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180 CREATIVITY AND INNOVATION MANAGEMENT

The Impact of Technology on


Creativity in Design:
An Enhancement? caim_560 180..191

Nathalie Bonnardel and Franck Zenasni

Technology may be considered as an interface between individuals and the products they
create, but we have to determine whether the use of new systems effectively enhance individu-
als’ creative activities. In this paper, we present a new angle of reflection that we illustrate in the
field of creative design, since it is a constant challenge for designers to introduce creativity in the
projects they work on. The approach we propose is centred on designers’ cognitive processes.
We argue that both the development of new CAD (computer-aided design) systems and their
assessment should be conducted on the basis of a deep understanding of designers’ cognitive
processes. In accordance with this view, we present three empirical studies that were conducted
in order to analyse the impact of new design support systems on designers’ cognitive processes.
Therefore, the results we present contribute to further our knowledge of whether new CAD
technologies effectively facilitate designers’ activities and enhance their creativity.

Introduction appealing external representations of the object


to be designed, for instance, through 3D virtual

I n the last decades, developments in technol-


ogy and computer science have modified the
creative potential of each individual. In particu-
representations of the object (see Figure 1), but
the early studies that were conducted on the
impact of CAD systems suggested that they
lar, the democratization of the use of computers exert a negative influence on creative design
and the development of fast internet have (Whitefield, 1986). Indeed, designers seemed to
allowed large numbers of individuals to access be more focused on the use of the computa-
a wide range of informational elements and to tional systems than on the creative design task
use new computational tools. In this paper, we itself (McCullough, 1996). Moreover, CAD
focus on designers and CAD (computer-aided systems usually oblige designers to generate an
design) tools, since it is a constant challenge for early precise external representation of the
them to introduce creativity in the design object to be designed and to use highly struc-
projects they work on as well as to satisfy con- tured rules, which orients their reflections and
straints about the object to be designed. Indeed, does not correspond to their spontaneous
whatever the domain, final product designs process of creation (Scrivener, 1982; Stones &
should have some innovative aspects in order Cassidy, 2007).
to be attractive to customers or future users. In this paper, we argue that the develop-
However, when faced with a new design ment of new technologies should be depen-
problem, designers tend to reproduce solution dent on individuals’ cognitive processes. More
approaches they used in past designs or to precisely, in the context of creative design, we
reproduce features of solutions they previously consider that the development of new CAD
developed or observed. Such a tendency may systems should be conducted on the basis of a
partly result from the current context of indus- deep understanding of designers’ cognitive
trial design projects where there is a need to processes and the difficulties they encounter.
reduce costs and delays, while simultaneously Therefore, technology developments should
increasing design creativity and quality. There- be adapted to designers’ cognitive processes
fore, design science has been oriented towards instead of requiring users to adapt to new
the development of CAD systems. These technologies. In addition, we argue that the
systems allow designers to reach precise and assessment of new CAD systems should be

