What You See Is What You Get: The Impact of Visual Perceived Finishedness (PF) on Collaboration Comments during Electronic Idea Generation

Author(s):  
Lawrence McGrath
Keyword(s):  
2020 ◽  
Vol 1 ◽  
pp. 1465-1474
Author(s):  
A. Lecuna Aguerrevere ◽  
J. Alleblas ◽  
R. M. Mueller ◽  
M. Graves ◽  
K. Thoring

AbstractThis paper looks at the positive effects of partial status anonymity in face-to-face co-creation workshops. Results suggest that especially during the early phases of co-creation, i.e. idea generation, participants experience more freedom to express themselves without self-imposed barriers. We observed positive effects in terms of (1) lowering or even suspending the perceived status among team members, (2) increased motivation, (3) freedom to speak and positive disposition to listen, (4) willingness to consider perspectives from other team members.


Author(s):  
Michael C. Ottenbacher ◽  
Robert J. Harrington

The authors report on a survey of small and medium-sized entrepreneurial information technology (IT) firms to investigate the impact of new service development (NSD) process activities on innovation success and failure. Their findings highlight the importance of managing the process to engage customers, management and employees, facilitating innovation champions to aid in idea generation and commitment, effectively communicating the benefits to customers, and using the tacit nature of the process to create barriers to imitation. In general, the findings point to several key elements that impact on successful entrepreneurial IT innovation projects and appear to result from an iterative, flexible and process-linked approach to NSD innovation.


2014 ◽  
Vol 136 (4) ◽  
Author(s):  
Christine A. Toh ◽  
Scarlett R. Miller ◽  
Gül E. Okudan Kremer

Although design novelty is a critical area of research in engineering design, most research in this space has focused on understanding and developing formal idea generation methods instead of focusing on the impact of current design practices. This is problematic because formal techniques are often not adopted in industry due to the burdensome steps often included in these methods, which limit the practicality and adoption of these methods. This study seeks to understand the impact of product dissection, a design method widely utilized in academia and industry, on design novelty in order to produce recommendations for the use or alterations of this method for supporting novelty in design. To investigate the impact of dissection, a study was conducted with 76 engineering students who completed a team-based dissection of an electric toothbrush and then individually generated ideas. The relationships between involvement in the dissection activity, the product dissected, the novelty and quantity of the ideas developed were investigated. The results reveal that team members who were more involved in the dissection activity generated concepts that were more novel than those who did not. In addition, the type of the dissected product also had an influence on design novelty. Finally, a positive correlation between the number of ideas generated and the novelty of the design concepts was identified. The results from this study are used to provide recommendations for leveraging product dissection for enhancing novelty in engineering design education and practice.


Author(s):  
Remon Pop-Iliev ◽  
Scott Nokleby ◽  
George Platanitis

Since 2005, with the endowment of the NSERC-GMCL Chair in Innovative Design Engineering at UOIT, and the Laptop-based, web-centric teaching approach, an ideal setting for the creation, prompt adoption, and implementation of advanced and innovative practices in teaching design engineering have been implemented, in addition to the use of traditional methods. A pilot program was recently completed to evaluate the use of Tablets in an engineering course. Tablets are currently used by faculty for teaching purposes at UOIT, but the program aims to integrate the use of Tablets within courses in the engineering design curriculum, namely for using CAD/CAM/CAE software. As CAD software capabilities improve, greater memory and computer speed is required, making the currently used conventional Laptops less useful for engineering design. In addition, Laptops do not lend themselves to graphical, free-form idea generation. It is intended that Tablets, with improved memory and processing speed, will facilitate CAD software usage, and hence, improve and enhance the overall design learning and application experience. Also, students can take advantage of software such as Microsoft OneNote to create preliminary sketches of designs and improve record-keeping of decisions during team meetings. In this pilot program, Tablet computers were issued to students and instruction personnel in a fourth-year Advanced Mechatronics course at UOIT. In this context, students were able to more efficiently carry out design assignments for term design projects, and students and instructors were able to evaluate the benefits of using Tablets. Overall, it was determined that Tablets were better as an engineering design tool compared to traditional Laptops.


Author(s):  
Mohammad Alsager Alzayed ◽  
Scarlett R. Miller ◽  
Jessica Menold ◽  
Jacquelyn Huff ◽  
Christopher McComb

Abstract Research on empathy has been surging in popularity in the engineering design community since empathy is known to help designers develop a deeper understanding of the users’ needs. Because of this, the design community has been invested in devising and assessing empathic design activities. However, research on empathy has been primarily limited to individuals, meaning we do not know how it impacts team performance, particularly in the concept generation and selection stages of the design process. Specifically, it is unknown how the empathic composition of teams, average (elevation) and standard deviation (diversity) of team members’ empathy, would impact design outcomes in the concept generation and selection stages of the design process. Therefore, the goal of the current study was to investigate the impact of team trait empathy on concept generation and selection in an engineering design student project. This was accomplished through a computational simulation of 13,482 teams of noninteracting brainstorming individuals generated by a statistical bootstrapping technique drawing upon a design repository of 806 ideas generated by first-year engineering students. The main findings from the study indicate that the elevation in team empathy positively impacted simulated teams’ unique idea generation and selection while the diversity in team empathy positively impacted teams’ generation of useful ideas. The results from this study can be used to guide team formation in engineering design.


