Conceptual Design and Cognitive Elements of Creativity: Toward Personalized Learning Supports for Design Creativity 109 5 Results and Discussion Forty four senior or first-year graduate
Trang 1Conceptual Design and Cognitive Elements of Creativity: Toward Personalized Learning Supports for Design Creativity 109
5 Results and Discussion
Forty four senior or first-year graduate students from
the Interdisciplinary Design course at the
Sungkyunkwan University participated in the
experiment Figure 3 shows examples of pre-test (b)
and post-test (c) performed by a student This example
shows one sample case of the enhanced design
creativity: The average score over the 5 cognitive
elements of the post-test was increased by 1.05 from
that of the pre-test The assigned score range is
between 1 and 5 (inclusive)
Four domain experts evaluated the conceptual
design results The Cohen’s Kappa value was
computed from the assigned scores for inter-rater
reliability The overall Kappa value was 0.44 over the
five cognitive elements and the significance of the
acquired Kappa value is “moderate agreement.” The
individual Kappa values were 0.35, 0.66, 0.34, 0.47,
and 0.39, respectively for flexibility, fluency,
originality, elaboration, and problem sensitivity
respectively Fluency is considered as strongly reliable, compared to other cognitive elements
Table 3 Paired t-test result with p-values between pre-test
and post-test data
Problem Sensitivity -0.623 0.537
5.1 Enhanced Design Creativity
As a result, 31 students out of 44 students showed the enhanced design creativity with regard to the 5 cognitive elements (70% increases), possibly indicating the effectiveness of the creativity exercise
a Conceptual design task
b A sample of pre-test c A sample of post-test
Fig 3 Cenceptual design task , and two samples of pre-test and post-test acquired from a student Conceptual design task is
used for pre-test and post-test Note that both samples of pre-test and post-test were evaluated by human experts
Trang 2110 Y.S Kim, J.H Shin and Y.K Shin
program The overall difference between pre-test and
post-test are +0.86, +0.32, +0.65, +0.06 and +0.06,
respectively for Fluency, Flexibility, Originality,
Elaboration and Problem Sensitivity
Further investigation with the t-test results
provided us that there were 3 cognitive elements
(Fluency, Flexibility and Originality) which are
significantly different between pre-test and post-test,
indicating the enhancements in the abilities of Fluency,
Flexibility and Originality are statistically significant
enough (Table 3) On the other hand, Elaboration
(t=-0.604, p<0.549) and Problem Sensitivity (t=-0.623,
p<0.537) scores are not significantly different between
Fig 4 Affective modeling with eight emotion elements
5.2 Affective Modeling and its Relation with
Enhanced Design Creativity
In order to measure dynamic characteristics of
students, and to investigate its relationships with the 5
cognitive elements, we incorporated affective
modeling in the creative exercise program
In the context of computer-assisted learning context of creative design capabilities, affective modeling of learners is being done using self-reporting format Affective elements composed of joy, acceptance, apprehension, distraction, sadness, boredom, annoyance, and anticipation were identified based on the basic emotion categories proposed by Plutchik (Plutchik, 2010), which were used in the affective modeling of the study The online form of dialog representing all the affective elements was devised and presented to students so that the participants can select one or more affective states during the experiment Note that the affection capture diagram uses identical icons so that other influences than affective state selection could be isolated in the interaction of the diagram and the users as the diagram pops up and prompts affective state selection
We conducted the online creativity exercise program with the affective model which is displayed to students for selections The affective self-reporting was done after the learning objectives were given, after the specific problem statements were given and after the student problem sessions were done While students conduct the exercise program, they are asked
to self-report their affective states using an affective model diagram as shown in Figure 4
The collected affective states were used for the investigation of relationships with the 5 cognitive elements of design creativity A machine learning technique, Association Rules learning was used for this purpose Table 4 shows the enhanced design creativity and its relationships with affective states
For example, if there is enhanced design creativity (post test > pre test) then students did not select the affective states of “Sadness” and “Apprehend”
(Support: 0.66 with Confidence: 0.9) Generally speaking, the enhanced design creativity is reversely associated with negative affective states; students did not select negative affective states when there was enhancement in design creativity in the post-test
Rapidminer 5.0 was used in the study for running
Table 4 Association rules between cognitive elements and affective model elements
Distract = false, POST TEST > PRE TEST Apprehend = false 0.62 0.92
