首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
This paper argues that design fixation, in part, entails fixation at the level of meta‐representation, the representation of the relation between a representation and its reference. In this paper, we present a mathematical model that mimics the idea of how fixation can occur at the meta‐representation level. In this model, new abstract concepts derived from the meta‐representation are not simple combinations of the design ideas expressed in the primary representation. Instead, the process of meta‐representation corresponds to the abstraction of new features at a higher, hierarchically separated level of representation from an existing one. We show a computational process of pattern extraction from existing design representations that results in the crystallization of design ideas or ‘chunks’ at an abstract level. The relation between the representation and its referent is explicitly described in these ‘chunks’, yet the ‘chunks’ have different properties from the properties of the original representation.  相似文献   

2.
Designers try to ‘enlist’ whatever they can to help themselves arrive at high quality, novel and original designs. When stimuli are used for this purpose, usually provided at the onset of the design process, these stimuli, or sources, may have one of two effects: they may enhance the design search and contribute to a high‐quality, creative design, or they may cause fixation, when the designer is unable to divorce him or herself from properties of the stimulus. This paper argues that to avoid fixation stimuli should not be within‐domain and task examples, and in mapping from source to target it is essential to abstract relations among source objects, and to perform transformations in conjunction with transfer actions.  相似文献   

3.
Earthquakes, lightning, and history‐changing ideas are classic examples of powerful, unpredictable forces of nature. These sorts of phenomena have been difficult to explain and predict, an often frustrating fact as humans try to understand and control the significant influences in our lives. Historically, such phenomena have been attributed to supernatural sources, such as the Muses or various deities. And yet, as scientific inquiry continues to focus on such problems, we begin to make progress, albeit incremental, in comprehending such unpredictable occurrences. Earthquakes and lightning serve as analogies for the phenomenon referred to as insight. As such, these analogies may help us better understand where ideas come from; in each case, the rare, and potentially powerful phenomenon occurs unexpectedly, yet, as we learn more, it becomes better understood. Lightning is an electrical phenomenon, caused by particles colliding, and building up large electrical fields in the clouds. Earthquakes occur at the edges of tectonic plates, as the Earth releases its heat. Thus, we may begin to understand what causes insight, even though we cannot as yet predict specific occurrences of new insights. Analogies may not provide fully developed solutions to problems, but they can help us restructure our thinking about certain problems. Problem restructuring is especially appropriate when fixation obstructs problem solving. In this paper, we will explain a few of the fundamentals about human insight experiences, particularly in relation to what have been termed incubation effects. Putting a fixated problem aside can be helpful, and new ideas encountered during fixation can sometimes trigger new insights, particularly if useful analogies help resolve fixation. How does one overcome the counterproductive effects of fixation? We suggest a three‐pronged approach to this problem: 1. Forgetting fixation, 2. Redefining problems, and 3. Using clues or hints to provoke new ideas. We will explain each of these ideas, in brief, after providing a background for insight, incubation, and fixation.  相似文献   

4.
There are obstacles to creativity: one of them is called fixation effect, the fact that some knowledge about existing or obvious solutions is spontaneously activated and constrains the generation of new solutions. Converging evidence in cognitive psychology has indicated that the ability to generate original ideas can be limited by recently activated knowledge, such as examples of solutions. On the other hand, neuroimaging studies have recently demonstrated that exposure to examples could, on the contrary, have a stimulating effect on originality. To make sense of what seems to be contradictory studies, we hypothesized that two types of examples could have opposite effects on originality: (1) restrictive examples—within the fixation effect—could lead to a reduction in the originality of the solutions, whereas (2) expansive examples—outside the fixation effect—could provoke solutions of higher originality. Results from a total of 160 participants confirmed that the solutions proposed by the group exposed to restrictive examples were less original than those given by the group exposed to expansive examples.  相似文献   

5.
One of two circles on a rotating disk appears to execute a planetary motion about the other circle. It is shown that the fixated circle serves as the center of rotation for the nonfixated circle. The effect of fixation is absent when polygons replace the circles. However, when one corner of an isolated square is fixated, the remaining corners rotated about the fixated corner. These planetary effects are consistent with the retinal paths followed by the elements of a display during fixation. This is not unlike the failure of position constancy associated with smooth pursuit of linearly moving targets in environments lacking a stationary visual frame of reference. In the present instance, however, the “retinal” responses occur during tracking of circularly moving targets, even in the presence of a visual frame of reference. These results are discussed in relation to the stereokinetic phenomenon. It is also shown that there is a strong interaction between the effects of fixation and the configurational features of the display. When a circle and a square are overlapping on a rotating disk, fixation of the square does not produce the perception of planetary motion. However, when the circle is fixated, the square is readily perceived as executing a planetary path about the circle. The possibility that position constancy in general is attributable to the geometry of the scene rather than to a “discounting” of information about eye movements is mentioned.  相似文献   

