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Preparing Students for the Growing Context of Design Practice
Jonathan Cook | University of Washington | [email protected]
Jonathan Cook is graduate student in interaction design at the University of Washington.
Before returning to school he worked for Microsoft and CrashShop Design as a visual and
interaction designer on a range of different media. His academic interests involve designing
for complex problems in the domains of government and medicine. He recently presented a
civic media project with a group of his peers at the 2013 Microsoft Student Design Expo.
Abstract
Applications of design and interactive technologies are broader than in past decades and
now include larger, more complex problems in society. To prepare students to approach
larger issues that encompass multiple areas of study, I argue that educators should teach
students methods to facilitate collaborative work and the application of knowledge from
other disciplines into studio practice. Richard Buchanan’s perspective on design’s lack of
specific subject matter provides a theoretical foundation for bringing outside knowledge
into design practice. Synthesis methods, familiar in the field of interaction design, can
help foster communication with other disciplines by forcing designers to externalize
connections between proposed solutions and the outside knowledge surrounding a
problem space. Analyzing how some design studios are currently using these methods
in collaborative work can provide valuable lessons to guide how design educators should
prepare students for this new complexity of design practice.
Keywords
Multidisciplinary Collaboration, Studio Practice, Design Process, Synthesis, Complexity,
Abduction
New Contexts of Practice
Designers today are increasingly involved in responding to far reaching, complex
problems in expert domains like healthcare, business, and government. Some argue that
traditional Bauhaus derived educational methods that center on designing visual artifacts,
are insufficient to prepare students for these larger contexts and the higher stakes that
often accompany them (Kolko 2011: 88–91). Design educators like Meredith Davis have
also written about how changes in the subject matter of design, from creating isolated
objects to designing systems of interaction and user experiences, necessitate a shift in
the focus of design education from “know how” to “know what” (Davis 2000: 28). New
technologies that allow people to interact with information over time, and in varied
contexts, have brought new possibilities and a new complexity to the practice of design.
Davis writes in her paper, “Designing Experiences, Not Objects”
“While the physical and cognitive interactions of people with information and objects at the
time of use remains important, how these interactions are nested within the larger array of
human experiences becomes central to design.” (Davis 2000: 2)
Because of this shift, Davis advises that design educators focus on “the full ensemble of
issues that define project contexts (cognitive, physical, social, cultural, technological and
economic).” In a later paper on the new challenges of design education, she asserts:
“How we get students beyond the issues of cultural motifs or symbols and to the humbling
work of understanding contexts, values, and behaviors other than their own is the challenge
of designing for a global community.” (Davis 2008: 34)
Some, like Donald Norman, have acknowledged this new complexity in design practice
by advocating that designers learn theories and methods from other disciplines like the
social sciences, business, and engineering (Norman 2010). As the subject matter of design
continues to grow beyond static artifacts, it’s increasingly clear that a broad range of
disciplines can be relevant to design practice. It’s unrealistic however, to argue that design
students should be expected to become competent in all of these possible approaches in
the course of an undergraduate degree. Additionally, advising that design students spend
less time applying ideas in the studio to learn techniques from other disciplines begs the
question of whether such approaches would diminish the advantages that designers brings
to creatively approach problem solving in the first place.
Instead of advising that designers learn approaches from other disciplines, students
should be taught methods to explicitly incorporate outside research and knowledge
into studio practice in order to better facilitate multidisciplinary work. Design educator
Richard Buchanan’s perspective on the lack of specific subject matter in design provides
a theoretical foundation for approaching how outside knowledge can be brought into
design practice (Buchanan 1992: 5–21). By focusing on the indeterminacy, or lack of
specific subject matter in design, Buchanan emphasizes the importance of articulating
the connections between outside knowledge and application in a design process. Social
Scientist Donald Schön comes to a similar conclusion in The Design Studio, advising
that designers and architects learn to better reflect on and communicate the valuable
connections made in creative design processes to other disciplines. He writes in the book
about the difficulties of advising architects to better learn to integrate outside knowledge
and reflect on their practice:
“It seems worth asking whether it may be possible for architectural education to incorporate
new bodies of research-based theory and technique while retaining the traditions of the
studio at the heart of its curriculum.” (Schön 1998: 86)
Design educators today are also attempting to prepare students to respond to complex
problems that demand the application of a broad range of specialized knowledge.
