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Effectiveness of Brainwriting Techniques: Comparing Nominal Groups to Real Teams 169 4 Metrics For the nominal group data, only quantity and quality were measured since only these two m

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Effectiveness of Brainwriting Techniques: Comparing Nominal Groups to Real Teams 169

4 Metrics

For the nominal group data, only quantity and quality

were measured since only these two metrics showed

few differences between the idea generation methods

The same process as before was used (Linsey, et al.,

accepted) A new evaluator scored the quantity and

quality data for the nominal groups Prior to scoring

the nominal groups, the evaluator was trained on two

teams’ results and then two additional teams’ were

scored by the evaluator to determine inter-rater

agreement Inter-rater agreement for quantity was

92% with a Pearson’s correlation of 0.91 This

indicates there is strong agreement between the two

evaluators

5 Results and Discussion

Interacting groups with appropriate idea generation

methods can be more effective than nominal groups

The results show that real teams in rotational

conditions develop a larger number of ideas than

equivalent nominal groups (Figure 4) This result is

consistent with the theory that one of the reasons for

the observed productivity losses in real interacting

groups as compared to nominal groups is due to

production blocking (Mullen, et al., 1991; Nijstad and

Stroebe, 1999) Production blocking occurs is when

one team member is talking (producing ideas) and

other teams members are listening This causes them

not to produce ideas This result is also consistent with

other hypothesized reasons for the productivity loss

includging performance matching (individuals see how

much their teammates are producing and adjust their

productivity to match), and evaluation aprehension

(Mullen, et al., 1991; Nijstad and Stroebe, 1999)

A clear interaction effective is observed in Figure 5

through the non-parallel lines An ANOVA shows that

there is a statistical interaction between the viewing

condition and the representation meaning that both are

statistically important and the effect of the viewing

condition depends on what representation is used

[Viewing Condition: F(1,48)=2.2, p=0.15,

Representation: F(2,48)=26.3, p<0.001, Interaction:

F(2,48)=9.0 p<0.01 and MSerror=30.7] The

representation implemented does not affect the

nominal groups (individual idea generation), but has a

substantial impact for the real groups In real groups,

the representation effects the communication between

group members, whereas with individuals, the

representation mainly serves to externalize internal

ideas

The statistical analysis in this paper does not

include data from any of the sketches only conditions

because the prior study (Linsey, et al., accepted) indicates that the results from sketches only conditions are likely significantly affected by the fact that US mechanical engineers are typically not taught to free-hand draw So only the data from Words Only and Word & Sketches is analyzed and compared

To maximize the number of ideas a team generates,

a team should use annotated sketches to communicate their ideas A hybrid 6-3-5/C-Sketch method that includes rotational viewing should be implemented For an individual working alone, it does not matter what representations is used

Fig 5 Interaction effects between words only and words &

sketches representations and the viewing condition

5.1 Quality

The representation has no effect on quality (Figure 6)

or the distribution of quality (Figure 7) for the individual idea generation (nominal groups) This is not particularly surprising since the individuals are not communicating their ideas to anyone else and the quality scale is rather coarse If the quality scale were finer, it might indicate differences between the representations

Fig 4 Average number of ideas per team Error bars are

+/- one standard error

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170 J Linsey and B Becker

The various conditions do have some effect on the

quality of the ideas generated and the quality

distribution (Figure 6 - 8) The prior study (Linsey, et

al., accepted) did indicate that sketches only conditions

tended to produce both higher quality ideas on average

and fewer low quality ideas (Figure 6 and Figure 7),

but this was likely due to the fact that many low

quality ideas like “chemically removing the peanut

shell” or “genetically engineering a peanut without a

shell” are difficult to draw and therefore would have

not been included by the participants

Fig 6 Quality results Each error bar is +/- one standard

error

0

5

10

15

20

25

30

35

Condition and Team

Quality Score Distribution

# of 2s

# of 1s

# of 0s

1a 1b 2a 2b 3a 3b 4a 4b 5a 5b 6a 6b

Fig 7 Distribution of team quality scores (Quality Scores

1=technically feasible, 2=feasible for the context)