6.
The effects of accessing or retrieving information held in working memory are poorly understood compared to what we know about the nature of information storage in this limited-capacity memory system. Previous studies of object-based attention have often relied upon memory-demanding tasks, and this work could indicate that accessing a piece of information in visual working memory may have deleterious effects upon the other representations being maintained. In the present study, we tested the hypothesis that accessing a feature of an object represented in visual working memory degrades the representations of the other stored objects' features. Our findings support this hypothesis and point to important new questions about the nature of effects resulting from accessing information stored in visual working memory.  相似文献   

7.
Incubation has long been proposed as a mechanism in creative problem solving (Wallas, 1926). A new trial‐by‐trial method for observing incubation effects was used to compare the forgetting fixation hypothesis with the conscious work hypothesis. Two experiments examined the effects of incubation on initially unsolved Remote Associates Test (RAT) problems. Following exposure to misleading clues designed to induce initial fixation on RAT problems, versus no clues, participants were retested on problems either immediately after their first attempt (no‐incubation), or after a 40‐second incubation period. Resolution of initially unsolved RAT problems (fixated versus non‐fixated) was examined as a function of complete interruption (Experiment 1) or partial distraction (Experiment 2). An incubation effect, that is, better resolution of initially unsolved problems retested after a delay rather than retesting immediately, was seen only in Experiment 1, in which unsolved problems were completely removed from sight. Furthermore, an incubation effect was found only for initially fixated problems, and not for problems that were not accompanied by misleading clues. The results are consistent with the forgetting fixation hypothesis (Smith & Blankenship, 1989), which states that putting unsolved problems completely out of mind allows initial fixation to dissipate, and the results indicate that the opportunity for some conscious work during incubation periods may not be optimal for resolving fixation.  相似文献   

8.
Because icons, signs, and symbols are now widely used to communicate information, it is essential for system designers to know what makes them easy to use and interpret. The authors report a series of studies that examine characteristics considered central to icon usability. After quantifying the properties of icon concreteness, complexity, and discriminability, the authors assessed each property's effects on user performance when user experience, task demands, and presentation context were systematically varied. Findings indicated that the effects of icon concreteness were primarily associated with the initial grasp of meaning, whereas complexity effects were found to persist longer and to be associated with search efficacy. The effects of icon distinctiveness were complex, but distinctiveness was enhanced by using both semantic and visual contrasts. The implications of these findings for interface design are discussed.  相似文献   

9.
This article considers current research in computer-supported cooperative work (CSCW), computer-mediated communication (CMC), and distributed artificial intelligence (DAl). These areas need an articulated model of social contexts to bridge the persisting gap between social and technological dimensions in computer system design and use. A conceptual model of context is presented to account for both cooperation-conflict and communication-negotiation processes. The model conceives of contexts as including not only physical objects and other people but also social norms which influence both individuals and organizations. It assumes that computer system use occurs in social scenarios in which the features cannot be reduced to any type of input or data in the world that designers and users can process along with other information coming from the current task. The model is built on three levels: from social contexts as normative order (Level 1), to specific and intrinsically complex situations (Level 2), to person-computer interactions for the performance of particular tasks (Level 3). The model has three main implications. First, Human-Computer Interaction (HCl) studies—especially scenario-based design—may profit from a fresh topdown approach to designers' and users' mental models taking into account normative social processes which have been neglected in previous research. Second, CSCW may realize how deeply discrepant perspectives affect multi-agent environments and why in real working life negotiation is intertwined with cooperation. Designers may use this insight to design systems allowing more place for negotiation among actors. Third, we should dismiss the view that CMC lacks adequate social cues and fosters impulsive behavior. Cognitive processes such as categorization, stereotype construction, and social identification can make electronic environments even more strongly sensible to social norms than face-to-face communication. Context, according to our model, is not restricted to the physical copresence of other people but consists mainly of processes providing situations with socially recognizable meaning.  相似文献   

