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The nine-dot puzzle. The task consists of connecting all 9 dots with four straight lines, leading many people to believe that the lines have to stop within the frames of "the box"[48]. 

The nine-dot puzzle. The task consists of connecting all 9 dots with four straight lines, leading many people to believe that the lines have to stop within the frames of "the box"[48]. 

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Conference Paper
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Design ideas are commonly used as an indicator of success of design methods and processes. Yet it is very rarely defined what precisely constitutes "an idea", and how such an idea manifests itself to the researcher. This paper presents an examination of design idea definitions based on a thorough study of 75 research contributions. We construct a t...

Citations

... A design idea can be conceived as a concept that emerges as a solution or a partial solution to a design problem, and which continuously evolves throughout the design process (Dorst & Cross, 2001;Wiltschnig et al., 2013). A design idea can also present a new way to frame a problem or evoke a specific action plan (Inie & Dalsgaard, 2017). Design ideas are central to design as a practice and as a specialized profession but also to scientific studies of the design process. ...
... We analyze in depth the central methodological aspects of an existing corpus of research literature on design ideas as identified by Inie and Dalsgaard (2017). Among these aspects are data collection, analysis methods, and participants. ...
... Design ideas also serve to move the design process forward in various ways. Inie and Dalsgaard (2017) identified seven types of ideas in design: (Re)framing the problem, Opportunity, Suggestion for part solution, Suggestion for solution, Design move, Insight moment, and Plan for action. We subscribe to this inclusive, definitional taxonomy of a 'design idea' to capture the heterogeneous understandings of what constitutes an idea in design. ...
... Designers can be divided into software designers, who design interfaces, features, and processes, and hardware designers, who create products, structures, and engineering environments. Software designers must be more creative since the cost of a design application is lower than a product, and they face fewer limitations [63]. Therefore, the research concentrates more on the improvement of creativity with tools. ...
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Idea management is a crucial pillar of corporate management. Organizations may save research expenses, influence future development, and maintain distinctive competency by controlling front-end ideas. To date, several idea management tools have been developed. However, it is unknown to what extent they support the idea management process. Therefore, this scoping review aims to understand the classification of idea management tools and their effectiveness through an overview of the academic literature. Electronic databases (Scopus, ACM Digital Library, Web of Science Core Index, Elsevier ScienceDirect, and SpringerLink) were searched, and a total of 38 journal papers (n = 38) from 2010 to 2020 were retrieved. We identified 30 different types of idea management tools categorized as digital tools (n = 21), guidelines (n = 5), and frameworks (n = 4), and these tools have been utilized by software designers, hardware designers, and stakeholders. The identified tools may support various stages of idea management, such as capturing, generating, implementing, monitoring, refinement, retrieving, selection, and sharing. However, most tools only support a single stage (either capture or generate), and they cannot track the life cycle of the ideas, which may lead to misunderstanding. Therefore, it is essential to develop tools for managing ideas that would allow end users, designers, and other stakeholders to minimize bias in selecting and prioritizing ideas.
... Types and definitions of creative ideas. Inie and Dalsgaard [23] identify seven definitions of design ideas as they have been described in previous research. The types are '(Re)framing the problem', 'Opportunity', 'Suggestion for part solution', 'Suggestion for solution', 'Design move', 'Insight moment', and 'Plan for action'. ...
... Two broad areas that emerged were the classification of suggestions and ideas from design partners during the design sessions, and the social collaborative processes that occurred during the sessions. This dichotomy between output ideas and the generative process echoes how other design research projects can be categorized [28]. To classify suggestions and ideas from design partners in our transcripts, we first labeled all contributions to the discussion as "idea suggestion" without evaluating the creativity of the idea. ...
