In this paper the strength of metaphoricity is a function of feature similarity between its target and source entities, as well as the domain dissimilarity between the two entities..
Trang 1An Approach to Measuring Metaphoricity of Creative Design
Hung-Hsiang Wang and Jung-Hsuan Chan
National Taipei University of Technology, Taiwan
Abstract Metaphor is central to design creativity as it
involves processes of discovering two different objects
which are similar in some perspectives and combining them
together into a new and meaningful one This study argues
the degree to which a design contains metaphor is a good
indicator of the creativity of the design In this paper the
strength of metaphoricity is a function of feature similarity
between its target and source entities, as well as the domain
dissimilarity between the two entities The situation of
metaphoricity is the salience imbalance of the similar
features between of its target and source entities To test the
argument, five award winners of various well-known
creativity-oriented design competitions are accordingly
presented to twenty-six design students to assess the
metaphoricity strength and saturation, and the creativity on a
subjective base Results reveal the creativity has significantly
positive relation between the object similarity and
metaphoricity saturation
Keywords: design creativity, metaphor, similarity, industrial
design
1 Introduction
Metaphor is not only a style in speech and writing but
a resourceful method of human’s thinking in daily life
(Lakoff and Johnson ,1999) It has been thought the
kernel ability of creativity that helps us to creatively
put two things from two different domains together
into a new one (Seitz, 1997; Ricoeur, 1981)
Metaphors have long been recognized to play an
important role in industrial design (Hey and Agogino,
2007) Metaphor is often used at earlier stages of
conceptual design to solve problems or interpret
meaning in a creative way The conceptual design
starting with an initial design goal, through ideation,
evaluation, and finalization can be seen as a process of
defining a target, searching sources to construct pairs
of the target and sources as alternatives, and selecting
a satisfactory one from these alternatives
Although there are some metaphor theories based
on similarity measures, few of them have been applied
to the area of design creativity Moreover, empirical
evidence supporting the positive relation between
design metaphor and design creativity has rarely been reported Therefore, this study aims to provide empirical evidence regarding design metaphor measures and its implications to design creativity Quantitative results of questionnaires for assessing design metaphor and creativity are presented following
a short literature review
2 Metaphoricity in Design
2.1 Metaphorical Design
Metaphors are represented by the form “A is B”, where B is called the source of the metaphor, and A is the target Metaphor can be used for understanding of
an unknown situation A in terms of one familiar thing
B (Gentner 1983; Gentner and Markman, 1997; Novick, 1988; Vosniadou, 1989; Ortony, 1993) Interpretation of a metaphor is a process of discovering which features of the source may be valid and useful to understanding the target To construct such a metaphor, one needs to find out the source B that is similar to the target A in some perspectives but dissimilar to each other in terms of membership of certain categories The similarity maintains a reasonable mapping from the source B to the target A, while the dissimilarity promises an unusual mapping The search for sources is thus described as a mapping
of the target and sources based on their common features As long as the mapping is reasonable but unusual to a certain degree, the conceptual design is said to be creative in terms of the processes or the products A creative design is identical to a both new and meaningful design
Take Alessi's Anna G corkscrew, designed by Alessandro Mendini for example The main goal of this project is to design a new object that belongs to the target domain of wing corkscrew As it has the salient feature of two wing-like levers, it also called an angel corkscrew or butterfly corkscrew Thus, dancers are selected as the source domain, and a female
Trang 2dancer’s body elements that are similar to the parts of
a wing corkscrew are identified On one hand, that the
similarity between the wing corkscrew and an dancing
woman make a reasonable mapping The pairs of their
similar features include (1) the handle of the corkscrew
and the head of the angle, (2) the two levers and the
two arms, (3) the rack and pinion connecting the levers
to the body and the puff shoulder lace dress, (4) the
motion in which the levers are raised as the worm is
twisted into the cork, and the action of the angle’s
raising arms while dancing, as well as (5) the smooth
motion of pushing down the levers to draw the cork
from the bottle and the elegant putting down arms On
the other hand, the similarity between human dancers
to tools in household use is so low that the mapping is
unusual As a result, we can say Anna G corkscrew is
a creative product because of good metaphor
