The document summarizes a study that analyzed design protocols from 9 experienced industrial designers who were given an assignment to design a new litter disposal system for trains. The designs were evaluated by independent judges on criteria such as creativity, aesthetics, and usability. The study found that defining the design problem in a novel way and focusing on new or unexpected aspects correlated with designs judged to be more creative.
Engineering design is a systematic, intelligent process in which engineers
generate, evaluate, and specify solutions for devices, systems, or processes whose
form(s) and function(s) achieve clients’ objectives and users’ needs while satisfying
a specified set of constraints. In other words, engineering design is a thoughtful
process for generating plans or schemes for devices, systems, or processes that attain
given objectives while adhering to specified constraints.
Contact me at naseel@live.com
A practical decision framework for sourcing product development servicesJ. M. Korhonen
My M.Sc. (Tech.) thesis that develops a decision framework and a checklist for sourcing product development activities from external consultants.
It's long and somewhat academic, but if you're interested in hearing how you should manage external product development relationships it may be worth reading, or asking me about it :).
The engineering design process is a methodical series of steps that engineers use in creating functional products and processes. The process is highly iterative - parts of the process often need to be repeated many times before another can be entered - though the part(s) that get iterated and the number of such cycles in any given project may vary.
It is a decision-making process (often iterative) in which the basic sciences, mathematics, and engineering sciences are applied to convert resources optimally to meet a stated objective.
10 Steps of Engineering Design Process are :
1) Identifying the problem.
2) Defining Working Criteria and Goals.
3) Researching and Gathering Data.
4) Brainstorming and Generating Creative Ideas.
5) Analyzing Potential Solutions.
6) Developing and Testing Models
7) Making the Decision.
8) Communicating and Specifying.
9) Implementing and Commercializing.
10) Post-Implementation Review and Assessment.
Note :
I have copied the written material (of the PPT) from http://www.asfa.k12.al.us/ourpages/auto/2014/8/25/41576897/Engineering%20Design%20Process%20-%2010%20stages%20-%20PRESENT%20THIS.pdf and then just made it looked more beautiful, for my presentation in college.
Engineering design is a systematic, intelligent process in which engineers
generate, evaluate, and specify solutions for devices, systems, or processes whose
form(s) and function(s) achieve clients’ objectives and users’ needs while satisfying
a specified set of constraints. In other words, engineering design is a thoughtful
process for generating plans or schemes for devices, systems, or processes that attain
given objectives while adhering to specified constraints.
Contact me at naseel@live.com
A practical decision framework for sourcing product development servicesJ. M. Korhonen
My M.Sc. (Tech.) thesis that develops a decision framework and a checklist for sourcing product development activities from external consultants.
It's long and somewhat academic, but if you're interested in hearing how you should manage external product development relationships it may be worth reading, or asking me about it :).
The engineering design process is a methodical series of steps that engineers use in creating functional products and processes. The process is highly iterative - parts of the process often need to be repeated many times before another can be entered - though the part(s) that get iterated and the number of such cycles in any given project may vary.
It is a decision-making process (often iterative) in which the basic sciences, mathematics, and engineering sciences are applied to convert resources optimally to meet a stated objective.
10 Steps of Engineering Design Process are :
1) Identifying the problem.
2) Defining Working Criteria and Goals.
3) Researching and Gathering Data.
4) Brainstorming and Generating Creative Ideas.
5) Analyzing Potential Solutions.
6) Developing and Testing Models
7) Making the Decision.
8) Communicating and Specifying.
9) Implementing and Commercializing.
10) Post-Implementation Review and Assessment.
Note :
I have copied the written material (of the PPT) from http://www.asfa.k12.al.us/ourpages/auto/2014/8/25/41576897/Engineering%20Design%20Process%20-%2010%20stages%20-%20PRESENT%20THIS.pdf and then just made it looked more beautiful, for my presentation in college.
Creativity is the act of turning new and imaginative ideas into reality. Creativity is characterised by the ability to perceive the world in new ways, to find hidden patterns, to make connections between seemingly unrelated phenomena, and to generate solutions.