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Leveraging social media as a domain of high relevance in the lives of most young adolescents, we led a synchronous virtual design workshop with 17 ethnically diverse, and geographically-dispersed middle school girls (aged 11-14) to co-create novel ICT experiences. Our participatory workshop centered on social media innovation, collaboration, and computational design. We present the culminating design ideas of novel online social spaces, focused on positive experiences for adolescent girls, produced in small-groups, and a thematic analysis of the idea generation and collaboration processes. We reflect on the strengths of utilizing social media as a domain for computing exploration with diverse adolescent girls, the role of facilitators in a synchronous virtual design workshop, and the technical infrastructure that can enable age-appropriate scaffolding for active participation and use of participatory design principles embedded within educational workshops with this population.
... Multiple, compatible design ideas form a 'design concept': an integrated solution concept that could be turned into a viable prototype. A number of definitions for 'design idea' co-exist in the Inie and Dalsgaard, 2017). Prototype, prototyping During prototyping, the design team turns design concepts into tangible products (prototypes) that get tested and evaluated by users in an experimental setting. ...
Article
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CONTEXT Innovation based on information and communication technology (ICT) plays an increasingly important role in agricultural research-for-development efforts. It has been recognized, however, that the weak adoption and low impact of many ICT-for-agriculture (ICT4Ag) efforts are partly due to poor design. Often, design was driven more by technological feasibility than by a thorough analysis of the target group's needs and capacities. For more user-centered ICT4Ag development, there is now growing interest in the use of systematic, participatory design methodologies. OBJECTIVE Numerous methodologies for participatory design exist, but applying any of them in smallholder farming context can create specific challenges that digital development researchers need to deal with. This article aims to support future digital development efforts by contributing practical insights to recent discussions on the use of participatory design methodologies for ICT4Ag development. METHODS We present lessons learned from practical experiences within participatory design projects that developed ICT4Ag solutions in sub-Saharan Africa and Latin America. Based on these experiences and supported by literature, we describe common challenges and limitations that digital designers may face in practice, and discuss possible opportunities for dealing with them. RESULTS AND CONCLUSIONS The outcomes of digital design projects within research-for-development efforts can be affected by tensions between design ideals and project realities. These tensions may relate to, among others, mismatching expectations among project stakeholders, top-down hierarchies at design partners, insufficient attention to the wider digital ecosystem, and disincentives to re-use ideas and software. Depending on project context, these challenges may need to be addressed by researchers during planning and implementation of digital design projects. SIGNIFICANCE The insights in this article may support agricultural development researchers in facilitating more effective participatory design processes. Even though good design is not the only precondition for a successful ICT4Ag service, this can help create more meaningful digital innovation for agricultural development.
... Commonly used in creative fields such as design or fashion, they "stimulate the perception and interpretation of more ephemeral phenomena such as color, texture, form, image and status" [26]. Designers often collaborate in the design of physical mood boards, where the act of finding, choosing and curating visual material not only helps designers express ideas they already have, but also inspires new ideas based on their reactions to the images that emerge [36]. Mood boards let designers explore hard-to-express ideas [13], and offer the potential for innovative discovery [26]. ...
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Professional designers create mood boards to explore, visualize, and communicate hard-to-express ideas. We present ImageCascade, an intelligent, collaborative ideation tool that combines individual and shared work spaces, as well as collaboration with multiple forms of intelligent agents. In the collection phase, ImageCascade offers fluid transitions between serendipitous discovery of curated images via ImageCascade, combined text- and image-based Semantic search, and intelligent AI suggestions for finding new images. For later composition and reflection, ImageCascade provides semantic labels, generated color palettes, and multiple tag clouds to help communicate the intent of the mood board. A study of nine professional designers revealed nuances in designers' preferences for designer-led, system-led, and mixed-initiative approaches that evolve throughout the design process. We discuss the challenges in creating effective human-computer partnerships for creative activities, and suggest directions for future research.
