Academic literature on the topic 'Creative design situations'

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Journal articles on the topic "Creative design situations"

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Bailey, Mark, Emmanouil Chatzakis, Nicholas Spencer, Kate Lampitt Adey, Nate Sterling, and Neil Smith. "A design-led approach to transforming wicked problems into design situations and opportunities." Journal of Design, Business & Society 5, no. 1 (March 1, 2019): 95–127. http://dx.doi.org/10.1386/dbs.5.1.95_1.

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This article argues that using a design-led approach is highly beneficial when tackling complex problems to transform ambiguity into actionable design briefs and solution opportunities. This is evidenced by way of an ongoing project with a large public-sector organization. Northumbria University’s School of Design academic experts use design-led approaches to innovation that promotes ‘creative fusion’ between diverse stakeholders in order to tackle ‘wicked problems’. The authors continue this work as part of an Arts and Humanities Research Council/ European Regional Development Fund-funded programme entitled Creative Fuse North East (CFNE), involving five regional universities, of which the project discussed here is a part. The main objectives of CFNE are to develop and deploy approaches to innovation that apply skills from creative graduates to benefit the wider creative economy, address barriers to innovation and promote growth and sustainability within and without the Creative, Digital and IT sector (CDIT). The authors propose that to do this it is vital to convert stakeholders into co-creation activists empowered with the creative confidence and tools required to speculate about uncertain futures.
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Zhang, Bo, Ji Ning Qiu, and Hui Min Dong. "Design of Accelerator in Wind Power Generator with Creative Mechanical Design Methodology." Advanced Materials Research 323 (August 2011): 94–98. http://dx.doi.org/10.4028/www.scientific.net/amr.323.94.

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With today’s rapid development of science and technology, mechanical design calls for more advanced methodologies. The Creative Mechanical Design Methodology established by Yan [1] is one of the most effective ways to form new mechanisms according to existing ones based on certain requirements. However, few research of this method applied on transmission mechanism exists, especially gear trains with large rated power and transmission ratio. This paper introduces how the Creative Mechanical Design Methodology is applied in the design of the accelerator (gear box) with an output power of 1.25 MW in wind power generator. In the process, feasible schemes are obtained following the steps of Creative Mechanical Designing, and an evaluation based on practical manufacturing, assembly and application situations is conducted to obtain the best mechanism among all these schemes.
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Nuhoğlu Kibar, Pınar, Kevin Sullivan, and Buket Akkoyunlu. "Creatıng Infographics Based on the Bridge21 Model for Team-based and Technology-mediated Learning." Journal of Information Technology Education: Innovations in Practice 18 (2019): 087–111. http://dx.doi.org/10.28945/4418.

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Aim/Purpose: The main aim of this study was modeling a collaborative process for knowledge visualization, via the creation of infographics. Background: As an effective method for visualizing complex information, creating infographics requires learners to generate and cultivate a deep knowledge of content and enables them to concisely visualize and share this knowledge. This study investigates creating infographics as a knowledge visualization process for collaborative learning situations by integrating the infographic design model into the team-based and technology-mediated Bridge21 learning model. Methodology: This study was carried out using an educational design perspective by conducting three main cycles comprised of three micro cycles: analysis and exploration; design and construction; evaluation and reflection. The process and the scaffolding were developed and enhanced from cycle to cycle based on both qualitative and quantitative methods by using the infographic design rubric and researcher observations acquired during implementation. Respectively, twenty-three, twenty-four, and twenty-four secondary school students participated in the infographic creation process cycles. Contribution: This research proposes an extensive step-by-step process model for creating infographics as a method of visualization for learning. It is particularly relevant for working with complex information, in that it enables collaborative knowledge construction and sharing of condensed knowledge. Findings: Creating infographics can be an effective method for collaborative learning situations by enabling knowledge construction, visualization and sharing. The Bridge21 activity model constituted the spine of the infographic creation process. The content generation, draft generation, and visual and digital design generation components of the infographic design model matched with the investigate, plan and create phases of the Bridge21 activity model respectively. Improvements on infographic design results from cycle to cycle suggest that the revisions on the process model succeeded in their aims. The rise in each category was found to be significant, but the advance in visual design generation was particularly large. Recommendations for Practitioners: The effectiveness of the creation process and the quality of the results can be boosted by using relevant activities based on learner prior knowledge and skills. While infographic creation can lead to a focus on visual elements, the importance of wording must be emphasized. Being a multidimensional process, groups need guidance to ensure effective collaboration. Recommendation for Researchers: The proposed collaborative infographic creation process could be structured and evaluated for online learning environments, which will improve interaction and achievement by enhancing collaborative knowledge creation. Impact on Society: In order to be knowledge constructors, innovative designers, creative communicators and global collaborators, learners need to be surrounded by adequate learning environments. The infographic creation process offers them a multidimensional learning situation. They must understand the problem, find an effective way to collect information, investigate their data, develop creative and innovative perspectives for visual design and be comfortable for using digital creation tools. Future Research: The infographic creation process could be investigated in terms of required learner prior knowledge and skills, and could be enhanced by developing pre-practices and scaffolding.
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Blair, Elizabeth E., and Sherry L. Deckman. "“Distressing” Situations and Differentiated Interventions: Preservice Teachers’ Imagined Futures with Trans and Gender-Creative Students." Teachers College Record: The Voice of Scholarship in Education 122, no. 7 (July 2020): 1–38. http://dx.doi.org/10.1177/016146812012200704.

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Background/Context Teachers can help ensure trans and gender-creative students’ opportunity for, and equal access to, education, yet the field of educational research has just begun to explore how teachers understand trans and gender-creative students’ experiences and negotiate their responsibilities to protect these students’ rights. Purpose/Objective/Research Question/Focus of Study This article aims to address this essential gap by exploring preservice teachers (PSTs’) understandings of, and preparation for, creating supportive educational contexts for trans and gender-creative students, guided by the following research question: How do PSTs construct their responsibilities as future teachers to support trans and gender-creative students? Ultimately, this study aims to inform the development of effective teacher education curricula and related policy on trans and gender-creative identities. Participants Participants were 183 undergraduate preservice teachers enrolled in 10 sections of an educational equity course. Research Design We conducted a qualitative, inductive, thematic online discourse analysis. Using a queer, social justice teacher education framework, we qualitatively analyzed 549 online PST-authored posts. Findings/Results Three themes emerged: (1) PSTs voiced discomfort negotiating conflicting values and roles in supporting trans and gender-creative students, and PSTs suggested (2) individualized, differentiated interventions, and (3) community education approaches to promote comfort for trans and gender-creative students—strategies that may reinscribe normative, institutionalized views of gender identity. Conclusions/Recommendations Findings suggest the pressing need for innovative teacher education on gender identity and fluidity: PSTs need more opportunities to learn about supporting trans and gender-creative students, to critically consider constructs of gender and sexuality, and to explore how systemic gender oppression intersects with other forms of oppression through schooling practices.
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Nixon, Natalie, Irini Pitsak, and Alison Rieple. "Curating As a Brand Design Tool in Creative Organizations." Economía Creativa, no. 2 (October 7, 2014): 15–26. http://dx.doi.org/10.46840/ec.2014.02.03.

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Today the role of curating extends beyond the museum field: websites are curated, commercial firms establish functional roles entitled “curator”, and individuals in the creative economy use social media platforms to curate their lives and cultural product as brands. Curating has been extended and elevated today because design has become a more critical and integrative factor in brand development on both the organizational and individual levels (Kennedy, 2012). Curating is one way to manage the brand’s meaning. It is a chaordic system (Hock, 2005; van Einatten, 2001) that situates the complex process of editing, merchandising and documenting the brand’s offering in co-created situations with the customer. Yet, the literature is lacking in explicitly exploring and documenting how curating is used in branding.
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Pei, Yilai, Jiantao Han, Jingwen Zhao, Mengrong Liu, and Weiguo Pang. "The Effects of the Creator’s Situation on Creativity Evaluation: The Rater’s Cognitive Empathy and Affective Empathy Matter in Rating Creative Works." Journal of Intelligence 10, no. 4 (September 26, 2022): 75. http://dx.doi.org/10.3390/jintelligence10040075.