Distract = false, POSE TEST > PRE TEST Sadness = false, Apprehend = false 0.62 0.92
Sadness = false, Distract = false, POST TEST > PRE TEST Apprehend = fasle 0.62 0.92
POST TEST > PRE TEST Sadness = false, Apprehend = false 0.66 0.90
pre-test and post-test
Trang 3Conceptual Design and Cognitive Elements of Creativity: Toward Personalized Learning Supports for Design Creativity 111
machine learning techniques, such as Association
Rules
6 Conclusion
In the study, we identified the cognitive components of
design creativity and proposed a creativity exercise
program for cognitive elements of design creativity
This program could be used in helping students
considering their individual needs and contexts, and
enhance design creativity Five cognitive components
of design creativity were identified, and those are
fluency, flexibility, originality, elaboration and
problem sensitivity The proposed exercise program
for design creativity was composed of five different
tasks such as making stories, negation, filling black
box, sensitization and diverse classification
In making stories, the students were required to
produce several different stories by changing order of
three different pictures The aim of this task was to
improve flexibility, originality and elaboration The
negation asked students to compulsively negate the
given objects and contrive their alternate purpose or
usage Accordingly, the students’ flexibility,
originality and problem sensitivity could be enhanced
In filling black box, the students were supposed to
logically connect given input and output concepts in as
many possible ways within a limited time, and as a
result, the fluency could be improved The
sensitization asked students to express their feelings on
the given physical objects and abstract concepts
according to five different senses With this task, the
problem sensitivity could be enhanced primarily and
flexibility secondarily In diverse classification, the
students were asked to classify the given objects in
several different ways Therefore, flexibility was
developed and problem sensitivity developed
secondarily
We conducted an experiment to investigate the
effectiveness of the exercise program for design
creativity cognitive elements The results show that
there was enhanced creativity, 31 students out of 44
students (70% increases) in terms of the cognitive
elements, after students conducting the proposed
creativity exercise program Also, the machine
learning results with affective model provided that
there are relations between enhanced creativity in
terms of cognitive elements and negative affective
states, such as Sadness, Apprehend, Distract: For
example students did not select negative affective states when there was enhanced creativity
More rigorous approach is desired to examine what cognitive elements could be effectively addressed in each task This is challenging research because of uncertain factors and qualitative measurement of data However, the research efforts would be helpful for design creativity education by considering individual's needs and contexts
As a future work, thorough investigation of user data would be helpful in discovering meaningful results with regard to static and dynamic characteristics of user Also, investigation of causal relationships between enhanced creativity, cognitive elements and affective states, using machine learning techniques such as Bayesian learning, will be important for the identification of factors causing the enhanced design creativity
References
de Bono E, (1992) Serious Creativity Hrper-Collins, London Goel V, (1995) Sketches of thought Cambridge, MA: MIT Press
Guilford JP, Hoepfner R, (1971) The Analysis of Intelligence New York: McGraw-Hill
Isaksen SG, Dorval KB, Treffinger DJ, (1998) Toolbox for Creative Problem Solving Dubuque, IA: Kendall & Hunt
Kim MH, Kim YS, Lee HS, Park JA, (2007) An underlying cognitive aspect of design creativity: Limited commitment mode control strategy Design Studies 28(6):585–604
Kim YS, Jin ST, Lee SW, (2010) Relations between design activities and personal creativity modes, Journal of Engineering Design, in print
Kim YS, Kim MH, Jin ST, (2005) Cognitive characteristics and design creativity: An experimental study In Proceedings of the ASME International Conference on Design Theory and Methodology, Long Beach
Kraft U, (2005) Unleashing creativity Scientific American Mind 16(1):17–23
Park JA, Kim YS, (2007) Visual Reasoning and Design Processes In Proceedings of International Conference
on Engineering Design (ICED), Paris Plutchik R, (2010) The Nature of Emotions by Plutchik [Online], http://www.fractal.org/Bewustzijns-Besturings-Model/Nature-of-emotions.htm
Treffinger DJ, (1980) Encouraging Creative Learning for the Gifted and Talented Ventura, CA: Ventura County Schools/LTI
Urban KK, (1995) Creativity-A component approach model
A paper presented at the 11th World Conference on the Education for the Gifted and Talented, Hong Kong
Trang 5Analogical Design Computing
DANE: Fostering Creativity in and through Biologically Inspired Design
Swaroop Vattam, Bryan Wiltgen, Michael Helms, Ashok K Goel and Jeannette Yen
