Comparing Creativity, User-experience and Communicability Linked to Digital Tools during the Fuzzy Phases of Innovation
Communication avec acte
Innovation is defined by a range of activities having different goals but driven by the same purpose. For example, in the ending phases, the aim will be to put forward precise concepts, while upstream of innovation, the activities are defined by the will to investigate the subject and increase the area of knowledge and concepts helpful for the conception of new products. This study takes place in the latter contexts because these are the ones where tools are the most variable and de facto, the least normalised. Our aim was to study user experience felt by the usage of these tools as well as their impact on creativity and ideas’ communicability. To do this, we led an experimental study with 79 participants comparing four tools: pen & paper, Virtual-Reality (VR) drawing, VRCAD, and traditional CAD. Thanks to the UEQ (Laugwitz et al., 2008) and judges method of Cropley and Cropley (2008), we measured the user-exprience and the creativity. Then we compared the level of creativity, user-experience and communicability induced by each tool. The results reveal that the user experience arising from the tool influences the amount and the quality of the ideas. Moreover, we show that the fewer standardises interactions the tools have, the greater the communicability of ideas.
Showing items related by title, author, creator and subject.
Communication avec acteMILLE, Charles; FLEURY, Sylvain; PASI, Simon; FOURNIER, Kevin; IZZOUZI, Lisa; JEAN-LOUIS, Thomas; CHRISTMANN, Olivier; RICHIR, Simon (ARPEGE Science Publishing, 2019)Lors d’activités de créativité, les stimuli externes à la tâche peuvent être considérés comme potentiellement inspirants ou à l’inverse gênants. L’hypothèse de la présente étude était que les activités créatives, lorsqu’elles ...
Article dans une revue avec comité de lectureMILLE, Charles; CHRISTMANN, Olivier; FLEURY, Sylvain; RICHIR, Simon (Informa UK Limited, 2022-06-02)Innovation is made of different tasks from strategic positioning to the first phases of production. One of the main activities is the generation of ideas through different creativity phases. These creativity activities are ...
Article dans une revue avec comité de lectureFLEURY, Sylvain; VANUKURU, Rishi; POINSOT, Killian; MILLE, Charles; AGNES, Aurélien; RICHIR, Simon (Taylor & Francis (Routledge), 2021)The field of Virtual Reality has been developing at a steady pace, and VR is finding new uses as a support for creative tasks. The objective of this study is to propose a theoretical model describing the links between user ...
Article dans une revue avec comité de lectureGORISSE, Geoffrey; WELLENREITER, Simon; FLEURY, Sylvain; L´ECUYER, Anatole; RICHIR, Simon; CHRISTMANN, Olivier (Institute of Electrical and Electronics Engineers, 2023-10-02)Virtual reality (VR) provides users with the ability to substitute their physical appearance by embodying virtual characters (avatars) using head-mounted displays and motion-capture technologies. Previous research demonstrated ...
Impact of avatar facial anthropomorphism on body ownership, attractiveness and social presence in collaborative tasks in immersive virtual environments Article dans une revue avec comité de lectureDUBOSC, Charlotte; GORISSE, Geoffrey; CHRISTMANN, Olivier; FLEURY, Sylvain; POINSOT, Killian; RICHIR, Simon (Elsevier BV, 2021)Effective collaboration in immersive virtual environments requires to be able to communicate flawlessly using both verbal and non-verbal communication. We present two experiments investigating the impact of facial ...