+ All Categories
Home > Documents > Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

Date post: 09-Apr-2018
Category:
Upload: kirsten-woodhams-thomson
View: 215 times
Download: 0 times
Share this document with a friend

of 154

Transcript
  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    1/154

    Approved by

    Adviser Graduate Program, Industrial, Interior, and Visual

    Communication Design

    Masters Examination Committee:

    R. Brian Stone, Adviser

    Dr. Elizabeth B.-N. Sanders

    Professor James W. Arnold

    IDEA-GENERATION:EXPLORING A CO-CREATION METHODOLOGY USING ONLINE SUBJECT

    MATTER EXPERTS, GENERATIVE TOOLS, FREE ASSOCIATION, AND

    STORYTELLING DURING THE PRE-DESIGN PHASE

    A Thesis

    Presented in Partial Fulllment of the Requirements for

    The Degree Master of Fine Arts in the

    Graduate School of The Ohio State University

    By

    Teresa Ung

    *****

    The Ohio State University

    2009

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    2/154

    2009 All rights reserved.c

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    3/154

    ii

    ABSTRACT

    This research explores a new methodology for idea-generation with multi-disciplinary

    design teams demonstrating alternative ideation techniques and brainstorming facilitation.

    Innovators may use this methodology to enhance their companys enthusiasm toward a

    project, link and generate different ideas together, or train newcomers in a team-building

    exercise. Researchers can use this dynamic moderator approach that involves careful

    timing to conduct a compact brainstorming session. Design educators may challenge

    their teaching styles with various parts of this methodology to encourage their students to

    practice thinking more broadly and gathering out-of-the-box ideas into one narrative by

    using the compiled, tested techniques in this study.

    Current idea-generation methods range from traditional methods such as focus groups,

    to non-traditional social networking platforms such as GUNGEN used in Japan. However,

    little to no information details an approach that leverages a combination of social

    networking channels such as wiki communities to co-create with design teams, while

    combining generative tools and free association for storytelling during the pre-design

    phase.

    Six separate workshops were facilitated at the respective job sites of the participants.

    Each group was comprised of six to eight professionals screened and recruited through

    a contact person who also participated in the hour-long ideation workshop. A total of

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    4/154

    iii

    twenty-nine participants tested the methodology.

    The results reveal novel associations with mundane objects, which add imagination

    and cohesion to these objects when formulated into storytelling. As a vehicle for collaborative ideation, this methodology is intended for group motivation and idea

    enhancement in a cost-effective way. It is aimed to benet those who are thought leaders,

    and regularly work with ideas to innovate, manage, strategize, educate, moderate,

    research, and design, without the time or money to go on a creative retreat.

    A qualitative research approach was applied to this exploration. Successive workshops

    followed an experiential-feedback strategy that built on top of modications determined

    by the moderators experience from each previous workshop. Data was collected by video

    capture, audio documentation, and post-workshop questionnaires. More specically, the

    methodology began with an immersion phase where online subject matter experts from

    wiki communities interacted with the design team. This was followed by a one-hour

    workshop consisting of four parts: part one was a group discussion on wikis; part two

    was an individual activity practicing free association; part three was a simulation of eld

    research; and part four consisted of the group brainstorming activity and storytelling.

    In the end, the ndings revealed distinctive patterns between company culture and the

    range of ideas generated by the design teams more familiar with the participatory methods

    of ideation. The following discussion describes how this methodology may be applied to

    various stages of the design process as a co-creation method and a powerful aid to design

    problem solving.

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    5/154

    iv

    For Stan.

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    6/154

    v

    ACKNOWLEDGMENTS

    My deepest appreciation goes to my Graduate Studies Committee: Dr. Elizabeth B.-

    N. Sanders for her inspiration, guidance, and intellectual enthusiasm; R. Brian Stone, my

    Adviser, for weathering the good, the bad, and the uglynot letting anything stand in my

    way; and James W. Arnold for challenging my direction and offering a fresh perspective

    to make the completion of this work possible.

    I want to thank the Department of Design for providing support and a rewarding

    teaching opportunity to aid my graduate work.

    Most of all, I extend my deepest gratitude to Stanley Lina mentor and an old friend.

    Thanks for being my eyes and ears when I need it most!

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    7/154

    vi

    VITA

    2001-2005................

    2005-2006................

    2006-present..............

    FIELD OF STUDY

    Major Field: Industrial, Interior, and Visual Communication Design

    B. A. Emphasis in Graphic Design, Minor in PhotographySan Jos State University

    Freelance designer San Francisco, CA

    Graduate Teaching AssociateThe Ohio State University, Department of Design

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    8/154

    vii

    TABLE OF CONTENTS

    Page

    Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Dedicat ion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Acknowledgments. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Vita. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    List of Tables. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    List of Figures. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Chapters

    0 Preface

    0.1 Purpose. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    0 .2 Audience. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    0 .3 Format . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    1 Introduction

    1.1 Overview: Research scope.... .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. .. ... .. .. .. .

    1 .2 Object ive. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    2 Background

    2.1 Introduction: Inspirations.. .. .. .. .. ... .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. .. ..

    ii

    iv

    vi

    vii

    xi

    xii

    xv

    xix

    xx

    1

    2

    6

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    9/154

    viii

    2.2 Market research: Common brainstorming approaches. . .. . . . . . . . . . . . . . . . . .

    2.3 Idea-generation: Innovate even with no money.. .. .. .. .. .. .. .. .. .. .. .. .. .. .

    2.4 Co-creation: Applied in the pre-design phase.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

    2.5 Social networking and crowdsourcing... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..2.6 Free association: Using semantic knowledge.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

    2.7 Field research simulation: Scavenger hunt.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

    2.8 Storytelling.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    2.9 Generative tools research: Inspirations for materials.. . . . . . . . . .. . . . . . . . . . . .

    2.10 Application to the design process: Intended case and conditions.. . . . . . . .

    2.11 Operational denitions.. .. ... .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. .. ... .. .. .. .. .

    3 Methodology

    3.1 Introduction: Process.. .. .. ... .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. .. ... .. .. .. ..

    3.2 Timeline of workshop events.. .. .. .. .. ... .. .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. ..

    3.3 Workshop approach: Modifying based on precedence.. . . . . . . . . . . . . . . . . . ..

    3.4 User denition.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    3.5 Recruitment sampling: Criteria and script.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

    3.6 Finding contact persons: Who they were.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

    3.7 Pilot Study.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    3.8 Immersion for participants: Activity to stir questions and discussions.. .

    3.9 Pre-workshop checklist: For moderator.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

    3.10 Moderator script: Timing and improvisation.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

    3.11 Workshop site selection.. .. .. .. ... .. .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. ... .. .

    3.12 Workshop equipment and materials.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

    3.13 Workshop site, equipment, and materials set-up. . . . . . . . . . . . . . . . . .. . . . . . . . .

    3.14 Individual activity: Timing and Associative cues. . . . . . . .. . . . . . . . . . . . . . . . . .

    8

    12

    13

    1314

    16

    18

    19

    19

    20

    24

    29

    30

    30

    30

    32

    32

    32

    34

    34

    34

    36

    40

    40

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    10/154

    ix

    3.15 Field study simulation: Scavenger hunt.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

    3.16 Group activity: Timing and moderator participation.. . . . . . . . . . . . . . . . . .. . . .

    3.17 Cats Cradle: Storyteller steps out... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

    3.18 Group activity role play: Storyteller and explainer. . . . . . . . . . . .. . . . . . . . . . . . .3.19 Questionnaires. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    3.20 Pamphlet and gift cards.. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. .