Volume 19 Number 2 2010 © 2010 Blackwell Publishing Ltd


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IMPACT OF TECHNOLOGY ON CREATIVITY IN DESIGN 181

constraints, which guide the designers in per-


forming subsequent stages of the design
problem-solving (Bonnardel, 2000). Therefore,
designers’ mental representations evolve until
they reach a design solution that is considered
as satisfying. In the case of creative design, the
solution to be reached has both to be new and
to respect certain constraints and criteria.
However, when faced with a new design
problem, designers may tend to reproduce
solution approaches they used in past designs
and may not consider alternative and more
effective design solutions (Jansson & Smith,
1991; Purcell & Gero, 1992). Thus, it appears
Figure 1. Examples of 3D Virtual Representations crucial to support the evocation of creative ideas
of Design Solutions during design activities.
In addition, designers frequently encounter
difficulties in assessing their own design solu-
tions because a variety of criteria and con-
conducted not only on the basis of heuristic
straints have to be taken into consideration for
evaluations or ergonomics principles (see, for
conducting a precise evaluation. More pre-
instance, Norman, 1993; Scapin & Bastien,
cisely, if some constraints can result from
1997) but also on the basis of an understanding
subconscious processes, showing themselves
of designers’ cognitive processes while using
through apparently ‘intuitive’ acts, other con-
these new technologies.
straints are the object of a more conscious
To illustrate this approach in the context of
treatment. Some of these latter constraints
creative design, we first describe designers’
result from the activation of certain knowledge
cognitive activities in order to define direc-
elements by designers and are thus dependent
tions for the development of CAD systems
on situations they previously experienced
useful for supporting designers’ cognitive pro-
(Bonnardel, 2000). Other constraints are
cesses. Then we present three empirical
defined by designers on the basis of data
studies that were conducted to determine
resulting from the external context of the cre-
whether new CAD systems effectively facili-
ative situation, such as constraints specified in
tate designers’ cognitive processes.
the design brief (or in a schedule of conditions)
or from constraints associated to points of
view adopted by other stakeholders. Indeed,
Understanding Designers’ Cognitive complex design problems require more
Processes knowledge than any single person can
possess, and the knowledge relevant to a
From a cognitive point of view, a main charac- problem is often distributed among stakehold-
teristic of creative design activities is that the ers who have different perspectives and back-
initial state is ‘ill structured’ (Eastman, 1969; grounds (Salomon, 1993; Fischer et al., 2005).
Simon, 1973, 1995). Indeed, the designers’ Moreover, there are sometimes contradictions
mental representation is initially incomplete among certain criteria and constraints (Bon-
and imprecise. It is only through the problem- nardel & Sumner, 1996). Therefore, it seems
solving process itself that designers can necessary to support designers in assessing their
complete their mental representations by con- own solutions.
fronting various points of views and by choos- The dynamics of creative design appears
ing design options. Thus, the design problem- also through what is called an ‘opportunistic’
solving results from a co-evolution of problem activity (Hayes-Roth & Hayes-Roth 1979;
and solution spaces (Dorst & Cross, 2001). This Visser, 1990, 1994). Design activities are char-
specificity of design problems has also been acterized as opportunistic because ‘each deci-
described as based on an iterative dialectic sion is motivated by one or two immediately
between problem-framing and problem- preceding decisions, rather than by some high-
solving (Rittel & Webber, 1984; Simon, 1995). level executive program’ (Hayes-Roth &
During problem-framing, designers refine Hayes-Roth, 1979, p. 381), although it possibly
design goals and specifications and, thus, includes hierarchical episodes. This leads to
refine their mental representation of the reconsidering previous decisions or postpon-
problem. During problem-solving, designers ing certain decisions (Hayes-Roth & Hayes-
elaborate solutions and evaluate these solu- Roth, 1979; Guindon, 1990; Visser, 1990). This
tions with respect to various criteria and dynamic is facilitated by a process of ‘external-

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182 CREATIVITY AND INNOVATION MANAGEMENT

ization’, which corresponds to the creation and allow them to learn new design methods and
modification of external representations of the to apply ergonomic recommendations and cri-
object to be designed, such as drawings, teria. In contrast, the introduction in their
sketches or 3D virtual representations pro- working environment of design support
duced with a CAD system. These representa- systems seems particularly convenient because
tions are useful for the designers themselves most professional designers use computa-
as a ‘reflective conversation’ is established tional systems in their usual activities.
between them and their external representa- In accordance with this perspective and the
tions of the artifact, consisting for instance in necessity to support designers’ cognitive pro-
drawings (Schön, 1983). It allows designers to cesses, we are going to present three empirical
reach a better understanding of the design studies that aim at determining the impact
problem and to adopt new points of view of the use of new design support systems
about the object to be designed. Externali- on designers’ activities. In particular, these
zations also facilitate communication and studies are focused on the use of computational
the development of shared understanding systems for supporting three main cognitive
amongst stakeholders from diverse back- processes involved in creative design: (1) the
grounds who have to work together through- emergence of creative ideas, (2) the manage-
out the design process (Fischer et al., 2005; ment of constraints in order to assess or evalu-
Fischer & Giaccardi, 2007). Drawings and ate ideas or design solutions, and (3) the
sketches are usually intuitive and easy to externalization of mental representations of the
produce but the objects to be designed are rep- object to be designed. These three ways of sup-
resented in 2D whereas designers need to have porting designers’ activities are presented in
different points of view on these objects. In the following sections and discussed on the
contrast, CAD systems provide the designers basis of the results of the empirical studies.
and the other stakeholders involved in the
design process with precise and appealing Supporting the Emergence of
representations of the object to be designed,
but they require complex and non-intuitive Creative Ideas
actions for representing these objects. There-
According to Ward’s structured imagination
fore, it appears suitable to develop computa-
framework (Ward & Sifonis, 1997; Ward, Smith
tional systems that would require simple and
& Vaid, 1997), people who are engaged in cre-
intuitive actions to produce 3D virtual repre-
ative or ‘generative cognitive’ activities have to
sentations of the object to be designed.
extend the boundaries of a conceptual domain
by mentally crafting novel instances of the
concept. Such a view is in line with findings by
The Impact of New Design Support Ansburg and Hill (2003) who observed that
Systems on Designers’ Activities: creative thinkers tend to use more ‘peripheri-
cal’ cues, i.e., data not linked directly to the
Empirical Studies problem. Of relevance is the theory of Concep-
To facilitate or improve designers’ activities, tual Blending (Fauconnier & Turner, 1998),
several forms of support can be envisaged: which proposes that the process of thought
involves ‘moving’ between mental spaces that
• design methods to facilitate the process organize our knowledge of the world. Creativ-
of product development (Araujo, 1996; ity can be conceived as the combination (or
Schneider & Lindemann, 2005) or to help conceptual blending) of two, or more, concep-
designers better understand users’ expecta- tual spaces. In line with these descriptions, the
tions and needs (Wharton et al., 1994); A-CM model proposed by Bonnardel (2000)
• ergonomic principles or recommendations highlights the role of two main cognitive pro-
(e.g., Norman, 1993) and ergonomic criteria cesses, which continuously interact during the
(Scapin & Bastien, 1997) to help designers design activity and can have opposite effects:
create products or objects that are more
• analogy-making, which may lead designers
adapted to users;
to extend or ‘open up’ their ‘research space’
• computational systems that aim at support-
of new ideas and thus can lead to creative
ing designers at several stages of their
design solutions;
activities (Fischer et al., 2005; Maher, Kim &
• the management of constraints, which orients
Bonnardel, 2010).
design problem solving and allows design-
This last form of support seems particularly ers to progressively delimit their research
adapted to professionals. Indeed, due to tem- space and assess ideas or solutions until
poral constraints, it is difficult for them to be they find a design solution that is both new
engaged in continuing education, which could and adapted to various constraints.

