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The concept generation process seems like an intuitional thought: difficult to capture and perform, although everyone is capable of it. It is not an analytical process but a synthetic process which has yet to be clarified. Furthermore, new research methods for investigating the concept generation process—a very difficult task since the concept generation process is driven by inner feelings deeply etched in the mind—are necessary to establish its theory and methodology. Concept Generation for Design Creativity – A Systematized Theory and Methodology presents the concept generation process both theoretically and methodologically. Theoretically, the concept generation process is discussed by comparing metaphor, abduction, and General Design Theory from the notions of similarities and dissimilarities. Analogy, blending, and integration by thematic relation have been explained methodologically. So far, these theories and methods have been discussed independently, and the relations among them have not been clarified. Two newly developed research methods to investigate the concept generation process are clearly explained: the explanation-based protocol analysis and constructive simulation. By reading Concept Generation for Design Creativity – A Systematized Theory and Methodology, students, researchers and lecturers in design disciplines (including engineering design, industrial design, software design, CHI, design education, and cognitive science ) can obtain a clear picture of the advanced research findings and the outline of the theories and methods for concept generation. Furthermore, readers are expected to achieve the competence to generate new concepts.
Do you feel like your thoughts, ideas, and plans are being suffocated by a constant onslaught of information? Do you want to get those great ideas out of your head, onto the whiteboard and into everyone else’s heads, but find it hard to start? No matter what level of sketching you think you have, Presto Sketching will help you lift your game in visual thinking and visual communication. In this practical workbook, Ben Crothers provides loads of tips, templates, and exercises that help you develop your visual vocabulary and sketching skills to clearly express and communicate your ideas. Learn techniques like product sketching, storyboarding, journey mapping, and conceptual illustration. Dive into how to use a visual metaphor (with a library of 101 visual metaphors), as well as tips for capturing and sharing your sketches digitally, and developing your own style. Designers, product managers, trainers, and entrepreneurs will learn better ways to explore problems, explain concepts, and come up with well-defined ideas - and have fun doing it.
Successful visual outcomes can only be arrived at through the generation of great ideas, driven by research that will ultimately provide the designer with a range of potential design solutions. Basics Graphic Design 03: Idea Generation explores the different ways in which the designer can generate ideas. Consideration is given to audience, context and materials as well as to the many levels of idea generation, from the macro to the micro, from brainstorming to more focused, selective and strategic systems.
A science-backed method to maximize creative potential in any sphere of life With the prevalence of computer technology and outsourcing, new jobs and fulfilling lives will rely heavily on creativity and innovation. Keith Sawyer draws from his expansive research of the creative journey, exceptional creators, creative abilities, and world-changing innovations to create an accessible, eight-step program to increasing anyone's creative potential. Sawyer reveals the surprising secrets of highly creative people (such as learning to ask better questions when faced with a problem), demonstrates how to come up with better ideas, and explains how to carry those ideas to fruition most effectively. This science-backed, step-by step method can maximize our creative potential in any sphere of life. Offers a proven method for developing new ideas and creative problem-solving no matter what your profession Includes an eight-step method, 30 practices, and more than 100 techniques that can be launched at any point in a creative journey Psychologist, jazz pianist, and author Keith Sawyer studied with world-famous creativity expert Mihaly Csikszentmihalyi Sawyer's book offers a wealth of easy to apply strategies and ideas for anyone who wants to tap into their creative power.
Representing a new generation of designers in Japan, Kenya Hara (born 1958) pays tribute to his mentors, using long overlooked Japanese icons and images in much of his work. In Designing Design, he impresses upon the reader the importance of emptiness in both the visual and philosophical traditions of Japan, and its application to design, made visible by means of numerous examples from his own work: Hara for instance designed the opening and closing ceremony programs for the Nagano Winter Olympic Games 1998. In 2001, he enrolled as a board member for the Japanese label MUJI and has considerably moulded the identity of this successful corporation as communication and design advisor ever since. Kenya Hara, alongside Naoto Fukasawa one of the leading design personalities in Japan, has also called attention to himself with exhibitions such as Re-Design: The Daily Products of the 21st Century.