    3.21 Post-Workshop moderator tasks.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

    3.22 Sorting data: video, audio, questionnaires, and notes. . . . . . . . . . . . . . .. . . . . . .

    4 Results

    4.1 Introduction: What to expect.. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. .. ... .. .. .. .. .. ..

    4.2 Timelines of workshop events: How it unfolded.. .. . . . . . . . . . . . . . . . . . . .. . . . .

    4.3 Workshop approach: What was modied.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

    4.4 Recruitment samples: Who participated.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

    4.5 Finding the contact persons: Who they were and what they provided. . . .

    4.6 Pilot Study.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    4.7 Immersion for participants: Questions and answers. . . . . . .. . . . . . . . . . . . . . . . .

    4.8 Moderator script evolution: Reasons and responses. . . . . . . .. . . . . . . . . . . . . . . . .

    4.9 Workshop site selection.. .. ... .. .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. .. ... .. .. .. .

    4.10 Workshop equipment and materials: Documenting modications.. . . . . . . .

    4.11 Workshop site, equipment, and materials set-up: Variations. . . . . . . . . . . . . . . .

    4.12 Individual activity: Documentation.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

    4.13 Field study simulation/Scavenger hunt: Object selections.. . . . . . . . . . . . . . . . .

    4.14 Group activity: Collages.. .. .. .. .. .. ... .. .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. .. .

    4.15 Cats Cradle: Timing and responses.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

    4.16 Group activity role play: Selection and responses.. . . . . . . . . . . . . . . . . . . .. . . . . . .

    41

    42

    43

    4448

    50

    50

    51

    52

    52

    54

    60

    61

    61

    61

    63

    63

    64

    65

    65

    68

    68

    72

    73

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    11/154

    x

    4.17 Analysis I: Questionnaires .. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. .

    4.18 Analysis II: Collages & material usage .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

    4.19 Analysis III: Company cultures................................................

    4.20 Pamphlets and gift cards: Responses.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..4.21 Post-workshop moderator tasks: Observations and documentations.. . . . . .

    4.22 Summary. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    5 Conclusion

    5.1 Benets: Flexibility of methodology.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

    5.2 Guidelines: For moderator.. .. .. .. ... .. .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. .. ...

    5.3 Materials: Selectivity based on design process... .. .. .. .. .. .. .. .. .. .. .. .. .. ..

    5.4 Immersion activity: Managing time and increasing feedback.. . . . . . . . . . . . .

    5.5 Individual activity: Script modication for future use.. . . . . . . . . .. . . . . . . . . . . .

    5.6 Group activity: Script modication for future use.. . . . . . . . . . . . . . . . . . . .. . . . . .

    5.7 Limitations of study.. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. ... .. .

    5.8 Directions for future research... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

    6 Next Steps

    6.1 Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    6.2 Further Explorations: Application to the design process.. . . . . . . . . . . . . . . . . . . .

    6.3 Extended Data Analysis.. .. .. .. .. ... .. .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. .. ... .

    6.4 Continued Investigation: Wiki immersion activity. . . . . . . . . .. . . . . . . . . . . . . . . . .

    Appendix: Supplementary Information......................................................

    References Cited. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    74

    79

    89

    9292

    92

    94

    94

    95

    97

    97

    98

    98

    99

    101

    103

    112

    113

    115

    124

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    12/154

    LIST OF TABLES

    Page

    Table 1: Questionnaire results spreadsheet WS 2...........................................

    Table 2: Questionnaire results spreadsheet WS 3...........................................

    Table 3: Questionnaire results spreadsheet WS 4...........................................

    Table 4: Questionnaire results spreadsheet WS 5...........................................

    Table 5: Material usage count................................................................

    75

    76

    77

    78

    88

    xi

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    13/154

    LIST OF FIGURES

    Page

    Figure 1: Parnes Creative Problem Solving Model versus the Design Process. . . . . . . . .

    Figure 2: Workshop Process.. .. .. .. .. .. ... .. .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. ... .. .. .. .. .

    Figure 3: Workshop process: Wiki immersion... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

    Figure 4: Workshop process: Wiki Discussion.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

    Figure 5: Workshop process: Individual Activity.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

    Figure 6: Field research simulation.. .. .. .. .. ... .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. .. ... .. .

    Figure 7: Workshop process: Group activity.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

    Figure 8: Workshop process: Questionnaire.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

    Figure 9: Intended timeline.... .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. .. ... .. ..

    Figure 10: Recruitment Script...............................................................

    Figure 11: Discussion Guide.................................................................

    Figure 12: Moderators Script and Timing.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

    Figure 13: Materials-Images left to right: Individual Activity, Group Activity. . . . . . . . . .

    Figure 14: Materials-Tray set up.. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. .. ... ..

    Figure 15: Materials-Wiki set up .. .. ... .. .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .

    Figure 16: Materials-Room set up.... .. .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .

    Figure 17: Questionnaire. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Figure 18: Pamphlet gift card................................................................

    Figure 19: Workshop process: Revised durations... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

    xviii

    24

    24

    25

    26

    26

    27

    28

    28

    30

    32

    34

    36

    37

    37

    38

    48

    49

    52

    xii

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    14/154

    Figure 20: Workshop duration and changes.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

    Figure 21: Materials tray 1.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Figure 22: Materials tray 2.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Figure 23: Materials tray 3.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Figure 24: WS 3 participants exploring materials...........................................

    Figure 25: WS 5 people during the group collaging activity...............................

    Figure 26: Contacts & participants.. .. .. .. .. .. ... .. .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. .. ... ..

    Figure 27: WS 4 caf and lounge area.. .. ... .. .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .. .. .. ... .. .. .. .

    Figure 28: Workshop site congurations.....................................................

    Figure 29: WS 2 Individual activity-6 participant samples.................................

    Figure 30: Group activity collage-WS 1.....................................................

    Figure 31: Group activity collage-WS 2.....................................................

    Figure 32: Group activity collage-WS 3.....................................................

    Figure 33: Group activity collage-WS 4.....................................................

    Figure 34: Group activity collageWS 5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Figure 35: Storytelling WS 3..................................................................

    Figure 36: All Workshops-Strongly Agree Analysis I.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

    Figure 37: All Workshops-Strongly Agree Analysis II.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

    Figure 38: All Workshops-Strongly Disagree Analysis I.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

    Figure 39: All Workshops-Strongly Disagree Analysis II..................................

    Figure 40: All Workshops-Neutral Analysis I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Figure 41: All Workshops-Neutral Analysis II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Figure 42: Company Proles for WS 1-5....................................................

    Figure 43: Company Personalities & Characteristics: WS 1-5. . . . . . . . . . . . . . . .. . . . . . . . . . . . .

    Figure 44: Types of Jobs (Ulwick, 2005).....................................................

    Figure 45: Recapscenario 3. The last step of free association using symbolic objects..

    54

    55

    55

    5657

    58

    59

    63

    65

    66

    69

    70

    70

    71

    71

    73

    82

    83

    84

    85

    86

    87

    90

    91

    105

    109

    xiii

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    15/154

    xiv

    Figure 46: Recruitment script (alternate).. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

    Figure 47: Moderator script..................................................................

    Figure 48: Guidelines for ideation workshop part I... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

    Figure 49: Guidelines for ideation workshop part II.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .Figure 50: Guidelines for ideation workshop part III... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

    Figure 51: Immersion instructions part I....................................................

    Figure 52: Immersion instructions part II... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

    Figure 53: Moderators pre-workshop checklist.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

    116

    117

    118

    119120

    121

    122

    123

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    16/154

    xv

    PREFACE

    0.1 Purpose

    My study is one of exploration.

    Exploration, according to Princeton Universitys Wordnet dictionary is to travel

    for the purpose of discovery; a careful systematic search; or systematic consideration.

