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Designing collaborative environments for strategic knowledge in design
T. Kvana,*, L. Candyb
aDepartment of Architecture, University of Hong Kong, Pokfulam Road, Hong Kong, People's Republic of ChinabLUTCHI Research Centre, Department of Computer Science, Loughborough University, UK
Received 1 February 2000; accepted 7 June 2000
Abstract
This paper considers aspects of strategic knowledge in design and some implications for designing in collaborative environments. Two key
questions underline the concerns. First, how can strategic knowledge for collaborative design be taught and second, what kind of computer-
based collaborative designing might best support the learning of strategic knowledge? We argue that the support of learning of strategic
knowledge in collaborative design by computer-mediated means must be based upon empirical evidence about the nature of learning and
design practice in the real world. This evidence suggests different ways of using computer support for design learning and acquisition of
strategic design knowledge. Examples of research by the authors that seeks to provide that evidence are described and an approach to
computer system design and evaluation proposed. q 2000 Elsevier Science B.V. All rights reserved.
Keywords: Collaborative design; Strategic knowledge; Empirical studies; Computer support
1. Designing in collaboration
In this paper, we bring together two lines of research to
consider the nature of strategic knowledge in design and
some implications for designing in collaborative environ-
ments. Two key questions underline the concerns of the
paper. First, how can strategic knowledge for collaborative
design be taught (it obviously can be learned since some of
us do acquire it) and second, what kind of computer-based
collaborative designing might best support the learning of
strategic knowledge? We argue that the support of learning
of strategic knowledge in collaborative design by computer-
mediated means must be based upon empirical evidence
about the nature of learning and design practice in the real
world.
The focus on the role of strategic knowledge in collabora-
tive design is based upon current developments in global
organisations and the resulting needs and expectations of a
new generation of designers and engineers. There is also a
growing interest in how to advance creativity and the
knowledge level of work in design in order to gain com-
petitive advantage (see e.g. the strategies for fostering
creativity that emerged from the founder's experiences of
establishing Nissan Design International (NDI) [1]).
Designing in collaborative environments is considered
rather than individual design because co-located and
remotely located team design is becoming the norm in
organisations across the world, particularly where projects
are highly complex. Designers of today are routinely
expected to work across electronic networks and inter-
national boundaries and yet the computer systems that are
supposed to facilitate this are not optimal. Our understand-
ing about how to effectively use or improve these tools is
limited in part by a lack of research into the relationships
between strategic knowledge in design and the role of
support tools. There is a need to bring to bear existing
knowledge about how designers learn to design on the
development and use of computer systems. In particular,
the role of strategic knowledge in creative thinking has
implications for designing computer tools to support
collaborative design [2,3].
2. Strategic knowledge in design
The essential nature of strategic knowledge in design has
been characterised in different ways. Hori [4] has described
strategic knowledge as the knowledge that is applied outside
the perception±action loop. This meta-knowledge is applied
by the designer when his activities within the perception±
action loop break down and progress is inhibited. Strategic
knowledge has a role beyond this particular loop, being
brought into play for example when we ®rst approach a
problem and structure the goals and sub-goals of a task.
Knowledge-Based Systems 13 (2000) 429±438
0950-7051/00/$ - see front matter q 2000 Elsevier Science B.V. All rights reserved.
PII: S0950-7051(00)00083-6
www.elsevier.com/locate/knosys
* Corresponding author. Tel.: 1852-2859-2125; fax: 1852-2559-6484.
E-mail addresses: [email protected] (T. Kvan),
[email protected] (L. Candy).
Vera et al. [5], for example, have postulated a model of
collaboration, which extends the role of meta-knowledge
to encompass the act of structuring the problem (meta-
planning in their model). Strategic knowledge, therefore,
is central to the collaborative process. Hori attempts to iden-
tify some facets of this strategic knowledge but notes that
ªtoo much of strategic knowledge remains unknownº.
Whilst this remark is largely true, there are, nevertheless,
some useful indicators as to its nature that can be explored
further empirically.
