paper concludes by formulating concrete recommendations to assist in the selection of design tasks using these metrics.

Sobre a importância da prática de esboçar como ferramenta de definição e planejamento de projetos.

This paper presents Vismantic, a semi-automatic system generating proposals of visual composition (visual ideas) in order to express specific meanings. It implements a process of developing visual solutions from 'what to say' to 'how to... more

This paper presents Vismantic, a semi-automatic system generating proposals of visual composition (visual ideas) in order to express specific meanings. It implements a process of developing visual solutions from 'what to say' to 'how to say', which requires both conceptual and visual creativity. In particular, Vismantic extends our previous work on using conceptual knowledge to find diverse visual representations of abstract concepts, with the capacity of combining two images in three ways, including juxtaposition, replacement and fusion. In an informal evaluation consisting of five communication tasks, Vismantic demonstrated the potential of producing a number of expressive and diverse ideas, among which many are surprising. Our analysis of the generated images confirms that visual meaning-making is a subtle interaction between all elements in a picture, for which Vismantic demands more visual semantic knowledge, higher image analysis and synthesis skills, and the ability of interpreting composed images, in order to deliver more ideas that make sense.

Generative design research is a collection of methodologies centered around the creation of ideas and designs from the needs and values of the users as opposed to the usability of the system. In this paper, you learn how we utilized... more

Generative design research is a collection of methodologies centered around the creation of ideas and designs from the needs and values of the users as opposed to the usability of the system. In this paper, you learn how we utilized collaging activity to understand patients' views of trust in the healthcare space. Specifically, we will discuss the utility of generative design research as it applies to managing complex discussions, gathering multiple feedback resources, and using your role as the researcher to enable the team.

First-generation thesis and dissertation students may not recognize that true research is a metacognitive activity that produces a writing product. This presentation discusses metacognition and its role in the research process, existing... more

First-generation thesis and dissertation students may not recognize that true research is a metacognitive activity that produces a writing product. This presentation discusses metacognition and its role in the research process, existing models of the research process and cycle and how they contribute to a general lack of metacognition, and the SCAMPER framework to develop questioning schema to encourage critical thinking and ideation during the research process.

Architecture precedents are important sources to educate architecture students. Inappropriate use of precedents may lead to design fixation. The use of precedents is common in architectural design and there is no clear difference between... more

Architecture precedents are important sources to educate architecture students. Inappropriate use of precedents may lead to design fixation. The use of precedents is common in architectural design and there is no clear difference between copy and inspiration. Therefore it is important to know what the true mapping is and how we can evaluate the relation between precedent and design outcome.
In this paper with the aim to recognize the true mapping, we describe the different mapping models and analyze those based on bloom taxonomy from remember layer to understand, apply, analyze and create layers. Based on this model 20 steps must be done: recognizing, recalling, remember, interpreting, exemplifying, classifying, summarizing, inferring, comparing, explaining, executing, implanting, differentiating, organizing, attributing, checking, critiquing , generating, planning and producing. The Eilouti model is more comprehensive than others and comprise all layers, but it is a complicated model and difficult to reuse by educators. The models compared based on new findings of design theories. Six models are categorized in normative models and one is categorized empirical. Therefore there is no mapping model based on studding the design behavior of expert designers, observing designers during design process and interacting between designer and design idea presentation. Thus none of these models didn’t use by other researchers or in architecture education. But visual analogy model became an educational method because of its empirical merit.
We investigated all different methods that evaluate relation between precedent and design idea. There are two approaches, first approach evaluate idea without considering precedent. In this approach good idea is creative ones and four creativity parameters, novelty, quality, quantity and diversity, are evaluated in qualitative, quantitative, or synthesis methods. Second approach evaluates design idea in comparison with precedent based on originality, design fixation and similarity type definitions. Some evaluation methods such as quantity, diversity or repeated ideas are used in conditions that designers produced all possible ideas and are not usable in normal conditions. Some methods need to predict all possible solutions by researcher and count all precedent features that almost impossible in architectural design. Therefore most of the quantitative methods are not usable in architectural education and qualitative methods based on expert judges are preferred.
We presented four mapping definitions based on four different approaches, mapping process, creative idea, design fixation, and structural mapping. For every definition there is an evaluation method. The comprehensive definition is offered that true mapping is going beyond levels of thinking and achieve creation level that leads to structural similarity and enhances novelty and quality of design idea. The similarity between source and idea and novelty and quality of idea must be evaluated based on this definition. Knowing the true definition and having a mapping process model cannot guarantee the design results. Students copy the source examples because lack of design ability, idea presentation skills or ideation ability. Thus there is need to purposeful and designed practices to help students. Finding educational ways to enhance students’ ability in true mapping are recommended for Future studies.