    My original exploration was to nd different techniques for generating a lot of ideas.

    Traversing these techniques, I found myself repurposing these separate methods into

    one unique combinationnot only for idea generation, but also to corporate the idea of

    an enjoyable experience. My new methodology explored idea generation through co-

    creation using online subject matter experts, generative tools, and free association in

    storytelling for the pre-design phase. While the individual techniques adapted into this

    study essentially had been proven by researchers as viable means for individual and group

    ideation, this study explores them in an entirely new combination and format.

    My investigation was also a qualitative one. Qualitative research was dened in

    Moderating To the Max as collecting data, reporting facts, obtaining reactions, and

    seeking for what is. In qualitative research, convergent thinking is active. Convergent

    thinking is using judgment, evaluation, and deliberation in reviewing data (Bystedt, Lynn,

    Potts, 2003). The role I took as both the researcher and moderator of the workshops was

    to use my judgment, evaluation, and deliberation to identify the current state of design

    team collaborations, push that limit, and then document the responses of that process to

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    17/154

    xvi

    note any discoveries that resulted from this methodology.

    Another part of my investigation was the pursuit of idea generation, or ideation.

    Ideation is about what could be, or the process of eliciting responses or ideas (Bystedt,

    Lynn, Potts, 2003), which was the role of the participants. The main characteristic of the participants role was divergent thinking, which involved deferral of judgment,

    proposing the unusual, striving for quantity. (Bystedt, Lynn, Potts, 2003) By combining

    the qualitative and exploratory nature of the methodology, the process resulted in an

    ideation workshop.

    In setting up the workshop, I began learning about the contexts of online subject

    matter experts, generative tools, free association, and storytelling and then combining

    these studied methods into one sixty-minute ideation session. Five separate design teams

    participated in my on-site workshop, which comprised of six to eight professionals who

    were unique to their companys design needs and had prior experience working as a team.

    The professionals who participated had various backgrounds. There were marketers,

    engineers, writers, designers, researchers, and company executives who had shown

    interest in this methodology. These different professionals were employees of companies

    that provided services ranging from insurance to design research. They participated and

    gave feedback about their experiences of the methodology. With each groups feedback,

    successive workshops incorporated modications made from the moderators ongoing

    observational analyses.

    Data analysis was in accordance to Dr. Elizabeth B.-N. Sanders (MakeTools,

    LLC) personal guidance. My tasks included transcribing the sessions, organizing data,

    documenting observations, and detecting common threads across the companies that

    participated. Data were also analyzed using the basic coding process described in John W.

    Creswells Research Design: Qualitative, Quantitative, and Mixed Methods Approaches,

    2nd Edition . Coding, Creswell denes, is the process of organizing the materials into

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    18/154

    xvii

    chunks or segments of text before bringing meaning into the information. It involves

    taking data or pictures gathered during data collection, segmenting sentences, or images

    into categories, and labeling those categories with a term. Because each workshop was

    modied based on feedback from the preceding workshop, the nature of this qualitativeresearch was not designed as an experiment. Therefore, the results of this exploration

    might not provide denitive results, but instead introduced new areas of discovery in

    generating ideas and different techniques in solving problems. (See Chapter 6 Next

    Steps.)

    Where does this t in the Creative Problem-solving Process? Idea generation is only

    a part of this process. A problem well-dened is a problem half-solved. (Bystedt,

    Lynn, Potts, 2003) Therefore an effective creative problem-solving model, or a model

    addressing the following broad processes is the whole picture: dening the problem

    or challenge, generating ideas, and planning for action. (Parnes, 1981) The current

    methodology incorporates the rst two processes, however the planning for action is

    found in the sections for Further Explorations (Chapter 6.2 Further Explorations). In the

    rst process, participants in this study were given rapid scenarios to generate metaphors

    that were used as design constraints to frame their problem. The second process consisted

    of generating ideas for possible solutions in a group activity. Participants were asked to

    use generative tools to nish the sentence, My intelligent machine or tool will look and

    feel like this and illustrating their ideas in a collage.

    In contrast to the Parnes model of Creative Problem-solving Process, divergence

    is the rst step of the Design Process. In the Design Process, creative problem solving

    begins with exploring without constraints in the divergence phase. Ideas are then ltered

    through the next step of the Design Process called the transformation phase, which

    introduces the constraints surrounding the problem. This second phase also introduces

    some divergence within the new boundaries. The last phase of the design process is

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    19/154

    xviii

    convergence. This is similar to Parnes planning for action. Filtered ideas are combined

    with possible new ideas from the transformation phase and selected for prototyping or

    possible directions to pursue the solution. The Design Process and the Creative Problem-

    solving Process both provide a general sequence for creative problem solving; however this methodology focuses on the pre-design phase of generating ideas. The pre-design

    phase occurs before the design process. Individuals concern themselves with exploring

    and generating a plethora of ideas from the same frame of reference using Edward De

    Bonos Random Word technique as inspiration. However, the random word is not selected

    from De Bonos list, but from the individual activity that prompts the participants to

    generate words based on scenarios. This methodology serves as a qualitative research

    vehicle to solicit professional feedback on ideation techniques, and as a tool for

    generating a lot of new ideas.

    divergence transformationexplore without constraints lter with

    constraints

    convergence solution to prob-lem; prototyping;testing

    dene problem or challenge generate ideas plan for action

    Figure 1: Parnes Creative Problem Solving Model versus the Design Process

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    20/154

    xix

    0.2 Audience

    To become a successful developer of new products it appears that one must rst

    become a successful developer of new ideas. (Sowry, 1989) This exploration is intended

    for individuals invested in developing new ideas and new ways of solving problems.How does one encourage creative thinking? How does a design team come up with new

    ideas? What kind of brainstorming methods can spark more relevant ideas? These are

    all questions that creative leaders or teams of varied professionals must address in order

    to have a sustainable and competitive advantage in their markets. The key is nding an

    effective strategy that allows design teams to explore creative outlets while addressing

    their clients problem from a new vantage point. This perspective involves being more

    aware of ones surroundings and bringing unrelated elements and objects together to

    develop new ideas. Creative individuals play the roles of our innovators, researchers,

    educatorsall whom are our problem-solvers. They grapple with thought processes such

    as,

    Why is X like Y? If X works in a certain way, why

    cant Y work in a similar way? Alexander Graham Bell

    observed the similarities between the inner workings

    of the ear and the ability of a stout piece of membrane

    to move steel, and conceived the telephone. Thomas

    Edison invented the phonograph, in one day, after

    developing an analogy between a toy funnel and the

    motions of a paper man and sound vibrations. Moreover,

    the way buzzards kept their balance in ight served

    as an analogy for the Wright brothers when they were

    developing how to maneuver and stabilize an airplane.

    (Michalko, 2001)

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    21/154

    xx

    Over the past three decades, researchers have developed many creative problem-

    solving techniques. In product development theres Nash (1945) and Cooper (1988)

    exploring a small selection of idea generation techniques used for new product

    development; Clemens and Thornton (1968) describing gap analysis, and Stein (1974)with creative problem solving (Sowrey, 1989).

    This thesis provide valuable insights for innovators, researchers, moderators, and

    educators who are focused on generating copious ideas and solving problems by shifting

    their individual, or teams, paradigm of thinking.

    0.3 Format

    The proposed methodology is documented as a reective case study with lessons

    learned and salient observations for further investigation. The Preface and Background

    chapters discuss the premises of this exploration. The Methodology and Results chapters

    offer step-by-step descriptions of how this exploration is set up and the resulting

    observations and data collection. Finally, wrapping up this discussion are the chapters on

    Conclusion and Next Steps. The Conclusion summarizes the observational task analyses

    done throughout the case studies, and Next Steps speculate possible discoveries that aid

    future investigations on application of this methodology.

