scholarly journals Deconstruction of Idea Generation Methods Into a Framework of Creativity Mechanisms

2020 ◽  
Vol 143 (3) ◽  
Author(s):  
Senni Kirjavainen ◽  
Katja Hölttä-Otto

Abstract Creative ideas are a central part of design thinking, whether solving engineering problems, generating interesting art, as well as developing successful products and innovations. Idea generation methods are a well-researched topic, and there is significant research that focuses on specific idea generation methods and how they perform. Furthermore, several method classifications have been suggested to help understand the cognitive mechanisms involved in creative ideation as well as differences between methods. Yet, the discourse is usually on which ideation method outperforms another or how to improve an ideation method rather than the elements, rules, constraints, and activities that comprise ideation methods. In this study, 88 well-documented idea generation methods are reviewed and analyzed. We find all analyzed methods consist of 25 basic mechanisms. The mechanisms are discussed and classified into idea promoting and implementation mechanisms. We suggest that rather than focusing research only on methods, there should be a parallel track of research on these mechanisms and their interactions to help increase our understanding of creativity methods, add understanding for practitioners on how to get the best advantages out of creativity methods, and finally improve the way that practical creativity is approached in education.

Author(s):  
Senni Kirjavainen ◽  
Katja Hölttä-Otto

Abstract Creative ideas are a central part of solving engineering problems, generating interesting art, as well as developing successful products and innovations. Idea generation methods are a well-researched topic. Specifically, there is significant research that focuses on specific idea generation methods and how they perform. Further, some method classifications have been suggested to help understand the cognitive mechanisms involved in creative ideation as well as the differences between methods. Yet, the discourse is usually on which ideation method outperforms another or how to improve an ideation method rather than the elements, rules, constraints, and activities that comprise ideation methods. In this study 76 well-documented idea generation methods are reviewed and analyzed. We find all analyzed methods consist of 25 mechanisms. The mechanisms are discussed and classified into idea promoting and implementation mechanisms. We suggest that rather than focusing research only on methods, there should be a parallel track of research creating understanding on these mechanisms and their interactions to help increase our understanding of creativity methods, add practitioners understanding on how to get the best advantages out of creativity methods and lastly improve the way practical creativity is approached in education.


Author(s):  
Linda MEIJER-WASSENAAR ◽  
Diny VAN EST

How can a supreme audit institution (SAI) use design thinking in auditing? SAIs audit the way taxpayers’ money is collected and spent. Adding design thinking to their activities is not to be taken lightly. SAIs independently check whether public organizations have done the right things in the right way, but the organizations might not be willing to act upon a SAI’s recommendations. Can you imagine the role of design in audits? In this paper we share our experiences of some design approaches in the work of one SAI: the Netherlands Court of Audit (NCA). Design thinking needs to be adapted (Dorst, 2015a) before it can be used by SAIs such as the NCA in order to reflect their independent, autonomous status. To dive deeper into design thinking, Buchanan’s design framework (2015) and different ways of reasoning (Dorst, 2015b) are used to explore how design thinking can be adapted for audits.


2021 ◽  
Vol 62 (1) ◽  
pp. 17-29
Author(s):  
Ouelid Ouyeder ◽  
Julia Hitzbleck ◽  
Henning Trill

Abstract The aim of this paper is to introduce an end-to-end development process for non-biomedical innovation and new business models of a Life Science company that integrates different methods such as Design Thinking, Lean Startup, Agility and others within one framework. Since 2016 this innovation process is an essential part of the internal Employee Innovation program and proves its applicability in a real-life setting. Projects teams develop and implement their new digital business models successfully by taking the introduced innovation process as guideline. This process enables the Life Science organization to run two global entrepreneurship programs (Catalyst Fund and Catalyst Box) that foster customer focus with fast and evidence-based experimentation. The article encompasses a real-life case study out of the Catalyst Fund program about the Farm Advisory Team from India. By using this example each phase of the innovation process is described schematically. Idea generation is easy-to-apply, but the implementation of ideas is one of the biggest challenges in larger corporations. The proposed end-to-end innovation process connects the dots of different innovation methods and provides guidance to company decision makers and project teams in order to structure their business model innovation activities/strategy and discussions. Zusammenfassung Das Ziel dieses Beitrags ist es, einen durchgängigen Innovationsprozess für nicht-biomedizinische Lösungen und Geschäftsmodelle eines Life-Science-Unternehmens vorzustellen, der verschiedene Methoden wie Design Thinking, Lean Startup, Agilität und andere innerhalb eines Gestaltungsrahmens integriert. Seit 2016 ist der Innovationsprozess ist ein wesentlicher Bestandteil des internen Employee Innovation Programms und beweist seine Anwendbarkeit in einem realen Umfeld. Projektteams entwickeln und implementieren ihre neuen digitalen Geschäftsmodelle erfolgreich, indem sie den vorgestellten Innovationsprozess als Leitfaden nutzen. Dieser Prozess ermöglicht es dem Life-Science-Unternehmen, zwei globale Entrepreneurship-Programme (Catalyst Fund und Catalyst Box) durchzuführen, die den Kundenfokus mit schnellen und evidenzbasierten Experimenten fördern. Der Artikel umfasst eine reale Fallstudie aus dem Catalyst Fund Programm über das Farm Advisory Team aus Indien. Anhand dieses Beispiels wird jede Phase des Innovationsprozesses schematisch beschrieben. Die Ideengenerierung ist leicht anwendbar, aber die Umsetzung von Ideen ist eine der größten Herausforderungen in größeren Unternehmen. Der vorgeschlagene End-to-End-Innovationsprozess integriert die verschiedenen Innovationsmethoden und bietet Entscheidungsträgern und Projektteams in Unternehmen eine Anleitung, um ihre Aktivitäten bzw. Strategie und Diskussionen zur Geschäftsmodellinnovation zu strukturieren.


