Prototypes are considered to be efficient tools in engineering design as they help to reveal flaw... more Prototypes are considered to be efficient tools in engineering design as they help to reveal flaws in ideas and concepts, highlighting problems to be solved. Limited research has been conducted in detail about prototyping activities that have contributed to the increase of designers' ideas in the design process. This study explores the use of prototypes to generate more ideas compared to the designers that were not involve with prototypes in design process. It also investigates how prototypes enhance designers' idea by involving 45 participants in three separate groups in early ideation and concept development process. The aim of this paper is to explore the ability of prototyping to produce creative and innovative ideas in the conceptual phase of design process. Results indicated that the group of participants who were involved with prototypes in their design process produced more amount of ideas compared to the group who did not use it. It also shows prototypes helps designers to generate more creative and innovative ideas .
In search for meaningful and radical innovations, many authors comply with the understanding that... more In search for meaningful and radical innovations, many authors comply with the understanding that User-Centered Design lead to incremental innovation. However, opposing views are prevalent among design researchers, when discussing and comparing the innovation impact between Human-Centered Design and Design-Driven Innovation approaches. Some researchers claim that Human-Centred Design methods contain a significant facilitative value for achieving radical innovation, because of their participatory and design led characteristics. However, this is contested by another group of researchers, who are convinced that to realise breakthrough innovation, user involvement, whether participative or not, is not sufficient. The aim of this article is to discuss on how models and prototypes can be applied in Design-Driven Innovation, as well as how they can facilitate a more explorative and creative approach towards idea and concept generation in a Human-Centered Design. Results indicate that active engagement through models and prototypes enables designers, stakeholders and interpreters to gain first-hand experience with existing or future design contexts.
This paper discusses model making approaches in the design process and also classifies broadly th... more This paper discusses model making approaches in the design process and also classifies broadly the different types of physical models and prototypes. It also describes the fundamental principles of different methods of model making and prototyping and questions how they can be used in the conceptual and detailing design stages of the design process. The first part of this paper explains how physical model and prototypes are classified and why it is so important to do so for gaining a better understanding of the designed product in terms of usability and technical functionality. The second part of this paper focuses more specifically on how these tools are helpful or restrictive in facilitating the creation of ideas, concepts and detailed design solutions following a structured process. Finally a user-centered and cost-efficiency design perspective will be discussed with respect to what extent models and prototypes are able to facilitate design changes throughout the different stages of the design process.
In design education, detailing and materialisation activities are often underemphasised in a stru... more In design education, detailing and materialisation activities are often underemphasised in a structured design process. Educators tend to teach students to focus on defining problems, developing creative design solution, as well as communicating the “nearly completed designs” through modes of holistic and refined representation, which misconceptually creates a perception of completeness among stakeholders. One of the main reasons are that time constraints in the detailing and materialisation activities, initiated other modes of presentation, which are faster, such as CAD, but lacks tactility and interactivity. Moreover, students´ misconceptions that creative “award-winning” explorations mainly take place in the idea and conceptualisation stages are myths, which need to be seriously addressed in design education. The aim of this article is to propose a systematic approach for design practice and education to select the most appropriate models and prototypes to facilitate divergence, creativity and focus in the detailing and materialisation stages of the designing process. Moreover, as students and junior designers tend to converge towards concrete solutions quite early in the design process once detailing and materialisation work in being emphasised and prioritised, the authors propose to maintain an intensive cognitive and descriptive approach for analysing design problems and generating solutions, followed by a strict process of idea generation and conceptualisation. However this, strict development process should be compensated through a more extended divergence and convergence process in the detailing and materialisation stages using models and prototypes, complemented by a “master” and “apprenticeship” interactions between student and faculty which give ample room for hermeneutic inquiry and design reasoning.