It is an essential characteristic of strategic knowledge that
much of it is unde®ned and unidenti®ed until it is needed
and applied. It might be a useful starting point to differen-
tiate between `strategies' and `tactics'. Tactics are de®nable
steps, drawn from reliable information and experience, that
may be adopted in order to achieve a speci®c target and, as
such, they can be made explicit and conveyed to others as
part of the general working process. If they fail to achieve a
speci®c goal, some of the steps can be modi®ed in the light
of that experience: indeed, such re®nement is usually neces-
sary because the choice of tactics depends highly upon the
particular situation and may not be readily applied in a more
general sense. Tactics may be critical in achieving goals but
they can operate independently and within an overall
strategy. In design, we might think of them as techniques
used to overcome a stalemate: they may be prescribed or be
introduced informally into team activities. Strategy operates
at a planning level also, but the type of knowledge needed
cannot be assumed to be complete and available to all
concerned on an equal basis from the outset of the designing
activity. Knowing which strategy to use may also be depen-
dent upon the unexpected eventualities that arise and thus, a
responsive mode of action is required. This is where the
professional individual who is in possession of special
knowledge and experience has the competitive advantage
and, whether acting as an individual or as part of a team,
may be able to generate better solutions to a given problem
situation and, more rarely, come up with creative ideas that
leap over the existing constraints and lead to truly innova-
tive results.
In professional practice more generally, the distinction
between strategic and tactical actions can be related to the
underlying basis of those actions. Ramsden [6], referring
to teachers, notes the role of theoretical knowledge in
developing an ordered approach to choosing actions.
A distinctive characteristic of professionals is that
they retain theoretical knowledge on which to base
their activities. This body of knowledge is more
than a series of techniques and rules. It is an ordered
pattern of ideas and evidence that a professional
teacher uses in order to decide on an appropriate
course of action from many choices.
Because strategic knowledge is founded on a set of prin-
ciples and sound evidence, it provides an ordered basis for
handling new developments and situations. Tactics, on the
other hand, are akin to techniques and rules that do not
necessarily transfer from a familiar scenario to a new or
unexpected one.
In summary, strategic knowledge cannot be characterised
as a set of reliable prescriptions for design but often takes
the form of proposals for action within the speci®c demands
of a situation, which may be used to break out of a period of
fallow thinking or an unproductive solution space. Where
®xation of ideas occurs, the use of strategic knowledge
involves applying well-known domain and context knowl-
edge in surprising and imaginative ways [7]. In many
respects, our understanding of strategic knowledge can be
enhanced by considering it in the context of creative concept
formation and knowledge work. Creative knowledge work
in design involves a process whereby the designer draws
upon a heterogeneous set of knowledge sources and then
transforms that knowledge into new forms. Knowledge
about domain entities (e.g. visual shapes, objects, parts,
complex products or textual or analytical/numerical data),
plays a critical role in the development of the design in
hand. Domain knowledge in itself in insuf®cient to inform
the creative process and needs to be accompanied by context
and strategic knowledge. The role of strategic knowledge in
creativity is a challenging research area that affords inter-
esting insights into the modelling of design cognition in a
more general sense.
2.1. Can strategic knowledge for design be taught?
If it is a reasonable assumption that design is an expertise
that can be developed, then it can be argued that strategic
knowledge in design can at least be encouraged. However, it
is fair to say that more research about learning is available
than that of strategic knowledge.
The teaching of expertise has been extensively con-
sidered. As Eraut [8; pp. 156±157] has pointed out, there
has been a revolution in thinking about professional exper-
tise in which the attitude has shifted.
Thirty years ago, professional expertise used to be
identi®ed with propositional knowledge and a high
theoretical content¼(w)hereas most [current]
theories of expertise¼appear to have assumed that
expertise is based mainly on experience with further
development of theoretical knowledge having almost
ceased soon after quali®cation.
As noted, we have moved from an attitude to learning in
which we focus on developing theoretical content to one
that emphasises action and process. Eraut identi®es the
penalty of this attitude and reminds us that the penalty
here is that professional ®elds, including design, cannot be
adequately supported by this approach. Designers must
develop their knowledge base as they work, otherwise
their design becomes dangerously founded on outmoded
assumptions as technology, regulations and society continue
to develop. Duffy has observed that membership of a design
T. Kvan, L. Candy / Knowledge-Based Systems 13 (2000) 429±438430
profession (in his instance, architecture) is nothing other
than the right to knowledge [9; p. 142] and that this knowl-
edge must be maintained and extended.
