Katja Hölttä-Otto, T. Björklund, M. Klippert, Kevin Otto, D. Krause, C. Eckert, O. Nespoli, A. Albers
{"title":"Facing extreme uncertainty – how the onset of the COVID-19 pandemic influenced product development","authors":"Katja Hölttä-Otto, T. Björklund, M. Klippert, Kevin Otto, D. Krause, C. Eckert, O. Nespoli, A. Albers","doi":"10.1080/21650349.2022.2157888","DOIUrl":"https://doi.org/10.1080/21650349.2022.2157888","url":null,"abstract":"ABSTRACT The COVID-19 pandemic has been a global disruption, but little is known about how it impacted product development. Based on interviews of 24 practicing product development leaders, we find that COVID-19 generated a unique combination of external and internal uncertainties and thus had several direct impacts on product development. Initial adaptations were reported in the level of innovation pursued, the development processes and the resourcing. In terms of level of innovation and resourcing, no uniformity in adaptations were observed: opposite changes were made across radical/incremental, expanding/reducing, local/international and internal/external collaboration balances in the different companies’ product development activities. Process adaptations were more uniform in direction, focusing on increasing flexibility and agility. In terms of product development methods for different phases, we find companies quickly seeking creative approaches to replace their traditional methods in idea generation, prototyping, customer interaction, validation etc. with virtual means. Furthermore, changes in human interaction quality, particularly informal interaction, were seen to have far-reaching, unintended negative consequences on their creative efforts, whether in product development, development process or resourcing. Overall, the results highlight the diversity of adaptive choices available to respond to external uncertainties, though more research is still needed on how these influence longer term resilience.","PeriodicalId":43485,"journal":{"name":"International Journal of Design Creativity and Innovation","volume":null,"pages":null},"PeriodicalIF":1.8,"publicationDate":"2022-12-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43740450","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Concept evaluation dilemma: Presentation effect on product concept evaluation in the new product development (NPD) process","authors":"Jieun Kwon, Barry M. Kudrowitz","doi":"10.1080/21650349.2022.2146002","DOIUrl":"https://doi.org/10.1080/21650349.2022.2146002","url":null,"abstract":"ABSTRACT New Product Design (NPD) process involves multiple phases in which a designer or an engineer shares their idea through verbal and visual presentation. Specifically, during the early concept selection phase, designers often pitch their ideas to peers, investors, and consumers to communicate their developing ideas. During this process, the audiences’ perception of the concept can be influenced by how it was presented. This article examines a) if the presence of visual aids can influence the concept evaluation, b) if the verbal presentation quality can affect how the concept value is perceived, and c) if product design experts can see the value of a concept beyond how it was presented. The results showed that whether visual or verbal, presentation quality can affect how the audience evaluates the concept that is being presented. In addition, contrary to what was expected, it was found that the design experts were more influenced by the presentation quality than the non-experts.","PeriodicalId":43485,"journal":{"name":"International Journal of Design Creativity and Innovation","volume":null,"pages":null},"PeriodicalIF":1.8,"publicationDate":"2022-11-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42728380","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Ideation Compass: supporting interdisciplinary creative dialogues with real time visualization","authors":"S. Välk, Chitipat Thabsuwan, C. Mougenot","doi":"10.1080/21650349.2022.2142674","DOIUrl":"https://doi.org/10.1080/21650349.2022.2142674","url":null,"abstract":"ABSTRACT This study presents the potential of live topic visualization in supporting creative dialogs during remote idea generation. We developed a novel Creativity Support Tool (CST) to explore the effects of the live topic visualization. The tool emphasizes the interdisciplinary knowledge background of participants. Using Natural Language Processing (NLP) and topic modeling, the tool provides users with a live visual mapping of the domains and topics being orally discussed. To understand the tool’s user perceived effects, we conducted evaluation sessions and interviews with participants (N = 10) from two different disciplinary backgrounds: design and bioscience. The findings show that live visualization of domains and topics supported self-reflection during individual and collaborative creativity and encouraged a balanced discussion, which can mitigate discipline-based fixation in ideation.","PeriodicalId":43485,"journal":{"name":"International Journal of Design Creativity and Innovation","volume":null,"pages":null},"PeriodicalIF":1.8,"publicationDate":"2022-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"60299147","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A quick review of ethics, design thinking, gender, and AI development","authors":"Aila