Self-commissioninuig, Inttion and Prosumer
Creative process for personal fulfillment.
Abstract
Self-commissioning in design refers to the practice of setting goals and objectives for oneself rather than having a brief or brief from the company. In self-commission, the creator has more control over the creative process and can focus on his own visions. Creative intuition, as the ability to trust inspiration and ideas that arise spontaneously, is not dependent on traditional creative methods. The combination of both, self-commissioning and creative intuition, can allow greater freedom to explore original ideas and approaches. On the other hand, the "prosumer", a combination of the words producer and consumer, and which refers to the practice of users becoming active producers of products, instead of simply consuming what companies offer them, is a creativity that fits appropriately into self-commissioning and own creation. In the creative context, this can mean that the creator is both the producer and consumer of his own work, using his creative intuition and self-commissioning to produce original and unique content that is also appreciated by others. These practices can help creators gain more control over their creative process, explore original and innovative ideas, and create content that is relevant and engaging to other users.
Keywords
Downloads
How to Cite
License
This Journal is under a Creative Commons License Attribution-NonCommercial-NoDerivs 4.0 International.
References
Alfalah, S. (2018). Self-Initiated Design Projects as a Form of Play: Understandings the Impact of Self-Initiated Projects on Students’ Growth and Creative Performance.
Asión Suñer, L., y López Forniés, I. (2022). El diseño modular en la creación de productos para prosumer. Universidad de Zaragoza.
Asión-Suñer, L. (20 de marzo de 2021). Prueba y validación de un nuevo método de evaluación. Youtube.Com. https://youtu.be/tmXe3cWjh2I
Asión-Suñer, L., y López-Forniés, I. (2021). Review of Product Design and Manufacturing Methods for Prosumers. In Lecture Notes in Mechanical Engineering. https://doi.org/10.1007/978-3-030-70566-4_21
Autodesk, Inc. (20 de marzo de 2023). Instructables. Https://Www.Instructables.Com/.
Avnet Inc. (2023). Hackster.io. Hackster. https://www.hackster.io/
Basque Country Surf Company. (2023). Agote Surfboards. Basque Country Surf Company. https://agotesurfboards.com/
Blättel-Mink, B., Blättel-Mink, B., y Hellmann, K.-U. (2010). Prosumer revisited. Springer.
Camillini, G., y Pierini, J. (2016). The Imagined Client. Progetto Grafico, 29, 28–37.
Chandler, J., y Chen, S. (2015). Prosumer motivations in service experiences. Journal of Service Theory and Practice, 25(2), 220–239.
Chapman, J. (2015). Emotionally durable design: objects, experiences and empathy. Routledge.
Csikszentmihalyi, M. (1997). Flow and the psychology of discovery and invention. HarperPerennial, New York, 39, 1–16.
Dayan, M., y Di Benedetto, C. A. (2011). Team intuition as a continuum construct and new product creativity: The role of environmental turbulence, team experience, and stress. Research Policy, 40(2), 276–286.
Dijksterhuis, A. (2004). Think different: the merits of unconscious thought in preference development and decision making. Journal of Personality and Social Psychology, 87(5), 586.
Dijksterhuis, A., y Meurs, T. (2006). Where creativity resides: The generative power of unconscious thought. Consciousness and Cognition, 15(1), 135–146.
Disrupt Design LLC. (20 de marzo de 2023). SELF-INITIATED PROJECTS. Https://Www.Disruptdesign.Co/Work-Portfolio.
Engineer42. (2023). CO2 Level Indicator. Instructables.Com. https://www.instructables.com/CO2-Level-Indicator-4x7-Segment-RGB-LED-Manual-Cal/
Erlhoff, M., Marshall, T., y Board of International Research in Design. (2008). Design dictionary: perspectives on design terminology. Birkhäuser Verlag.
Eyeondesign. (20 de abril de 2015). Here’s the Latest Example of Why Designers Should Do More Self-Initiated Work. Https://Eyeondesign.Aiga.Org.
Finke, R. A., Ward, T. B., y Smith, S. M. (1996). Creative cognition: Theory, research, and applications. MIT press.
Franke, N., y Piller, F. (2004). Value creation by toolkits for user innovation and design: The case of the watch market. Journal of Product Innovation Management, 21(6), 401–415.
Gabora, L. (2010). Revenge of the “neurds”: Characterizing creative thought in terms of the structure and dynamics of memory. Creativity Research Journal, 22(1), 1–13.
Gershenfeld, N. A. (2005). Fab: the coming revolution on your desktop--from personal computers to personal fabrication. Basic Books (AZ).
Hoogvliet, N. (20 de marzo de 2023). ABOUT. Https://Www.Nienkehoogvliet.Nl/about-3/.
