Concept Maps About Design

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Concept Maps About Design Information Design Theory and Critical Thinking

Muhe Yang

NEU Spring 2016

Contents 1

Introduction

2

What is design

4

Linguistics and Language — Saussure

6

The Theory of Signs — Peirce

8

Communication System — Shannon

10

Design Ethics — Buchanan

12

Institutional Ecology — Star & Griesemer

14

The Theory of Affordances — Gibson

16

Conceptual Model — Johnson & Henderson

18

Design Process — Alexander

20

SECI Model + Bridge Model — Evenson & Dubberly

22

The Science of Design — Simon

24

Systems Analysis — Rittel

26

The Design Process — Schon

28

Design as Reflective Conversation — Schon

Introduction Concept map is a way to show the relationships between different concepts, and also a way to communicate ideas with others.

This book is composed of fourteen concept maps created by myself through readings related to design.

Concept map, first of all, can visualize our own ideas in an organized way, and thus is a convenient and practical tool of assisting learning. While creating a concept map, we are actually testing ourselves to what extent we truly understand something, since a good concept map can only be created when we have a rather deep understanding towards the subject.

This is one of the projects for Information Design Theory and Critical Thinking (ARTG 6110), spring 2016, Northeastern University.

Besides, concept maps make conversation much clearer without the participants having to explaining anything unnecessary, because everything is already written on the map.

1

What is design? Everyone has his or her own idea of what design is depending on the person’s background and experience. The diagram on the right side is what I think of design. Design includes two aspects, theory and practice, with the theory guiding the practice and the practice reinforcing the theory. And the purpose of design is to fulfill users’ practical and/or ethical needs.

2

DESIGN has

guides

Theory

Practice (Process)

reinforces

undertaken by

Designers

includes

has two aspects

redesign

follows

Form can be

2D

decided by

type, color, format, etc.

e.g. graphical design

Function

decides can be

can be

3D

practical

decided by

e.g.

undertaking research can be

aesthetical

meets

usersʼ needs

by research methods include

meets

by analyzing methods include

building models

making product

tested by

Users

by

sketching and

include

product design

material, structure, appearance, etc.

into

developing solutions

give feedbacks

practical needs

aesthetical needs

decided by

observation, interview, questionaire, ethnographic research

analyzing, comparing, brainstorm

program

evaluate and refine

biuld

prototype

Users

3

Saussure

Linguistics and Language “Language is a system of signs that express ideas, and is therefore comparable to a system of writing.” “Linguistics is only a part of the general science of semiology; the laws discovered by semiology will be applicable to linguistics, and the latter will circumscribe a well-defined area within the mass of anthropological facts.” “The language problem is mainly semiological.”

4

Reference: Saussure, Ferdinand de, Wade Baskin, and Perry Meisel. 2011. Course in General Linguistics. Columbia University Press.

coexisting terms

bind Synchronic Linguistics (static linguistics)

can be

substituted for each other

Diachronic Linguistics (evolutionary linguistics)

form

system

successive terms

bind

without forming

divided into

system

Linguistics focus on

governed by

Language is

parole (speaking)

in contrast to

is individual act because executed individually

langue is

social product of faculty of speech

located in

speaking-circuit

of signs

values

conventions

unite

involve

adopted by social body

system

idea

fixed in becomes the sign of

Semiology

change in time

is

of

has

continuity in time

through

sound

bond arbitrary lead to linguistic system

concept

associated

is signified

psychological process: can be sound-image visual image transmitted into has is in contrast to signifier visual signifier is

bond

arbitrary

linear because dimension of time (only)

can offer simultaneous groupings in several dimensions

concept

associated

sound-image

physiological process: impulse

transmit

sound

physical process: ear

to

ear

5

Peirce

The Theory of Signs “A Sign is a Representamen with a mental Interpretant.” “The Objects—for a Sign may have any number of them—may each be a single known existing thing or thing believed formerly to have existed or expected to exist, or a collection of such things, or a known quality or relation or fact, which single Object may be a collection, or whole of parts, or it may have some other mode of being.” “A sign is either an icon, an index, or a symbol.”

6

Reference: Peirce, Charles S., and Justus Buchler. 1940. Philosophical Writings of Peirce. Courier Corporation.

Three Trichotomies of Signs

Representation (Representamen)

according to sign itself creates

Sign

Idea (Interpretant)

Object

collection

titu te s co ns

actual existent

Legisign

law

relation with object

s ble m se

Icon

can determine

physically connected with

denoted by

virtue of being affected by Object

Symbol

virtue of law

constitutes

Rheme

Index

can be

pronoun prepoosition

virtue of characters

Index

for Interpretant Representamen (sign)

quality

Sinsign

Icon

re

is

Symbol

can be

whole of parts Representamen

is

Qualisign

represents

has

qualitative possibility

Dicant Sign

actual existance

Argument

law

7

Shannon

Communication System “Information is a measure of one’s freedom of choice when one selects a message.” “That information be measured by entropy is, after all, natural when we remember that information, in communication theory, is associated with the amount of freedom of choice we have in constructing messages.” “In these statistical terms the two words information and uncertainty find themselves to be partners.”

