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15th International Conference on Experimental Mechanics

PAPER REF: 2857

MODELLING CREATIVITY IN PRODUCT DEVELOPMENT:


EMPIRICAL FINDINGS AT THE FRONT-END DESIGN
Pedro Marques1 (*), Arlindo Silva2, Elsa Henriques3, Christopher Magee4
1,2,3
Instituto Superior Tcnico, Technical University of Lisbon, Lisbon, Portugal
4
Engineering Systems Division, Massachusetts Institute of Technology, Cambridge, USA
(*)
Email: pmar1999@gmail.com

ABSTRACT
The present article proposes a new descriptive model, the so called Ideation Model (IM), of
the design process from a dual cognitive-engineering perspective, partly based on existing
models from both fields and previous work performed. The model addresses the issue of
modelling the ideation or the front-end phase of the engineering design/product development
process, representing the interface of cognitive psychology and engineering design. Three
domains - inspiration, decomposition and integration - and three spaces - problem-space, ideaspace and concept-space are considered as iterative elements of the model. An empirical
examination - descriptive - to the IM is performed, using both novice and expert designers
belonging to the academia. The empirical work indicates these designers worked in a manner
largely consistent with the model.
INTRODUCTION
The clarification of how the mind works is an issue of great significance for all the disciplines
involved in the study of the mind in which one can include cognitive psychology (Thagard
2005). It is possible to say that we are beginning to understand how design processes are
established by the human brain, and how our feelings, thoughts, stimulus, and behaviours
affect, and are affected by cognitive processes involved in the resolution of ill-defined
problems, such as the ones normally presented in product development situations.
The researchers believe that creativity can be acquired and enhanced: this warrants a deeper
understanding of creativity and creative processes. In addition, product development is an
open subject of study and is responsible for the best practices or failures in the market. As so,
in a highly competitive world where product design skills are essential the capacity to be
creative and innovative is based on the very essence of creative thought.
Concept development is a stage in product development dealing with, for example, the
generation of ideas for product achievement. Although some of the written literature is
concerned with techniques and methods to develop creativity (Kelley and Littman 2004), or
particular situations where creativity is found (Stefik and Stefik 2004), only a small number
of them aim to comprehend further what is really involved in creativity (Tang and Gero 2002,
Hsiao and Chiu 2004, Chusilp and Jin 2006 and Howard et al. 2008). The main objective of
this article is to establish a model of the design process from a dual cognitive-engineering
perspective that explains creativity in product development.
RESULTS AND CONCLUSIONS
The objective of this article was to establish a model of the design process from a dual
cognitive-engineering perspective (see Fig. 1).
ICEM15

Porto/Portugal, 22-27 July 2012

Fig. 1 - A general view of the proposed descriptive model - IM, from the decomposition of
problem (analyses) to the integration (synthesis) of a new concept.

The iterative flow of the product development process passed through these domains in a
semi-controlled way, through a sequence of process loops in - and between the spaces. The
IM was tested against a group of novice and expert designers, particularly concerning the
concepts of problem-, idea-, and concept-spaces, but also the concepts of evaluation and
iteration. With the achieved results, the authors are not able to argue that the IM is a complete,
verified model of the design process, but it is instead a framework; this is a structure to
explain creativity in design. Furthermore, the iterative nature of the design process was
conceptually focused. This revealed the existence of both specialization and generalization
loops. It was observed that experts tended to use more generalization loops than novices. In
other words, the generalization loop reveals the expertise of the designer.
REFERENCES
[1]-Chusilp, P., and Jin, Y. (2006). Study of mental iteration in different design situations.
Design Studies, 27 (1), 25-55.
[2]-Howard, T. J., Culley, S. J., and Dekoninck, E. (2008). Describing the creative design
process by the integration of engineering design and cognitive psychology literature. Design
Studies, 29 (2), 160-180.
[3]-Kelley, T., and Littman, J. (2004). The Art of Innovation: Lessons in Creativity from
IDEO, America's Leading Design Firm. London: Profile Books.
[4]-Hsiao, S. W., and Chou, J. R. (2004). A creativity-based design process for innovative
product design. International Journal of Industrial Ergonomics, 34, 421-443.
[5]-Jin, Y., and Chusilp, P. (2006). Study of mental interaction in different design situations.
Design Studies, 27, 25-55.
[6]-Tang, H.-H., and Gero, J. S. (2002). A cognitive method to measure potential creativity in
designing. In C. Bento, A. Cardoso, and G. Wiggins, Workshop 17 - Creative Systems:
Approaches to Creativity in AI and Cognitive Science (pp. 47-54). Lyon: ECAI-02.
[7]-Thagard, P. (2005). Mind: Introduction to Cognitive Science (2ed.). Cambridge, MA:
MIT Press.

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