These slides argue for a rigorous Design Process to make work better within the shot-first-edit-second world of media production. Developed by Kit Laybourne for the MA Program in Media Studies at the New School, in NYC.
We're mainly manufacturer in rapid prototyping and molding from china,apply to Medical Equipment,Auto Parts,Electronic and Toy's Area etc. Our main service:
kinds of Moulds(Lead time: 15 to 35 days)
Rapid Prototyping(Lead time: 2 to 4 days)
SLA(Lead time: 2 to 4 days)
Metal/Plastic Parts production/CNC Machining Parts(Lead time: 3 to 5 days)
Die casting mold(Lead time: 2+ weeks)
We have experiences in this area than 10 years, Rainbow Rapid Manufacturing Company offers the best of the west,but at One-tenth of the price.
If you has any questions,pls contact us freely.
Creativity is the act of turning new and imaginative ideas into reality. Creativity is characterised by the ability to perceive the world in new ways, to find hidden patterns, to make connections between seemingly unrelated phenomena, and to generate solutions.
These slides argue for a rigorous Design Process to make work better within the shot-first-edit-second world of media production. Developed by Kit Laybourne for the MA Program in Media Studies at the New School, in NYC.
We're mainly manufacturer in rapid prototyping and molding from china,apply to Medical Equipment,Auto Parts,Electronic and Toy's Area etc. Our main service:
kinds of Moulds(Lead time: 15 to 35 days)
Rapid Prototyping(Lead time: 2 to 4 days)
SLA(Lead time: 2 to 4 days)
Metal/Plastic Parts production/CNC Machining Parts(Lead time: 3 to 5 days)
Die casting mold(Lead time: 2+ weeks)
We have experiences in this area than 10 years, Rainbow Rapid Manufacturing Company offers the best of the west,but at One-tenth of the price.
If you has any questions,pls contact us freely.
Ideas have been the driving force of humanity. From a simple circular wheel carved from rock back in the stone ages to the first airplanes and telephones, innovative ideas have sparked off revolutionary changes in society. Now in this competitive world, ideas have become more important to us than actions. Companies have begun asking designers to generate solutions that meet the needs and desires of the consumer.
As such, there was a need to streamline and increase the efficiency of producing and sharing ideas within teams. This gave birth to several idea generation techniques, which allowed everyone to play a part in the creative process, a role allotted strictly to designers and engineers for the last few years.
Idea generation techniques meant anyone could participate in creating new ideas. It allowed people to share and build up on existing solutions, to foresee future problems, and essentially, to think big in terms of design. It brought different specializations together to create a more diverse think-tank that can tackle problems from several perspectives.
This report is divided into three parts.
First, we shall look into several idea generation techniques, both popular ones and the uncommon ones, question their uses and value by providing examples of products developed using the specific techniques.
Second, we discuss whether idea generation methods and techniques are important in coming up with new ideas? Are they the driving factor in generating ideas?
Lastly, we conclude with our personal view on idea generation techniques, along with stating which methods, if any, would we prefer to use.
Towards the end we aim to achieve a better understand of the creative thinking process as a whole and how to effectively solve all issues, design or otherwise.
How early 20th centrury ideas of production and science define how design is ...Jan Dittrich
Talk on how technical rationality and positivism are common frames for design activities although empirical studies suggest that design does not adhere to what these concepts highlight.
This book is not finished. We’ve been developing it over the past few years. It began as a manilla folder with copies of different process models. We completed the first “book” version as part of a project undertaken for Elaine Coleman and Sun’s Virtual Center for Innovation. We present this version for educational purposes only. We have obtained no permissions to reproduce any of the models. Copyrights remain with their owners.
If you know of any models which are not featured in this book, please feel free to share them with us.
Everyone designs. The teacher arranging desks for a discussion. The entrepreneur planning a business. The team building a rocket.
Their results differ. So do their goals. So do the scales of their projects and the media they use. Even their actions appear quite different. What’s similar is that they are designing. What’s similar are the processes they follow.