Accomplishing this without compromising the unique creative approach that design can
bring to problem solving was a concern of Schön’s and is now something that educators
will have to grapple with as well. “Synthesis methods,” like those that interaction designer
and educator Jon Kolko have written about, provide one approach to teach students how
to transparently apply outside knowledge within the design process (Kolko 2010: 15-28).
These methods can help foster communication in multidisciplinary collaboration by
forcing designers to externalize their understanding of a problem space. Creating a visual
representation of this knowledge can provide a document of the logic behind a design
project that outside collaborators can critique and legitimize. Notable design studios
like IDEO and frog design are already using these types of methods to guide projects
that require research and multidisciplinary collaboration (Yale 2011). By advocating
that designers learn to collaborate and apply outside knowledge within studio practice,
educators will not compromise the unique approach that designers can offer complex
issues in society — the ability make new connections, reframe problems, and artistically
explore future possibilities by giving form to new ideas.
Reframing Design
While some educators have resisted changes to established design curricula, others have
gone as far as to advocate that designers adopt more positivist, scientific methods to
respond to the growing influence of design and technology in society. In “Why Design
Education Must Change” Donald Norman argues that design should become more
grounded in scientific methodologies:
“Design education has to move away from schools of art and architecture and move into
the schools of science and engineering… Today’s designers are poorly trained to meet today’s
demands: We need a new form of design education, one with more rigor, more science, and
more attention to the social and behavioral sciences, to modern technology, and to business.”
(Norman 2011)
Norman concludes the article by emphasizing that designers “must not lose the wonderful,
delightful components of design.” It seems relevant to ask whether a curriculum that
requires designers to learn methods from the social sciences, business, and engineering
would compromise the creative potential of design by reducing the amount of time
students have to develop ideas in studio practice. Along these lines, practicing design
directors Dan Saffer and Gadi Amit have written in separate articles on the frustration of
finding designers to hire with both the theory and the studio skills necessary to give form
to good ideas (Saffer 2007; Amit 2010). Further, one could argue that each of the relevant
fields Norman mentions require a specific knowledge base beyond what any design
student would have time to meaningfully develop in the course of an undergraduate
degree. How then can design students effectively incorporate outside knowledge into their
work and to approach complex problems in practice?
Richard Buchanan’s theory of design provides the basis for a different, perhaps more
effective, response to the growing complexity of design practice. In his essay “Wicked
Problems in Design Thinking” Buchanan builds on Horst Rittel’s famous definition of
“wicked” problems in “Dilemmas in a General Theory of Planning” and reiterates how
designers must first define a problem before they can be attempt to solve it (Buchanan
1992: 14-19). One key component of Rittel’s definition of a wicked problems is, that
because complex problems in society lack clear definition and can be approached
from many different perspectives, a designer must first interpret and frame a problem
before attempting a solution (Rittel 1973: 161). Buchanan argues this indeterminacy
exists because the practice of design lacks specific subject matter apart from that which
a designer creates for a problem. This distinguishes design from the sciences, which
Buchanan says “are concerned with understanding the principles, laws, rules, or structures
that are necessarily embodied in existing subject matters.” Jon Kolko summarizes the
implications of Buchanan’s perspective well:
“This implies that it [design] cannot be broken into specializations, and by definition, that
designers bring only a generalizable process and series of methods to problems that are
uniquely specialized within other disciplines entirely.” (Kolko 2011: 88)
Buchanan emphasizes how this distinction between design and science calls for a different
approach to problem solving that acknowledges how designers create and define unique
problem situations. They do this, Buchanan says, by arguing for connections between
“signs, things, actions, and thoughts” — what he defines as the abstract material of
design. In this way Buchanan emphasizes how certain arguments are implicit in the
ways designers connect outside knowledge and their assumptions about the world in
their work. This broad perspective of design as a problem defining approach that can
be brought to other disciplines, begins to answer the earlier question of how best to
collaborate and bring knowledge into the design studio to tackle complex problems.
