Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).
The Effect of Abstraction Methods in Bio-inspired Design – A Workshop and a Team Project Perspective
Lea Götz, Ida Vinkas, Helena Hashemi Farzaneh
Technische Universität München, Germany
Bio-inspired design can inspire highly innovative technical solutions. However, biological inspirations in most cases have to be abstracted to transfer useful analogies to the technical domain. Is it worth the effort to use supporting methods, namely BioCards and KoMBi, or can design teams develop bio-inspired solutions of the same quality without these methods? To answer these questions, we conducted workshops with pairs of engineering design students collaborating in an agile development project. The results of our study show that the task-specific quality of solution ideas increased significantly when using the BioCards method. The analysis of the prototypes developed throughout the project shows that the use of both abstraction methods has the highest effect on the abstraction level of analogical transfer and on the depth of understanding of the biological inspiration. These results indicate that the use of abstraction methods is recommendable for bio-inspired design teams in a comparable setting.
Similarity Computation Supporting the Inventive Solutions
Xin Ni1, Ahmed Samet2, Denis Cavallucci3
1INSA de Strasbourg; 2INSA de Strasbourg; 3INSA de Strasbourg
Creativity sessions in industry, when they are based solely on people's knowledge, produce less and less value. This is mainly due to the need to further expand the spectrum of knowledge needed to solve problems. We are therefore increasingly witnessing the limits of our knowledge capabilities to meet the demands of today's inventive problem-solving in industry. The research presented in this paper proposes a method of semantic association between problems extracted from an unstructured textual corpus of a patent using Google's Word2vec algorithm followed by cosine similarity to create original pairings between problems from different but semantically close domains. We postulate that such a method is a preamble to the automation of TRIZ and thus avoids the difficulties of not having been updated for a few decades.
Opportunities with Uncertainties: An Outlook of Virtual Reality in Early Stage of Design
Xinhui Hu, Georgi V. Georgiev
Center for Ubiquitous Computing, University of Oulu, Finland
Adopting immersive Virtual Reality (VR) technology in the early stages of design has been an appealing idea to designers, as research showed that immersing people in a virtual environment could efficiently elicit empathy and facilitate deeper understandings of out-group members. However, after exploring and synthesizing literature across fields of design, psychology, and neuroscience, this study found the opportunities brought by VR are accompanied by uncertainties. In this study, we (1) identified the benefits of adopting immersive VR in the early design stage, such as enhancing empathy and promoting design equity, (2) discovered previously unrealized problems that VR may bring to the design process, especially the potential biases due to emotional connection, and (3) determined the future direction for relevant research: gaining deeper knowledge about operators' mental activities to mitigate the biases and uncertainties.
The Wrong Theory Protocol: A design thinking tool to enhance creative ideation
Vanessa Svihla1, Luke Kachelmeier2
1University of New Mexico, United States of America; 2US Air Force
Supporting designers to empathize with stakeholder points of view while still developing creative solutions is challenging, particularly when stakeholders’ lives and experiences are quite different from their own. In this study, we characterize a new ideation technique, wrong theory protocol (WTP), that has supported student designers to come up with empathetic and creative ideas. Participants included students enrolled in undergraduate and graduate courses at a Hispanic-serving, research university in the southwestern US. In WTP, participants first frame a problem and are then prompted to come up with solutions that would harm and humiliate the intended users before coming up with good ideas. Using artefacts from WTP sessions, we analysed the diversity of both harmful/humiliating and good ideas. WTP participants produced divergent, empathetic ideas, suggesting WTP supports creative ideation.