The quality results indicate that words only should not

be used for a large number of quality ideas in a team setting The viewing condition (gallery verse rotational) had little effect on the average quality or the distribution

These results indicate that when teams implement

an effective method for idea generation, they can outperform the combined results of individuals (nominal groups) This result is in contrasted to results from Osborn’s Brainstorming method where nominal groups generally outperform real teams (Mullen, et al., 1991)

6 Conclusions

Brainwriting techniques that include a combination of sketches with annotations, such C-Sketch or Gallery, can assist a team in creating more ideas than the combined efforts of the same number of individuals working alone with redundant ideas removed, referred

to as “nominal groups” In contrast to this, prior experimental results from other studies on Osborn’s Brainstorming show that interacting groups are less effective than nominal groups These results indicate that designers should carefully select their group idea generation approach in order to obtain a successful process

To maximize the impact of a group idea generation, teams should sketch their ideas and add annotations to enhance interpretation Methods where individuals can all simultaneously work as opposed to methods where one person speaks at a time (e.g Osborn’s Brainstorming), will produce a greater number of ideas A hybrid 6-2-5/C-Sketch method, where teams sketch adding annotations and then rotate ideas, is best for group idea generation

This study compared nominal groups to real groups using techniques very similar to 6-3-5, C-Sketch and Gallery Nominal groups were compared to real groups

in a 3X3 factorial experiment The first factor was how the teams represented their ideas (words only, sketches only or words & sketches) and the second factor controlled how ideas were exchanged (rotational viewing, gallery style, or no exchange-nominal groups) This factorial design leads to teams generating ideas in conditions very similar to 6-3-5, C-Sketch and Gallery It was found that real teams using rotational viewing (e.g., 6-3-5, C-Sketch) created a greater number of ideas as compared to nominal groups In contrast to this, real teams using gallery viewing produced significantly fewer ideas than the nominal groups

Fig 8 Quality score distribution for individual idea

generation (combined to form nominal groups)

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Effectiveness of Brainwriting Techniques: Comparing Nominal Groups to Real Teams 171

References

Adams JL, (1986) Conceptual Blockbusting Cambridge,

MA: Perseus Books

Aiken M, Vanjani M, Paolillo J, (1996) A comparison of

two electronic idea generation techniques Information &

Management 30: 91–99

Baxter M, (1995), Product Design: A practical guide to

systematic methods of new product development

London: Chapman & Hall

Gryskiewicz SS, (1988) Trial by Fire in an Industrial Setting:

A Practical Evaluation of Three Creative

Problem-Solving Techniques In Innovation: A

Cross-Disciplinary Perspective, (Gronhaug K, Kaufmann G,

Eds.), 205–232 Oslo: Norwegian University Press

Higgins JM, (1994) 101 Creative Problem Solving

Techniques Winter Park, FL: The New Management

Publishing Company

Lewis AC, Sadosky TL, Connolly T, (1975) Effectiveness

of Group Brainstorming in Engineering Problem

Solving IEEE Transactions on Engineering

Management EM-22:119–124

Linsey JS, Clauss EF, Kurtoglu T, Murphy JT, Wood KL,

Markman AB, (accepted) An experimental study of

group idea generation rechniques: Understanding the

roles of idea representation and viewing methods ASME

Journal of Mechanical Design

Mullen B, Johnson C, Salas E, (1991) Productivity Loss in

Brainstorming Groups: A Meta-Analytic Integration

Basic and Applied Social Psychology 12:3–23

Nijstad BA, Stroebe W, (1999) Persistence of brainstorming

groups: How do people know when to stop? Journal of

Experimental Social Psychology 35(2):165–185

Otto K, Wood K, (2001) Product Design: Techniques in Reverse Engineering and New Product Development Upper Saddle River, NJ: Prentice Hall

Pahl G, Beitz W, (1996) Engineering Design – A Systematic Approach New York: Springer