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Successful intelligence theory suggests that creativity is necessary for personal achievement outside of intelligence. Unlike intelligence, creativity can develop in a supportive environment. People should consider the situation of disadvantaged groups, which are characterized by low personal achievement and a bad growth environment in creativity evaluation from a caring perspective. This study focuses on the effect of the creator’s situation on creative evaluation and the role of the rater’s empathy (i.e., cognitive empathy and affective empathy) and sympathy in creative evaluation. Four pairs of creator’s situations (by age, physical state, family situation, and economic state) were designed to represent people with disadvantages or advantages. A between-subject design was used with 590 undergraduate students randomly assigned to eight sub-conditions. The participants were asked to assess three products in eight situations. The rater’s empathy and sympathy in creativity evaluation were explored in the overall disadvantage (N = 300) and advantage (N = 290) conditions. The results showed that the participants only provided significantly higher ratings to the creative product made by a child. Cognitive empathy only predicted a creative rating under disadvantaged conditions, and affective empathy negatively moderated this effect. Affective empathy only predicted a creative rating under advantage conditions, and cognitive empathy positively moderated this effect. Affective empathy only predicted a creative rating under advantage conditions, and cognitive empathy positively moderated this effect. The possible mechanisms of the effect and implications for the establishment of a supportive environment for creativity and creativity teaching practice were discussed.
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Jung, Ki Baek, Seung-Wan Kang, and Suk Bong Choi. "Paradoxical Leadership and Involvement in Creative Task via Creative Self-Efficacy: A Moderated Mediation Role of Task Complexity." Behavioral Sciences 12, no. 10 (October 2, 2022): 377. http://dx.doi.org/10.3390/bs12100377.

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Modern organizational environments encounter serious competition and paradoxical situations. This study discusses the effect of paradoxical leadership on overcoming competitive and paradoxical situations happening in the Korean workplace. More specifically, it investigates the dynamic relationship between paradoxical leadership and involvement in creative tasks in a Korean context and examines whether creative self-efficacy positively mediates this relationship. Our research design addresses the moderating role and moderated mediating role of task complexity in the relationship between paradoxical leadership and the involvement in creative tasks via creative self-efficacy. The main hypotheses were tested by using a cross-sectional design and administering questionnaires to 268 employees working in Korean firms. Empirical analysis revealed that paradoxical leadership is positively related to involvement in creative tasks and creative self-efficacy and that creative self-efficacy positively mediated the relationship between paradoxical leadership and involvement in creative tasks. Importantly, as the relationship between paradoxical leadership and creative self-efficacy depends on task complexity, the mediated relationship was effective under high task complexity. Uncovering the relationship between paradoxical leadership and involvement in creative tasks with the mediating role of creative self-efficacy and the moderated mediating role of task complexity can provide useful theoretical and managerial implications.
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Ben, Ni, Xu Guang Yang, and Peng Lin Li. "Application of Computer Aided Design in Sculpture Art." Advanced Materials Research 926-930 (May 2014): 1672–75. http://dx.doi.org/10.4028/www.scientific.net/amr.926-930.1672.

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With the rapid development of computer technology, especially with the progress in computer graphics technology, a revolutionary change occurred in urban sculpture, architecture, animation and other art and design field. Three-dimensional computer technology information technology and digital technology also challenged the traditional art of sculpture which takes manual approach to create and produce sculpture works; they provide designers with a new creative fashion and art form. This interdisciplinary technology surpassed the single and limited mode of the traditional tools through turning two-dimension to three-dimension, static to dynamic situations. Large sculptures began to appear in the city with the assistance of computer technology in varying degrees. The programs accurate operating and precise drawing bring strong reliability in sculpture design, which has become the primary means of urban sculpture creation.
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Villegas, Esmeralda. "Didactic strategies to promote creative thinking in classrooms." Revista Innova Educación 4, no. 1 (November 6, 2021): 109–19. http://dx.doi.org/10.35622/j.rie.2022.01.008.en.

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In recent decades an education that develops creative thinking has been promoted. The teacher must design learning strategies that strengthen this ability in students. The objective of this work was to carry out a detailed investigation on creative thinking and the strategies to promote it in this century. The methodology used was the documentary review of articles published from various reliable sources. Concluding that there is a need to stimulate the creative thinking of students to generate different solutions and face situations that arise in the context.
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Aakhus, Mark, and Leon V. Laureij. "Activity, materiality, and creative struggle in the communicative constitution of organizing." Dialogue and Representation 2, no. 1 (May 12, 2012): 41–59. http://dx.doi.org/10.1075/ld.2.1.03aak.

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Communication design practice involves transforming given situations into preferred courses of action. This ubiquitous feature of organizational and professional life presents an opportunity for advancing theory about the constitutive role of communication in organizing (CCO). Extant CCO argues that collective courses of action happen through a process of social reasoning involving the mediation of speech acts but this account misses some important features of activity, materiality, and creative struggle evident in communication design practice. Examination of two cases of communication design practice reveal that activity — its materiality and the creative struggle over it — is central to the social reasoning involved in constructing preferred courses of action. The alternative identified here has implications for developing a design stance that integrates design theory and research on language and social interaction to advance understanding of communication design practice in the constitution of organizing.
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Dissertations / Theses on the topic "Creative design situations"

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Sosa, Medina Ricardo. "Computational Explorations of Creativity and Innovation in Design." Thesis, The University of Sydney, 2005. http://hdl.handle.net/2123/614.

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This thesis addresses creativity in design as a property of systems rather than an attribute of isolated individuals. It focuses on the dynamics between generative and evaluative or ascriptive processes. This is in distinction to conventional approaches to the study of creativity which tend to concentrate on the isolated characteristics of person, process and product. Whilst previous research has advanced insights on potentially creative behaviour and on the general dynamics of innovation in groups, little is known about their interaction. A systems view of creativity in design is adopted in our work to broaden the focus of inquiry to incorporate the link between individual and collective change. The work presented in this thesis investigates the relation between creativity and innovation in computational models of design as a social construct. The aim is to define and implement in computer simulations the different actors and components of a system and the rules that may determine their behaviour and interaction. This allows the systematic study of their likely characteristics and effects when the system is run over simulated time. By manipulating the experimental variables of the system at initial time the experimenter is able to extract patterns from the observed results over time and build an understanding of the different types of determinants of creative design. The experiments and findings presented in this thesis relate to artificial societies composed by software agents and the social structures that emerge from their interaction. Inasmuch as these systems aim to capture some aspects of design activity, understanding them is likely to contribute to the understanding of the target system. The first part of this thesis formulates a series of initial computational explorations on cellular automata of social influence and change agency. This simple modelling framework illustrates a number of factors that facilitate change. The potential for a designer to trigger cycles of collective change is demonstrated to depend on the combination of individual and external or situational characteristics. A more comprehensive simulation framework is then introduced to explore the link between designers and their societies based on a systems model of creativity that includes social and epistemological components. In this framework a number of independent variables are set for experimentation including characteristics of individuals, fields, and domains. The effects of these individual and situational parameters are observed in experimental settings. Aspects of relevance in the definition of creativity included in these studies comprise the role of opinion leaders as gatekeepers of the domain, the effects of social organisation, the consequences of public and private access to domain knowledge by designers, and the relation between imitative behaviour and innovation. A number of factors in a social system are identified that contribute to the emergence of phenomena that are normally associated to creativity and innovation in design. At the individual level the role of differences of abilities, persistence, opportunities, imitative behaviour, peer influence, and design strategies are discussed. At the field level determinants under inspection include group structure, social mobility and organisation, emergence of opinion leaders, established rules and norms, and distribution of adoption and quality assessments. Lastly, domain aspects that influence the interaction between designers and their social groups include the generation and access to knowledge, activities of gatekeeping, domain size and distribution, and artefact structure and representation. These insights are discussed in view of current findings and relevant modelling approaches in the literature. Whilst a number of assumptions and results are validated, others contribute to ongoing debates and suggest specific mechanisms and parameters for future experimentation. The thesis concludes by characterising this approach to the study of creativity in design as an alternative 'in silico' method of inquiry that enables simulation with phenomena not amenable to direct manipulation. Lines of development for future work are advanced which promise to contribute to the experimental study of the social dimensions of design.
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Sosa, Medina Ricardo. "Computational Explorations of Creativity and Innovation in Design." University of Sydney. College of Sciences and Technology, 2005. http://hdl.handle.net/2123/614.

