Dissertations / Theses on the topic 'Creativity in design'
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Kennedy, Paul. "Design practice : routine creativity." Thesis, University of Glasgow, 2002. http://theses.gla.ac.uk/1847/.
Full textRobinson, Joyce Robin. "Creativity in Fashion Design Students." OpenSIUC, 2011. https://opensiuc.lib.siu.edu/dissertations/406.
Full textHolden, Allison Marissa. "Creativity in children's furniture design." Thesis, University of Iowa, 2013. https://ir.uiowa.edu/etd/2519.
Full textMeyer, Kendra Louise. "Creativity in Repurposing Textiles." The Ohio State University, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=osu1288110244.
Full textNacsa, Júlia. "Curious Cuisine : Bringing culinary creativity home." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-126555.
Full textMerrill, Jeremy. "Increasing creativity in design education: measuring the e/affect of cognitive exercises on student creativity." Diss., Kansas State University, 2013. http://hdl.handle.net/2097/16996.
Full textDepartment of Environmental Design and Planning
Stephanie A. Rolley
Creativity is vital to the design professions although there is a not a common understanding among designers about the nature of creativity. Designers need a model of creativity that helps place the importance of creativity in the design process and informs educators about how to better enhance creativity in their students. Merrill’s Model of Creativity in Design (Merrill & Rolley 2012) was developed by the researcher and served as the framework for exploring the effect of an academic intervention on the creativity of college freshman design students in order to answer the question: Does participating in an academic intervention affect the creativity of first-year, three-dimensional design students, as measured by the Figural Torrance Test of Creative Thinking? A mixed methods approach allowed development of a rich field of data for analysis as well as a body of student work and experiences. Design students were taught creativity techniques in addition to completing short exercises during a one-hour weekly seminar class, Design Thinking and Creativity. These students were compared to a control group of students utilizing a modified Solomon four-group non-equivalent control group quasi-experimental research design, adapted from Campbell and Stanley (1966). A paired t-test compared post-test scores between the treatment group (n=70) and the control group (n= 18). Qualitative data was also collected including a demographic survey, a Creative Self-Assessment, and interviews. The treatment group, on average, (M=113.53, SE=1.82) scored significantly higher than the control group on the post-test administration of the FTTCT (M=104.78, SE=3.41), t(84)=-2.22, p<.05, r=.06). An analysis using Spearman’s Rho determined a significant correlation between individual participant’s scores on three assessments of individual student creativity, which focused on the individual’s creative cognitive abilities; however, there was no significant correlation with the final creativity project. These findings show that deliberate creativity education coupled with creativity exercises allowed students to slightly raise their creativity while the creativity of their peers dropped. Analysis of qualitative data revealed high student confidence and commonalities in defining creativity. This study demonstrates that an academic intervention can improve the creativity of beginning design students and provides a theoretical framework for future creativity research and teaching.
Short, Benjamin William. "Exploring creativity in physical interface design." Thesis, Lancaster University, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.551642.
Full textWarr, Andrew M. "Understanding and supporting creativity in design." Thesis, University of Bath, 2007. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.439275.
Full textKliiman, Kristin, and Annie Ekblom. "The effect of constraints in creativity : From the perspective of web designers." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Datateknik och informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-43643.
Full textJeffries, Karl K. "Skills for creativity in graphic design : testing the relationship between visualisation, written comprehension, and graphic design creativity." Thesis, Open University, 2017. http://oro.open.ac.uk/50274/.
Full textPechoux, Beatrice Le. "A Pattern Language Describing Apparel Design Creativity." NCSU, 2000. http://www.lib.ncsu.edu/theses/available/etd-20000404-214300.
