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Improvising Everyday Uses: Creative Mindsets and Design Heuristics on Idea Generation.

机译:改善日常使用:创意生成和创意启发的设计启发。

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摘要

Idea generation is the essence of design as everyday problem solving. Generating ideas can be a matter of life and death or simply a distraction from our normal existence. The eureka moment also means that sometimes people improvise and repurpose whatever is at hand to solve their own problems. As a consequence, a chair becomes a bookshelf; a shoelace can be used to stop bleeding. Generating alternative uses for common household objects should be facilitated by generating alternative situations in which improvisational design might be needed. One way to encourage as many alternative ideas as possible is to think through heuristics of discovery. A number of directions have emerged concerning what can be used as good design heuristics to trigger creative mindsets. Does "walking away from the problem" or "letting the mind wander" really help generate a greater number of alternative ideas? How might shifting a perspective activate proper associative processing and enhance creative performance? Prior studies in generating novel uses often directed people to focus on objects, situations, and events, or to switch between a different time or space. One plausible method yet to be studied systematically, however, is for participants to think of different roles people can take in a society, such as chef, physician, mechanic, athlete, and so on. This dissertation research sets out to uncover certain creative mindsets and potential design heuristics that promote alternative solutions to problems ordinary people encounter in daily life. The studies conducted for this dissertation particularly focus on two mindset conditions: the mind-wandering group was manipulated to "let things come to your mind" and the human-centric group was manipulated to "think of different roles," both conditions representing widespread beliefs among professional designers about generating ideas. In two online experiments, participants were asked to generate as many alternative uses of common household objects as they could using either the mind- wandering or the human-centric mindsets triggered by different search heuristics. Study 1 had a control group and names of objects. Study 2 presented pictures of objects to half the participants and names of objects to the other half. The dependent variables were the fluency of ideas, the originality of ideas, the diversity of assignable roles and the response time between ideas. Results in both studies support the effectiveness of thinking of different roles in the human-centric mindset condition in increasing the fluency of alternative uses and the originality of ideas. Participants given no particular search strategy frequently reported that they tended to have things come to their minds, but they didn't differ from the mind- wandering mindset group and were outperformed by those using the human-centric mindset strategy. Furthermore, seeing pictures didn't necessarily give either mindset group the edge in generating more uses and more original ideas. Presenting the names of objects and providing specific roles with the search heuristics seemed enough to help induce a diversity of roles and hence more alternative uses and more original ideas. Those who let their minds wander did take longer to generate ideas than those using the focused associations of roles. The general findings in the dissertation are consistent with previous research showing that those who generated more ideas were more likely to generate more original ideas and those who persisted in ideation more frequently produced more original uses. On the whole, this dissertation research provides significant evidence for the heuristics of roles as a powerful perspective shifter to enhance everyday design concepts for human scale.
机译:产生想法是解决日常问题的设计要素。产生想法可能是生死攸关的问题,或者只是对我们正常生活的干扰。尤里卡的时刻也意味着有时人们为解决自己的问题而即兴发挥和改头换面。结果,椅子变成了书架。鞋带可以用来止血。应该通过产生可能需要即兴设计的替代情况,来促进为普通家用物品产生替代用途。鼓励尽可能多的替代想法的一种方法是通过发现启发法进行思考。关于什么可以用作触发创造性思维的良好设计启发方法,已经出现了许多指导。 “摆脱问题”或“让思想徘徊”是否真的有助于产生更多的替代想法?转移视角如何激活适当的关联处理并增强创造力?产生新颖用途的先前研究通常会指导人们专注于物体,情况和事件,或者在不同的时间或空间之间切换。然而,一种尚待系统研究的可行方法是让参与者考虑人们在社会中可以扮演的不同角色,例如厨师,医师,技工,运动员等。本论文的研究旨在发现某些创造性思维和潜在的设计启发方法,这些方法和方法可以促进普通人在日常生活中遇到的问题的替代解决方案。针对此论文进行的研究特别关注两种心态条件:徘徊思想的群体被操纵以“让事物浮现在脑海中”,以人为本的群体被操纵以“思考不同的角色”,这两种条件都代表着广泛的信仰在专业设计师中产生想法。在两个在线实验中,要求参与者尽可能多地使用各种搜索启发式方法触发的思维漫游或以人为中心的思维方式,来生成普通家用物品的替代用途。研究1有一个对照组和对象名称。研究2向一半的参与者展示了对象的图片,而另一半则展示了对象的名称。因变量是思想的流利程度,思想的独创性,可分配角色的多样性以及思想之间的响应时间。两项研究的结果都支持在以人为中心的思维方式条件下思考不同角色的有效性,从而提高了替代用法的流利性和思想的原创性。没有特定搜索策略的参与者经常报告说,他们倾向于想到某些东西,但是他们与那些徘徊在心态上的思维定型群体并没有什么不同,并且以使用以人为中心的思维定型策略的参与者表现出色。此外,看到图片并不一定会给任何一个思维定势者带来更多使用和更多创意的优势。呈现对象的名称并通过搜索试探法提供特定的角色似乎足以帮助诱导角色的多样性,因此可以提供更多的替代用途和更多的原始思想。与那些专注于角色的人相比,那些让自己的思想徘徊的人花费的时间更长。论文的一般发现与以前的研究一致,后者表明产生更多想法的人更有可能产生更多的原始想法,而那些坚持想法的人更经常产生更多的原始用途。总体而言,本论文的研究为角色启发法提供了重要的证据,这些启发法是一种功能强大的视角转换工具,可以增强人类规模的日常设计概念。

著录项

  • 作者

    Chou, Yung-Yi Juliet.;

  • 作者单位

    Columbia University.;

  • 授予单位 Columbia University.;
  • 学科 Cognitive psychology.;Educational psychology.;Design.
  • 学位 Ph.D.
  • 年度 2016
  • 页码 136 p.
  • 总页数 136
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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