Fig 1 Anna G corkscrew (left) and the woman in puff
shoulder lace dress (right) (adapted from
http://www.alessi.com and
http://www.costumediscounters.com/womens-costumes,
respectively)
2.2 Metaphor and Design Creativity
Metaphor is a very useful tool in creativity, not only in
designing creative interface for effective and efficient
use, but also in dreaming up both new and valuable
ideas Creativity enables designers to transcend
conventional knowledge domain so as to investigate
new ideas and concepts which may lead to creative
solutions As a metaphorical design is typically based
on a reasonable and unusable mapping from source
domain to target domain to represent some
distinctiveness and meaningfulness, it has importance
in design creativity Statistically assessing the
metaphors used by students in design creativity,
Casakin (2006, 2007) determines synthesis of design
solutions is the stronger factor of the use of metaphors,
whereas metaphors play an important role in design
creativity
Use of metaphors can contribute to designers’ (1)
productivity of, meaningful, interpretable and relevant
ideas, (2) rarity of the ideas, and (3)
comprehensiveness of the ideas These aspects are
respectively associated to the three dimensions:
fluency, originality, and elaboration used to assess
divergent thinking and other problem-solving skills in Torrance Tests of Creative Thinking, developed by Torrance (1974) Furthermore, retrieving concepts from metaphors demands creative thinking Effective and efficient indexing and retrieving the source objects that are similar to the target object, but belong to the domains that are dissimilar to the target domain are obviously related to fluency, flexibility, and originality
in design creativity Successful combination and adaptation of the features of the target and source objects are apparently associated with originality and elaboration
3 Measuring Metaphoricity
In this paper, the metaphoricity of a design is measured by the similarity between the target object and the source object, the dissimilarity between the target domain and the source domain, and the salience imbalance of the common features of the target object and the source object The followings describe these three factors
3.1 Object Similarity
Similarity plays an important role in human perception (Goldstone, 1999; Kovecses, 2002; Tversky, 1977) Similarity measure used to quantify the degree of resemblance between a pair of cases (Liao, Zhang and Mount, 1998) There are many models of similarity measurement The most common method in geometric (or spatial) models is an inverse measure of Euclidean distance This method is suitable for continuous variables, though limited for discrete ones
However, similarity measures are commonly used for discrete features (Everitt et al., 2001) For real data sets, it is more common to see both continuous and discrete features at the same time In other word, a database often contains such types of variables as binary, nominal, ordinal, interval, and ratio A more powerful method is to use a weighted formula to combine their effects A method for measuring mixed variables is proposed by Gower (1971) and extended
by Kaufman and Rousseeuw (1990) The similarity measure for objects x and y with d features with mixed data (also called d-dimensional mixed data) is defined
as
d
d
/ ) S (
= y)
Trang 3where Si indicates the similarity for the i-th feature
(also called variable) between the two objects, and δi
is Gower's General Similarity Coefficient
The coefficient δi is usually 1 or 0 depending upon
whether or not the comparison is valid for the i-th
feature If differential variable weights are specified, it
is the weight of the i-th feature, or it is 0 if the
comparison is not valid That is, if the weight of any
feature is zero, then the feature is effectively ignored
for the calculation of proximities Note that the effect
of the denominator
d
i
i
1
is to divide the sum of the similarity scores by the
number of variables; or if variable weights have been
specified, by the sum of their weights
Calculation of the component similarity Si is
various with discrete and continuous variables For the
discrete variables (including binary), Si is assigned to
either 1 if xi = yi, or 0 if xi ≠ yi For the continuous
variables, Si is obtained by using the normalized
city-block distance as
Si = 1 - |xi - yi| / Ri (2)
where Ri is the range of the i-th feature over the two
objects
Again, take Anna G for example In the
two-dimensional mixed data as shown in Table 1, the target
is Anna G corkscrew, denoted by x, and the source is
the female dancer, denoted by y
Table 1 Mixed variables for the target and source objects of
Anna G
Feature
Discrete (structural) Continuous
(behavioral)
Target
object
x yes yes yes 0.9 1.0
Source
object
y yes yes yes 0.8 0.7
Coefficient δ i 1 1 1 2 2
Note: Each i-th feature denotes as the followings
1: a head-like part attached to the top of body,
2: two arms-like parts attached to shoulder,
3: puff-shoulder-like shape on each shoulder,
4: rotating the head-like part while raising two arms,
5: smooth pushing down two arms-like parts two arms