Paulus PB, Yang HC, (2000) Idea Generation in Groups: A Basis for Creativity in Organizations Organizational Behavior and Human Decision Processes 82:76–87 Shah JJ, (1998) Experimental Investigation of Progressive Idea Generation Techniques in Engineering Design DETC’98, 1998 ASME Design Engineering Technical Conferences, Atlanta, GA

Shah JJ, Kulkarni SV, Vargas-Hernández N, (2000) Evaluation of Idea Generation Methods for Conceptual Design: Effectiveness Metrics and Design of Experiments Transactions of the ASME Journal of Mechanical Design 122:377–384

Shah JJ, Smith SM, Vargas-Hernandez N, (2003) Metrics for measuring ideation effectiveness Design Studies 24:111–134

Shah JJ, Vargas-Hernández N, Summers JS, Kulkarni S, (2001) Collaborative Sketching (C-Sketch) – An Idea Generation Technique for Engineering Design Journal

of Creative Behavior 35:168–198 Van der Lugt R., (2002) Brainsketching and how it differs from brainstorming Creativity and Innovation Management 11:43–54

VanGundy AB, (1988) Techniques of Structured Problem Solving New York: Van Nostrand Reinhold Company Vidal R, Mulet E, Gómez-Senent E, (2004) Effectiveness of the Means of Expression in Creative Problem-Solving in Design Groups Journal of Engineering Design 15:285–

298

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Methods and Tools for Design Creativity

Front End Industrial Design (FE-ID) - Developing New Tools and Models for Industrial Designers to Operate at the Front End of New Product Development

Paul W Wormald

Virtuality – Offering Opportunities for Creativity?

Anthony Williams, Ning Gu and Hedda Haugen Askland

Thinking Inside the Box: Model, Tool, Team and Setting for Building Design

Wim Zeiler

Signs of Collaborative Ideation and the Hybrid Ideation Space

Tomás Dorta, Annemarie Lesage, Edgar Pérez and J.M Christian Bastien

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Front End Industrial Design (FE-ID) - Developing New Tools and Models for Industrial Designers to Operate at the Front End of New Product

Development

Paul W Wormald

National University of Singapore, Singapore

Abstract The front end of new product development is

often a focus for discussion about innovation This paper

presents a new model for how the role and place of industrial

design can be re-positioned so that it has influence and

impact at this front end The aim of this is to develop the

capability for industrial designers to generate creative ideas,

or opportunities, that have resonance and relevance within

the context of new product development, but that are made

explicit before a design brief exists A front end industrial

design process model, developed for undergraduate

designers and evaluated by industry, is described in detail

Keywords: industrial design, ideas, new product

development, front end innovation, undergraduate design

education

1 Introduction

Design creativity should be about ideas as well as

beautiful artefacts Ideas, as well as designed

outcomes, need to be 'beautiful' So a debate

surrounding design creativity can include some

discussion about ideas Beautiful ideas which are

successfully resolved into products are often judged as

attractive product innovation Creative product

innovation is a highly prized goal for most commercial

enterprises Von Stamm (2003 p2) states "One of

the big concerns for many companies is how to

generate more and better ideas - how to become more

creative."

This paper describes an approach which aims to

develop and enhance creative ideas by moving the

influence and impact industrial design has on new

product development (NPD) to before, as well as after,

a design brief is written This, and the desire to have

those ideas rooted in evidence and sound process,

requires new knowledge and abilities, and new modes

of working, including new tools and designerly

outputs

What has emerged, mainly from industrial design

education curriculum development, is a overall process

model which could be adopted in a re-think of how industrial design can better contribute to successful NPD (in commercial and other enterprise arenas) This process model has been refined over half a decade of university-level design education It has been reviewed

by large international companies, design consultancies and design research companies

The aims of this paper are:

 To reveal and illustrate a process through which industrial designers can successfully impact on the front end of NPD, partly by generating creative and targetted ideas

 To contribute and stimulate some debate and discussion concerning the future role of industrial design in NPD