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IMPACT OF TECHNOLOGY ON CREATIVITY IN DESIGN 183

Therefore, such processes contribute to both examples, they evoked many more new
divergent and convergent thinking (Pereira & sources of inspiration – and especially, new
Cardoso, 2002). The generative phase of design inter-domain ones – than when they were pro-
is thus strongly based on analogical reasoning vided with intra-domain examples (for more
(Blanchette & Dunbar, 2000; Kryssanov, details, see Bonnardel & Marmèche, 2004).
Tamaki & Kitamura, 2001; Bonnardel & Thus, the suggestion of inter-domain
Marmèche, 2004). In this case, the originality examples stimulated professionals to extend
of design ideas or solutions may come from their research space of ideas and, thus, contrib-
the creative distance between the conceptual utes to enhance the evocation of creative ideas.
domain of the object to be designed and con- In line with such results, the TRENDS
ceptual domains from which analogies are system was developed by Bouchard et al.
extracted. In particular, the more the partici- (2008) in order to provide designers with
pants move away from the first evoked ideas or examples that can play the role of sources of
sources (Ward et al., 2002) or propose ideas inspiration (see Figure 2). To use this system,
after having evoked several previous ideas designers have to define some key words they
(Mouchiroud & Lubart, 2003), the more their consider relevant according to the object to be
ideas are creative and original. In addition, designed. Based on this data, the TRENDS
there is a positive correlation between the system provides the user with images or pic-
number of ideas produced during the design tures, which may consist in intra- or inter-
process and the novelty of the design concepts domain sources of inspiration.
(Srinivasan & Chakrabarti, 2010). However, as An empirical examination of the influence
the divergent process does not seem easy for of this system on creative output has recently
designers, it appears necessary to support been conducted. In particular, we analysed the
designers to reach creative ideas and design effects of the semantic distance between the
solutions, as some computational systems seek target field (e.g., that of the object specified in
to do. In line with this view, we describe an the design brief) and the searched fields corre-
empirical study that has just been conducted sponding to images provided by the TRENDS
in order to determine the impact on users’ system. In accordance with the previous
activities of a new design support system, experimental results (Bonnardel & Marmèche,
which was developed for stimulating design- 2004), our main hypothesis was that images
ers to look for new ideas in order to develop provided by the TRENDS system would have
creative products: the TRENDS system (Bou- an influence on the designers’ research space
chard et al., 2008). of ideas and, consequently, on their evocation
of creative ideas. In addition, because
From the Analysis of Designers’ Cognitive numerous results showed that the cognitive
Processes to the Development of the treatment of data is performed differently
depending on the participants’ level of exper-
TRENDS System
tise (see Chi, Feltovich & Glaser, 1981;
The development of the TRENDS system is in Adelson, 1984; Wiley, 1998; Chevalier & Bon-
accordance with experimental results obtained nardel, 2007), we also expected that the impact
in studies conducted on cognitive processes of the presentation of images will be different
developed by both novices and professional according to the designers’ level of expertise.
designers (Bonnardel & Marmèche, 2004).
More precisely, we observed that, contrary to
previous research (e.g., Jansson & Smith, 1991; Method
Smith, Ward & Schumacher, 1993; Chrysikou
In this study, we analysed the effect of three
& Weisberg, 2005), it is possible to avoid an
kinds of images:
effect of ‘design fixation’, i.e., conformity to
examples provided by the experimenter. • Intra-domain images, which are related
Indeed, in this previous experiment, we pro- directly to the object to be designed. For
vided novices and professional designers with example, when designers have to create a
examples that were not only intra-domain new car, images that belong to the automo-
ones (i.e., belonging to the same conceptual tive sector are provided.
area as the object to design) but also inter- • Near inter-domain images, which are not
domain ones (i.e., belonging to another con- related directly to the object to be designed
ceptual area). We asked these participants to but which share certain functionalities with
solve a creative design task while thinking the object to be designed. Images that
aloud and we analysed their evocation pro- belong to the transportation sector (not
cesses. The results we obtained in this study comprising the automotive sector, which
showed that, contrary to novices, when profes- corresponds to the first set of images)
sionals were provided with inter-domain would fall into this category.