With respect to structured design processes, physical models are developed with the intention to ... more With respect to structured design processes, physical models are developed with the intention to give additional insight to the analytical, explorative, creative, detailing and materialisation design activities of the designer. In design education, the final two activities are often underemphasised in a structured design process, as educators tend to teach students to focus on defining problems and developing creative design solution at a strategic and conceptual level. Modes of representation in the form of holistic physical models are then developed to complement the understanding on these early stages of design activities. The neglect of detailing and materialisation activities, because of time constraints, increased accessibility to other modes of presentation such as CAD, or students´ misconceptions that creative exploration should only take place in the idea and conceptualisation stages of the design process, is a phenomenon, which need to be seriously addressed in design education. Furthermore, the student designer is not always aware of 3-D representation tools which are suited to facilitate such a divergent and creative process in this detailing and materialisation stage. The aim of this article is to propose a systematic approach for design students to select the most appropriate models and prototypes to facilitate divergence and creativity in the detailing and materialisation stages of the designing process.
Cultural and creative industries can be understood as having intersecting policy agendas and econ... more Cultural and creative industries can be understood as having intersecting policy agendas and economic interdependencies. Nowadays, emerging studies are beginning to emphasise the importance of culture and creativity combination in order to sustain either cultural or creative products in the market. However, there is a significant gap exist in the literature on developing countries. Majority of the studies are mainly concentrated on Western countries and there are still many aspects around this concept remain unanswered particularly in developing nations for example Malaysia. Data on developing nations is still problematic and considerably limited, or only concentrated in countries such as China and India. To have a better grasp about the underlying key concepts of the development issues on creativity, technology and innovation applied in cultural products in developing nations this study proposed case study approach to be applied in Malaysia. The creative economy development issues in Malaysia are the focus of this research. An electronic research on KRU Studios in Malaysia had been looked at. The result showed that from their experience in developing creative ideas, they used the combination between culture and creativity in their products. However, their creative ideas are argued to have significant Western influence in them.
Museum is a cultural institution which plays an important role in cultural tourism activities. To... more Museum is a cultural institution which plays an important role in cultural tourism activities. Today, the role of traditional museums has shifted to become multipurpose in order to offer tangible and intangible products and services to their visitors. The tourism industry in Malaysia is heavily depending on their rich multiethnic and religion culture since the 50's. However, the progress of the museums in Malaysia is going at a slow phase although cultural tourism growth in the country is soaring. Any changes involving the museum sector in Malaysia went through a complicated process because it had to go through several stages and time consuming. The museum sector in Malaysia is lacking of creative management and administration style. Malaysia museum sector is left far behind almost 30 years compared to other developed countries. Notwithstanding, for the past ten years more Malaysian museums are shifting their roles to become modern museums by adapting creative ideas and technology. This study applied case study method on Malacca Maritime Museum. This is a traditional museum which comes up with new and fresh ideas by combining traditional, creativity and ICT elements to become modern museum. Hence, this museum remains competitive with other tourism attractions in Malaysia and the region.
In the search for helpful styling cognition for car in the conceptual phase of design, the approa... more In the search for helpful styling cognition for car in the conceptual phase of design, the approach was taken experimentally study car ontology understanding in relation to quality of idea in sketching. The links between these subsets will be able to map the aesthetic intent through shape characteristics and idea. Understanding of ontology is important before a semantic approach could be applied as study shows that students who have knowledge of car ontology can produce better idea-sketching of car styling compared to students who have no knowledge of car ontology.
The Golden Proportion is also known as the Golden Mean, Phi, or Divine Proportion, this law was m... more The Golden Proportion is also known as the Golden Mean, Phi, or Divine Proportion, this law was made famous by Leonardo Fibonacci around 1200 A.D. He noticed that there was an absolute ratio that appears often throughout nature, a sort of design that is universally efficient in living things and pleasing to the human eye. The most renowned and influential product designer to work with such grid systems is Dieter Rams. Rams established a philosophy that was applied by Braun products that focused on providing clarity of function by avoiding superfluous.The divine proportion also has been used by companies like Apple to design products by Jonathan Ive, it is said to have been used by Twitter to create their new profile page, and has been used by major companies all over the world to design logos. The aim of this study is to assess whether the surface-centric approach has emotional effect to users and the objectives are to examine the relationship between the surface-centric approach and good design in the relationship between the surface-centric approach and consumer behaviour. This study is important as the framework will contribute to the body of knowledge in design methodology in search for ideas in form giving during designing process. It will also revive the approach of golden section in product design area.