2 The Front End of NPD

Figure 1 shows a basic diagram of commercial NPD

Fig 1 NPD diagram

The diagram identifies various stages and activities Obviously, this diagram is not to scale in the sense of time It shows that design (industrial, engineering etc.) typically starts after a brief is formulated Its major feature is the (pre-brief) area before a formal design brief emerges

It is well known that companies will attempt to utilise methods and approaches to enable successful innovation in the development of new products The

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176 P.W Wormald

methods and approaches used very early on in the new

product development process are often referred to a

'front-end' processes (Koen 2002 and Cagan and Vogel

2001) They can include such activities as

user/customer research, brand management, trend

surveys, and market analysis Additionally, these

methods and approaches are often seen as being less

strict, rigorous or even less well understood than some

of the 'downstream' processes such as product design,

manufacturing engineering, and product certification

Hence, this front end of NPD is sometimes referred to

as the 'fuzzy front end' (FFE)

With regard to industrial design activity in the

early NPD processes then Veryzer (2005) and

Jurotovac (2005) demonstrate how industrial designers

make successful contributions to the overall process

There has been limited pedagogic research into the

issue of how industrial design education can exploit

these new areas of opportunity Design students

pursuing user research activities early in project work

is discussed by Siu (2003, 2007), Lopes (2008) and

Lofthouse (2008) They all point to the potential

benefits of enhanced innovation and designer empathy

with users

Some of the background issues concerning FFE

thinking are covered by Wormald (2009) He provides

a full background to this paper, particularly the drivers

for change which provided the impetus for industrial

design educational curriculum development

3 A Process Model for Front End Industrial Design (FE-ID)

Figure 2 shows a process model for the front end of NPD activities undertaken by industrial designers, hence the term front end industrial design (FE-ID)

It is important to note that this model has been formulated following six annual cycles of pedagogic action research This action research was instigated to investigate and support changes to the author's curriculum development in the subject of industrial design at a UK university

The diagram is a more detailed view of how the role of industrial design can be modelled during that, notoriously 'fuzzy' period The diagram has been formulated to clarify and visualise the various stages and outputs of the front end investigation and synthesis processes

The following sections describe each of the major processes, with associated tools and output models Examples of work completed by industrial design undergraduates are presented Each stage or step in the process can be broken down into sub-areas for subsequent analysis and possible synthesis The generated outcomes can lead to further stages and further subsequent analysis

The process begins with a review, or revealing, of various contextual issues Within the broad, fuzzy, arena of very early new product thinking there will be

Fig 2 FE-ID process diagram

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Front End Industrial Design (FE-ID) - Developing New Tools and Models for Industrial Designers at the FE of NPD 177

a multitude of influences and pressures These are

indicated in the NPD diagram (fig 1)

There is, of course, no sense of what the nature of a

new product will be There is no 'big idea', there is no

design brief, there is only a sense, or urge, that a new

product is necessary The contextual issues are stated

as clearly as possible, but with enough flexibility to

allow for exploration and wide-ranging relevant

research

Four context areas are identified:

 User/consumer

 Scenario/theme

 Global/PEEST

 Company/brand

For 'user/consumer' a target user group is outlined

This usually entails identifying simple demographic

information such as age range, gender, and occupation

For 'scenario/theme' some broad user activity or

behaviour is outlined This would have relevance to

the target user group and the company/brand

Examples could be 'cooking', 'keeping fit', or 'local

travel' PEEST stands for Political, Economic,

Environmental, Social, Technology There will be a

'global/PEEST' context to be investigated, especially

relating to the overall theme being explored Each of

the Political, Economic etc areas can be reviewed

for possible insights Finally, the company and its

relevant brand is a necessary component of any sound

NPD thinking

Following the above basic clarification, the context

areas can be researched This research can be

conducted independently, in parallel, by a team of

design researchers Investigation can be overlapping

and related, but it is best to be able to have a view of

the separate areas initially The different contexts will

be researched using different methods and strategies

Different types and forms of data will be gathered

Possible research methods used and types of data

gathered for each context area are identified below

Context - user/consumer

 Data gathering activities:

- Ethnographic observation

- Interviews, questioning

- Conversation, chatting

- Photography, video

 Types of data gathered:

- User stories

- Detailed demographic information

- Photos of people and environments

- User attitudes and emotions

- User quotes

- Observational texts

Context - scenario/theme

 Data gathering activities:

- Observation

- User interviews

- Photography, video

- Internet searching

 Types of data collected:

- Photo essays of behaviour

- User stories of scenario experiences

- Observational texts

- Comment and opinion on theme

Context - global/PEEST

 Data gathering activities:

- Internet searches

- Newspaper, trade magazine reading

- Media analysis

 Types of data collected:

- News snippets/articles

- Technical briefing notes

- Cultural references (photos, notes)

Context - company/brand

 Data gathering activities:

- Analysis of company publications and websites

- Discussion with company management

- Identification and analysis of competitor products/brands

- Consumer interviewing

 Types of data collected:

- Product (company and competition) imagery

- Company financial and market information

- Brand values

- Forms of brand manifestations

As data gathering progresses the process of attempting

to make sense of it all begins As meaning and sense develops for the design researchers, increased understanding of the context areas will drive new avenues of investigation in an iterative way The design researchers will aim to synthesise specific areas

of 'meaning' from the various data sources Arising from the context areas these areas of meaning include:

 User goals;

 User lifestyle;

 Insights into user behaviour;

 The experience of the user relating to the scenario/theme;

 Relevant PEEST insights;

 Company market position - and subsequent insights;

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178 P.W Wormald

 Brand territory;

 Illustration of brand values - characteristics

In this work, an insight can be the answer to the

question "What do we now understand from the

evidence, that we did not know before?" Insights are

highly valued and valuable 'nuggets' of information

that relate strongly to the overall contextual issues

For the industrial designer an important part of the

process of making sense of the data takes the form of

communicating its meaning in particular and

specialised forms, namely 2D boards (printed or

digital) containing rich visual and textual information

The industrial designer uses standard graphical

techniques to present meaning and understanding in

easily accessible and engaging forms In the FE-ID

process (fig 2), these are identified as BRAND,

PERSONA, and EXPERIENCE These are separate

boards, and a more detailed explanation of each, with

examples, follows

BRAND

The aim of this board is to 'bring the brand to life' It

should reveal the brand territory (the metaphorical

ground the company's brand occupies in the market) It

should illuminate the underlying meaning of the brand

values It should successfully explain and illustrate any

of the brand messages (such as taglines and jargon

used in advertising and marketing) The content of the

BRAND board would typically include:

 Company name;

 Brand name;

 Brand visuals (such as logotype, product visual

language);

 Iconic products of the brand

 Analogous, comparative products / brands /

competitors;

 Explanatory texts

Fig 3 Example of BRAND board

PERSONA The aim of this board is to 'bring the user to life' A persona is a standard, accepted way of defining and visualising the target user group It is often used in marketing activities, and software design (Cooper 1999), and product design (Pruitt and Adlin 2006) There may be several personas for each project The content of each the PERSONA board would typically include:

 Photograph of a person (with 'character');

 Name;

 Categorisation (a form of 'micro' description);

 Basic demographic facts (such as age, occupation, location);

 Lifestyle information (pictures and text), to paint a picture of the character;

 Goals, needs or expectations which are specific

to the scenario/theme;

 A short narrative, telling a story relevant to the user and theme

It is important to note that the details above are highly credible, but are actually fictional This is partly for ethical reasons

Fig 4 Example of PERSONA board

EXPERIENCE The aim of this board it to 'bring the user experience (of a specific scenario/theme) to life' The emphasis on this board is to reveal the actual behaviour of users, not simply to report what the users say that they do Stappers and Sleeswijk (2007) describe an approach they call "Context Mapping" which aims to reveal similar issues surrounding user experience The content of the EXPERIENCE board would typically include:

 Photos of users in relevant environments and situations;

 Photos of users actually doing tasks, jobs, activities;

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