• 제목/요약/키워드: idea generation

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The Influence of Cognitive Factors on the Creative Abilities in Design -Focused on the Sensory Modalities and Thinking Modes-

  • Woo Heung-Ryong
    • 디자인학연구
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    • 제19권3호
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    • pp.143-154
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    • 2006
  • The primary purpose of this study was to investigate the influence of Cognitive Factors (CF) on the Creative Abilities (CAs) in design. We set up a model of Cognitive Design Process (CDP), which consists of four domains: Concepts, Experience, Five Senses (FS), and Thinking Modes (TM). Here, experience is first perceived by the five senses, and then recognized by intelligence. We regard design as a transforming process from concept to experience. For this study, two major Sensory Modalities (Visual and Kinesthetic), four Thinking Modes (Brain Dominance Profile), and four Creative Abilities (Fluency, Flexibility, Originality, and Elaboration) were reviewed. We hypothesized that idea generation is influenced by different Sensory Modalities (Visual Sense vs. Kinesthetic Sense) and Thinking Modes, and that these have a close relationship with the attributes of CAs. Firstly, we have examined the cognitive thinking model in design. Then, we adapted the Test of Creative Abilities of Design Thinking (TCADT) for measuring CAs. We surveyed the CAs under CF in particular. Finally, we have investigated the influences of the different Sensory Modalities (Visual Sense vs. Kinesthetic Sense) on CAs. It was found that a close relationship between Brain Dominance and CAs, and Sensory Modalities (SM) have different influence on these creative abilities. As a result, a tool for the Test of CAs and a framework for creative idea generation with the effective CF will be presented. These provide the basis for a new approach to creative idea generation in Experience Design.

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아이디어 산출을 위한 자율 비례 변형 시스템에 관한 연구 - 3Dimension Character 중심으로 (A Study on Proportion Distort System for Idea generator)

  • 조동민;최원재
    • 디자인학연구
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    • 제14권3호
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    • pp.155-164
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    • 2001
  • 21세기론 생활, 경제, 문화 등 모든 면에서 빠르게 변화하는 Speed 시대라고 합니다. 디자인분야 역시 유행과 소비자 기호가 빠르게 변화하고 있으며 캐릭터 디자인 역시 빠른 변화를 거듭하고 있습니다. 이러한 급변하는 환경속에서 디자이너가 창조적이고 효율적인 캐릭터 디자인 개발을 하기 위해서는 이를 뒷받침해줄 수 있는 새로운 프로세스의 개발이 필요합니다. 즉, 디자이너가 아이디어를 창출하고 이를 전개하는 과정에서 반복되어지는 과정을 효과적으로 활용할 수 있는 방안에 관한 연구가 필요하다고 봅니다. 디자이너는 아이디어 창출단계에서 초기에 떠오른 아이디어를 바탕으로 표현 요소들을 다양하게 조합하고 배치하면서 적합한 디자인을 탐색하는데 많은 시간과 노력을 투자합니다. 본 연구에서는 이러한 과정을 컴퓨터 시스템의 개발을 통하여 디자이너가 3D 캐릭터론 개발하는데 있어서 능력의 한계를 극복하고 최대의 효과를 낼 수 있도록 보조하는데 그 목적을 두었습니다. 즉 시간과 노력을 절약하면서 표현효과는 극대화하는데 목적이 있습니다.

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컴퓨터 지원 발상시스템의 사용성 비교 -CGTS(Creative Group Thinking System) UI를 중심으로- (Making a comparison study on Usability of the Computer Aided Idea Generation System -Focused on the User Interface of the Creative Group thinking System(CGTS)-)

  • 정승호;한경돈
    • 한국컴퓨터정보학회논문지
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    • 제8권4호
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    • pp.57-62
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    • 2003
  • 디자인 프로세스의 초기단계에서 컨셉 디자인은 창의적인 아이디어 발상이 요구되는 단계로 제품의 성공과 실패여부를 조기에 판가름 할 정도로 중요한 일이다. 이를 위해 개발된 웹 기반 창의적 발상 시스템(Creative Group Thinking System:이하 CGTS)은 이와 같은 컨셉디자인 단계에서 아이디어 발상을 지원하기위해 개발된 것이다. 따라서 본 연구는 HCI(Human Computer Interface)와 UI(User Interface)에 대하여 알아보고 이를 토대로 하나의 웹 기반 발상시스템(CGTS)의 UserInterface(이하 UI)를 개선하여 사용성을 높이는데 목적을 둔다.