10.
During creative problem‐solving, designers frequently come across a variety of rich visual displays. While browsing for different sources of information, pictorial representations of existing concepts take prominence. However, once designers start generating new solution ideas to design problems, they often become too attached to some of the examples they encounter. Inadequate and excessive repetition of key attributes (e.g. object features, principles) from existing solutions has been termed design fixation. The study presented here investigates the influence that different pictorial representations of a particular solution had upon industrial design students during an ideation exercise. The findings demonstrate high levels of repetition of particular key attributes in the outcome generated by the treatment groups, when compared to a control condition. The results also show that such attribute repetition led to the occurrence of design fixation, with a visible detrimental impact for particular aspects of the ideas generated. Reasons for the occurrence of design fixation are discussed in light of its implications to design quality; and ultimately, to the use of different types of pictorial stimuli in design practice.  相似文献   

11.
The aim of this study was twofold: first, to examine the lasting effects of working hours on later job performance and well-being (i.e. emotional exhaustion and work engagement); second, to delineate the protective role of psychological detachment in the highly demanding Chinese work setting featuring long working hours. We employed a panel design in which all variables were measured twice, with six months in between the waves. Data were obtained from 323 Chinese employees working in diverse industries in Taiwan. Analysing the panel data with structural equation modelling (SEM) techniques, we found that working hours were positively associated with emotional exhaustion and negatively associated with work engagement and job performance, measured six months later. Detachment moderated the effects of working hours on later work engagement and job performance. Specifically, detachment attenuated the negative relationships between working hours and work engagement and job performance. The present study extends the recovery research in the West by demonstrating the protective role of detachment in the East Asian societies with important managerial implications.  相似文献   

12.
IntroductionPrevious studies have shown that the schedule of conditions orientates the designers’ activity. It leads them to generate and consider more constraints linked to the prescribed ones (provided in the schedule of conditions). In addition, when designers had to evaluate websites before making their productions, they reused into their own productions some characteristic from websites evaluated and visited before designing (that corresponds to the conformity effect).ObjectiveWe carried out an experimental study that aimed to determine the mutual influence of schedule of conditions and conformity effect on constraints accounted by designers and usability quality of the web pages they created. No study has determined the combined effects of these two points of web design on the designers’ activity.MethodTwo groups of professional web designers (the first one dealt with a creative schedule of conditions and the other one with an ergonomic schedule of conditions) had to create two webpages (home page and another one). The experimental study was divided into three successive stages: (1) launching of the two-page design, (2) evaluating two websites, and (3) continuing the two-page design.ResultsThe main results showed that the constraints prescribed in the schedule of conditions affected the first stage of design. Nevertheless, after the evaluation stage (stage 2), this influence decreased during the last design stage (stage 3).ConclusionThe evaluation improved the number of constraints linked to end-users taken into account by the designers during the last stage of their design activity. Nevertheless, the usability quality of web pages created by designers was higher for the designers who dealt with the ergonomic schedule of conditions than for the others.  相似文献   

13.
We review two studies examining task effects on eye guidance during reading. The first study investigated effects of reading perspective on eye behavior in reading. It demonstrated that both the initial encoding of words as well as the later integration stage of wrapping up the sentence meaning are influenced by the reading perspective. Early effects of reading perspective were observed both in saccadic programming and in fixation times and were primarily seen when reading a text of familiar content. In the second study, effects of reading task were examined by comparing eye movements between proofreading and reading for comprehension. Task effects appeared very early in the processing time line; both temporal and spatial aspects of eye movements were affected. Taking together, the two studies demonstrate that readers make a global adjustment to eye behavior on the basis of reading task or goal.  相似文献   

14.
We explore the relationship between ethnomethodology (EM), ethnography and the needs of managers and designers in industry, considering both ethnomethodological and industrial criteria of adequacy and explicating their relationship through the concept of “audience.” We examine a range of studies in this light, with a view to their possible candidacy as hybrid studies and identify three types of application of EM studies of work: market research, design, and business improvement. Application in the first of these fields we dub “anthropological,” in that it consists in studying and reporting back on the ways of exotic people (customers). This is the application most commonly found in studies of computer supported co-operative work (CSCW). A second CSCW application, “technomethodology,” involves the introduction of EM concepts into the design process. A further application, dubbed “holding-up-a-mirror,” involves reporting back to members of a setting upon their own activities. We argue that technomethodology and holding-up-a-mirror both offer the possibility of creating hybrid disciplines. We consider the objection that improvement and design involve the introduction of value judgements that threaten the practice of EM indifference, arguing that action research can serve as a guarantee of unique adequacy (UA) by testing the researcher’s understanding as analysis in action in the setting. Furthermore, the standard of reporting required by the UA criterion contributes to the effectiveness of proposed solutions.  相似文献   