For simplicity, let’s assume that behavioral features such as rotating are twice as important as structural features such as having arms Thus, the weights of the former are given by 2, while that of the latter 1 Furthermore, the behavioral and structural features are treated as continuous and discrete features, respectively The range of each continuous feature is given by 1 Thus, the similarity measurement is obtained as
S (x, y)=(1×1+1×1+1×1+2×0.9+2×0.7) / (1+1+1+2+2)
= 0.89
3.2 Domain Dissimilarity
In addition to the similarity between the target and source objects, the dissimilarity between the target and source domains also plays an important role in metaphorical design Winner (1985) suggests a good metaphor have a sufficiently long distance (i.e., higher dissimilarity) between the domains to which the target and source objects correspondingly belong Casakin (2005) points out that the degree of difficulty to establish a metaphor is mainly determined by how remote the source is from the target Michalko (2001) also determines a positive relationship between the probability of inspiring new concepts by metaphors and the domain dissimilarity
This study measures the distance between the two classes or categories of which the target and source objects are members, respectively, to obtain the domain dissimilarity For the target, Industrial and Business Taxonomy, developed by Ministry of Economic Affairs of Taiwan, is a practical domain classification For example, the classes can be home accessories, 3C-electronics, transportation, fashion, and sport and entertainment In contrast, the source domains are much more diverse They may range from nature to artificial, from creature to non-creature, or from tangible to intangible classes
The domain taxonomy seems to be arranged in a hierarchical structure, which is typically organized by supertype-subtype relationships In such an inheritance relationship, the subtype by definition has the same features as the supertype plus one or more additional features For example, corkscrew is a subtype of wine accessory, but not every wine accessory is a corkscrew Hence, a type must satisfy more features to
be a subtype than to be a supertype Theoretically the domain dissimilarity can be computed not only by the inversed similarity, but also by the depth and width of the supertype-subtype relationships
Sometimes it is hardly to consider such relationships because of the difficulty of specifying the consistent supertype of the target and source objects For instance, the supertype of wing corkscrew could
Trang 4be corkscrew, wine accessory, tool, or to the extreme,
thing Likewise, the female dancer could be the
subtype of female, human being, mammal, animal, or
to the extreme, thing, too At this moment, it is more
or less uncertain to decide which hierarchical level of
supertypes However, given that the supertypes of
target and source objects have not recognized yet, we
can judge the domain dissimilarity by simply
estimating the distance between the undecided
supertypes without naming them or specifying their
detailed features For example, we can assess this
domain dissimilarity by giving a value, 0.9, for the
dissimilarity between the category of wing corkscrew
and the category of female dancer
3.3 Salience Imbalance
Besides similarity of objects and dissimilarity of
domains in metaphors, the salience (i.e., significance)
of the common features between the target and source
objects plays an important role On the basis of
Tversky’s (1977) notion, Ortony (1979) thinks the
imbalance, denoted by I(x, y), in salience levels of
matching features of the two objects is a principal
source of metaphoricity Given that the feature sets of
the target object x and the source object y are A and B,
respectively The salience imbalance of x and y,
denoted by I(x, y), is expressed as a linear function of
the measures of their common features, and is given by
where (A∩B) represents the of common features of x
and y, ƒA and ƒB represent measures of salience based
on the values in A and B respectively, and g is some,
probably additive, function
Ortony (1979) suggests that a convenient way of
conceptualizing this imbalance is to visualize the
features of x and y as a list with the most salient
features at the top Then salience imbalance can be
thought of as the degree of slope from features in B to
features in A, and can be characterized, to a first
approximation, by considering the combined effect of
the difference in salience between the matching
features for x and for y together with the (independent)
degree of salience in each, as in Equation (3)
Using the concept of salience imbalance, Ortony et
al (1985) classify four types of similarity into literal
similarity, metaphorical similarity (including simile),
anomalous similarity, and reversed metaphorical
similarity If the common feature salience is both high
in the target and source objects, the similarity is literal
For example, the two objects may be almost identical,
or one of the objects is obviously the explanation of
the other On the contrary, if it is both low in the target
and source objects, similarity is anomalous because such a resemblance is too trivial If the salience is high