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184 CREATIVITY AND INNOVATION MANAGEMENT

Figure 2. The Design Environment TRENDS

• Remote inter-domain images, which belong to recorded. All the elements they evoked and
conceptual domains that are not at all verbalized were analysed. More precisely, we
related to the object to be designed. For took into consideration all elements men-
example, images that belong to the product tioned by participants, which include con-
design sector could be provided. straints specified in the schedule of conditions,
references to images presented to participants,
Participants in this study were 48 students
and ideas evoked for designing the object at
in a school of Design (Ecole Axe Sud,
hand. The total number of the elements
Marseille, France): 28 of them were in their
expressed by participants corresponds to what
first year and, thus, considered as ‘novices’,
we call the total number of ‘evocations’.
and 20 were in their final year and, thus, con-
Because we were interested in the ideas
sidered as ‘experienced’ participants. During
evoked by designers that can be considered as
the experiment, both kinds of participants had
creative, all the ideas expressed by the partici-
to imagine that they were employed as a
pants were submitted to a panel of judges.
designer in charge of the design of new cars.
Numerous definitions of creativity highlight
We gave them a schedule of conditions that
the fact that creative ideas or solutions must be
specified constraints about a specific car they
both original and adapted to the context (see,
had to design (e.g., compact, unique, provoca-
for instance, Lubart & Sternberg, 1995). Thus,
tive, noticeable, unconventional, fun) as well
in this design context, creative ideas should be
as about the future client (e.g., urban, new
both original and useful for designing the
rich, socialite, international, either a man or a
object at hand. Therefore, we asked judges to
woman). Then, depending on the experimen-
assess the ideas with regard to these two cri-
tal conditions, participants were provided
teria and on the basis of a seven-point Likert
with images (in ‘supported’ conditions) or
scale. This allowed us to focus on ideas that
with no images (in a ‘free’ or control condi-
had both a level of originality and usefulness
tion). Participants in the ‘images’ condition set
better or equal to 3.5, and which were consid-
were provided with six images obtained
ered ‘creative’ in line with definitions of
through the use of TRENDS. According to the
creativity.
experimental condition, these images were
either intra-domain, near inter-domain or
remote inter-domain.
Results
All the participants had to design a new car
in accordance with the schedule of conditions, The results we obtained showed no significant
without a set time limit and while thinking effect of expertise level or experimental condi-
aloud. To record both designers’ actions and tions on the duration of the design task. Thus,
verbalizations, their activities were video- all the participants took a similar length of

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IMPACT OF TECHNOLOGY ON CREATIVITY IN DESIGN 185

time to perform the creative design task. In functional) than the novice group. This would
contrast, statistical analyses showed a signifi- explain why the experienced group was better
cant effect of the designers’ level of expertise supported by ‘near inter-domain’ images.
on the percentage of creative ideas with regard These images represent a degree of diversity,
to the total number of evocations (F(1,46) = 17.69; but also retain strong semantic and functional
p < 0.0001): experienced designers produced links to the target domain specified in the
proportionally more creative ideas than design brief.
novices (47% vs 26%, respectively). Therefore, the expertise of the designer and
In addition, we observed a significant inter- the semantic distance between informational
action between the experimental conditions materials (consisting here in images) and the
and the level of expertise (F(7,40) = 4.65; target domain are factors that must be taken
p < 0.0007). The presentation of near inter- into consideration to achieve maximum
domain images exerts an opposite effect benefit to the users of such systems.
depending on the designers’ level of expertise
(p < 0.0001): these images enhance the evoca-
tion of creative ideas by experienced designers
but not by novices. More precisely, for novices, Supporting the Evaluation of
the presentation of both intra-domain and Design Solutions
near inter-domain images significantly re-
duces the evocation of creative ideas in com- Beyond the generation of ideas, reaching a cre-
parison with the ‘free’ or control condition ative production requires a stage of manage-
(respectively, p < 0.05 and p < 0.01). Only the ment of ideas where one or several ideas
presentation of remote inter-domain images (corresponding to elements of design solu-
does not inhibit the evocation of creative ideas tions) are evaluated and selected as being the
by novices compared to the ‘free’ condition. most satisfying solution(s) to a specific cre-
Moreover, such remote inter-domain images ative problem. However, in professional cre-
enhance the evocation of creative ideas by ative areas, such as the design of new
comparison with near inter-domain sources. products, the evaluation of design solutions is
difficult for both experienced and inexperi-
enced designers, because (1) in complex
Discussion
domains, no single person can know all the
When considering performances in the con- relevant criteria and constraints, and (2)
ditions with images, experienced designers design solutions must be evaluated from mul-
performed best in the ‘near inter-domain’ tiple, and sometimes conflicting perspectives.
condition, whereas novices performed best Domain-oriented design environments
in the ‘remote inter-domain’ condition. We have been proposed as computational tools
suggest that there are two underlying causes of supporting designers to construct and evaluate
this interaction. First, some of these results are design solutions. ‘Critiquing systems’ embed-
consistent with the ‘design fixation’ effect that ded in these environments support evaluation
has been described in contexts of design tasks activities by analysing design solutions for
(Jansson & Smith, 1991; Purcell & Gero, 1992). compliance with constraints encoded in the
Thus, when designers focus exclusively on system’s knowledge-base (Fischer et al., 1991;
materials that are similar to the target domain Bonnardel & Sumner, 1996). Their main inter-
(the ‘intra-domain’ images for both groups as est is that they allow designers to create the
well as the ‘near inter-domain’ for novices), design solution they wish while supporting
this restricts their search of the problem space, them in assessing their own solutions. Indeed,
they engage in less divergent processing and, the critiquing system performs an analysis of
as a result, the emergence of creative ideas is the design solution in progress, it identifies
restricted. drawbacks of this solution (i.e., incompatibili-
In addition, differences between novices ties between their characteristics and con-
and experienced designers in the ‘supported’ straints they have to respect), and it provides
conditions that elicited best performance the user with ‘critics’ consisting in messages
(‘near inter-domain’ for experienced designers that point out weaknesses of the design solu-
and ‘remote inter-domain’ for novices) could tions. To investigate the impact of such
be explained by the effects of training. Given systems, we have designed, built and evalu-
that effective product design is often evolu- ated a critiquing system with regard to an
tionary rather than revolutionary, it may be analysis of designers’ cognitive processes
that the training that these design students (Bonnardel & Sumner, 1996). This system,
receive led our experienced group to benefit called VDDE (Voice Dialog Design Environ-
more from images presenting design solutions ment), was developed for the specific area of
that are less ‘extreme’ (and perhaps more phone-based interface design.

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186 CREATIVITY AND INNOVATION MANAGEMENT

Figure 3. The Voice Dialog Design Environment


Designers select building blocks from the gallery (top window) and arrange them in a worksheet
(left window) to create a graphic representation of the audio interface design. A critiquing
component analyses the design for compliance with interface guidelines and product consistency.
Possible problems are signalled in the critic message panel (lower window). The designer can
select a critic message and elect to see the design rationale behind the critic rule, and designers can
also add comments to the design rationale in the hypermedia knowledge-base (right window).

From the Analysis of Designers’ Cognitive ities that should be useful for assessing design
Processes to the Development of the VDDE solutions and the VDDE critiquing system was
System developed. It contains embedded, knowledge-
based computational critics that support evalu-
In order to develop a critiquing system ation activities by automatically analysing
adapted to the designers’ cognitive processes, partial design solutions for compliance with
we first analysed their traditional design constraints resulting from different user inter-
activities through observations and interviews. face guidelines. The system plays a role in the
On these bases, we characterized evaluation design activity by notifying the designer when
processes developed by voice dialog designers a potential problem is detected in the design
and we pointed out the difficulties they solution (see Figure 3). To understand the
encountered. Two kinds of evaluative proce- impact of this critiquing system on design
dures were identified: an analytical procedure activities, a study was performed with profes-
for assessing the solution’s features with sional voice dialog designers employed by an
regard to criteria and constraints, and a com- American phone company.
parative procedure for assessing the solution’s
features by comparison with the features of
Method
another solution. The main difficulties these
designers encountered appeared to be due to Four designers participated in this study. All
the fact that they had to take into account a were experienced in the general principles of
huge quantity of evaluative knowledge ele- user interface design and all had been profes-
ments, which were specified in various user sionally employed as phone-based interface
interface guidelines (regional, national and designers by the same company. However,
international). Moreover, we observed that two of them were considered as highly expe-
these designers had also to check internal con- rienced in the specific design area since they
sistency inside the solution they were devel- both had 11 years of experience in user inter-
oping, and external consistency between the face design. In contrast, the two others had
current solution and pre-existing phone-based been hired more recently by the company
interfaces. Therefore, they faced a special chal- (from one to three years).
lenge since their design task was influenced by All of the participants were familiarized
many conflicting design objectives. with the VDDE system through the solving of
In order to support designers in dealing two simple design problems before perform-
with these difficulties, we defined functional- ing the experimental task. Then, we asked

