Abstract
The behavioral design not only requires people with a background in the humanities and behavioral sciences to understand behavioral strategies, but also requires designers to translate these behavioral strategies into functional, system, or product details. It also requires engineering technologists to develop design concepts into real products. This study investigates the ideation ability of humanities, design, and engineering students, as well as the perspectives of their ideas. This study explores whether the Design Intent (DwI) cards, a card-based design toolkit designed to promote social and environmental behavior, can help students from different disciplines (humanities, design, and engineering) to generate better ideas to help target audiences change behavior. The empirical results show that students from design and humanities disciplines have better initial ideas. In addition, with the use of DwI cards, the number of ideas from students from all three disciplinary backgrounds, the rate of ideation from humanities and design students, and the quality of ideas from engineering students has been improved. However, quantitative data show that the DwI cards cannot alleviate differences in ideation among students from the three disciplines. On the other hand, the qualitative results of the post-interview show that after using DwI cards, the perspectives of ideas have become broader and more homogeneous among students from the three disciplines. Finally, this study discusses insights into future research and design practices for multidisciplinary collaborative teams, involving how to use the card-based toolkit DWI to allow team members to have a common communication language and idea base to facilitate the ideation stage of the design process.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Agapie, E., Avrahami, D., Marlow, J.: Staying the course: system-driven lapse management for supporting behavior change. Paper presented at the Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (2016)
Aggarwal, I., Woolley, A.W.: Do you see what I see? The effect of members’ cognitive styles on team processes and errors in task execution. Organ. Behav. Hum. Decis. Process. 122(1), 92–99 (2013)
Ansburg, P.I., Hill, K.: Creative and analytic thinkers differ in their use of attentional resources. Pers. Individ. Differ. 34(7), 1141–1152 (2003)
Ball, L.J., Christensen, B.T.: Analogical reasoning and mental simulation in design: two strategies linked to uncertainty resolution. Des. Stud. 30(2), 169–186 (2009)
Ball, L.J., Lambell, N.J., Reed, S.E., Reid, F.J.: The exploration of solution options in design: a ‘naturalistic decision making’ perspective, pp. 79–93. Designing in Context, Delft University Press, Delft, The Netherlands (2001)
Ball, L.J., Ormerod, T.C., Morley, N.J.: Spontaneous analogising in engineering design: a comparative analysis of experts and novices. Des. Stud. 25(5), 495–508 (2004)
Basadur, M., Graen, G.B., Green, S.G.: Training in creative problem solving: Effects on ideation and problem finding and solving in an industrial research organization. Organ. Behav. Hum. Perform. 30(1), 41–70 (1982)
Batey, M., Chamorro-Premuzic, T., Furnham, A.: Individual differences in ideational behavior: can the big five and psychometric intelligence predict creativity scores? Creat. Res. J. 22(1), 90–97 (2010)
Beck, E., Obrist, M., Bernhaupt, R., Tscheligi, M.: Instant card technique: how and why to apply in user-centered design. Paper presented at the Proceedings of the Tenth Anniversary Conference on Participatory Design 2008 (2008)
Braun, V., Clarke, V.: Using thematic analysis in psychology. Qual. Res. Psychol. 3(2), 77–101 (2006)
Brown, T.: Change by design (2009)
Casakin, H.: Visual analogy as a cognitive strategy in the design process: expert versus novice performance. J. Des. Res. 4(2), 124 (2004)
Casakin, H., Goldschmidt, G.: Expertise and the use of visual analogy: Implications for design education. Des. Stud. 20(2), 153–175 (1999)
Chan, J., Paletz, S.B., Schunn, C.D.: Analogy as a strategy for supporting complex problem solving under uncertainty. Mem. Cogn. 40(8), 1352–1365 (2012)
Chou, P.-Y., Tseng, Y.-C.: GreenAction: a service design for promoting pro-environmental behaviour. Paper presented at the Persuasive technology 2018, Waterloo, Canada (2018)
