TechCards, intermediate representations to support the creative process of emerging technologies -...

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Ioana Ocnarescu November, 2011 BEYOND TECHCARDS: INTERMEDIATE REPRESENTATIONS TO SUPPORT THE CREATIVE PROCESS OF EMERGING TECHNOLOGIES IASDR 2011, TUDELFT (NL)

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This presentation describes a design tool that supports collaboration, communication and creativity in a context of highly specialized technological complexity and within a multidisciplinary teams -TechCards.

Transcript of TechCards, intermediate representations to support the creative process of emerging technologies -...

Page 1: TechCards, intermediate representations to support the creative process of emerging technologies - IASDR 2011

Ioana Ocnarescu November, 2011

BEYOND TECHCARDS: INTERMEDIATE REPRESENTATIONS TO SUPPORT THE CREATIVE PROCESS OF EMERGING TECHNOLOGIES IASDR 2011, TUDELFT (NL)

Page 2: TechCards, intermediate representations to support the creative process of emerging technologies - IASDR 2011

COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED.

PAPER TITLE:

Beyond TechCards: a first step toward the investigation of new dimensions of intermediate representations to support the creative process of emerging technologies

RESEARCH TEAM:

BEYOND TECHCARDS: INTERMEDIATE REPRESENTATIONS TO SUPPORT THE CREATIVE PROCESS OF EMERGING TECHNOLOGIES

Ioana Ocnarescu Florentin Rodio Alexis Eve Jean-Baptiste Labrune

Carole Bouchard Améziane Aoussat

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COPYRIGHT © 2011 ALCATEL-LUCENT. ALL RIGHTS RESERVED.

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Alcatel-Lucent Bell Labs

Applications Domain

DISCOVER AND OBSERVE SCIENTIFIC FACTS Theories, models, methods, observations,…

1. RESEARCH & DESIGN AT BELL LABS A RESEARCH LABORATORY IN AN INDUSTRIAL CONTEXT

INVENT TECHNOLOGIES The historical focus: technical innovations in software engineering, operating systems, physics and networks, …

IMAGINE AND CREATE APPLICATIONS User-centered prototypes, technical demonstrators, …

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1. RESEARCH & DESIGN AT BELL LABS A CASE STUDY EXAMPLE

Belgium 1 Project leader technical 3 Technical specialists 2 Designers

India 1 Technical specialist

France 1 Project leader technical

10 Technical specialists 1 Project leader design

3 Designers 1 Human centered specialist

Source Placeholder

16 Technical specialists, 6 Designers, 1 Human centered specialist TO CREATE A TECHNICAL DEMOSTRATOR DURING 6 MONTHS

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1. RESEARCH & DESIGN AT BELL LABS AN INTERNATIONAL RESEARCH PROJECT

Source Placeholder

UNDERSTAND TECHNOLOGY BLOCKS & CREATE USER STORIES

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2. WHEN RESEARCH HELPS INDUSTRY TOOLS FOR COLLABORATIVE WORK

Ideo Method Cards

intermediate objects

intermediate representations

boundary objects

design artefacts [Bertelsen, 2000], Bouchard [2005], Mer et al[1995], Moggridge [2007], Vinck [1999], Vinck [2009]

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2. WHEN RESEARCH HELPS INDUSTRY TOOLS FOR COLLABORATIVE WORK

Source Placeholder

•  ROLES:

•  identification, presentation and translation;

•  coordination and communication in the design process;

•  to stimulate creativity, inspirational material;

•  to test and prototype concepts.

•  CHARACTERISTICS:

•  Open objects;

•  Close objects.

Ideo Method Cards

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2. WHEN RESEARCH HELPS INDUSTRY TECHCARDS - TOOLS FOR COLLABORATIVE WORK

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1 - Title and name of the platform, 2 - Metaphorical image, 3 - Short description of the technology, 4 - Maturity level,

5 - Ownership, 6 - Technical characteristics, 7 - What to improve points, 8 - Location & contact.