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IMPACT OF TECHNOLOGY ON CREATIVITY IN DESIGN 187

these designers to use this system to perform a Supporting Externalization


design task corresponding to a real project.
The requirements for this task were derived Given that externalizations are necessary for
from the specifications of a product designed designers and for other stakeholders (see
and marketed by another group in the phone above), a new computational system, called
company. The designers who participated in T’nD – Touch and Design – has recently been
this study were thus asked to integrate a new developed for supporting activities performed
service into an existing voice messaging in domestic appliance and automotive design
product while using the VDDE system. contexts (Cugini & Bordegoni, 2007).
Participants were given 90 minutes to solve
the design problem while thinking aloud. Each From the Analysis of Designers’ Activities to
design session was video-taped and the ver-
the Development of the T’nD System
balizations of the designers transcribed. The
data analysis was performed by four judges. It The aim of this system is to allow designers to
focused on the quantity and nature of critiqu- create new products and to represent them
ing messages, called ‘critics’, presented to in 3D on a computer without requiring
participants by the system. In addition, we complex classical human–computer interac-
analysed their consequences on the designers’ tions. Indeed, interactions with this system are
activities. intended to mimic physical manual activities
and gestures performed by designers and
modellers when they develop mock-ups of the
products. Towards this end, we conducted
Results
observations in naturalistic settings into three
The analysis of the designers’ activities and companies: Pininfarina (Italy), Alessi (Italy)
verbalizations allowed us to identify reactions and Eiger (Spain), which are specialized in
common to all designers, as well as specific automotive design or in the design of domestic
behaviours depending on the designers’ level appliances. More precisely, we video-recorded
of experience. gestures of designers-modellers while they
First, in accordance with our expectations were creating mock-ups of the products to
and with the main functionality of critiquing be designed at the premises of the industrial
systems, all the designers were provided with partners. We thus gathered 56 hours of videos
critics, which lead them to modify their solu- that were analysed in order to identify repeti-
tions. However, the effect of the use of VDDE tive gestures that were performed by the
is different according to the designers’ level of designers-modellers and to examine gestures
expertise. The less experienced designers were with respect to their potential for creation and
presented with more critics than experienced modification of shapes, and to the users’ needs
ones and they modified their solutions in reac- and expectations. The results we obtained
tion to critics. We also observed that the less showed that the modelling process helps the
experienced designers were able to learn the designers to visually imagine the shape of the
constraints underlying critics they were pro- product to be designed and its different fea-
vided with. This finding suggests that the tures in a very detailed way. In addition, a
VDDE system allows a contextual learning of distinction was made between ‘ergotic’ and
knowledge in this area. ‘exploratory’ gestures. Ergotic gestures corre-
Concerning the more experienced partici- spond to the designer-modellers’ gestures
pants, the effect of the use of VDDE appeared when making a shape, while exploratory ges-
to be also indirect. The use of the system leads tures are used for exploring the shape by
experienced designers, not only to modify hand. On such bases, we defined recommen-
their solutions in reaction to critics, but dations for the development of the T’nD
also to anticipate the presentation of critics. system (Bonnardel, Debroise & Poitou, 2005)
Indeed, they looked for drawbacks of their and this system was developed at Politecnico
solutions before graphically representing di Milano (Cugini & Bordegoni, 2007; see
them on the system, which allowed them to Figure 4). Thus, the T’nD system aims at
avoid the critics they anticipated being fired. exploiting the existing skills of designers and
In addition, experienced designers sometimes modellers as well as taking advantage of
chose to violate critics, for instance when they computational functionalities, for instance by
identified exceptions to a rule underlying a allowing users to easily delete and modify
critic. In these cases, experienced designers what they previously developed or to access
recorded in the system their comments complementary views of the product they are
on the design rules and the exceptions they creating.
noticed, which can allow the system to be In complement to the development of this
evolved. system, we recently conducted an experimen-

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188 CREATIVITY AND INNOVATION MANAGEMENT

sisting in creating a new computer mouse.