Additionally problematic when considering the teaching
of design is the apparently ineffable nature of strategic
knowledge. If designers are not going to be successful
until they have acquired adequate strategic meta-knowledge
to guide their work, how do they proceed through the learn-
ing process? Is this meta-knowledge able to be transmitted
or is it too tacit a knowledge, which needs to be acquired
through re¯ective education [10]? Is this acquisition better
done through deliberative processes [8; p. 149]?
2.2. Strategic knowledge and creative thinking
The strategies that are suggested for creative thinking, for
example, those identi®ed by Finke et al. [11], exhibit a high
degree of similarity to strategies of general problem solving
such as those identi®ed by Hayes [12]. These, according to
Hayes, can be taught and, better yet, generalised by the
students into higher-level problem solving strategies. The
acquisition of this strategic knowledge is, therefore, feasible
but, as Hayes also notes ªit is unlikely that the use of stra-
tegies can circumvent the need to spend large amounts of
time acquiring a knowledge base for such skillsº [12; p.
399]. Finke et al. [11; p. 186] refer to ªcreative expertiseº,
a knowledge base of cognitive skills related to the genera-
tion of potential solutions.
2.3. Types of knowledge work
The acquisition of strategic knowledge should be con-
sidered, therefore, in the context of the acquisition of a
base of domain knowledge as well as the strategic knowl-
edge itself. Indeed, as Finke et al. note, one important
component of strategic knowledge is the ability to use
signi®cant elements of domain knowledge outside their
normal context. They call these strategies divergent think-
ing, remote association and ®nding alternative uses [11; pp.
183±184].
SchoÈn has argued that rules derived from types act as
holding environments of design knowledge. These rules
allow the design to make solutions from the available
constraints, opportunities and requirements [13; p. 182].
Designers, says SchoÈn [13; p. 183], work with ªtypesº.
A type, in the sense we intend it, is neither a general
category, like `church', nor does it consist only in a
particular instance, like `Richardson's Trinity
Church'. In our sense, types should be seen as par-
ticulars that function in a general way, or as general
categories that have a `fullness' of particulars.
Examples might be `New England Green', `Oxbridge
lawns'¼
Rules then are derived from types and guide the process
of design. A designer learns the rules and applies them as
new situations arise. In educating designers, SchoÈn
suggests, we should be identifying ªwhat kinds of types
function in skilled designing, how they function, and how
they are built upº [13; p. 189]. We can interpret SchoÈn at
this point as suggesting that design education consists of
helping a student to identify, categorise and apply rules
derived from types. These component elements of knowl-
edge of designing sound very much like the accumulation of
strategic knowledge and also sound like the accumulation of
`chunks' [14]. As Ericsson et al. [15] and Ericsson and
Charness [16] have identi®ed, experts in different ®elds,
including music composition and painting, accumulate
their expertise in designing through repeated application,
practice and experimentation. We could interpret their ®nd-
ings to say that these efforts assist the designers in recog-
nising `types' and deriving new or unique `rules', which we
later associate with that designer's `style'.
3. From empirical evidence towards computer supportsystem design
In considering the implications of the above for the role
of computers in collaborative design, the guiding principles
should be based upon empirical evidence about design
practice and learning. This applies to evaluation of existing
computer systems as well as informing the design of new
ones. As an example, the role of premature closure and
®xation in inhibiting the development of ideas is well docu-
mented: e.g. Ref. [17]. There is a need to support the design
team's strategies for breaking out of ®xated ideas and turn-
ing constraints into opportunities for new solutions. This
involves enhancing the opportunities for deliberation and
supporting the holding of tentative ideas for longer periods
before a resolution is made.
Computer systems are designed with different objectives,
usually market driven feature overload. It appears to be a
cardinal rule to add as many channels of communication as
can be sustained by the hardware and network platform.
