Imperial College London

DrCelineMougenot

Faculty of EngineeringDyson School of Design Engineering

Senior Lecturer
 
 
 
//

Contact

 

+44 (0)20 7594 8166c.mougenot

 
 
//

Location

 

225ObservatorySouth Kensington Campus

//

Summary

 

Publications

Publication Type
Year
to

50 results found

Zhang C, Lan B, Matsuura D, Mougenot C, Sugahara Y, Takeda Yet al., 2018, Kinematic design of a footplate drive mechanism using a 3-DOF parallel mechanism for walking rehabilitation device, JOURNAL OF ADVANCED MECHANICAL DESIGN SYSTEMS AND MANUFACTURING, Vol: 12, ISSN: 1881-3054

Journal article

Haritaipan L, Saijo M, Mougenot C, 2018, Leveraging creativity of design students with a magic-based inspiration tool

In this paper, we propose an unorthodox approach to enhancing creativity and user experience (UX) in product design with a “magic”-based tool. To support the introduction of magic in product interaction design, we created magic-based inspirational cards that show examples of magic effects. The tool was developed in two modalities, a “static” containing card that show illustrations of magic effects, and a “dynamic” containing the same cards plus videos of magic effects. The tools were experimentally tested with 30 novice designers who were asked to use the tools as a source of inspiration and to generate design ideas for a design task. The ideas generated by the participants were assessed in terms of creativity and intended UX. The findings show that the use of magic-based inspiration resulted in significantly more original but less feasible ideas, and that the use of videos led to design ideas that were significantly more “enjoyable” and more “exciting” than the use of cards only. Consequently, we propose guidelines on the use of magic-based inspiration tools for group ideation in order to help design students create original, enjoyable and exciting UX.

Conference paper

Taoka Y, Kagohashi K, Saito S, Mougenot Cet al., 2018, Culturally-sensitive tools for design group ideation in a Japanese context

In engineering education at Japanese universities, design has recently been seen as a way of developing students’ mindset toward real life problem solving. In design project-based learning, students from various academic backgrounds team up in a “co-design” process. Co-design is common in Europe, especially in the Nordic countries where it originated, while it is rather unusual in Japan. Since designing consists in social activities like group discussion, cultural differences between Japan and the Nordic countries are expected to impact the way to map co-design into a Japanese context. Our objective is to create design education approaches that suit Japanese cultural context. Taking cultural differences into account, our main hypothesis is that anonymity might increase Japanese designers’ engagement, which would lead to higher creativity and more feedback in ideation activities. We developed new tools that provide anonymity during design activities and assessed them experimentally with sixteen Japanese students, in terms of perceived engagement of the designers and of the design outcomes. Findings show that anonymity leads to higher fluency and higher engagement in idea generation. Introduction of anonymity also increases critical discussion, while it remarkably decreased engagement of participants in idea selection. In this paper, we discuss how cultural characteristics should be taken into account when creating design tools and methods and, more generally, how design education should be tailored to specific cultural contexts.

Conference paper

Mougenot C, Détienne F, Pennington M, Baker M, Corvin T, Antoine Veyrier C, Arai K, Huron Set al., 2017, Tensions in creativity workshops, Pages: 93-100

This research aims to go beyond classical brainstorming methods, with the classical divide between (irenic) idea generation and (eristic) selection, to explore creative means for shaping group creativity by intervening on the socio-affective dimension of group dynamics. In this paper, we develop the design rationale of a suite of four group creativity workshops (Time Trial, Idea Sports, Argument Clinic and Idea Gym), based on three approaches to introducing creative tensions, defined as pressure and disturbances in time management, in interpersonal relations and in use of artefacts in the workshops. We also report on a preliminary evaluation carried out with groups of students, into Masters-level training.