Interaction Design Foundation. (2023). Shadowing in User Research - Do You See What They See? Https://Www.Interaction-Design.Org. https://www.interaction-design.org/literature/article/shadowing-in-user-research-do-you-see-what-they-see
Klein, G. A. (2003). Intuition at work: Why developing your gut instincts will make you better at what you do. Currency/Doubleday.
Lebuda, I., & Csikszentmihalyi, M. (2017). Me, myself, I, and creativity: Self-concepts of eminent creators. In The Creative Self (pp. 137–152). Elsevier.
López-Forniés, I. (2021). Pick-up Balls. Del diseño del artefacto a la estética del producto. [Pick-up Balls. From the design of the artifact to the aesthetics of the product]. In L. de Nuere Menéndez-Pidal, Silvia; Miguel Álvarez (Ed.), STEAM. La humanización de las ciencias en la universidad (pp. 177–192). Dextra Editorial S.L.
Lubart, T. I., y Getz, I. (1997). Emotion, metaphor, and the creative process. Creativity Research Journal, 10(4), 285–301.
Make Community LLC. (2023, March 20). Make: Https://Makezine.Com/.
Massaguer, L. (2022). Diseñar y ser cliente/aa la vez: autoencargos y proyectos personales. COMeIN: Revista de Los Estudios de Ciencias de La Información y de La Comunicación, 118, 3.
Memestra. (13 de octubre de 2022). Hollow Wood Surfboard. Plywood and Cedar. Https://Www.Instructables.Com/Hollow-Wood-Surfboard/.
Mineyama-Smithson, J. (20 de marszo de 2023). 5 Reasons Why You Should Start a Self-initiated Project According to Tokyo Creatives. Https://Www.Mamimutokyo.Com/Blogs/Journal/5-Reasons-Why-You-Should-Start-a-Self-Initiated-Project-According-to-Tokyo-Creatives.
Mota, C. (2011). The rise of personal fabrication. Proceedings of the 8th ACM Conference on Creativity and Cognition, 279–288.
Neuronilla Creatividad Integral. (2023). Neuronilla. Https://Neuronilla.Com/. https://neuronilla.com/
Norman, D. A. (2005). El diseño emocional: por qué nos gustan (o no) los objetos cotidianos (Vol. 58). Grupo Planeta (GBS).
Pelta, R. (2010). Paco Bascuñán. Por siempre. I+ Diseño. Revista Científico-Académica Internacional de Innovación, Investigación y Desarrollo En Diseño, 2, 96–107.
Ritzer, G. (2010). Focusing on the Prosumer. In Prosumer revisited (pp. 61–79). Springer.
Ruiz, M. X. B. (2014). De la identidad social a la representación visual, estrategias de intervención desde el diseño responsable. Kepes, 11(10), 281–301.
Sadler-Smith, E., y Shefy, E. (2004). The intuitive executive: Understanding and applying ‘gut feel’in decision-making. Academy of Management Perspectives, 18(4), 76–91.
Sawyer, R. K. (2011). Explaining creativity: The science of human innovation. Oxford university press.
Sierra-Pérez, J. (2022). Seguimiento y mejora de la utilización del prototipado como herramienta de aprendizaje del proceso de diseño en los primeros cursos del Grado en Ingeniería de Diseño Industrial y Desarrollo de Producto. Innovación Docente UNIZAR. https://indo.unizar.es/proyecto/916/ficha
Sternberg, R. J., y Lubart, T. I. (1996). Investing in creativity. American Psychologist, 51(7), 677.
Studio Nienke Hoogvliet. (2017). Fish leather (N. Hoogvliet, Ed.). Drukkerij Tienkamp.
Surfer Rule, S. L. (2023). Surfer Rule. https://www.surferrule.com
Toffler, A. (1980). The Third Wave. In The Ultimate Business Library, Wiley. Wiley. https://search.credoreference.com/content/entry/wileyultbuslib/alvin_toffler_the_third_wave_1980/0
TRIANGLE-STUDIO. (2023, March 20). TRIANGLE-STUDIO. Http://Www.Triangle-Studio.Co.Kr/.
Universidad Politécnica de Valencia. (20 de marzo de 2023). Design for kids. Designforkids.Upv.Es.
Walden, R. J., y Kokotovich, V. (2012). Supporting Student Learning in Relation to Entrepreneurial Innovation in Self-initiated Industrial Design Major Projects. Technology Education Research Conference.
Walsh, J. (15 de julio de 2019). Creating Self-Initiated Projects. Andwalsh.Com.
Yoo, B., Ko, H., y Chun, S. (2016). Prosumption perspectives on additive manufacturing: Reconfiguration of consumer products with 3D printing. Rapid Prototyping Journal, 22(4), 691–705.