Full textThe apparel design process involves gathering and analyzing information on fashion trends, markets, past line sales and editing ideas for successful combinations of fabric, style and price. These ideas are the result of creativity. Creativity is most often modeled as a problem solving process involving complex chaotic systems. In the fields of architecture and software design, pattern languages have been developed to help understand the various fundamental components and dynamics of complex systems by using a series of related generic problem-solving patterns empirically proven to be successful in a specified context of forces. Patterns record existing knowledge to make it rapidly and easily accessible and communicated between different users. The research objective of this dissertation was to develop a pattern language describing the initial creative phase of the apparel design process. First, an archetype of the initial creative process in apparel design was constructed based on the literature reviewed to integrate the intervening marketing and design components, and suggest a set of links between these components and the various stages of the process. Second, patterns describing these links and the archetype were developed to form a pattern language representing the dynamics of the archetypal model, i.e. the articulation and interdependencies of all its components and stages. Design professionals reviewed the pattern language. Students used it to develop product concepts and storyboards, which were evaluated by a panel of judges. Feedback from these participants indicates the pattern language offers a "design manual" that can be used by all team members to improve design efficiency and effectiveness, i.e. higher success rates of new products in a timely manner. Combining information technology and the pattern language could make an even greater contribution to apparel design, both at an operational level and a strategic planning level. This research provides a working example of a pattern language and shows the benefits to be attained. Also, the dissertation includes a guide on constructing pattern languages in the hope of reaching the ultimate goal of encouraging industry and academic apparel design experts to contribute to the necessary ongoing developments of the pattern language.
Ryan, Kathleen. "Sketching and creativity of interior design students." Online access for everyone, 2008. http://www.dissertations.wsu.edu/Thesis/Spring2008/K_Ryan_042508.pdf.
Full textLordan, Martina M. "Methods of enhancing creativity for engineering design." Thesis, University of Manchester, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.488025.
Full textBraithwaite, N. J. "Shoe design : an ethnographic study of creativity." Thesis, Nottingham Trent University, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.629250.
Full textBeach, Joni Leigh. "Apparel Textile Design Process as Related to Creativity." Thesis, Virginia Tech, 1998. http://hdl.handle.net/10919/36697.
Full textMaster of Science
Mozaffar, Reyhaneh. "Creativity for children : assessing children's creativity in play and design : recommendations for educational outdoor environments to enhance children's creativity." Thesis, University of Edinburgh, 2018. http://hdl.handle.net/1842/31113.
Full textUnrath, Katie C. "Collaborative Creativity in the Physical Work Environment: A Pre-Test, Intervention, Post-Test Case Study." The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1408949815.
Full textSosa, Medina Ricardo. "Computational Explorations of Creativity and Innovation in Design." University of Sydney. College of Sciences and Technology, 2005. http://hdl.handle.net/2123/614.
Full textKaiser, Marie. "Well-being through creativity : A collaborative online platform for hobby illustrators." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43262.
Full textViklund, Emma. "Design approaches in industrialized house building : A creativity perspective." Licentiate thesis, Luleå tekniska universitet, Industriellt och hållbart byggande, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-63034.
Full textNouri, M. "Creativity-supporting environments : an emotion-based framework for influencing designers' creativity through using design environments." Thesis, City, University of London, 2016. http://openaccess.city.ac.uk/16161/.
Full textMarin, Vidal Flavio Alejandro. "Metaphor and cognition| Creativity in new product design." Thesis, Instituto Tecnologico y de Estudios Superiores de Monterrey (Mexico), 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=3570883.