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This thesis addresses creativity in design as a property of systems rather than an attribute of isolated individuals. It focuses on the dynamics between generative and evaluative or ascriptive processes. This is in distinction to conventional approaches to the study of creativity which tend to concentrate on the isolated characteristics of person, process and product. Whilst previous research has advanced insights on potentially creative behaviour and on the general dynamics of innovation in groups, little is known about their interaction. A systems view of creativity in design is adopted in our work to broaden the focus of inquiry to incorporate the link between individual and collective change. The work presented in this thesis investigates the relation between creativity and innovation in computational models of design as a social construct. The aim is to define and implement in computer simulations the different actors and components of a system and the rules that may determine their behaviour and interaction. This allows the systematic study of their likely characteristics and effects when the system is run over simulated time. By manipulating the experimental variables of the system at initial time the experimenter is able to extract patterns from the observed results over time and build an understanding of the different types of determinants of creative design. The experiments and findings presented in this thesis relate to artificial societies composed by software agents and the social structures that emerge from their interaction. Inasmuch as these systems aim to capture some aspects of design activity, understanding them is likely to contribute to the understanding of the target system. The first part of this thesis formulates a series of initial computational explorations on cellular automata of social influence and change agency. This simple modelling framework illustrates a number of factors that facilitate change. The potential for a designer to trigger cycles of collective change is demonstrated to depend on the combination of individual and external or situational characteristics. A more comprehensive simulation framework is then introduced to explore the link between designers and their societies based on a systems model of creativity that includes social and epistemological components. In this framework a number of independent variables are set for experimentation including characteristics of individuals, fields, and domains. The effects of these individual and situational parameters are observed in experimental settings. Aspects of relevance in the definition of creativity included in these studies comprise the role of opinion leaders as gatekeepers of the domain, the effects of social organisation, the consequences of public and private access to domain knowledge by designers, and the relation between imitative behaviour and innovation. A number of factors in a social system are identified that contribute to the emergence of phenomena that are normally associated to creativity and innovation in design. At the individual level the role of differences of abilities, persistence, opportunities, imitative behaviour, peer influence, and design strategies are discussed. At the field level determinants under inspection include group structure, social mobility and organisation, emergence of opinion leaders, established rules and norms, and distribution of adoption and quality assessments. Lastly, domain aspects that influence the interaction between designers and their social groups include the generation and access to knowledge, activities of gatekeeping, domain size and distribution, and artefact structure and representation. These insights are discussed in view of current findings and relevant modelling approaches in the literature. Whilst a number of assumptions and results are validated, others contribute to ongoing debates and suggest specific mechanisms and parameters for future experimentation. The thesis concludes by characterising this approach to the study of creativity in design as an alternative �in silico� method of inquiry that enables simulation with phenomena not amenable to direct manipulation. Lines of development for future work are advanced which promise to contribute to the experimental study of the social dimensions of design.
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Guerrero, Reyes Lizbeth. "Circular business opportunities : exploring a win-win-win situation from a design thinking perspective." Thesis, Mälardalens högskola, Innovation och produktrealisering, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-52706.

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The transport sector is one of the main contributors to greenhouse gas emissions worldwide. A current solution to this problem is the introduction of electric vehicles into our transport fleets. However, this solution comes with its challenges; for instance, the environmental impact of batteries once they reach their end-of-life. The circular economy is an approach to manage ecological electromobility issues while providing economic and societal wellbeing. A starting point for the implementation of a circular economy can be found in the implementation of circular business models. Because the circular economy requires its actors to think in systems, the collaboration between multiple stakeholders is essential. However, most circular business model frameworks are focusing on the focal firm, which is not sufficient to encourage cross-collaboration between organizations. Therefore, this study outlines the development of a new framework that focuses on a multi-stakeholder perspective. I propose the “framework for multi-stakeholder circular business model innovation” to explore win-win-win scenarios for the management of 2LB. I conducted a study in collaboration with Svealandstrafiken, Mälarenergi and Västerås Stad. The organizations were involved in data collection via a series of interviews and the validation of the framework through a workshop. The proposed framework consists of a process of four phases subdivided into eight steps that meant to address key challenges organizations are facing to achieve circularity. Within these four phases, the framework encourages discussions on shared values and visions between all stakeholders at an early stage. As a consequence, better collaborations and relationships are formed, which positively benefits the development of circular business models.
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Amdahl, Per, and Per Chaikiat. "Personas as Drivers : - an alternative approach for creating scenarios for ADAS evaluation." Thesis, Linköping University, Department of Computer and Information Science, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-8621.

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Research and development on vehicle safety has lately started to direct its focus towards how to actively support the driver and make it easier for her to drive safely through letting Advanced Driver Assistance Systems (ADAS) have effect on how the driver interacts with the vehicle and the surrounding traffic. This requires research on both how the driver and vehicle perform in different situations, in terms of psychology, cognition and individual differences. In addition, physical limitations and requirements of the driver and the vehicle must be taken into account. Therefore scenarios for evaluation of these systems are required. In the area of user-centered design a rather new method, Personas, is being adopted. This thesis tries to explore if the Persona method is a viable tool for creating scenarios for such evaluations. Experiences after completing this work imply that personas indeed is a viable way to include aspects and raise issues concerning individual variability and situational context in ADAS scenarios.

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Chung, Pei-Yuan, and 欉培元. "The Design and Creation of Roles in a Story-- Life Situation and its Simulation Performance." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/42811170895654521724.

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碩士
實踐大學
產品與建築設計研究所碩士在職專班
100
When being alone with oneself, looking at the infinite extension of time and space all around, an unbearable sense of loneliness arises. Why is there pain? Why is there fear? I often feel that the sounds swirling on the edges of thought are distant but clear, but I still know nothing. Due to the rapid changes in current society, the destruction of living environments and nature, as well as the deterioration of spirituality, I feel anxiety and fear in myself and alienation with the surrounding space. How should modern people, who lack mental ease, seek where they ultimately belong? This creative work focuses on spiritual dialogue in the design creation of life simulation roles and stories. Unlike typical creations that express emotions, the work seeks to capture the prototypical images deep in the subconscious as the creative appeal. The author’s external observations and understanding of internal attitudes in the living environment are used to combine the creative process with insight from literature, which is then converted to metaphors and symbols for communication. Spiritual stories and internal mythology require creative work to give form to the content in the spiritual world, which cannot otherwise be described, to become understandable symbols and stories. Conversely, the role must have a story to show its own value. I use myself as a wanderer in life as the symbol to ponder and pursue the answer of freedom. This implicates a transcendence and growth image that guides to the self, with wilderness and freedom as the creative context, which appeals to the artistic creation of roles and animation and demonstrates a personal style of image symbols and visual effects. In creativity, the individualizing process from Jungian psychology is the main focus, molding the author’s cosmology based on Buddhism and mythology, in order to use the postures that should exist in life’s situations as the beginning of creative thought. The three main points of the creative meaning are as follows. First is to understand and learn to transcend a solid and false self and not be obstructed by the five senses and superficial meaning; to view the nature of one’s own life to become familiar with a detailed and intricate micro view of the universe and the great world; to understand the illusions and inconstancy of all objects and events as they come in and out of existence, in order to consider oneself in the balance of the universe; and to achieve the ultimate freedom of the internal spirit. Second, life has a tendency for self-development and completion; it is an autonomous and dynamic conversion process that concretely acts through self-perception and the call of bitterness. Regardless of the redemption of sin and cause, or being tested in the wilderness, the purpose is to carry out spiritual reform by integrating opposing facets, to learn the wisdom of self-conditioning and the goodness of all merciful objects in order to approach individual completeness and connections in the whole universe. Third is to understand that all things are together, exist relatively, and are mutually reliant; to learn the wisdom of the medium way to achieve balance and harmony of opposing facets, regardless of emptiness or existence, absence or presence, to transcend all dualist viewpoints, avoid being focused on any biased side and grasp the real view of ultimate purity for all things, thus achieving completeness and freedom of life. This is a story that belongs to my life, and it is my symbol. We exist in a world with collective mental sensitivity, and we have common experiences on this spiritual basis. Thus, creation is used to speak of the sincere expressions deep in the soul, in the hopes of engaging in a deeper dialogue and communication with the reader as part of the deepening and spiritual expression of creative brainstorming, and of causing resonances in humanitarian concern.
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Nevanti, Kirsi. "In Real Life (Or Elsewhere) : om kreativa processer och parallella verkligheter i dokumentärfilm." Doctoral thesis, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uniarts:diva-262.