Structuring the outline for an architectural design studio experience has a significant role in students’ meaningful design experiences. Meaningful experience is related with students’ receptivity and idea generation for the... more

Structuring the outline for an architectural design studio experience has a significant role in students’ meaningful design
experiences. Meaningful experience is related with students’ receptivity and idea generation for the ill-structured problems
of architectural design. This identification influences the study, which investigates the application of a model for
structuring the design studio experience, organized to occur in two phases; problem reception and problem solving.
The model employs a combination of two different techniques with a special focus on reflexivity. It completes the extensions
level required for the ICE Approach with the C-Sketch ideation technique by employing their adapted versions for
architectural design studio practice. The common features of these techniques are their adaptability to any problem,
explication centered and process oriented natures, focus on effective brainstorming and suitability on design teamwork
studies. There is a remarkable potential to correlate the results of the two techniques.
The model was processed within a vertical design studio at Gazi University, Department of Architecture. It enabled
getting use of diverse backgrounds within a design team by structuring the collective design process and optimizing the
contribution rates of the team members. The method was employed to guide the design study of the experimental group
of two teams with ten members in total. The control group was the randomly selected two teams from other teams that
did not apply the model, with eleven members in total. The members of the two groups were applied a semi-structured
questionnaire at the end of the semester, with a special focus on the internal consistency within the answers of the members
of a single team. The results of the qualitative study indicated that the explication based structuring of the design
studio experience has had a positive impact on achieving consistency and coherency in the design processes of the
experimental groups.

Ideation is core to the innovation process, and has been the subject of study across a range of fields, from psychology to engineering. However, despite substantial progress in outcome-based descriptions of idea generation, research has... more

Ideation is core to the innovation process, and has been the subject of study across a range of fields, from psychology to engineering. However, despite substantial progress in outcome-based descriptions of idea generation, research has often resulted in more questions than answers. For example, open questions remain with respect to the differences in behaviour related to ideation between novices and experts, the change in rates of ideation over time in different design teams, and the changing role of ideation from conceptual to detailed design. In each of these cases, robust explanation has proved elusive due to difficulties in characterising the ideation process itself. This paper discusses a major new approach for elucidating ideation and its related design processes through direct observation. A novel network visualisation approach is demonstrated in practice for the first time. This uses network analysis to link ideas dynamically to both the engineering context and the wider design process. This linking analysis gives a substantial new insight into what drives ideation and how previously inscrutable results can potentially be explained by linking ideation into other design processes.

This paper addresses issues related to graphic thinking providing parallels between textual language and graphic language on the one hand, and between graphics –as produced objects- and their authors –as the active subjects- on the other.... more