Development of a Catalogue of Physical Laws and Effects Using SAPPhIRE Model
Srinivasan V and Amaresh Chakrabarti
Measuring Semantic and Emotional Responses to Bio-inspired Design
Jieun Kim, Carole Bouchard, Nadia Bianchi-Berthouze and Améziane Aoussat
Design of Emotional and Creative Motion by Focusing on Rhythmic Features
Kaori Yamada, Toshiharu Taura and Yukari Nagai
Trang 7DANE: Fostering Creativity in and through Biologically Inspired Design
Swaroop Vattam1, Bryan Wiltgen1, Michael Helms1,2, Ashok K Goel1,2, and Jeannette Yen2
1 Design & Intelligence Laboratory at Georgia Institute of Technology, USA
2 Center for Biologically Inspired Design at Georgia Institute of Technology, USA
Abstract In this paper, we present an initial attempt at
systemizing knowledge of biological systems from an
engineering perspective In particular, we describe an
interactive knowledge-based design environment called
DANE that uses the Structure-Behavior-Function (SBF)
schema for capturing the functioning of biological systems
We present preliminary results from deploying DANE in an
interdisciplinary class on biologically inspired design,
indicating that designers found the SBF schema useful for
conceptualizing complex systems
Keywords: Design Creativity, Computational Design,
Biologically Inspired Design, Biomimetic design
1 Introduction
Biologically inspired design uses analogies to
biological systems to derive innovative solutions to
difficult engineering problems (Benyus 1997; Vincent
and Mann 2002) The paradigm attempts to leverage
the billions of biological designs already existing in
nature Since biological designs often are robust,
efficient, and multifunctional, the paradigm is rapidly
gaining popularity with designers who need to produce
innovative and/or environmentally sustainable designs
By now there is ample evidence that biologically
inspired design has led to many innovative - novel,
useful, sometimes even unexpected - designs (e.g.,
Bar-Cohen 2006; Bonser and Vincent 2007)
Despite its many successes, the practice of
biologically inspired design is largely ad hoc, with
little systematization of either biological knowledge
from a design perspective or of the design processes of
analogical retrieval of biological knowledge and
transfer to engineering problems Thus, a challenge in
research on design creativity is how to transform the
promising paradigm of biologically inspired design
into a principled methodology This is a major
challenge because biology and engineering have very
different perspectives, methods and languages
We study biologically inspired design from the
perspectives of artificial intelligence and cognitive
science From our perspective, analogy is a
fundamental process of creativity and models are the basis of many analogies Biologically inspired design
is an almost ideal task for exploring and exploiting theories of modeling and model-based analogies
We have previously conducted and documented in
situ studies of biologically inspired design (Helms,
Vattam, and Goel 2009) We have also analyzed extended projects in biologically inspired design (Vattam, Helms, and Goel 2009) In this paper we describe the development and deployment of an interactive knowledge-based design environment called DANE, which was informed by our earlier cognitive studies and that is intended to support biologically inspired design DANE (for Design by Analogy to Nature Engine) provides access to a design case library containing Structure-Behavior-Function (SBF) models of biological and engineering systems It also allows the designer to author SBF models of new systems and enter them into the library We present initial results from deploying DANE in a senior-level class on biologically inspired design in which teams of engineers and biologists worked on extended design projects (Yen et al 2010) The preliminary results indicate that although we had developed DANE largely as a design library, in its current state of development, designers found DANE more useful as a tool for conceptualizing biological systems
2 Related Work
Biologically inspired design as a design paradigm has recently attracted significant attention in research on design creativity, including conceptual analysis of biologically inspired design (e.g., Arciszewski and Cornell 2006; Lenau 2009; Lindermann and Gramann 2004), cognitive studies of biologically inspired design (e.g., Linsey, Markman and Woods 2008; Mak and Shu 2008), interactive knowledge-based design tools for supporting biologically inspired design (e.g., Chakrabarti et al 2005, Sarkar and Chakrabarti 2008; Chiu and Shu 2007; Nagle et al 2008), and courses on biologically inspired design (e.g., Bruck et al 2007)
Trang 8116 S Vattam, B Wiltgen, M Helms, A K Goel, and J Yen
Our work on DANE shares three basic features of
similar interactive design tools such as
IDEA-INSPIRE (Chakrabarti et al 2005, Sarkar and
Chakrabarti 2008) Firstly, both IDEA-INSPIRE and
DANE provide access to qualitative models of
biological and engineering systems Secondly, both
IDEA-INSPIRE and DANE index and access the
models of biological and engineering systems by their
functions Thirdly, both IDEA-INSPIRE and DANE
use multimedia to present a model to the user