in the source object, but low in the target object, the similarity is metaphorical In contrast, if the salience is low in the source object, but high in the target object,
it is called reversed metaphorical similarity
This classification can be represented in diagonal arrow lines from the salience ranking of source features to that of target features as shown in Table 2, developed by Wang and Liao (2009) This diagram of salience imbalance analysis allow us to (1) list as many features of the target object and the source object in salient order, respectively, (2) link the pair of two similar features by drawing an arrow line from the source feature to the similar target feature, and (3) assign the degree of similarity between the two objects
on the linking lines As the slope of these linking lines describes the degree of metaphorical similarity, this diagram is a useful tool of questionnaires for the subjects to depict their responses about metaphoricity
Table 2 Diagram for salience imbalance (adapted from
Wang and Liao, 2009)
For representing the difference between the target and source objects, an exaggerative but reasonable way to deal with the salience ranking is required This study considers the law of diminishing marginal utility to convert the salience ranking into a non-linear decreasing sequence as salience weighting There are many popular decreasing sequences, such as 1/n, 1/2
n-1, and n2 (n=1, 2, 3,…), used for ranking transform Wang and Chou (2010) compare the exaggerative effects of the three sequences and conclude that the decreasing sequence, 1/n, is superior to the others For the object x with d features, the i-th feature’s normalized salience is given as
i
w
1
) / 1 ( / ) / 1
Target object x Source object y Features
of x Salience in x Salience in y Features of y
xi Higher wi Higher wi yj
Literal
Anomaly
Metaphor Reversed Metaphor
Trang 5For example, the sequence of ranking salience, 1, 1/2,
1/3, 1/4, 1/5, is normalized into the sequence of rating
salience 0.438, 0.219, 0.146, 0.109, 0.088
Furthermore, Wang and Chou (2010) propose a
practical way to determine the feature salience
imbalance of the target object x and the source object y
as
d
1
i
d 1 i
xi yi i
xi
(w
=
y)
where Si is the similarity of the i-th feature of the
target object x and the source object y Si can be
obtained, as the equation (2), but not limited to this
method
By adding two features to the data in Table 1, let
create Table 3 for demonstrating how to calculate I(x,
y) Given that we consider only features of the target
and source objects, in which only five features are
similar (Si >0), and the rest are absolutely dissimilar
(Si =0) The normalized salience values converted
from salience rankings are shown in Table 3 Thus, the
salience imbalance of the objects x and y is computed
as
I(x, y) =
(0.257×1+0.097×1+0.052×1+0.032×0.9+0.022×0.7) /
0.46 = 0.450/ 0.46 = 0.978 > 0
Table 3 Mixed variables for the target and source objects of
Anna G
Feature
Similarity S i 1 1 1 0.9 0.7 0 0
y 1 2 3 4 5 6 7
Salience: w x 129 096 077 064 055 386 193
w y 386 193 129 096 077 064 055
w y–w x .257 097 052 032 022
3.4 Metaphoricity
As previously described, the salience imbalance, I(x,
y), is practical for identifying whether or not an object
is a member of metaphorical design For a typical
metaphorical design, its salience imbalance value is
supposed to be as greater than 0 as possible Also, the
metaphoricity strength, T(x, y), of a design can be
thought as a function of the feature similarity and
domain dissimilarity between the target and the source
This study defines it as T(x, y)= (α×S(x, y)+β×D(x, y))/ (α+β) (6) where α, β are the weights for the feature similarity
and domain dissimilarity, respectively (α+β≠0)
By the definition, the design example shown in Tables 1 and 3 is a significantly typical metaphor This study calls this characteristic “saturation” The metaphoricity is extremely saturated, because the salience imbalance, I(x, y), is 0.978 Moreover, this well-saturated metaphorical design is significantly of strength, for T(x, y), is 0.895 (= (0.89+ 0.9)/ 2), given α= β= 1
4 Example and Testing
To determine the relation between the metaphoricity and creativity of designs, this study chooses five metaphorical products as the stimuli for testing, in a fashion of purposive sampling The stimuli are chosen from five international competitions: International Forum (iF) concept award; red dot Design Award- concept; Good Design Award (G-Mark); International Design Excellence Award (IDEA) and Taiwan International Design Competition- students (TID), as displayed in Table 4 Participants of this test are twenty-six industrial design students of National Taipei University of Technology
Table 4 Five stimuli for testing
Aroma Humidifier
humidifier potted
plant
G-Mark
mouse
jelly IDEA
sharpener
red dot
Pebble Eraser
eraser pebble TID
Zipper Speaker
speaker zipper iF
Trang 6First, the materials shown in Table 4 are presented to
each participant He or she is requested to complete the
following stages for each design:
1 List the top-seven salient features of target and
source respectively
2 Specify the salience rankings for the seven
target features and the seven source features