Thus, to text are added audio, video and gesture facilities
on the assumption that redundancy provides choice and,
therefore, support to the user. Too little effort has been
made to evaluate the bene®ts or otherwise of such features
to the generation and exploration of new ideas.
One of the authors has conducted experiments to identify
the nature of collaborative communication over computer
networks. The results, as reported in Refs. [5,18], have
shown that different forms of communication impact upon
the exploration of the problem space in a collaborative
design situation in respect of higher- and lower-level
considerations.
3.1. Background studies in design collaboration
In earlier studies [19], the effect of bandwidth limitations
on collaboration were explored and the consequent inter-
face implications discussed. Speci®cally, the authors
examined whether low- and high-level design concerns
T. Kvan, L. Candy / Knowledge-Based Systems 13 (2000) 429±438 431
are consistently present in design discussions regardless of
the nature of the interface. Additionally, they also evaluated
whether any such differences that might arise have an effect
on the quality of the completed architectural design.
The experiments consisted of fourth- and ®fth-year archi-
tectural students collaboratively solving a design problem
over network computers. The subjects sat in two adjoining
rooms, each equipped with Pentium computers. Both
computers were equipped with Microsoft's NetMeeting,
which supports collaborative work by providing a shared
electronic white board and a chat line. The computers
were connected through a local network; all the connections
passed through the wall so that, with the door in between the
rooms shut, subjects were cut off from any direct commu-
nication and had to collaborate through computer-supported
communication, consisting of NetMeeting supplemented by
either a chat window or a video link (Connectix Color
QuickCam) and an audio link created by a telephone and
a microphone/earpiece headset (Fig. 1). Transactions on the
computer screens were captured on to videotape using the
ªAverKey300º system [34]. Sessions were either video
taped or all the activities on the computer screens were
recorded throughout the whole experiment session for
later reference. Additionally, text and graphic results of
the sessions were saved to disk. NetMeeting logged chat-
line communication. All these data were used for later
analysis.
The problem was a site design question commonly used
to teach architecture students in lower years and, as such,
was readily solved collaboratively. The students had never
encountered the problem previously. The results of these
studies showed that the quality of the ®nal design solution
and the performance of the collaborating designers was
similar in both chat-line and video/audio enabled commu-
nications. Using a `Collaborative Process Model' (Fig. 2) in
which collaborative problem solving actions were classi®ed
as either meta-planning, negotiation and evaluation, they
found that the percentage of exchanges for each step was
similar under the two different communication conditions.
This suggests that the collaboration process would not be
affected by the bandwidth of the communication channels.
Participants simply adapt to the low-bandwidth condition by
reducing the amount of the exchanges proportionally in each
step.
The resulting protocols were recoded using a `Design
Process Model' to identify high- and low-level design
communication. High-level communication is de®ned as
strategically important design discussion, whereas low-
level communication was that which played no strategic
role in the decision making. Of note is that the studies
found that the ratio of high- versus low-level design
exchange is reversed for the chat-line and video-conferen-
cing conditions. They showed that participants maintained
the same amount of high-level design exchanges in the low-
bandwidth condition by cutting down the low-level design
exchanges as well as other design irrelevant exchanges.
T. Kvan, L. Candy / Knowledge-Based Systems 13 (2000) 429±438432
Fig. 1. Experimental set-up for subjects in A/V condition.
Participants who have limited available bandwidth focus on
the task. This interesting result suggests that a chat line may
better support collaborative design learning than higher-
bandwidth conditions. The results also suggest that partici-
pants adapt to the environmental constraints by adjusting the
ratios of different levels of communication without sacri-
®cing the quality of the product. These ®ndings here are
consistent with other studies beyond design collaboration
[20].
A second study was initiated to examine the effect of
speci®c knowledge domains on the ability to collaborate
under different communication bandwidths [18]. In this
study, eight educational psychologist students were paired
up with eight architecture graduate students to work on a
kindergarten playground design task collaboratively. Again,
they were randomly assigned to work in either a chat-line or
video-conferencing condition. A shared drawing board is
always available for communications and presentations of
the design solutions. The protocols collected were coded
and analysed according to the two models explained
above, that is, collaborative strategy and design content.
