I am active in the areas of interaction design, product aesthetics and innovative design teams, and have led EPSRC, AHRC, and Carnegie Trust funded research projects. I am DMEM's Postgraduate Leader, with responsibility for our postgraduate taught courses and students. Prior to joining DMEM I worked as a product design engineer for a number of consultancies, and have continued to engage with industry through Knowledge Transfer Partnerships and consultancy work since then.
User experience: I have four PhD students whose topics include aesthetics, remote presence, movement-based product interaction and UCD for advanced manufacturing. I collaborate with a colleague from Theatre Studies to use elements of dance and drama teaching in the exploration of movement in product interfaces.
Information support for designers: I am PI on an EPSRC project investigating how patents can support innovative engineering design, having previously been involved in several research projects (DIDET, KIM) focussed on collaborative tools for design teams. I have been involved in KTP projects with Hulley & Kirkwood Consulting Engineers and SI Associates on the implementation of Knowledge Management systems to support effective working.
Drivers of innovation: I am CI on an EPSRC/AHRC project investigating the relationship of humour constructs to creativity in the design process. I collaborate with a historian from Dundee University on the development and movement of design technology, in particular through the Victorian period. I have a continuing interest in the effect of culture and creativity as drivers of innovation and have published a number of papers on these topics.
- Member of Scientific Committee
- External Examiner
- AHRC Peer Review College (External organisation)
- Television appearance on Channel 4's "Supershoppers"
- EPSRC (External organisation)
- 7th International Conference on Design Computing and Cognition (DCC'16)
- Member of International Scientific Committee
- External Examiner
more professional activities
- EPSRC Doctoral Training Grant - DTA, University of Strathclyde | Young, Bryan Gough
- Wodehouse, Andrew (Principal Investigator) Marlow, Marion (Co-investigator) Young, Bryan Gough (Research Co-investigator)
- Period 01-Sep-2013 - 01-Sep-2016
- INDUSTRIAL DOCTORATE CENTRE IN ADVANCED FORMING AND MANUFACTURE | Urquhart, Lewis William Robert
- Wodehouse, Andrew (Principal Investigator) Conway, Alastair (Co-investigator) Urquhart, Lewis William Robert (Research Co-investigator)
- Period 01-Oct-2014 - 01-Oct-2018
- New Engineering Design Processes through Constructs of Humour
- Ion, William (Principal Investigator) MacLachlan, Ross (Co-investigator) Marlow, Marion (Co-investigator) Simpson, Barbara (Co-investigator) Wodehouse, Andrew (Co-investigator)
- "This project aims to reinvigorate early phase concept design by developing new creative engineering design processes through constructs of humour.
Humour is a human faculty and a capacity for its generation and appreciation is detectable in most people. Humour therefore plays an inherent, often positive and unconsciously strategic, role in organisational culture, team dynamics, management and creativity. In humour and organisational studies there is significant support for the deliberate leveraging of positive humour cognitive mechanisms to further enhance creative and social processes.
Creative processes are critical to innovation through engineering design, particularly during early conceptual process phases. When engineering designers and teams engage in idea generation and other creative tasks, a lack of openness to others, engagement with the problem and willingness to take risks can inhibit the quality and volume of concepts produced. 'Brainstorming' is a group problem solving technique that can be applied to nearly any open-ended task. It has become a shorthand for any solution focused group discussion and in many cases does not take place in the open-minded, inventive, fluid atmosphere that is necessary for it to be effective. While other techniques such as morphological charts, TRIZ and the gallery method exist, they are similarly impaired by a lack of participant engagement.
A dominant theory of humour is that it is a process involving the set-up and resolution of 'incongruities'; the recipient feels emotions of surprise and satisfaction resulting in laughter. For engineering design, incongruous humour is a powerful analogy for creative design process explaining how novel, unexpected but appropriate solutions are recognised. One study suggests that a group of experienced comedians were more effective in product design idea generation than trained designers. However, the precise reasons for this are not fully understood, corresponding results have not been sought within real situated design processes, technical or otherwise, and there has been no formal attempt to package humour based processes for effective use in design practice.
