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SEARCHING FOR INSPIRATION DURING IDEA GENERATION
Milene Gonalves / Petra Badke-Schaub / Carlos Cardoso
Delft University of Technology
[email protected]methods which aim to support the designers
ABSTRACT
creativity (Higgins, 2005), focusing on diverse
When facing a design problem, both novice and
expert designers tend to rely on a variety of available
sources to get inspired during idea generation.
Therefore, searching for and collecting diverse
stimuli during the early phases of the design process
is considered a well-known practice amongst
designers. Despite this general assumption, there is
no clear empirical evidence on how novice or expert
practitioners get inspired, their preferences on
various material sources, or how they value such
potential resources. A questionnaire for novice and
expert designers was developed in order to better
understand these issues. The findings indicate that
novices and experts alike tend to look for existing
design solutions that resemble the problem(s) at
hand, potentially neglecting more abstract and
distant information. The results suggest that the
designers in this survey show a tendency to not fully
explore a number of available resources, ultimately
leading to hindrances in their creative processes.
Further results of this study uncover interesting
information strategies of designers which should be
considered when developing creative approaches in
design education.
purposes and inspirational sources, which can
influence designers in an unconscious, accidental or
deliberate manner (Goldschmidt and Sever, 2010).
Designers can actively engage in inspiration search,
normally in specific opportune moments, but any
stimulus can become relevant to a given design
problem, at any time. Inspirational sources have,
therefore, a ubiquitous value (Eckert and Stacey,
2000). As a result, the generation of creative ideas is
largely based on the influence of different kinds of
stimuli that designers search for or end up
interacting with. Moreover, it is well accepted both
in design education and professional practice that
sources of inspiration can stretch the solution space
and enlarge the potential pool of creative solutions
(e.g. Goldschmidt and Sever, 2010). Nevertheless,
many researchers have turned their attention to the
potential negative impact external stimuli might
have in creative design activities. A number of
empirical studies have shown how the use of external
stimuli could constrain creativity, often leading to,
for instance, design fixation (Jansson and Smith,
1991; Purcell and Gero, 1996).
Despite such controversial findings regarding the
influence of external stimuli, there is still a lack of
Keywords: Sources of inspiration, external
stimuli, novice and expert designers
empirical data on the subject of sources of
inspiration in design. Here we will focus on two main
questions about inspirational sources that need
further investigation: 1. What do designers from
INTRODUCTION
different levels of expertise search for when trying
It is widely recognised that designers, independently
to extend their solution space? And 2. How do
of the task at hand or their level of expertise, seek
external stimuli influence and shape the generation
different kinds of support while designing
of creative solution ideas?
(Goldschmidt and Smolkov, 2006). The type of
The present paper is based on a study which
support designers search encompasses a large variety
addresses the first question. Knowing in detail what
of internal (e.g. memories) and external (e.g. images
novice and expert designers use as sources for
and text) stimuli. Furthermore, there is a variety of
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DIVERSITY AND UNITY
inspiration is an essential step to start understanding
et al, 2008), which can trigger possible ideas and be
how the idea generation process takes place.
later retrieved to solve problems.
In order to address these issues, we developed and
Despite the large amount of different stimuli
conducted a questionnaire on novice and expert
available, designers tend to prefer pictorial
designers self-reported preferences, thoughts and
examples over textual or three-dimensional
attitudes regarding inspirational sources and ideation
representations (Gonalves, Cardoso and Badke-
methods used in the early phases of the design
Schaub, 2011). When questioned about their
process. A better understanding of what distinguishes
preference regarding the use of visual, textual or
novice from expert designers, on their preferences
three-dimensional stimuli during idea generation,
for sources of inspiration, can be a valuable outcome
novice and expert designers indicated images as the
for design education and creativity research.
preferred inspirational source. Images can, indeed,
The present paper starts off by briefly reviewing
provide straightforward and intuitive cues that do
research undertaken on the topic of sources of
not require translation between different perceptual
inspiration, design methods and creativity, followed
modalities (Malaga, 2000). Hence, images are a fast
by a description of the setup of the study we
and economic way to stimulate the generation of
conducted. Further on, we present and discuss the
combined ideas. Moreover, designers are commonly
results from our survey based on the statistical
considered as visualizers, due to their tendency to
analysis, and a discussion concerning on how novice
convey and understand messages through images,
and expert designers deal with sources of inspiration
while designing (Mednick, 1962; Cai, Do and Zimring,
while they are designing. Concluding remarks and
2010).
recommendations for further research complete this
The use of visual stimuli in problem solving has been
paper.
widely discussed in several fields. Malaga (2000), for
instance, reports on an experiment where
SOURCES OF INSPIRATION
participants had to generate ideas for ill-defined
Throughout their education and professional life,
problems, while being exposed to textual, pictorial
designers learn how to grasp what is around them
or a textual-pictorial stimuli combination. In such
and find inspiration in literally almost everything
studies, exposure to visual stimuli (either images
(Eckert, Stacey and Earl, 2005). The array of possible
alone or the combination of images and text)
sources of inspiration can vary across different
prompted the participants to generate significantly
categories from internal to external stimuli, the
more creative ideas than the other conditions. These
former being composed by mental imagery and
results led Malaga (2000) to believe that word stimuli
verbal information, for instance. The latter can be
might contribute to functional fixedness (Maier,
further divided into pictorial, verbal, sound or three-
1931), a behaviour whereby people can only visualize
dimensional stimuli (Eastman, 2001). The prominent
the most familiar functions of an object, making it
role given to inspiration search can be explained by a
very difficult to think of other uses for that same
number of reasons:
object.
On another study, Casakin (2005) demonstrated that
to stimulate creativity and arouse a strategic
a rich collection of visual representations, both from
breakthrough throughout the creative process;
within and between domains related to the problem
to support awareness about previous solutions;
being addressed, could help novice and expert
to create the appropriate frame of reference to
designers when dealing with ill-defined problems. In
new innovate designs;
such study, which focused on the influence of
analogies during idea generation, the quality of the
to share knowledge with other stakeholders;
solutions generated by the participants was
to facilitate and accelerate the idea generation
enhanced when a diversified number of images were
process (e.g., Eckert and Stacey, 2000)
made available to them. Designers participating in
Whilst searching for inspiration, designers tend to
that study were stimulated by such visual analogs
collect physical and/or mental visual samples (Keller
even when they were not explicitly instructed to use
PRODEEDINGS IASDR2011
analogic reasoning to solve the problem. Contrary to
existing patents), but can also lead to new ideas, for
these findings on the positive effect of visual stimuli,
example, when it is needed to circumvent the
earlier research studies have shown that existing
existing patent. Undoubtedly, the most common
examples could have an unproductive influence on
behaviour of the designer is the act of seeking
the generation of creative ideas (e.g., Purcell and
inspiration within the design problem field but also
Gero, 1996; Jansson and Smith, 1991). These
in more distant or non-related areas. The phase of
limitations towards originality as one parameter of
idea generation, as any stage of the design process,
creativity have been termed design fixation i.e., an
is highly iterative and presumes changes of direction.
unconscious tendency to reuse parts/principles of
Regardless of how novel and unexplored a problem
previously seen examples during idea generation
is, designers always use their previous knowledge to
(Jansson and Smith, 1991). Following the results of
understand and define the problem and to generate
the different studies, whilst some visual stimuli can
ideas.
enhance creativity, precedent images can also
Generally speaking, the way we approach a new
structure mental representation in such a way that
situation is directed by prevailing cognitive
the ideas are incorporated into the new design with
structures that help us to perceive and understand
non-creative results (Perttula and Liikkanen, 2006).
what exists around us. We rely on concepts (mental
Despite the dominant presence of visual stimuli, and
models) to discover and structure the unknown
regardless of their ambiguous effect, there are
(Badke-Schaub et al., 2007). Likewise, new
reasons to assume that other representational stimuli
knowledge is based on accumulated models of past
could also be influential for the generation of
experience and concepts, because new information
creative solutions. Goldschmidt and Sever (2010)
is always related to the categories that exist already.