The results found are consistent with the earlier studies.
When coded with the `Collaborative Process Model', the
percentage of exchanges of each step is similar for both
chat-line and video/audio conditions. The amount is reduced
proportionally for the chat-line conditions. However, when
it is coded with the `Design Process Model', the ratio of
high- versus low-level design exchange is reversed for the
chat-line and the video-conferencing conditions. Further-
more, this pattern is consistent over the architectural and
the educational psychology students, suggesting that the
effect is mainly due to the bandwidth of the collaborative
environment, instead of the knowledge domain of the
subjects.
Additionally, the ®nal design solutions were evaluated by
two architects and two educational psychologists, respec-
tively. Using similar evaluative methods and criteria as in
the ®rst study, the architects found no signi®cant difference
between the two conditions. The educational psychologists
devised a set of evaluation criteria relevant to playground
design and applied these to the designs. There were again no
signi®cant differences between the designs produced in each
condition, except when using the criterion of `safety'. In this
dimension, participants in the chat-line condition were
found to produce better design solutions. This result
suggests that a chat line may allow for a better collaboration
than the audio/video conditions.
3.2. Initiating ideas: a richer design exploration
As noted above, results from the earlier studies suggest
that textual communications play an interesting role in the
solution of collaborative design problems. The fact that the
`reversal effect' exists in the chat-line condition led us to
seek an explanation for it. Also, the notable result found in
the playground study, showing the possible bene®ts of using
a chat line to solve the collaborative design problems, was
considered worthy of further examination.
A follow-up study was therefore initiated to explore the
particular properties of text communication in design [18].
In this study, the authors investigated the relative roles of
textual and diagrammatic representation in a collaborative
design task. Unlike the earlier studies, the two different
conditions established did not use video/audio connec-
tions. In one condition, the participants were asked to
T. Kvan, L. Candy / Knowledge-Based Systems 13 (2000) 429±438 433
Fig. 2. Collaborative process model.
communicate by chat line and allowed to draw on a white-
board as they sought to collaboratively resolve the design
problem. The product of this collaboration was a sketched
solution. In the second condition, the participants were
asked to explore the design and come to a proposal only
through the chat line, then write up a proposal in text form.
Those in the text-only condition were given an additional
5±10 min after the experiment to translate the text descrip-
tion into a diagram without modifying their ideas, allowing
con®rmation that a shared understanding had been arrived at
in text mode. This diagram could then be compared to the
®nal drawing with those in the other condition. By these
means, the authors sought to identify the effects of text
versus diagrams in the collaborative design task when the
bandwidth is limited to `chat-line' conditions.
In keeping with the earlier experiments, the subjects for
this study were ten students completing the fourth year of a
®ve-year professional architecture programme at the
University of Hong Kong. The design problem was the
site problem used in the ®rst experiments above. The proto-
cols were coded to identify when new ideas were introduced
into the communication. New ideas were de®ned to be: (1)
an idea not yet mentioned; or (2) a fundamental reinterpre-
tation of an idea in play. Table 2 shows the raw number of
initiations and total communications during the experi-
ments. From this encoding, it was found that chat-line par-
ticipants explored more ideas (the ratio of high-level
exchange initiated by subjects in the chat-line conditions
is larger than that of those in the audio condition in general)
than those using video/audio. Thus, the chat line appeared to
promote a richer exploration of the design problem space
than video/audio environments.
Although not enough participant pairs have been run to
allow statistical analysis, the trend is very clear. Subjects in
the text-only condition have richer design explorations than
those in the diagram conditions, with text-only descriptions
producing almost 16 new ideas per 100 utterances in text
compared with 6 new ideas for every 100 when a diagram is
allowed. The absolute numbers are even more stark Ð text-
only pairs explored up to ®ve times as many ideas as those
using diagrams. Thus, the protocols indicate that partici-
pants using diagrams to support their design exploration
may be ®xating on ideas, whereas those using text alone
work their way through a variety of concepts in the time
allowed. This suggests that a text environment may have
unique properties in encouraging design students in more
divergent thinking and to be less bounded by the diagram-
matic representations of ideas as they are being explored.