Kybernetes ◽  
2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Jing Yu ◽  
Chen Liu

Purpose Online user innovation community (OUIC) has become a vital source for enterprises to obtain user innovation ideas and interact with users in new product development. However, most studies only focus on the relationship between users and ideas, often ignoring the influence of employees in the innovation platform. The purpose of this study is to explore the impact of employee behaviors on idea quality in OUIC. Design/methodology/approach In this paper, the authors collected sample data of open user innovation community – Idea Exchange – and then, the authors examined the direct roles of employee’s idea generation behaviors and idea promotion behaviors on idea quality and the moderating roles of social networks position and enthusiasm by using binary logistic regression model. Findings Results indicated that employee’s idea generation behaviors and idea promotion behaviors have a positive influence on users’ idea quality. Also, the social network position and characteristics show the moderation effect of employee behavior and idea quality. Originality/value This study is different from prior studies because it emphasizes the role of employees in the open source platform. The findings suggest that enterprises and platform managers pay more attention to the impact of employees and improve the quality of ideas and promote the development of OUIC.


2014 ◽  
Vol 136 (9) ◽  
Author(s):  
Christine A. Toh ◽  
Scarlett R. Miller

Interacting with example products is an essential and widely practiced method in engineering design, yet little information exists on how the representation (pictorial or physical) or interaction a designer has with an example impacts design creativity. This is problematic because without this knowledge we do not understand how examples affect idea generation or how we can effectively modify or develop design methods to support example usage practices. In this paper, we report the results of a controlled study with first year engineering design students (N = 89) developed to investigate the impact of a designer's interaction with either a two-dimensional (2D) pictorial image or a three-dimensional (3D) product (through visual inspection or product dissection activities) and the resulting functional focus and creativity of the ideas developed. The results of this study reveal that participants who interacted with the physical example produced ideas that were less novel and less functionally focused than those who interacted with the 2D representation. Additionally, the results showed that participants who dissected the product produced a higher variety of ideas than those that visually inspected it. These results contribute to our understanding of the benefits and role of 2D and 3D designer-product interactions during idea development. We use these findings to develop recommendations for the use of designer-product interactions throughout the design process.


2018 ◽  
Vol 22 (1) ◽  
pp. 33-43 ◽  
Author(s):  
Guy PARMENTIER ◽  
Séverine LE LOARNE-LEMAIRE ◽  
Mustapha BELKHOUJA

This paper questions the impact of team gender composition on idea generation and idea evaluation? Based on econometric analyses of evaluations of 100 product ideas proposed by 463 students, it shows that ideas supported by teams mostly composed of either males or females are as creative as ideas supported by mixed teams when they are evaluated by experts. When these ideas are evaluated by peers, the ideas supported by mixed teams are perceived as being less creative than ideas supported by teams that are predominantly composed of either males or females.


2021 ◽  
Author(s):  
Akash Patel ◽  
Joshua D. Summers ◽  
Sourabh Karmakar

Abstract The objective of this research is to understand how different representations of requirements influence idea generation in terms of quantity, addressment, sketch detail, novelty, and variety of conceptual sketches. Requirements are statements of need, desires, and wishes of the stakeholders that are used by engineers to frame the problem. Essentially, requirements are the raison d’etre for any engineering project. As the requirements document provides constraints and criteria for a design, it defines and determines the success of a project. While there is research studying the effect of requirements on the conceptual sketch, little study has focused one the impact of different requirement representations on solution development. An experimental study was conducted with 52 fourth year mechanical engineering undergraduate students. Two design problems were formulated with three different representations: a problem statement with embedded requirements, a problem statement and a traditional requirement list, and a problem statement with contextualized scrum stories. Each student was provided each design problems with two different representations of requirements. It was found that the use of contextualized scrum story representations significantly affected the conceptual sketch in the novelty of solution fragments and addressment of requirements, while no significant change in variety, sketch detail, and quantity was seen. Also, the contextualized representation positively affected all metrics but the sketch quantity. Finally, it was found that quantity is not directly related to the number of requirements addressed in the sketches.


2017 ◽  
Vol 36 (1) ◽  
pp. 32-48 ◽  
Author(s):  
Justin Doran ◽  
Geraldine Ryan

AbstractThis paper analyses the impact of stimulating staff creativity and idea generation on the likelihood of innovation. Using data for over 3,000 firms, obtained from the Irish Community Innovation Survey 2008-2010, we examine the impact of six creativity generating stimuli on product, process, organisational and marketing innovation. Our results indicate that the stimuli impact the four forms of innovation in different ways. For instance, brainstorming and multidisciplinary teams are found to stimulate all forms of innovation, rotation of employees is found to stimulate organisational innovation, while financial and non-financial incentives are found to have no effect on any form of innovation. We also find that the co-introduction of two or more stimuli increases the likelihood of innovation more than implementing stimuli in isolation. These results have important implications for management decisions in that they suggest that firms should target their creative efforts towards specific innovation outcomes.


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