MG

M. Gonçalves

info

Please Note

31 records found

Conference paper (2025) - M. Gonçalves, Yilin Quan
As a key element for futuring, creativity is becoming increasingly essential in today’s workplaces and organizations. Although creativity is an innate ability, not everyone feels confident enough to express their creative ideas. While organizational culture plays a significant role in shaping the creative climate, the influence of creative cultural values on employees’ creative confidence remains unclear. In this paper, two studies were conducted: a preliminary study involving interviews to map out creative cultural values at two Dutch national companies, and a follow-up study to propose and evaluate a design intervention. As a result, it was found that the two organizations share a similar creative culture. Key creative cultural values and their impact on creative confidence were identified, leading to the development of the CreatOrg workshop toolkit. This toolkit aims to enhance employees’ creative confidence by increasing their sensitivity and awareness towards specific creative cultural values, identified in the preliminary study. ...
Journal article (2024) - Zhengya Gong, Milene Gonçalves, Vijayakumar Nanjappan, Georgi V. Georgiev
The relationship between culture and creativity has sparked the interest of researchers for decades. Although researchers have attempted to establish a connection between culture and creativity, the precise relationship between the two remains ambiguous. The current paper examined extant literature on the subject matter and synthesized the relations between culture and creativity in ideation over the past twenty years. The present study expounds upon the utilized samples, measures implemented to assess creativity and culture, and the study results. ...
Journal article (2024) - Aurora Berni, Yuri Borgianni, Federico Rotini, M. Gonçalves, K.C. Thoring
The role of Artificial Intelligence (AI) in design is clearly growing. One of the tenets of the paper is that stimulation could be among the design processes mostly benefitting from the introduction of AI. Available contributions have been reviewed to understand the current support AI can give in design inspiration and ideation. We also reflected on what AI should and ahould not do in the future: a framework is proposed. Based on the reviewed contributions, in no case, AI is seen as a substitute of designers. Most contributions originate from the IT domain and have a demonstrative purpose. ...
Conference paper (2024) - Zhengya Gong, Siiri Paananen, Petra Nurmela, Milene Gonçalves, Georgi V. Georgiev, Jonna Häkkilä
Artificial Intelligence (AI) has gained significant attention as a tool to support creative design, especially during the ideation phase. Although AI's role in design has been explored, its effectiveness in enhancing design creativity during idea generation remains uncertain. This study investigates how generative AI can influence design creativity in both individual and group ideation. Seven students participated in the study, generating ideas either individually or in groups using AI tools. The research examines AI's impact on creativity from participants' perspectives and outputs, aiming to provide a clearer understanding of AI's evolving role in design. By analyzing both the benefits and limitations of AI in the creative process, this study contributes to the ongoing discussion about AI's potential to enhance creativity. ...

Influence of virtual reality stimuli on design creativity in ideation

Journal article (2024) - Zhengya Gong, Milene Gonçalves, Vijayakumar Nanjappan, Georgi V. Georgiev
Previous studies have clearly established the impact of culture on design creativity. For example, the presence of cultural values with low uncertainty avoidance (UA, the degree of anxiety and risk aversion that people feel during ambiguous situations) is linked to low workability of creative ideas. Currently, there is limited research on potential remedies to alleviate the impact of culture, specifically with respect to UA. Therefore, this study investigates the use of technology to prime UA cultural values and mitigate their potential negative impacts on design creativity. This was achieved using stimuli that had been generated by virtual reality (VR) technology and presented in an immersive environment. Participants in an experimental study were exposed to VR stimuli designed to either decrease or increase their UA. The results showed that the VR stimuli had successfully increased and decreased low and high UA values, respectively, which mitigated the influence of UA on design creativity. Furthermore, the VR stimuli influenced the emphasis of the participants on ideation, with lowered and enhanced UA values leading to them prioritizing novelty and usefulness, respectively. Overall, the findings provided evidence that VR could be leveraged from a psychological standpoint to reduce cultural influences on creativity through targeted priming. These findings indicated the essential implications of the study in terms of understanding the effect of immersive technologies in shaping human behaviors and mindsets. ...
Conference paper (2023) - Zhengya Gong, Milene Gonçalves, Ummi Latif, Georgi V. Georgiev
Extensive research has focused on the influence of culture on individuals’ performance in design, with either positive or negative effects. Moreover, studies have shown that it is possible to prime individuals’ cultural values to influence their behaviours in design. However, to the best of our knowledge, no study has explored priming culture in design, especially with digital stimuli. Therefore, we conducted a pilot study to explore the influence of priming culture by digital stimuli in design. First, we created video-based digital stimuli to prime individuals’ individualism versus collectivism (IC) cultural values. We tested the digital stimuli in an ideation exercise during a creative design course that aimed to explore and implement essential creative problem-solving and design thinking methodologies in practice for students. The results showed that the collectivism digital stimulus increased the participants’ IC value. However, in the other two conditions, the participants’ IC values also increased, which was unexpected. Therefore, we discussed the role that enjoyable group ideation plays in participants’ IC values. Furthermore, we found that their design aim changes by priming IC values. These findings can support the development of educational practices aimed at encouraging design novices in teams independently of their culture and inspire researchers to further explore the influence of priming culture in design. ...

