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Creators/Authors contains: "Marion, Tucker"

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  1. Free, publicly-accessible full text available March 4, 2026
  2. Generative adversarial networks (GANs) have recently been proposed as a potentially disruptive approach to generative design due to their remarkable ability to generate visually appealing and realistic samples. Yet, we show that the current generator-discriminator architecture inherently limits the ability of GANs as a design concept generation (DCG) tool. Specifically, we conduct a DCG study on a large-scale dataset based on a GAN architecture to advance the understanding of the performance of these generative models in generating novel and diverse samples. Our findings, derived from a series of comprehensive and objective assessments, reveal that while the traditional GAN architecture can generate realistic samples, the generated and style-mixed samples closely resemble the training dataset, exhibiting significantly low creativity. We propose a new generic architecture for DCG with GANs (DCG-GAN) that enables GAN-based generative processes to be guided by geometric conditions and criteria such as novelty, diversity and desirability. We validate the performance of the DCG-GAN model through a rigorous quantitative assessment procedure and an extensive qualitative assessment involving 89 participants. We conclude by providing several future research directions and insights for the engineering design community to realize the untapped potential of GANs for DCG. 
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  3. Generative Adversarial Networks (GANs) have shown stupendous power in generating realistic images to an extend that human eyes are not capable of recognizing them as synthesized. State-of-the-art GAN models are capable of generating realistic and high-quality images, which promise unprecedented opportunities for generating design concepts. Yet, the preliminary experiments reported in this paper shed light on a fundamental limitation of GANs for generative design: lack of novelty and diversity in generated samples. This article conducts a generative design study on a large-scale sneaker dataset based on StyleGAN, a state-of-the-art GAN architecture, to advance the understanding of the performance of these generative models in generating novel and diverse samples (i.e., sneaker images). The findings reveal that although StyleGAN can generate samples with quality and realism, the generated and style-mixed samples highly resemble the training dataset (i.e., existing sneakers). This article aims to provide future research directions and insights for the engineering design community to further realize the untapped potentials of GANs for generative design. 
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  4. Aspect-based sentiment analysis (ABSA) provides an opportunity to systematically generate user's opinions of specific aspects to enrich the idea creation process in the early stage of product/service design process. Yet, the current ABSA task has two major limitations. First, existing research mostly focusing on the subsets of ABSA task, e.g. aspect-sentiment extraction, extract aspect, opinion, and sentiment in a unified model is still an open problem. Second, the implicit opinion and sentiment are ignored in the current ABSA task. This article tackles these gaps by (1) creating a new annotated dataset comprised of five types of labels, including aspect, category, opinion, sentiment, and implicit indicator (ACOSI) and (2) developing a unified model which could extract all five types of labels simultaneously in a generative manner. Numerical experiments conducted on the manually labeled dataset originally scraped from three major e-Commerce retail stores for apparel and footwear products indicate the performance, scalability, and potentials of the framework developed. Several directions are provided for future exploration in the area of automated aspect-based sentiment analysis for user-centered design. 
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  5. Generative Adversarial Networks (GANs) have shown remarkable success in various generative design tasks, from topology optimization to material design, and shape parametrization. However, most generative design approaches based on GANs lack evaluation mechanisms to ensure the generation of diverse samples. In addition, no GAN-based generative design model incorporates user sentiments in the loss function to generate samples with high desirability from the aggregate perspectives of users. Motivated by these knowledge gaps, this paper builds and validates a novel GAN-based generative design model with an offline design evaluation function to generate samples that are not only realistic, but also diverse and desirable. A multimodal Data-driven Design Evaluation (DDE) model is developed to guide the generative process by automatically predicting user sentiments for the generated samples based on large-scale user reviews of previous designs. This paper incorporates DDE into the StyleGAN structure, a state-of-the-art GAN model, to enable data-driven generative processes that are innovative and user-centered. The results of experiments conducted on a large dataset of footwear products demonstrate the effectiveness of the proposed DDE-GAN in generating high-quality, diverse, and desirable concepts. 
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  6. Moghaddam, Mohsen; Marion, Tucker; Holtta-Otto, Katja; Fu, Kate; Olechowski, Alison; McComb, Christopher (Ed.)
    The early-stage product design and development (PDD) process fundamentally involves the processing, synthesis, and communication of a large amount of information to make a series of key decisions on design exploration and specification, concept generation and evaluation, and prototyping. Although most current PDD practices depend heavily on human intuition, advances in computing, communication, and human–computer interaction technologies can transform PDD processes by combining the creativity and ingenuity of human designers with the speed and precision of computers. Emerging technologies like artificial intelligence (AI), cloud computing, and extended reality (XR) stand to substantially change the way designers process information and make decisions in the early stages of PDD by enabling new methods such as natural language processing, generative modeling, cloud-based virtual collaboration, and immersive design and prototyping. These new technologies are unlikely to render the human designer obsolete, but rather do change the role that the human designer plays. Thus, it is essential to understand the designer's role as an individual, a team, and a group that forms an organization. The purpose of this special issue is to synthesize the state-of-the-art research on technologies and methods that augment the performance of designers in the front-end of PDD—from understanding user needs to conceptual design, prototyping, and development of systems architecture while also emphasizing the critical need to understand the designer and their role as well. 
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  7. null (Ed.)