Full textThrough nine experiments, this research advances knowledge about the influence of metaphors grounded in the visual sensory system on creative cognition by showing that perceiving ostensibly task-unrelated visual images that carry metaphoric meaning alters consumers’ creativity. While the results of Experiments 1a, 1b, and 2 provide convergent evidence that positive visual metaphors representing ideas like “I just had a light go on” increase consumers’ creative output, Experiments 3a and 3b reveals that a negative visual metaphor conveying ideas like “ I am burnt out” decrease it. Experiments 4a and 4b show that aptness and familiarity moderate the metaphor creativity link, and Experiment 6 shows that the metaphor–creativity link is moderated by analogical reasoning skills. Experiment 5 uncovers the mediating role of creative intent. In addition to implying that marketers can use metaphors to enhance consumers’ creative feedback in areas like new product development, this research also makes important theoretical contributions by showing (1) that grounded visual metaphors (in addition to tangible objects or physical exercises) can not only raise but also lower creative output, (2) that the cognitive relationship to the metaphor alters the metaphor-creativity link, (3) that a unique cognitive skill alters the metaphor–creativity link, and (4) that consumers’ intentions explain that relationship.
Davies, Trevor. "Creativity : its contribution to design and technology education." Thesis, University of Reading, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.269122.
Full textDing, Annie. "Recombinant design : leveraging process capture for collective creativity." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/36393.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Includes bibliographical references (p. 123-126).
Design is omnipresent and fundamental to the modern world, yet so little of the rich semantic information of the design evolution is preserved. If we are to gain the greatest knowledge and utility from a creative work, we must understand and preserve the process by which it was designed. To pursue this understanding, I have designed and implemented two electronic media-based process capture frameworks that automatically capture and share process as well as provide process reviewing tools. The first system, Chronicler, is a universal capture framework which captures fine-grained process information at an action resolution, demonstrated through the example of a painting program. The second system, Artwork Genealogy, a component of the OPENSTUDIO project, uses versions embedded with process metadata to document the evolution of artwork in an open collaborative community. This web-based system was launched to users in February 2006 and continues to collect art processes from an active and growing community. Through simple, friendly user interfaces, these two systems encourage designers to donate to a repository of shared, searchable design information from which design rationale, the explanations for design decisions, can be inferred.
(cont.) The comparison of these two systems, through data mining and user analysis, shows the effectiveness of these methods for collaborative process capture and combinatorial process reuse. In particular, I demonstrate the ability of process capture systems to give rise to emergent behaviors, uncover process regularities, and to empower designers through five key areas: learning from past work, reusing ideas and work, expression, attribution, and evaluation.
by Annie Ding.
M.Eng.
Bardici, Minavere. "ICT Design and Users’ Affect, Cognition and Creativity." Thesis, Blekinge Tekniska Högskola, Sektionen för management, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5995.
Full text+46704393342
Nestok, Bennett R. "Uninhibited Ideation: Childhood Games as Design Methods." University of Cincinnati / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1459438342.
Full textStrouse, Emily Elizabeth. "Collective Creativity through Enacting: A Comparison of Generative Design Research Methods." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1374072488.
Full textSwenberg, Thorbjörn. "Postproduction Agents : Audiovisual Design and Contemporary Constraints for Creativity." Licentiate thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-14083.
Full textAudiovisuella Medier
Norton, William Kelly. "Finishing touches : adaptive graphic design that leverages human creativity." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/36150.
Full textIncludes bibliographical references (p. 87-89).
This thesis proposes the investigation of a distributed architecture to facilitate automatic adaptation of graphical representation in digital documents to constraints imposed by the presentation device. The goal of the system is to select the most effective graphical solution from among a set of such solutions given the characteristics of the viewing environment (i.e. resolution, screen area, aspect ratio, color depth) or to determine that all available solutions lie below a specified effectiveness threshold in order to prompt manual, human redesign for that particular case. Such a system demonstrates a new hybrid architecture for problem-solving systems that is able to leverage the systematic protocols of pure computing systems with the creative intelligence of human invention.
by William Kelly Norton, Jr..
S.M.
Akhavan-Tabib, Parnian. "The contribution of intimate relationships to creativity in design." Thesis, Glasgow School of Art, 2008. http://radar.gsa.ac.uk/4890/.
Full textHarkan, Lama Abdulrahman. "Creative Networks: Toward Mapping Creativity in a Design Classroom." Thesis, University of North Texas, 2019. https://digital.library.unt.edu/ark:/67531/metadc1609116/.
