The goal of many idea generation techniques, such as brainstorming, is to generate a large quantity of ideas with the hopes of having a few outstanding novel ideas that are worth pursuing. The output of such sessions is a large number of rough concept sketches, which require a rapid means of screening to select a manageable set of promising ideas. In this study we develop and test metrics for evaluating large quantities of early-stage product idea sketches. In total, 1767 ideas for three different product themes were used as a test bed. With our findings, we suggest three independent qualities that fully describe an innovative product idea: creative (as a subjective judgment), useful (as defined as having practical applications), and feasible (as determined by experts). Reviewers' subjective ratings of idea creativity had a strong correlation with ratings of idea novelty (r 2 =.80), but negligible correlation with idea usefulness (r 2 =.16). The clarity of sketch positively influenced ratings of idea creativity. Another interesting finding is that the quantity of ideas generated by the individual subjects had a strong correlation with that subject's overall creativity scores (r 2 =.82) and novelty scores (r 2 =.85), but had weak correlations with that subject's usefulness scores (r 2 =.38).
This paper explores the relationship between the quality of a sketch and how others perceive the creativity of the idea portrayed by the sketch. In this study, sketch quality is characterized through its line work, perspective, and proportions. Four different toaster ideas were each sketched by four people with different backgrounds and levels of sketching proficiency. Then, 360 reviewers ranked the toasters for idea creativity, referring to a set of four sketches: one sketch for each toaster concept. The level of sketch quality for each toaster concept was varied among one of four quality levels. Higher quality idea sketches were found to correlate with higher creativity rank ( p . 0.005), and lower quality sketches correlated with a lower creativity rank ( p . 0.0005). A toaster idea portrayed with the highest quality level of sketch was 2.3 times more likely to be ranked as the most creative idea within the given set of idea sketches. The results underscore the importance of how an idea is presented, and support the need for sketching instruction in engineering and design curriculum.
Toy designers and students may benefit from a universal classification system to communicate and ideate new toy concepts. In this paper, we present two graphical tools that help designers to classify and manipulate toy product concepts. The play pyramid is a three-dimensional map that allows designers to classify a toy concept by placing it in a space between what we believe to be four independent axes of play (sensory, fantasy, construction and challenge). The sliding scales of play are modifiers or adjectives that one can use to further describe the play of a toy concept. By taking a toy design and moving it around inside the play pyramid or along the scales of play, the design can take on new and unforeseen play affordances. Both of these tools have been tested and applied in industry sponsored research and design education settings and were successful in expanding upon toy ideas.
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