Teaching designers to better articulate the arguments and connections implicit in their
work would help provide a bridge to communicate and collaborate with other experts in
analyzing possible solutions.
A range of academic disciplines may offer relevant knowledge that can be applied to
large design projects. As Rittel articulates, complex problems require a broad range of
knowledge beyond that of any one person. Also, because the subject matter of design is
inherently indeterminate and without a specific subject of application, designers may find
themselves working with a variety of different issues in their careers. Learning methods
to collaborate with other experts and incorporate knowledge from other disciplines then
becomes key to dealing with the indeterminate and varied subject matter of complex
problems. By focusing on the thinking and argument behind design solutions, only
Buchanan’s prescription offers the kind of higher level understanding that can guide
collaboration and the integration of outside knowledge into the design process. In
what ways, then, can designers be taught to integrate knowledge from other domains
and communicate the connections and arguments within their work in order to foster
better collaboration? Donald Schön explored this question in regards to architecture
in The Design Studio, expressing concern about the difficulties of encouraging design
practitioners to be more reflective in their work:
“They must try to make systematic descriptions of their practice and coaching, and the
knowledge and appreciations embedded in them, in spite of the factors that work against
systematic self-reflection…. And finally, they may find it extraordinarily difficult to give
explicit, accurate, and useful accounts of the understandings implicit in gradually learned
competences that have become intuitive.” (Schön 1998: 7)
“Synthesis methods” that provide a framework for designers to externalize a design
problem, provide one possible approach to guide how designers can be encouraged to
become the “reflective practitioners” Schön had argued for.
Communicating Design Insight
In “Abductive Thinking and Sensemaking” Jon Kolko argues for integrating and
formalizing what he calls “synthesis methods” into design processes (Kolko 2010: 88–91).
Though Kolko is not the first designer to use these approaches, he’s written on the value
these “externalizing” methods can bring to design processes. The three methods he
describes in detail are reframing, concept mapping, and insight combination. While many
designers are familiar with activities like concept mapping and will benefit from reading
more about Kolko’s specific examples, his theoretical explanation of synthesis methods
underline that it’s not any one activity that matters as much as the process of physically
reflecting during the design process to better understand a problem space. Though the
methods are intended to help designers learn to apply primary research within the design
process, it’s also important to note that they could be used to apply knowledge from, and
guide collaboration with, other disciplines as well. Creating a visualization of arguments
or connections between the “signs, things, actions, and thoughts” of a problem space
can then make the logic of a design solution more transparent to outsiders as well as the
designer, in order to better facilitate collaboration.
In “Abductive Thinking” Kolko first draws on cognitive psychologists Klein, Moon,
and Hoffman to define sensemaking as: “a motivated, continuous effort to understand
connections (which can be among people, places, and events) in order to anticipate their
trajectories and act effectively” (Kolko 2010: 18). Kolko here describes the synthesis
phase of a design process in which a designer defines and frames a problem. In this way,
synthesis methods could be seen as a concrete embodiment of Buchanan’s perspective of
design as fundamentally indeterminate and without specific subject matter. Abduction, as
described in the article, is the logic that a designer uses to make connections within the
synthesis phase. Kolko further defines it as “the argument to the best explanation,” or as
a creative inference based on experience and available knowledge (Kolko, 2010: 20). In
contrast to deductive and inductive logic, which deal with existing knowledge, abduction
attempts to explain phenomena based on new combinations of insights. Kolko references
philosopher Charles Sanders Pierce and cognitive scientist Phillip Johnson-Laird who
have both written on the relationship between abductive thinking, creativity, and problem
solving. He writes early in the article:
“These are the keys for relating research to design—synthesis methods are the ways in which
ethnographic insights lead to new, innovative, appropriate, or compelling ideas”
Kolko continues and emphasizes the physical nature of the methods:
“Once externalized, the ideas become “real”—they become something that can be discussed,
defined, embraced, or rejected by any number of people, and the ideas become part of a
larger process of synthesis. Essentially, sensemaking is an internal, personal process, while
synthesis can be a collaborative, external process.” (Kolko, 2010: 17-18)
Key to all of these methods, Kolko states, “are the acts of prioritizing, judging, and
forging connections.” (Kolko, 2010: 21) Externalizing the knowledge and assumptions
that make up a problem space into a visual form allows the designer, or group, to analyze
more information than what they could process at one time in their head. Information
in this visual form, once initiated, can be moved and modified to make connections and
establish a hierarchy of knowledge. The resulting map of information can then provoke
insights and act as an valuable document of the argument for a given understanding
of a problem space. It can also be adjusted based on input from multiple perspectives.
