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Preface
5
Contents
7
List of Reviewers
12
Part I: Design Cognition
15
A Comparison of Cognitive Heuristics Use between Engineers and Industrial Designers
16
Introduction
16
Design Heuristics
17
Experimental Approach and Research Questions
18
Participants
19
Method
19
Results
21
Types of Concepts Generated
21
Evidence of Heuristic Use
23
Characterizing Design across Sessions
28
Design Heuristics and Concept Diversity, Creativity, and Practicality
32
Discussion
33
Conclusions
34
References
34
Studying the Unthinkable Designer: Designing in the Absence of Sight
36
Aim
36
Significance
37
Designer and Method
39
Unthinkable Designs
39
Findings
41
Discussion
43
Conclusions
45
References
46
Design Heuristics: Cognitive Strategies for Creativity in Idea Generation
48
Introduction
48
Designers’ Cognitive Processes
49
Design Heuristics
50
Experimental Approach and Research Questions
53
Participants
53
Materials
54
The Design Task
54
Design Heuristics Instructional Materials
55
Experimental Design
56
Procedure
57
Results
57
Average Creativity Ratings of Selected Designs
59
Heuristic Use
60
Discussion
63
References
65
An Anthropo-Based Standpoint on Mediating Objects: Evolution and Extension of Industrial Design Practices
67
Introduction - A Shift in Design Tools’ Consideration
67
Rationale of the Study: Understanding the Use of Design Tools through a Three Phases Proposition
69
First Phase: Addressing the Question from an “Anthropo-Based” Standpoint
70
Second Phase: Focusing on “Mediating Objects”
71
Third Phase: Undoing the Comparative/Dichotomous Approach to the Benefit of the Study of Complementarities
72
Method
73
Twelve Conversations to List the Context Factors: An Exploratory Research
73
Detailed Research
77
Results
81
Testing the Complementarities
81
Going Further in the Analysis of Mediating Objects
83
Conclusions - Toward Augmented Design Tools Closer to Real Practices
85
References
85
Part II: Framework Models in Design
87
Beyond the Design Perspective of Gero's FBS Framework
88
Introduction
88
Related Work
89
Extended Model
93
Using and Interacting: The Interacting Interface
97
Knowledge, Affordances and the Interacting Interface
99
Failure and Misuse
101
Exemplary Application of the Proposed Model and Discussion
102
Conclusions
105
References
106
A Formal Model of Computer-Aided Visual Design
108
Introduction
108
Classifications and Logics for a Design Model
110
A Formal Model
112
A Design Task Domain
112
A Computer Visualization Domain
113
A Physical Design Actions Domain
119
The Active Perception
120
The Operation Method
121
The System of Computer-Aided Visual Design
121
Conclusions
123
References
123
Design Agents and the Need for High-Dimensional Perception
125
Introduction
125
Relevance
127
Example Systems: Observing Types in Architecture
128
Method and Results
131
Effect of Overall Attribute Dimensionality on Classification
132
Effect of Particular Sets of Attribute Dimensions
135
Different Sets of Attributes for Different Classes
137
Mutual Classification and Communication
139
Conclusion
140
References
143
A Framework for Constructive Design Rationale
145
Introduction
145
An Ontological Representation of Design Rationale
146
The FBS Ontology
146
Instance-Based and State-Space Views of Design Rationale
147
An FBS View of Design Rationale
149
What Is Constructive Design Rationale?
