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

Vo, H (2024) Design creativity in Industry 4.0: Gravity Sketch and 3D printing in a Luminaire design project. Journal of Engineering, Design and Technology, 22(5), pp. 1413-1432. ISSN 1726-0531

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.

Item Type: Article
Uncontrolled Keywords: 3D printing; creativity; design education; industry 4.0; interior design; virtual reality; questionaire survey
Index terms: design education, questionnaire, evidence, methodology, survey, 3D printing, design process, interior design, learning experience, statistics, virtual reality, creativity, industry 4.0
Subjects: innovation and creative processes, professional education, specialized design, research methods, technology adoption, learning methods, design methods, mathematical modelling, virtual reality, manufacturing, evaluation and assessment methods, data collection methods
Topics: Research Practice, Education, Design Practice, Digital Applications
Descriptive scope: 5 PCTEA

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