respectively
3 Link up the pairs of similar features by
drawing an arrow line from the source feature
to the similar target feature
4 Put the degree of the similarity on each line
(ranging from 0 to1)
5 Determine the degree of the dissimilarity
between the target domain and source domain
(ranging from 0 to1)
6 Determine the degree of overall creativity of
this stimuli (ranging from 0 to1)
The metaphoricity of all the five stimuli is
measured by using the raw data acquired in the above
stages For convenient reason, the strength constants α
and β, and the coefficient δi for each feature are set as
1 As the space is limited, let’s merely take one of the
participant’s responses on Zipper Speaker for example
Table 5 shows how the diagram of salience
imbalance analysis is applied This participant
identifies the top-seven features of the speaker, but has
some difficulty on the sixth and seventh features of the
zipper Although only top-five features of the zipper
are listed, the normalized salience used is still based on
seven features without any difficulty, for it is
impossible to have a pair including the sixth or the
seventh features The participant then draws arrow
lines to connect the common features, and put the
similarity value of each pair of common feature on the
corresponding line The similarity between a speaker
and a zipper is thus obtained as
S(speaker, zipper)= (0.4+0.8+0.5+0.7) / 4 = 0.6
Since the participant gives the degree of the dissimilarity between the target domain and source domain, D(speaker, zipper), as 0.8 Consequently, the metaphoricity strength is obtained as
T(speaker, zipper) = (S(speaker, zipper)+D(speaker, zipper))/ 2= (0.6+0.8)/ 2= 0.7
The summation of salience imbalance differences
is computed as
(wy–wx)= (0.386–0.129)+(0.193–0.096)+(0.096– 0.055)+(0.077–0.193)= 0.279
The feature salience imbalance of the Zipper Speaker is then calculated as
I(speaker, zipper)= ((0.386–0.129)×0.4+(0.193–0.096)
×0.8+(0.096–0.055)×0.7+ (0.077–0.193)×0.5) / 0.279= 0.54 > 0
Table 6 presents results of measuring object similarity, domain dissimilarity, metaphoricity strength, salience imbalance(metaphoricity saturation), and creativity for each stimulus In general, the relation between the metaphoricity strength and the creativity is intermediately positive (r=0.65) Nevertheless, the correlation coefficient of the domain dissimilarity and the creativity is rather low (r=0.08), whereas the correlation coefficient of the object similarity and the creativity is significantly high (r=0.90)
The implications are two-fold First, this relation between is by no means a perfect linear correlation, if the measurement of domain dissimilarity is applicable The metaphoricity strength becomes much more undecided than this study predicts Having got this point firmly recognized, in our short study the weight
of the feature similarity, α, and the weight of the domain dissimilarity β should not be set to 1 Alternatively, we can turn to only consider the object similarity instead of the metaphoricity strength
Table 5 Diagram of salience imbalance analysis for Zipper Speaker
Features (Normalized) Salience (Normalized) Salience Features
Broadcast music (0.386) 1 1 Control opening/closure
Rotating-button (0.193) 2 2 Moving up and down
Control volume (0.129) 3 3 Jagged parts
On/off (0.096) 4 4 Two in one
Square box (0.077) 5 5 Pull ring
Couple (0.055) 7 7 -
0.4 0.8 0.5 0.7
Trang 7Second, it might be too abstract for the participants to
learn what the target domain and source domain of an
object are Perhaps, determining the supertype of a
subtype, or the class of an object, is not as
straightforward as determining the features of the
subtype, or the features of an object In the test, a few
participants ask for clear definition or exemplars, when
they are requested to describe these two domains for
each stimulus The above two points remain to be
proved in further investigations
Table 6 Results of metaphoricity and creativity
measurements
Title
Object
Similarity
Domain Dissimilar
Metapho -ricity Strength
Metapho-ricity Saturation
Creativity
Aroma
Humidifier
0.78 0.46 0.48 0.45 0.75
Jellyclick 0.75 0.32 0.55 0.78 0.79
Pebble
Eraser
0.54 0.36 0.46 0.26 0.55
Zipper
Speaker
0.71 0.46 0.45 0.31 0.62
In contrast, the metaphoricity saturation (i.e., salience
imbalance) and the creativity have considerable
positive relation (r=0.88) The correlation coefficient
is as high as that of the object similarity and the
creativity (r=0.90) This represents that the two factors
can be used as an alternative indicator of creativity of
designs
5 Conclusion
This research has proposed a feature-based approach
to measuring metaphoricity of designs, including
measures of the object similarity, domain dissimilarity,
and salience imbalance The strength of metaphoricity
is defined as a function of feature similarity between
its target and source entities, as well as the domain
dissimilarity between the two entities The saturation
of metaphoricity is the salience imbalance of the
similar features between of its target and source
entities To test the argument, five award winners of
various well-known creativity-oriented design