Our processes determine the quality of our products. If we wish to improve our products, we must improve our processes; we must continually redesign not just our products but also the way we design. That’s why we study the design process. To know what we do and how we do it. To understand it and improve it. To become better designers.
The application of design thinking methodology on research practices a mind m...Joana Cerejo
The difficult task of innovation is a key facet of Research & Development institutions. Innovation is also closely related with processes oriented to achieve solutions in design. We propose to research new emerging design methods and provide an overview of design thinking tools that can be applied in an early stage of the R&D research process in order to produce meaningful results. This research presents a set of experimental guidelines and an analysis method for the application of these tools. The establishment of coherent guidelines for the design thinking process is a very complex task, due to its interdisciplinary requirements, that convey many diverse mindsets. The main focus of this study is creating an analysis toolkit that enables non-specialist and specialist users to perform high-quality design production.
Philosophy and Introduction of Engineering Design Nt Arvind
Detail introduction and Philosophy of engineering design concepts
while designing a new marketing based or feasibility product we have to look a proper understanding about the concepts of engineering design concepts
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
Dorst, kees and cross, nigel (2001): creativity in the design process co evolution of problem–solution.
1. Open Research Online
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Creativity in the design process: co-evolution of problem–solution
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2. Design Studies, Vol. 22, No. 5, pp. 425-437, 2001
Creativity in the design process:
co-evolution of problem-solution
Kees Dorst
Faculty of Industrial Design Engineering, Delft University of Technology, 2628 BX
Delft, The Netherlands
Nigel Cross
Department of Design and Innovation, Faculty of Technology, The Open University,
Milton Keynes MK7 6AA, UK
Empirical data on design processes were obtained from a set of protocol studies of nine
experienced industrial designers, whose designs were evaluated on overall quality and on
a variety of aspects including creativity. From the protocol data we identify aspects of
creativity in design related to the formulation of the design problem and to the concept of
originality. We also apply our observations to a model of creative design as the coevolution of problem/solution spaces, and confirm the general validity of the model. We
propose refinements to the co-evolution model, and suggest relevant new concepts of
‘default’ and ‘surprise’ problem/solution spaces.
Keywords: creative design, design process, product design, co-evolution
3. Creativity in the design process is often characterised by the occurrence of a significant
event - the so-called ‘creative leap’. Sometimes such an event occurs as a sudden insight
which the designer immediately recognises as significant, but often it is only in retrospect
that the designer (or an observer of the design process) is able to identify a point during
the design process at which the key concept began to emerge. Retrospective accounts of
creative events in design made by the designers themselves may not be wholly reliable.
However, some recent descriptive, empirical studies of the creative event1, 2 have begun
to shed more light on this mysterious (and often mystified) aspect of design. More of
these independent studies of creativity in design are necessary in order to develop a
better understanding of how creative design occurs. The growing number of protocol
studies of design3, 4, 5 tend to be constructed as studies of normal design activity,
without any specific intention of looking for creativity. Studying creative design is seen
as problematic because there can be no guarantee that a creative ‘event’ will occur during
a design process, and because of the difficulty of identifying a solution idea as ‘creative’.
But in every design project creativity can be found - if not in the apparent form of a
distinct creative event, then as the evolution of a unique solution possessing some degree
of creativity.
Christiaans6 studied industrial design students with a particular intention of looking for
creativity in design. Our research presented in this paper develops this work with
students by extending a similar research methodology into studies of experienced
designers. The empirical basis of this research consisted of protocol studies of nine
experienced industrial designers working on a small design assignment in a laboratory
setting7. The industrial design domain is particularly interesting for the study of creative
design because it calls for new, integrated solutions to complex, multidisciplinary
problems.
1. The Protocol Study
This empirical study developed from earlier work based on the study of student
designers, which included procedures to measure the perceived creativity and the overall
‘quality’ of the resulting designs6, 8. Christiaans found that when specialist assessors
were asked to grade designs on ‘creativity’, they were quite consistent. Apparently, they
are much more in agreement (in an admittedly intuitive way) about recognising the
creativity of a design than the inconclusive discussions about the definition of creativity
would suggest. For our purposes, the results suggest that it is reasonable to claim that
2
4. creative design can be assessed dependably in this manner. The participants we recruited
for this study were nine industrial designers with five or more years of professional
experience (the minimum was five years and the maximum was twenty). The particpants
were all working in design consultancies, which is important because the assignment is
modelled on design consultancy practice.