This paper addresses issues related to graphic thinking providing parallels between textual language and graphic language on the one hand, and between graphics –as produced objects- and their authors –as the active subjects- on the other. Thus, it explores the two poles of the graphic language -abstraction and figurativeness- in a pictorial context to subsequently extrapolate them to the field of architecture. To a certain extent, it tries to answer some of the issues raised by the organization of this Conference proposing a debate on the nuclear issues of graphic thought: a deeper knowledge regarding all graphic activity as an intellectual endeavour and, consequently, point out how these principles may be affected by the emergence of new graphic processing technologies. Concerning parallels between articulated language considered as the structure of thought itself and graphic language we highlight certain contrasts between the concrete, the generic and abstract. Drawing is much more effective than textual language describing anything that is material in as much it may be a particular reality. On the contrary, given that words are constructed from universal concepts their difficulty in establishing a precise relationship with materiality is quite evident; any drawing or image describes much more accurately the geometry of a building that a written text. In relation to figurative and abstract painting, we bring into the debate issues such as the distinction between image and shape or between illusion and reality. Regarding the precision of an architectural drawing as either a faithful account of what is built or as a means of developing the architectural design, sketches and surveys, on the one hand, and plans and perspectives on the other, may give a good account. All of them, considered as descriptions of other realities, have become the basic tools of the architect in order to learn out of built architecture or to achieve architectural design. Beyond the pertinence of Boudon’s disquisition concerning the presentation or the representation of architecture, the fact is that all of these pictures are examples of graphic figurativeness. However, in the realm of inventiveness, the more self-absorbed and germinal may the architect’s sketches be the closer to abstraction they will dwell; being this understood, according to Worringer, as the seek towards a pattern or an inner order of the object itself. This search for the relationships that define the object must be subject to rigorous demands that language itself, as noted by Stravinsky, imposes. This polarity determines the conflict between figuration and abstraction, between mimesis and evocation, and, to some extent, between tradition and modernity. It inevitably leads to the relationship between the work and the author, between the drawing and the draughtsman; eventually, between Kant’s noumenon and phenomenon. In our field of knowledge, this dialectic emphasizes the distinction between the kind of drawing we do for others and the one we make for ourselves when we design, that is: between the narrative of the project considered as an object and the inventiveness produced by the subject. However, the structure of graphic thinking has 264 CONGRESO INTERNACIONAL EGA been disrupted by the emergence of virtual space. The three-dimensional modelling of the architectural object itself constitutes a remarkable achievement, although rather more constructive than properly graphic. On the other hand, renders drafted from such models as the projection of non-existent buildings often derive in architectural illusionism. Nevertheless, this alteration we refer to is particularly significant regarding the design of architectural form itself: the use of complex geometries, the surfacing parameterized drawing or algorithmic architecture as powerful new non-graphical architectural design tools are only possible through the use of computer devices.
XIII Congreso Internacional EGA, Valencia; 05/2010

Ideation is an essential process to any prospective design project. That collaborative process is cognitively demanding. Observing designers (n=133) working on prospective design projects allowed us to identify three categories of... more

Ideation is an essential process to any prospective design project. That collaborative process is cognitively demanding. Observing designers (n=133) working on prospective design projects allowed us to identify three categories of ideation problems recurrently occurring. Firstly, we identify the problems related to participants’ preparation. We notice that certain intellectual stance or lack of general knowledge is a handicap to some and impairs their ideation capability. Secondly, we introduce problems related to the focus of the ideation process. Those problems particularly affect the way the idea is developed and its scope. Finally, we discuss the idea externalisation difficulties, where we mainly deal with the language and sketching competencies required for the materialization of ideas.

As design research develops, theory is increasingly available for designers. However, there is a limited understanding of how practitioners incorporate theory in activities such as ideation. This exploratory study aims to understand how... more

As design research develops, theory is increasingly available for designers. However, there is a limited understanding of how practitioners incorporate theory in activities such as ideation. This exploratory study aims to understand how novice designers respond to and incorporate theory in the ideation phase of the design process. A theory from behavioral economics-nudging-was introduced to the participants while ideating in problems of changing sustainability behaviors. Data collected included focused observations and interviews. Participants appeared to understand some behavioral theoretical concepts, which can be explained in the current pervasive use of human-centered approaches. While there were some mixed initial responses to the theory in terms of its ethical implications, all participants found the theory was useful to support and enhance their ideation. This study shows that designers are more confident with and appreciate theory when they can clearly see that theory supports their design process.

We conducted a comparative study of two structured (SCAMPER, Playgen AddingPlay card kit) and one unstructured (free brainstorming) ideation techniques, aiming to establish their suitability for game design education. We collected data... more

We conducted a comparative study of two structured (SCAMPER, Playgen AddingPlay card kit) and one unstructured (free brainstorming) ideation techniques, aiming to establish their suitability for game design education. We collected data about the techniques’ productivity, ease of use, and enjoyability from 100 participants in 60-minute game ideation workshops. Contrary to expectations, the data revealed no statistically significant differences between the techniques. The unexpected results led us to reconsider some of our starting assumptions, pointing to the complex nature of counting and evaluating ideas. Based on this, the discussion outlines some suggestions for future research into ideation in games education.