Full textCamara, Del. "Visual arts: Teaching creativity from within." Scholarly Commons, 2019. https://scholarlycommons.pacific.edu/uop_etds/3628.
Full textRuppert-Stroescu, Mary. "Technology and Creativity| Fashion Design in the 21 st Century." Thesis, University of Missouri - Columbia, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=13877166.
Full textAlhajri, Salman. "Developing a pedagogical model to enhance and assess creativity in Omani graphic design education." Thesis, Loughborough University, 2013. https://dspace.lboro.ac.uk/2134/12357.
Full textBryant, Molly E. "Physical Environments Conducive To Creativity and Collaboration Within the Work Environment." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1338474660.
Full textMaksić, Predrag. "The effects of music on creativity in the design process." Pullman, Wash. : Washington State University, 2010. http://www.dissertations.wsu.edu/Thesis/Spring2010/p_maksic_042110.pdf.
Full textTitle from PDF title page (viewed on July 13, 2010). "Department of Interior Design." Includes bibliographical references (p. 47-51).
Park, Yongseok. "Theory and Methodology for Forming Creative Design Teams in a Globally Distributed and Culturally Diverse Environment." Diss., Virginia Tech, 2014. http://hdl.handle.net/10919/50512.
Full textPh. D.
Birnudóttir, Sigurðardóttir Júlía. "Practicing creativity : Landscape architects make future Stockholm." Thesis, Stockholms universitet, Socialantropologiska institutionen, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-147539.
Full textHayes, Marion. "Creativity in consulting engineering: how civil engineers talk about design." Queensland University of Technology, 2005. http://eprints.qut.edu.au/16263/.
Full textFerguson, Morag Young. "Creativity in design education : investigating the role of knowledge sharing." Thesis, Glasgow Caledonian University, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.572822.
Full textZheng, Su. "Promoting children's creativity : a design method for interactive museum exhibits." Thesis, Coventry University, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.492365.
Full textWatt, Cameron J. S. "Creativity in modern business : stakeholders, trust and the design process." Thesis, University of the West of England, Bristol, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.409871.
Full textMohanani, R. P. (Rahul Prem). "Requirements fixation: the effect of specification formality on design creativity." Doctoral thesis, Oulun yliopisto, 2019. http://urn.fi/urn:isbn:9789526224381.
Full textTiivistelmä Ohjelmistotuotannon tutkijoiden keskuudessa on laaja yksimielisyys järjestelmän tarpeiden ja suunnittelun luovuuden ymmärtämisen kriittisyydestä ohjelmistoprojektien menestyksessä. Tämä on motivoinut monia ohjelmistotuotannon vaatimusmäärittelyprosessien parantamiseen liittyviä tutkimuksia. Harvassa on tarkasteltu tarpeiden esitystavan (eli muotoilun) ja luovan suunnittelun lopputuloksen välistä yhteyttä. Tässä väitöskirjassa tarkastellaan tarpeiden muodollisempien esitystapojen vaikutuksia suunnittelun luovuuteen. Tutkimus oli kolmivaiheinen. Ensin referoitiin ohjelmistotuotannossa kognitiivisiin harhoihin liittyvä kirjallisuus kartoittamaan nykytutkimuksen tila ja merkityksellinen kirjallisuus myöhempien, kehysvaikutuksen ja fiksaation sisältävien tutkimusten sijoittamiseen ja rajaamiseen. Lisäksi tarkasteltiin luovuuden käsitteellistämistä (eli ymmärrettävyyttä, arviointia ja parantamista) tutkimalla katsannollisia eroja ja yhtäläisyyksiä tutkijoiden ja ammattilaisten välillä. Toisessa vaiheessa tehtiin kaksi kontrolloitua koetta tarpeiden muotoilun vaikutuksien tutkimiseksi, ensin vaatimuksina (yleisesti) ja sitten