Using prominent arguments in the literature in relation to incongruity, relief and superiority in humour, we have conducted a preliminary study that established the feasibility of incorporating stimuli to enhance concept design sessions Based on this, we have identified three exploratory themes based on aspects of humour with potential for further integration with creative design methods:
1. Humour to facilitate collaboration. Laughter can help free us from the shackles of day-to-day analytic thinking. This theme will explore the use of humorous material and comedy to generate group cohesion and structure sessions to achieve a positive, non-critical attitude towards the task in hand.
2. Humour to encourage immersion. Creative thinking benefits from a level of absorption or 'flow' discussed by and others to achieve depths of empathy and insight. This theme will explore the use of improvisational routines ('Yes, and...') and comedic exercises to increase the level of engagement by the group.
3. Humour to diversify the solution space. Incongruity, or the juxtaposition of dissimilar ideas, is fundamental to many jocular structures. This theme will explore the use of the properties of incongruity to encourage the group to strive for unusual ideas through the use of humorous narratives and unexpected perspectives.
This project will allow further integration of aspects of humour to enhance engagement, structure and novelty in idea generation; to assess effectiveness through a series of workshops; and to present enhanced guidelines as a basis for new methods and tools to enhance innovative working practices. This would represent a significant step forward in the academic fields of creativity, innovation and design methods."
- Period 12-Oct-2015 - 11-Apr-2017
- Quantifying patent commercialisation to support engineering design
- Wodehouse, Andrew (Principal Investigator) Corney, Jonathan (Co-investigator) MacLachlan, Ross (Co-investigator)
- "This project will investigate if crowdsourcing can be used to aggregate the content of disparate, open-data sources across the internet to determine which patents underpin commercial products, and organise and present these according to technical criteria in a visual form appropriate for engineering design.
Patents are frequently used to quantify levels of innovation associated with specific regions or companies. However despite the development of sophisticated data mining tools to support the analysis of over 50 million online patent records, little is known about which patents are actually commercialized and how they are embodied in commercial products. Because of this patent informatics has been inherently limited to the study of the records, rather than the use, of Intellectual Property (IP). This information gap inevitably reduces the accuracy of academic and commercial analysis that use patent data for applications such as innovation research, fore-sighting, and IP portfolio valuations. Furthermore, the presentation of existing data maps is not in a form that is useful for engineering designers when conceptualising and embodying products: it is predominantly text-based (and often deliberately obfuscated) when more visual presentation with exemplars and appropriate technical taxonomic terms would greatly enhance utility when undertaking engineering design development.
Crowdsourcing utilises large networks of open people to compete discrete tasks. Virtual tools are used to co-ordinate the distribution, payment and co-ordination of results, resulting in a labour market that is open 24/7 and a diverse workforce available to perform tasks quickly and cheaply. The distributed network of human workers provide on-line, black-box reasoning capabilities that could far exceed the capabilities of current AI technologies (i.e. genetic algorithms, neural-nets, case-based reasoning) in terms of flexibility and scope.
This project proposes that crowdsourcing can be utilised to access open data sources such as user manuals, product labelling, court proceedings and company web pages to understand which patents are actively used in current products and how they have been embodied. With a more accurate representation of innovation commercialisation, technical metadata (labelling), and utilisation, we envisage patent searches not as a stage-gate check but as a revitalised source of design inspiration. Indeed, if crowdsourcing proves a cheap, scalable way of collating this information and applying appropriate taxonomic and visual engineering information, it could fundamentally alter the early phases of engineering design. To this end, the project will result in a visualization tool that can be used to both guide and inspire design conceptualisation and embodiment."
- Period 01-Sep-2015 - 31-May-2017
- Impact Acceleration Account - University Of Strathclyde 2012 / RA8910
- Wodehouse, Andrew (Principal Investigator)
- Period 01-Jan-2015 - 30-Sep-2015
- KTP - Nomadix
- Wodehouse, Andrew (Principal Investigator) Ion, William (Co-investigator)
- Period 13-Oct-2014 - 12-Oct-2016
Design, Manufacture and Engineering Management
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