have shown the positive influence of using text as
For instance, we do not have to analyse each single
stimuli during idea generation in terms of originality,
example of a door to know how it is supposed to
when compared to conditions that did not receive
work; one just needs to relate the newly
any external stimuli.
encountered door and compare it with similar
In conclusion, previous research has brought forward
objects in the related categories (Murphy, 2002).
a considerable amount of ambiguous results stating
Hence, also new ideas are based on existing
that the same representation modality can incite as
knowledge. In the book Displacement of concepts,
well as hinder design creativity. Ultimately,
Schn (1963) explores the topic of concept
enhancing creativity might not only depend on the
formation, where he developed the theory of
form kind of the representation utilised, but also on
generative metaphors. According to Schn,
what it tries to convey.
generative metaphors provide a frame of reflection,
which enables us to build intuitively and implicitly
CREATING NEW IDEAS
new knowledge based on the old. However, existing
A new idea does not appear from thin air. At first, a
information is not merely reused when new
designer relies on the problem definition which will
circumstances are presented. Instead, a
eventually lead to an understanding of the problem,
transformation is needed and new meaning is
what then might deliver a first mental model of the
created from the relation between the known and
problem space. Secondly, the designer analyses the
unknown, according to the new setting.
context of the problem, trying to explore what is
In other words, novel ideas can be generated when,
known and what can be improved. A list of
within new situations, old concepts are brought into
requirements is assessed and (ideally) constantly
different perspectives, triggering new
verified, but it is also necessary to investigate what
interpretations. The process of displacement has
has been done before to solve the same or similar
four non-sequential but dependent phases:
problems. For instance, the exploration of
transposition (where an old concept is transferred to
competitor products can be identified as a main
a new setting only as a symbol), interpretation
inspirational search, which does not only provide
(when partial transferred symbols need adaptation to
information about possible restrictions (such as
fit within new settings), correction (to detach old
DIVERSITY AND UNITY
concept symbols from previous framework) and
higher level of abstraction, it is important to
spelling out (an evaluation moment between the old
consider how design problems are stated and from
and new concept). This theory offers a possible
which categories the inspiration derives.
explanation of how new ideas are created through
RESEARCH STUDY
the displacement of old concepts from known
settings.
A questionnaire (using NetQ software
Based on the idea that cognitive processes in design
(NetQuestionnaires Nederland BV) was developed to
are characterized by a precedent-based reasoning,
find out the preferences of designers for different
Oxman and Oxman (1992) postulate two cognitive
inspiration material. Our aim was to primarily
styles in design: refinement and adaptation. While
understand which kind of stimuli is used as source of
during refinement new knowledge is generated by
inspiration during creative design processes,
the substitution of abstract previous representations
depending from the knowledge of the designers.
to more specific ones; during adaptation, precedent
Additionally, we considered that this knowledge
knowledge is transformed to the new situation,
would be essential to understand how new ideas are
whereby interpretation takes an important role.
structured. Thus, the questionnaires were given to
Obviously, there seems to be a common agreement
103 industrial design engineering master students
that some of the most important sources for the
(i.e., novice designers) from the Faculty of Industrial
generation of new ideas are knowledge and
Design Engineering (Delft University of Technology,
experience of the designer with previous design
The Netherlands) and 52 professional designers (i.e.,
solutions (Pasman, 2003; Eckert et al, 2005).
expert designers), mainly from The Netherlands and
The way how the relevant knowledge is addressed
Portugal. The questionnaire, which took on average
to elicit the creation of new ideas can be answered
15 minutes to be filled in, could be completed online
by the assumptions of the associative theory of
or on paper, according to the participants
creative thinking (Mednick, 1962). Mednick defines
preferences. Most of the items of the questionnaire
creative thinking as the forming of associative
were scaled on a 5-point Likert scale (e.g. 1 = never;
elements into new combinations which either meet
2 = rarely; 3 = sometimes; 4 = often; 5 = always),
specified requirements or are in some way useful
but also yes/no questions and multiple choices were
(1962, p.221). According to Mednick, three processes
included. In order to further clarify some of the
are the source of the generation of creative ideas:
issues addressed, participants were asked to answer
serendipity, mediation and similarity. The way in
additional open-ended questions.
which one categorises ideas and concepts,
In total, the questionnaire was structured in five
determines how associations are created, which
sections:
leads to more or less creative ideas. Thus, if a higher
Section 1: Background information on the
number of associations is evoked, the probability of
participants;
creative ideas can also increase.
