The capabilities of additive manufacturing (AM) open up designers’ solution space and enable them to build designs previously impossible through traditional manufacturing. To leverage AM, designers must not only generate creative ideas, but also propagate these ideas without discarding them in the early design stages. This emphasis on selecting creative ideas is particularly important in design for AM (DfAM), as ideas perceived as infeasible through the traditional design for manufacturing lens could now be feasible with AM. Several studies have discussed the role of DfAM in encouraging creative idea generation; however, there is a need to understand concept selection in DfAM. In this paper, we investigated the effect of two variations in DfAM education: 1) restrictive DfAM and 2) dual DfAM (opportunistic and restrictive) on students’ concept selection process. Specifically, we compared the creativity of the concepts generated by the students to the creativity of the concepts selected by them. Further, we performed qualitative analyses to explore the rationale provided by the students in making these design decisions. From the results, we see that teams from both educational groups select ideas of greater usefulness; however, only teams from the restrictive DfAM group select ideas of higher uniqueness and overall creativity. Further, we see that introducing students to opportunistic DfAM increases their emphasis on the complexity of designs when evaluating and selecting them. These results highlight the need for DfAM education to encourage AM designers to not just generate but also select creative ideas.
more »
« less
iCONTRA: Toward Thematic Collection Design Via Interactive Concept Transfer
Creating thematic collections in industries demands innovative designs and cohesive concepts. Designers may face challenges in maintaining thematic consistency when drawing inspiration from existing objects, landscapes, or artifacts. While AI-powered graphic design tools offer help, they often fail to generate cohesive sets based on specific thematic concepts. In response, we introduce iCONTRA, an interactive CONcept TRAnsfer system. With a user-friendly interface, iCONTRA enables both experienced designers and novices to effortlessly explore creative design concepts and efficiently generate thematic collections. We also propose a zero-shot image editing algorithm, eliminating the need for fine-tuning models, which gradually integrates information from initial objects, ensuring consistency in the generation process without influencing the background. A pilot study suggests iCONTRA’s potential to reduce designers’ efforts. Experimental results demonstrate its effectiveness in producing consistent and high-quality object concept transfers. iCONTRA stands as a promising tool for innovation and creative exploration in thematic collection design.
more »
« less
- Award ID(s):
- 2025234
- PAR ID:
- 10521811
- Publisher / Repository:
- ACM
- Date Published:
- ISBN:
- 9798400703317
- Page Range / eLocation ID:
- 1 to 8
- Format(s):
- Medium: X
- Location:
- Honolulu HI USA
- Sponsoring Org:
- National Science Foundation
More Like this
-
-
null (Ed.)Abstract The capabilities of additive manufacturing (AM) open up designers’ solution space and enable them to build designs previously impossible through traditional manufacturing (TM). To leverage this design freedom, designers must emphasize opportunistic design for AM (DfAM), i.e., design techniques that leverage AM capabilities. Additionally, designers must also emphasize restrictive DfAM, i.e., design considerations that account for AM limitations, to ensure that their designs can be successfully built. Therefore, designers must adopt a “dual” design mindset—emphasizing both, opportunistic and restrictive DfAM—when designing for AM. However, to leverage AM capabilities, designers must not only generate creative ideas for AM but also select these creative ideas during the concept selection stage. Design educators must specifically emphasize selecting creative ideas in DfAM, as ideas perceived as infeasible through the traditional design for manufacturing lens may now be feasible with AM. This emphasis could prevent creative but feasible ideas from being discarded due to their perceived infeasibility. While several studies have discussed the role of DfAM in encouraging creative idea generation, there is a need to investigate concept selection in DfAM. In this paper, we investigated the effects of four variations in DfAM education: (1) restrictive, (2) opportunistic, (3) restrictive followed by opportunistic (R-O), and (4) opportunistic followed by restrictive (O-R), on students’ concept selection process. We compared the creativity of the concepts generated by students to the creativity of the concepts they selected. The creativity of designs was measured on four dimensions: (1) uniqueness, (2) usefulness, (3) technical goodness, and (4) overall creativity. We also performed qualitative analyses to gain insight into the rationale provided by students when making their design decisions. From the results, we see that only teams from the restrictive and dual O-R groups selected ideas of higher uniqueness and overall creativity. In contrast, teams from the dual R-O DfAM group selected ideas of lower uniqueness compared with the mean uniqueness of ideas generated. Finally, we see that students trained in opportunistic DfAM emphasized minimizing build material the most, whereas those trained only in restrictive DfAM emphasized minimizing build time. These results highlight the need for DfAM education to encourage AM designers to not just generate creative ideas but also have the courage to select them for the next stage of design.more » « less