151
Drivers of Constructive Design Rationale
154
The Situated FBS Framework of Designing
154
Drivers for Constructing Rationale Structure
156
Drivers for Constructing Rationale Behaviour
159
Drivers for Constructing Rationale Function
160
Conclusion
161
References
162
Part III: Design Creativity
164
The Curse of Creativity
165
Introduction
165
Theoretical and Perceived Creativity
166
Current Approaches
167
Some Research Alternatives
168
New Wine in Old Bottles
168
Using Cognitive Science and Psychology
169
Products as Art
170
Ingredients of Routine Design Reasoning
170
Modifications to Routine Design Reasoning
173
Assumptions and Restrictions
173
Matching Creative and Routine Reasoning
173
Basic Synthesis & Criticism: Possible Modifications
174
Summary & Conclusions
176
References
177
Enabling Creativity through Innovation Challenges: The Case of Interactive Lightning
179
Introduction
179
The Indianapolis Tunnel Scenario
180
Cellular Automata Models
183
Asynchronous Cellular Automata
183
Dissipative Cellular Automata
183
Cellular Automata with Memory
184
Adaptive Interactive Lightning Model
184
The Design Environment
188
The Cells Simulator
189
The Lights View
190
The System Configuration
190
Experimenting Different Configurations
191
From a Prototype to a Product
192
Conclusions and Future Work
194
References
195
Facetwise Study of Modelling Activities in the Algorithm for Inventive Problem Solving ARIZ and Evolutionary Algorithms
196
Conceptual Design Techniques Are Non Quantitative
196
Aims
197
Conceptual and Detailed Design Stages Do Not Speak the Same Language
197
Translation from One Language to the Other Is Required
198
Significance
198
Approach Followed in the Paper
198
Notions and Definitions
199
Hilbert Space: Search Strategy Driven by Objectives
199
Steady State: Facets of the Notion in Various Scientific Fields
199
C-K: Distinction between Concepts and Knowledge
200
Evolutionary Algorithms (EA)
200
Algorithm for Inventive Problem Solving (ARIZ)
200
Modelling Requirements in Evolutionary Algorithms
201
Inventive Problem Solving through Evolutionary Algorithm Is Restricted by the Lack of Dynamism in Models
201
Design Space Limits in Model Segmentation Approach
201
Practical Limit of Model Segmentation
202
Modelling Requirements in ARIZ
203
Facetwise Modelling Reduces Complexity
203
Facetwise Modelling Reduces Complexity
205
Modelling Activities When Evaluating Logical Status of a Proposition
205
Conflicting Requirements of Two Steady States
206
Steady States Discontinuities and Integrated Framework
207
Structuring Design Space through Multiple Contradictions Statements
209
Interconnecting Parsimonious Models Thanks to Systemic Approach
209
A Model Structuring That Enables Travelling through Design Space
209
Discussion
210
Spatial Segmentation of Models vs. Propagation of Contradictions through System Levels
210
Conclusion
211
Expected Outcomes from Proposed Modelling Description
212
References
212
Exploring Multiple Solutions and Multiple Analogies to Support Innovative Design
215
Introduction
216
Background
217
Analogical Reasoning as Basis for Innovative Design
217
Cognitive Models of Analogical Reasoning
218
Structure Mapping Theory and Structural Alignment
218
One-to-One Mapping Constraint
220
Research Questions and Hypotheses
220
Experiment 1- Generating Multiple Solutions
221
Overview
221
Method
222
Metrics
224
Results and Discussion
225
Experiment 2- Learning Design Principles from Multiple Analogs
225
Overview
225
Method
226
Metrics
228
Results and Discussion
229
Conclusion
230
Future Work
231
References
231
Creative and Inventive Design Support System: Systematic Approach and Evaluation Using Quality Engineering
234
Introduction
234
Systematic Approach for the Creative and Inventive Thinking Process
237
Proposal of the Thinking Process
237
Problem Understanding Process
239
Problem Solving Process
240
Quantitative Evaluation for the Creative and Inventive Thinking Process of CDSS
246
Evaluation for the Problem Understanding
246
Validation of the Problem Solving Using the Design of Experiment
247