The generation of novel ideas is an important and difficult part of the creative design process. Much of the research on idea generation is focused on formalizing techniques to support idea generation and characterizing the effectiveness... more

The generation of novel ideas is an important and difficult part of the creative design process. Much of the research on idea generation is focused on formalizing techniques to support idea generation and characterizing the effectiveness of these techniques as measured by quantity, quality, and creativity of ideas. Less is known about idea generation 'in the wild,' particularly idea generation across different timescales (i.e., idea generation across a multi-month project alongside idea generation in a period as small as several minutes). We present a qualitative case study of a professional design team's use of idea generation with analyses at five emergent timescales. At each level we look at the structure, the content, and the actions of the team.

Risk assessment is widely used to improve patient safety, but healthcare workers are not trained to design robust solutions to the risks they uncover. This leads to an overreliance on the weakest category of risk control recommendations:... more

Risk assessment is widely used to improve patient safety, but healthcare workers are not trained to design robust solutions to the risks they uncover. This leads to an overreliance on the weakest category of risk control recommendations: administrative controls. Increasing the proportion of non-administrative risk control options (NARCOs) generated would enable (though not ensure) the adoption of more robust solutions. Experimentally assess a method for generating stronger risk controls: The Generating Options for Active Risk Control (GO-ARC) Technique. Participants generated risk control options in response to two patient safety scenarios. Scenario 1 (baseline): All participants used current practice (unstructured brainstorming). Scenario 2: Control group used current practice; intervention group used the GO-ARC Technique. To control for individual differences between participants, analysis focused on the change in the proportion of NARCOs for each group. Proportion of NARCOs decre...

The use of generative systems has been widely investigated in the architectural design process through different procedures and levels of autonomy to generate form. The digression from abstract pre-existing notions of vocabulary and rules... more

The use of generative systems has been widely investigated in the architectural design process through different procedures and levels of autonomy to generate form. The digression from abstract pre-existing notions of vocabulary and rules – even when resulting in emergent forms – to address complex real-world contexts is yet a challenging undertaking. This paper explores incorporating context in the process of designing using generative systems from ideation to fabrication, and explores the relationship between the emergent nature of generative design and the situated act of designing while using generative design tools. A course offered for 3rd year architecture students at the Department of Architecture, Ain Shams University, Egypt, was designed for this purpose. 110 students employed systems including shape grammars, L-systems, fractals and cellular automata, to design and fabricate 8 group projects. A discussion around emergence and situatedness is presented, with special attention to the designing process from ideation to fabrication.

After investing significant amounts of time and money in conducting formal risk assessments, such as root cause analysis (RCA) or failure mode and effects analysis (FMEA), healthcare workers are left to their own devices in generating... more

After investing significant amounts of time and money in conducting formal risk assessments, such as root cause analysis (RCA) or failure mode and effects analysis (FMEA), healthcare workers are left to their own devices in generating high-quality risk control options. They often experience difficulty in doing so, and tend toward an overreliance on administrative controls (the weakest category in the hierarchy of risk controls). This has important implications for patient safety and the cost effectiveness of risk management operations. This paper describes a before and after pilot study of the Generating Options for Active Risk Control (GO-ARC) technique, a novel tool to improve the quality of the risk control options generation process. The quantity, quality (using the three-tiered hierarchy of risk controls), variety, and novelty of risk controls generated. Use of the GO-ARC technique was associated with improvement on all measures. While this pilot study has some notable limitations, it appears that the GO-ARC technique improved the risk control options generation process. Further research is needed to confirm this finding. It is also important to note that improved risk control options are a necessary, but not sufficient, step toward the implementation of more robust risk controls.

