Biomimetics applies principles and strategies abstracted from biological systems to engineering and technological design. With a huge potential for innovation, biomimetics could evolve into a key process in businesses. Yet challenges remain within the process of biomimetics, especially from the perspective of potential users. We work to clarify the understanding of the process of biomimetics. Therefore, we briefly summarize the terminology of biomimetics and bioinspiration. The implementation of biomimetics requires a stated process. Therefore, we present a model of the problem-driven process of biomimetics that can be used for problem-solving activity. The process of biomimetics can be facilitated by existing tools and creative methods. We mapped a set of tools to the biomimetic process model and set up assessment sheets to evaluate the theoretical and practical value of these tools. We analyzed the tools in interdisciplinary research workshops and present the characteristics of the tools. We also present the attempt of a utility tree which, once finalized, could be used to guide users through the process by choosing appropriate tools respective to their own expertize. The aim of this paper is to foster the dialogue and facilitate a closer collaboration within the field of biomimetics.
is an open access repository that collects the work of Arts et Métiers ParisTech researchers and makes it freely available over the web where possible.This is an author-deposited version published in: http://sam.ensam.eu Handle ID: .http://hdl.handle.net/10985/7602 To cite this version :Céline MOUGENOT, Carole BOUCHARD, Améziane AOUSSAT, Steve WESTERMANInspiration, images and design : an investigation of designers' information gathering strategiesJournal of Design Research -Vol. 7, n°4, p.331-351 -2008 Any correspondence concerning this service should be sent to the repository Abstract: Computational tools should efficiently support, and even enhance, designers' creativity. As a ground for such developments, design cognition studies aim at describing designers' mental strategies within the design process. So far, most researches have been focused on the idea generation phases, e.g. sketching activity, which is explicit enough to be observed and described. However, the early stages of design remain incompletely understood, while the informational phase is identified as a crucial step of the design process. In this context, our objective is to identify and evaluate inspirational information used by designers before generating ideas, and to describe how inspirational information is used. In this article, we report a two-part study (interviews and experimental protocol) carried out with professional designers. The main outcomes demonstrate that traditional and electronic resources are not used in the same way by designers. We also show that information gathering strategies are strongly influenced by designers' preference.Keywords: creativity; design; design cognition; design computing; images; information retrieval; inspiration; kansei; sectors of influence.Reference to this paper should be made as follows: Mougenot, C., Bouchard, C., Aoussat, A. and Westerman, S. (2008)
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