Documenting and formalizing this initially messy process can be done by reflecting
in writing or by refining the visualization into some other form. Requiring students to
tangibly reflect during this process would encourage them to articulate connections
between the background knowledge surrounding a design problem and their resulting
design. This would help to make their insights transparent and ease collaboration with
other disciplines on larger, more complex projects. Additionally, collaborating with others
during the activity could be a productive way to combine insights between disciplines
to synthesize new solutions. Project Masiluleke provides a few tangible examples of how
these types of activities can take form within a project.
Synthesis in Practice
Project Masiluleke (or Project M) is a collaborative project by frog design, design
incubator PopTech, and South African community health group iTeach that is responding
to the HIV epidemic in South Africa with the design of an at-home testing system that
people can request with a mobile phone text (Yale, 2011). The Yale School of Management
developed an online case study of the project that documents the process the three groups
went through before arriving at a viable and innovative solution. The video interviews
of the study provide valuable glimpses into how the collaboration played out, and the
role that frog design took to guide the process. While the study mentions the use of
externalizing, synthesis-like methods, Vice President and Creative Director Robert
Fabricant makes the case that the greatest value that frog brought to the collaboration
came from their ability to create prototype concepts to test based on their research. The
Project M case study highlights the value of synthesis activities in collaborative design
processes and the importance of moving forward to craft designs based on those insights.
Fabricant, in a video about the collaboration process with iTeach and PopTech, speaks
about the value frog brought to the project:
“In many ways probably the strongest thing Frog has provided has been a process for fitting
those pieces together and continuing to think about the overall system in which we’re trying
to, kind of, integrate a lot of different ideas and a lot of different concepts.” (Yale, 2011)
Earlier, in another video, Fabricant mentions how a contextual inquiry activity, similar
to the synthesis activities Kolko writes about, helped to confirm the collaborative group’s
decision to attempt the mobile phone initiated, self-testing idea. Principal Designer Ben
Fineman also describes the “journey maps” created by frog in order to “examine all of
the angles” of the complex project, and come “up with a solution that addresses as many
needs as possible.” (Yale, 2011) (Figures 1-3). The journey map of frog’s design concept
in Figure 3 shows a collaborative document that includes both the design proposals and
the feedback given by their South African partner, iTeach. This example clearly illustrates
how can creating visualizations of the knowledge and assumptions around a concept can
help designers communicate ideas and receive feedback while working to best respond
to complex problems. The three journey map images also show how frog progressively
formalized these documents to communicate contextual information throughout the
design process: from initial sketches (figure 2) to a co-edited electronic document (figure
3), and finally to more formal illustrations (figure 1).
Though it’s clear that frog made use of different types of synthesis methods in their design
process, Fabricant also emphasizes the limits of “thought exercises,” and the importance of
crafting solutions that reflect design thinking:
“Design thinking is mostly about design doing. You know, most of what we bring that shifts
the way people approach problems, whether it’s in a business or outside, is by doing different
things, not thinking different things. And by testing ideas by doing.”
The videos in the study highlight how frog helped to guide the design process between
the three groups, in part, through the use of synthesis methods used to align stakeholders
to the direction of the project. Fabricant’s comments also emphasize the importance of
creating and testing ideas and prototypes, based on synthesis insights, to materialize
conceptual thinking into tangible artifacts. Like design directors Saffer and Amit, it’s
clear that he thinks the greatest value designers can offer to complex problems is in the
application of ideas and knowledge onto the craft of new solutions. The success of Project
M in influencing over 150,000 to request HIV information, brings further evidence to
the argument that outside knowledge should be brought into the design studio in order
to tackle complex problems — instead of advising designers to approach these complex
issues with methods and approaches of other disciplines (frog design 2013).