competitions are accordingly presented to twenty-six
design students to assess the metaphoricity strength
and saturation, and the creativity on a subjective base
Results reveal the creativity has significantly positive relation between the object similarity and metaphoricity saturation In this sense, creative designers are those who learn how to maximize the similarity between the target and source objects, the dissimilarity between the target and source domains, and the salience imbalance, in order to create both new and meaningful solutions Nonetheless, relation between the creativity and the domain dissimilarity might not be a perfect linear correlation, which is much more uncertain than predicted The strength of metaphoricity remains to be determined in further studies The limitation of this method is that features
of target and source may hard to indicate by general participants with non-design background, and participants with different culture would evaluate metaphorical design differently To sum up, metaphoricity measures have potential to develop alternative tool for assessing the creativity of designs
Acknowledgements
We wish to thank National Science Council, Taiwan, ROC, for their generous financial assistance under Grant NSC 99-2221-E027 -084
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Trang 9Interrelations between Motivation, Creativity and Emotions in Design
Thinking Processes – An Empirical Study Based on Regulatory Focus
Theory
Madeleine Kröper1,2, Doris Fay2, Tilmann Lindberg1 and Christoph Meinel1
1 Hasso Plattner Institute at University of Potsdam, Germany
2 University of Potsdam, Germany
Abstract Design thinking, here defined as a team-based
innovation method, helps to deal with complex design
problems by sustaining in-depth learning processes on
problem perception and diverse solution paths To carry out
design thinking processes successfully, motivation is a
central psychological aspect to ensure creativity of the
project outcome In this paper, we ask how motivation is
affected by the design thinking process and how it is related
to team member’s emotions throughout the process We
adopted regulatory focus theory to conceptualize
motivational variables Experience Sampling Method within
a field study with two samples was used, investigating
people’s motivation of setting and approaching goals
throughout real-life design projects that used design
thinking Results of this study show that the different phases
carried out in design thinking processes significantly impact
motivation and emotions of the members of a design team
Keywords: Design Thinking, Design Thinking Processes,
Motivation, Creativity, Emotions, Teams, Regulatory Focus
Theory
1 Introduction
In the broadest sense, design thinking refers to the
“study of cognitive processes that are manifested in
design action” (Cross, Dorst and Roozenburg, 1992)
Practitioners as well as scholars in various disciplines
have long been interested in understanding the
cognitive processes that underlie design activities
Early research trying to unravel the thought processes
in design activities studied how outstanding designers
approach problems and develop creative solution
concepts (e.g Lawson, 2006; Cross, 2007) This
research has initiated an extensive scientific discourse
on the exploration and analysis of cognitive strategies
that carry the generation, synthesis and creative
transformation of divergent knowledge within design
processes (e.g Nagai and Noguchi, 2003; Owen,
2007) Identified design strategies have been
reinterpreted as normative guidelines for design projects and creative problem solving in general (Lindberg, Noweski and Meinel, 2010) In this context, design thinking has been translated into a holistic framework moving beyond designers’ professional domains and it has since been gradually applied to various disciplines and fields of innovation
in both academia and business (Beckman and Barry, 2007; Brown, 2008; Dunne and Martin, 2006)
The fundamental principle underlying design thinking is that design problems and solutions are explored in parallel in consideration of different stakeholder perspectives (Cross, 2007; Lawson, 2006) Design problems are regarded as made up of exogenous stakeholder perspectives (the user’s, the client’s, the engineer’s, the manufacturer’s, the law-maker’s, etc.) that finally decide about the solution’s viability (Dorst, 2006) Dealing with a design problem’s complexity is therefore a matter of negotiation between different and probably conflicting perspectives, so that design processes are regarded as a
“reflective conversation with the situation” (Schön, 1983) Design thinking thus supports all activities relevant for accessing the diverse knowledge and multiple perspectives that reside in the different stakeholders in order to use them for inspiration; and it facilitates the creative transformation of the knowledge base into new concepts