Cultural, tourism, and creative industries sectors can be understood as having intersecting polic... more Cultural, tourism, and creative industries sectors can be understood as having intersecting policy agendas and economic interdependencies. In the developing context the first two have a somewhat longer history of analysis than the last one. However, emerging studies are beginning to emphasise all three domains are interconnected to each other, and need each other to sustain their products in the market. However, the studies are mainly concentrated on Western countries and there are still many aspects of this concept remain unanswered particularly in developing nations for example Malaysia. Data on developing nations is still problematic and considerably limited, or only concentrated in countries such as China and India. To have a better grasp about the underlying key concepts of the development issues on creativity, technology and innovation applied in cultural products in developing nations this study proposed case studies approach to be applied in Malaysia. The creative economy development issues in Malaysia will be the primary focus to be investigated by this research. An electronic research through the Internet on two different case studies in Malaysia had been looked at on their experience in developing their creative economy through a combination between culture, tourism and creativity.
Malaysia context would be gathered. This paper discusses the findings as well as some of the limi... more Malaysia context would be gathered. This paper discusses the findings as well as some of the limitations of the methodology.
Prototypes are considered to be efficient tools in engineering design as they help to reveal flaw... more Prototypes are considered to be efficient tools in engineering design as they help to reveal flaws in ideas and concepts, highlighting problems to be solved. Limited research has been conducted in detail about prototyping activities that have contributed to the increase of designers' ideas in the design process. This study explores the use of prototypes to generate more ideas compared to the designers that were not involve with prototypes in design process. It also investigates how prototypes enhance designers' idea by involving 45 participants in three separate groups in early ideation and concept development process. The aim of this paper is to explore the ability of prototyping to produce creative and innovative ideas in the conceptual phase of design process. Results indicated that the group of participants who were involved with prototypes in their design process produced more amount of ideas compared to the group who did not use it. It also shows prototypes helps designers to generate more creative and innovative ideas .
In search for meaningful and radical innovations, many authors comply with the understanding that... more In search for meaningful and radical innovations, many authors comply with the understanding that User-Centered Design lead to incremental innovation. However, opposing views are prevalent among design researchers, when discussing and comparing the innovation impact between Human-Centered Design and Design-Driven Innovation approaches. Some researchers claim that Human-Centred Design methods contain a significant facilitative value for achieving radical innovation, because of their participatory and design led characteristics. However, this is contested by another group of researchers, who are convinced that to realise breakthrough innovation, user involvement, whether participative or not, is not sufficient. The aim of this article is to discuss on how models and prototypes can be applied in Design-Driven Innovation, as well as how they can facilitate a more explorative and creative approach towards idea and concept generation in a Human-Centered Design. Results indicate that active engagement through models and prototypes enables designers, stakeholders and interpreters to gain first-hand experience with existing or future design contexts.
This paper discusses model making approaches in the design process and also classifies broadly th... more This paper discusses model making approaches in the design process and also classifies broadly the different types of physical models and prototypes. It also describes the fundamental principles of different methods of model making and prototyping and questions how they can be used in the conceptual and detailing design stages of the design process. The first part of this paper explains how physical model and prototypes are classified and why it is so important to do so for gaining a better understanding of the designed product in terms of usability and technical functionality. The second part of this paper focuses more specifically on how these tools are helpful or restrictive in facilitating the creation of ideas, concepts and detailed design solutions following a structured process. Finally a user-centered and cost-efficiency design perspective will be discussed with respect to what extent models and prototypes are able to facilitate design changes throughout the different stages of the design process.