Conclusion
In light of new complexities in the practice of architecture in the late nineties Donald
Schön advised practitioners to reflect and better communicate the value of their work:
“As the schools of architecture revise their own curricula in order to take account of the
changing nature of architectural practice… they will profit from a more reflective grasp of the
understandings and know-how embedded in their own traditions.” (Schön 1998: 8)
As educators respond to the growing complexity of design practice, they should similarly
be encouraging students to reflect during their work and equip them with methods to
bring outside knowledge from other disciplines into studio practice. Students should
learn to communicate the argument and perspective that Buchanan writes is inherent
in design practice — that connections between “signs, things, actions, and thoughts” are
materialized in the new ideas and conceptions created by designers. The collaborative
work done by frog on Project M is one example of this new, broader practice of design
that integrates larger contexts of human experience and outside, expert perspectives into
new innovations to serve people. Synthesis methods that force designers to externalize
and communicate their understanding of an problem, provide a tangible approach to
teach students how to better reflect and communicate the connections in their work.
Teaching these methods in studio practice will better prepare them to collaborate with
others when responding to complex problems in their careers. Donald Norman, as others
have also articulated, is accurate in connecting the challenges of today’s design problems
to a range of different disciplines like engineering, the social sciences, and business. This
new complexity of design practice, though, should be a call for designers to learn to better
collaborate with other disciplines, not attempt to redefine the practice of design to imitate
other, more scientific approaches. To do so would overlook and compromise the value
that designers can bring in responding to complex problems in the first place. Unlike the
sciences, designers are taught how to explore future possibilities by creating and giving
form to new ideas. Teaching students to better reflect and communicate the connections
inherent in their craft will help open up the practice of design to the outside knowledge
necessary to respond to significant problems in society today.
References
Amit, Gadi. (December 10, 2010). American design schools are a mess, and produce weak
graduates; http://www.fastcodesign.com/1662634/when-bad-design-education-
happens-to-good-students (Accessed August 31, 2013)
Buchanan, Richard. (April 01, 1992). Wicked Problems in Design Thinking. Design Issues,
8, 2, 5-21.
Davis, Meredith. (January 01, 2008). A Curriculum Statement :Designing Experiences,
Not Objects. LOOP November 2000 Number 1.
Davis, Meredith. (January 01, 2008). Old Models No Longer Suffice - Changes in culture
have led to changes in design; we explore the new models facing our creations and
their creators - Toto, I’ve Got a Feeling We’re Not in Kansas Anymore. Interactions, 15,
5, 28.
Frog Design. (2013). “Mobile Health: Project Masiluleke”.
http://www.frogdesign.com/work/project-m.html
Kolko, Jon. (January 01, 2010). Abductive Thinking and Sensemaking: The Drivers of
Design Synthesis. Design Issues, 26, 1.)
Kolko, Jon. (July 01, 2011). The conflicting rhetoric of design education. Interactions, 18,
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Norman, Don. (November 26, 2010). Why Design Education Must Change. Core 77 Blog.
http://www.core77.com/blog/columns/why_design_education_must_change_17993.
asp (Accessed August 31, 2013)
Rittel, Horst W. J. & Webber, M. M. (June 01, 1973). Dilemmas in a General Theory of
Planning. Policy Sciences, 4, 2.)
Saffer, Dan. (March 6, 2007). Design Schools: Please Start Teaching Design Again.
Adaptive Path Blog. http://www.adaptivepath.com/ideas/
design-schools-please-start-teaching-design-again (Accessed August 31, 2013)
Yale School of Management. Project Masiluleke: Texting and Testing to Fight HIV/AIDS
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(Accessed August 31, 2013)
Figure 1
Frog Senior Design Analyst Ben Fineman describing the “journey map” illustrations that
show how the Project M home testing kit would be used (Yale School of Management
2011).
Figure 2
Initial Project M journey map sketches (Yale School of Management 2011).
Figure 3
A formalized brainstorm of the Project M journey map with South African collaborator
iTeach’s feedback overlaid in yellow (Yale School of Management 2011).