Nevertheless, associations are not always continually
Section 2: Representation stimuli and sources of
evoked and there might also occur counter-intuitive
inspiration;
associations. In fact, each new situation (or design
Section 3: Ideation methods;
problem) can be described by structural components
and the relations between them. These system
Section 4: Reflection on the design process;
structures provide information on which there are
Section 5: Design teams.
categories that might be of further relevance in
The present paper places emphasis on section 2 of
order to solve the design problem (Schn, 1963).
the questionnaire. The remaining topics covered by
Accordingly, the identification of the problem
the questionnaire are discussed elsewhere
belonging to a specific category can lead to the
(Gonalves, Cardoso and Badke-Schaub, 2011).
activation of cognitive processes, which can obstruct
Section 2 of the questionnaire asked about the
access to other categories that require higher levels
material sources that novice and expert designers
of abstraction. Thus, in order to promote access to a
favour during conceptual phases, and how often they
PRODEEDINGS IASDR2011
use them. A list of sources of inspiration was
when they search for it and how much they actually
obtained from informal talks with designers from
use inspiration while designing.
different backgrounds, as well as from the literature.
A total of 27 possible material sources were gathered
Within-group analysis: novices and experts
and clustered into three initial categories:
The results reveal that inspiration search is
considered very important for both novice and
Sources of information: Design magazines; Design
expert designers in order to continue with the
books; Newspapers; Magazines from other fields;
generation of ideas (x= 4.39 and x= 4.44,
Internet; Art; Competitor products; Other
respectively - Figure 1 left, in which 5 corresponds to
designers; Previous personal projects; Memories
Very Important and 1 corresponds to Not at all
(past experiences); Nature; Places.
important).
Physical properties: Shapes; Colours; Materials;
Textures; Product functionality.
Activities: Walking around; Listening to music;
Watching movies; Taking a bath/shower; Talking
to people; Sleeping; Doing sports; Going to
museums; In the bathroom; Reading.
In addition to these material sources, participants
could add other options not included in the
questionnaire.
DATA ANALYSIS
The analysis of the questionnaire is divided into two
parts. Whilst in a first part we analyse the topic of
Figure 1. Left - Novices and Experts: importance of inspiration;
Right - Novices and Experts: Inspiration's frequency of use.
inspiration value, in a second part, we concentrate
our attention on designers preferences for different
material sources. Each part is examined through a
Therefore, the expert and novice designers from our
within-group and between-group analysis: the
sample entrust an enormous value to inspirational
former analysis deals with the individual responses
search.
within each group (novices as one group separate
Equally, the same similarity of results can be found
from experts as another group), using a one-way
regarding novices and expert designers frequency of
analysis of variance (ANOVA) and Pearson Correlation
searching for inspiration, with both groups reporting
Coefficient; the latter analysis compares novices
on regularly engaging in such activity (x= 4.17 and
responses against those provided by the experts, for
x= 4.33, respectively - Figure 1 right, in which 5
which we used an Independent-Samples T-test.
refers to Always and 1 to Never).
Answering the question when is inspiration most
RESULTS
important for designers, participants could choose
The following sections present the results from the
between several options: all the time; once I get the
questionnaires, and we start with some more general
brief; during problem analysis; during idea
considerations of the participants on the topic.
generation; during conceptual design; during
SEARCHING FOR INSPIRATION: GENERAL
workers; in discussion with clients. With this array of
embodiment and detail design; in discussion with co-
IMPORTANCE, FREQUENCY OF USE AND MOMENT OF
options, we intended to obtain a broad overview of
HIGHEST IMPORTANCE
the designers considerations on the design process,
In this section we present the results of how much
generation of a design idea. Nevertheless, the
trying to map all the important phases for the
majority of the novices and experts expresses a
novice and expert designers appreciate inspiration,
preference for searching for inspiration specifically
5
DIVERSITY AND UNITY
during idea generation, which is significantly more
Regarding the most opportune moment to search for
often selected than any other option (Figure 2, p <
inspiration, once more there are no differences
0.05 and Figure 3, p < 0.05).
between the responses provided by the novices and
experts.
