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Sources of creativity stimulation for designing the next generation of technical systems: correlations with R&D designers' performance

机译:设计下一代技术系统的创造性刺激来源:与研发设计人员的表现相关

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This paper presents the outcomes of an exploratory research to clarify the performance of R&D designers when involved in design task for the ideation of the next generation of a technical system. The research aims also at clarifying if creative stimuli play a role in supporting ideation after idea generativity decreases because of natural exhaustion or the emergence of fixation. The effect of precedents (singular as patents, and structural as technology evolution trends), as well as design strategies (in the form of a design procedure for inventive problem solving) on idea generation, is compared by means of an experiment involving 24 R&D Iranian engineers. Precedents demonstrated to be more effective than design strategies in supporting productivity in idea generation, while generally they are not effective enough to support the generation of candidate ideas for the next generation of a technical system with a robust repeatability. The main recorded lacks depend on the capabilities of creative stimuli to support the generation of novel ideas, as they are generally effective in providing good results with reference to technical plausibility and relevance for a target audience. The results of the experiment are also discussed with reference to the efficiency of the design process (number of generated ideas per time unit). The outcomes of such studies, as part of a broader research objective, serve as input to support the development of a serious game to support R&D engineers to face design tasks for the next generation of technical systems with higher motivation and engagement, providing them with an improved design experience.
机译:本文介绍了探索性研究的结果,以澄清研发设计师在参与设计任务时阐明下一代技术系统的设计任务。该研究还阐明了如果创意刺激在思想发电度降低后发挥着思想的作用,因此由于自然疲惫或固定的出现而在思想发生的情况下发挥作用。先例(单数为专利和结构作为技术演进趋势)的影响,以及设计策略(以创造性问题解决的设计程序的形式)通过涉及24 R&D伊朗的实验进行比较工程师。前所证明比支持思想生成的生产率的设计策略更有效,而他们通常不足以支持具有稳健重复性的下一代技术系统的候选人想法的产生。主要记录缺乏依赖于创造性刺激支持生成新颖思想的能力,因为它们通常有效地参考技术合理性和目标受众的相关性提供了良好的结果。还参考设计过程的效率(每个时间单位产生的思想数)讨论实验结果。此类研究的结果,作为更广泛的研究目标的一部分,担任投入,支持开发一个严重的游戏,以支持研发工程师面对下一代技术系统的设计任务,具有更高的动机和参与,为他们提供改进了设计体验。

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