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Reality isn’t what it appears to be. Contexts are not always clear and visible. People don’t always say what they really mean. And they don’t always mean what they say. When life is your stage manager, anything can happen. I often say, life is hard, my head is harder. Making documentaries is not for the faint-hearted.This PhD project explores creative processes and parallel realities in documentary film, and discusses and conceptualizes the artistic practice of documentary filmmaking. The project consists in part of artistic works and essays that are critical reflections on the creative process and how that process can be conceptualized. The cinematic centerpiece of the thesis is entitled Images and the Worlds of Being (2011–2016). Previous subprojects are A Shift Between Worlds (2013–2015) and an essay book entitled In Real Life (or Elsewhere) (2013). Between 2013 and 2017, more essays were written, some of them translated to English. All the Swedish essays are available in PDF format. All of the works in the PhD project explore creative processes and parallel realities in two different ways: A Shift Between Worlds (2013–2015) explores identity and parallel realities in the gendered world. These works are based on two workshops led by Diane Torr, “Man for a Day” and “Woman for a Day.” They resulted in several component works, including two video essays, two audio works and two large-format photographic works, the latter in collaboration with photographer Johan Bergmark, as well as a short commentary film entitled Diane Speaks Out (2016). Images and the Worlds of Being (2011–2016) – a VR Classic Style film – explores what happens when documentary images are shown on four screens forming the walls of a room. This work also focuses on the view through the camera lens through which the filmmaker meets the world, in a hypnotic tapestry of parallel realities in a tenderly portrayed, runaway present. A sort of logical reasoning about the illogic of our era, in search of elusive reality (to paraphrase Jean Baudrillard) – the presence in the act of seeing. An experiment in the forms of visual knowledge, outside the traditional display windows. Shooting location: The World.
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Books on the topic "Creative design situations"

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Fotieva, Irina, Tamara Semilet, Elena Lukashevich, and Vladimir Vitvinchuk. Russian journalism today: social mission and professional skills. ru: INFRA-M Academic Publishing LLC., 2020. http://dx.doi.org/10.12737/1044192.

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This monograph is the search for answers to the questions that confront contemporary Russian journalism social and cultural situation of modernity. The authors analyze the correlation of proper and existing in the implementation of the social mission of journalism, the journalism education system, the use of media technologies, the field of journalistic ethics, language and communicative practices of the public sphere, the social effects produced by the media. As the main characteristics of the modern state of Russian journalism finds confrontation and the confrontation of philosophical positions and methodological studies; in the field of journalism education — the confrontation of the instrumental-pragmatic and humanitarian paradigms; in the creation of modern media — focus on creativity or technology; tolerance or ethics in media communication; definition of leadership in the formation of public opinion and the ignition of problem areas. Attempts a comprehensive comprehension of the actual problems of modern Russian media: axiological foundations and the social role of journalism; the criteria of journalistic skills and professional ethics; perspectives of media education, language problems of modern communication and success factors of verbal interaction in the media. Designed for teachers of University departments and faculties of journalism and other Humanities, students in related disciplines and all interested in data range of issues.
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Rotella, Carlo. Good with their hands: Boxers, bluesmen, and other characters from the Rust Belt. Berkeley: University of California Press, 2002.

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Ontario. Esquisse de cours 12e année: Danse atc4m cours préuniversitaire. Vanier, Ont: CFORP, 2002.

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Ontario. Esquisse de cours 12e année: Histoire de l'Occident et du monde chy4c cours précollégial. Vanier, Ont: CFORP, 2002.

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Ontario. Esquisse de cours 12e année: English eae4u cours préuniversitaire. Vanier, Ont: CFORP, 2002.

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Ontario. Esquisse de cours 12e année: Comptabilité de la petite entreprise ban4e. Vanier, Ont: CFORP, 2002.

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Ontario. Esquisse de cours 12e année: Mathématiques de la vie courante mel4e cours préemploi. Vanier, Ont: CFORP, 2002.

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Ontario. Esquisse de cours 12e année: English eae4c cours précollégial. Vanier, Ont: CFORP, 2002.

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Ontario. Esquisse de cours 12e année: The writer's craft eac4u cours préuniversitaire. Vanier, Ont: CFORP, 2002.

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Ontario. Esquisse de cours 12e année: Français fra4u cours préuniversitaire. Vanier, Ont: CFORP, 2002.

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Book chapters on the topic "Creative design situations"

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Mao, Jin. "A Reflection on Online Teaching and Learning Through the Pandemic: Revisiting Creativity." In Global Perspectives on Educational Innovations for Emergency Situations, 179–88. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-99634-5_18.

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AbstractTeaching through the pandemic has revealed critical educational issues related to online learning as well as the importance of considering contextual influences and creative solutions. The purpose of this chapter is to reflect on those issues and discuss creative alternatives in response to the changing social, cultural, and technological systems. The reflection centers around three themes with a focus on recommendations for the future based on what we can learn from the emergency remote teaching and learning (ERTL) experience. The ideas proposed in the reflection themes can help establish the needed mindsets and generate creative approaches to ERTL during crisis times. Creativity is discussed and redefined within the context of ERTL during the pandemic. We should develop creative thinking, creative mindset, and creative design in re-conceptualizing assessment activities and the assessment culture for online learning as well. Recommendations to help sustain the impact of creative solutions include the need for solid network infrastructure, an innovative mindset for assessment, and a need for educational design research on creative solutions to online learning problems.
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Bonnardel, Nathalie, and John Didier. "Studies on the Use of Variations of ‘Brainstorming’ in Creative Design Situations." In Advances in Intelligent Systems and Computing, 990–1000. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-96071-5_101.

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York, Emily, Diane Wilcox, Jonathan Stewart, Sean McCarthy, and Kenneth Barron. "Transforming Emergency into Opportunity: Unleashing the Creative Potential of Student-Faculty Collaborations to Prototype Better Educational Futures in Response to Crisis." In Global Perspectives on Educational Innovations for Emergency Situations, 209–17. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-99634-5_21.

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AbstractThis design case offers a response to the pandemic crisis that cuts across pedagogical, technological, disciplinary, and administrative boundaries within a university in an effort to foment mutual learning and change. A team of five faculty from different disciplines joined forces to imagine a new online course that could contribute to novel educational redesigns. Titled “The Future of Learning at JMU,” the course was sponsored by the university administration and presented innovative ideas to key stakeholders across the institution. Undergraduate and graduate students collaborated in multidisciplinary teams and worked with faculty to engage stakeholders from across the institution via interviews and participatory presentations. This constituted a novel learning partnership that radically reconceptualized a university course as a design space that can participate in transformational institutional change.
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Nguyen, Quynh, Emma Jaspaert, Markus Murtinger, Helmut Schrom-Feiertag, Sebastian Egger-Lampl, and Manfred Tscheligi. "Stress Out: Translating Real-World Stressors into Audio-Visual Stress Cues in VR for Police Training." In Human-Computer Interaction – INTERACT 2021, 551–61. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-85616-8_32.

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AbstractVirtual Reality (VR) training has become increasingly important for police first responders in recent years. Improving the training experience in such complex contexts requires ecological validity of virtual training. To achieve this, VR systems need to be capable of simulating the complex experiences of police officers ‘in the field.’ One way to do this is to add stressors into training simulations to induce stress similar to the stress experienced in real-life situations, particularly in situations where this is difficult (e.g., dangerous or resource-intensive) to achieve with traditional training. To include stressors in VR, this paper thus presents the concept of so-called ‘stress cues’ for operationalizing stressors to augment training in VR simulations for the context of police work. Considering the level of complexity of police work and training, a co-creation process that allows for creative collaboration and mitigation of power imbalances was chosen to access the police officers’ knowledge and experience. We assert that stress cues can improve the training experience from the trainer’s perspective as they provide novel interaction design possibilities for trainers to control the training experience. E.g., by actively intervening in training and dynamically changing the interaction space for trainees which also improves the trainee’s experience. Stress cues can also improve the trainee’s experience by enabling personalizable and customizable training based on real-time stress measurements and supplementing information for improved training feedback.
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Ngeze, Lucian Vumilia, and Sridhar Iyer. "Teachers Co-creating for Teachers: Design and Implementation of an Online Teacher Professional Development Course in Sub-Saharan Africa." In Global Perspectives on Educational Innovations for Emergency Situations, 35–44. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-99634-5_4.