Evaluation of the Robustness Using the Taguchi Method
250
The Taguchi Method
250
Solving Phase with Robustness
251
Conclusion
252
References
252
Part IV: Line, Plane, Shape, Space in Design
254
Line and Plane to Solid: Analyzing Their Use in Design Practice through Shape Rules
255
Introduction
255
Aims and Significance
257
Method
258
Participants, Protocol Locations, and the Design Task
258
Deriving Shape Rules from Segmentation Schemes
259
Results
262
Parallel Computations across Design Descriptions
263
Spatial Relations between Design Descriptions
265
Medial Lines as Correlative Devices
267
Discussion and Conclusions
269
References
271
Interactions between Brand Identity and Shape Rules
272
Introduction
272
Background
273
Product Shape Design
273
Brand Identity
274
Shape Grammars and Shape Rules
275
The Role of a Computer Aided Design Synthesis System
276
Method
277
Results
278
Selection of the Corpus of Designs
279
Derivation of Brand Characteristics
280
Definition of a Shape Grammar
282
Generation of New Designs
284
Evaluation of the New Designs
285
Conclusion
285
References
286
Approximate Enclosed Space Using Virtual Agent
288
Enclosed Space
288
Previous Simulation on the Interaction between Architectural Design and Virtual Agent
289
Geometric Modeling of Enclosed Space
290
Co- linearity of Three Points
291
The Determination of Convex Area
292
Define Centroid
292
Method
293
Acquiring Information of the Environment
294
Decomposing Object into Set of Points
295
Determining Convex Area and Centroid
296
Experiment
298
Constructing Agent and Environment
299
Computational Process and Result
301
Concluding Remarks and Future Development
305
References
305
Associative Spatial Networks in Architectural Design: Artificial Cognition of Space Using Neural Networks with Spectral Graph Theory
307
Introduction
307
Artificial Neural Networks in Architectural Systems
308
Overview of the Design Problem and Approach
309
Generation of Spatial Graphs for the Exhibitions
310
Mapping of Exhibits Using Dimensionality Reduction
310
Spectrum Representation of Graph Features for Synaptic Vectors
312
Mapping a Modified Growing Neural Network
313
Clustering of Graph Types Using a Growing Neural Gas
314
Results
315
Investigation of Dynamic Inputs
315
Generation of Spatial Layouts – ‘An Artificial Curator’
317
Spatial Realisation of Graphs Using a Particle Repulsion Algorithm
319
Meta-cognition of Exhibition Spaces by Users
320
Integrating Participant Users Using Unsupervised Goals
320
Conclusion
322
References
324
Part V: Decision-Making Processes in Design
326
Comparing Stochastic Design Decision Belief Models: Pointwise versus Interval Probabilities
327
Introduction
327
Stochastic Representations
329
Functional Distribution Representation
330
Functional Representation of Interval Probabilities
331
Agent Learning
333
PDF Updating
333
Credal Set Updating
334
Agent Implementation
334
UCI Car Design Database
335
Empirical Trials
337
Results
339
Discussion
343
Conclusion
343
References
344
A Redefinition of the Paradox of Choice
346
Introduction
346
The Paradox of Choice and Mass Confusion
348
The Paradox of Choice
348
Wundt Curve Representation of the Paradox of Choice
349
Mass Customization and Mass Confusion
350
Means of Solving Problems Related to the Paradox of Choice and Mass Confusion
351
Limitation of Solution Space According to Averaged Users’ Needs
352
Nourishing Online Communities
352
Learning from the Users with the Aid of Recommender Systems
352
Redefinition of the Paradox of Choice
353
Lack of Meaningful Choice
354
Inability to Express What a Meaningful Choice Is
354
Multidimensional Wundt Curve Model of the Paradox of Choice
355
Solution to the Paradox of Choice
356
Computational Approach to the Paradox of Choice
356
Learning from the Users with an Aid of Recommender Systems
356
Recognition of Meaningful Options with the Aid of Evolutionary Algorithms
357
Experiment Setup
358
Types of Configurators Subject to Experiment
359
Experimental Method
360
Findings
361
Conclusion
362
References
363
