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Effect of physical activity through virtual reality on design creativity

Published online by Cambridge University Press:  21 January 2021

Kenton B. Fillingim
Affiliation:
School of Mechanical Engineering, Georgia Institute of Technology, Atlanta, GA, USA
Hannah Shapiro
Affiliation:
School of Mechanical Engineering, Georgia Institute of Technology, Atlanta, GA, USA
Catherine J. Reichling
Affiliation:
School of Industrial Design, Georgia Institute of Technology, Atlanta, GA, USA
Katherine Fu*
Affiliation:
School of Mechanical Engineering, Georgia Institute of Technology, Atlanta, GA, USA
*
Author for correspondence: Katherine Fu, E-mail: katherine.fu@me.gatech.edu
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Abstract

A deeper understanding of creativity and design is essential for the development of tools to improve designers’ creative processes and drive future innovation. The objective of this research is to evaluate the effect of physical activity versus movement in a virtual environment on the creative output of industrial design students. This study contributes a novel assessment of whether the use of virtual reality can produce the same creative output within designers as physical activity has been shown to produce in prior studies. Eighteen industrial design students at the Georgia Institute of Technology completed nine design tasks across three conditions in a within-subjects experimental design. In each condition, participants independently experienced one of three interventions. Solutions were scored for novelty and feasibility, and self-reported mood data was correlated with performance. No significant differences were found in novelty or feasibility of solutions across the conditions. However, there are statistically significant correlations between mood, interventions, and peak performance to be discussed. The results show that participants who experienced movement in virtual reality prior to problem solving performed at an equal or higher level than physical walking for all design tasks and all designer moods. This serves as motivation for continuing to study how VR can provide an impact on a designer's creative output. Hypothesized creative performance with each mode is discussed using trends from four categories of mood, based on the combined mood characteristics of pleasantness (positive/negative) and activation (active/passive).

Information

Type
Research Article
Copyright
Copyright © The Author(s), 2021. Published by Cambridge University Press
Figure 0

Fig. 1. An overview of the design task timing for each of the three conditions.

Figure 1

Fig. 2. The Georgia Tech campus shown using the Google Street View application.

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Fig. 3. The randomized table of participants’ design tasks (A–I) and intervention orders. Participant IDs are listed to the left, and conditions are represented by color and name (Card Rotation, Walking, and VR).

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Table 1. An overview of all negative adjectives and the corresponding negative mood categories

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Table 2. An overview of all positive adjectives and the corresponding positive mood categories

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Table 3. Example design tasks A and B

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Fig. 4. Feasibility metric.

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Table 4. Repeated measures MANOVA results for novelty and feasibility across interventions

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Table 5. Significant impact of mood on peak performance groups

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Table 6. Bivariate correlation results for mood and performance scores (n = 18)

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Fig. 5. An overview of Russell's Circumplex Model of Affect (Russell, 1980), highlighting the activation threshold where moods shift from active to passive, and the pleasantness threshold where moods shift from negative to positive.

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Fig. 6. The shift in solution feasibility corresponded with a shift in moods across the pleasantness (negative to positive) and activation (passive to active) thresholds. (Results from prior work – paper under review.)

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Fig. 7. The shift in solution feasibility corresponded with a shift in moods across the pleasantness (negative to positive) thresholds. (Results from the current paper.)

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Fig. 8. Hypothesized performance trends using significant mood correlations in each quadrant.

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Table 7. How active moods significantly impacted condition novelty and feasibility

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Table A1. Novelty scores for participants per design task (0–10 scale)

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Table A2. Feasibility scores for participants per design task (0–10 scale)

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Table A3. Participant averages across conditions (0–10 scale)

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Table A4. Mood scores for each participant under each mood category (0–16 scale)