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A study on the link between design brief structure and stimulus fidelity to optimize novelty and usefulness

Published online by Cambridge University Press:  09 February 2022

Georgios Koronis*
Affiliation:
Singapore University of Technology and Design, Singapore, Singapore
Arlindo Silva
Affiliation:
Singapore University of Technology and Design, Singapore, Singapore
Jacob Kang Kai Siang
Affiliation:
Singapore University of Technology and Design, Singapore, Singapore
Christine Yogiaman
Affiliation:
Singapore University of Technology and Design, Singapore, Singapore
*
Author for correspondence: Georgios Koronis, E-mail: gkoronis@gmail.com
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Abstract

This academic-based investigation is focused on identifying elements that contribute toward the generation of efficient design briefs and their correlation with design outcomes of a sketching exercise. Four conditions are compared: a baseline group, an abstract group, a contextual information group, and a group that was given various example solutions. Via more in-depth surveys, we sought to elicit correlations between the students’ design creativity and stimuli permutations of the different design conditions. Results show that the contextual information groups, which were presented with higher levels of stimulus fidelity, had higher novelty scores, while abstract groups performed well in usefulness. These findings contribute to the formulation of design briefs where the goal is to stimulate the creativity of design outcomes and examine their relationships with student's perceptions of design exercises.

Information

Type
Research Article
Copyright
Copyright © The Author(s), 2022. Published by Cambridge University Press
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Table 1. Descriptive statistics for the classes

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Table 2. Categorization of variables in the coding system and information available to students

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Table 3. Creativity metrics rubric with examples

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Table 4. Survey questionnaire items

Figure 4

Fig. 1. Sketches with varying degrees of novelty and usefulness scores; low novelty and high usefulness (left); high novelty and low usefulness (middle); high novelty and high usefulness (right).

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Fig. 2. Proportion illustrations of novelty by brief conditions.

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Fig. 3. Proportion illustrations of usefulness by brief conditions.

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Table 5. Correlations between survey and creative outcome (n = 85)

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