Browsing by Subject "ideointi"
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(2016)The aim of the study was to investigate ideas and idea generation of designers in free improvisation tasks at conceptual level in the experiment, planned primarily for the physiological and neurological measurements. My study was a part of the multidisciplinary research project Handling Mind: Embodiment, Creativity and Design which concentrated on studying relations between mind, body and materials combining the fields of psychology, neuroscience and creativity. The neurological study did not reveal what and how participants felt, thought and experienced during the experiment which was the main interest in my study. Previous research has focused on investigating various fields of the design process, as well as the ideation phase, but investigating idea generation in the context of neuroscientific research is a new and interesting chance for the research. The ideation phase represents an iterative and vibrant nature of the design process. Previous studies have brought out the meaning of available sources of inspiration, and designers' competence to adapt the essential parts of the original sources and transform them into design outputs regarding the aspects of novelty and functionality. Therefore, I developed my research questions concerning ideas and idea development in freely improvising tasks in a new design situation. The 30 participants participated in the study as volunteers from the School of Art, Design and Architecture in Aalto University from November 2014 to March 2015. They performed copying, designing or free improvising tasks by drawing or forming clay. I organized the Stimulated Recall (SR) interviews with my colleague to collect data. We selected the 15 out of 30 interviews to represent the data in our studies. I analyzed the transcript data by qualitative content analysis: the classification scheme was both data and theory driven. The analysis revealed that designers had different ideas emerging from internal stimuli, for example, from their mental library or they were impressed by external stimuli, for instance, material, tools and cup images from the experiment. The experiment represented an external design constraint: it confined the problem space and narrowed down the alternative solutions. Designers had concrete and abstract ideas, but also the abstractions of ideas were developed. They relied on familiar topic choices but also were capable of creating analogies. Even this minimalistic design experiment revealed that designers are able to use their mental sources of inspiration and capable of picking profitable stimuli from their surroundings in new and uncertain situations for adapting and developing ideas further. Designers sought meaning for their sketching and experimenting as well.
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(2022)Objectives. The research task of this study is to analyze and interpret how online e-learning materi-als focusing on the ideation and design of crafts are suitable for primary school craft education and its planning. Applicability is assessed by examining how the selected e-learning materials support the different stages of the planning process, meet the curriculum requirements, and by assessing the pedagogical quality of the selected e-learning materials. The theory section introduces the concept of holistic craft process and, in particular, the activation, ideation and design phases as part of this process. Pedagogical models of teaching and learning crafts affect the interpretation of the results. The quality criteria produced for the production and quality assessment of e-learning materials were modified to meet the expectations set by teachers for the learning material and the special needs of craft education. These modified criteria were used in the study of the pedagogical quality of the material Methods. In this master’s thesis I studied the e-learning materials available online related to the ide-ation and design of crafts. The on-line resources selected for study were Punomo, Työkaluja käsityön suunnitteluun and Kisälli 1–6, produced by SanomaPro. From these resources, I analyzed all content directly related to ideation and design, as well as assignments where the assignment in-volved elements of ideation and planning. There were a total of 211 pages or assignments to be studied. The pages were analyzed with the help of content analysis and using an analysis framework formed through theory and familiarization with the material. Results and conclusions. For the first and second stages of a holistic craft process, activation and ideation, the pages provided quite scant support. Instead, a lot of material and tasks were found for aesthetic and technical design. Very few pages had content pertaining materialization. The assign-ments also encouraged mainly independent work. Although the pages otherwise implemented the requirements of the curriculum, the use of ideas and diverse experiences and sources of inspiration remained insufficient for the requirements of the curriculum. The e-learning material found online was mainly of excellent pedagogical quality. The content was easy to use and is helpful for teachers in planning lessons.