Rethinking Automated Layout Design: Developing a Creative Evolutionary Design Method for the Layout Problems in Architecture and Urban Design
366
Introduction
366
Between Intuition and Rationality
367
Revisiting Automated Layout Design
369
Constraint-Based Systems
369
Cellular Automata and Agent-Based Systems
370
Shape Grammars
371
Physically-Based Systems
372
Evolutionary Algorithms
373
Conclusion
374
Developing an “Adaptive” Layout-Design System
375
Definition of Layout
376
Generative Mechanism
378
Interaction with the Situation
381
Conclusion / Outlook
383
References
383
Applying Clustering Techniques to Retrieve Housing Units from a Repository
386
Introduction
386
BARCODE HOUSING SYSTEM: A Generative System for Housing Design
387
Housing Layout Workspace
389
Housing Selection Workspace
390
Clustering Housing Layouts
393
Clustering Algorithms
395
Results
396
Conclusions
398
References
399
Part VI: Knowledge and Learning in Design
401
Different Function Breakdowns for One Existing Product: Experimental Results
402
Introduction
402
Research Design
404
Results of the Experiment: Representations, Notions and Approaches
406
Typical Representation
406
Different Notions and Expressions of Function
408
Diverging Terminology for Parts
410
Different Approaches
411
Results: Different Functional Breakdowns
411
The Function Trees
411
A Comprehensive Model of the Pump
412
Similarities in the Layout of the Function Trees
416
Mistakes in the Trees
418
Conclusions and Implications
419
References
420
A General Knowledge-Based Framework for Conceptual Design of Multi-disciplinary Systems
422
Introduction
422
Representing Desired Functions
423
The Representation of Flows
424
The Representation of Constraints on Flows
426
The Representation of Desired Functions
426
Representing the Functional Knowledge of Known PSs
427
The Input-Output Flow Name Pair
428
The Constraints on Input Flows
428
The Constraints on Output Flows
429
The Attribute-Mapping Rules
429
The General Functional Knowledge Representation Schema
430
An Agent-Based Design Synthesis Approach
431
The Agent-Based Design Synthesis Process
431
An Illustrative Case
433
Discussion
437
Conclusions
439
References
439
Learning Concepts and Language for a Baby Designer
441
Symbols and Design Reasoning
441
Learning Symbols
443
Are Designs Emergent?
444
Related Work: Discovering Patterns in Design Spaces
445
Baby Designer Enterprise
446
Learning Containment
446
Learning about Clearance
448
Language Mapping
450
Associating Linguistic Labels
451
Discussion
456
Conclusion
456
References
458
Organizing a Design Space of Disparate Component Topologies
460
Introduction
460
Background
461
Generation of Designs
463
Reducing the Design Space through Confluence and Matrix Comparison
465
Organizing the Design Space Using Clustering Methods
467
Results and Discussion
471
Conclusion
477
References
478
Part VII: Using Design Cognition
481
Imaging the Designing Brain: A Neurocognitive Exploration of Design Thinking
482
Introduction
482
Research Questions and Objectives
484
Methods
485
Experimental Set-Up and Tasks
485
Procedures
488
Results
489
Semi-Structured Interviews
489
Behavioral Analysis
490
fMRI Analysis
490
Discussion and Conclusions
494
References
496
A Computational Design System with Cognitive Features Based on Multi-objective Evolutionary Search with Fuzzy Information Processing
498
Introduction
498
Evaluating Design Performance
500
Multi-objective Evolutionary Search with a Relaxed Dominance Concept
504
Multi-objective Evolutionary Algorithm & Fuzzy Neural Tree = A Computational Design System with Cognitive Features
507
The Cognitive Features of the System
508
Application
511
Conclusion
516
References
516
Narrative Bridging
518
Introduction
518
The Key Elements of Narrative Bridging
520
Media
520
Premise
521
Goal
521
Syuzhet
521
The Process of Using Narrative Bridging
522
Phase 1
522
Phase 2
523
Phase 3
524
Prototype Testing of the Method
526
The Masquerade Game
527
The Parasite Game
530
Results
532
Conclusions and Further Work
535
References
536
Generic Non-technical Procedures in Design Problem Solving: Is There Any Benefit to the Clarification of Task Requirements?