ExELL ◽  
2017 ◽  
Vol 5 (1) ◽  
pp. 1-24
Author(s):  
Sanja Berberović ◽  
Mersina Mujagić

Abstract The paper investigates the interaction of conceptual blending and conceptual metaphor in producing figurative creativity in discourse. The phenomenon of figurative creativity is defined by Kövecses (2005) as creativity arising through the cognitive mechanisms of metonymy, metaphor, and blending. Specifically, the paper examines the use of creative figurative language in the British public discourse on the topic on Brexit. The aim of this paper is to show that conventional metaphors can be creatively stretched through conceptual blending, producing instances of creative figurative language. Specifically, applying blending theory, we will analyse innovative conceptual blends, motivated by the conventional marriage/divorce metaphor. In addition, the paper also examines the way in which creative figurative language produced in metaphorical blends provides discourse coherence at intertextual and intratextual levels.


Author(s):  
Mollie Claypool ◽  

The paper ascribes to a belief that architecture should be wholly digital – from the scale of the micron and particle to the brick, beam and building, from design to fabrication or construction. This embodies a fundamental and disruptive shift in architecture and design thinking that is unique to the project images included, enabling design to become more inclusive, participatory and open-source. Architecture that is wholly digital requires a radical rethinking of existing design and building practices. Thes projects described in this paper each develops a set of parts in relationship to a specific digital fabrication technology. These parts are defined as open-ended, universal and versatile building blocks, with a digital logic of connectivity. Each physical part has a malefemale connection which is the equivalent of the 0 and 1 in digital data. The design possibilities – or the way that parts can combine and aggregate – can be defined by the geometry and therefore, design agency, of the piece itself. This discrete method advances a theoretical argument about the nature of digital design as needing to be fundamentally discrete, and at the same time responding to ideas coming from open-source, distributed modes methods of production. Furthermore it responds to today’s housing crisis, providing for a more democratic and equitable framework for the production of housing. To think of architecture as wholly digital is to substantially disrupt the way that we think about design, authorship, ownership and process, as well as the building technologies and practices we use in contemporary architectural production.


2019 ◽  
Author(s):  
Xiao Chi Zhang ◽  
Bon Ku ◽  
Robert Pugliese ◽  
Dimitrios Papanagnou ◽  
Mark Tykocinski ◽  
...  

Abstract Background The use of design principles in tackling complex health issues is gaining significant traction. Medical education must evolve to prepare future clinicians on design thinking methods. Method Twenty second-year medical students and seven EM faculty mentors from the Sidney Kimmel Medical College were enrolled in eight, 3-hour experiential design didactic sessions in 2017-18. Student teams were matched with EM physician-mentors to apply design thinking methods to specific ED problems. Didactic content included: 1) empathy building; 2) idea generation; 3) prototyping; 4) testing; 5) the user experience; 6) service design; 7) business canvas planning; 8) idea presentation. The curriculum was developed based the Kolb’s cycle, constructivist framework and Stanford d.school design thinking and students were evaluated using the Kirkpatrick Model through self-evaluation, group presentations, and project deliverables. Results Quantitative evaluation of the simulated training session was extracted through an 11-item questionnaire using a 5-point Likert scale. Overall responses were positive. Both students and faculty reported that participation in the curriculum was a valuable experience and provided deeper insight into applying design in healthcare. Areas of improvement included requests for longitudinal feedback, diverse collaborative efforts, and practical design workshops. The majority of learners recommended this curriculum to future learners. Conclusion Innovation per DiEM is a unique design curriculum that focuses on EM challenges with active EM clinician mentorship. Future goals include developing longitudinal evaluation and broadening healthcare challenges beyond the context of the ED.