In design education, detailing and materialisation activities are often underemphasised in a stru... more In design education, detailing and materialisation activities are often underemphasised in a structured design process. Educators tend to teach students to focus on defining problems, developing creative design solution, as well as communicating the “nearly completed designs” through modes of holistic and refined representation, which misconceptually creates a perception of completeness among stakeholders. One of the main reasons are that time constraints in the detailing and materialisation activities, initiated other modes of presentation, which are faster, such as CAD, but lacks tactility and interactivity. Moreover, students´ misconceptions that creative “award-winning” explorations mainly take place in the idea and conceptualisation stages are myths, which need to be seriously addressed in design education. The aim of this article is to propose a systematic approach for design practice and education to select the most appropriate models and prototypes to facilitate divergence, creativity and focus in the detailing and materialisation stages of the designing process. Moreover, as students and junior designers tend to converge towards concrete solutions quite early in the design process once detailing and materialisation work in being emphasised and prioritised, the authors propose to maintain an intensive cognitive and descriptive approach for analysing design problems and generating solutions, followed by a strict process of idea generation and conceptualisation. However this, strict development process should be compensated through a more extended divergence and convergence process in the detailing and materialisation stages using models and prototypes, complemented by a “master” and “apprenticeship” interactions between student and faculty which give ample room for hermeneutic inquiry and design reasoning.
With respect to structured design processes, physical models are developed with the intention to ... more With respect to structured design processes, physical models are developed with the intention to give additional insight to the analytical, explorative, creative, detailing and materialisation design activities of the designer. In design education, the final two activities are often underemphasised in a structured design process, as educators tend to teach students to focus on defining problems and developing creative design solution at a strategic and conceptual level. Modes of representation in the form of holistic physical models are then developed to complement the understanding on these early stages of design activities. The neglect of detailing and materialisation activities, because of time constraints, increased accessibility to other modes of presentation such as CAD, or students´ misconceptions that creative exploration should only take place in the idea and conceptualisation stages of the design process, is a phenomenon, which need to be seriously addressed in design education. Furthermore, the student designer is not always aware of 3-D representation tools which are suited to facilitate such a divergent and creative process in this detailing and materialisation stage. The aim of this article is to propose a systematic approach for design students to select the most appropriate models and prototypes to facilitate divergence and creativity in the detailing and materialisation stages of the designing process.
Cultural and creative industries can be understood as having intersecting policy agendas and econ... more Cultural and creative industries can be understood as having intersecting policy agendas and economic interdependencies. Nowadays, emerging studies are beginning to emphasise the importance of culture and creativity combination in order to sustain either cultural or creative products in the market. However, there is a significant gap exist in the literature on developing countries. Majority of the studies are mainly concentrated on Western countries and there are still many aspects around this concept remain unanswered particularly in developing nations for example Malaysia. Data on developing nations is still problematic and considerably limited, or only concentrated in countries such as China and India. To have a better grasp about the underlying key concepts of the development issues on creativity, technology and innovation applied in cultural products in developing nations this study proposed case study approach to be applied in Malaysia. The creative economy development issues in Malaysia are the focus of this research. An electronic research on KRU Studios in Malaysia had been looked at. The result showed that from their experience in developing creative ideas, they used the combination between culture and creativity in their products. However, their creative ideas are argued to have significant Western influence in them.
Museum is a cultural institution which plays an important role in cultural tourism activities. To... more Museum is a cultural institution which plays an important role in cultural tourism activities. Today, the role of traditional museums has shifted to become multipurpose in order to offer tangible and intangible products and services to their visitors. The tourism industry in Malaysia is heavily depending on their rich multiethnic and religion culture since the 50's. However, the progress of the museums in Malaysia is going at a slow phase although cultural tourism growth in the country is soaring. Any changes involving the museum sector in Malaysia went through a complicated process because it had to go through several stages and time consuming. The museum sector in Malaysia is lacking of creative management and administration style. Malaysia museum sector is left far behind almost 30 years compared to other developed countries. Notwithstanding, for the past ten years more Malaysian museums are shifting their roles to become modern museums by adapting creative ideas and technology. This study applied case study method on Malacca Maritime Museum. This is a traditional museum which comes up with new and fresh ideas by combining traditional, creativity and ICT elements to become modern museum. Hence, this museum remains competitive with other tourism attractions in Malaysia and the region.