    Exploring new ways to perceive problems and new attitudes to seek for solutions is

    the primary motivation for exploring more ideas. Paul Linus once said, The key to good

    ideas is more ideas! On this note, this venture does not stop at exploration, but continued

    learning how to shift ones paradigm of thinkingturning every rock unturned for places

    where the solution may be in a completely new context that is not typically explored.

    So what does this ideation methodology achieve? The results are telling of the

    high potential for new discoveries in conducting qualitative research, team building

    and training, and generating out-of-box ideas. Results of this exploration contributed

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    22/154

    xxi

    insights on how to develop a more enjoyable research and ideation sessions that stimulate

    participation and enthusiasm, which will be discussed in Chapter 5: Results.

    What does this methodology not achieve? The main limitation to this methodology

    is its premature state to conclude any solid evidence of demonstrative results. It does notsolve a specic problem during its trial. Nor does it have a decided result to conclude.

    While participants are not required to be in any specic eld, they must however have

    prior experience collaborating with fellow participants selected for the session.

    More on benets and applications of this methodology are discussed in Chapters 5 and

    6.

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    23/154

    1

    CHAPTER 1

    INTRODUCTION

    1.1 Overview: Research Scope

    Designers do not merely design. They are economists, engineers, inventors,

    mechanics, educators, and anthropologists, Bruce Mau emphasized in his 2007 Massive

    Change visit to The Ohio State University. Taking a closer look at the interconnectivity

    between people in a world brimming of information, a disconnect appears in aggregating

    many ideas into workable narratives. This is where designers can play an emerging role

    wearing multiple hatsto bridge this gap (De Bono, 1992). Multi-disciplinary design

    teams make up a typical strategic team that functions as a think-tank to generate solutions

    to real world problems.

    This research presents a method that attempts to bridge the vehicles of

    communication with not only words, but combining visuals, storytelling, crowd-sourcing

    through co-design, and props that generate ideas. The focus of this ideation method is

    in exploration. It is not limited to the pre-design phase, but may be applied in the design

    process with an object-oriented objective as well. Unique components of this proposed

    method lies in the moderating, associative thinking, and storytelling aspects of a given

    ideation session. This myriad of techniques aims to bring out the semantic knowledge

    within each person in a brainstorming session. Leonardo Di Vinci believed that to gain

    knowledge about the form of a problem, you began by learning how to restructure it

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    24/154

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    25/154

    3

    their ideas in a group collage. The collage was presented in two narratives. The rst was

    improvised to stretch the imagination, and the second was a logical explanation of the

    articles represented in the group collage.

    The purpose of this methodology was to explore how seemingly unrelated ideascould came together and possibly generate new and different ideas by when combined

    with online collaboration that harnessed subject matter experts, generative tools, free

    association, and storytelling. This study aimed to stretch the regular paradigm of design

    thinking and targeted an alternative way of problem solving. The underlying approach

    of the methodology was to keep stimulating the imagination with scenariosprovided

    at rst but created through storytelling laterand kept the ow of ideas unrestricted

    in an enjoyable manner. Unrestricted ideas were encouraged throughout the ideation

    workshop. One of the groundrules repeated most often for this pre-design idea-generation

    methodology was, Theres are no wrong answers.

    However, if this methodology was applied to an object-oriented problem, then design

    constraints would be inevitable, and wrong answers would be the irrelevant ideas. The

    design constraints would serve as the ltration system for the ideas generated. When

    applying an object-oriented problem into this methodology, the design team should rst

    dene the specic problem statements. Then frame the problem statements as scenarios

    that resemble stories (For more details, see Chapter 6.2). Finally, generate ideas using

    this methodology during the divergence phase of the Design Process (divergence,

    transformation, and convergence).

    This methodology was conducted with a focus on the pre-design phase. Therefore

    the scenarios were intentionally uid and abstract to allow room for open interpretation.

    Participants were encouraged to stretch their imagination to depict their personal

    experiences and emotions during the activities. For example, the individual activity asked

    participants to describe something that was a no-brainer and pleasurable with no

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    26/154

    4

    limitations on their answers. Then the group activity prompted them to nish a sentence

    that described the look and feel of an intelligent machine or tool. The suggested

    experiential queues were alluded in the request for descriptions of a no-brainer task

    and the look of an intelligent machine or tool. The attempted emotional queues weretriggered by asking for descriptions of something pleasurable in the individual activity,

    and what the feel of an intelligent machine or tool would be like for the group collage.

    The pre-design phase allowed less emphasis on right or wrong answers and more attention

    to an experiential and emotional visualizaton.

    In the ideal application of this methodology, more time should be rationed for the pre-

    design phase and the Design Process should be conducted with a very focused purpose

    of generating many different ideas. This methodology consisted of the wiki immersion,

    individual activity, eld research simulation or scavenger hunt, group collage, and nally

    storytelling. In an ideal scenario, the wiki immersion exercise should be a wiki website

    initiated by a company as a brainstorming medium to co-create with online subject

    matter experts. The wiki website ought to be very focused and clear in what it should

    ask participants to do and how their contribution should be rewarded, with intellectual

    property forfeited, if selected for further idea-generation processes. Once relevant online

    subject matter experts had their window of time to contribute ideas, the design team

    should also have an opportunity to integrate their ideas into the wiki website as well. Then

    selected ideas from both the online subject matter experts and the design team should be

    listed on the wiki website. That should conclude the online collaboration. (More details on

    this process, see Chapter 6.4 Continued Investigation.) From this ltered list of ideas,

    the design team should select two ideas as the prompt for the individual activity within the

    design team. The eld research simulation, or scavenger hunt, was intentially focused on

    connecting images and words symbolically with objects. It should follow the individual

    activity. The ideal situation should also suggest that the group collage and improvised

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    27/154

    5

    storytelling should be the time to not only integrate concepts, but help conjure new or

    other unexpected ideas to be documented concurrently or recorded on video for later

    analysis.

    It is important to note that regardless of how familiar or unfamiliar the design teamswould be to participatory approaches, this methodology provides the room for all design

    teams to discover different and possibly novel ways to use otherwise mundane objects.

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    28/154

    6

    CHAPTER 2

    BACKGROUND

    2.1 Introduction: Inspirations

    Genius is often marked by the ability to imagine comparisons and similarities and

    even similar differences between parallel facts and events in different elds or other

    worlds. (Michalko, 2001) Novel thinking and creativity need a shift of paradigm from

    the mainstream thought in order to occur. Thinking what no one else is thinking is one

    of the key exercises Michael Michalko suggests in Cracking Creativity . (Michalko, 2001)

    His strategy of looking in other worlds inspired the free association activities presented

    in this study.

    Variations of the immersion activity, generative tools, and storytelling approaches

    were rst introduced by Dr. Elizabeth B.-N. Sanders graduate seminar class at The

    Ohio State University. Concepts from that course were adapted to this methodology

    by applying different orientations for the immersion activity, generative tools, and

    storytelling. The motivation for exploring innovative ways to generate ideas is not a new

    one. However, this methodology explores an atypical combination and timing for its

    activities that suggest high potential for generating a high volume of ideas. The synthesis

    of this rapid-activity approach was adopted from informal interviews with executives

    and designers from Nike, Yahoo!, local design rms, and design research companies. The

    interviewees shared personal practices that promoted innovation through focused fun.

