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Cognitive heuristics in design: Instructional strategies to increase creativity in idea generation

Published online by Cambridge University Press:  12 July 2010

S. Yilmaz
Affiliation:
Department of Design Science, University of Michigan, Ann Arbor, Michigan, USA
C.M. Seifert
Affiliation:
Departments of Psychology and Design Science, University of Michigan, Ann Arbor, Michigan, USA
R. Gonzalez
Affiliation:
Departments of Psychology, Statistics, Marketing, and Design Science, University of Michigan, Ann Arbor, Michigan, USA
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Abstract

This paper explores the use of heuristics as cognitive strategies invoked during the process of design. Heuristics are reasoning processes that do not guarantee the best solution, but often lead to potential solutions by providing a simple cognitive “shortcut.” We propose that designers use specific design heuristics to explore the problem space of potential designs, leading to the generation of creative solutions. We test whether design heuristics can be taught to novices, and suggest their use will facilitate the design process at multiple levels of instruction. In the present empirical study, we evaluate a set of six instructional heuristics and validate their effectiveness with product concepts generated by novice designers. Six hundred seventy-three drawings were created by 120 first-year college students under four instructional conditions. Drawings were coded according to their content, use of heuristics, creativity, and practicality. The most creative concepts emerged from the experimental conditions where heuristics were introduced. Heuristics appeared to help the participants “jump” to a new problem space, resulting in more varied designs, and a greater frequency of designs judged as more creative. Our findings suggest that simple demonstration of design heuristics may, at times, be sufficient to stimulate divergent thinking, perhaps because these heuristics are readily grasped and contextual application is not required. Based on these findings, a conceptual model for design education emphasizing the importance of using a variety of heuristics is proposed. This model suggests that learning can be enhanced through exposure to a variety of design heuristics, and can supplement formal education and foster personal development in design learning.

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Type
Special Issue Articles
Copyright
Copyright © Cambridge University Press 2010
Figure 0

Fig. 1. A comparison of the “stacked” building construction: (a) a traditional form, which is commercial building from Jeff Klamer Design, and (b) a “flipped” form, which is the Ann Arbor, Michigan, City Hall Building. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

Figure 1

Fig. 2. An expert designer's account of applying the “flip” design heuristic to an existing form: (a) a vase, (b) an exaggerated form, (c) a prototype, and (d) a “flipped” final form. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

Figure 2

Fig. 3. The problem statement for the design problem used in the empirical study. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

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Fig. 4. The six heuristics selected for the study, each proposing a way to change a form to increase the novelty and variety in the design. The left panel shows the drawing included in the instructions for each heuristic. This provides a model for the application of the heuristic, depicting a form before and a form after applying it. In the right panel, designs created by individual subjects using that heuristic are displayed for comparison. Each of the three separate final designs shown display that heuristic and are generated by a different novice subject in the study.

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Table 1. Overview of the experiment design

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Table 2. Interrater reliability statistics (Cronbach αs) and average creativity ratings for designs in the selected set

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Fig. 5. The frequencies of ratings for each of the selected designs by condition, including each from all three judges, falling at each point on the 7-point rating scale, with 7 indicating the most creative designs.

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Fig. 6. A design drawing from each condition receiving the highest creativity rating of 7: (a) serial order 1, (b) serial order 2, (c) heuristic choice, and (d) the control group.

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Table 3. Interrater reliability statistics (Cronbach αs) and practicality ratings for the designs in the selected set

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Fig. 7. A design drawing from each condition receiving the highest practicality rating of 7: (a) serial order 1, (b) serial order 2, (c) heuristic choice, and (d) the control group.

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Fig. 8. Coding instructions provided to the three independent judges for scoring for the presence of specific design heuristics in the final designs drawn by participants. For each heuristic, the judges were shown the instructional text and an example form that were provided to subjects and an example of a participant's design fitting the heuristic.

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Fig. 9. Other categories coded as design metrics by judges for all selected designs: (a) movement: expressing motion; (b) cut: cutting forms; (c) split: splitting forms; (d) analogy: using analogy; (e) context: concrete context; (f) interaction: interacting forms, (g) complementary: paired forms, and (h) detailed: detailed information.

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Table 4. Observed frequency of heuristic use in the selected set designs including scores from all three raters for all four conditions

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Table 5. Observed frequency of use of categories in the selected set of designs across three raters for all four conditions

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Fig. 10. An example set of drawings showing the application of design heuristics by a design student.

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Fig. 11. The transformation of the previous form into a new concept by the application of the nesting heuristic. (a) The triangular form is covered inside the spherical form. The figure shows the application of the repeating and changing configuration heuristics. (b) Triangular modules are repeated multiple times, and the way they are arranged is varied.