Christensen, B.T., Schunn, C.D.: The relationship of analogical distance to analogical function and preinventive structure: the case of engineering design. Mem. Cogn. 35(1), 29–38 (2007)
Chu, P., Tan, Y.-M.: Ripple Cards. Senchi Tarot Publishing House, Taiwan (2003)
Consolvo, S., McDonald, D.W., Landay, J.A.: Theory-driven design strategies for technologies that support behavior change in everyday life. Paper presented at the Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (2009)
Cross, N.: Designerly ways of knowing. Springer, London (2006). https://doi.org/10.1007/1-84628-301-9
Daly, S.R., Seifert, C.M., Yilmaz, S., Gonzalez, R.: Comparing ideation techniques for beginning designers. J. Mech. Des. 138(10), 101108 (2016)
de Vries, R.A., Truong, K.P., Kwint, S., Drossaert, C.H., Evers, V.: Crowd-designed motivation: motivational messages for exercise adherence based on behavior change theory. Paper presented at the Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (2016)
Dean, D.L., Hender, J.M., Rodgers, T.L., Santanen, E.: Identifying good ideas: constructs and scales for idea evaluation. J. Assoc. Inf. Syst. 7(10), 646–699 (2006)
Deng, Y., Antle, A.N., Neustaedter, C.: Tango cards: a card-based design tool for informing the design of tangible learning games. Paper presented at the Proceedings of the 2014 Conference on Designing Interactive Systems (2014)
Diehl, M., Stroebe, W.: Productivity loss in brainstorming groups: Toward the solution of a riddle. J. Pers. Soc. Psychol. 53(3), 497 (1987)
Faste, H., Rachmel, N., Essary, R., Sheehan, E.: Brainstorm, Chainstorm, Cheatstorm, Tweetstorm: new ideation strategies for distributed HCI design. Paper presented at the Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (2013)
Fogg, B.: Persuasive technology: using computers to change what we think and do. Ubiquity 2002, 5 (2002)
Gilson, L.L., Lim, H.S., Luciano, M.M., Choi, J.N.: Unpacking the cross-level effects of tenure diversity, explicit knowledge, and knowledge sharing on individual creativity. J. Occup. Organ. Psychol. 86(2), 203–222 (2013)
He, H.A., Greenberg, S., Huang, E.M.: One size does not fit all: applying the transtheoretical model to energy feedback technology design. Paper presented at the Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (2010)
Hekler, E.B., Klasnja, P., Froehlich, J.E., Buman, M.P.: Mind the theoretical gap: interpreting, using, and developing behavioral theory in HCI research. Paper presented at the Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (2013)
IDEO, I.: Method cards: 51 ways to inspire design, Palo Alto (2003)
Jablokow, K., Teerlink, W., Yilmaz, S., Daly, S., Silk, E., Wehr, C.: Ideation variety in mechanical design: examining the effects of cognitive style and design heuristics. Paper presented at the ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference (2015)
Jehn, K.A., Northcraft, G.B., Neale, M.A.: Why differences make a difference: a field study of diversity, conflict and performance in workgroups. Adm. Sci. Q. 44(4), 741–763 (1999)
Kandachar, P.: Designing for global sustainable solutions. In: Ceschin, F., Vezzoli, C., Zhang, J. (eds.) Sustainability in Design: Now! Challenges and Opportunities for Design Research, Education and Practice in the XXI Century, pp. 60–75. Greenleaf Publishing Limited, London (2010)
Klasnja, P., Consolvo, S., Pratt, W.: How to evaluate technologies for health behavior change in HCI research. Paper presented at the Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (2011)
Kuo, H.-C., Tseng, Y.-C., Yang, Y.-T.C.: Promoting college student’s learning motivation and creativity through a STEM interdisciplinary PBL human-computer interaction system design and development course. Think. Ski. Creat. 31, 1–10 (2019)
Lafrenière, D., Dayton, T., Muller, M.: Variations of a theme: card-based techniques for participatory analysis and design. Paper presented at the CHI’99 Extended Abstracts on Human Factors in Computing Systems (1999)
Lawson, B.R.: Cognitive strategies in architectural design. Ergonomics 22(1), 59–68 (1979)
Lehman, D.R., Lempert, R.O., Nisbett, R.E.: The effects of graduate training on reasoning: Formal discipline and thinking about everyday-life events. Am. Psychol. 43(6), 431 (1988)
Li, J.-T., Tseng, Y.-C.: The effect of doing and messaging pro-environmental behavior on fostering the behavior. Paper presented at the 2018 CHI Conference Extended Abstracts on Human Factors in Computing Systems, Montreal, Canada, USA (2018)
Lockton, D., Harrison, D., Holley, T., Stanton, N.A.: Influencing interaction: development of the design with intent method. Paper presented at the proceedings of the 4th international conference on persuasive technology (2009)
Lockton, D., Harrison, D., Stanton, N.: Design with intent: persuasive technology in a wider context. In: Oinas-Kukkonen, H., Hasle, P., Harjumaa, M., Segerståhl, K., Øhrstrøm, P. (eds.) PERSUASIVE 2008. LNCS, vol. 5033, pp. 274–278. Springer, Heidelberg (2008). https://doi.org/10.1007/978-3-540-68504-3_30
Lockton, D., Harrison, D., Stanton, N.A.: The design with intent method: a design tool for influencing user behaviour. Appl. Ergon. 41(3), 382–392 (2010a)
Lockton, D., Harrison, D., Stanton, N.A.: Design with intent: 101 patterns for influencing behaviour through design: Equifine (2010b)
Lucero, A., Arrasvuori, J.: PLEX cards: a source of inspiration when designing for playfulness. Paper presented at the Proceedings of the 3rd International Conference on Fun and Games (2010)
Milliken, F.J., Martins, L.L.: Searching for common threads: Understanding the multiple effects of diversity in organizational groups. Acad. Manag. Rev. 21(2), 402–433 (1996)
Moreno, D.P., et al.: Fundamental studies in design-by-analogy: a focus on domain-knowledge experts and applications to transactional design problems. Des. Stud. 35(3), 232–272 (2014)
Pearsall, M.J., Ellis, A.P., Evans, J.M.: Unlocking the effects of gender faultlines on team creativity: Is activation the key? J. Appl. Psychol. 93(1), 225 (2008)
Pelled, L.H., Eisenhardt, K.M., Xin, K.R.: Exploring the black box: an analysis of work group diversity, conflict and performance. Adm. Sci. Q. 44(1), 1–28 (1999)
Price, K.H., Harrison, D.A., Gavin, J.H.: Withholding inputs in team contexts: member composition, interaction processes, evaluation structure, and social loafing. J. Appl. Psychol. 91(6), 1375 (2006)
Rafols, I., Meyer, M.: Knowledge-sourcing strategies for cross-disciplinarity in bionanotechnology. Paper presented at the 2006 Annual Conference, Technology Transfer Society: Next Generation Innovation: New Approaches and Policy Designs (2006)
Roy, R., Warren, J.P.: Card-based design tools: a review and analysis of 155 card decks for designers and designing. Des. Stud. 63, 125–154 (2019)
Smith, C.E.: Design for the Other 90%. Cooper-Hewitt, National Design Museum, Smithsonian Organization (2007)
Tseng, Y.-C., Chang, H.-Y., Yen, S.-W.: The different effects of motivational messages and monetary incentives on fostering walking behavior. Paper presented at the 2018 CHI Conference Extended Abstracts on Human Factors in Computing Systems, Montreal, Canada, USA (2018)
Tseng, Y.-C., Chiu, Y.-C.: The influence of fictitious community trend on individual physical activity. Paper presented at the Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems (2017)
Visser, W.: Use of episodic knowledge and information in design problem solving. Des. Stud. 16(2), 171–187 (1995)
Wölfel, C., Merritt, T.: Method card design dimensions: a survey of card-based design tools. Paper presented at the IFIP Conference on Human-Computer Interaction (2013)
Acknowledgments
Yuan-Chi Tseng gratefully acknowledges two grants from the Ministry of Science and Technology (Grant No. 107-2221-E-007-114 and 107-2410-H-007-093-MY3). I also gratefully acknowledge the time spent at National Cheng Kung University.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Switzerland AG
About this paper
Cite this paper
Tseng, YC. (2020). How Design with Intent Cards Facilitate Behavioral Design Ideation for Humanities, Design, and Engineering Students. In: Rau, PL. (eds) Cross-Cultural Design. User Experience of Products, Services, and Intelligent Environments. HCII 2020. Lecture Notes in Computer Science(), vol 12192. Springer, Cham. https://doi.org/10.1007/978-3-030-49788-0_14
Download citation
DOI: https://doi.org/10.1007/978-3-030-49788-0_14
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-49787-3
Online ISBN: 978-3-030-49788-0
eBook Packages: Computer ScienceComputer Science (R0)