Conference paper

Detienne F, Baker M, Vanhille M, Mougenot Cet al., 2017, Cultures of collaboration in engineering design education: a contrastive case study in France and Japan, International Journal of Design Creativity and Innovation, Vol: 5, Pages: 104-128, ISSN: 2165-0349

Engineering students need to learn to collaborate, to create and to innovate in culturally diverse socio-organisational contexts. However, research on intercultural differences provides results that are not specifically grounded in collaborative and creative engineering education practices. This paper presents a contrastive case study of engineering students’ appraisals of the quality of collaboration in collaborative design situations. Based on an extended multidimensional appraisal method (called ‘QC2’), we contrasted French and Japanese engineering students’ appraisals of: (1) ideal collaboration in design; (2) quality of collaboration with respect to actual cases of collaborative design in France and in Japan (as shown on videos). Results showed a common French–Japanese culture of collaboration across the engineering students with respect to aspects of design relating specifically to the domain of engineering, yet differences with respect to appraisals of dimensions of group work (task/group orientation and argumentation). These results, of a detailed situated case study, are compared with results of (mostly questionnaire-based) research on general cultural differences. We conclude with prospects for elaborating an operational trans-cultural concept of institutional culture of collaboration, and implications for training engineering students, especially for multicultural collaboration.

Journal article

Haritaipan L, Mougenot CJM, 2016, Cross-cultural Study of Tactile Interactions in Technologically Mediated Communication, Lecture Notes in Computer Science, ISSN: 0302-9743

Journal article

Arrighi P-A, Maurya S, Arai K, Moriya K, Mougenot Cet al., 2016, A Mixed Reality System for Kansei-Based Co-Design of Highly-Customized Products, JOURNAL OF INTEGRATED DESIGN & PROCESS SCIENCE, Vol: 20, Pages: 47-60, ISSN: 1092-0617

We designed a new Computer-Aided Design tool that can be easily and intuitively used by non-expert designers, like users of the products being designed. The target application is the design of highly-customized products together with the final users, more specifically the design of walking assistive devices with mobility-impaired people. The tool has simultaneously been developed with an ad-hoc protocol for an accurate evaluation of the satisfaction of users, through questionnaires and psychophysiological measurements. In fact, costly and complex technical products such as walking assistance devices require ad-hoc design processes to address the specific needs of each user. The characterization of user requirements in the early stage of design remains difficult due to their subjective and communication gap between the user and the designer. To overcome these issues, we propose a new modular digital toolbox that allows co-design between users and designers. The tool is a combination of a mixed reality hardware/software system and kansei (or affective) engineering techniques. The hardware consists of modular Tangible User Interfaces (TUIs), custom-made by 3D printing and powered by a 3D game engine. The interactive content is displayed in mixed reality, simultaneously to the user and the designer. Kansei data of the users are collected through questionnaires and psychophysical measurements, during multiple collaboration phases.

Journal article

Mougenot CJM, 2016, Japanese Higher Education in a Global Context: Making Students More Innovation-Minded, Journal of the Japan Society of Engineering Education

Journal article

Arrighi P-A, Maurya S, Mougenot CJM, 2016, Towards Co-designing with Users: A Mixed Reality Tool for Kansei Engineering, IFIP Advances in Information and Communication Technology, ISSN: 1868-4238

Journal article

Haritaipan L, Mougenot C, 2016, Cross-cultural study of tactile interactions in technologically mediated communication, Pages: 63-69, ISSN: 0302-9743

In order to design tactile devices for technologically mediated communication, we investigated what tactile and gestural interactions would be spontaneously used for sharing emotions in mediated communication. In an experiment with 40 participants, we identified relations between hand gestures performed with a concept device and emotions that a “sender” intends to convey to a “receiver”. Among others, our results show that squeezing and shaking are the most popular chosen hand gesture interaction. Gesture intensity and speed follow the arousal (intensity) and temperature follows the valence (pleasure). Emotions that subjects are most are willing to share with such a tactile are gratitude, love, happy, sad, astonished, excited, angry and worried.

Conference paper

LIU Y, MOUGENOT CEL, 2016, “EMO”: Design of an Emotional Communication Device based on Gestural Interactions, International Journal of Affective Engineering, Vol: 15, Pages: 135-142

Journal article

Arrighi P-A, Maurya S, Mougenot C, 2016, Towards Co-designing with Users: A Mixed Reality Tool for Kansei Engineering, 12th IFIP WG 5.1 International Conference on Product Lifecycle Management in the Era of Internet of Things (PLM), Publisher: SPRINGER INTERNATIONAL PUBLISHING AG, Pages: 751-760, ISSN: 1868-4238

Conference paper

Dong Y, Mougenot C, 2014, EVALUATION OF THE EFFECT OF AN IDEATION SPACE ON DESIGN BRAINSTORMING SESSIONS, 13th International Design Conference, Publisher: DESIGN SOC, Pages: 473-480, ISSN: 1847-9073

Conference paper

Mougenot C, Watanabe K, 2013, Sensory stimulation of designers, Emotional Engineering, Pages: 63-71, ISBN: 9781447149835

This chapter examines the role of designers' own experience and perception in the process of designing new products, based on an experimental approach with designers. So far, most design studies have investigated the role of visual stimuli and visual modality in the design process. Designers being humans with senses, we claim that other sensory modalities might affect the design process and outcomes. We propose an approach to study the practice of designing where both creativity and designers' sensory impressions are investigated jointly.

