Design creativity in Industry 4.0: Gravity Sketch and 3D printing in a Luminaire design project

Author:

Vo Hoa

Abstract

Purpose This study aims to explore the impact of experiencing virtual reality (VR) and three-dimensional (3D) printing during the design process on the creativity of interior design students in a luminaire design project. Design/methodology/approach This study used the case-study approach within the context of a nine-week luminaire design project. Collected data included self-reported interest and engagement of students from a Qualtrics questionnaire and the ratings of their creativity via the Creative Product Semantic Scale (CPSS) with two judges. Findings Descriptive statistics from the Qualtrics questionnaire indicated an overall high level of student interest and engagement with the VR and 3D printing learning experience. Paired t-tests from CPSS ratings of the two judges showed a moderate increase in novelty and a significant increase in style with the introduction of VR and 3D printing technologies, respectively. Research limitations/implications Spearman’s correlations (rho) showed no statistical evidence for the relationships between CPSS ratings for creativity and students’ self-reported interest and engagement in VR and 3D printing learning experience. Practical implications Ample access time to VR technology and sufficient control over the 3D printing process are important for effective applications of Industry 4.0 technologies in organizations. Social implications This study dissected the confounding variables in its results as practical considerations for intergrading VR and 3D printing technologies for organizations in Industry 4.0. Originality/value This study acknowledged VR and 3D printing technologies as simulants for interest and engagement, which benefit creativity.

Publisher

Emerald

Subject

General Engineering,Building and Construction

Reference82 articles.

1. Coefficient of variation;Encyclopedia of Research Design,2010

2. Virtual reality in engineering education: the future of creative learning,2011

3. Aleph Objects (2014), “TAZ 4 user manual”, available at: https://download.lulzbot.com/TAZ/4.0/documentation/2014Q2/manual/TAZ_4_Manual.pdf (accessed 15 September 2022).

4. Learning in virtual reality: effects on performance, emotion and engagement;Research in Learning Technology,2018

5. The social psychology of creativity: a componential conceptualization;Journal of Personality and Social Psychology,1983

Cited by 3 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3