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    29/154

    7

    Most importantly, they expressed how much they valued their liberty to explore. There

    is a growing recognition that fostering a culture of innovation is critical to success, as

    important as mapping out competitive strategies or maintaining good margins. (Kelley,

    2005) Today, companies are valued less for their current offerings than for their abilityto change and adapt and dream up something new. Whether you sell consumer electronics

    or nancial services, the frequency with which you must innovate and replenish your

    offerings is rapidly increasing. (Kelley, 2005) In a recent Boston Consulting Group

    survey covering nearly fty countries and all sorts of businesses reported that nine out

    of ten senior executives believe generating growth through innovation is essential for

    success in their industry. (Kelley, 2005)

    The creative brillance of an inspired person is only the beginning of the innovation

    challenge. (Govindarajan & Trimble, 2005) Innovation also needs to be active in a

    companys business model and culture as well. This methodology does not suggest to

    generate ideas limited to products or services, but the execution of these ideas may also

    be the topic for ideation as well. Its not the idea that counts; it is what you do with it.

    (Govindarajan & Trimble, 2005) What to do with these ideas need to be well planned and

    executed.

    The advantage of this methodology is its exibility in brainstorming any type of

    problem. If the problem can be framed in a scenario, it can be the focused theme for

    discussion. Not only can this study be used to explore idea generation, as its original

    intention, but it may also help develop strategies for business plans, organization

    recongurations, and management dilemmas. Paint it into a scenario and it will t into

    this methodology. In contrast to a typical hour-long meeting may seem like eternity, this

    approach to brainstorming was unanimously enjoyable for the ve separate groups of

    participating design teams. In this context, a design team refers to a group of individuals

    gathered together to brainstorm solutions to a problem. Often times they are also

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    30/154

    8

    responsible for executing these plans. Just having an idea is not enough. Having many

    ideas is the key. These ideas are not limited to what the solution to a problem looks like,

    but also address how to deligate the tasks, who the constituents will be, and how the

    project should pan out. Having strong ideas for innovation also require strong ideas for execution to see them through.

    The power of this methodology lies in its components that have been proven for

    creative-thinking rigor. More emphasis is put on Edward De Bonos lateral thinking

    methods; (De Bono, 1992) Michael Michalkos international think-tank concepts;

    Elizabeth B.-N. Sanders participatory research methods that explore the emotional

    vocabulary of participants; Don Tapscott and Anthony D. Williams long-running

    collaborations and programs studying how the Web (sometimes called Web 2.0) changes

    the corporation and how companies build relationships, market, and compete; (Tapscott &

    Williams, 2006) and Anthony W. Ulwicks outcome-driven programs that structurize the

    unpredictability of innovation. (Ulwick, 2005)

    Although this exploration shows great potential to generate out-of-the-box ideas,

    it does not aim to yield specic ideas in the time frame of a single brainstorming

    meeting. This study serves as an alternative system open for further exploration and

    experimentation. The case studies conducted here are not necessarily repeatable in

    exactitude. However, the concept and structure are duplicatable. Because the participants

    impact the dynamics of qualitative research, the reproducibility of this study is heavily

    dependent on the comfort levels of participants. (To explore applications of all or part of

    this ideation methodology, see Chapter 6 Next Steps.)

    2.2 Market Research: Competitive brainstorming approaches

    A prosperous company strives to rene their ideation technique towards innovation.

    Because innovation is the lifeblood of all organizations...There is no longer any serious

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    31/154

    9

    debate about the primacy of innovation to the health and future strength of a corporation.

    Even the staid British publicataion The Economist recently claimed, Innovation is

    now recognized as the single most important ingredient in any modern economy. And

    what The Economist said about nations is equally true about organizations...while we atIDEO used to spend the majority of our time in the world of product-based innovation,

    we have more recently come around to seeing innovation as a tool for transforming the

    entire culture of organizations...They need innovation at every point of the compass, in

    all aspects of the business and among every team member. Building an environment fully

    engaged in positive change, and a culture rich in creativity and renewal, means creating

    a company with 360 degrees of innovation. And companies that want to succeed at

    innovation will need new insights. New viewpoints. (Kelley, 2005)

    Generating new viewpoints is a practice in idea-generation, or more commonly

    known as brainstorming. In the past, when companies refer to brainstorming they

    meant a few selected individuals meeting around a table to talking about ideas without

    anything more than a notepad and pen to take notes. The term was rst coined by

    Alex Osborn in 1938 and popularized by his book, Applied Imagination, published in

    1958. (Holt, 1996) More recently, design companies such as IDEO have revolutionized

    brainstorming to focus more on the dynamics of a group and an open environment for

    creative thinking. (Kelley, 2001)

    Common traditional brainstorming practices include total quality ow charts; mess

    maps; mindscapes; concept maps; and mind maps. A brainstorming session, according

    to Osborns technique, comprises statement of the problem, idea generation, selection

    of the best idea, critical examination and enrichment of the idea, and presentation of

    the result to those concerned. The best results of the idea generation step are usually

    obtained by a heterogeneous group of four to seven persons. (Holt, 1996) However, a

    known drawback to this method is that it is prone to incompetent leaders, dominating

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    32/154

    10

    individuals, passive individuals, inability to cooperate, fear of being foolish, and

    disturbing interruptions, that are not prevented by the method itself.

    Another creative thinking approach is brainwriting. Originally developed by Bernd

    Rohrbach in the 1960s as Method 635, this strategy focuses on writing three ideas ona piece of paper in ve minutes, which is then circulated to other participants to do the

    same. (Holt, 1996) A modication to this is circulating the ideas through internal email

    allowing any duration of time to write the three ideas down, which may take hours to days

    on end. By the early 1970s, researchers from Battelle Institute in Frankfurt developed

    a more exible variation called brainwriting pool. (Holt, 1996) Ideas are written on

    separate sheets of paper and placed in the center of a table. Each participant adds to this

    pool. When an idea is triggered by another persons paper from the pool, the sheets are

    exchanged. (Holt, 1996) These two brainwriting techniques have been proven to give

    good results. (Holt, 1996) One will expect a multidisciplinary group to consist of both left

    and right brainers, but after credibility and expertise is established between the members

    of the group, the take-away from an ideation session is whether or not it was enjoyable

    and stimulating. Not until 1984 did a more sophisticated method using computer-aided

    brainstorming (CAB) for stimulating and structuring ideas arise with Seth Hollanders

    master thesis at Dartmouth College, NH on Computer-assisted creativity and the

    policy process. (Holt 1996) Since then a number of computer-assisted creativity (CAC)

    software products, such as Electronic Brainstorming by University of Arizona, Operation

    Brainstorm lead by Robert L.A. Trot with a global think-tank with Asia, Europe, and

    US, and a software called Fluvius, developed by Horst Geschka, for the generation and

    evaluation of ideas, have been developed. (Holt 1996) A prevailing advantage of CAC

    software is its proven value in the whole problem solving process stimulating creative

    thinking, evaluation, structuring, and presenting results. (Holt 1996) Many studies have

    also compared using verbal brainstorming to groups using an electronic technique based

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    33/154

    11

    upon individual poolwriting, but very few studies have investigated groups using other

    electronic meeting techniques. (Aiken, 2007)

    More inventive brainstorming today includes crowdsourcing, or out-sourcing to the

    masses through the Internet, and using social networking web sites through the WorldWide Web to disseminate calls for entries. Moreover, companies have begun to invite

    user input through design competitions; new product launch blogs; internal company

    wikis; Second Life virtual meetings using avatars; GUNGEN creative collaboration used

    in Japan (Shigenobu, 2007), and the KJ brainstorming method popularized also by Japan

    (Kunifuji, 2007). All these techniques acknowledge their consumers role of becoming

    prosumers. Prosumers are well-informed consumers who proactively choose what they

    want or need instead of what is advertised to them. (Tapscott & Williams, 2006)

    Numerous studies have also proven that new electronic meeting techniques can

    improve productivity. (Aiken, 2007) One particular study done by Milam Aiken, Hugh

    Sloan, Joseph Paolillo (University of Mississippi), and Luvai Motiwalla (University of

    Hartford), compared two electronic meeting techniques and found that users preferred

    electronic gallery writing over individual pool writing because of the formers ability to

    show all the groups comments at the same time. (Aiken, 2007)

    In this research, brainstorming takes a dramatic turn from talking heads to combine

    several different creative thinking strategies using the existing wiki communities

    on the Internet followed by internal individual and group activities. The result is a

    new methodology derived from design research practices that will be referred to as

    collaborative ideation. Collaborative ideation is a group of individuals putting their

    heads together to generate ideas by bouncing them off one another. In group ideation,

    businesses typically begin by pinpointing their audience and the area of research

    associated with their target user group.

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    34/154

    12

    2.3 Idea-generation: Innovate even with no money

    Idea-generation is often used interchangeably with ideation, which means coming

    up with ideas. Researchers have studied the effectiveness of individual and group idea-

    generation, and found that group work does not necessarily produce more ideas.The task of idea generation in brainstorming groups

    has been extensively studied through controlled

    experiments (Diehl & Stroebe, 1987) and simulation

    studies (Nijstad & Stroebe, 2006). In the study of group

    brainstorming for idea generation, empirical work

    has repeatedly revealed evidence of process losses,

    in which a group with idea sharing may not always

    perform better than a collection of noninteracting

    individuals whose contributions are simply pooled

    afterwards (i.e., nominal groups), both in terms

    of the quantity and quality of unique ideas (Hill,

    1982; Diehl & Stroebe). (Wang & Ros, 2007)

    However, further cognitive studies on computer-simulated memory models do suggest

    that group idea generation has the potential to generate more creative ideas than

    individuals alone. (Brown & Paulus, 2002) The exchange of ideas between more than one

    individual causes the stimulation that aids in creative idea generation. (Brown & Paulus,

    2002)

    One Research and Development (R&D) team funded by the European Space Agency

    (ESA) was assigned to develop a terahertz imager. Before getting approved for the

    funding, they needed a persuasive strategy to nd the right people for the job. (Clery,

    2002) Lead by Peter de Maagt, they agreed to use a forced, intense teamworkthe mini

    Manhattan Project approachmade up of a mixed R&D team of eleven researchersthat

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    35/154

    13

    won the go-ahead for their chip-sized terahertz imager proposal. (Clery, 2002) But they

    are zealous converts to the agencys novel multidisciplinary approach. If you want to

    nd something innovative thats the best way, says Luisa Deias, an electronic engineer

    from Italy and the teams sole female member. This isnt work, adds British materialsscientist James ONeill. Were just having fun. (Clery, 2002)

    2.4 Co-creation: Applied in the pre-design phase

    Companies beginning to embark in co-creative programs involving users in their

    design processes are nding more success rates in providing products and services

    more catered to their target audience. (Customer-Made, 2006) However, users are still

    only accessed in a homogenous manner. (Hippell, 2005) Ideas are still restricted by

    the parameters of the type of product and service to create and not allowed to be freely

    expored across different platforms to co-create with the public.

    2.5 Social-networking and crowdsourcing

    This new collaborative ideation method begins with early immersion within

    communities of users that have specic knowledge and experience with their subject

    matter known as subject matter experts. Luckily with access to the Internet, people

    around the world are bridged by a relatively inexpensive way to communicate and access

    data. A new, emerging community for information sharing between stakeholders and

    subject matter experts has surfaced in the form of wikis online. (Tapscott & Williams,

    2006) Wikis are made and used for people to share knowledge in a collaborative engine

    adding new information by editing content directly on the web.

    The Web is becoming a place for the collaborative construction of information on an

    incredible scale, and the wiki is at the center of this transformation. Almost anyone you

    meet has heard of Wikipedia, and people are increasingly seeing how the wiki combines

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    36/154

    14

    simplicity and power in a radically different paradigm shifting way. In fact, I might

    venture to say that the wiki is the most signicant development on the Internet since the

    web browser. Where the web browser enabled people to access online information in a

    radically different and better way that sparked widespread growth of the Internet, the wikienables people to directly and easily edit information in a way that encourages increasing

    participation and exponentially faster growth of online information. (Mader, 2008)

    People who dedicate their time in these online communities either want to expand

    their knowledge or nd people who share the same fascination and insights as they do,

    which their daily dialogue does not provide. (Ellsworth, 2006) Design teams do not

    currently practice collaborative ideation integrating these user-inputs from wikis during

    the pre-design phase. By using wikis to gather ideas from users, design teams may be able

    to generate more user-centered designs earlier during their collaborative ideation sessions.

    2.6 Free association: Using semantic knowledge

    In normal thinking there needs to be a reason for saying something before it is said.

    Otherwise the result is nonsense, Edward De Bono explains, With provocation, there

    may not be a reason for saying something until after it is said. (De Bono, 2008) This

    methodology focuses on creating a provocation with the wiki immersion and individual

    activity, which then supplies the words and images used as a stimulus for further

    associations and ideas used in the collage. Inspired by Edward De Bonos Random Word

    exercises, this methodology uses the patterning system De Bono developed that is best

    described in his anecdote:

    Imagine you live in a smallish town. Whenever you

    leave home, you always take the main street to get to

    your destination. One day, on the outskirts of the town,

    your car breaks down or you have an accident. For some

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    37/154

    15

    reason you have to walk home. You ask around for

    directions. You nd yourself arriving home by a street

    you would never have taken on leaving home.

    If you start from the periphery, you can open up pathsyou would never open up from the center. The Random

    Word drops you at the periphery. As you think your way

    back to the focus, you open up new ideas. (De Bono,

    2008)

    In using this patterning system process, one logically uses the Random Word for

    stimulation, which is in this case the words or images derived from the individual activity

    describing something that is a no-brainer and enjoyable. These themes become

    the main frame of reference for the new ideas stimulated. However, to use this method

    properly, You should not just look for some sort of connection between the Random

    Word and the focus. this does not have any stimulating effect at all. The task is not to

    connect the two, but to use the Random Word for stimulation. (De Bono, 2008) For

    instance, the word that came to mind for a no-brainer task for participant 4 in WS 1 was

    shoe-laces. To use this method properly, the letters in the word shoe-laces should not

    be rearranged or used as an acronym. Simply take the word as it is. Nor should you use

    the word in a series of steps to arrive at a new word, for example: Ship suggests sea; sea

    suggests navigation; navigation suggests starsso lets use the word stars. (De Bono,

    2008) It is best to use the word shoe-laces as a concept or a value rather than simple

    associations. (De Bono, 2008) Another point to consider is to look out for possibilities,

    values, and new directions. Once a possibility has emerged, pursue that possibility.

    (De Bono, 2008) Lastly, it is best to stick to the word selected as a group whether it

    initially has any connection to the focus or not. In this study, the focus for the collage was

    an intelligent machine or tool will look and feel like this. This patterning system is a

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    38/154

    16

    lateral thinking method used alone in a group of workshops that has generated 21,000

    ideas in an afternoon for a steel company. (De Bono, 2008)

    De Bonos patterning system process proves effective as both an individual and

    group brainstorming tool, but generating ideas in a group is superior to individual brainstorming. Although sufcient literature supports individual over group

    brainstorming, cognitive researchers have found that group brainstorming is more

    effective in generating creative ideas. (Brown, 2002) In this methodology, the main

    focus is generating ideas. Therefore, for this exploration De Bonos lateral thinking

    technique is credibly effective. Other technologies have found, Computer simulations

    of an associative memory model of idea generation in groups suggest that groups have

    the potential to generate ideas that individuals brainstorming alone are less likely to

    generate. Exchanging ideas by means of writing or computers, alternating from solitary

    to group brainstorming, and using heterogeneous groups appear to be useful approaches

    for enhancing group brainstorming. (Brown, 2002) This methodology also explores

    exchanging ideas via writing or computers through the wiki immersion, and alternating

    from individual to group idea generation with the individual activity and group collage;

    however does not include explorations in heterogeneous groups to enhance group

    brainstorming.

    2.7 Field research simulation: Scavenger hunt

    Field Research is a general term that can be used to describe many different kinds

    of research activity that serves to bring the designer (or design team members) into direct

    contact with the customer. (Arnold, 2005) Often times conducting eld research reduces

    the risks of failure and increases the rate of success toward developing a new product, or

    justify the millions of dollars used to proceed with its development (Arnold, 2005). Field

    research is one method to capture data on the voice of the customer, as do ethnography,

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    39/154

    17

    anthropological research, contextual inquiries, customer interviews, focus groups, and

    company visits. (Ulwick, 2005) Identifying three distinct types of jobs that a target

    audience performs will help design teams successfully acquire the correct type of data

    during their eld research data collection to optimize the effectiveness of their product or service.

    They must know which jobs their customers are trying

    to get done; the outcomes customers are trying to

    achieve; and the constraints that may prevent customers

    from adopting or using a new product or service.

    These three data sources represent the primary means

    by which companies can create new and signicant

    customer value: by helping customers perform ancillary

    jobs, new jobs, or more jobs; by improving customers

    chances of getting a specic job done to satisfaction;

    and by removing obstacles that prevent customers from

    doing a job at all. (Ulwick, 2005)

    In the case of this methodology, eld research is a conceptual simulation in the form

    of a scavenger hunt. The participant is the customer. The eld research simulation

    is also referred to here as the scavenger hunt for its resemblance to the game. In a

    scavenger hunt, a list of items are given to each individual or group to disperse and nd

    within a limited time frame. The rst to return with all the items found usually wins

    the game. The scavenger hunt is analgous to collecting data in eld research. However,

    some companies who do not know how to produce actionable eld research outcomes

    in a cost-effective way may be more overwhelmed and frustrated paying for the cost

    of research. (Arnold, 2005) As eld research has been used for many years, its benets

    include greater empathy from the designers perspective, increased creativity, and

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    40/154

    18

    increased success in the market place. (Arnold, 2005)

    2.8 Storytelling

    Although most storytelling approaches are documented in education, moreinvestigation in industry practices reveal that its a common technique used to connect

    experiences and imagination in problem solving. Story-telling combines semantic

    knowledge and episodic knowledge by explicit problem solving strategies. (Klamma,

    Spaniol, & Renzel, 2006) The Journal of Universal Knowledge Management documents

    how marketers are taking advantage of computer software to share non-linear stories that

    discuss entrepreneurial collaboration and consumption using sophisticated multimedia

    host engines. (Klamma, Spaniol, & Renzel, 2006)

    Stories are created from imagination, personal experiences, and an intertwining of

    words. Vocabulary building, improved listening skills, community building, development

    of syntactic complexity, and improved sequencing abilities are all advantages of

    storytelling (Blake and Bartel 1999; Groce 2004; Hilder 2005; Koenig and Zorn 2002;

    Myers 2001). (Harris, 2007) When people share their narratives, they feel a sense of

    validation and discover how to connect content material with personal knowledge. Active

    listeners benet from storytelling, too, because stories require listeners to suspend their

    disbelief. (Ohler 2006) Listening is as much an art as telling. Listeners listen to connect

    and see their own reection in the story. Susan Butterworth and Ana Maria LoCicero

    (2001) suggest asking listeners to make comments on the story to encourage ideas, reect

    thinking, and enhance meaning and importance of the story. (Harris, 2007) By using

    these concepts, this methodology uses storytelling to consolidate and make sense of all

    the qualitative information gathered in the group activity.

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    41/154

    19

    2.9 Generative tools research: Inspirations for materials

    Recent directions in design require designers to become more and more aware

    of the users experience, emotion, the situation of product use, and social and cultural

    inuences. (Sanders, 2003) The pioneered techniques in generative tools at a localdesign research rm in Columbus, OH gave respondents toolkits to make their own

    designerly tools to describe future experiences in living. (Sanders, 2003) From these

    established participatory research tools, this research attempts to combine the abstractions

    of the toolkit concept with a few additional objects that activate the olfactory senses,

    such as spices and sh feed. The inspiration for adding scents into the toolkit is from

    the International Flavors and Fragrances (IFF) emotional prole of the fragrances. IFF

    developed a proprietary, global database that identies the emotional responses people

    have to almost 5,000 scent ingredients and fragrances. This rich palette of sensory

    associations and emotions can be drawn upon to inspire designers and consumer. (Gob,

    2007)

    2.10 Application to the design process: Intended case and conditions

    The main focus of this methodology is on ideation. The initial immersion activity

    focuses on familiarizing design teams with subject matter experts through wiki

    communities. An ideal wiki experience is typically gradual and ongoing, however

    recruiting online subject matter experts to generate ideas to cocreate with design teams

    is best limited to a very specic window of time for participation. The individual activity

    portion of this methodology stresses the design teams emotional and experiential

    perspective on ease of use and doing something enjoyable. The free association is the

    technique used in the individual activity. It attempts to uncover the latent wants and needs

    of experiences that combine attributes of ease of use and doing something enjoyable

    together in one frame of reference. The eld research simulation is designed to introduce

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    42/154

    20

    the concept of making metaphoric connections between words and objects. That is a

    strong form of visualization helpful in externalizing ideas. Finally, the group activity and

    storytelling round out the methodology with brainstorming and stretching the imagination

    to make new associations with the objects in a collage. The overarching purpose of thismethodology in the pre-design phase is to provide an alternative form of a cognitive

    retreat that is both affordable and effective to stir the creative juices.

    2.11 Operational denitions

    Operational denitions qualify the terms used throughout this discussion.

    Collaboration

    The process or act of working with individuals to produce an outcome, product, or

    service. Collaboration occurs in the context of completing a particular task. (Brown, et al.,

    2007)

    Free Association

    A technique in psychology derived by Sigmund Freud. It describes the concept of relating

    the rst thing that comes to mind with another unrelated thing. (Nelson, McEvoy, &

    Dennis, 2000)

    Ideation

    The activity of generating ideas. This term is often used by industrial designers to describe

    equivalent activities such as brainstorming and free thinking.

    Subject matter expert (SME)

    A person with a specic set of knowledge related to a project or discipline. (Brown, et al.,

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    43/154

    21

    2007)

    Co-creation

    A very broad term referring to any act of collective creativity, i.e., creativity that isshared by two or more people. Applications range from the physical to the metaphysical

    and from the material to the spiritual, as can be seen by the output of search engines.

    (Sanders & Stappers, 2008)

    Co-design

    Collective creativity applied across the whole span of a design process as a specic

    instance of co-creation. Co-design refers, for some people, to the collective creativity of

    collaborating designers. In a broader sense, co-design referred here is the creativity of

    designers and people not trained in design working together in the design development

    process. (Sanders & Stappers, 2008)

    Wiki

    A collaboratively authored knowledge resource that is accessed and edited from a web

    browser using wiki software, often referred to as a collaboratively authored website.

