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Cognitive heuristics in design: Instructional strategies to increase creativity in idea generation

机译:设计中的认知启发式:在创意产生时提高创造力的教学策略

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This paper explores the use of heuristics as cognitive strategies invoked during the process of design. Heuristics are reasoning processes that do not guarantee the best solution, but often lead to potential solutions by providing a simple cognitive "shortcut." We propose that designers use specific design heuristics to explore the problem space of potential designs, leading to the generation of creative solutions. We test whether design heuristics can be taught to novices, and suggest their use will facilitate the design process at multiple levels of instruction. In the present empirical study, we evaluate a set of six instructional heuristics and validate their effectiveness with product concepts generated by novice designers. Six hundred seventy-three drawings were created by 120 first-year college students under four instructional conditions. Drawings were coded according to their content, use of heuristics, creativity, and practicality. The most creative concepts emerged from the experimental conditions where heuristics were introduced. Heuristics appeared to help the participants "jump" to a new problem space, resulting in more varied designs, and a greater frequency of designs judged as more creative. Our findings suggest that simple demonstration of design heuristics may, at times, be sufficient to stimulate divergent thinking, perhaps because these heuristics are readily grasped and contextual application is not required. Based on these findings, a conceptual model for design education emphasizing the importance of using a variety of heuristics is proposed. This model suggests that learning can be enhanced through exposure to a variety of design heuristics, and can supplement formal education and foster personal development in design learning.
机译:本文探讨了启发式方法在设计过程中作为认知策略的使用。启发式是无法保证最佳解决方案的推理过程,但通常通过提供简单的认知“捷径”而导致潜在的解决方案。我们建议设计师使用特定的设计试探法来探索潜在设计的问题空间,从而产生创意解决方案。我们测试了设计启发法是否可以教给新手,并建议其使用将在多个指导级别上促进设计过程。在本实证研究中,我们评估了六种教学启发式方法,并通过新手设计师生成的产品概念验证了它们的有效性。 120名一年级大学生在四种教学条件下创建了673张图纸。图纸根据其内容,启发式方法的使用,创造力和实用性进行编码。最有创意的概念来自引入启发法的实验条件。启发式方法似乎可以帮助参与者“跳入”一个新的问题空间,从而导致设计更加多样化,并且更多的设计被认为更具创造力。我们的发现表明,有时简单地演示设计启发法就足以激发不同的想法,这也许是因为这些启发法很容易掌握并且不需要上下文应用。基于这些发现,提出了设计教育的概念模型,强调了使用各种启发式方法的重要性。该模型表明,可以通过接触各种设计启发法来增强学习,并且可以补充正规教育并促进设计学习中的个人发展。

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