Kronqvist, Rebekah A. Rousi","doi":"10.1080/21650349.2022.2136762","DOIUrl":"https://doi.org/10.1080/21650349.2022.2136762","url":null,"abstract":"ABSTRACT Ethics, artificial intelligence (AI), and design thinking are current buzz words. The threat of bias-riddled machine learning algorithms is represented media-wide. Research and development initiatives are endeavoring to ‘translate’ ethics into processes and machine logic and design thinking as a method is adopted to gauge the interests and values of a vast range of stakeholders. Gender, its framing, reflection, and critical evaluation in relation to design thinking as a means for developing ethical AI appear to be less represented in scholarly discourse. Against a background of critical theory and gender studies that describe and problematize gender, its construction and norms in socio-technological discourse, the authors of this article aim to generate insight into the current state of gender in design thinking research focused on ethics and AI. A review of scholarly articles revealed trends in popularity of concepts and prominence in the application of design thinking in specific fields (i.e., educational research). Repetition characterizes the more challenging topics or wicked problems. Provocation and investigation of gender from the perspectives of practitioners, creativity, and its influence in design thinking seem all but visible.","PeriodicalId":43485,"journal":{"name":"International Journal of Design Creativity and Innovation","volume":null,"pages":null},"PeriodicalIF":1.8,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45657739","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The impact of LEGO and analog objects in co-creating and prototyping ideas","authors":"S. S. Isa, A. Liem","doi":"10.1080/21650349.2022.2125446","DOIUrl":"https://doi.org/10.1080/21650349.2022.2125446","url":null,"abstract":"ABSTRACT The main purpose of this study is to examine the separate and combined efficacy of LEGO and analogue objects as prototyping tools in idea generation activities. The study took place in an environment where ‘Design Jams’ were conducted, involving 58 participants with diverse backgrounds. Results showed that LEGO and analogue objects encouraged designers and stakeholders to collaborate and think more critically through prototyping activities emphasizing experimentation, reflection, and decision making. Using co-creation methods, larger quantities of design solutions and longer-term design directions were generated through the establishment of a common visual language, the sharing of legitimate experiences, and improved decision-making.","PeriodicalId":43485,"journal":{"name":"International Journal of Design Creativity and Innovation","volume":null,"pages":null},"PeriodicalIF":1.8,"publicationDate":"2022-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41954826","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Bio-inspired design as a solution to generate creative and circular product concepts","authors":"L. Ruiz-Pastor, V. Chulvi, M. Royo, J. Sampaio","doi":"10.1080/21650349.2022.2128886","DOIUrl":"https://doi.org/10.1080/21650349.2022.2128886","url":null,"abstract":"ABSTRACT Consumers are showing a growing concern for the environment and sustainability, while they keep their interest in more creative products that ‘delight’ them and exceed their expectations. Consequently, designers must meet the circular economy (CE) requirements, but also provide creative solutions. The present research describes an experiment in which a group of designers were asked to solve design problems using two different methods: random stimuli and biomimicry. The results help to answer the question regarding whether methods focused on requirements (biological requirements in this case) are as effective for obtaining creative solutions as methods oriented toward creative ideas (specifically random stimuli). The paper also examines whether biomimicry stimuli promote circularity to a sufficiently greater extent than a random stimulus to compensate for the possible loss of creativity with respect to the random method. The results show that biomimicry stimuli promote circularity in the concepts without diminishing their creativity.","PeriodicalId":43485,"journal":{"name":"International Journal of Design Creativity and Innovation","volume":null,"pages":null},"PeriodicalIF":1.8,"publicationDate":"2022-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45235959","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Shogo Masaya, K. Fujii, Kazunori Watanabe, Chao Chen, Liang Hai, Jiawei Zhang, Tomoyuki Ohkubo, H. Murakoshi, Yuta Hirose