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AbstractAs schools closed during the Covid-19 pandemic, different digital platforms were available for remote teaching. However, the majority of the school teachers were not trained on how to use different digital technologies to continue their teaching. Rather than waiting for technology experts to provide such training, one approach is co-creation, that is, to identify teachers who are adept at using technology in their teaching and mentor them to create materials for training other teachers. Co-creation is collaborative and is created by peers and hence easier for adoption. This chapter reports on a four-week online course developed by co-creators (teachers mentored by a trainer) for school teachers (course participants). The course aimed at introducing participants to different electronic and digital technology tools to engage students remotely. Selected teachers co-created the lessons, activities and resources, including guidelines, tips and procedures that participants could use while preparing their own lessons. Participants reflected on how the course changed their mindset in using different technology tools and how they were able to engage students during and beyond the course duration. A model to engage teachers as co-creators and co-facilitators of such training programs evolved.
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Duxbury, Nancy, Cláudia Pato Carvalho, and Sara Albino. "An introduction to creative tourism development: articulating local culture and travel." In Creative tourism: activating cultural resources and engaging creative travellers, 1–11. Wallingford: CABI, 2021. http://dx.doi.org/10.1079/9781789243536.0001.

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Abstract Creative tourism is a dynamic tourism niche that has emerged both as a development of cultural tourism and in opposition to the emergence of 'mass cultural tourism'. On the one hand, creative tourism demand is driven by travellers seeking more active and participative cultural experiences in which they can use and develop their own creativity. On the other hand, creative tourism provides avenues for communities' desire to accentuate their distinctive elements and develop new value-added initiatives for local benefit. The book is intended for entrepreneurs and public agencies interested in developing creative tourism activities and programmes, with a complementary interest expected from students and researchers in creative tourism, cultural tourism, and community-based tourism fields. The book aims to offer theoretical approaches as well as to inform practical implementation, presenting a wide range of examples, experience-based insights, and advice. It offers guidance for practitioners in planning, operationalizing, and iteratively improving their creative tourism projects and adapting them to changing local situations. The book also aims to situate creative tourism within local development, and to show how it can contribute to local economic benefit, community engagement, social inclusion, empowerment, cultural vitality and sustainability, cross-cultural exchange, and responsible travel.
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Skrypchuk, Lee, Patrick M. Langdon, P. John Clarkson, and Alex Mouzakitis. "Creating Inclusive Automotive Interfaces Using Situation Awareness as a Design Philosophy." In Universal Access in Human-Computer Interaction. Users and Context Diversity, 639–49. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40238-3_61.

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Koga, Tsuyoshi, Tatsunori Hara, Yoshinori Taniguchi, Kazuhiro Aoyama, and Tamio Arai. "Present Situation of Customer Participation in Service Design and Production - Interviewing Tour Agent, Airline and Elevator Maintenance Company -." In Functional Thinking for Value Creation, 320–25. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-19689-8_56.

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Oury, Jacob D., and Frank E. Ritter. "How User-Centered Design Supports Situation Awareness for Complex Interfaces." In Human–Computer Interaction Series, 21–35. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-47775-2_2.

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AbstractThis chapter moves the discussion of how to design an operation center down a level towards implementation. We present user-centered design (UCD) as a distinct design philosophy to replace user experience (UX) when designing systems like the Water Detection System (WDS). Just like any other component (e.g., electrical system, communications networks), the operator has safe operating conditions, expected error rates, and predictable performance, albeit with a more variable range for the associated metrics. However, analyzing the operator’s capabilities, like any other component in a large system, helps developers create reliable, effective systems that mitigate risks of system failure due to human error in integrated human–machine systems (e.g., air traffic control). With UCD as a design philosophy, we argue that situation awareness (SA) is an effective framework for developing successful UCD systems. SA is an established framework that describes operator performance via their ability to create and maintain a mental model of the information necessary to achieve their task. SA describes performance as a function of the operator’s ability to perceive useful information, comprehend its significance, and predict future system states. Alongside detailed explanations of UCD and SA, this chapter presents further guidance and examples demonstrating how to implement these concepts in real systems.
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Fonseca Livramento Da Silva, Renato, Angelina Dias Leão Costa, and Guillaume Thomann. "Taking into Account Users’ Perceptions in the Design Process: Principles to Create a Digital Design Tool." In Lecture Notes in Mechanical Engineering, 295–300. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-70566-4_47.

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AbstractUser Centered Design approach is used in many sectors and appropriated by many design teams to defend principles of products adapted to the final users. In the Architectural and Industrial Design disciplines, architects and designers defend principles that could be able to create spaces, public areas or innovated products that are closer as possible as the user behavior. The issue is still the complexity of the user perception and the variability of its interpretation of the environment. The research method used in this research is to combine Universal Design and Usability approaches to be able to extract one first list of principles. The combination of this list with the five human sensorial systems identified in the literature give the structure of a tool that can be proposed to projectists like architects and industrial designers to better consider user perception during the designing process. The result of the research is the proposition of a software coupled with a user friendly interface dedicated to architects and industrial designer. It has the aim to simplify the organization of the early phases of the design process, taking into account designers and architects design priorities and integrating the final user specific sensorial situation.
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Conference papers on the topic "Creative design situations"

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Fukuda, Shuichi. "PHM and Reflective Maintenance for the Creative Customer." In ASME 2009 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2009. http://dx.doi.org/10.1115/detc2009-86865.

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If we could change our maintenance to be more creative so as to satisfy our customers’ expectations, our hardware products would adapt better and work better or would be “customized better” to their own needs and to their own tastes in their present environments and situations. Then, we could create life time value for our hardware systems and could bring more profit in the long run than by trying to sell more by adding a wider variety of and higher functions to our systems in order to increasing one time value.
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Scoliege, Jordan. "Understanding the supervision activity to design a non-existent control system for automated driving through prospective ergonomics." In 8th International Conference on Human Interaction and Emerging Technologies. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002777.

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Just like the progressive evolution of industrial processes towards highly automated systems, today we see a similar evolution in the mobility sector with the development of autonomous vehicles. These evolutions have and will change the work activity of human from "realization" to "supervision". Due to the progressive increase in autonomy, the SAE (Society Of Automotive Engineers) has created a categorization in 6 levels (from 0 to 5, where 5 corresponding to a fully autonomous vehicle). As long as automated vehicles are not able to manage all driving situations (SAE levels 2, 3 and 4), the human operator remains in the control loop and cooperates with the autonomous system. In this context of progressive deployment and as it has been the case in other transportation modes such as aviation and railways, we anticipate the design of a centralized supervision center for fleet of autonomous vehicles. Although the literature highlights many bias in the relationship between humans and automation, the role of the supervision would be to secure the operation (by man's ability to recover a complex situation) of the vehicle by anticipating incidents (e.g.: support the driver-system relationship, like a traffic controller would do for pilots), while guaranteeing reliability (management of system failures) as well as the regularity of the network.To propose a specification of the high-level functions of a no-existing system, we deploy the approach of prospective ergonomics. This approach "consists in anticipating future needs, uses and behaviors or in building future needs in order to create processes, products or services that are well adapted to them" (Brangier & Robert, 2014). This recent modality of ergonomics intervention is based on the prospective foundation, [naturally] on the ergonomic foundation as well as on the creative foundation. We have set up a methodology divided into two phases.The first phase brings together the prospective and ergonomic foundations. We take up the work of Daniellou (1992) who proposes to be interested in situations which present strong similarities with the system to be designed, which he calls "reference situations". We have identified 8 sectors of activity in the spectrum of supervision such as aviation, bus, railway or nuclear. So far, we have been able to integrate four reference situations that have allowed us to identify seven components around supervision (safety, infrastructure, hardware, degree of automation, software, system organization, human factor). These elements are essential to the understanding of the supervision panorama.From the different situations observed we prepare the second phase of our methodology which corresponds to the creative foundation. Through expert staff we aim to bring elements of identification of the best method to help in the projection of the future. We will therefore compare the production of ideas between a group that will be able to base itself on the syntheses of the observed reference situations and a control group.The ambition of this work is to ameliorate the anthropocentric approach of long-term design.
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Spajić, Jelena, Ksenija Mitrović, Nebojša Novaković, and Danijela Lalić. "Visual brand communication during the COVID-19 pandemic." In 11th International Symposium on Graphic Engineering and Design. University of Novi Sad, Faculty of technical sciences, Department of graphic engineering and design, 2022. http://dx.doi.org/10.24867/grid-2022-p23.

