创新如何受到逻辑、情感和表征的影响?

S. Razavi, Yong Zeng
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Nguyen and Zeng (Nguyen and Zeng, 2017) analysed how design tools may contribute to the use of proper design knowledge in improving the creativity and novelty of the final design solutions. Zeng et al. (Zeng et al., 2004) indicated that sketching as a design tool would help designers be more creative by releasing their cognitive workload. In this special issue, four papers are selected to cover the four aspects that affect designers’ capabilities to be creative and innovative. The first paper, by Tianqun Pan and titled “Technological Innovation: A Balance between Indispensability and Feasibility”, aims to explore the designer’s reasoning in technological innovation by using modal logic. A technology is described as a set of action propositions whereas a technological innovation is regarded to form a new set of such propositions. 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引用次数: 0

摘要

创新在一个国家的知识经济中扮演着重要的角色。根据Nguyen和Zeng (Nguyen and Zeng, 2012)提出的设计创造力理论,设计师在处理设计问题时的创新取决于设计师的压力水平,而压力水平又取决于设计师感知到的认知工作量和设计师的能力。设计师的能力是由他/她理解和解决设计问题的知识和逻辑推理能力以及他/她应对设计过程中出现的压力的情感能力来定义的。如果设计师的精神压力保持在中等水平,他们可能会更有创造力和创新精神。Nguyen和Zeng (Nguyen和Zeng, 2017)分析了设计工具如何有助于使用适当的设计知识来提高最终设计解决方案的创造力和新颖性。Zeng et al. (Zeng et al., 2004)指出,素描作为一种设计工具,可以通过释放他们的认知工作量,帮助设计师更有创造力。本期特刊选取了四篇论文,涵盖了影响设计师创造力和创新能力的四个方面。第一篇论文由潘天群撰写,题目为《技术创新:不可或缺与可行性的平衡》,旨在运用模态逻辑探讨技术创新中设计者的推理。技术被描述为一组行动命题,而技术创新被认为是形成一组新的行动命题。一个行动命题可以被粗略地看作是一个功能或功能,这在设计研究界被广泛使用(Chakrabarti和Bligh, 2001;Gero and Kannengiesser, 2007;Hirtz et al., 2002;Maier and Fadel, 2009;Umeda等人,1990)。无论涉及的技术如何创新,如果认为有必要,行动主张都是必不可少的。如果一个行动主张是可行的,那么它就是可行的,但就实现某些效果而言,它是可替代的。因此,不可或缺的行动或多或少是技术必须提供某种效果(例如,满足自然规律)的功能或功能,而可行的行动可以被视为实现某种效果(例如,满足人类需求)的替代解决方案之一。不可缺少的和可行的行为之间的相互作用构成了设计的递归逻辑(Zeng and Cheng, 1991)。因此,技术创新构成了不可或缺性和可行性之间的平衡。然后使用包含不可缺少和可行性算子的逻辑来得出有关技术创新的推论。第二篇论文由Stephen Ekwaro-Osire和Joao Paulo Dias撰写,题为“产品在草图分割中的功能和美学”,旨在通过考虑产品设计的核心特征来分割产品草图。设计草图的分割可以支持设计原理的获取,可以作为未来设计项目的知识。对此有一个重要的标准
本文章由计算机程序翻译,如有差异,请以英文原文为准。
How Is Innovation Influenced by Logic, Emotion and Representation?
Innovation plays a significant role in the knowledge-based economy for a nation. Based on the design creativity theory proposed by Nguyen and Zeng (Nguyen and Zeng, 2012), the designer’s innovation in dealing with a design problem depends on the designer’s stress level, which further relies on the cognitive workload perceived by the designer and the designer’s capabilities. The designer’s capability is defined by his/her knowledge and logical reasoning abilities to understand and solve the design problem as well as his/her emotional capability to cope with the stress arisen during the design process. A designer could be more creative and innovative if the designer’s mental stress is kept at a medium level. Nguyen and Zeng (Nguyen and Zeng, 2017) analysed how design tools may contribute to the use of proper design knowledge in improving the creativity and novelty of the final design solutions. Zeng et al. (Zeng et al., 2004) indicated that sketching as a design tool would help designers be more creative by releasing their cognitive workload. In this special issue, four papers are selected to cover the four aspects that affect designers’ capabilities to be creative and innovative. The first paper, by Tianqun Pan and titled “Technological Innovation: A Balance between Indispensability and Feasibility”, aims to explore the designer’s reasoning in technological innovation by using modal logic. A technology is described as a set of action propositions whereas a technological innovation is regarded to form a new set of such propositions. An action proposition can be roughly viewed as a function or affordance, which are widely used in the design research community (Chakrabarti and Bligh, 2001; Gero and Kannengiesser, 2007; Hirtz et al., 2002; Maier and Fadel, 2009; Umeda et al., 1990). An action proposition is indispensable if regarded as necessary no matter how the technology involved is innovated. An action proposition is feasible if workable but replaceable in terms of achieving some effect(s). Hence, an indispensable action is more or less the function or affordance that a technology must deliver certain effect(s) (e.g. satisfying natural laws) while a feasible action can be seen as one of the alternative solutions to achieve an effect (e.g. satisfying human needs). The interaction between the indispensable and feasible actions constitute the recursive logic of design (Zeng and Cheng, 1991). Thus, a technological innovation constitutes a balance between indispensability and feasibility. Logics containing the operators of indispensability and feasibility are then used to draw inferences regarding technological innovation. The second paper, by Stephen Ekwaro-Osire and Joao Paulo Dias and titled “Function and Aesthetics of a Product in Segmentation of the Sketch”, aims to segment product sketches by considering the central characteristics of product design. The segmentation of design sketches can support the capturing of design rationale, which can be used as knowledge for future design projects. One important criterion for this
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