{"title":"An exploratory study for the impact of video-induced positive moods on ideation","authors":"Shogo Masaya, K. Fujii, Kazunori Watanabe, Chao Chen, Liang Hai, Jiawei Zhang, Tomoyuki Ohkubo, H. Murakoshi, Yuta Hirose","doi":"10.1080/21650349.2022.2126408","DOIUrl":"https://doi.org/10.1080/21650349.2022.2126408","url":null,"abstract":"ABSTRACT This paper examines the impact of positive moods induced by video content on creativity in ideation. Previous studies have shown that positive moods can promote ideation with originality and diversity and videos that promote feelings happiness or relaxation can induce positive feelings as visual stimuli. Building upon these findings, in this study, we developed an online experimental system and conducted experiments on ideation under the following four stimulus conditions: 1) no stimulus, 2) text stimulus, 3) image stimulus and 4) video stimulus. The experiment was designed using alternate uses task, and the participants’ performance on ideation was then compared with their performance in the presence of each stimulus from the perspective of enhancing creativity. The results demonstrated that video-induced stimuli promoting happiness or relaxation exhibited a relatively high potential to enhance ideation with originality.","PeriodicalId":43485,"journal":{"name":"International Journal of Design Creativity and Innovation","volume":null,"pages":null},"PeriodicalIF":1.8,"publicationDate":"2022-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"60298988","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
V. Chulvi, M. Royo, M. Agost, C. García-García, L. Ruiz-Pastor
{"title":"Relaxing or arousing environments (through color and music) for fostering designer’s creativity","authors":"V. Chulvi, M. Royo, M. Agost, C. García-García, L. Ruiz-Pastor","doi":"10.1080/21650349.2022.2107081","DOIUrl":"https://doi.org/10.1080/21650349.2022.2107081","url":null,"abstract":"ABSTRACT Within the literature devoted to studying the influence of environment factors on people’s creativity, the majority analyzed these factors as isolated elements and assess individual’s creativity in general. The aim of this work is to analyze the influence of some of these environmental factors on the design outcomes in terms of creativity, considering the potential emotion it can cause (relaxation or arousal). An experiment was developed to test the results generated in different settings combining environment factors that enhance creativity, in which designers were asked to develop different creative concepts. Different colors and music were combined in order to set arousing and relaxing environments. Results point to differences in the creativity parameters, according to the environment in which designers worked.","PeriodicalId":43485,"journal":{"name":"International Journal of Design Creativity and Innovation","volume":null,"pages":null},"PeriodicalIF":1.8,"publicationDate":"2022-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42819182","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Science as a game: conceptual model and application in scientific software design","authors":"F. Queiroz, M. Lonsdale, R. Spitz","doi":"10.1080/21650349.2022.2088623","DOIUrl":"https://doi.org/10.1080/21650349.2022.2088623","url":null,"abstract":"ABSTRACT Scientific inquiry is often described as, and compared to, a game. This paper expands on that analogy to propose a conceptual model of scientific practice built upon Jesper Juul’s game definition, and informed by parallels between the two activities collected from selected works from history and philosophy of science. Moreover, the paper presents a design method, based on the model described, for fostering creative solutions in scientific software user interface design. Results from pilot case studies suggest both model and method are helpful, allowing participants to describe requirements and ideate solutions, as well providing a framework for the exploration of the game-science analogy within the context of scientific research conducted through computational resources.","PeriodicalId":43485,"journal":{"name":"International Journal of Design Creativity and Innovation","volume":null,"pages":null},"PeriodicalIF":1.8,"publicationDate":"2022-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43238970","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jana Pejoska, Eva Durall, M. Bauters, Teemu Leinonen
{"title":"Culture coding - a method for diversifying artefact associations in design ideation","authors":"Jana Pejoska, Eva Durall, M. Bauters, Teemu Leinonen","doi":"10.1080/21650349.2022.2074144","DOIUrl":"https://doi.org/10.1080/21650349.2022.2074144","url":null,"abstract":"ABSTRACT It can be claimed that technological systems are, in some ways, reflections of the designers’ way of thinking. These designs affect the behavior of the users and contribute to the reproduction of future designs, thus strengthening the existing human-technology relations. To address these issues critically, there is a need to challenge design ideation processes for generating a larger variety of design proposals that can contribute to varied users and user behavior. For this purpose, we propose a new method- Culture Coding, that can complement design ideation processes where generating, developing, and elaborating ideas is crucial. In this qualitative study, we explore the value of the proposed method in design by using design activities and a research-through-design approach. The experimental setup consists of two Design Cases where study participants contributed by taking part in two co-design workshops. The findings of the study indicate that Culture Coding may help to guide attention to new perspectives and challenge assumptions of the design context.","PeriodicalId":43485,"journal":{"name":"International Journal of Design Creativity and Innovation","volume":null,"pages":null},"PeriodicalIF":1.8,"publicationDate":"2022-05-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47200938","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}