PREFERENCES FOR MATERIAL SOURCES
In the following section, we look at novice and
expert designers preferences for particular material
stimuli.
Within-group analysis: novices and experts
preferences for different sources of information
When analysing the preferences on material sources,
especially focusing on sources of information,
novices report a substantial preference to
concentrate their inspiration search on the Internet.
This preference presents significant differences in
relation to all the other material sources listed in the
Figure 2. Novices: when is inspiration important.
questionnaire (Figure 4, p < 0.05). Looking at
competitor products and retrieving inspiration from
personal memories are the second and third most
important sources of information (but still,
significantly lower than using the Internet).
Conversely, newspapers, magazines from other
fields and places, are novices least preferred
sources of information.
Experts preferences on material sources are similar
to those of novices. Internet, competitor products
and memories are also reported by the experts as
the most preferred sources.
On the other hand, places, magazines from other
fields and newspapers are the least preferred ones
by experts.
In fact, whilst novices choose searching for
information on the Internet much more frequent
Figure 3. Experts: when is inspiration important.
than in any other material source, this is not true for
experts. Experts do not show a significant difference
between Internet and competitor products or
Between-group analysis: novices and experts
between Internet and memories. In fact, experts
As mentioned before, novices and experts alike
rate the item competitor products as almost as
report crediting a high value to inspiration during the
important as browsing the Internet. This specific
design process (Figure 1 left) and their frequent use
material source is significantly different from all
of sources of inspiration during the design process
other means of obtaining inspiration covered by the
(Figure 1 right).
questionnaire.
PRODEEDINGS IASDR2011
From these results, we were interested in a more
related. A Pearsons Chi Square test was used to test
thorough examination of the kind of material sources
the differences between the aforementioned
designers search for. As it was shown earlier in this
categories, however, yielding no significant
Figure 4. Novices (Left) and Experts' (Right) preferences for sources of information.
paper, Internet, competitor products and memories
differences between them. Hence, we can not verify
are the most frequently chosen material sources by
whether these designers are indeed preferring design
novice and expert designers.
related stimuli over other distant stimuli, not
Another interesting result is that designers seem to
directly related with design.
value design related stimuli much more than
searching for inspiration in distant areas. In order to
Within-group analysis: novices and experts
analyse this, a categorisation of the material sources
preferences for activities
used in this questionnaire was made and the 27
As stated before, the results show that novice and
stimuli covered by the questionnaire were grouped
expert designers tend to have the same preferences
into four categories: Design related; Non-Design
for specific activities when searching for inspiration,
related; Memory related and Cognitive Distance
the most preferred ones being: talking to people,
Figure 5. Novices' (Left) and Experts' (Right) preferences for activities.
DIVERSITY AND UNITY
walking around, reading and listening to music.
significantly higher in relation to textures, the least
When we examine the results from the novices in
chosen stimuli (Figure 6 right, p < 0.05).
detail, we see that talking to people is the most
preferred stimulus for searching for inspiration,
Between-group analysis: novices and experts
significantly more than any other activity (Figure 5
preferences for material sources
left, p < 0.05)
Across all three categories of material sources
Unlike novices, experts seem to share their
Sources of information; Physical Properties; and
preference between two activities, when trying to
Activities results show that novice and expert
find inspiration. Whereas talking to people is
designers seem to choose a rather similar range of
evidently the most chosen activity, it is not
stimuli.
significantly more frequent than walking around.
Nevertheless, the activity talking to people is
Within-group analysis: correlation between
significantly higher in relation to the remaining eight
preferences for material sources and
stimuli (Figure 5 right, p < 0.05). On the other hand,
representational stimuli
walking around was considered significantly more
The results reveal that novice designers manifest a
stimulating than the least preferred five activities
preference for images when looking for inspiration,
(Figure 5 right, p < 0.05).
preferring to look for these in design books, as well
as in the work of other designers. In terms of the
Within-group analysis: novices and experts
category physical properties, novices give special
preferences for physical properties
attention to shapes and colours of pictorial examples
When focusing on physical properties of examples,
(table 1).
novices highlight shape, product functionality and
material as the most important features for
inspiration. Out of these properties a significantly
higher preference for colours and textures can be
derived (Figure 6 left, p < 0.05).