The results also suggest a possible explanation for the ®nd-
ing in earlier studies that a chat line provided better support
for collaborative design.
It should be acknowledged that this kind of study is
limited by the experimental framework. In interpreting the
results, it is necessary to ask more general questions about
contextual factors that would apply in any real design situa-
tion, whether computer-mediated or not. However, the
studies raise valuable questions about assumptions made
as to what is best in computer support for design. In par-
ticular, the issue regarding diagrammatic representations is
relevant to a case study carried out by the second author.
In a study of strategic knowledge in engineering design
management, a new design process model was developed
and tested in a complex vehicle engineering design project.
The reformulation of the design process was itself an
example of an expert engineer devising a new form of stra-
tegic knowledge. His aim was to apply project processes
that enabled the team to develop methods for setting targets
at the outset of the concept design process. The targets were
based upon subjective and objective measures acquired
from empirical test exercises that could be used to evaluate
a number of possible design solutions. These targets
provided a set of criteria against which the ideas that were
generated could be tested. A crucial part of the change
process was to force a delay to the point when the team
moves into geometric layout design. By delaying the
move to layout design, the focus of the design team's atten-
tion remained ®rmly upon higher-level considerations and
the need to address multiple criteria. Only when the optimal
solution was found did the diagrammatic representation
begin [7].
In essence, these studies illustrate the importance of iden-
tifying the appropriate techniques for supporting the
concept generation (or solution ®nding) process, as distinct
from the solution generation. However, in devising learning
methods, it should be borne in mind that inexperienced
designers often prefer to be taught practical solutions rather
than high-level concepts. Nevertheless, a concern for situa-
tional awareness and the ability to devise context-based
strategies is often what is most required in practical situa-
tions [21]. In the learning support environments, domain
knowledge is needed to provide practical experience in solu-
tion ®nding in the early stages. It is only at an advanced
stage that strategies for higher-level concept formation are
more readily embraced.
3.3. Text and other modes of communicating in design
These ®ndings, that text supports design exploration, is
sympathetic to the emphasis on textual support of design
communication has been explored elsewhere [22,23].
Lawson and Loke [24], for example, note that commercially
available CAD systems do not support the full range of
design communication necessary, including text. Even
where drawings are used, the importance of words has
been noted, for example by SchoÈn [25; p. 80]:
But as Quist says these things, he also draws.¼His
words do not describe what is already there on the
paper but parallel the process by which he makes
what is there. Drawing and talking are parallel ways
of designing, and together make up what I will call the
language of designing.
T. Kvan, L. Candy / Knowledge-Based Systems 13 (2000) 429±438434
Text has many roles, as explored in Ref. [22]. It supports
exploration, aids communication, archives decisions and
serves both individual and collaborative designers. The
inter-relation between form and concept is often better-
supported by expression in multiple media. As any designer
knows, text is essential when conveying to a manufacturer
or contractor a design and its implementation. The means by
which each form of media accomplishes all these contri-
butions is not yet clear although it is now acknowledged
that the almost singular interest in graphics as a design
communication mode is not appropriate. Systems to support
a breadth of communication modes in design are being
investigated by a number of researchers (e.g. Refs.
[2,22,24,31]).
Other research has looked into the role of non-verbal
communication in design. Whittaker and O'Conaill [26]
have identi®ed four communicative acts supported by
vision, which are gaze, facial expression, gestures and
posture. The contribution of gestures, for example, has
been explored in depth by Tang [27]. Whittaker and
O'Conaill note, however, that there is little impact of this
visual information on cognitive problem solving even when
using high-quality connections or face-to-face (p. 37)
although A/V supports the transmission of social cues and
effective information, thus changing the outcomes of tasks
requiring emotional or effective factors such as negotiating,
bargaining and con¯ict resolution.
