Skip to main content

Design Students’ Challenges in Individual Brainstorming Using a Design Fiction Method

  • Conference paper
  • First Online:
Human-Computer Interaction – INTERACT 2021 (INTERACT 2021)

Abstract

Design fiction (DF) is gaining ground as an approach that helps designers to explore possible futures. As a method founded upon critical attitudes and creative thinking, DF may be challenging for design students. In this study, we explore how design students use DF during creative design activities. Students engaged in an individual digital brainstorm and an in-depth, semi-structured interview about their experiences with the brainstorm based on DF. The results show that DF can be challenging for students who do not have a clear appreciation of what is technologically feasible for a particular time frame in the future and do not yet have the breadth of knowledge to argue about broader topics that DF is particularly attuned to into the discussion as, for example, economics and societal norms. This study contributes insights into how DF impacts the students’ design thinking, as well as difficulties they had regarding their individual thinking process.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Amabile, T.M.: Componential theory of creativity (2012). https://www.hbs.edu/faculty/Publication Files/12-096.pdf

  2. Auger, J.: Alternative presents and speculative futures designing fictions through the extrapolation and evasion of product lineages. In: Swiss Design Network Conference 2010, pp. 42–57 (2010). https://researchonline.rca.ac.uk/id/eprint/1093

  3. Baumer, E.P., et al.: What would you do? Design fiction and ethics. In: Proceedings of the International ACM SIGGROUP Conference on Supporting Group Work, pp. 244–256. Association for Computing Machinery, Sanibel Island, January 2018. https://doi.org/10.1145/3148330.3149405

  4. Bleecker, J.: Design fiction: a short essay on design, science, fact and fiction (2009). https://blog.nearfuturelaboratory.com/2009/03/17/design-fiction-a-short-essay-on-design-science-fact-and-fiction/

  5. Blythe, M.: Research through design fiction: narrative in real and imaginary abstracts. In: Conference on Human Factors in Computing Systems - Proceedings, pp. 703–712. Association for Computing Machinery, Toronto (2014). https://doi.org/10.1145/2556288.2557098. http://dl.acm.org/citation.cfm?doid=2556288.2557098

  6. Braun, V., Clarke, V.: Using thematic analysis in psychology. Qual. Res. Psychol. 3(2), 77–101 (2006). https://doi.org/10.1191/1478088706qp063oa. /record/2006-06991-002

  7. Harari, O., Graham, W.K.: Tasks and task consequences as factors in individual and group brainstorming. J. Soc. Psychol. 95(1), 61–65 (1975). https://doi.org/10.1080/00224545.1975.9923234. https://www.tandfonline.com/doi/abs/10.1080/00224545.1975.9923234

  8. Lindley, J., Coulton, P.: Back to the future: 10 years of design fiction. In: ACM International Conference Proceeding Series, pp. 210–211. Association for Computing Machinery, New York, July 2015. https://doi.org/10.1145/2783446.2783592. https://dl.acm.org/doi/10.1145/2783446.2783592

  9. Lindley, J.G.: A thesis about design fiction. Thesis (Ph.D.), Lancaster University (2018). https://doi.org/10.17635/lancaster/thesis/449

  10. Madsen, D.B., Finger, J.R.: Comparison of a written feedback procedure, group brainstorming, and individual brainstorming. J. Appl. Psychol. 63(1), 120–123 (1978). https://doi.org/10.1037/0021-9010.63.1.120. /record/1979-21061-001

  11. MURAL: MURAL - Online Brainstorming, Synthesis and Collaboration. https://www.mural.co/

  12. Patton, M.Q.: Sampling, qualitative (purposive). In: The Blackwell Encyclopedia of Sociology. Wiley, Oxford, February 2007. https://doi.org/10.1002/9781405165518.wbeoss012. http://doi.wiley.com/10.1002/9781405165518.wbeoss012

  13. Paulus, P.B., Nijstad, B.A.: Group Creativity: Innovation through Collaboration. Oxford University Press (2003). https://doi.org/10.1093/acprof:oso/9780195147308.001.0001. /record/2003-88061-000

  14. Tanenbaum, J., Pufal, M., Tanenbaum, K.: The limits of our imagination: design fiction as a strategy for engaging with dystopian futures. In: Proceedings of the Second Workshop on Computing within Limits, pp. 1–9. Association for Computing Machinery, Irvine, June 2016. https://doi.org/10.1145/2926676.2926687. https://dl.acm.org/doi/10.1145/2926676.2926687

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Lu Liu .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 IFIP International Federation for Information Processing

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Liu, L., Hoveling, T., Markopoulos, P. (2021). Design Students’ Challenges in Individual Brainstorming Using a Design Fiction Method. In: Ardito, C., et al. Human-Computer Interaction – INTERACT 2021. INTERACT 2021. Lecture Notes in Computer Science(), vol 12936. Springer, Cham. https://doi.org/10.1007/978-3-030-85607-6_43

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-85607-6_43

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-85606-9

  • Online ISBN: 978-3-030-85607-6

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics