Blended Spaces for Integrated Creativity and Play in Design and Engineering Processes

[+] Author and Article Information
Robert E. Wendrich

Rawshaping Technology Laboratory,
Department of Design, Production
and Management,
Faculty of Engineering Technology,
University of Twente,
P.O. Box 217,
Enschede 7500 AE, The Netherlands
e-mail: r.e.wendrich@utwente.nl;

Contributed by the Computers and Information Division of ASME for publication in the JOURNAL OF COMPUTING AND INFORMATION SCIENCE IN ENGINEERING. Manuscript received December 21, 2015; final manuscript received March 18, 2016; published online July 4, 2016. Assoc. Editor: Francesco Ferrise.

J. Comput. Inf. Sci. Eng 16(3), 030905 (Jul 04, 2016) (12 pages) Paper No: JCISE-15-1425; doi: 10.1115/1.4033217 History: Received December 21, 2015; Revised March 18, 2016

The umpire whispers: “Please Play.” We sort of play. But it is all hypothetical, somehow. Even the “we” is theory: I never get quite to see the distant opponent, for all the apparatus of the game (Wallace, 2011, Infinite Jest, Hachette, UK). We find no reason to abandon the notion of play as a distinct and highly important factor in the world's life and doings. All play means something. If we call the active principle that makes up the essence of play, “instinct,” we explain nothing; if we call it “mind” or “will” we say too much. However, we may regard it, the very fact that play has a meaning implies a nonmaterialistic quality in the nature of the thing itself (Huizinga, 2014, Homo Ludens, Ils 86, Routledge, London.). This paper builds on the notion of integration of creativity and play in design and engineering environments. We show results of ongoing research and experimentation with cyber-physical systems (CPS) and multimodal interactions. The use of computational tools for creative processing and idea generation in design and engineering are mostly based on commonly available 2D or 3D CAD programs, applications, and systems. Computer-generated creativity is mostly based on combinatorial power and computational algorithms of the intrinsic system duly orchestrated by the user to manifest outcomes on a variety of processes. However, integrated game-based CPS ecosystems could enhance the uptake of play, imagination, and externalization within the design and engineering process.

Copyright © 2016 by ASME
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Fig. 1

Transcending structures of bodily experiences

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Fig. 2

The four dimensions along which representations can be classified in design processing

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Fig. 3

The knowledge gap in human–computer interface design

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Fig. 4

Setup blindfold conceptual processing

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Multimodal user interaction during blindfold experiment

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Fig. 6

Setup tacit (L) and tangible (R) cues

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Tacit haptic (L) and tangible haptic (R) representation

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End results of tacit and haptic processing

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HDTE—user-centered design process flow diagram

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HDTE—continuous challenge between real and virtual representation

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Fig. 11

Various LFDS configurations and embodiments

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Pairwise comparison of HDTE tools: LFDS (top) and NXt-LFDS (bottom)

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Three-dimensional AM tangible constraint metaphors

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LFDS versus NXt-LFDS engagement and enjoyment

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LFDS and NXt-LFDS iterative virtual processing

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Fig. 16

Pairwise comparison of LFDS and NXt-LFDS

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User interaction test and iterations chart

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Iterations/person on LFDS versus NXt-LFDS

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Merged end results and iterations/minute on LFDS and NXt-LFDS

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Fig. 20

Iterative ideation galore processing

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Fig. 21

HDT incremental design processing procedure

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Fig. 22

Iterated translations and transformations visualized on processing GUI of NXt-LFDS

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Fig. 23

Diagram of fuzzy mode (FM) and logic mode (LM) to afford multimodal interaction with LFDS-HDTs

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Choice and decision making of iterations from fuzzy mode (FM) (top) in review pane of logic mode (LM) (bottom) on GUI of NXt-LFDS

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Fig. 25

Final results selection iterations in fuzzy mode (top) and tagged selections (bottom) on GUI of NXt-LFDS




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