1.1 The design assignment
The assignment (problem or brief) developed for these studies was designed to be
challenging, realistic, appropriate for the subjects, not too large, feasible in the time
available and within the sphere of knowledge of the researchers. The assignment was to
create a concept for a ‘litter disposal system’ in a new Netherlands train. This problem is
typical as far as industrial design practice is concerned, in that it calls for the integration
of a variety of aspects, such as ergonomics, construction, engineering, aesthetics and
business aspects. The written design brief (Figure 1) outlined the problem, introduced the
stakeholders and defined the designer’s position.
1.2 The experimental procedure
A special condition in the experiment was the manner in which information was provided
to the designers. All the necessary information was prepared in advance on information
sheets, with one specific topic on each sheet. Topics included interviews with the client,
technical information about materials and production techniques, or a survey of train
passengers. If a designer wanted to know something, they asked the experimenter (who
was sitting nearby), who would then hand over the appropriate sheet. This was done to
ensure a quick but natural flow of information. The information on the sheets was
presented as if it had come from different natural sources: from textbooks or catalogues
and from the different stakeholders who were presented in the design brief. As a result,
the information sheets contained natural amounts of vagueness and inconsistency. If the
information was not available on the sheets, or if the designer’s question related to a
detail of a sheet, the experimenter answered the question.
3
5. Design Brief
•
The Company
Lemmens Inc. is a producer of plastic bins and buckets. There are 40 employees in the factory, working
with 10 injection-moulding machines, an assembly line and a small toolmaking facility. Most of the
products made are injection-moulded: small special series are made by vacuum moulding or rotomoulding
(done by Ten Cate Rotomoulding). Lemmens has a small own assortment, aimed at professional users,
and supply buckets to for instance Curver PC (comparable to Tupperware) in Oosterhout. The company
wants increase its own assortment and reduce its supplying activities.
•
This assignment
The NS (Dutch Railways) is working on a number of new trains for the nineties, including a new local,
the SM90. This will be a totally new design, with an increased passenger capacity attained by putting five
(2+3) chairs in a row.
Because of the growing number of travellers they are also thinking about a new litter-disposal system
(now: bin + emptying device) for the passenger compartment.
The producer of the current bins has made a new design, but the railway company is not very enthusiastic
about it. As a result, they started a small inquiry into the functioning of the current litter disposal system:
the kinds of litter were determined, and passengers and litter collectors were asked to comment on it.Then
the railways decided to invite Lemmens Inc., among others, to come up with a better concept. There has
been a meeting between the manager of Lemmens Inc., Mr. Kouwenhoven, and the leader of the project
within the NS, Mr. Van Dalen. Lemmens Inc. sees this project as a chance to give it a higher profile
within the market.That is why you, an external designer, are asked to make one or more
proposals.Tomorrow you will have a meeting where your proposals will be discussed:
-
principal solution
-
general embodiment (materials, construction)
-
idea behind the form
-
1:1 sketch views
-
cost estimation
Figure 1 The design brief
4
6. The experiments were conducted as ‘think-aloud’ protocol studies9, 10. The designers
were requested to think aloud as they were solving the design problem, and the design
session was preceded by a short training exercise, to help them become accustomed to
thinking aloud. The design brief was then given to the designer. The time allotted to them
was 2.5 hours. During this period designers were encouraged to think aloud only if
intervals of silence lasted for more than 30 seconds. After the design session, there was a
brief interview to determine the motivation and attitude of the designer towards the test
situation and his/her own design. The sessions were recorded by two high-level video
cameras in the corners of the room; one pointing down at the designer to capture
sketching and drawing behaviour, and one to take a general picture.
