Cited time in
Full metadata record
| DC Field | Value | Language |
|---|---|---|
| dc.citation.endPage | 149 | - |
| dc.citation.number | 2 | - |
| dc.citation.startPage | 122 | - |
| dc.citation.title | International Journal of Design Creativity and Innovation | - |
| dc.citation.volume | 14 | - |
| dc.contributor.author | Tufail, Muhammad | - |
| dc.contributor.author | Park, Hyunyim | - |
| dc.contributor.author | Wang, Hailiang | - |
| dc.contributor.author | Kim, KwanMyung | - |
| dc.date.accessioned | 2026-01-26T16:08:02Z | - |
| dc.date.available | 2026-01-26T16:08:02Z | - |
| dc.date.created | 2026-01-18 | - |
| dc.date.issued | 2026-04 | - |
| dc.description.abstract | Digitally mediated design mediums have revolutionized product design, but their cognitive impact during early concept design stages remains unclear. This study employs cognitive load theory (CLT) and constraint-driven cognition to examine how traditional (TD) and digitally mediated (DM) mediums influence cognitive load, problem-solving, and design outcomes. A quasi-experimental study with 16 design students, divided into TD and DM groups, used two distinct design tasks. Results revealed three key findings. First, the DM medium imposed a significantly higher extraneous cognitive load due to attentional fragmentation and interface management, consuming working memory resources critical for creative synthesis. Second, a fundamental strategic divergence emerged: the TD group engaged in problem-driven cognition through material constraints, yielding higher conceptual novelty (63% vs. 25%) and five times more sustainability considerations. The DM group used solution-driven strategies, leading to more derived outcomes. Third, the cognitive impact was task-dependent; digital tools reduced intrinsic load for well-defined mechanical tasks but offered no advantage for open-ended aesthetic tasks. This study suggests design mediums function as active cognitive environments, not neutral tools. A reevaluation of design education and practice is essential, promoting digital metacognition, retaining tactile skills, and developing hybrid processes that leverage the distinct cognitive benefits of each medium. | - |
| dc.identifier.bibliographicCitation | International Journal of Design Creativity and Innovation, v.14, no.2, pp.122 - 149 | - |
| dc.identifier.doi | 10.1080/21650349.2026.2617533 | - |
| dc.identifier.issn | 2165-0349 | - |
| dc.identifier.scopusid | 2-s2.0-105027877481 | - |
| dc.identifier.uri | https://scholarworks.unist.ac.kr/handle/201301/90358 | - |
| dc.identifier.url | https://www.tandfonline.com/doi/full/10.1080/21650349.2026.2617533 | - |
| dc.identifier.wosid | 001663278200001 | - |
| dc.language | 영어 | - |
| dc.publisher | TAYLOR & FRANCIS LTD | - |
| dc.title | An empirical study of cognitive load and constraint-driven innovation in the early phase of product design within a digitally mediated medium |
- |
| dc.type | Article | - |
| dc.description.isOpenAccess | TRUE | - |
| dc.type.docType | Article | - |
| dc.description.journalRegisteredClass | scopus | - |
| dc.subject.keywordAuthor | Traditional medium | - |
| dc.subject.keywordAuthor | concept design | - |
| dc.subject.keywordAuthor | digitally mediated medium | - |
| dc.subject.keywordAuthor | product design | - |
| dc.subject.keywordAuthor | cognitive load | - |
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