While Mixed Prototyping has proved to be e↵ective for the assessment of prototypes, this research aims to explore the use of Mixed Prototyping for the generation of early prototypes. To satisfy end-user's needs, new products need to be designed with an early integration of end-user requirements. An e cient way to achieve this is to directly integrate the end-users in the design process and give them an intelligible and interactive tool to perform specific design tasks. Current interactive tools to integrate end-users in the design process provide either a high level of immersion (e.g. CAVE) or a high level of control over the virtual prototype (e.g. Configurators). We designed a new Mixed Reality design tool which simultaneously allows end-users to be immersed in a virtual environment (immersion) and to interact with a virtual prototype and to modify it (control), resulting in e↵ective end user-interactions. In two design use-case scenarios, we assessed the enduser experience and satisfaction while using the tool and we also evaluated the impact of the tool on the creative process and the design outcomes. The findings show that, when users are provided with a tool that allows to directly perform design tasks and modify a virtual prototype, as compared to when they have no control, they are more engaged in the design tasks, more satisfied with the design process and they produce more creative outcomes.
This paper focuses on the organization of design processes and the difficulty of simultaneously achieving control and exploration while aiming to achieve radical innovation. After a first generation of works that tended to oppose new product development (NPD) processes (with controlled convergence and very limited exploration) to innovation processes (with poorly controlled convergence and random (uncontrolled) exploration), the new generation of works proposed ways to combine control and convergence either through concept shift or through stable architectures. Relying on a generic analytical framework (design space/value management), it appears that each model makes restrictive hypotheses (respectively smart leadership or stable architecture) to address two critical questions: How can one increase the efficiency of exploration? How can one ensure forms of cumulative convergence? Relying on the same analytical framework, we analyse two cases that explore the unknown in a controlled way and still do not correspond two either of the two models. We show that these two anomalies and the two models actually have two critical features in common: a focus on generative constraint and a logic of cumulative design rules. As a consequence, these two features might lead to several processes where teams have to explore the unknown and still have to keep a rigorous control of exploration and convergence.
International audienceAre designers doomed to sacrifice creativity when integrating new product development processes? Although many studies highlight the need to produce original and innovative designs, maintainingcreativity in the design process continues to be difficult due to industrial constraints. Thus, creativity is restricted to phases in the "Fuzzy Front End" to avoid those constraints that might effectively kill it(Amabile, 1998, Reid and De Brentani, 2004). However, constraints are also acknowledged as a resource for creativity, ashas previously been shown with artists and engineers (Burkhardt and Lubart, 2010, Sternberg and Lubart, 1999, Le Masson et al., 2011, Goldenberg and Mazursky, 2000).Thus, we posethefollowing research question: In which cases can a constraint be a resource for creativity? To answer this question, we investigate different types of computer-aided design (CAD) software. Relying on an experimental method, we compare the performance of those types of software at the so-called ideation gap where design sketches are transformed into digital models. We show the following: 1) some CAD software enables designers to work under additional constraints and be more creative and toavoid the tradeoff between robustness and creativity,and 2) understanding this performance means appreciating that such software enables designers to play with the embedded constraints to revealassociated fixations and to design models that follow the constraint but overcome the fixation. Constraints and creativity are linked by two competing processes: constraints decrease the degree of freedom and, as a result, creative possibilities, but embedding constraints increases the awareness of fixationsandtherefore the capacity to design original models. Today, new CAD tools more effectively support the second process, which leads to ―acquired originality‖ in design
We designed a new Computer-Aided Design tool that can be easily and intuitively used by non-expert designers, like users of the products being designed. The target application is the design of highly-customized products together with the final users, more specifically the design of walking assistive devices with mobility-impaired people. The tool has simultaneously been developed with an ad-hoc protocol for an accurate evaluation of the satisfaction of users, through questionnaires and psychophysiological measurements. In fact, costly and complex technical products such as walking assistance devices require ad-hoc design processes to address the specific needs of each user. The characterization of user requirements in the early stage of design remains difficult due to their subjective and communication gap between the user and the designer. To overcome these issues, we propose a new modular digital toolbox that allows co-design between users and designers. The tool is a combination of a mixed reality hardware/software system and kansei (or affective) engineering techniques. The hardware consists of modular Tangible User Interfaces (TUIs), custom-made by 3D printing and powered by a 3D game engine. The interactive content is displayed in mixed reality, simultaneously to the user and the designer. Kansei data of the users are collected through questionnaires and psychophysical measurements, during multiple collaboration phases.
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