Explaining how designers think and act through the cognitive co-evolution model

Journal article (2023) - Philip Cash, Milene Gonçalves, Kees Dorst
Designers often face situations where the only way forward is through the exploration of possibilities. However, there is a critical disconnect between understanding of how designer's think and act in such situations. We address this disconnect by proposing and testing (via protocol analysis) the cognitive co-evolution model. Our model comprises a new approach to co-evolutionary design theory by explaining both the progression of the process itself and the creation of design outputs via an interplay between metacognitive perceived uncertainty, cognition, and the external world. We thus connect explanations of how designers think with descriptions of how they act. We provide a foundation for connecting to other theories, models, and questions in design research via common links to cognition and metacognition. ...
Conference paper (2023) - Zhengya Gong, Milene Gonçalves, Vijayakumar Nanjappan, Georgi V. Georgiev
In recent years, there has been a growing interest among researchers in the field of virtual reality (VR) storytelling. There is a lack of studies on using VR storytelling to prime culture-related content. The cultural aspects, particularly the tendency to avoid uncertainty, have yet to be thoroughly examined within VR. Therefore, we developed VR storytelling intending to prime individuals’ uncertainty avoidance values. An experiment was conducted to assess the efficacy of VR storytelling in priming individuals’ uncertainty avoidance values. The participants’ encounter with VR storytelling was assessed through various parameters, including but not limited to their experience of presence and engagement in the virtual environment. The study provides evidence that VR storytelling has the capacity to influence individuals’ cultural values, particularly their inclination to uncertainty avoidance. Furthermore, the feedback provided by the participants revealed that they had positive emotions, a feeling of being present, engagement, and immersion while engaging with such VR storytelling. ...

Understanding the intersection between creativity and visual thinking

Journal article (2023) - Alix Jansen, Katrina Heijne, Iren Van Oosterom, Milene Gonçalves
We investigate reverging - the phase between the diverging and converging steps in a creative process - in the context of a visual thinking agency. Creative facilitation literature advocates for such a phase, aimed at revisiting and rearranging ideas generated during diverging, to prepare for converging. However, in practice this step is often neglected or not performed well, resulting into a sense of increased complexity or lack of client ownership. Two studies were used to investigate reverging in context: a preliminary study consisted of interviews and observations to better understand reverging in current visual thinking practices. The follow-up study focused on co-creating a tool to solve the problem identified in the preliminary study. While the preliminary study revealed the need to involve clients in both diverging and reverging phases, the follow-up study resulted in the creation of the Whiteboard Canvas. The tool was tested in practice and several benefits of reverging in visual thinking practices emerged. The tool empowers visual thinking practitioners to involve their clients more actively in reverging, resulting into a more deliberate creative process and an increased sense of client ownership. ...
Journal article (2022) - G Cascini, Georgi Georgiev, Jader Zelaya, Niccolo Becattini, Jean-François Boujut, Hernan Casakin, Nathan Crilly, Elies Dekoninck, M. Gonçalves, More Authors...