The specific problem solving patterns in design thinking are rather determined by heuristic and situational reasoning than by analytical and rationalist thinking Furthermore, instead of external standards for evaluating the quality of design outcomes, design thinking asks for developing those standards within the process Therefore, design thinking assigns strong responsibility for deciding and evaluating how to proceed in a design process to the design team itself (that is what knowledge should be grasped and what concepts and designs should be elaborated) As a result, design thinking process models cannot be more
Trang 10than a framework of suggestions that help design
teams to go through their own learning and creativity
processes
Against that background, we assume that team
motivation plays a decisive role in putting those
suggestions into practice We therefore seek to find out
how motivation is affected by the different phases of
the design thinking processes; this will enable us to
better understand team creativity We also explore
whether motivation and emotions in design thinking
processes are interrelated, as both concepts show
strong interdependencies (Ryan, 2007) To deal with
these questions, we draw upon a conceptionalization of
motivation offered by regulatory focus theory (Higgins,
1997; 1998) We conducted a study using the
Experience Sampling Method with design teams
Design teams adopted design thinking methodology;
they worked in two German IT companies In the
following, we present the conceptual and theoretical
foundations and develop this study’s hypotheses
1.1 Design Thinking Process Model
This study draws on a comprehensive design thinking
process model that has been formalized at the
Hasso-Plattner-School of Design at Stanford (US) and the
HPI School of Design Thinking in Potsdam
(Germany) It distinguishes six phases (Plattner,
Meinel and Weinberg, 2009): understand, in which a
design team is asked to build up general expertise
about a design problem, to identify stakeholders and
contexts of usage for further examination; observe, in
which the design team goes into the field and gathers
widespread insights and develops empathy for the
stakeholders of the design problem; synthesis/point of
view, in which the collected insights are summarized,
shared in the team, and compiled in a framework of
viewpoints on the design problem; ideate, in which –
based on the lessons learned so far – ideas and
concepts are created (for instance by brainstorming
techniques) and roughly sketched out; prototyping, in
which ideas and concepts are turned in tangible
representations allowing to generate genuine feedback
from users and other stakeholders; and test, in which
this feedback is collected and processed for further
refinements and revisions As Figure 1 shows, these
phases are not placed in a linear sequence, but are
highly iterative Therefore, the responsibility for the
decision on when to move into which phase and how
to get through an entire design process lies with the
design team The model is complemented by a set of
rules that communicates a certain mind-set towards
creative design Rules emphasize 1) the readiness to
explore seemingly odd paths as well (instead of going
rashly for the obvious things) and 2) acting generally
quickly, experimentally, and iteratively Those rules are in particular: “fail often and early”; “defer judgement” and “encourage wild ideas” (cf Osborn, 1953)
Fig 1 Iterative design thinking process (Plattner, Meinel
and Weinberg ,2009)
1.2 Regulatory Focus Theory and Creative Performance
We draw on regulatory focus theory to explore motivation in design thinking (Higgins, 1997; 1998) This theory presupposes that human motivation serves
to satisfy the two basic needs of approaching pleasure and avoiding pain (hedonic principle) The theory suggests that these desired hedonic end-states are reached through self-regulatory processes, which refer
to the processes by which people seek to align themselves with appropriate goals or standards (Crowe and Higgins, 1997) Two distinct types of regulatory systems, called promotion and prevention focus, drive this process of self-regulation The promotion focus
has a desired end-state as reference value, focusing
individuals on goals they long for and is induced by nurturance needs, ideals and rewards (gain/no-gain situations) The prevention focus, conversely, has an
undesired end-state as reference value, motivating
individuals to avoid damages or unpleasant situations This focus is induced by security needs, duties and the fear of punishment (non-loss/ loss situations) It is assumed that the promotion focus represents the “ideal self“, that is a person’s wishes, hopes, and aspirations, while the prevention focus represents the “ought self“, which includes a person’s obligations, duties, and responsibilities (Higgins, 1997) Both foci influence people’s perception, behavior, performance, and emotions (Förster and Higgins, 2005) The theory distinguishes furthermore between chronic and momentary foci Individuals differ in their chronic tendency to be promotion and prevention oriented; furthermore, signals and stimuli of any type of situation also activate the promotion and/or prevention focus (Higgins, 1998; Crowe and Higgins, 1997) Thus, process feedback, task instructions or goal framing has a significant impact on the two dimensions of regulatory focus (Idson, Liberman, and Higgins, 2004; Higgins, Shah, and Friedman, 1997)