Analogue tools offer distinct benefits for collaborative design ideation and can take a variety of tailored forms including card decks, templates, toys and board games. However, owing to the disparate and multidisciplinary sources of... more

Analogue tools offer distinct benefits for collaborative design ideation and can take a variety of tailored forms including card decks, templates, toys and board games. However, owing to the disparate and multidisciplinary sources of these tools, there is currently no easy way to gain a coherent view of the tool landscape. To resolve this, we conducted a survey of analogue ideation tools within the design and HCI literatures, and within commercial practice. Of 3,395 results, 76 met the inclusion criteria. The resulting collection is presented and classified according to 10 descriptors including a novel taxonomy for distinguishing 7 tool types (methods, prompts, components, concepts, stories, embodiment, and construction). We also discuss gaps and opportunities for future tool development in inclusivity, cultural-tailoring and embodiment. Our aim is to help designers and design teams more fluently select, customise, critique, analyse and/or build tools to support collaborative designerly inquiry.

Designers frequently use precedents to create new designs. Analyzing similar cases in architecture education is a common technique. Today, the information is easily accessible, and students have access to the wide range of pictures of... more

Designers frequently use precedents to create new designs. Analyzing similar cases in architecture education is a common technique. Today, the information is easily accessible, and students have access to the wide range of pictures of architecture precedents. The superficial or literal adaptation from precedents is common, and it is one of the challenges of contemporary architecture design. Architecture trainers need to use a method or training to improve the ability of students
at the true adaption from cases and teach them to avoid copying or literal and superficial mapping. Some researchers proposed some strategies for this problem. For example; having an incubation time, creating a three-dimensional model of precedents, informing the negative properties of precedent, and using the ideation methods to help ideation ability. Some others focused on the design process and proposed some steps for example . abstracting and perception of the cases, transformation for adaption, modifying, adding, or subtracting elements, or transforming the form, connecting to the source and related to it, interpretation, organizing, categorizing, typology, questionable encounter, sketching, conceptual notation, relation and new compilation. Beside these researches, there is yet a lack of practical training for the architecture education that can develop the ability of students at the true adaption from cases and teach them to avoid copying or literal and superficial
mapping. The aim of this research was improving the ability of novice architecture students in the structural adaptation of cases. The main question was how we can improve the ability of students in ideation with the true adaptation from the precedents. There are two sub-questions. What is the suitable training to develop architecture students ideation based on interactive approach? And if this training has impact on improving the factors of true adaptation and creativity of design. To find practical training, we did action research in a semester in a design class of bachelor students of architecture. The number of 45 architecture students participated in the experiment in two groups of experiment and control. Seventeen participants were randomly assigned to the control group and thus did not receive the training instruction. The experimental group was taught the training. At the end of the semester, by an experiment in the form of a design task, the ideation abilities of both groups have been compared.The results
demonstrated that analyzing the architecture cases in different aspects did not improve the ideation ability if students but training to discover the architecture quality of cases, the relations between cases, and the relation between the case and design idea improved the relational thinking ability of students and leads to improving the design ideation. Therefore using such training to improve curiosity and exploratory thinking besides relational thinking training can be proposed as an effective way. At the same time students must be familiar with architecture qualities and values, therefore all architecture education programs can be effective on the design ideation ability of students and not just a specific training or lesson. The results can be used in architecture education and other fields of design education.

Functional modelling is an analytical approach to design problems that is widely taught in certain academic communities but not often used by practitioners. This approach can be applied in multiple ways to formalize the understanding of... more

Functional modelling is an analytical approach to design problems that is widely taught in certain academic communities but not often used by practitioners. This approach can be applied in multiple ways to formalize the understanding of the systems, to support the synthesis of the design in the development of a new product or to support the analysis and improvement of existing systems incrementally. The type of usage depends on the objectives that are targeted. The objectives can be categorized into two key groups: discovering a totally new solution, or improving an existing one. This article proposes to use the functional modelling approach to achieve three goals; to support the representation of physics-based reasoning, to use this physics-based reasoning to assess design options, and finally to support innovative ideation. The exemplification of the function-based approach is presented via a case study of a glue gun proposed for this special issue. A reverse engineering approach is applied, and the authors seek an incremental improvement of the solution. Since the physics-based reasoning model presented in this article is heavily dependent on the quality of the functional model, the authors propose a general approach to limit the interpretability of the functional representations by mapping the functional vocabulary with elementary structural blocks derived from bond graph theory. The physics-based reasoning approach is supported by a mathematical framework which is summarized in the article. The physics-based reasoning model is used for discovering the limitations of solutions in the form of internal contradictions and guiding the design ideation effort.