Using data physicalization to increase the understanding and inspirational use of quantitative data in data-driven design scenarios

Conference paper (2022) - Tiara Spalburg, Nicole Eikelenberg, Senthil Chandrasegaran, Milene Gonçalves
In today’s world, the advantages of data-enabled design are undeniable, increasing the performance of organisations drastically by informing and inspiring the design process. While organisations seem to be more experienced with quantitative data for evaluative purposes, they do struggle to use data as creative material to inspire the design process. Choosing the right type of data representation is critical for using data for creative purposes. Data visualization has proven to be highly effective in increasing understanding of data, as it is fast, accurate and flexible. Data physicalization, on the other hand, remains unexplored in comparison, especially its effect on creativity. This paper presents the results of two studies (one preliminary and one follow-up study), which explored the use of data physicalization in creative settings. The preliminary study enabled to collect initial requirements for the development of a physicalization toolkit, while the follow-up study investigated its impact on the design process, in comparison to data visualization. From the studies, we developed Concreate, a collaborative data physicalization toolkit designed to lead to creative insights from quantitative data. Our results show that Concreate can potentially stimulate creative thinking, by encouraging intense, tangible interaction with data leading to increased reflection-in-action and a deeper understanding of data. The two studies and toolkit development were carried out at a multinational automotive company, interested in innovating by incorporating data as creative material. Besides the immediate practical implications, we conclude this paper with a discussion on future recommendations for using data physicalization in the design process. ...
Conference paper (2021) - J. Lu, A. Gomez Ortega, M. Gonçalves, Jacky Bourgeois
With the advance of the Internet and the Internet of Things, an abundance of 'big' data becomes available. Data science can be incorporated in design, which brings forward various opportunities for designers to benefit from this new material. However, the designer's perspective and their role remains unclear. How do they think about and approach data? What do they want to achieve with this data? What do they need to take ownership of designing with data? In this paper we take a design perspective to map the opportunities and challenges of leveraging large data-sets as part of the design process. We rely on a survey with 75 participants across a Faculty of Industrial Design Engineering and in-depth reflective interviews with a subset of 9 participants. We discuss the impact of data on the roles designers can adopt as well as an approach to designing with data. This work aims to inform on educational support, data literacy and tools needed for designers to take advantage of this new era of design digitalisation. ...

A conceptual framework to enable the emergence of common ground in multi-stakeholder social innovation projects

Conference paper (2021) - M.B. Buckenmayer, M. Gonçalves, I. Mulder
Social innovations are promising to tackle today's complex global challenges, especially when they scale, leading to a higher impact, which can generate asocietal transformation. The current work elaborates on scaling deep, a specific scaling strategy aiming to shift cultural values, mindsets and beliefs. However, applying this strategy in practice is not straightforward. Therefore, we first aim to
develop an actionable strategy that supports social innovators in their scaling efforts. Our research findings show that scaling deep can be defined as an (1) internal transformation process, (2) a social process, with (3) friction being an enabler for change. Second, these insights inform a framework that makes scaling deep more actionable and helps social innovators to use fruitful friction as a strategy
to scale deep. The current study adds a new viewpoint to the scaling deep context and presents a concrete starting point of the scaling deep strategy by linking it with the creation of common ground. ...

Toward a Causal Theory of Creative Workspace Design

Journal article (2021) - K.C. Thoring, M. Gonçalves, Roland M. Mueller, P.M.A. Desmet
The question of how the physical work environment can affect creativity is gaining interest among companies and educational institutions. This paper introduces ten propositions outlining possible relationships between spatial characteristics and creative work. The propositions were developed following a grounded-theory approach based on nine expert interviews that provide insight on the topic from the perspective of different creative fields—namely, urban planning, architecture, interior design, office planning, furniture design, industrialdesign, design thinking, innovation, and fine arts. We focused on both educational and practice environments within the creative sector. For each proposition, we provide links to supporting literature. We present a summary of the main insights and visualize the developed propositions as a set of causal graphs. The propositions have implications for both research and practice: on the one hand, they can be regarded as the first step toward a theory of creativity-supporting work environments; on the other hand, they can serve as a reference when designing or adjusting creative workspaces. ...