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COVID-19 has brought a number of changes in people’s lifestyles as well as in business strategies. The consumers are moving towards social media and brands are forced to adjust their positioning strategies to retain existing and attract new customers. In generating the customer engagement, the brand content must match the visual preferences of its target group. This paper reviews a relevant literature of visual communication in the context of branding focusing on changes in terms of redesign and rebranding imposed by a crisis. The aim is to identify how companies successfully developed memorable, contextually-relevant and public-educational visual brand communication and strategies during the COVID-19 pandemic. The content analysis method was used in order to create a synthesized overview of brands' visual communication and their creative solutions during the pandemic. The results of this study highlight the importance of visual communication that can be taken by brands in dealing with crisis situations such as pandemic, and its effects on consumer behaviour in the new-normal era.
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Fukuda, Shuichi. "Somatic Value in Mechanical Products: Machines as Interactive Media." In ASME 2009 International Mechanical Engineering Congress and Exposition. ASMEDC, 2009. http://dx.doi.org/10.1115/imece2009-10769.

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This paper points out the importance of machines as tangible and substantial media for our customers to interact with the outer world. As the world is getting more and more globalized, diversified and complex, and situations are changing more frequently and extensively, it becomes harder and harder for designers to foresee operating conditions. Therefore design is changing quickly from traditional designer-centric to user-centric. It is a user who can understand the current situation and solve the imminent problem. Thus, the role of a machine is changing from a tool to a partner which helps a user understand the situation and solve the problem together. Although traditional role of machines has been primarily an actuator, its role as a sensing media is quickly increasing. Traditional product development has been one way and it is producer-driven, regarding customers as being very passive and just as consumers or users. But customers are very active and creative. The tangible and substantial feature of mechanical products has advantages in satisfying our customers’ needs for creativity and customization of our products to adapt to their needs and tastes and furthermore in creating experience and stories for them, which will add increased value, if not only product value but also process value is considered. To realize such goals, mechanical engineering should introduce more pragmatic approaches in addition to the current rational approach.
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Moore, Dylan, Jonathan Sauder, and Yan Jin. "A Dual-Process Analysis of Design Idea Generation." In ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/detc2014-34657.

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A traditional engineering education primarily teaches students to use analytical methods when solving problems, which are effective in most real-world situations. However, heavily analytical approaches often hinder creative output and therefore more intuitive methods have the potential to increase novelty in design. Dual-process theory is an established model in psychology and human decision making that separates fast, intuitive Type 1 processes from slow, analytical Type 2 processes, but to this point has not been applied to engineering design methodology. A exploratory dual-process pilot study of a design experiment using retrospective protocol analysis exposed the difference in novelty of ideas produced by intuitive and analytical thinking. The preliminary results suggest that Type 1 intuitive thinking is correlated with a higher average idea novelty up to a threshold. An equal balance of Type 1 and Type 2 thinking maximized novelty potential. Understanding this relationship and the importance of intuitive thinking in the design process is important to improving the effectiveness of conceptual design thinking and has implications in design education and modeling cognitive design processes.
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Dippo, Caitlin, and Barry Kudrowitz. "The Effects of Elaboration in Creativity Tests as it Pertains to Overall Scores and How it Might Prevent a Person From Thinking of Creative Ideas During the Early Stages of Brainstorming and Idea Generation." In ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/detc2015-46789.

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Previous studies have found that the first few ideas we think of for a given prompt are likely to be less original than the later ideas. In this study, 460 participants were given the Alternative Uses Test (AUT) where they were asked to list alternative uses for a paperclip, creating a database of 235 unique answers, each having a relative occurrence rate in that pool. It was found that later responses were significantly more novel than early responses and on average the originality of responses exponentially increased with quantity. A closer look at this data reveals that a person is likely to have a lower overall originality score if he or she has more elaborate responses. 89 of these participants were also given the Abbreviated Torrance Test For Adults (ATTA) and the data from both tests was used to study relationships between elaboration, fluency, and originality. The data from the AUT reveals a strong negative correlation between an individual’s average number of words per response and his or her average originality score. It is hypothesized that people who spend more time writing multiple-word responses have less time to generate many different ideas thus hindering their ability to reach the novel ideas. Similarly, the ATTA reveals that after two extraneous details, elaboration on a drawing will negatively impact fluency and originality scores. This is not to say that elaborate ideas cannot be original, but rather that in time-limited situations, elaboration may hinder the production of original ideas. In applying this to real world problem solving and idea generation, it is suggested that people may prevent themselves from finding creative solutions if too much time is spent on discussing the first few suggested ideas from a brainstorming session. It is suggested that a more effective brainstorming session will delay discussion until a significant number of ideas are generated.
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Freeman, Robert A. "Challenge-Based Instruction and Its Application in a Course in Mechanisms and Related Courses." In ASME 2010 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2010. http://dx.doi.org/10.1115/detc2010-28501.

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This paper discusses challenge based instruction (CBI) and associated materials developed for courses in Dynamics, Mechanisms, and Biomechanics. This effort is related to a College Cost Reduction and Access Act (CCRAA) grant from the Department of Education, and focuses primarily on the development of adaptive expertise. In science, technology, engineering, and math (STEM) fields the conventional approach is to teach for efficiency first and innovation only in the latter years of their curriculum. This focus on efficiency first can actually stifle attempts at innovation in later courses. One response to this issue is to change the way we teach. CBI, a form of inquiry based learning, can be simply thought of as teaching backwards. In this approach, a challenge is presented first, and the supporting theory (required to solve the challenge) second. Our implementation of CBI is built around the How People Learn (HPL) framework for effective learning environments and is realized and anchored by the STAR Legacy Cycle, as developed and fostered by the VaNTH (Vanderbilt-Northwestern-Texas-Harvard/MIT) NSF ERC for Bioengineering Educational Technologies. This cycle provides students the opportunity to immediately engage in creative activity in the “generate ideas” phase where they are asked what they think is important to know and do in solving the challenge. They are then led through a natural process of inquiry culminating in their “going public” with a solution to the challenge. Ideally, this approach develops both efficiency and innovation in parallel and results a student who is an “adaptive expert”. That is, one who can adapt their knowledge to new and novel situations outside of the context in which the knowledge was obtained.
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Wai Michael Siu, Kin, Kwok Yin Angelina Lo, Yi Lin Wong, and Chi Hang Lo. "Playful Public Design by Children." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002044.

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The design of public space and facilities in a country park aims to serve a wide scope of people with diverse needs and interests. Research on human factors should include users of different ages and capabilities. Children are often a forgotten category of users for collecting views and preferences in public design. Their voices and ideas are seldom heard and heeded. It is crucial to involve children in the design process to optimise outdoor recreational and educational experience in a country park. Playful Public Design by Children is a design research project which involved 1,023 children aged 3 to 18. They were guided to use a human factors (or ergonomics) approach to identify and solve problems in the real-life setting of Shing Mun Country Park in Hong Kong. The design research, spanning from 2019 to 2020, was conceived and co-led by a public design lab of a university and a group of art and design studios for children and teenagers. This paper reports an investigation of children’s perception of, observations on and concerns about the country park and the values underlying these concerns. Different phases engaged children in site research and visual-based design projects. For clarity and more in-depth discussion, this paper focuses specifically on children aged 8 -12. The projects allowed children to participate in observing the inadequacies of current park features such as space and facilities design. Research findings reveal children’s ability to embrace complexity in different design situations as they adopted the role as researcher, designer and change-maker. The common problem-solving strategies among their proposed design ideas reflect their concern for fun, fulfilment, adventure, action and harmony of different users (animals included) in the shared outdoor environment. Their proposed design solutions go beyond existing park design that covers only functional and physical aspects. Children’s perspective addresses other human factors such as psychological, emotional and social needs of different users resulting in an array of whimsical designs, such as zoomorphic gazebos, tree houses and observation towers for star-gazing, bird-watching, daydreaming and quiet reading. The significance of the research project is in the pedagogical practice that reveals children’s inherent creativity, design ability and potential as contributing citizens. The project changes urban children’s perception of nature, design and problem-solving strategies, and parents’ perception of design education in children’s creative development. Through the lens of children, designers can find a more well-rounded view inclusive of different human factors that can optimise users' interaction with the country park environment.
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Estepa Rubio, Antonio, and Santiago Elía García. "Taller integrado." In Jornadas sobre Innovación Docente en Arquitectura (JIDA). Universitat Politècnica de Catalunya. Iniciativa Digital Politècnica, 2022. http://dx.doi.org/10.5821/jida.2022.11369.