Book chapter

Haring KS, Watanabe K, Mougenot C, 2013, The Influence of Robot Appearance on Assessment, 8th Annual ACM/IEEE International Conference on Human-Robot Interaction (HRI), Publisher: IEEE, Pages: 131-+, ISSN: 2167-2121

Conference paper

Mougenot C, Watanabe K, 2012, Studying designers: Affective components of design creativity, Pages: 61-69

This paper examines the role of designers' own experience and perception in the process of designing new products, based on an experimental approach with designers. So far, most design studies have investigated the role of visual stimuli and visual modality in the design process. We claim that, designers being humans, other sensory modalities might affect the design process and the design outcomes. We propose an approach to study the practice of designing where both creativity and designers' sensory impressions are investigated jointly.

Conference paper

Mougenot C, Watanabe K, 2011, Verbal Stimuli in Design Creativity: A Case-study with Japanese Sound-symbolic Words, 1st International Conference on Design Creativity, Publisher: SPRINGER-VERLAG LONDON LTD, Pages: 231-238

Conference paper

Mougenot C, Bouchard C, Aoussat A, Westerman Set al., 2008, Inspiration, images and design: an investigation of designers’ information gathering strategies, Journal of Design Research, Vol: 7, Pages: 331-351, ISSN: 1748-3050

Computational tools should efficiently support, and even enhance, designers’ creativity. As a ground for such developments, design cognition studies aim at describing designers’ mental strategies within the design process. So far, most researches have been focused on the idea generation phases, e.g. sketching activity, which is explicit enough to be observed and described. However, the early stages of design remain incompletely understood, while the informational phase is identified as a crucial step of the design process. In this context, our objective is to identify and evaluate inspirational information used by designers before generating ideas, and to describe how inspirational information is used. In this article, we report a two-part study (interviews and experimental protocol) carried out with professional designers. The main outcomes demonstrate that traditional and electronic resources are not used in the same way by designers. We also show that information gathering strategies are strongly influenced by designers’ preference. © 2008 Inderscience Enterprises Ltd.

Journal article

Bouchard C, Omhover J-F, Mougenot C, Aoussat A, Westerman SJet al., 2008, TRENDS: A Content-Based Information Retrieval System for Designers, 3rd International Conference on Design Computing and Cognition, Publisher: SPRINGER, Pages: 593-+

Conference paper

Mougenot C, Bouchard C, Aoussat A, 2007, A study of designers' cognitive activity in design informational phase

In the purpose of developping better design-support tools and improving design education, design cognition studies describe designers' mental strategies for solving design problems. So far, the first steps toward a description of designers' strategies have shown that analogies are widely used in the ideas generation phases of design process. But the very early stages of design, in the transition from brief reception to idea generation, still remain uncompletely understood and described; our study aims at exploring the way designers handle visual information beforing reaching the Eureka moment. Experiments were carried out with four professional designers from car-design European companies. The participants were invited to browse two media, printed magazines and Internet, in order to retrieve 'inspirational' images and to associate lexical descriptions to the selected images. Then in a later task, the participants had to illustrate an assigned design brief with pictures they found through online picture-search engines. The main findings deal with designers' creativity and designers' kansei: (1) In the early phases of design, the activity of browsing information sources is a combination of a generic process, shared by all designers, and individual strategies involving the designer's subjectivity. (2) New media, such as the Internet, surely impact the information phase of the early stages of design projects. Designers modify their creative strategies to adapt to the media capabilities.

Conference paper

This data is extracted from the Web of Science and reproduced under a licence from Thomson Reuters. You may not copy or re-distribute this data in whole or in part without the written consent of the Science business of Thomson Reuters.

Request URL: http://wlsprd.imperial.ac.uk:80/respub/WEB-INF/jsp/search-html.jsp Request URI: /respub/WEB-INF/jsp/search-html.jsp Query String: id=00964264&limit=30&person=true&page=2&respub-action=search.html