Table 1. Novices: correlation between representation stimuli and material
sources (* * corresponds to p < 0.01 and * corresponds to p < 0.05).
When expert designers use images as their preferred
type of representational stimuli, they tend to look in
magazines from different fields and engage in
activities such as watching movies and visiting
museums. Conversely, these designers also tend to
talk less with other people, when seeking for
inspiration, and rarely look into examples of
competitor products (Table 2).
Figure 6. Novices' (Left) and Experts' (Right) preferences for
physical properties.
Regarding designers preference for objects, novice
designers who prefer objects as triggers for
inspiration report a tendency to engage in activities
that enable them to interact with such physical
In contrast to novices, experts give more importance
examples, for instance: getting inspired by places;
to product functionality, as well as to material and
walking around; and visiting museums. There is also
shape when looking for inspiration in existing
a positive correlation between novices preference
examples. Nevertheless, product functionality is only
PRODEEDINGS IASDR2011
previous research has not been explicit about:
searching for inspiration is a highly valued activity
and it happens frequently (and almost exclusively)
during design idea generation, regardless of
designers level of expertise.
Our results indicate that, both novice and experts
value inspiration. These results reassure the
importance of investigating the topic of sources of
inspiration within the area of design creativity. Our
Table 2.Experts: correlation between representation stimuli and material
sources (* * corresponds to p < 0.01 and * corresponds to p < 0.05).
participants rely on inspiration on a daily basis and
can potentially be affected positively or negatively,
for objects and choosing to look for inspiration in
by diverse stimuli presented in different forms and
newspapers.
comprising different content.
Experts giving preference to these representational
stimuli also prefer to inspire themselves by looking
MATERIAL SOURCES SOURCES OF INFORMATION
at competitor products and other designers
Interestingly, two of the most preferred sources of
portfolio. This represents a highly significant
information can be considered design-related, i.e.,
correlation between their preference for objects and
examples of competitive products or similar
choosing materiality as the most relevant physical
solutions for the same design problem on Internet.
property of inspirational examples.
Nevertheless, it is important to consider that the
selected stimuli used in this survey vary in terms of
On the subject of preferences for textual
specificity. For instance, whilst competitive products
representation, there are negative correlations
as source of information, refer to a well-defined
between the use of text and looking into other
category of design examples, Internet is much more
products from the market and product functionality
general. In fact, we have no clear indication of what
as physical property. Therefore, experts preferring
designers search for when they are browsing the
to use textual stimuli representations do not look for
Internet. Nevertheless, our assumption also from
inspiration in competitor products nor in product
interviews with designers is that, especially in an
functionality.
initial phase, designers look for existing design
On the other hand, novice designers preferring to use
solutions or problem related information, which then
text over other representational stimuli, indicate a
places Internet as a design-related content stimulus.
similar preference for searching for inspiration in
As it was described previously in this paper, research
newspapers and engaging in activities such as going
on design fixation has demonstrated that the use of
to museums, reading and, curiously, doing sports.
priming examples as stimuli can result in
Furthermore, regarding novices preference for
counterproductive behaviour. One of such situations
physical properties of objects, such as shapes and
is the inadvertent repetition of parts/principles of
material, these are negatively correlated with their
the seen examples, which can be a hindrance in
preference for text.
creativity (e.g., Jansson and Smith, 1991). For that
More experienced designers claim not using text as
reason, we can speculate that if designers have a
much as they use objects and images when searching
tendency to become too dependent on design-
for inspiration. Therefore, there are no positive
related stimuli they, consequently, increase the
correlations between their preferences for text and
probability of design fixation occurring. Whilst on
other material sources.