During this task, the participants were also
allowed to sketch on paper before performing
the design task itself. The time allocated to this
design task was 30 minutes and the instruc-
tions were the same for each group. Partici-
pants could ask any questions they wished,
both before and during the experiment.
Data gathered during the experiment were
video-recorded and comments made by the
participants were also recorded. These data
have been analysed in order to provide an
evaluation of the T’nD system compared with
the two other experimental conditions. In par-
ticular, two main aspects were taken into con-
sideration: the usability of the T’nD system
and the quality of the models created.

Results
Results on the usability were used to improve
the prototype (for more details, see Bonnardel
& Cugini, 2007). Findings on the quality of the
Figure 4. The Design Environment T’nD models showed contrasting results. At a first
glance, the quality of the models made with
T’nD seemed far lower than the quality of
tal study in order to determine whether this models made with CAD or physical model-
new system allows designers to design and ling. However, a more in-depth analysis,
model as efficiently as already existing model- based on reflection lines functionality of the
ling methods do, i.e., physical modelling and surfaces, was performed on the models created
CAD modelling. during the first modelling task. This produced
more positive results concerning the laptop
cover because designs created with T’nD have
Method
better quality in terms of surface curvature
In this study, we defined three experimental continuity and surface light reflection. Con-
conditions with respect to the tools used by cerning the second task, participants encoun-
participants: physical modelling, modelling tered numerous difficulties in using the T’nD
with a classical CAD system (consisting in the system to perform a creative design task, and
Rhinoceros software), and modelling with the they were able to create new computer mice
T’nD system. only in the physical modelling and CAD mod-
A total of 30 Masters students in design par- elling conditions.
ticipated in this experiment. They were ran-
domly assigned to one of the three conditions.
Discussion
These students attended the same kinds of
classes and they were considered by their Although the T’nD project started with the
teachers as having a similar level of expertise intention to mimic physical manual activities
and skill in physical modelling and CAD in order to exploit the existing skills of design-
modelling. ers and modellers and to allow them to take
First, participants were engaged in a phase advantage of knowledge regarding CAD and
of familiarization with the modelling tools physical modelling, the application of that
corresponding to their group. They had 30 knowledge appeared not to be as intuitive as
minutes to produce a 3D representation of a expected. Thus, instead of being focused on
laptop cover using the assigned modelling the creative task, participants who used the
tool (CAD, T’nD or physical modelling). All of T’nD system were more focused on the use of
them were provided with six pictures showing the new technique, which may appear as a
the model of a laptop cover produced by an concurrent task to the main creative task.
expert designer from a famous Italian design Therefore, the use of a brand new technique
company (Alessi). They were asked to match or tool, such as the T’nD system, requires new
the original model as close as possible. skills. In the experiment we conducted, partici-
Then, after a five-minute pause, the partici- pants were given a short training prior to
pants were asked to perform a design task con- using T’nD, which did not allow them to be

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IMPACT OF TECHNOLOGY ON CREATIVITY IN DESIGN 189

sufficiently familiarized with the use of this ences at certain stages of the creative process
system for developing creative thinking. and their personality traits. For example, they
Consequently, evaluating the impact of new observed that a preference for problem clarifi-
techniques on creative activities should be per- cation is associated with tendencies to be cau-
formed only after participants are fully famil- tious, careful, analytical, accurate and tactful,
iarized with the use of a new technology. whereas a preference for an idea generation
Thus, although it may seem attractive to use stage is associated with attraction to variety.
a new technology for performing tasks which Thus, taking into account characteristics of the
would be difficult or impossible with classical user may allow the system to support more
technologies, the use of new technologies may efficiently specific stages of the creative
require a period of familiarization before process.
allowing users to benefit from the new func- Nevertheless, as suggested by the third
tionalities offered by such systems. study we presented, the use of new technolo-
gies may need not only some training but also
a real period of familiarization with new
Conclusion systems. Otherwise the new computational
system may constitute more of a concurrent
Based on the studies we presented in this task than an effective support for users. Thus,
paper, we can consider that new technologies it appears necessary to reach a good under-
and, especially, new CAD systems may help standing of requirements for easily using com-
designers to easily express their creativity as putational systems and to adapt the support
well as to assess their ideas or solutions. In provided by systems to the users’ characteris-
particular, we showed that certain kinds of tics, such as their level of expertise in the
images provided by the TRENDS system domain or their personality. Finally, it is crucial
allowed experienced designers to produce cre- to study the systems’ effective impacts on
ative ideas. A complementary study con- designers’ activities in order to identify condi-
ducted by Christensen (2010) showed that tions that allow users to get a real benefit from
displaying other kinds of images, about users the use of such systems. In line with such per-
and products, improves the usefulness of cre- spectives, computers could become real part-
ative designs. We also showed that the use of ners of designers when they perform creative
a critiquing system supported professional design tasks (Lubart, 2005).
designers in assessing their own solutions.
Therefore, technologies can contribute to both
divergent and convergent processes, which Acknowledgements
underlie creativity.
In order to go further, we can envision We wish to thank the anonymous reviewers
complementary developments to facilitate the and Professor Todd Lubart for their comments
activity of designers. A promising direction on this paper. Many thanks also to all partici-
could be to develop systems that better fit pants in the experiments as well as to Antoine
characteristics of the users. For example, such Gouot and Florian Sabatier for their contribu-
systems could support design students in their tions to some of these studies. In addition, the
training, which would benefit from research third study described in this paper was con-
that aims at characterizing both students’ indi- ducted under a research contract funded by
vidual design behaviour and learning style the European Commission.
(Bar-Eli, 2005). We can also envision systems
for professional designers, which would be
adapted to their personality, the points of view References
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IMPACT OF TECHNOLOGY ON CREATIVITY IN DESIGN 191

