Biologically inspired design is attracting increasing interest since it offers access to a huge biological repository of well proven design principles that can be used for developing new and innovative products. Biological phenomena can inspire product innovation in as diverse areas as mechanical engineering, medical engineering, nanotechnology, photonics, environmental protection and agriculture. However, a major obstacle for the wider use of biologically inspired design is the knowledge barrier that exist between the application engineers that have insight into how to design suitable products and the biologists with detailed knowledge and experience in understanding how biological organisms function in their environment. The biologically inspired design process can therefore be approached using different design paradigms depending on the dominant opportunities, challenges and knowledge characteristics. Design paradigms are typically characterized as either problem-driven, solution-driven, sustainability driven, bioreplication or a combination of two or more of them. The design paradigms represent different ways of overcoming the knowledge barrier and the present paper presents a review of their characterization and application.
This research aims to understand the significance of biological-analogies in fostering novelty by comparing biological-analogies with other design methods for idea generation. Among other design methods, brainstorming was chosen here as benchmark. Four studies were conducted to compare: (i) the levels of abstraction at which concepts were ideated using biological inspiration (represented using biocards) with that using traditional brainstorming; and (ii) the novelty of concepts produced by using these two design methods. Concepts produced in these studies were evaluated for levels of abstraction at which they were ideated, average novelty, and proportion of high-novelty concepts. Results suggest that concepts generated using biocards were ideated at higher abstraction levels than those using brainstorming, but neither were at the highest abstraction levels. The average novelty of concepts produced using biocards was found to be greater than that using brainstorming; however, no statistically significant difference was found in the proportion of high-novelty concepts. We suspect the lack of biological knowledge and cultural difference among the subjects involved in our studies as the two reasons behind the results. The results demonstrate that the design methods substantially influence the novelty of concepts generated, while indicating the need for better training in effective use of biological-analogies.