1.3 Design quality measurement
In this study, we were interested in the overall ‘quality’ of the resulting design concepts
produced by the designers. One aspect of that quality is the perceived creativity of the
design concepts. Assessments of the design concepts were made by independent, skilled
assessors. The design concepts developed by all of the designers were re-drawn and
presented in a similar format (see Figure 2). Each of the concepts was then assessed
independently by five design teachers from the TU Delft Faculty of Industrial Design
Engineering, all of whom are also practising designers. The procedure was as follows:
• First the assignment was read and some of the relevant information was shown to them
in an abbreviated form. The judges could ask questions for further clarification.
• Then slides of all the concepts were shown in random order for 15 seconds,
accompanied by a one-sentence summary to explain the way each of them works.
• The first scoring category was briefly introduced, and all the design concepts were again
shown for 15 seconds in random order. Each judge graded the concepts individually in
this category. The scoring categories were: creativity, aesthetics, technical aspects,
ergonomics and business aspects (in random order).
• In the last run-through, the judges were asked to give a total judgement of the concepts.
Thus the ‘total’ judgement is not a mean of the other scores, but a separate, ‘overall
impression’ score.
This rather laborious multi-step procedure enabled us to analyse the rationale behind the
judging behaviour and to test the consistency between raters. The interrater reliability
was determined by computing the alpha-coefficient for the agreement between the
judges6, 11. The alpha-coefficient for the end measure in this study, the total judgement,
was a very reasonable 0.71.
5
7. Figure 2 Sketches of all nine designs
1.4 Results
An overview of the scores given for each design on the different aspects can be found in
Table 1. The concepts of designers 3 and 4 clearly stand out as the best on most aspects.
Design concepts 7 and 1 are consistently bad on all aspects. Design concept 8 was
6
8. considered the worst on all criteria, except creativity; it is decidedly new, and ‘different’,
but has many shortcomings.
Concept
ergonomics technical
aspects
aesthetics
business
aspects
creativity
total
judgement
D1
4.2
6.4
6.4
6.6
3.8
3.8
D2
6.2
6.2
6.2
6.4
4.8
4.6
D3
8.6
6.6
5.2
5.4
7.6
6.6
D4
7.2
7.0
8.4
7.8
6.4
7.0
D5
6.6
6.4
5.0
6.4
5.2
4.8
D6
4.6
6.4
6.6
5.6
5.0
5.6
D7
6.0
7.2
2.6
4.8
3.2
3.8
D8
3.8
5.0
4.8
5.0
6.8
3.4
D9
4.8
6.6
6.0
6.8
3.4
5.4
TABLE 1 The mean scores of all judges (on a 1 to 10 scale)
As it turned out, the ‘ergonomics’ judgement correlated most heavily with the ‘total
judgement’, and ‘creativity’ correlated least (but see Figure 3 and discussion, below), but
none of the aspects were of overriding importance (Table 2). This was confirmed by the
factor analysis: the ‘ergonomics’ aspect correlated 0.95 with the main factor of the factor
analysis, good for 43.4% of the variance of the data. The relatively even distribution
shown in Table 2 is precisely what was aimed at in the formulation of this design
assignment: it was supposed to be a typical, all-round industrial design engineering
assignment. The perceived need to balance aspects was built into the design assignment
to invite integrative behaviour, rather than a bias towards any one aspect. Thus creativity
(or any other aspect) was not emphasised to the designers as an all-important
consideration.
ergonomics technical
aspects
correlation
with total
judgement
0.68
0.46
aesthetics
0.44
business
aspects
0.57
creativity
0.32
TABLE 2 Correlations between the ratings of the design concepts on different categories
and the total judgement of the design judges
Figure 3 shows a scattergram for the ‘creativity’ scores of the design concepts against the
‘total judgement’ scores. It shows that Design 8 is an exception to the general trend: on
7
9. the whole, the more creative designs were considered better in the total judgement. (The
low correlation of 0.32 in Table 2 rises considerably to 0.8 when Design 8 is omitted.) So
it may be that creativity is normally regarded as a significant aspect of an overall ‘good’
design. However, ‘creative’ design is not necessarily ‘good’ design. Design 8 scores high
on creativity, but low on overall quality. It therefore provides an interesting observation
on the role of creativity within the total set of design goals. A designer’s aim normally is
to achieve a high-quality design, with newness, novelty or creativity being treated as only
one aspect of an overall, integrated design concept.