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(2022)Objectives. The research task of this study is to analyze and interpret how online e-learning materi-als focusing on the ideation and design of crafts are suitable for primary school craft education and its planning. Applicability is assessed by examining how the selected e-learning materials support the different stages of the planning process, meet the curriculum requirements, and by assessing the pedagogical quality of the selected e-learning materials. The theory section introduces the concept of holistic craft process and, in particular, the activation, ideation and design phases as part of this process. Pedagogical models of teaching and learning crafts affect the interpretation of the results. The quality criteria produced for the production and quality assessment of e-learning materials were modified to meet the expectations set by teachers for the learning material and the special needs of craft education. These modified criteria were used in the study of the pedagogical quality of the material Methods. In this master’s thesis I studied the e-learning materials available online related to the ide-ation and design of crafts. The on-line resources selected for study were Punomo, Työkaluja käsityön suunnitteluun and Kisälli 1–6, produced by SanomaPro. From these resources, I analyzed all content directly related to ideation and design, as well as assignments where the assignment in-volved elements of ideation and planning. There were a total of 211 pages or assignments to be studied. The pages were analyzed with the help of content analysis and using an analysis framework formed through theory and familiarization with the material. Results and conclusions. For the first and second stages of a holistic craft process, activation and ideation, the pages provided quite scant support. Instead, a lot of material and tasks were found for aesthetic and technical design. Very few pages had content pertaining materialization. The assign-ments also encouraged mainly independent work. Although the pages otherwise implemented the requirements of the curriculum, the use of ideas and diverse experiences and sources of inspiration remained insufficient for the requirements of the curriculum. The e-learning material found online was mainly of excellent pedagogical quality. The content was easy to use and is helpful for teachers in planning lessons.
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(2016)The main goal of this study was to find out how sources of inspiration and sketching occur in fashion designers' design process and what kind of an affect they have on the process. Earlier studies (e.g. Eckert ja Stacey, 2003; Mete, 2006) have shown that sources of inspiration can be anything between material and immaterial. Sources of inspiration have also proven to have different roles in design process: e.g. they expand idea space and help to keep the design in its context (e.g. Eckert et. al., 2000; Laamanen & Seitamaa-Hakkarainen, 2014). Earlier studies have also shown that sketching is an important part of designing. Sketching also provides a vital tool for designers' ideation. Based on earlier studies two main questions were formulated: 1. How do sources of inspirations occur in fashion designers design process and how designers interpret and transforms them into new ideas? 2. How does sketching occur in fashion designers design process and how does it support and improve ideation? The method used in this study was the thinking aloud protocol. Three fashion designers were asked to design a spring jacket for women thinking everything aloud during their ideation. The designers were provided with 10 photographs as sources of inspiration which they could voluntarily use during their ideation process. The design experiment was also recorded on video and few of the designers' sketches were photographed. Material from the experiment transformed into litterate. After that material was analyzed using methods of qualitative content analysis. This study was observed to support earlier studies. Sources of inspiration and sketching were detected to be an important part of designers' ideation. The designers adapted elements from the provided sources of inspiration in their ideas. They were also proven to have abilities to use pictures as fabric materials. Sketching played an important role e.g. in adapting elements from the sources of inspiration into new ideas. It was also used as a tool to evaluate the aesthetic and functional features as well as the details of the designers' ideas. Sketches were also proven to be one of the sources of inspiration for the designers' ideation.
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(2022)The purpose of this study was to unravel the relevance of inspiration and ideation in subjective design process. Research deals with researchers own katazome design process. Katazome is a traditional japanese stencil dyeing method. The focus of the study being on sources of inspiration and ideation method in the stencil design process. Earlier studies have shown that sources of inspiration can both broaden and constrain the idea-space. During ideation the sources of inspiration are conducted in to new ideas by using different methods. (mm. Eckert & Stacey, 2000, Laamanen & Seitamaa-Hakkarainen, 2014.) Earlier studies also describe the ideation methods as ideation support while they enable continuation of ideation (Lavonen & Korhonen, 2020, 89–90). The research assignment was to clarify; What is the relevance of sources of inspiration and ideation method in a subjective design process. The research method for this qualitative study was autoethnography. The data was collected by diary method during five ideation sessions and five designing sessions. The data, resear-cher´s diary notes and design sketches, were stored in a weblog. Researchers daily life pho-tos served as sources of inspiration and an adaptation of Osborn’s scamper-method as ideation method. The data was analysed by qualitative and quantitative methods. The study results corresbond with earlier studies. The inspiration photos acted as a major trigger in the ideation process but elemets of them also transferred into final design. At the ideation stage sources of inspiration were first chosen by using selection and then adapted by using literal, simplification, association and variation. The ideation method helped to keep the process going. Emotions played a major role in the design process. Ideation method can well be utilized in textile design. A novice designer might also benefit from reduced sources of inspiration.