including structured schema, text, photographs,
diagrams, graphs, etc
However, our work on DANE differs from
IDEA-INSPIRE and similar tools in three fundamental
characteristics Firstly, the design and development of
DANE is based on our analysis of in situ cognitive
studies of biologically inspired design (Helms, Vattam,
and Goel 2009; Vattam, Helms and Goel 2009)
Secondly, insofar as we know, IDEA-INSPIRE has
been tested only with focus groups in laboratory
settings In contrast, we have introduced DANE into a
biologically inspired design classroom This is
important because from Dunbar (2001) we know that
the analogy-making behavior of humans in naturalistic
and laboratory settings is quite different: in general,
humans make more, and more interesting, analogies in
their natural environments Thirdly, while
IDEA-INSPIRE uses SAPPhIRE functional models of
biological and engineering systems, DANE uses
Structure-Behavior-Function (SBF) modeling (Goel,
Rugaber and Vattam 2009) This is important because
SBF models were developed in AI research on design
to support automated analogical design (e.g., Bhatta
and Goel 1996, Goel and Bhatta 2004) Thus, in the
long term it should be possible to add automated
inferences to DANE
An SBF model of a complex system (1) specifies
the structure, functions, and behaviors (i.e., the causal
processes that result in the functions) of the system, (2)
uses functions as indices to organize knowledge of
behaviors and structures, (3) represents behavior as a
series of states and state transitions that are annotated
with causal explanations, (4) organizes the knowledge
in F B F B … F(S) hierarchy, and (5)
provides an ontology for representing structures,
functions and behaviors Other researchers have
developed similar functional models e.g., Kitamura et
al 2004 and Umeda et al 1996
3 The Design By Analogy to Nature Engine
In the long term, DANE is intended to semi-automate
analogical retrieval and transfer in biologically
inspired design Presently, DANE interactively
facilitates biologically inspired design by (1) helping designers find biological systems that might be relevant to a given engineering design problem, (2) aiding designers in understanding the functioning of biological systems so that they can extract, abstract and transfer the appropriate biological design principles to engineering design problems, and (3) enabling designers to construct and refine SBF models
of biological and engineering systems
DANE employs a client-server architecture with a centralized design repository on the server-side Each client is a thin client whereby all data is stored, updated, and recalled from the server This architecture supports simultaneous access by multiple users and allows users to browse or edit the most current version of the repository
DANE is a distributed Java application running on the Glassfish application server Data is stored in a MySQL database, and we use EJB technology to handle persistence and connection pooling Users access the application by going to a launch website that utilizes Java Web Start to both download and execute the application as well as apply any updates that have been made since the user last launched the application
DANE’s library of SBF models of biological and engineering systems is growing In early fall of 2009, when we introduced the system into a biologically inspired design classroom, the library contained about forty (40) SBF models, including twenty two (22)
“complete” models of biological systems and subsystems The remaining were either SBF models of engineering systems or only partial models of biological systems Biological systems in DANE were
at several levels of scale from the sub-cellular to organ function to organism
Systems are indexed by system-function pairs and retrieved by function name (e.g., “flamingo filter-feeds self”), by subject (e.g., “flamingo”), and/or by verb (e.g., “filter-feeds”) Function names often include additional specificity with regard to the objects upon which the function acts In this case the flamingo is feeding itself Upon selecting a system-function pair, users are presented with a multi-modal representation
of the paired system-function (e.g the “flamingo filter-feeds self” SBF model) For example, in DANE a system can be represented in text descriptions and images, as well as through visualizations of behavior and structure models Example text and image modalities for the “flamingo filter-feeds self” model can be seen in Figure 1
Briefly, this model describes how a flamingo uses its tongue to create negative pressure in its slightly open mouth to draw water in, closes its mouth, and then uses its tongue to force the water out through a filter-system composed of comb-like lamellae and
Trang 9DANE: Fostering Creativity in and through Biologically Inspired Design 117
mesh The lamellae trap the food, which is then drawn
into the flamingo’s esophagus in the next cycle
Behavior and structure parts of the SBF models are
themselves represented as directed graphs, which may
be annotated with text descriptions and images The
nodes and edges represent either structural elements
and connections (for structure models) or states and
transitions (for behavior models), respectively We