2. WHEN RESEARCH HELPS INDUSTRY TECHCARDS - TOOLS FOR COLLABORATIVE WORK

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•  CONTRIBUTIONS:

•  Concrete outcomes à a way to initiate communication and collaboration in a multidisciplinary environment;

•  This format helped us to visualize, materialize and make tangible pure technological thoughts, ideas and algorithms.

•  ROLES:

•  For designers: a necessity in this particular context + an inspirational material;

•  For technical specialists: a first prove of the existence of their technology even in a conceptual way;

•  For team leaders: see the overall process from the conceptual to the concrete and allowed them to see what could be delivered, on time, and what human resources were required.

Share, communicate, materialize, inspire, …

2. WHEN RESEARCH HELPS INDUSTRY TECHCARDS - WHAT WE HAVE LEARNED?

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3. RESEARCH QUESTION AND HYPOTHESIS

Hypothesis 1. Participants who used the TechCards will score higher on measure of fluidity than participants who did not use the TechCards.

The creative and motivational potential of the TechCards in the design process

Hypothesis 2. Participants who used the TechCards will score higher on measure of adaptation than participants who did not use the TechCards.

Hypothesis 3. Participant who played the game will score higher on measure of creative performance than participants who did not play the game.

Hypothesis 4. Participant who played the game will score higher on measure of intrinsic motivation than participants who did not play the game.

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4. THE EXPERIMENTATION CONDITIONS AND SET-UP

1. List of technologies simple creativity session with 16 design students divided in 4 groups x 4 persons.

2. TechCards session creativity session with TechCards, no rules, 16 design students divided in 4 groups x 4 persons.

3. Game based TechCards session creativity session with TechCards with rules, 16 design students divided in 4 groups x 4 persons.

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4. THE EXPERIMENTATION GENERAL PROCEDURE

All participants in the study were told to enumerate creative use-cases for a specific set of technology

The 4 rules: 1.  "We need as much ideas as possible. More ideas lead to a

greater probability of finding a creative one.” 2.  "All ideas are welcome, even the craziest.” 3.  “Ideas proposed by someone may be combined 4.  or improved by someone else.” 5.  "Never criticize the ideas of others! An assessment phase will

come later.”

Timing: 25min (creativity session) + 10min (23 item questionnaire)

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4. THE EXPERIMENTATION CREATIVE PERFORMANCE – ANALYSIS AND RESULTS

Components to measure creativity: 1.  Fluency 2.  Adaptation 3.  Originality 4.  Overall creativity

Methods: 4 one-way ANOVAs to test the difference of creative production among three creativity sessions.

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4. THE EXPERIMENTATION INTRINSEC MOTIVATION – ANALYSIS AND RESULTS

Scales from Intrinsic Motivation Inventory: 1.  Interest / Enjoyment 2.  Perceived Competence 3.  Effort / Importance 4.  Pressure / Tension

Methods: 4 one-way ANOVAs were used to test the difference of intrinsic motivation and subjective experience among the three creativity sessions.

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4. THE EXPERIMENTATION DISCUSSIONS

Results and interpretation:

1.  In both TechCards sessions we observed more fluency and a higher number of adapted ideas (H1 & H2).

2.  We observed an increased motivation of participants in the gaming session compared to the other conditions. (H3)

3.  We observed that in the Game condition the creative output is significantly more original and creative. (H4)

OBSERVATIONS, LIMITATIONS, CONSTRAINTS, …

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4. THE EXPERIMENTATION DISCUSSIONS

Study limitations: 1.  Is the motivational effect is maintained

over time and repetitive gaming sessions?

2.  low number of use-cases

= ?

technology misunderstanding,

card incomprehension

intrinsic difficulties related to the specific technology to generate ideas

OBSERVATIONS, LIMITATIONS, CONSTRAINTS, …

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5. CONTRIBUTIONS AND CONCLUSIONS

PERSPECTIVES:

1.  Other rules - what kind of game experience?

2.  Test, explore and understand new experimental aspects of this tool in other projects in order to find new ways of understanding and interacting with technology;

3.  Augment the TechCards in order to perceive the technology in more than a visual way, toward an interactive experience;

4.  Research opportunity for innovation management.

ALU Bell Labs Open Days 2011

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[email protected]

November, 2011

THANK YOU! QUESTIONS?