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외향성·내향성 성격 차이가 그룹 아이디어 생산에 미치는 영향에 관한 연구의 재해석 (A Re-analysis of the Effects of Individual Personality and Idea Stimulation on Idea Generation Performance)

  • 정종호
    • 한국정보시스템학회지:정보시스템연구
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    • 제24권3호
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    • pp.133-154
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    • 2015
  • 연구목적 컴퓨터 기반의 아이디어 생산 그룹들이 그렇지 않은 그룹들에 비해 여러 면에서 월등한 퍼포먼스를 보여 왔다고 컴퓨터 기반 브레인스토밍 연구들은 주장한다. 하지만 다른 연구들은 컴퓨터 기반 아이디어 생산 중에 발생하는 인지자극 시너지가 노미널 그룹과 비교했을 때 예상치보다 크지 않다고 지적한다. 컴퓨터 환경 하에서는 개인의 성향 차이에 따라 긍정적이고 부정적인 영향력이 다르게 작용한다. 따라서 본 연구는 아이디어가 생산될 때 발생하는 타임 스탬프를 분석하여 개인의 성향 차이가 아이디어 생산과정에서 어떤 영향을 미치는지를 관찰한다. 방법론 외향성/내향성 개인차와 아이디어 자극수위 (0/20/40/80개 아이디어)를 결합한 이원요인계획법을 사용하였다. 각 실험참가자는 무작위로 8개의 실험조건 중 하나에 할당되었다. 그룹시뮬레이터를 이용하여 실험참가자들의 퍼포먼스를 관찰하였다. 데이터베이스에 모아진 아이디어들 가운데 중복되지 않은 아이디어와 각 아이디어의 타임 스템프를 분석에 사용하였다. 결과 실험결과 (1) 내향성 집단은 외향성 집단에 비해 아이디어 세션 중반부 이후 생산성이 현저히 떨어지는 양상을 보인다. (2) 내향성 집단은 외향성 집단에 비해 현저히 적은 범주의 아이디어 생산 양상을 보인다. 따라서 컴퓨터 기반 브레인스토밍은 외향성 집단의 생산성 향상에 더 적합한 방법으로 보여진다.

The Effect of Graphical Formats on Computer-Based Idea Generation Performance

  • 정종호
    • 한국정보시스템학회지:정보시스템연구
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    • 제27권1호
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    • pp.153-169
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    • 2018
  • Purpose Since human brains catch images faster than texts or numbers, infographics has been widely used in business in the form of "information dashboard" to enhance the efficiency of decision-making. Groupware, however, has neglected the adoption and use of infographics, in particular, in the idea generation process. Given that an overall performance of groupware-based idea generation is no better than that of the (paper-and-pencil-based) Nominal Group Technique, Jung et al. (2010) adopted the notion of infographics in the form of performance feedback to solve the productivity paradox. With the consistent results, which demonstrate beneficial effects of infographics on performance enhancement, an interesting observation that groups with the bar chart treatment performed better than groups with the dot chart treatment was made. The main purpose of this study was to find if there were a performance consistency between the outcomes from the previous study and the outcomes from the current study. Design/methodology/approach In experiment 1, we employed the same system used in the previous study (i.e., Jung et al., 2010). As individuals' contributions accumulated, the mechanism visually displayed individuals' performances two-dimensionally in the form of a bar chart or a dot chart. Then, we compared the performance outcomes from this study to the outcomes from previous study (i.e., Jung et al., 2010). In experiment 2, we modified the performance graph to test the effect of "playfulness" on performance by converting dots to car images. Then, we compared the performance outcome from experiment 2 to the outcomes from experiment 1. Findings Just like our interesting (and unexpected) finding in Jung et al.'s study (2010), the outcome confirmed a consistent superior performance of a bar chart. This implies that a bar chart is a better choice when stimulating performance with a visual aid in the context of groupware-based idea generation. Although a bar chart was criticized in a way that errors of length-area judgments are 40 ~ 250% greater than those of positional judgments along a common scale, such illusion turned out to be facilitating upward performance comparison better. Regarding Experiment 2, the outcome showed that the revised-dot graph is as good as the bar graph in terms of quantity and quality score of ideas. We attribute the performance enhancement of the resized-dot to the interaction between the motivational characteristic and the situational characteristic of playfulness because individuals in the revised-dot graph treatment performed better than individuals in the dot graph treatment. Given the order of performance (Bar >= Revised Dot > Dot) that the revised-dot treatment performed the same as (or lower than) the bar treatment, an additional research is warranted to reach to a consistent outcome.

The Role of Sketches in Fashion Design -Focus on a Case Study of a Professional Designer's Process-

  • Lee, Jung Soo
    • 패션비즈니스
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    • 제21권3호
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    • pp.58-66
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    • 2017
  • This study investigated the key role of sketches in creative fashion design by observing the cognitive process of idea development through a professional's design problem solving using the medium of hand sketching. The three-part semi-constrained design experiment with a professional designer, in which the participant designer was provided a source of inspiration image and asked to design a small collection of outfits, identified a fashion designer's idea development process as involving two phases of sketch processes: lateral and vertical transformation. Analysis of the video/audio recording and corresponding interviews validated lateral transformation in the designer's use of sketches to represent interpretation of the provided inspiration source. Through sketching, the designer transferred fuzzy ideas onto paper. Vertical transformation was observed through the designer's modification of previous ideas after reflecting on earlier sketches, with various ideas divided, manipulated, discarded, regrouped, and combined through sketching activities. The designer's sketching process is valuable design knowledge that facilitates the idea development process and ultimately triggers generation of creative ideas. Understanding it may benefit practitioners and educators.