10
9
creativity
8
D3
7
D8
D4
6
D5
D2
5
4
D1
D7
3
D6
D9
2
1
0
0
1
2
3
4
total
5
6
7
8
9
10
judgement
Figure 3 Scattergram for the means of ‘total judgement’ and ‘creativity’
2. Observations of Creativity in Design
From the protocols, we are able to make several observations on the nature of creativity
in design.
2.1 Creativity and definition of the design problem
Christiaans6 reported from his study that ‘the more time a subject spent in defining and
understanding the problem, and consequently using their own frame of reference in
forming conceptual structures, the better able he/she was to achieve a creative result.’
Defining and framing the design problem is therefore a key aspect of creativity. When we
inspect our protocols, we can see that the designers used different strategies to organise
8
10. their approach to the assignment. Some began by deciding whether the process should be
one of design or redesign, others focused on which stakeholder should have priority in
this project: the client manufacturing company, the Railways, the passengers or the
cleaners. Some of the designers also explicitly arranged their design assignment to be new
and challenging - i.e. to help provoke a creative response. They used a variety of
techniques to ensure this newness, such as searching for technical, behavioural or cultural
factors that were not addressed in the design of the current product, the standard litter
bin in Netherlands trains. An example of such an episode can be found in the protocol
record of Designer 3 (whose design concept was rated very highly overall, including the
highest ‘creativity’ rating):
In the 26th minute, the designer has the idea of doing away with the litter bins all
together, and just make a hole in the floor of the train. He then asks whether or
not such an idea would be outside the scope of the assignment, saying he likes to
manipulate assignments, because they are often too narrow. Then he realises that
there is already a litter system in a train, namely the toilets. He asks for some
information about that, and is genuinely shocked to hear that they are just a hole
in the train floor, which opens onto the rails. He finds this an ugly, primitive, and
very backward solution, and adopts a new goal, namely to change this also. He
starts designing a special litter container, which sucks in all the litter and
compresses it. After some sketching he asks to confer with the Dutch Railways
about his interpretation of the design assignment.
We observed that the designers did not treat the design assignment as an objective entity
(a given ‘Design Problem’). All the designers interpreted the assignment quite differently,
in awareness of their own design environment, resources and capabilities. This design
assignment manipulation is an almost constant process, but there were episodes in which
this modification of the design assignment (especially tailoring it to the 2.5 hours
available) was particularly clear. An example can be found in the protocol record of
Designer 4:
In the 20th minute, the designer checks whether he is dealing exclusively with the
litter bin or with other factors as well. He notes that ‘..they talk about a litter
system ... which means we’ll also have to deal with the carrying of the litter out of
the train...’ So for him the assignment had grown , from ‘bin’ to ‘system’, and this
became a bit of a problem. The designer asked for more information and translated
this ‘carrying out of the train’ into: ‘I’ll note down that this is about the litter bin
and emptying method...’ Later on, the design assignment was reduced again by
9
11. ignoring the design of a new emptying method, and adopting the current solution
for this part of the system. Some time later the assignment was explicitly reduced
again by letting go of a possibly complicated idea of combining the litter bin into
the chair: ‘I’ll drop the chair idea because of time pressure...’
The designer thus decides what to do (and when) on the basis of a personally perceived
and constructed design task, which includes the design problem, the design situation and
the resources (time) available, as well as the designer’s own design goals. The creativity
of the design is thus influenced by all these factors.
2.2 Creativity and originality
There is a particular example in this design exercise that makes one reflect upon the very
nature of what is meant by ‘creative design’ and the notions of ‘originality’ and ‘ideas’.
In the information sheets that the designers could ask for, the problem of the newspapers
that people leave in trains pops up, in several separate places, e.g.:
- newspapers make up 40% of the contents of the bins - the single largest
ingredient of train litter
- sometimes they are left behind on the luggage racks
- the cleaners complain about having to collect the newspapers
- the railway company wants to attain an environmentally-friendly image, and
they are thinking about ways of recycling the waste collected in trains.
All designers found most of these four issues in their exploration of the assignment,
amongst many other issues to which they had to attend. These loose bits of information
can be combined into the idea that newspapers should be collected separately. All nine
designers got this idea, and all of them reported upon it as an original idea, a key concept
in their solution. (What is more, all 21 students in the previous studies by Christiaans,
with the same design assignment, also had this same idea.) The designers were very
enthusiastic about this idea, and they were convinced that they were going to beat any
competitors with this idea. It is a real ‘aha’ event1.
It is interesting that they all seemed to think that this was an original concept. Indeed it
was original in the sense that it is a different concept from the existing litter bin; it was
also original to each individual designer. (This is an instance of Boden’s12 distinction
between ‘personal’ creativity and ‘historical’ creativity; where the latter type represents
genuinely unique insights that occur to the first-ever individual in history known to have
10
12. the insight.) But the re-occurence of the idea independently in the minds of different
designers suggests that somehow it may be an ‘easy’ step in originality; that certain kinds
of information in the problem data may spur similar ‘creative’ concepts.
All the designers took this idea as one of the key features in their subsequent design
process, even though it led to a number of different designs. For instance, the system
level on which they incorporate this idea in the end differs widely among designers: one
can take the level of the whole train, a railway carriage or just a compartment as the scope
of the design, or simply add a newspaper rack to a litter bin. In Figure 2, in concepts III,
IV, VI and VII we see a product solution at a very local level (adding a newspaper bin to
the litter bin), while concept VIIII includes a newspaper rack that is to be placed at the
end wall of each passenger compartment (not drawn).
3. Modelling Creative Design as Co-evolution
It seems that creative design is not a matter of first fixing the problem and then searching
for a satisfactory solution concept. Creative design seems more to be a matter of
developing and refining together both the formulation of a problem and ideas for a
solution, with constant iteration of analysis, synthesis and evaluation processes between
the two notional design ‘spaces’ - problem space and solution space. The model of
creative design proposed by Maher et al.13 is based on such a ‘co-evolution’ of the
problem space and the solution space in the design process: the problem space and the
solution space co-evolve together, with interchange of information between the two
spaces (Figure 4).
Problem-Space
Dimension
Evolution
P(t)
Focus,
Fitness
Solution-Space
Dimension
Focus,
Fitness
S(t)
P(t+1)
Focus,
Fitness
S(t+1)
Evolution
TIME
Figure 4 The co-evolution model of Maher et al.
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13. We can express the case of the ‘creative event’ of the ‘keep newspapers separate’ idea, as
we found it in our protocol studies, in the terms of this model of the co-evolution of
problem space (PS) and solution space (SS). A rough description of what happened in
this case is that a chunk, a seed, of coherent information was formed in the assignment
information, and helped to crystallise a core solution idea. This core solution idea changed
the designer’s view of the problem. We then observed designers redefining the problem,
and checking whether this fits in with earlier solution-ideas. Then they modified the
fledgling-solution they had. This pattern of development can be modelled quite clearly
along the lines of the Maher model.
Figure 5 represents what we observed in our experiments. The designers start by
exploring the PS, and find, discover, or recognise a partial structure (P(t+1)). That partial
structure is then used to provide them with a partial structuring of the SS (S(t+1)). They
consider the implications of the partial structure within the SS, use it to generate some
initial ideas for the form of a design concept, and so extend and develop the partial
structuring (S(t+2)). Some of this development of the partial structuring may be derived
from references to earlier design projects. They transfer the developed partial solution
structure back into the PS (P(t+2)), and again consider implications and extend the
structuring of the PS. Their goal is to create a matching problem-solution pair.
