978-1-6654-2742-5/21/$31.00 ©2021 European Union
Creative Narration as an Ideation Technique
Dimosthenis Manias
School of Applied Arts and Sustainable
Design
Hellenic Open University
Patras, Greece
Dimosthenis.manias@gmail.com
Irene Mavrommati
School of Applied Arts and Sustainable
Design
Hellenic Open University
Patras, Greece
Mavrommati@eap.gr
Ioannis Chatzigiannakis
Department of Computer, Control
& Management Engineering
Sapienza University of Rome
Rome, Italy
ichatz@diag.uniroma1.it
Creative Narration is a technique that has the potential to
enhance the initial design process of ideation in terms of
collaboration and creativity. In this case study, the technique was
used in the context of a distance creative (ideation) workshop to
ideate on products in the specific field of Data Ethics. An initial
assessment from this process, highlighting the strong and weak
points of the technique, is discussed in this paper.
Keywords: creative narration, workshop, technic evaluation,
ideation, design thinking
I. INTRODUCTION
The Fourth Industrial Revolution presupposes the seamless
coexistence of man and technology, and their co-evolution in
ways presently unforeseen. Engineers need to include
creativity and imagination, to grasp ideas of a future that “can
be made” possible, and be more flexible in the way they
perceive the problem space. They need to practice broad
ideation skills, thinking divergent as well as convergent, and
to be able to use techniques that make them think solutions
out-of-the-box. Appropriate ideation design processes should
enable them to be capable to adapt to a dynamic and evolving
world, to leave room for people to express themselves, to be
structured, understandable and effective.
Current innovation processes are not completely reliable in
terms of innovation production (Kumar, 2012). In the last two
decades, the market has shifted from price-based competition
to knowledge-based competition (Nyholm, & Langkilde,
(2003)). For innovation to produce better results, the products
that are created should meet the needs of consumers.
At Avouris, et al (2018) the engineer students tend to deal
with technologies they feel familiar. The produced scenarios
didn’t imply any innovation, they didn’t solve the problems in
a new way and they didn’t cover the gaps. Namely, the
thought was “inside the box” because it failed to create non-
functional-requirements or bigger questions.
The methodology that’s been suggested in this research is
trying to improve the creating scenarios processes by giving
great possibilities for changes in the world and the main
characters of the scenarios, and by helping the designers to
follow those initial assumptions during the whole scenario
creation process. It binds them to find a solution to a problem
of imagination in an intelligible way.
A. Current situation
The design process is a creative process that borrows several
techniques from the Arts, including literature, theater, visual
arts, cinematic arts, etc. During the design process, various
disciplines participate and contribute to the functional and
non-functional specifications of the designed product, το be
implemented by the engineers. Innovation and creativity are
some of the teams’ concerns. Modern design processes aim to
discover the user needs, explore the context of use, determine
the interactions between all involved actors, and visualize the
future (Nyholm, & Langkilde, 2003)).
B. Creativity
There are two theories in Western culture about creativity. The
idealistic theory, which supports that ideas are created
spontaneously by the subject's subconscious, and the theory of
action claiming that creation is the result of a process (Sawyer,
2011). Scientists have proved that the theory of action is more
close to reality. Innovation can be achieved through a defined
procedure, following several phases. “Balloon” is the most
simple model for creativity and it has two stages In the first
stage, many ideas are created through "divergent thinking"
and in the second stage they all end up in one through
"convergent thinking" (Sawyer, 2011).
Creative Problem Solving (CPS) is considered as an
established method for identifying a problem or a challenge
and then deal with it imaginatively and innovatively. It helps
redefine the problems and opportunities coming up with new,
innovative answers in order to solve them, and then take
action (Osborn, 2012).
C. Design Thinking
Design Thinking started from the business sector as a process
destined for the development of new products. The term refers
to techniques that provide practical solutions to problems that
require creativity. Such problems are the ones that are