It is not clear what role these other communication tech-
niques have on learning about design, even though it has
been postulated that they have some effect on the design
process [27]. The experimental ®ndings on the role of text
and communication reported above [5,18,19] have,
however, been taken into design studio teaching. The ®rst
author has implemented an architectural design studio
exercise using a bulletin board to supplement (not substitute
for) traditional face-to-face design teaching in a second-year
undergraduate architectural design curriculum (Fig. 3).
Students have been observed by researchers and interviewed
at the end of their design exercise to identify the effect of
this supporting technology on learning. In addition to meet-
ing students twice a week for individual or group dis-
cussions or work reviews, the teacher interacted with
students through a bulletin board accessed by web browser.
This board allowed text and graphics to be posted. Students
each had their own web conference as well as there being
class-wide conference entries. Students decided to allow
access to all conferences, including their own, so each
student was able to follow discussions in any other student's
work. Data from students in this group have been compared
to data gathered from studios taught solely by the face-to-
face methods. Although the ®ndings are still tentative and
will need to be examined further before being formally
reported, initial ®ndings indicate that students in the
bulletin-board-supported group have gained a far deeper
T. Kvan, L. Candy / Knowledge-Based Systems 13 (2000) 429±438 435
Fig. 3. A bulletin board web page.
understanding of the implications of their design choices.
Students with web support have reported that they under-
stand the process of design more clearly; that they under-
stand the issues that need to be considered. When we look at
the data on time spent, students with the web board spent
more time discussing issues encountered from broader
perspectives. Expressing their ideas in text forced the
students to articulate particular concerns more explicitly
than inferring them in drawings. Because they were able
to read messages created by other students but related to
their own problems, they were challenged to extract knowl-
edge from one situation to another.
Using the distinction drawn between strategic and tactical
design knowledge at the beginning of this paper, this data
seems to suggest that strategic knowledge about design,
transferable from one problem to the next, is better-
supported by this text-based system. It was observed that
students without web-supported text communication
concentrated more on their own immediate design
problems, the tactical issues.
4. Delivering computer environments for collaborativedesign
The studies described in the previous section illustrate a
range of valuable insights into the nature of designing with
current computer environments for supporting collaborative
design. A number of questions arise about the role of exist-
ing computer environments in collaborative design and the
possible limitations that are imposed on designer effective-
ness by the emphasis on graphical visualisation systems and
achieving multiple, synchronous modes of interaction. The
results of these studies can be seen as a critique of current
approaches and constitute a growing body of knowledge in
the area of how to provide support for a range of design
activities and designer cognitive styles. This includes
support for collaborative team design as well as maintaining
appropriate features for individual working. In addition, the
level of expertise of the designer and the types of knowledge
being applied and needed are important considerations. The
distinction between the requirements of a support environ-
ment for a learner and an expert has yet to be fully under-
stood. More empirical research into the characteristics of
these differing and overlapping forms of design is needed
in order to enrich our general understanding of design
processes and to inform design education about appropriate
methods. However, if this research is also to in¯uence the tools
and applications available to the design community, there is a
need to provide methods for applying the results in a way
that matches the cognitive characteristics of designers.
In research by the second author, a number of empirical
studies of creative design practice were carried out with
experts who had generated new knowledge or innovative
products. From the results, criteria for designing computer
support systems were identi®ed. The evaluation of the
system is carried out in relation to the different levels of
criteria and their relationship to the particular aspect of the
creative cognitive processes to which they apply. This
approach to cognitive modelling of creative knowledge
work and to interactive systems design support is described
more fully by Candy [28].
The criteria for evaluating a computer system may be
applied to three levels of system design: interaction con-
®guration, interaction style and interaction quality. The
interaction con®guration includes any system modules,
applications and (peripheral) devices that are accessed
through the user interface: these include drawing systems,
statistical packages and databases, knowledge-based
modules, communication and collaboration applications
such as video-conferencing, voice mail, e-mail and internet
browsers. Interaction styles include any form of available
technique and combinations thereof including direct manip-
ulation, menu driven, command line, form ®lling and
natural language. Interaction quality may be assessed by
de®ning and applying performance criteria to the interaction
con®guration and choice of interaction style.