An Analytical Investigation for Nash Equilibriums of Generation Markets

  • Kim Jin-Ho;Won Jong-Ryul;Park Jong-Bae
    • KIEE International Transactions on Power Engineering
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    • 제5A권1호
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    • pp.85-92
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    • 2005
  • In this paper, Nash equilibriums of generation markets are investigated using a game theory application for simplified competitive electricity markets. We analyze the characteristics of equilibrium states in N-company spot markets modeled by uniform pricing auctions and propose a new method for obtaining Nash equilibriums of the auction. We assume that spot markets are operated as uniform pricing auctions and that each generation company submits its bids into the auction in the form of a seal-bid. Depending on the bids of generation companies, market demands are allocated to each company accordingly. The uniform pricing auction in this analysis can be formulated as a non-cooperative and static game in which generation companies correspond to players of the game. The coefficient of the bidding function of company-n is the strategy of player-n (company-n) and the payoff of player-n is defined as its profit from the uniform price auction. The solution of this game can be obtained using the concept of the non-cooperative equilibrium originating from the Nash idea. Based on the so called residual demand curve, we can derive the best response function of each generation company in the uniform pricing auction with N companies, analytically. Finally, we present an efficient means to obtain all the possible equilibrium set pairs and to examine their feasibilities as Nash equilibriums. A simple numerical example with three generation companies is demonstrated to illustrate the basic idea of the proposed methodology. From this, we can see the applicability of the proposed method to the real-world problem, even though further future analysis is required.

유추적 사고에 의한 디자인 문제해결의 유형 - 연상된 단어와 스케치 분석을 중심으로 - (A Study on the Types of Design Problem Solving by Analogical Thinking - Focused on the Analysis of Associated Words and Sketch -)

  • 최은희;최윤아
    • 한국실내디자인학회논문집
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    • 제16권2호
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    • pp.63-70
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    • 2007
  • Analogy in problem solving is similarity-based reasoning facilitated by verbal and visual operation. This similarity-based reasoning generally supports initial phase of idea search. Therefore, this study intends to infer the types of problem solving by tracing the analogy use of verbal and visual representation through a experimental research. According to the result of this research, the types of problem solving by analogy are classified into 'evolving', 'divergent', and 'poor conversion' type. Firstly, 'evolving type' is distinguished between 'combination type' associated different contents to develope a new design and 'transformation type' associated similar words and sketches to be continuously revised and developed. In these types usually structural analogy rather than surface analogy is used. Secondly, in 'divergent type' associated words or sketches are individually represented, and among them one design solution is selected. In this type usually surface analogy is used. Thirdly, in 'poor conversion type' interaction between verbal representation and visual representation does not go on smoothly, and the generation of idea is poor. In here surface analogy is mostly used. These findings could form the basis of skill development of idea generation and conversion in design education.

The Impact of the Hotel Employees' Psychological Safety and Intrinsic Motivation on Creative Process Engagement

  • Kim, Ji-Eun;Kim, Mi-Kyung
    • 한국조리학회지
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    • 제23권6호
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    • pp.57-69
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    • 2017
  • In this quantitative research, it was enhanced to understand the impact of intrinsic motivation on creative process engagement by examining the significant role of psychological safety on intrinsic motivation. These relationships were examined by targeting the employees working full-time for five star deluxe hotels. Total number of 230 responses had been collected out of 250 cases requested and he number of 213 cases was used for the final analysis. The data were analyzed using structural equation modeling with SPSS 19.0 and AMOS 7 software program. The results suggested that psychological safety is significantly associated with intrinsic motivation. Furthermore, the hotel employees' problem identification, information searching & coding, and idea generation are affected by intrinsic motivation. That is, intrinsic motivation plays a significant role for each sub-factors of creative process engagement in the hotel industry. The theoretical and practical implications of these findings are established and related suggestion for formulating marketing strategy is well discussed.

Development of a Web-Based Solution Builder for Three-Step Decision Support System

  • Hwang, Heung-Suk
    • Industrial Engineering and Management Systems
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    • 제1권1호
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    • pp.58-63
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    • 2002
  • Recently a new multi-attribute analysis method is one of the evident areas of important points in the decision support system analysis. The area of decision support system may be broken into three primary area: idea generation, multi-attribute structured analysis method, and the integration of the results of analysis. This research developed an internet/intranet-based solution builder for a three-step decision support system in the view of 1) brainstorming for the idea generation, 2) analytic hierarchy process as a multi-attribute structured analysis method and 3) aggregating logic model to integrate the results of individual analysis. A computer program is developed and demonstrated in internet/intranet-based decision problem. This solution builder provides decision makers a good tool for remote group decision making.