538
Introduction
538
Aims
540
Method
540
Independent Variable, Experimental Design and Procedure
540
Dependent Variables and Instruments
541
Results
542
Check of Randomization of the Intervention Groups
542
Performance Benefit of the Additional Offer of the GQAS
542
Reported Benefit of the Additional Offer of the GQAS
542
Conclusions
545
References
546
Virtual Impression Networks for Capturing Deep Impressions
552
Introduction
552
Surface and Deep Impressions
553
Preferences and Deep Impressions
553
Viewpoint of This Study
554
Structure of Impressions
554
Inexplicit Impressions
554
Purpose and Method
555
Virtual Impression Network
555
Semantic Network
556
Structure Analysis
557
Experiment
559
Method
559
Results
560
Analysis
560
Preprocess
561
Analysis of the Structure of the Virtual Impression Network
562
Comparison with the Preliminary Experiment
568
Conclusion
569
References
570
Part VIII: Collaborative/Collective Design
572
Scaling Up: From Individual Design to Collaborative Design to Collective Design
573
Introduction
573
A Conceptual Space for Collective Design
575
The Representation Dimension
578
The Communication Dimension
580
The Motivation Dimension
581
Mapping Collective Intelligence to the Conceptual Space for Collective Design
583
Principles for Collective Design
587
Conclusions
590
References
590
Building Better Design Teams: Enhancing Group Affinity to Aid Collaborative Design
592
Introduction
592
Background and Context
594
The ConvoCons Approach
595
ConvoCons System Architecture
596
Methods
597
Framework for Measuring Affinity
599
Coding for Affinity
600
Results
602
Exit Survey
602
Completion Time – Log Data
603
Quantitative Evaluation of Video Data
603
Exit Interviews
606
Discussion
607
Conclusion
608
References
609
Measuring Cognitive Design Activity Changes during an Industry Team Brainstorming Session
612
Introduction
612
Quantifying Design Processes
612
The FBS Ontology
613
The Brainstorming Session
614
Qualitative Observations
615
Quantitative Observations
615
FBS Segmenting and Coding
617
Results
617
Producing Design Processes from a Linkograph
622
Team Design Processes
623
Comparing Design Process Distributions
624
Interactions between Team Members Measured through Processes
626
Changes in Interaction during Design Session
629
Conclusion
630
References
630
Part IX: Design Generation
632
Interactive, Visual 3D Spatial Grammars
633
Introduction
633
Background
635
Formalism
635
Grammar Interpreters
635
Existing Spatial Grammar Implementations
636
Challenges
637
Approach
638
Development of Spatial Grammar Rules
639
Application of Spatial Grammar Rules
643
Implementation
645
Examples
646
Discussion
649
Conclusion
650
References
651
A Graph Grammar Based Scheme for Generating and Evaluating Planar Mechanisms
653
Introduction – An Overview
653
Background
655
Graph Representation
656
Rules for Design Generation
659
Evaluation
661
Results: Rule Validity
663
Discussion
665
Conclusion
667
References
668
A Case Study of Script-Based Techniques in Urban Planning
670
Introduction
670
Significance
671
Overview
672
Computational Tools
672
Application of Computational Tools at Urban Scale
674
Application of Computational Tools at Building Scale
680
Low-Rise typology
680
Tower
682
Conclusion and Future Work
687
References
688
Complex Product Form Generation in Industrial Design: A Bookshelf Based on Voronoi Diagrams
690
Introduction
690
Background
692
Expanding the Morphologic Repertoire in Design
692
Form Generation in the Larger Context
692
Related Works on Generative Product Design Systems
693
Approach
694
Short on the Voronoi Structure
695
The Bookshelf
695
User Interaction
696
The Interface
697
Interface Evaluation
698
The General Search Algorithm
700
The GA Characteristics
702
Constraints, Objectives and Evaluation
703
Results
704
Conclusion and Further Research
707
References
707
A Computational Concept Generation Technique for Biologically-Inspired, Engineering Design
710
Introduction
710
Related Work
712
Supporting Design Tools
713
Functional Basis Design Language
713
Concept Generation Software-MEMIC and Design Repository
714
Organized Search Tool
714
Engineering-to-Biology Thesaurus
716
Computational Concept Generation Technique
717
Algorithm
718
Concept Generation Example
719
Smart Flooring
719
Discussion
723
Conclusions
725
References
726
First Author Email Address
730
Author Index
732
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