    (Klobas, 2006)

    Crowd-sourcing

    Crowdsourcing is when people gather via the Internet to create something and share in

    the prot, often without ever meeting each other in person. (Cambrian House, 2008)

    Associative thinking

    The ability to classify or draw relationships between contingent objects or external

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    44/154

    22

    signals (cues) to one another. (Shanks, 1995)

    Groupthink

    The tendency of people who interact with each other frequently or who work closely witheach other to begin thinking alike rather than nding innovative solutions to problems.

    (Brown, et al., 2007)

    Company culture

    A companys shared attitudes, values, goals, and practices. (Merriam-Webster)

    Interaction

    A reciprocated reaction between two or more human beings, or to a lesser degree,

    between a human and an articial entity capable of responding in some mannersuch as a

    computer or system. (Saffer, 2007)

    Storytelling

    The allegorical connection between objects in proximity to one another in an

    improvisational and imaginative manner.

    Semantic knowledge

    Long established knowledge about objects, facts, and word meanings. (Squire, 2004)

    MadLibbing

    Used as a verb to describe the act of creating an allegory by substituting words or images

    found on a collage as the basis for the Storytellers content. Mad Libs were books

    invented in the 1950s by Leonard Stern and Roger Price, who published the rst editions

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    45/154

    23

    themselves. The words mad libs is a play on the word ad lib, from the Latin ad

    libitum meaning as you wish. (FreeDictionary.com) Originally, it is a word game

    where one player prompts another for a list of words to substitute for blanks in a short

    story; these word substitutions results in a story that is then read aloud.

    Moderator

    Or Facilitator. A person who keeps meetings and discussions on task, and who guides the

    discussions to elicit relevant information. (Brown, et al., 2007)

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    46/154

    24

    CHAPTER 3

    METHODOLOGY

    3.1 Introduction: Process

    This methodology is conducted in the form of a workshop and divided into six parts as

    seen in Figure 2. It begins with an immersion phase where online subject matter experts

    from wiki communities interact with the design team (Figure 3). This is followed by the

    one-hour, four-part workshop. Part one is the group discussions on wikis; part two is the

    individual activity; part three is the eld research simulation; and part four is the group

    activity and storytelling. Parts two and four utilize generative tools to aid individual

    and group expression. In part three, participants are asked to leave the room to nd an

    object to represent what they wrote down in their second description paper elaborating

    on the idea of something enjoyable. This is in the form of a scavenger hunt, which

    briey simulates eld research. Part four challenges the imaginations of the participants.

    Combining descriptions from the wiki discussion and individual activity, part four asks

    the design team to work as a group to use associative cues to string otherwise unrelated

    things together on a large piece of paper for storytelling.

    Professional design teams will be compared to each other in how they generated ideas

    worked together as a team using the generative tools provided. The design team members

    will all follow the same instructions and guided questions on how to access and interact

    with three existing wiki communities. Then using the dialogues they have gathered from

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    47/154

    25

    Figure 3: Workshop process: Wiki immersion

    Figure 2: Workshop process

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    48/154

    26

    these communities, the participants will formulate visualizations of how the people in

    these communities describe their everyday progress, dilemmas, and resolutions regarding

    their subject matter. These visualizations will be shared when the participants come

    together in the workshop.

    The design team will then take the wiki commentaries and create a list of descriptive

    words that begin to categorize the comments, and note immediate questions that come to

    mind based on their initial reactions after reading each of them. These descriptive words

    will be used later, in the group activity, as added content under their new context. (Figure

    4)

    Approximately twenty seconds is allowed between each prompt of the individual

    activity. Participants are asked to quickly move through the rst two descriptions by

    writing down the rst thing that comes to mind when prompted by the moderator.

    Participants are given blank pieces of paper to do this kind of immediate, free associationexercise. (Figure 5)

    The free associations exercise from the individual activity is then represented as

    symbolic objects in the eld research simulation, or scavenger hunt. The participants

    Figure 4: Workshop process: Wiki Discussion

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    49/154

    27

    begin by leaving the room to scavenge for objects that represents what they described as

    enjoyable or pleasurable in their description two. (Figure 6)

    For the group activity, the participants work together as one large group to nish the

    sentence, My machine or tool will look and feel like this To represent their concept,

    the group is asked to construct a collage with the generative tools and anything in the

    room that strikes their imagination. In the middle of this group effort, the moderator asks

    Figure 6: Field research simulation

    Figure 5: Workshop process: Individual Activity

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    50/154

    28

    the group to include the wiki comments into their collage. Then they are asked to add to

    any of the descriptions from their individual activity that may be relevant to their collage.

    (Figure 7) When some progress has been made on the collage, the group is asked to select

    two storytellers to represent them; one person will tell an allegory using the items used in

    the collage, and the other will explain the rationale behind the materials selected and how

    they completed the original sentence, My machine or tool will look and feel like this

    All the workshops used video and audio documentation. The moderator kept

    observational notes after the sessions. Post-questionnaires that were distributed at the end

    of each workshop were also collected.

    The video and audio data were transcribed and further analyzed by the moderator.

    Observational notes were analyzed in order to evaluate participants behaviors and usage

    of materials across the ve workshops. Analysis of post-questionnaire feedback was used

    to make incremental changes for each successive workshop. (Figure 8)

    Figure 7: Workshop process: Group activity

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    51/154

    29

    3.2 Timeline of workshop events

    The workshop was estimated to take sixty minutes. The earliest version of the

    workshop timeline began with the immersion activity recap for the rst ten minutes.

    Then the individual activity and eld research simulation took the next fteen minutes

    followed by the storytelling for another ten minutes. Finally, ten more minutes was

    allotted for group discussion, which leaves the last twelve to fteen minutes for lling out

    the post-questionnaires (Figure 9).

    56.5

    3.0 7.0 7.0 27.5 12.0

    wiki immersion activity

    wiki discussion

    time in minutes

    scavenger huntindividual activity group activity

    questionnaire

    Figure 9: Intended timeline

    Figure 8: Workshop process: Questionnaire

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    52/154

    30

    3.3 Workshop approach: Modifying based on precedence

    Each successive workshop followed an experiential-feedback strategy that built on top

    of modications determined by the moderators experience from the previous workshop.

    3.4 User denition

    The target user for the purpose of this research was the above average Internet

    usersomeone familiar with the Internet (or World Wide Web), who actively uses some

    form of social networking web site or software such as Facebook, MySpace, Skype,

    wikis, or instant messaging. This user was also required to be familiar with working

    in a design team atmosphere or arrangement where varied individuals come together

    to discuss project strategies and ideas for new client projects that involve producing a

    product, service, or brand to meet user wants and needs. In terms of demographics, the

    participants are adults, 18 years or older, male or female, working in the local area of

    Columbus, OH, and having worked together at one point of time before meeting for the

    research workshop. Cultural, social, and economic backgrounds were not considered for

    this research.

    3.5 Recruitment sampling: Criteria and script

    Recruitment sampling was based on rst come, rst served availability within a

    company having an active in-house (or internal) design team. Potential companies

    were then selected based on willingness to participate, the varied focuses of their work

    compared to previously selected groups, and familiarity with design team brainstorming

    sessions. Potential subjects were screened with a recruitment script based on the above

    criteria (i.e., user denition) and selected companies were chosen based on the above

    criteria (Figure 10).

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    53/154

    31

    Figure 10: Recruitment Script

  • 8/8/2019 Idea Generation Exploring a CoCreation Methodology Using Online Subject Matter Ex[Erts

    54/154

    32

    3.6 Finding contact persons: Who they were

    Contact persons were obtained through the professional network of the Design

    Department of The Ohio State University and alumni. Once a connection was made, the

    contac


Recommended