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In this paper we present a pedagogical practice carried out, transversally, between several subjects of the first year of the Degrees in Architecture and Digital Design and Creative Technologies throughout the second semester. This work has been repeated two years in a row to draw accurate conclusions. There are two global objectives sought. First; use digital tools to determine the conditions linked to the design, learning along the way the specific peculiarities of the computer programs with which it has been operated. The second; overcome the barrier of graphical planning through the construction of an original full-scale prototype, with which students understand the situations derived from the design at the time of manufacture, for this example, according to the restrictions of use of cardboard. En este artículo presentamos una práctica pedagógica llevada a cabo, de forma transversal, entre varias materias del primer curso de los Grados en Arquitectura y Diseño Digital y Tecnologías Creativas a lo largo del segundo semestre. Este trabajo se ha repedido dos años seguidos para, de forma más certera, extraer conclusiones verosímiles. Son dos los objetivos globales pretendidos. El primero; utilizar herramientas digitales para determinar las condiciones vinculadas al diseño, aprendiendo a lo largo del camino las sigularidades específicas de los programas informáticos con los que se ha operado. El segundo; superar la barrera de la planificación gráfica a través de la construcción de un prototipo original a escala natural, con lo que se consigue que los estudiantes comprendan las situaciones derivadas del diseño en el momento de la fabricación, para el caso que nos ocupa, ciñiéndose a las restricciones que implica el uso de cartón.
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Ostergaard, Karen J., and Joshua D. Summers. "A Taxonomy for Collaborative Design." In ASME 2003 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2003. http://dx.doi.org/10.1115/detc2003/dac-48781.

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A taxonomy that classifies issues affecting the collaborative design process is proposed. These factors, which may inhibit or facilitate the progress or success of a design team, provide a description of collaborative design situations. The taxonomy includes top-level attributes of team composition, communication, distribution, design approach, information, and nature of the problem. An example collaborative design situation is used to illustrate the application of the taxonomy. This taxonomy is an initial step towards the creation of new collaborative support agent-based tools structured upon a fundamental understanding of the collaborative process with a theoretical foundation.
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Reports on the topic "Creative design situations"

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Kharadzhian, Natalia, Larysa Savchenko, Karyna Safian, Yuliia Kulinka, and Oksana Mykolaivna Kopylova. Future Professional Education Specialists’ Mastering of Project Methodology of Creating Pedagogical Situations in the Service Sector. [б. в.], August 2020. http://dx.doi.org/10.31812/123456789/4142.

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The article reveals the problems of mastering by future specialists of the project methodology of creating pedagogical situations in higher education institutions as a means of improving the quality of education. Objectives of the article: to determine the influence of the project method on the creation of pedagogical situations in the process of teaching students; the choice of logic and mechanism of design actions depends on the purpose and the initial conceptual position regarding the subject reincarnates; to study the influence of pedagogical situations on the quality of education in the higher pedagogical school; to diagnose the implementation of the projects method and pedagogical situations in the process of education at the university. The project method provides the presence of a problem that requires integrated knowledge and research for its solution. The results of the planned activities should have practical, theoretical and cognitive significance. Modeling of pedagogical situations is the process of formation of situations-models which simulate the state and dynamics of the educational process and fix the contradiction between the achieved and desired in the personality development in a certain time interval. During the forming experiment, pedagogical situations were used to form the professional competence of the future specialist.
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Flandin, Simon, Germain Poizat, and Romuald Perinet. Proactivité et réactivité: deux orientations pour concevoir des dispositifs visant le développement de la sécurité industrielle par la formation. Fondation pour une culture de sécurité industrielle, February 2021. http://dx.doi.org/10.57071/948rpn.

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In a world exposed to uncertainty and upsets, the development of organizational resilience is often proposed to improve performance. Intended as a complement – but also sometimes as a counterpoint – to management approaches based on anticipation and preparedness, resilience-based approaches aim to improve the ability of professionals to react in an opportune manner to extraordinary and unexpected situations. Despite increasing interest for this change in paradigm, few concrete case studies have been documented. The work presented in this document explores the possibilities offered by new training modalities, for and using resilience, which aim to improve the ability of professionals to produce safety in work situations. The work is part of a research project called FOResilience, led by Simon Flandin and Germain Poizat at the University of Geneva, which was partially funded by the FonCSI. Three characteristics of the authors’ approach are worth emphasizing: - They adopt a broad definition of “training”, which includes professional development activities and organizational interventions, with a particular interest for methods that differ from classical classroom-based training, such as crisis exercises, discussion forums, coaching, and collective analysis of work situations. - They are more interested in activities and methods that develop professionals’ ability to interpret ambiguous situations and to act and cooperate in unexpected or critical situations, than in activities that promote a quasi-mechanical execution of a procedure or deployment of a pre-established plan. - They see safety as resulting as much from the daily work activities that develop professionals’ ability to act in appropriate ways in a constantly evolving context, as from the initial safe system design and careful implementation of operating procedures that cover all possible situations. Two families of training/intervention methods are analyzed: - Methods that develop proactivity in routine situations, the daily activities that create conditions which are favourable to safe operations. These include different forms of discussion between professionals that aim to improve the shared understanding of goal conflicts, of the decisions and compromises made, the difficulties encountered (such as procedures that are inappropriate in certain situations) and improvement opportunities. - Methods that encourage reactivity in extraordinary or critical situations and the ability to bounce back after a critical organizational upset. These include various simulation-based methods, such as crisis exercises, though designed to improve the ability of professionals to make sense of and react in appropriate ways to unexpected events, rather than the classical objective of exercises to check correct execution of a predefined plan.
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Kerber, Steve, and Robin Zevotek. Fire Service Summary Report: Study of Residential Attic Fire Mitigation Tactics and Exterior Fire Spread Hazards on Firefighter Safety. UL Firefighter Safety Research Institute, November 2014. http://dx.doi.org/10.54206/102376/pxtq2256.

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Attic fires pose many hazards for the fire service. When a fire occurs in an attic, it is common it goes unnoticed/reported until smoke or flames are visible from the outside of the structure. Because they take longer to detect, attic fires are more dangerous for firefighters and residents. In a fire situation, the attic ventilation system, which is designed to reduce moisture accumulation by drawing fresh air low from the eaves and exhausting moisture laden warm air near the peak, create an optimal fire growth and spread situation by supplying oxygen to the fire and exhausting hot gases. An estimated 10,000 residential attic fires are reported to U.S. fire departments each year and cause an estimated 30 civilian deaths, 125 civilian injuries and $477 million in property loss. The location of the attic creates several difficulties for the fire service. Firefighters must decide whether to fight the fire from inside the structure, from the outside or a combination of the two. This the decision is complicated by the constant hazard of ceiling collapse, which has the potential to rapidly deteriorate conditions in the living spaces. A piece of gypsum board may fall or be pulled from the ceiling making the relatively clear and cool conditions in the living space change very quickly endangering firefighters executing a search and rescue operation as part of their life safety mission. Further complicating the decision are the hazards associated with roof structure collapse, creating deadly conditions for firefighters operating on and under the roof. Structural collapse accounted for 180 firefighter deaths between 1979 and 2002 of which one-third occurred in residential structures . Many of these incidents involved a roof falling on firefighters or firefighters falling through the roof during firefighting operations on attic fires. The purpose of this study is to increase firefighter safety by providing the fire service with scientific knowledge on the dynamics of attic and exterior fires and the influence of coordinated fire mitigation tactics from full-scale fire testing in realistic residential structures.
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Kerber, Steve, and Robin Zevotek. Study of Residential Attic Fire Mitigation Tactics and Exterior Fire Spread Hazards on Firefighter Safety Released. UL Firefighter Safety Research Institute, November 2014. http://dx.doi.org/10.54206/102376/lihb1439.