In the search for helpful styling cognition for car in the conceptual phase of design, the approa... more In the search for helpful styling cognition for car in the conceptual phase of design, the approach was taken experimentally study car ontology understanding in relation to quality of idea in sketching. The links between these subsets will be able to map the aesthetic intent through shape characteristics and idea. Understanding of ontology is important before a semantic approach could be applied as study shows that students who have knowledge of car ontology can produce better idea-sketching of car styling compared to students who have no knowledge of car ontology.
The Golden Proportion is also known as the Golden Mean, Phi, or Divine Proportion, this law was m... more The Golden Proportion is also known as the Golden Mean, Phi, or Divine Proportion, this law was made famous by Leonardo Fibonacci around 1200 A.D. He noticed that there was an absolute ratio that appears often throughout nature, a sort of design that is universally efficient in living things and pleasing to the human eye. The most renowned and influential product designer to work with such grid systems is Dieter Rams. Rams established a philosophy that was applied by Braun products that focused on providing clarity of function by avoiding superfluous.The divine proportion also has been used by companies like Apple to design products by Jonathan Ive, it is said to have been used by Twitter to create their new profile page, and has been used by major companies all over the world to design logos. The aim of this study is to assess whether the surface-centric approach has emotional effect to users and the objectives are to examine the relationship between the surface-centric approach and good design in the relationship between the surface-centric approach and consumer behaviour. This study is important as the framework will contribute to the body of knowledge in design methodology in search for ideas in form giving during designing process. It will also revive the approach of golden section in product design area.
Cultural, tourism, and creative industries sectors can be understood as having intersecting polic... more Cultural, tourism, and creative industries sectors can be understood as having intersecting policy agendas and economic interdependencies. In the developing context the first two have a somewhat longer history of analysis than the last one. However, emerging studies are beginning to emphasise all three domains are interconnected to each other, and need each other to sustain their products in the market. However, the studies are mainly concentrated on Western countries and there are still many aspects of this concept remain unanswered particularly in developing nations for example Malaysia. Data on developing nations is still problematic and considerably limited, or only concentrated in countries such as China and India. To have a better grasp about the underlying key concepts of the development issues on creativity, technology and innovation applied in cultural products in developing nations this study proposed case studies approach to be applied in Malaysia. The creative economy development issues in Malaysia will be the primary focus to be investigated by this research. An electronic research through the Internet on two different case studies in Malaysia had been looked at on their experience in developing their creative economy through a combination between culture, tourism and creativity.
Malaysia context would be gathered. This paper discusses the findings as well as some of the limi... more Malaysia context would be gathered. This paper discusses the findings as well as some of the limitations of the methodology.
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The aim of this article is to propose a systematic approach for design practice and education to select the most appropriate models and prototypes to facilitate divergence, creativity and focus in the detailing and materialisation stages of the designing process. Moreover, as students and junior designers tend to converge towards concrete solutions quite early in the design process once detailing and materialisation work in being emphasised and prioritised, the authors propose to maintain an intensive cognitive and descriptive approach for analysing design problems and generating solutions, followed by a strict process of idea generation and conceptualisation. However this, strict development process should be compensated through a more extended divergence and convergence process in the detailing and materialisation stages using models and prototypes, complemented by a “master” and “apprenticeship” interactions between student and faculty which give ample room for hermeneutic inquiry and design reasoning.
The aim of this article is to propose a systematic approach for design practice and education to select the most appropriate models and prototypes to facilitate divergence, creativity and focus in the detailing and materialisation stages of the designing process. Moreover, as students and junior designers tend to converge towards concrete solutions quite early in the design process once detailing and materialisation work in being emphasised and prioritised, the authors propose to maintain an intensive cognitive and descriptive approach for analysing design problems and generating solutions, followed by a strict process of idea generation and conceptualisation. However this, strict development process should be compensated through a more extended divergence and convergence process in the detailing and materialisation stages using models and prototypes, complemented by a “master” and “apprenticeship” interactions between student and faculty which give ample room for hermeneutic inquiry and design reasoning.