The interaction design scope includes all those com-
ponents and modules of the computer system that the user
is intended to interact with even where it is not necessary to
construct each one from scratch. The integration of different
applications and models is often necessary and where the
applications are not in themselves integrated, the user inter-
face design is expected to take account of inter-application
interactions.
In relation to the support of knowledge work in collabo-
rative design, criteria for interaction con®guration were
identi®ed as:
² generate and re®ne solutions in personal work space;
² have access to shared spaces for collaborative work;
² develop solutions in private space and transfer to shared
space as required.
The criteria for private and shared work space were applied
to interaction con®guration functions in a demonstrator
computer support system described by Edmonds [29] and
Parks and Edmonds [30]. Similar arrangements of shared
and private space have also been developed in the design
domain to support collaborative architectural design (see,
for example, Woo et al. [31]).
A computer-based meeting scenario was designed and the
demonstrator implemented using web-based tools. The
system consists of three modules: the conference manage-
ment zone (including head and shoulders, video and sound),
a shared whiteboard area and a private work space. The
private space consists of a web browser, which can display
any HTML page and might, for example, be used to look at
a parts catalogue. In this particular case, the important pages
are ones that communicate with the knowledge base. For
simple interactions, where tables, etc. are normally used,
form interfaces to the knowledge are used.
T. Kvan, L. Candy / Knowledge-Based Systems 13 (2000) 429±438436
In this example, support for collaboration between
colleagues who are working at different locations enables
users to participate in a shared environment and work inde-
pendently at the same time. This enables users to have an
awareness of the shared artefact and to explore a particular
issue in a private space. Whilst anecdotal evidence suggests
that the system has suf®cient capability to support certain
areas of design knowledge work, further work is planned to
investigate its implications for distributed collaborative
working methods and the quality of interaction for
designers.
In other research by the authors, the use of internet tools
as a medium for collaborative activities across different time
zones has been investigated [32,33]. The experiments were
conducted using a prototype system including voice-, text-
and graphics-based communication tools that were brought
together with a common interface according to the require-
ments of a particular user group. In Wojtowicz et al. [32] the
task was shared design; in Shah et al. [33], the task involved
a collaborative exercise in preparing a research paper. Both
results have showed that, whilst collaborative working over
the internet using existing tools is possible, there remain a
number of outstanding problems with the fundamental
capability of the technology that need to be addressed before
realistic scenarios can be put in place. In particular, the
bandwidth and traf®c performance issues, time delays and
inconsistencies between the equipment at different sites are
major hurdles when operating in combination to the smooth
operation required to support complex tasks between
collaborating people in real-world environments. However,
as suggested by Vera et al. [5], the solution to the bandwidth
aspect is not necessarily to increase bandwidth but to ®nd
ways to exploit the situation to bene®cial ends.
5. Conclusions
This paper has identi®ed the centrality of strategic knowl-
edge to collaboration in design activities. A characterisation
of strategic knowledge is proposed and a distinction
between strategies and tactics in professional work made.
The founding ideas are based upon empirical studies of
design in practice and education. Stemming from the experi-
mental evidence reported in earlier work and referred to
here, one of the authors (Kvan) has restructured a design
studio class to create opportunities for the deliberative
learning proposed by Eraut [7] and to explore the effective-
ness of text as a medium of strategy learning. As we have
noted in Section 3.3, ®ndings suggest that the textual
expression of early design ideas encourages exploration of
underlying issues. Application of this idea in teaching has
illustrated that students do examine the strategic design
concerns and strategies more in textual communication.
Indeed, while the research stems from considering
collaborative design activities, its implications suggest
that the techniques of employing computer support for
textual communication in design can be used to the bene®t
of individual students learning in the context of traditional
design teaching, not only collaborative settings.
This empirical evidence suggests that additional experi-
mental work can further focus on the acquisition of strategic
knowledge in collaborative design. The second author
(Candy) is developing the criteria-based approach to
designing and evaluating the communication system
described in the paper in order to study the impact on
distributed collaborative working methods and the quality
of interaction for engineering designers. Initial results
indicate that computer tools to support the acquisition of
strategic design knowledge will need to be different from
the interfaces in computer-aided design or computer-based
communication systems available today.
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