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Abstract:
Attic fires pose many hazards for the fire service. When a fire occurs in an attic, it is common it goes unnoticed/reported until smoke or flames are visible from the outside of the structure. Because they take longer to detect, attic fires are more dangerous for firefighters and residents. In a fire situation, the attic ventilation system, which is designed to reduce moisture accumulation by drawing fresh air low from the eaves and exhausting moisture laden warm air near the peak, create an optimal fire growth and spread situation by supplying oxygen to the fire and exhausting hot gases. An estimated 10,000 residential attic fires are reported to U.S. fire departments each year and cause an estimated 30 civilian deaths, 125 civilian injuries and $477 million in property loss. The location of the attic creates several difficulties for the fire service. Firefighters must decide whether to fight the fire from inside the structure, from the outside or a combination of the two. This the decision is complicated by the constant hazard of ceiling collapse, which has the potential to rapidly deteriorate conditions in the living spaces. A piece of gypsum board may fall or be pulled from the ceiling making the relatively clear and cool conditions in the living space change very quickly endangering firefighters executing a search and rescue operation as part of their life safety mission. Further complicating the decision are the hazards associated with roof structure collapse, creating deadly conditions for firefighters operating on and under the roof. Structural collapse accounted for 180 firefighter deaths between 1979 and 2002 of which one-third occurred in residential structures . Many of these incidents involved a roof falling on firefighters or firefighters falling through the roof during firefighting operations on attic fires. The purpose of this study is to increase firefighter safety by providing the fire service with scientific knowledge on the dynamics of attic and exterior fires and the influence of coordinated fire mitigation tactics from full-scale fire testing in realistic residential structures.
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Tao, Yang, Amos Mizrach, Victor Alchanatis, Nachshon Shamir, and Tom Porter. Automated imaging broiler chicksexing for gender-specific and efficient production. United States Department of Agriculture, December 2014. http://dx.doi.org/10.32747/2014.7594391.bard.

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Extending the previous two years of research results (Mizarch, et al, 2012, Tao, 2011, 2012), the third year’s efforts in both Maryland and Israel were directed towards the engineering of the system. The activities included the robust chick handling and its conveyor system development, optical system improvement, online dynamic motion imaging of chicks, multi-image sequence optimal feather extraction and detection, and pattern recognition. Mechanical System Engineering The third model of the mechanical chick handling system with high-speed imaging system was built as shown in Fig. 1. This system has the improved chick holding cups and motion mechanisms that enable chicks to open wings through the view section. The mechanical system has achieved the speed of 4 chicks per second which exceeds the design specs of 3 chicks per second. In the center of the conveyor, a high-speed camera with UV sensitive optical system, shown in Fig.2, was installed that captures chick images at multiple frames (45 images and system selectable) when the chick passing through the view area. Through intensive discussions and efforts, the PIs of Maryland and ARO have created the protocol of joint hardware and software that uses sequential images of chick in its fall motion to capture opening wings and extract the optimal opening positions. This approached enables the reliable feather feature extraction in dynamic motion and pattern recognition. Improving of Chick Wing Deployment The mechanical system for chick conveying and especially the section that cause chicks to deploy their wings wide open under the fast video camera and the UV light was investigated along the third study year. As a natural behavior, chicks tend to deploy their wings as a mean of balancing their body when a sudden change in the vertical movement was applied. In the latest two years, this was achieved by causing the chicks to move in a free fall, in the earth gravity (g) along short vertical distance. The chicks have always tended to deploy their wing but not always in wide horizontal open situation. Such position is requested in order to get successful image under the video camera. Besides, the cells with checks bumped suddenly at the end of the free falling path. That caused the chicks legs to collapse inside the cells and the image of wing become bluer. For improving the movement and preventing the chick legs from collapsing, a slowing down mechanism was design and tested. This was done by installing of plastic block, that was printed in a predesign variable slope (Fig. 3) at the end of the path of falling cells (Fig.4). The cells are moving down in variable velocity according the block slope and achieve zero velocity at the end of the path. The slop was design in a way that the deacceleration become 0.8g instead the free fall gravity (g) without presence of the block. The tests showed better deployment and wider chick's wing opening as well as better balance along the movement. Design of additional sizes of block slops is under investigation. Slops that create accelerations of 0.7g, 0.9g, and variable accelerations are designed for improving movement path and images.
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Cook, Stephen, and Loyd Hook. Developmental Pillars of Increased Autonomy for Aircraft Systems. ASTM International, January 2020. http://dx.doi.org/10.1520/tr2-eb.

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Increased automation for aircraft systems holds the promise to increase safety, precision, and availability for manned and unmanned aircraft. Specifically, established aviation segments, such as general aviation and light sport, could utilize increased automation to make significant progress towards solving safety and piloting difficulties that have plagued them for some time. Further, many emerging market segments, such as urban air mobility and small unmanned (e.g., small parcel delivery with drones) have a strong financial incentive to develop increased automation to relieve the pilot workload, and/or replace in-the-loop pilots for most situations. Before these advances can safely be made, automation technology must be shown to be reliable, available, accurate, and correct within acceptable limits based on the level of risk these functions may create. However since inclusion of these types of systems is largely unprecedented at this level of aviation, what constitutes these required traits (and at what level they must be proven to) requires development as well. Progress in this domain will likely be captured and disseminated in the form of best practices and technical standards created with collaboration from regulatory and industry groups. This work intends to inform those standards producers, along with the system designers, with the goal of facilitating growth in aviation systems toward safe, methodical, and robust inclusion of these new technologies. Produced by members of the manned and unmanned small aircraft community, represented by ASTM task group AC 377, this work strives to suggest and describe certain fundamental principles, or “pillars”, of complex aviation systems development, which are applicable to the design and architectural development of increased automation for aviation systems.
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Lucas, Brian. Behaviour Change Interventions for Energy Efficiency. Institute of Development Studies, September 2022. http://dx.doi.org/10.19088/k4d.2022.138.

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Behavioural interventions are policies and programmes that incorporate insights from scientists who study human behaviour (such as psychology and behavioural economics), with the aim of encouraging socially desirable behaviours by removing barriers and creating incentives or disincentives (Cornago, 2021). Very few behavioural interventions for energy efficiency have been documented in Eastern Europe and the Western Balkans, and none in North Macedonia. The limited experience that has been documented in the region consists of a few small trials which used behavioural principles to inform households about approaches to energy conservation, but none of these trials have demonstrated a significant effect on behaviour. Behavioural interventions have been widely used elsewhere in the world, particularly in North America, Western Europe, and Australia, and there are many studies evaluating their impacts in these regions (Andor & Fels, 2018, p. 182). This report focuses primarily on household energy efficiency, and particularly on the most widespread and well-documented interventions, which are those related to providing feedback on energy consumption and labelling consumer goods. Although behavioural interventions have been shown to produce significant impacts and to be cost-effective in many situations, the available evidence has some limitations. Many examples that have been documented are small-scale trials or pilot projects; large-scale, institutionalised policy interventions based on behavioural insights are rare (Users TCP and IEA, 2020, p. 22). In many studies, experiments with small sample sizes and short durations show larger impacts than larger and longer-term studies, suggesting that pilot studies may over-estimate the savings that might be achieved by large-scale programmes (Andor & Fels, 2018, p. 182; Erhardt-Martinez et al., 2010, p. iv). The amount of energy saved by behavioural interventions is often fairly small and varies widely from one programme to another, suggesting that the effectiveness of these interventions may be highly dependent on local context and on details of design and implementation. Finally, many studies rely on participants reporting their intentions, and on hypothetical rather than actual purchasing decisions, and some studies have found a divergence between stated intentions and actual behaviour (Grünig et al., 2010, p. 41; Users TCP and IEA, 2020, pp. 75–76; Yang et al., 2015, pp. 21–22).
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Determining an effective and replicable communication-based mechanisms for improving young couples' access to and use of reproductive health information and services in Nepal—An operations research study. Population Council, 2004. http://dx.doi.org/10.31899/rh17.1009.

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This operations research study sought to determine an effective communication-based model for increasing the involvement of community-based groups in improving access to and use of reproductive health services and information by young married couples. The study employed a quasi-experimental design with two experimental and two nonequivalent control groups in the Udaypur district of Nepal. As stated in this report, this OR study clearly demonstrates the effectiveness of communication-based models such as the formation and reactivation of Youth Communication Action Groups and Mother’s groups, basic and refresher training, group interaction and mobilization, and social events in creating an enabling environment for young married couples to learn and interact about sexual and reproductive health issues. The increase in reproductive health-related knowledge and practice among young married women has been high in both experimental areas. However, changes in the practice of family planning and antenatal care have not shown consistent trends probably because of the conflict situation in the project sites during the implementation phase.
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