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Influencers in design teams: a computational framework to study their impact on idea generation

Published online by Cambridge University Press:  14 October 2021

Harshika Singh*
Affiliation:
Department of Mechanical Engineering, Politecnico di Milano, Milan, Italy
Gaetano Cascini
Affiliation:
Department of Mechanical Engineering, Politecnico di Milano, Milan, Italy
Christopher McComb
Affiliation:
Department of Mechanical Engineering, Carnegie Mellon University, Pittsburgh, PA, USA
*
Author for correspondence: Harshika Singh, E-mail: harshika.singh@polimi.it
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Abstract

It is known that wherever there is human interaction, there is social influence. Here, we refer to more influential individuals as “influencers”, who drive team processes for better or worst. Social influence gives rise to social learning, the propensity of humans to mimic the most influential individuals. As individual learning is affected by the presence of an influencer, so is an individual's idea generation . Examining this phenomenon through a series of human studies would require an enormous amount of time to study both individual and team behaviors that affect design outcomes. Hence, this paper provides an agent-based approach to study the effect of influencers during idea generation. This model is supported by the results of two empirical experiments which validate the assumptions and sustain the logic implemented in the model. The results of the model simulation make it possible to examine the impact of influencers on design outcomes, assessed in the form of exploration of design solution space and quality of the solution. The results show that teams with a few prominent influencers generate solutions with limited diversity. Moreover, during idea generation, the behavior of the teams with uniform distribution of influence is regulated by their team members' self-efficacy.

Information

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

Fig. 1. Research workflow.

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Fig. 2. The focus of the study is shown in the green box.

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Fig. 3. Examples of design solution space with a different number of best solutions (peaks in lighter hue) and a side bar showing solution values. The last image shows an example of a 3D projection of a design space with five peaks.

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Fig. 4. An example plot of an agent's energy to explore solution space.

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Fig. 5. An example showing an agent recalling events while exploring solutions.

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Fig. 6. An agent learning (explained more in the sections “Learning from experience” and “Effect of the influencers”).

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Fig. 7. Different amount of learning from one's own positive experience.

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Fig. 8. The updated position on an agent after learning from a positive experience.

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Fig. 9. Failure radius depends on the value of the recalled failure (where five units are the max radius for a 100 × 100 units of solution space).

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Fig. 10. An example where an agent (in red) encounters a failure at session n−k, which is being recalled in session n, an area around the failure is avoided.

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Fig. 11. Determining influence value.

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Fig. 12. The updated position on an agent is the sum of the vectors of its resultant learning vector from recalled success and the influence value vector.

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Fig. 13. Linear regression between delta self-efficacy and influence. Regression coefficient: 0.41. Mean squared error: 0.04. Variance score: 0.30.

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Fig. 14. Linear regression between trust and influence. Regression coefficients: 0.61. Mean squared error: 0.01. Variance score: 0.62.

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Table 1. Insights from the observation experiments that were used in the model

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Fig. 15. (a) A flowchart showing the steps taken to plot 15b. (b) An example showing the distance between the low and high self-efficacy agents from the influencer (for maximum sessions = 20).

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Fig. 16. Learning from success.

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Fig. 17. Learning from failure.

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Fig. 18. Social learning.

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Fig. 19. Mean solution quality for all the agents in a team.

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Fig. 20. Mean solution quality for the lowest self-efficacy agent in a team.

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Fig. 21. Exploration values (EI, EQI, and spread).

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Fig. 22. Session-wise exploration rate.

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Table A1. The values of model parameters that were assigned when an idea generation activity starts