Problem-Space
Dimension
Solution-Space
Dimension
P(t+1)
P(t)
S(t)
S(t+1)
P(t+2)
S(t+2)
P(t)
initial problem space
P(t+1) partial structuring of problem space
S(t)
initial solution space
S(t+1) partial structuring of solution space
S(t+2) developed structuring of solution space
P(t+2) developed structuring of problem space
Figure 5 Co-evolution of problem-solution as observed in this study
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14. 4. Bridges, Frames, Defaults and Surprises
Cross2 suggested that the creative event in design is not so much a ‘creative leap’ from
problem to solution as the building of a ‘bridge’ between the problem space and the
solution space by the identification of a key concept. Our observations confirm that
creative design involves a period of exploration in which problem and solution spaces are
evolving and are unstable until (temporarily) fixed by an emergent bridge which identifies
a problem-solution pairing. A creative event occurs as the moment of insight at which a
problem-solution pair is framed: what Schön14 called ‘problem framing’. Studies of
expert and outstanding designers15 suggest that this framing ability is crucial to high-level
performance in creative design.
How do designers frame the partial problem space? In the protocols we observed, with
respect to the ‘keep newspapers separate’ idea, there is the recognition of a cluster of
related information in the PS. This recognition enables the designers to make a partial
structuring of the PS. The designers appear to have a strategy for this. They search
through the information by asking a quasi-standard set of questions, such as: ‘capability
of the company’, ‘available investment’, etc. Apparently, they have a set of expectations
about the answers to these questions. These expectations more or less constitute a default
project with which they compare the current challenge. (This is in marked contrast to the
students that were studied earlier, who did not display this checking behaviour, but
clearly had to try to absorb all the information, and then structure it.) In doing this, they
check the information related to the assignment to build up a general image, and to look
for surprises. This process of checking then leads to (1) an overview of the project (and
of the priorities of the stakeholders) and (2) a collection of ‘interesting points’ - for
instance, designers can be seen to make a small stack of information sheets that interest
them, or make a list of these items.
In the case of the ‘keep newspapers separate’ idea, the creative event can be observed to
happen as follows:
1 - Loose, surprising information is linked into a coherent chunk, which offers a
simplification of the design problem
2 - The recognition of the simplification happens suddenly, and is experienced as
an idea (a creative insight). This finding of a coherence between the interesting
information items apparently gives the designers the feeling of having grasped the core of
13
15. the problem (‘the problem behind the assignment’). This is a highly emotional step, and
none of the designers could ignore the impact.
3 - This ‘keep the newspapers separate’ idea is then (mistakenly but
understandably) seen as being original. Thus the simple (obvious) selection and
combination of information leads to the same core idea for all the designed products.
4 - Then (and just by accident in this case) the transformation of this problemchunk into a solution turns out to be very simple, too. The designer only has to turn the
problem around to arrive at a solution: ‘If it is too much trouble putting the newspapers
into the bin, keeping them there and getting them out again - then why put them in?’ And
as it happens, a product to hold some newspapers is easily imagined. None of our
designers could resist this reasoning path.
5. Conclusion
We hope to have shown that the ‘problem-solving’ aspect of design can be described
usefully in terms of Maher’s model of the co-evolution of problem and solution spaces,
and that the ‘creative’ aspect of design can be described by introducing the notions of
‘default’ and ‘surprise’ problem/solution spaces. Schön14 used the notion of ‘surpise’ in
his theory of creative design, where it has the pivotal role of being the impetus that leads
to framing and reframing. Surprise is what keeps a designer from routine behaviour. The
‘surprising’ parts of a problem or solution drive the originality streak in a design project.
The process of evolution in the natural world is nowadays seen as driven by a reaction to
a surprise (change in environment), rather than a gradual changing of a phenotype and
genotype in an ever closer approximation to an optimum in the fitness function. We
suggest that creativity in the design process can validly be compared to such ‘bursts of
development’.
Acknowledgments
This research was conducted at the Faculty of Industrial Design Engineering, Delft University of
Technology. We are grateful to the designers who acted as participants, and to colleagues who assessed the
qualities of the designs produced. The concepts in the paper were first presented at the Fourth International
Conference on Computational Models of Creative Design.
14
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