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1.4.5. The right tools at the right time

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Robertson and Radcliffe (2009) have highlighted risks associated with using CAD software too early in the design process. It will tend to circumscribe thinking, create early fixation or “bounded” ideation. With CAD software, the designer does not want to back out of an idea because it involves relatively heavy technical actions. In other words, CAD can become an “innovation killer” if it is used too early and designers must be trained in terms of method to avoid this risk.


Figure 1.3. Time2Teach: virtual reality tool for quickly and simply creating video animations, 3D or virtual environments to illustrate, for example, a mechanical operation, and also to create visual representations of flows (here, for example, air flows). For a color version of this figure, see www.iste.co.uk/fleury/innovation.zip

It is commonly accepted and widely demonstrated that drawing by hand, with or without digital media, is more conducive to the discovery of new concepts than working with a keyboard and mouse (see, for example, Ibrahim and Rahimian 2010; Jackson and Keefe 2016). In our team, we conducted a large study that investigated both the creativity associated with different sketching tools and the communicability of the ideas generated by these tools, that is, their ability to be understood by partners (Mille et al. 2020). In this study, participants were asked to imagine improvements to be made to an umbrella so that it would also be useful when it was not raining. They had to imagine and draw as many ideas as possible that met this instruction in 15 minutes. They did this with each of the following four tools: paper/pencil, Time2Sketch, Google Blocks and SolidWork. The results indicate that participants generate on average more ideas when using paper/pencil or Time2Sketch than when using Google Blocks or SolidWork. In other words, they generate more ideas when the tool allows them to sketch freehand, in order to respect the natural gesture. On the other hand, Time2Sketch outperforms the other three conditions in terms of user experience, presumably because it combines the stimulating side of virtual reality with freehand use.

Immersive Technologies to Accelerate Innovation

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