Innovation and creativity are prioritized in engineering solutions, yet engineers and designers must also grapple with complex design problems which are highly constrained by requirements, regulations, and limited resources. This research seeks to understand the relationship between design constraints and concept generation methods in order to support innovation and creativity in the design of complex systems. A design study was conducted with 12 groups of civilian engineers from the Naval Undersea Warfare Center Division Newport. Participants were asked to generate concepts for two different design problems in which the ideation method and level of constraint were varied. Group brainstorming and a modified 6-3-5 method were used as a direct comparison, while a sketch modelling exercise was also incorporated to obtain qualitative observations and serve as a training exercise for participants. All generated ideas during the study were evaluated on four different ideation metrics: quantity, variety, quality, novelty. Constraint did not have a significant effect on quantity or variety; however low constrained problems produced statistically more novel ideas (for brainstorming only) and high constrained problems produced statically higher quality ideas (for both brainstorming and modified 6-3-5). The concept generation method has a marginally significant effect on the quality and variety; a modified 6-3-5 method produces a marginally higher quantity and brainstorming produces a marginally higher variety. Brainstorming produces significantly higher novelty and modified 6-3-5 method produces significantly higher quality (only for low constrained cases). The design task itself has a significant interaction effect on quantity, novelty, and quality of ideas generated which warrants further investigation.
The description of a method for the notation and analysis of the creative process in design, drawing on insights from design practice and cognitive psychology. This book presents linkography, a method for the notation and analysis of the design process. Developed by Gabriela Goldschmidt in an attempt to clarify designing, linkography documents how designers think, generate ideas, put them to the test, and combine them into something meaningful. With linkography, Goldschmidt shows that there is a logic to the creative process—that it is not, as is often supposed, pure magic. Linkography draws on design practice, protocol analysis, and insights from cognitive psychology. Goldschmidt argues that the generation of ideas (and their inspection and adjustment) evolves over a large number of small steps, which she terms design moves. These combine in a network of moves, and the patterns of links in the networks manifest a “good fit,” or congruence, among the ideas. Goldschmidt explains what parts of the design process can be observed and measured in a linkograph, describing its features and notation conventions. The most significant elements in a linkograph are critical moves, which are particularly rich in links. Goldschmidt presents studies that show the importance of critical moves in design thinking; describes cases that demonstrate linkography's effectiveness in studying the creative process in design (focusing on the good fit); and offers thirteen linkographic studies conducted by other researchers that show the potential of linkography in design thinking research and beyond. Linkography is the first book-length treatment of an approach to design thinking that has already proved influential in the field.
IDEO founder and Stanford d.school creator David Kelley and his brother Tom Kelley, IDEO partner and the author of the bestselling The Art of Innovation, have written a powerful and compelling book on unleashing the creativity that lies within each and every one of us. Too often, companies and individuals assume that creativity and innovation are the domain of the "creative types." But two of the leading experts in innovation, design, and creativity on the planet show us that each and every one of us is creative. In an incredibly entertaining and inspiring narrative that draws on countless stories from their work at IDEO, the Stanford d.school, and with many of the world's top companies, David and Tom Kelley identify the principles and strategies that will allow us to tap into our creative potential in our work lives, and in our personal lives, and allow us to innovate in terms of how we approach and solve problems. It is a book that will help each of us be more productive and successful in our lives and in our careers.
Annotation Surveys the studies and theoretical views of prominent researchers in the areas of problem solving, concept formation, and thinking. Contributors cover a wide range of approaches that play a role in creative cognition, from associationism, to Gestalt, to computational approaches. Topics include dreams, intuition, the use of prior knowledge in creative thinking, insight versus analytic problem solving, and visual and computational processes in creative cognition. Annotation c. by Book News, Inc., Portland, Or.
How to solve critical business challenges by generating more and better ideas Every organization needs a steady supply of fresh, relevant ideas, but managers can?t just lock teams in a room with a mandate to brainstorm and hope for the best. Ideation is both a science and an art, and when group ideation processes are well-designed and well-facilitated, anyone can generate an abundance of creative, implementable options?not to mention true breakthroughs?for any business need. Drawing on his work leading high-stakes ideation sessions at over 300 organizations, Mattimore explains the how, what, and why of successful ideation and provides a framework for when and how to apply various techniques. Identifies Mattimore?s top ideation and innovation techniques (including ?brainwalking,? finding inspiration in worst ideas, the unexpected effectiveness of wishing, and more) and lays the groundwork for you to invent successful processes of your own Tells real stories of ideation at work in Mattimore?s consulting business, including how Ben & Jerry?s named a new strawberry fudge flavor, how Thomas? invented a new, healthier English muffin that now accounts for over 30% of its sales, how IBM transformed the culture of one of its divisions to make it more innovative, and many more Mattimore is a world-class expert on applied creativity and an innovation process consultant to over one-third of the Fortune 100 companies; he and his team have helped create and launch products and services worth over $3 billion in annual US retail sales With a diverse range of tested methods, Idea Stormers is the indispensable guide for developing original, practical solutions to even the most intractable-seeming creative challenges.