Problem map: a framework for investigating the role of problem formulation in creative design

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Description
Design problem formulation is believed to influence creativity, yet it has received only modest attention in the research community. Past studies of problem formulation are scarce and often have small sample sizes. The main objective of this research is to

Design problem formulation is believed to influence creativity, yet it has received only modest attention in the research community. Past studies of problem formulation are scarce and often have small sample sizes. The main objective of this research is to understand how problem formulation affects creative outcome. Three research areas are investigated: development of a model which facilitates capturing the differences among designers' problem formulation; representation and implication of those differences; the relation between problem formulation and creativity.

This dissertation proposes the Problem Map (P-maps) ontological framework. P-maps represent designers' problem formulation in terms of six groups of entities (requirement, use scenario, function, artifact, behavior, and issue). Entities have hierarchies within each group and links among groups. Variables extracted from P-maps characterize problem formulation.

Three experiments were conducted. The first experiment was to study the similarities and differences between novice and expert designers. Results show that experts use more abstraction than novices do and novices are more likely to add entities in a specific order. Experts also discover more issues.

The second experiment was to see how problem formulation relates to creativity. Ideation metrics were used to characterize creative outcome. Results include but are not limited to a positive correlation between adding more issues in an unorganized way with quantity and variety, more use scenarios and functions with novelty, more behaviors and conflicts identified with quality, and depth-first exploration with all ideation metrics. Fewer hierarchies in use scenarios lower novelty and fewer links to requirements and issues lower quality of ideas.

The third experiment was to see if problem formulation can predict creative outcome. Models based on one problem were used to predict the creativity of another. Predicted scores were compared to assessments of independent judges. Quality and novelty are predicted more accurately than variety, and quantity. Backward elimination improves model fit, though reduces prediction accuracy.

P-maps provide a theoretical framework for formalizing, tracing, and quantifying conceptual design strategies. Other potential applications are developing a test of problem formulation skill, tracking students' learning of formulation skills in a course, and reproducing other researchers’ observations about designer thinking.
Date Created
2015
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Partial satisfaction planning: representation and solving methods

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Description
Automated planning problems classically involve finding a sequence of actions that transform an initial state to some state satisfying a conjunctive set of goals with no temporal constraints. But in many real-world problems, the best plan may involve satisfying only

Automated planning problems classically involve finding a sequence of actions that transform an initial state to some state satisfying a conjunctive set of goals with no temporal constraints. But in many real-world problems, the best plan may involve satisfying only a subset of goals or missing defined goal deadlines. For example, this may be required when goals are logically conflicting, or when there are time or cost constraints such that achieving all goals on time may be too expensive. In this case, goals and deadlines must be declared as soft. I call these partial satisfaction planning (PSP) problems. In this work, I focus on particular types of PSP problems, where goals are given a quantitative value based on whether (or when) they are achieved. The objective is to find a plan with the best quality. A first challenge is in finding adequate goal representations that capture common types of goal achievement rewards and costs. One popular representation is to give a single reward on each goal of a planning problem. I further expand on this approach by allowing users to directly introduce utility dependencies, providing for changes of goal achievement reward directly based on the goals a plan achieves. After, I introduce time-dependent goal costs, where a plan incurs penalty if it will achieve a goal past a specified deadline. To solve PSP problems with goal utility dependencies, I look at using state-of-the-art methodologies currently employed for classical planning problems involving heuristic search. In doing so, one faces the challenge of simultaneously determining the best set of goals and plan to achieve them. This is complicated by utility dependencies defined by a user and cost dependencies within the plan. To address this, I introduce a set of heuristics based on combinations using relaxed plans and integer programming formulations. Further, I explore an approach to improve search through learning techniques by using automatically generated state features to find new states from which to search. Finally, the investigation into handling time-dependent goal costs leads us to an improved search technique derived from observations based on solving discretized approximations of cost functions.
Date Created
2012
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