Towards a dual-process theory of ideation

Journal article (2021) - Milene Gonçalves, Philip Cash
Ideation is simultaneously one of the most investigated and most intriguing aspects of design. The reasons for this attention are partly due to its importance in design and innovation, and partly due to an array of conflicting results and explanations. In this study, we develop an integrative perspective on individual ideation by combining cognitive and process-based views via dual-process theory. We present a protocol and network analysis of 31 ideation sessions, based on novice designers working individually, revealing the emergence of eight idea archetypes and a number of process features. Based on this, we propose the Dual-Process Ideation (DPI) Model, which links idea creation and idea judgement. This explains a number of previously contradictory results and offers testable predictive power. ...

Sailing towards common ground

“Off to new shores!” is a two-hour, interactive online workshop, participants will sail together to common ground and co-create a shared understanding of central concepts regarding a provided case. Participants learn and apply the concept of fruitful friction and use the metaphor of sailing. Fruitful friction is a concept that deliberately triggers people to express their implicit perspectives to create openness and awareness about different aspects that are usually not put on the table. ...

How can designers use friction to trigger change in people’s mindsets?

“Are we on the same page?“ is a framework and toolkit that enables social innovators and their stakeholders to reach common ground by applying the concept of Fruitful Friction. This is the process of causing deliberate friction to engage people in a fruitful sense-making activity that makes people realize that others have a different perspective. This in turn allows the person to reflect on their own point of view. Increased awareness is one step to enable a transition in people’s mindsets, values, and beliefs. The toolkit’s centrepiece is an online workshop in which social innovators and their stakeholders apply fruitful friction to reach common ground in a co-creative way. ...

A longitudinal study of professional design teams‘ practice

Conference paper (2020) - L.S. Knudsen, L.M. Haase, M. Gonçalves
A design rationale is a representation of the reasoning behind a design concept, explaining why the solution is designed the way it is. This makes design rationale a critical part of concept development. However, there is little exploration on how to build a design rationale. This study sheds light on professional designers’ reasoning in conceptual design, as we examine how design rationales for different concepts are built based on a longitudinal study in the context of two design studios. Particularly the study provides insight into how a design rationale is initiated, matured and finalized. ...
In keeping with the participatory turn, the current work discusses how a double-layered design approach can bring participatory design principles to the policy domain, illustrated by our experiences in a design project for the municipality of Delft, the Netherlands. More precisely, the approach described is double layered in nature, comprising of the Double Diamond design process, which aims to
provide structure to the process, while the inclusion of the Frame Innovation method, aims to provide inspiration. First, this elaborate method is motivated in the context of the municipality ofDelft, supported by current streams of literature on participatory design. Next, we present findings highlighting three pivotal moments experienced as a result of using this approach. By engaging
in a reflective practice, key learnings and insights gained from the implementation of the approach are presented, as well as conclusions
and recommendations for the field of design research withinparticipatory design. ...

Integrating Goals, Methods and Manifestation into the Co-Evolution Model

In their early years of education, design students may experience difficulties in reframing design problems. Since reframing is linked to creativity, this may be problematic. While there are some models available to describe the reframing process, it is yet unclear how they are supporting design students. This study concerned the development and test of a framing model based on co-evolution transitions, through a two-part study: interviews with expert designers and workshops followed by group interviews with novices. The resulting model offers a way of thinking and a way of working, based on the fluidity of the design process. This study yielded two major insights. Firstly, students tend to perceive the problem space to be fixed once they defined it, even if they discovered disparate information along the way. Secondly, the developed model provides students with guidance and confidence in dealing with complex problems. Our results have a considerable impact on design education, as it is important to reinforce to design students that both the problem and solution understanding are fluid, and this model provides initial steps to help designers structuring their process. ...