15.
This study examines employee grievances filed in two unionized public sector organizations that differ markedly in their respective work environments. A total of 353 grievances were filed under seven articles of the labor contract. Statistically significant differences were found between the two organizations in terms of the issues of the labor contract that were grieved. Similarly, statistically significant differences in grieved issues were found among employees working at three sub-divisions of the same organization. The results are discussed in the context of work environment effects on grievances, and the replicability of the findings to previous research on grievances in private sector industrial organizations.  相似文献   

16.
ABSTRACT This paper draws upon the already extensive epistemology of science, both to provide a yardstick of comparison for the emergent epistemology of design, and to establish some starting points from which we might begin to construct the epistemology of design.
In approaching the problem of how designers design, the paper employs Heidegger's distinction between 'know-how'and 'knowledge-that', popularised by Ryle, and shows it to be central to the distinction between the implicit processes of design employed by craft technologies, and the explicit processes employed by modern scientific technology. Borrowing from recent work by post-structuralists, it explores the nature of the phases of analysis or 'deconstruction', synthesis or construction, and evaluation, by which scientifically informed design is supposed to proceed, paying particular attention to the relationship between deconstructive analysis and constructive synthesis, in order to re-construct the creative moment/movement by which designers 'leap' from problem to solution.  相似文献   

17.
We extend cross‐domain research by examining sleep, a domain within the larger nonwork domain that competes for time with work and family domains. We draw from scarcity theory and research on slack resources to contend that, because people cannot increase the amount of time they have, they borrow time from sleep in order to spend more time working and with family. Utilizing a Bureau of Labor Statistics survey of 10,741 participants, we find nonlinear and interactive effects of time spent working and time spent with family on sleep time, suggesting that the negative effects of work and family on sleep time are especially strong when demands for work and family are high. In an experience sampling field study of 122 working adults, we similarly find a nonlinear effect of work time on sleep time as well as an interaction between work time and family time in predicting time spent sleeping. Both studies indicate that as slack time resources become increasingly scarce, time spent working and time spent with family have increasingly powerful negative effects on time spent sleeping. Contrary to our expectations, we found no support for gender as a moderator of these effects.  相似文献   

18.
张淑婷  齐星亮 《心理科学》2020,(6):1432-1437
下班后从工作状态中解脱出来有利于减少工作应激对劳动者健康的损害。家庭作为劳动者下班后生活的主要场所。家庭中的压力因素可能影响劳动者的解脱结果。本研究以 215 名幼儿教师为被试,考察家庭压力影响心理解脱结果的机制。结果发现,高家庭压力会削弱心理解脱对生活满意度的正向预测。该结果支持资源保持理论和付出-恢复模型,提示在工作应激相关的职业健康保护中应注意家庭因素的作用。  相似文献   

19.
In this article, we discuss two approaches to design currently prevalent in the field of human- computer interaction. Proponents of one approach advocate working from first principles of psychological science; practitioners of the second, engineering, approach find that successful design is often the result of analogical discovery. However, these approaches have not yet been evaluated for the usability of their methods. Can designers work in each of these ways? What are the difficulties? How can they be overcome? In this paper, we take a first step in addressing these questions. We analyze the form in which principle-based design poses its questions, thereby uncovering some of the difficulty that is encountered in this way of working. Furthermore, we analyze the form in which engineering problems are expressed and identify an advantage of this typically analogical way of working. We then suggest a way in which analogy-based design can supplement both principle-based and empirically driven design.  相似文献   

20.
Existing knowledge on remote working can be questioned in an extraordinary pandemic context. We conducted a mixed-methods investigation to explore the challenges experienced by remote workers at this time, as well as what virtual work characteristics and individual differences affect these challenges. In Study 1, from semi-structured interviews with Chinese employees working from home in the early days of the pandemic, we identified four key remote work challenges (work-home interference, ineffective communication, procrastination, and loneliness), as well as four virtual work characteristics that affected the experience of these challenges (social support, job autonomy, monitoring, and workload) and one key individual difference factor (workers’ self-discipline). In Study 2, using survey data from 522 employees working at home during the pandemic, we found that virtual work characteristics linked to worker's performance and well-being via the experienced challenges. Specifically, social support was positively correlated with lower levels of all remote working challenges; job autonomy negatively related to loneliness; workload and monitoring both linked to higher work-home interference; and workload additionally linked to lower procrastination. Self-discipline was a significant moderator of several of these relationships. We discuss the implications of our research for the pandemic and beyond.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号