-
Creative outcomes require designers to continuously frame the problem space and generate solutions, resulting in the co-evolution of problem and solution. Little work has addressed the value dimensions of design activity with regard to this co-evolutionary process and the role of the designer in acting upon specific and value-laden framings and/or solutions. In this paper, we identify how triads of student designers from user experience (UX) and industrial engineering (IE) disciplines frame the problem space and generate solutions, foregrounding the ethical character of their judgments in response to an ethically-nuanced design task. Using sequence analysis to analyze the lab protocol data, we describe the frequency and interconnectedness of process moves that lead the design team towards unethical outcomes. Based on our findings, we call for additional attention to ethical dimensions of problem-solution co-evolution, and identify key interaction patterns among designers that lead towards unethical outcomes.more » « less
-
Abstract Metaphor generation is both a creative act and a means of learning. When learning a new concept, people often create a metaphor to connect the new concept to existing knowledge. Does the manner in which people generate a metaphor, via sudden insight (Aha! moment) or deliberate analysis, influence the quality of generation and subsequent learning outcomes? According to some research, deliberate processing enhances knowledge retention; hence, generation via analysis likely leads to better concept learning. However, other research has shown that solutions generated via insight are better remembered. In the current study, participants were presented with science concepts and descriptions, then generated metaphors for the concepts. They also indicated how they generated each metaphor and rated their metaphor for novelty and aptness. We assessed participants’ learning outcomes with a memory test and evaluated the creative quality of the metaphors based on self‐ and crowd‐sourced ratings. Consistent with the deliberate processing benefit, participants became more familiar with the target science concept if they previously generated a metaphor for the concept via analysis compared to via insight. We also found that metaphors generated via analysis did not differ from metaphors generated via insight in quality (aptness or novelty) nor in how well they were remembered. However, participants’ self‐evaluations of metaphors generated via insight showed more agreement with independent raters, suggesting the role of insight in modulating the creative ideation process. These preliminary findings have implications for understanding the nature of insight during idea generation and its impact on learning.more » « less
-
null (Ed.)Engineering designers currently use downstream information about product and component functions to facilitate ideation and concept generation of analogous products. These processes, often called Function-Based Design, can be reliant on designer definitions of product function, which are inconsistent from designer to designer. In this paper, we employ supervised learning algorithms to reduce the variety of component functions that are available to designers in a design repository, thus enabling designers to focus their function-based design efforts on more accurate, reduced sets of potential functions. To do this, we generate decisions trees and rules that define the functions of components based on the identity of neighboring components. The resultant decision trees and rulesets reduce the number of feasible functions for components within a product, which is of particular interest for use by novice designers, as reducing the feasible functional space can help focus the design activities of the designer. This reduction was evident in both case studies: one exploring a component that is known to the designer, and the other looking at defining function of an unrecognizable component. The work presented here contributes to the recent popularity of using product data in data-driven design methodologies, especially those focused on supplementing designer cognition. Importantly, we found that this methodology is reliant on repository data quality, and the results indicate a need to continue the development of design repository data schemas with improved data consistency and fidelity. This research is a necessary precursor for the development of function-based design tools, including automated functional modeling.more » « less
An official website of the United States government