Schön, D.A. (1983) The Reflective Practitioner: How Zenasni, F., Besançon, M. and Lubart, T. (2008)
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Simon, H.A. (1995) Problem Forming, Problem univ-provence.fr) is a Full Professor in Cog-
Finding and Problem Solving in Design. In nitive and Ergonomic Psychology at the
Collen, A. and Gasparski, W. (eds), Design and University of Provence (Aix-Marseille I)
Systems. Transaction Publishers, New Brunswick, and she is a member of the University Insti-
245–57. tute of France (Institut Universitaire de
Smith, S.M., Ward, T.B. and Schumacher, J.S. (1993) France, I.U.F.). She is Director of the Depart-
Constraining Effects of Examples in a Creative ment of Cognitive and Experimental Psy-
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Srinivasan, V. and Chakrabarti, A. (2010) Investigat- Director of the Masters in ‘Ergonomics:
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Strategies of Novice Graphic Designers using multimedia systems’ in the Research Center
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Studies, 28, 59–72. Emotion (PsyCLE).
Visser, W. (1990) More or Less Following a Plan After a research internship at INRIA
during Design: Opportunistic Deviations in (Institut National de Recherche en Informa-
Specification. International Journal of Man-Machine tique et en Automatique), she received a
Studies, 33, 247–78. PhD in 1992. From 1992 to 1994, she was a
Visser, W. (1994) Organisation of Design Activities: Research Associate at the University of
Opportunistic with Hierarchical Episodes. Inter- Colorado at Boulder. From 1994 to 2006, she
acting with Computers, 6, 235–8. was an Associate Professor at the University
Ward, T.B. and Sifonis, C. (1997) Task Demands and of Provence (Aix-Marseille I), where she
Generative Thinking: What Changes and What received an HDR (habilitation or State Doc-
Remains the Same? Journal of Creative Behavior, 31, torate) in 2004. Since 2006, she has been Full
245–59. Professor in this same university. Her
Ward, T.B., Smith, S.M. and Vaid, J. (1997) Con- researches focus on cognitive processes
ceptual Structures and Processes in Creative involved in creative design activities as well
Thought. In Ward, T.B., Smith, S.M. and Vaid, J. as on computational systems for supporting
(eds.), Creative Thought: An Investigation of Concep- creative design.
tual Structures and Processes. American Psycho- Franck Zenasni (franck.zenasni@
logical Association, Washington, DC, 1–27. gmail.com) received his PhD from the Uni-
Ward, T.B., Patterson, M.J., Sifonis, C.M., Dodds, versity René Descartes. During his PhD
R.A. and Saunders, K.N. (2002) The Role of project, he examined relationships between
Graded Category Structure in Imaginative emotion and creativity/divergent thinking.
Thought. Memory & Cognition, 30, 199–216. After his PhD, he worked for three years in
Wharton, C., Rieman, J., Lewis, C. and Polson, P. a medical institute in order to develop mea-
(1994) The Cognitive Walkthrough Method: A sures of quality of life. He is currently
Practitioner’s Guide. In Nielsen, J. and Mack, R.L. research scientist in differential psychology
(eds.), Usability Inspection Methods. John Wiley & at the University Paris Descartes. His
Sons, New York, 105–40. research focuses on (1) the role of emotions
Whitefield, A. (1986) An Analysis and Comparison in creativity, (2) definition and description
of Knowledge Use in Designing with and of emotional traits and affective style, (3)
without CAD. In Smith, A. (ed.), Proceedings of the impact of these characteristics on cogni-
CAD. Butterworth, London. tive activities, and (4) the evaluation of
Wiley, J. (1998) Expertise as Mental Set: The Effects quality of life.
of Domain Knowledge in Creative Problem
Solving. Memory & Cognition, 26, 716–30.

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