provide an example of a partial behavior model, this
time for the system “kidney filters blood,” in Figure 2
Note that the annotations on the transitions in this
figure are labeled with short-hand that denotes their
type: [FN] X identifies that a transition occurs because
of some sub-function X, and [STR_CON] X Y
identifies that a transition occurs because of the
connection between some structural component X and
another structural component Y
This “kidney filters blood” partial behavior model
(a component of the larger SBF model) describes the
movement of blood through the kidney through
smaller and smaller vessels until the blood arrives at
the nephron, where the filtration process takes place
Although in DANE the complete behavior model
would be displayed, due to space constraints we only
show in our figure a few states and transitions in this
behavior The sub-function “nephron purifies blood”
serves as an index to yet another SBF model that
describes this complex lower-level process in more
detail This provides an example of how SBF models
are nested through function
Additionally, each system is visually connected to
other systems with which it shares a sub or
super-function relationship This super-functional hierarchy is
represented as an interactive graph with nodes
representing systems and edges representing the sub/super relationships Users may navigate between systems by double-clicking on a node Figure 3 illustrates the functional hierarchy graph for the system “sliding filament model” and shows the browsing window with a few systems displayed, including the flamingo filter-feeding self function The
“sliding filament model” describes how muscle fibers contract, and thus the model is connected to a number
of higher level animal functions (e.g “flamingo filter-feeds self” and “basilisk lizard walks on water”), and
is connected to a number of lower level molecular functions related to myosin and ATP We can see in this one example how SBF models operate and connect functions at many scales
By presenting complex systems in the SBF schema, which places an emphasis on the causal relationships within each system, and by making explicit the function/sub-function relationships between systems, we hypothesize that biologists and engineers will understand the systems in a way that (a) helps them identify systems that are relevant to their design problem and (b) is transferable to a design solution For example, an engineer might scan models
in DANE until he/she comes across a system that has a similar initial and objective state (a function) that matches his/her design problem Then, by inspecting the structure and behavior of that system, the engineer might formulate a technological solution that
implements a similar set of behaviors
While SBF models can represent systems across multiple levels of scale and abstraction, and across the two domains of biology and engineering, the issue of knowledge engineering remains problematic In
Fig 1 Example of a multi-modal model of a flamingo’s filter-feeding apparatus in DANE
Trang 10118 S Vattam, B Wiltgen, M Helms, A K Goel, and J Yen
particular, we found that constructing a “complete”
SBF model of a complex biological system requires
between forty (40) and one hundred (100) hours of
work The process of understanding the biological
system (e.g the kidney), modeling it in the SBF
language, discovering faults in the model or in the
modeler’s understanding, and iterating over this
process consumed a large majority of the time We
estimate that just entering a complete model into
DANE required somewhat less than 25% of the overall
time cost
4 Application Context
We deployed DANE in the Fall 2009 semester session
of ME/ISyE/MSE/PTFe/BIOL 4803, a project-based, senior-level, undergraduate course taught by biology and engineering faculty affiliated with Georgia Tech’s Center for Biologically Inspired Design (Yen et al 2010) The class composition too was interdisciplinary, comprising of 15 biology students,
11 mechanical engineering students, and 14 students from a variety of academic disciplines including biomedical engineering, chemical engineering, industrial engineering, material science, mathematics, and a few other engineering fields
The course has three components: lectures, found object exercises, and a semester-long biologically inspired design team project In the design project, teams of 4-6 students were formed so that each team would have at least one biology student and students from different schools of engineering Each team was given a broad problem in the domain of dynamic, adaptable, sustainable housing such as heating or energy use Teams are expected to refine the problem and then design a biologically inspired solution based
on one or more biological sources to solve it All teams presented their final designs during the end of the class and submitted a final design report
The class is taught without any aids for design or research Students are encouraged to perform their own research on biological systems through resources
Fig 3 List of functions and a functional hierarchy for
“Sliding Filament Model” in DANE
Fig 2 Partial behavior model of “Kidney filters blood“ in DANE