Teaching Creativity in a Technological Design Context*

Teaching Creativity in a Technological Design Context*

Int. J. Engng Ed. Vol. 19, No. 2, pp. 260±271, 2002 0949-149X/91 $3.00+0.00 Printed in Great Britain. # 2002 TEMPUS Publications. Teaching Creativity in a Technological Design Context* KEES VAN OVERVELD, RENEÂ AHN, ISABELLE REYMEN and MAXIM IVASHKOV Stan Ackermans Institute, Centre for Technological Design, Eindhoven University of Technology, PO Box 513, 5600 MB Eindhoven, The Netherlands. E-mail: [email protected] We want to teach creativity techniques to prospective technological designers in a domain- independent way. To facilitate this, we adopt a format and nomenclature that is close to the terminology used by engineers. Central notions are concepts, attributes and values. A crucial role is played by, what we call, productive attributes: attributes that come with a set of values that can easily be enumerated. In this paper we show how this format supports several creativity techniques and how it allows engineers to explore option spaces in a structured manner. We briefly discuss some practical experiences with our approach. INTRODUCTION: PROBLEM STATEMENT ANALYSIS THE STAN ACKERMANS INSTITUTE (SAI) We focus on the following problem: `How to is a subsidiary of Eindhoven University of Tech- teach creativity techniques in interdisciplinary nology [1]. It has been established in order to design for post graduate technological design organise various postgraduate programs in programs'. advanced technological design. In order to enrol Even when dealing with design problems that in these programs, candidates possess a completed offer ample opportunity for an innovative masters degree in some technical discipline; after approach, novice designers and students in tech- successful completion of an SAI program, they nological design very often fall back to conven- receive the title MTD (Master of Technological tional, and frequently sub-optimal textbook-type Design): a degree that is certified by the Dutch solutions. Few students consider using creativity Institution of Engineers (KIVI). techniques. Even those that do so, rarely use more The current SAI programs specialise each in one advanced methods than brainstorming (with the technological discipline: software design, informa- possible exception of TRIZ, [2] ). Despite much tion and communication technology, mechatronic literature on creativity (see below), technological design, product and process design, and others. designers rarely use creativity techniques. This may The intention of these programs is to educate relate to the fact that creativity techniques are prospective designers in skills and attitudes that relatively unknown to technological designers. should be complementary to the mere technical, However, a more fundamental problem may be discipline-related topics that are commonly taught that the existing creativity techniques are not in graduate programs in science and technology. appropriate for use in a technological context These skills and attitudes include communication, due to a mismatch between the playful attitude process management, and business orientation, as that belongs to for example, metaphorical thinking well as skills related to designing, like creativity, or mind mapping, and the more formal style of modelling and decision-making. In 2000, SAI has argumentation that is taught in most forms of started efforts to teach design skills in an inter- scientific education. In this paper we hope to disciplinary, i.e. domain-independent manner. One tackle this problem. We believe that our approach possible benefit of such an approach is that has the additional benefit that it encourages precise designers in various disciplines would be capable communication, helps to be explicit about assump- of speaking the same language. In particular in tions, and provides additional structure during early design stages, where crucial decisions are design assignments. The format that we propose: often being made that cannot easily be justified from within one technical discipline, designers with . invites explication of the concepts and assump- various backgrounds have to collaborate. A tions used in design processes; common vocabulary helps to avoid confusion, . invites structured searching for alternatives; delay and inefficiency. matches with the line of thinking that is familiar to technologists; . deals with technical and non-technical issues using the same vocabulary; * Accepted 24 May 2002. uses no other terminology than the most 260 Teaching Creativity in a Technological Design Context 261 common terms from logic and undergraduate problem comes out more clearly, and that the math; relations between the various techniques are . interfaces well with existing technological more transparent. methods and formalisms (e.g. physics, computer We formulate a creativity technique as follows. science, mathematics). We consider a domain of interest (for instance: solutions to a design problem; stakeholders; risks; Interestingly, we find that the use of such a format use cases; . ). This domain, which we call the does not only help us to introduce creativity option domain, is characterised as follows: techniques to engineers, but also helps us to reflect on these techniques, and to improve and extend . it is large; them in several ways. it has no a priori metric (structure); . it contains an element S (`start') that can be easily found according to standard thought RELATIONS TO EARLIER WORK patterns (`textbook methods'); . it contains an element T (`target') that is to be Creativity research has been performed all over considered as highly relevant, highly advanta- the world, as shown in [3]. Creativity has also been geous, highly beneficial . studied from several viewpoints, like a psycho- Most often, T 6 S. Creativity techniques are tech- logical viewpoint [4, 5] or an educational view- niques that increase the chance for getting from S point, like [6, 7 or 8]. Also the relation between to T. creativity and designing (engineering) has received According to most writers in the field, one of the attention, like in [9±14]. Our approach differs from reasons why it is difficult to get from the start S to the general literature about creativity in the sense the target T, is that our brain tends to follow that we use notions and a terminology that can known pathways, and once S is found, it requires be understood by engineers in several design considerable effort to deviate from S. This inspires disciplines. to randomised techniques such as brainstorming. We can position our work as follows. According We agree with this observation, but we think that, to Amabile [15] there are three basic ingredients to in particular in technological context (where often creativity: quite some structure exists, albeit not obviously . domain skills visible) randomness is only part of the solution: we . creative thinking skills think that exploiting the structure is at least the . intrinsic motivation. other half. We believe that the format that we propose allows us to express and exploit this In our work, we focus on creative thinking skills. structure. Creative thinking skills according to [16] include To help students to explore the option domain, seeking novelty and diversity, being independent, we propose a number of different techniques, being persistent, and having high standards. In this which we present to the students within a formal taxonomy, our work regards seeking novelty and framework that is inspired on developments in diversity. Our work, as in [16, 17], tries to foster object oriented software engineering. creativity in an engineering curriculum. This is however, not easy. According to [18] it can be Use of concepts both daunting and time-consuming. We hope to In our format we use a common term, mitigate some of these problems by stimulating `concepts', to refer to both points and regions in students to unify creative exploration with the the option space. Information about concepts can pursuit of clarification and structure. We think be expressed through the `attributes' of a concept. that this can be accomplished by borrowing ideas Attributes are functions, that, when applied to an from data modelling in object-oriented software option, yield a certain value. As designers, we add design [19]. For brevity's sake, we refer to [20, 21] information, when we constrain the value of an for further relations between our work and earlier attribute for a certain concept. literature. Symbolically, we write this as: A(C) V, e.g. shape(hole) square PROPOSED APPROACH A(C1,C2) W, In teaching creativity techniques to our students, e.g. distance(pump, valve) 12 cm we try to convince them that these techniques lead Values can also be tuples, sequences, etc. For to useful results that can be incorporated within a example: technically oriented design and development culture. To do so, we have adapted these creativity A(C) hV1,V2i e.g. location(station) techniques, related them to technical concepts, and h5183 012 00 lattitude, 3482 012 00 longitudei translated them into formal and technical terms that are close to an engineering culture. This has In our view the attributes are used to represent the added benefit that the structure of the design relevant knowledge about a certain concept. In 262 K. van Overveld et al. design situations, we very often have the case that some problems, like the occurrence of clustering attributes are applied to concepts that denote large and various forms of social censorship, there are regions of the option space, rather than distinct two main problems

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