Conference Agenda

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Session Overview
Short 1: Creative Design Processes and Methods
Wednesday, 26/Aug/2020:
2:55pm - 3:30pm

Session Chair: Julie Milovanovic
Location: Online

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Tao Shen1, Yukari Nagai2

1College of Design and Innovation, Tongji University, Shanghai , China; 2Knowledge Science, Japan Advanced Institute of Science and Technology, Nomi City, Japan

Creativity is a vital part of design studies, and many literatures have approached design creativity from the perspectives of cognition and social behaviors. Several methods and tools have been introduced for enhancing design creativity, most of which focus on two aspects—the process and outcome of design. However, these methods for creative architecture design mainly follow a reductionist approach, and the complex nature of the 21st century architecture is often ignored. In this paper, we first review the simplicity and complexity of architecture, based on which we acknowledge architecture as a complex adaptive system, and present a new design thinking approach for creative architecture design, named “Concept Topology Optimization” (CTO). A case study that utilizes CTO is conducted to explore the application of the proposed method in the architecture space design, and a controlled experiment demonstrates the effectiveness of this method by measuring the idea quality and quantity.

The problematization for creativity in design

Luiza Grazziotin Selau1,2,3, Julio van der Linden1, Carlos Duarte2, Teemu Leinonen3

1UFRGS - Universidade Federal do Rio Grande do Sul; 2IADE - Universidade Europeia; 3Aalto University

This paper discusses the relations between stages of design projects. The literature review is based on authors who already discussed the subject to present a reflection on the stages of the process, focusing on the stage of problematization in order to establish relationships and show the importance of this stage in projects. It is intended to show that the problematization has an impact on the creativity phase and, consequently, on the results of the project. The literature review shows the link between the problematization and the design process as a whole. Besides proposing that with a well developed problematization the designer acquires the necessary knowledge about the project so that the creativity stage is well-done and the project results are more assertive. In this way, it is considered that the problematization has importance in the whole project process. So article shows the importance of this step for a design project.

A Bottom up Functional Domain Synthesis Approach for Creative Conceptual Design.

Yu-Tong Li, Yu-Xin Wang

China University of Petroleum, China, People's Republic of

A bottom-up functional synthesis approach for mechanical products in accordance with the equivalence relations in granularities, topologies, and attributes based on the domain synthetic theory in quotient space is proposed. The equivalence partition rules are objective and independent of a designer's experience and knowledge. Different equivalence partition rules will lead to different sub-functions, working principles, and function-structures to be generated. Then, the partition schemes based on the granularity equivalence relations are secondly divided into two quotient spaces corresponding to the time sequence equivalence relation and the space position equivalence relation, respectively. In this way, the synthesized sub-functions, which are formed and contributed by all of basic operation actions in the divided subsets, can take place in time and space continuously and orderly.

Literature review: Existing methods using VR to enhance creativity

Zhengya Gong, Georgi V. Georgiev

Ubiquitous Computing (UBICOMP),University of Oulu, Finland

Abstract: Virtual reality (VR) technology has introduced a range of equipment, contexts, and stimuli with possible applications in the context of design creativity. In response, recent studies have investigated VR as a tool that can be applied to enhance creativity. As a part of such research, this paper reviews existing studies and provides a state-of-the-art literature review based on the componential theory of creativity. Based on studies that investigate the use VR to enhance creativity, we found that VR can be used to improve specific factors to enhance creativity, and a natural environment can be considered a positive factor for enhancing creativity. Therefore, we propose a hypothesis that VR technology could be a useful method to simulate nature for enhancing creativity; experimentation based on the hypothesis is expected to be conducted in the future.

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