one hand, students and practitioners seem to be
hijacking their own creativity; on the other hand,
DISCUSSION AND CONCLUSIONS
there are reasons that justify this behaviour. Design-
VALUE OF INSPIRATION
related stimuli, such as competitive products and
The results presented in this paper confirm what the
iconic design objects, are easily accessible, both
majority of designers may already know but that
physically (through pictorial examples on the
DIVERSITY AND UNITY
Internet, for instance) and cognitively (part of the
designers preferences for material sources. Whilst
designers mental collection of cases). Moreover,
experts choose three stimuli as the highest-ranking
local analogies (or within domain) are easier to
(Internet, competitor products and memories),
evoke, as they share a higher level of similarity
novices indicate Internet as significantly more
between source and target problem (Christensen and
important than all the other stimuli. This result may
Schunn, 2007). Consequently, distant analogies,
indicate that novice designers choose the most
which are aroused by between domain sources (such
readily available external stimulus compared to
as more abstract, as well as distant related stimuli)
experts, who rely on their bigger pool of internal
can be rather difficult to evoke. However, designers
stimuli available.
are known to be skilled in establishing distant
analogies (Casakin, 2003). Under typical time and
MATERIAL SOURCES ACTIVITIES
budget limitations, the designers taking part in our
During idea generation, it is usually expected that if
survey show a tendency to employ strategies of
designers get stuck, they might attempt to engage in
cognitive economy (e.g., Pasman, 2003) and conform
certain activities that may overcome their current
themselves by searching for the most immediate
block. There are empirical studies that examined the
sources of inspiration. This is what seems to happen
role of incubation as a way to support creativity
when novice and expert designers report that they
during problem solving (e.g., Wallas, 1926; Ellwood
search for inspiration on the Internet and when
et al., 2009). Incubation breaks are acknowledged as
looking at competitor products. Furthermore, the
periods where doing nothing which relates to the
third most used stimulus for both levels of expertise
problem will help the brain activities to restructure
is their own memory. This fact is congruent with the
and by this gaining new ideas or even a solution for
findings that designers rely on their own past
the problem.
experiences and knowledge of previous cases to find
We were interested in investigating which kind of
inspiration and to develop new ideas and concepts
activities are the most preferred by designers, in
(Oxman, 1990). Also, experts in our study report to
order to stimulate the generation of creative ideas.
frequently search for memory-related stimuli: they
According to our findings, the most preferred activity
indicate looking for inspiration within their own
by both experts and novices is talking to people.
memory (57%) and previous personal projects (55%).
Therefore, it seems that it is essential for designers
This result is consistent with empirical studies that
to share their design problems with peers and
demonstrate that experts are much quicker in
outsiders, who may not be in the same mindset as
generation of ideas because they use cases stored in
they are. Additionally, explaining the problem to
their memory as basis for new ideas.
colleagues, specialists on the topic or even people
On the other hand, novices also reporte that they
nave to design, can help designers to restructure the
refer to memory when designing (58%), but they less
problem and to get a new view on the problem.
often retrieve information from previous personal
Whilst talking to people could potentially promote to
projects (41%).
unblock the designer, it does not correspond exactly
It is easily understandable why novices seem to not
to the definition of incubation break. The incubation
use previous personal projects, as their design
process is assumed to be non-conscious (Ellwood et
knowledge is still limited. Memories and previous
al., 2009), which differs from talking to people
personal projects are still important for novices;
specifically about the problem at hand.
however, the amount of information in the required
All the other activities also covered by the
field of knowledge is probably smaller.
questionnaire are rated by novices as less important
In summary, these results demonstrate that
than talking to people. However, the activities
designers, especially experts, are able to apply a
walking around, reading and listening to music can
memory-based reasoning to stimulate creativity
be considered as incubation facilitating activities.
(Oxman, 1990).
They may lead to a distance to the problem and thus
In line with that explanation can be seen also the
may result in a new view on the problem.
prominence Internet seems to have for novice
10
PRODEEDINGS IASDR2011
Novice designers rated these activities as much less
frequency and with which variation certain sources
important, compared to talking to people. Expert
of inspiration are used but rather how the stimuli are
designers, however, consider walking around as an
transformed to generate innovative solutions.
important activity in order to stimulate the creation
of ideas. Discussing a problem with other persons
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