2019 ◽  
Vol 34 (3) ◽  
pp. 111-137 ◽  
Author(s):  
Maud Dampérat ◽  
Florence Jeannot ◽  
Eline Jongmans ◽  
Alain Jolibert

This research focuses on the understanding of a team creative process (or co-creative process) by adding design and management inputs to the marketing approach. It proposes and empirically tests a co-creative process based on the three stages of the design thinking method: (1) need definition, (2) idea generation, and (3) solution prototyping. This model also includes the influence of individual variables –empathy, domain-relevant familiarity, and task involvement –at different stages of the co-creative process. The results validate the mediating role of idea generation between need definition and solution prototyping and the influence of the selected individual variables. The predictive validity of the co-creative process has been tested via the evaluation of the solution by experts. Several actions are proposed at each stage of the co-creative process to enable organizations to stimulate the creativity of their new product development teams.


Author(s):  
Abimelec Mercado Rivera ◽  
José E. Lugo

Abstract This research focuses on improving the outcome of idea generation sessions of interdisciplinary student teams working in the early design stages of a product or solution by measuring the effect of incorporating Design Heuristics Cards at different points of ideation sessions that adhere to the brainstorming guidelines. Using the design thinking methodology, an open-ended challenge was given to the participating teams for a Brainstorming exercise divided into a fifteen-minute individual segment followed by a thirty-minute team ideation segment. Three experimental treatments were designed where Design Heuristics Cards were introduced at different points of the ideation exercise: the start of the individual ideation segment, the start of the team ideation segment, or the second half of the team ideation segment. A fourth control treatment did not introduce the cards at any point but used the Brainstorming guidelines throughout. The metrics observed were Fluency, Novelty, Feasibility, and Market Fit of the ideas generated by the students. Eighty-four students participated in the experiment, with 58.3% being from majors in the College of Engineering, 28.6% from majors in the College of Business Administration, 7.1% from majors in the College of Arts and Sciences, and 6.0% from majors in the College of Agriculture. No significant difference was found among the experimental treatments; however the results are not considered final due to the explorative nature of the study. Recommendations are made on future work and possible improvements to the experiment.


Author(s):  
Ji Han ◽  
Min Hua ◽  
Feng Shi ◽  
Peter R. N. Childs

AbstractCombinational creativity is a significant element of design in supporting designers to generate creative ideas during the early phases of design. There exists three driven approaches to combinational creativity: problem-, similarity- and inspiration-driven. This study provides further insights into the three combinational creativity driven approaches, exploring which approach could lead to ideas that are more creative in the context of practical product design. The results from a case study reveal that the problem- driven approach could lead to more creative and novel ideas or products compared with the similarity- and inspiration-driven approach. Products originating from the similarity- and inspiration-driven approach are at comparable levels. This study provides better understanding of combinational creativity in practical design. It also delivers benefits to designers in improving creative idea generation, and supports design researchers in exploring future ideation methods and design support tools employing the concept of 'combination'.


2012 ◽  
Vol 134 (9) ◽  
Author(s):  
Vimal K. Viswanathan ◽  
Julie S. Linsey

Engineering idea generation is a crucial part of new product development, and physical modeling is a widely used tool. Despite the physical models’ popularity in the idea generation process, little is known about their effects on design cognition. The existing literature provides contradicting guidelines about their use in the design process. Product design firms call for the frequent use of physical models, but some studies suggest that physical models induce design fixation. The psychological literature indicates that physical representations, by supporting designers’ mental models of physical phenomena, might lead to more feasible designs. The advantages and disadvantages of physical models as idea generation tools need to be clarified to help designers decide when and where to implement them. Based on prior studies and anecdotal evidence, two hypotheses are tested: (1) physical models supplement designer’s mental models and (2) physical models induce design fixation. Two between-subject idea generation experiments with novice designers are conducted to evaluate these hypotheses. In the first pilot experiment, the participants generate ideas in three conditions: sketching only, building, and building and testing. This study is followed by a second experiment, in which a new condition called constrained sketching is added. In each condition, participants use the representation implied by the name of the condition. The percentage of ideas satisfying all design requirements indicates the physical models’ effect on the designers’ mental models. Novelty and variety are used as metrics for design fixation. The percentage of functional ideas quantified shows significant variation across the sketching and building conditions, whereas novelty and variety show no differences. These results support the argument that physical models supplement novice designer’s mental models. No evidence of fixation is observed, which contradicts the results of the prior observational studies. Hypothesized reasons for the apparently contradictory results are also presented.


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