tärkeysjärjestykseen laitettuina vaatimuksina suhteessa suunnittelun luovuuteen (eli omaperäisyyteen ja käytännöllisyyteen). Lopuksi, protokollatutkimuksella selvitettiin taustalla olevia kognitiivisia mekanismeja selittämään syitä muodollisina vaatimuksina esitettyjen tarpeiden vaikutuksista luovuuteen. Toisesta ja kolmannesta vaiheesta saatujen empiiristen aineistojen tulkittiin yhdessä muodostavan teoreettisen viitekehyksen, joka selittää määrittelyn muodollisuuden vaikutusta suunnittelun luovuuteen. Vaikka kokeiden tulokset osoittavat määrittelyjen muodollisuuden vaikuttavan negatiivisesti suunnittelun luovuuteen (eli tarpeiden muotoilu vaatimuksina tai priorisoituina vaatimuksina vähentää suunnitelmien luovuutta), protokollatutkimuksen tulokset viittaavat fiksaation vaikuttavan negatiiviseen yhteyteen määrittelyjen muodollisuuden ja suunnittelun luovuuden välillä (eli tarpeiden muodollisempi esitystapa aiheuttaa fiksaatiota ja vaikeuttaa kriittistä ajattelua). Kaiken kaikkiaan, väitöskirjan tulokset esittävät muodollisempien ja strukturoidumpien tarpeiden esitystapojen aiheuttavan vaatimusten fiksaatiota, taipumusta pitää luottamusta ja tärkeyttä tarpeiden muodollisten vaatimusten ilmaisun ansioina, joka vaikuttaa suunnittelun luovuuteen heikentäen ohjelmistotuotannon menestymisen mahdollisuutta
Goodman, Allan Paul. "Creativity-enhancement techniques for professional design students : an integrated approach." Thesis, Kansas State University, 1988. http://hdl.handle.net/2097/16724.
Full textKhan, Zayera. "Inferno and exaltation - How to design Creativity and support Interaction Designers." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2000. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23929.
Full textChamakiotis, Petros. "Exploring creativity in temporary virtual teams : the case of engineering design." Thesis, University of Bath, 2014. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.619239.
Full textBakhteyeva, L. A. "Design as a tool for facilitation of pupils´ creativity in the technology lessons." 名古屋大学大学院教育発達科学研究科 技術・職業教育学研究室, 2011. http://hdl.handle.net/2237/15863.
Full textvan, Morgen Karlijn. "Designing Artefacts Based on Triggers to Support Innovation and Creativity." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-40154.
Full textDen här mastersuppsatsen har som mål att identifiera triggers av innovation och kreativitet, både hämtade ur teorin men också praktiken inom fordonstillverkningskontexten. Dessa triggers används sedan i designprocessen för att designa prototyper för ändamålet att visualisera, stötta och stimulera inkrementell innovation. Designprocessen involverar co-design tillsammans med en grupp från företaget för att utforska och bättre förstå hur vi kunnat skapa prototyper som är relevanta för kontexten. Resultatet indikerar att prototyperna inte enbart visualiserar, stöttar och stimulerar inkrementell innovation utan också kan fungera som en grund att designa och utveckla nya, radikala tillvägagångssätt att arbeta på inom organisationen; exempelvis genom att införliva design thinking och i högre grad mångfaldiga, inkluderade och kreativa sätt att ta sig an ide generering. Prototyperna kan vara drivsporrar till att förändra organisationen i det sätt de anställda arbetar på och tar sig an uppgifter men de anställda måste lära sig att använda prototyperna för att kunna dra nytta av dem på bästa sätt.
Saltsman, Benjamin 1969. "Creativity and problem solving skills as a function of learning transfer." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/91751.
Full textOlson, Stephanie E. "Igniting my Creative Process." Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/art_design_theses/87.
Full text