... What is characteristic about a design idea (in relation to the creativity research-understanding of an idea) is that the design idea is oriented towards moving a design process forward. A design idea can be directed towards framing or reframing the problem statement, discovering an opportunity to work with, suggesting a full solution for the design problem, or part of a solution for the design problem (Inie and Dalsgaard 2017a). Design ideas are essential in practicing creative design. ...
Article
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This article presents a grounded theory analysis based on a qualitative study of professional interaction designers ( n = 20) with a focus on how they use tools to manage design ideas. Idea management can be understood as a subcategory of the field personal information management, which includes the activities around the capture, organization, retrieval, and use of information. Idea management pertains to the management and use of ideas , a particular type of information, as part of creative activities. The article identifies tool-supported idea management strategies and needs of professional interaction designers, and discusses the context and consequences of these strategies. Based on our analysis, we identify a conceptual framework of 10 strategies which are supported by tools: saving, externalizing, advancing, exploring, archiving, clustering, extracting, browsing, verifying, and collaborating . Finally, we discuss how this framework can be used to characterize and analyze existing and novel idea management tools.
... What is characteristic about a design idea (in relation to the creativity research-understanding of an idea) is that the design idea is oriented towards moving a design process forward. A design idea can be directed towards framing or reframing the problem statement, discovering an opportunity to work with, suggesting a full solution for the design problem, or part of a solution for the design problem (Inie and Dalsgaard 2017a). Design ideas are essential in practicing creative design. ...
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This paper presents a grounded theory-analysis based on a qualitative study of professional interaction designers (n=20) with a focus on how they use tools to manage design ideas. Idea management can be understood as a subcategory of the field Personal Information Management, which includes the activities around the capture, organization, retrieval, and use of information. Idea management pertains then to the management and use of ideas as part of creative activities. The paper identifies tool-supported idea management strategies and needs of professional interaction designers, and discusses the context and consequences of these strategies. Based on our analysis, we identify a conceptual framework of ten strategies which are supported by tools: saving, externalizing, advancing, exploring, archiving, clustering, extracting, browsing, verifying, and collaborating. Finally, we discuss how this framework can be used to characterize and analyze existing and novel idea management tools.
... As Nanna Inie and Peter Dalsgaard have rightly pointed out, research contributions about idea development sometimes give very vague definitions of what an idea is. Their overview demonstrates a large variety of idea definitions ranging from specific solutions to suggestions that entirely reframe the problem in question (Inie and Dalsgaard, 2017). ...
Article
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This article investigates the kinds of evaluative practices that are employed when gatekeepers in TV want to maximise creativity. By analysing the evaluative regimes used in TV idea development, the analysis points to how a simplicity regime is used in the observed idea development sessions, with ideas being judged constantly as to whether they are clear and simple enough. Using observations, interviews and briefs as data sources, the article concludes that the desire of gatekeeping editors to maximise creativity can place significant pressure on developers who find it difficult to live up to these desires. In addition, the findings suggest that these developers primarily develop ideas for their immediate gatekeeping editors and that the TV viewers are not considered as equally important in their idea development process.
... We define margins as buffer for ideas (from this point on referred to simply as the margins strategy) as the strategy of storing, placing, or manipulating something in a separate space adjacent to what can best be universally described as the 'production area' of a given software tool. This strategy appears in different forms depending on the domain and tool, [13]. In that sense, the document containing unfinished ideas in its 'margins' lies somewhere between saving a new version or branch of the document, and simply copy-pasting one item (also observed in this study and in others' work [35]). ...
Conference Paper
On the basis of a qualitative study of five domains of creative work, this paper analyzes two recurring strategies in the use of digital tools, 'margins' and 'view-shifts'. These strategies are commonly employed by creative professionals across five different domains. Based on video from observational studies of music producers, video production, industrial design, graphic design, and service design, we conduct a thematic analysis to arrive at the two strategies. We furthermore examine the two strategies in relation to existing research into creativity and cognition, and discuss how this can inform future studies of the use of digital tools in creative work.