Creativity is fundamental to design problem-solving. This paper sets out a systematic review of the literature in relation to its role in the architectural design studio in order to identify central issues that impact upon this activity. Challenges and best practices in relation to systematic reviews are outlined, and the procedure followed in this context is set out in detail. This involves an iterative evaluation process that resulted in a pool of 17 papers for analysis. Eleven themes emerged in the analysis of the papers, which were organized into five key categories dealing with: pedagogy, cognitive approach, interaction and socialization, information representation, and measuring ideation and creativity. A discussion of these categories contributed to the comparison and connections between the selected papers, and the identification of critical issues and directions for promoting creativity in the architectural design studio.
Prototypes are a common feature of many product design and development endeavours. An ever widening range of prototyping options are available to designers and engineers. May particular options be superior to others, or more appropriate for particular endeavours? This paper reviews current literature on the nature of what constitutes a prototype and the benefits they offer to the discipline. They principally facilitate communication, aid learning, help gain and provide feedback, inform decision making and generally provide superior design outcomes. In order to determine if any particular manner of prototype is preferable for achieving these benefits a comparative study of some of the contemporary prototyping methods is subsequently conducted: A 3D printed prototype (physical prototype), a CAD prototype (represented using a computer monitor), an augmented reality prototype (represented using a tablet device) and a virtual reality prototype (represented using a stereo projector and polarised glasses). The results indicate that while all provide benefits, overall the physical prototype performs best and the augmented reality prototype performs most poorly.
The role of toys in early childhood intervention is crucial for children to acquire and improve their skills. A study with preschool children has been carried out in order to establish, from a product design perspective, how toys' innate characteristics trigger toy preferences. It was found that children's preference is presided by the play value that is perceived. By exploiting hedonic and pragmatic qualities, designers can embed persuasive qualities in toys. A framework for toy design is proposed as a model for a computer-aided support tool that helps toy designers reach their design goal.
Aesthetics of prosthesis design is a field of research investigating the visual aspect of the devices as a factor connected to the emotional impact in prosthetic users. In this chapter we present a revised concept of perception and use of prosthetic devices by offering a view of 'creative product' rather than 'medical device' only. Robotic-looking devices are proposed as a way of promoting a new and fresh perception of amputation and prosthetics, where 'traditional' uncovered or realistic devices are claimed not to respond with efficacy to the aesthetic requirements of a creative product. We aim to promote a vision for a change in the understanding of amputation -and disability in general -by transforming the concept of Disability to Super-ability, and to propose the use of attractive-looking prosthetic forms for promoting this process.
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