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(2022)The purpose of this study was to unravel the relevance of inspiration and ideation in subjective design process. Research deals with researchers own katazome design process. Katazome is a traditional japanese stencil dyeing method. The focus of the study being on sources of inspiration and ideation method in the stencil design process. Earlier studies have shown that sources of inspiration can both broaden and constrain the idea-space. During ideation the sources of inspiration are conducted in to new ideas by using different methods. (mm. Eckert & Stacey, 2000, Laamanen & Seitamaa-Hakkarainen, 2014.) Earlier studies also describe the ideation methods as ideation support while they enable continuation of ideation (Lavonen & Korhonen, 2020, 89–90). The research assignment was to clarify; What is the relevance of sources of inspiration and ideation method in a subjective design process. The research method for this qualitative study was autoethnography. The data was collected by diary method during five ideation sessions and five designing sessions. The data, resear-cher´s diary notes and design sketches, were stored in a weblog. Researchers daily life pho-tos served as sources of inspiration and an adaptation of Osborn’s scamper-method as ideation method. The data was analysed by qualitative and quantitative methods. The study results corresbond with earlier studies. The inspiration photos acted as a major trigger in the ideation process but elemets of them also transferred into final design. At the ideation stage sources of inspiration were first chosen by using selection and then adapted by using literal, simplification, association and variation. The ideation method helped to keep the process going. Emotions played a major role in the design process. Ideation method can well be utilized in textile design. A novice designer might also benefit from reduced sources of inspiration.
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(2017)Creativity is found in everyday solutions, but when moving from spontaneous situations to creativity, creative thinking becomes challenging. It is possible to support creative processes and as if to learn to be creative. The observations I have made and discussions about the emergence of creativity and the actions that support it are the starting points of the thesis. The Bachelor's Thesis examines how creativity can be expressed in creative processes and what factors promote creativity. The research was conducted on the perceptions of teachers of creative processes. The theoretical framework of the study is creativity, ideation and design, instruction of creative process, and Teresa Amabile's Component Model of Creativity. The work followed the methods of qualitative research. The most important information sources were theme interviews. Through thematic interviews, it was possible to gain versatile and deep knowledge from well-informed interviewees. There were four participants in the interviews, all of whom were in charge of creative processes at different educational levels and age groups. Littered material was examined using theoretical content analysis. When reviewing the material, the theory was supplemented with the theme of self-esteem. The thesis showed that creativity is reflected in ideation and designing processes as a rich mindset and as a hard work. Creativity is insightful learning and individuals cheerful thinking. According to the research material, everyone has the skill of creativity that can be practiced. Teachers can best promote creative skills by identifying creativity components in individuals and support individuals in their skills. In order to enhance creativity, individual should identify the areas of creativity in itself, and here teachers counsel and support are important. Particularly valuable and interesting factors in promoting creativity were the good self-esteem and well-being of the individual. Teachers can give self-esteem-reinforcing assignments to reinforce the learner's self-esteem as well as guide teams groupings in the direction, which would support all learners.
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(2017)The learning and teaching of design is a widely researched phenomenon. Designing can be considered either as a cognitive process or from a situational perspective. These two approaches are combined in this study. Designing is defined as a process that includes three stages: the awakening of ideas, the processing of ideas and the verification of ideas. Designing is also understood as a reflective dialogue between the designer and the situation. The purpose of this study is to understand the design process from designers’ perspective by identifying facilitators and barriers of the design process. The study also aims to deepen this understanding by exploring how these facilitators and barriers appear in different stages of the design process. The results are used to create a tool that helps to facilitate the design process. All participants in this study were students of Textiles Teacher Education at the University of Helsinki. The data was collected through 40 empathy-based stories and three interviews. The data was analysed using qualitative content analysis and this defines the structure of the study. The study identified 118 facilitators and/or barriers that were categorized into 10 main themes and 2 emotion-related themes. The themes of Design idea and Social space encompassed both facilitators and barriers. The themes of Motivation, Expectations, Time and pressure, Situational constraints, and the Designer’s experience of the design process included factors which can act as either barriers or facilitators depending on the situation. The themes of Ways of working and Ways of developing the design included factors that were related to designers’ choices which may either facilitate or hinder the design process. The theme of Understanding and reflection was considered as important in facilitating the design process as it did not include any factors which could hinder the process. The two emotion-related themes included both individual factors and situational factors. These emotional factors are either facilitators or barriers of the design process. The quantification of the qualitative data showed that some of the facilitators and barriers appear differently during different stages of the design process. Based on the findings of this study, a tool to facilitate the design process was created.
Now showing items 1-8 of 8