8

Reference: Shannon, Claude E., and Warren Weaver. 1980. The Mathematical Theory of Communication. University of Illinois Press.

Communication System

Noise Source (Engineering Noise)

Semantic Noise influences Information Source

Message

influences

Transmitter

choose from

to

a set of possible messages determined by statistical nature

has

Signal

Communication Channel

encode (Coding Process)

Received Signal

Receiver (inverse tranmitter)

limits

to

signal entropy

decode

Message

Destination

to form related to

(the actual) message

Information expressed as

is

a measure of feedom of choice

lead to

uncertainty

measured by

entropy

H = - pilogpi (H: information; p: probabilities of choice)

9

Buchanan

Design Ethics “Design ethics concerns moral behavior and responsible choices in the practice of design. It guides how designers work with clients, colleagues, and the end users of products, how they conduct the design process, how they determine the features of products, and how they assess the ethical significance or moral worth of the products that result from the activity of designing. Ethical considerations have always played a role in design thinking, but the development of scientific knowledge and technology has deepened awareness of the ethical dimensions of design.”

10

Reference: Buchanan, Richard. 2005. “Design Ethics.” Encyclopedia of Science, Technology, and Ethics. Macmillan Reference USA.

Designers

e

guid Design Ethics

incorporate

deepen contribute through products

Development of Science & Technology

broaden

understanding of what product is

have

Design Definition

arise from

concept of system, new materials and machines, digital technology

Four Ethical Dimensions

human power to design

Character and Personal Value

conceiving, planning and bringing products to reality

Integrity of Performance

because

come from

designersʼ personal preference

personal morality

lated

professional codes of ethics

formu

by

conce

rn

professional societies

technical practice, education, business matters, etc. for

Structral Integrity of Form form

nature of products created through design

by

Product Integrity

has

three elements

include

Usability of Form Aesthetics of Form

materials

support

for for inf

lue

structural integrity

nc

ed

by

safety and reliability entire lifecycle of products making products desirable to possess and use economic necessity local community values

service nature of design

Ethical Standards and the Ultimate Purpose of Design

come

same

from

personal morality, professional organizations, etc.

as

ethical problems of citizenship

related to appopriate technology

11

Star & Griesemer

Institutional Ecology “An advantage of the ecological analysis is that it does not presuppose an epistemological primacy for any one viewpoint; the viewpoint of the amateurs is not inherently better or worse than that of the professionals.” “The creation and management of boundary objects is a key process in developing and maintaining coherence across interesting social worlds.”

12

Reference: Star, Susan Leigh, and James R. Griesemer. 1989. “Institutional Ecology, `Translations’ and Boundary Objects: Amateurs and Professionals in Berkeley’s Museum of Vertebrate Zoology, 1907-39.” Social Studies of Science 19 (3): 387–420.

discipline information

to

Science

standardization of methods

heterogeneous

is requiresr

different social worlds

need

lead to

cooperation (intersectional work)

in the case of

Alexander

wanted

wante

d

acted

as

preservation for science and posterity

Collectors (amateurs)

wante

d

need

to

wante

d

acted

as

cooperate

Trappers

d

wante

University Administration

acted

as

adapt to local needs and maintain a common identity

act a

s

sources of information and other sorts of help

problems of heterogeneity deal with have advantage of modularity e.g.

s

es a

serv

Ideal Type

Coincident Boundaries

Standardized Forms

library, museum

a means of communicating and cooperating symbolically

has advantage of adaptability results in deletion of local contingencies e.g. diagram, atlas ge of

dvanta

funding and prestige

accommodation

ordered “piles” of objects

are

Repositories

autonomy and communication anchors and bridges

four types:

ensure data in reliable quality money

“lingua franca”

maximize

primary patron

legitimacy for conservation efforts

common ground

can

commitment to conservation and educational philanthropy

mobilize cooperate

by

have

Museum of Vertebrate Zoology:

mobilize and convince

translation

boundary objects

different viewpoints

Grinnell (professional biologists)

equires

allow

act as

have a

result in e.g.

resolution of different goals work being conducted autonomously the state of California

common communication s act a ge of deleting local uncertainties have advanta

result in e.g.

standardized indexes a form for collecting information

13

Gibson

The Theory of Affordances “The affordances of the environment are what it offers the animal, what it provide or furnishes, either for good or ill.” “The different substances of the environment have different affordances for nutrition and for manufacture. The different objects of the environment have different affordances for manipulation.” “An affordance points both ways, to the environment and to the observer.”

14

Reference: Gibson, James Jerome. 1986. The Ecological Approach to Visual Perception. New Jersey: Lawrence Erlbaum Associates, Inc.

to

ei

ts

rc

po

in

at

pe

s

injury

can be

ok

benefit

lo

ve

s

Observer

Affordance

points to

can be air

Environment

constrains

what animal can do

reflected by

have afford

medium

is where

animals live

separate behavior

surfaces separate

manufacture

substances

manipulation

objects

afford

support

shelter and concealment

other persons and animals

places and hiding places

equilibrium

permits

prerequisite to

other behaviors

posture have

biochemical offerings

attached objects

include

detached objects

mutual and reciprocal affordance

niche

h

ct wit

intera

have

afford

must be

comparable in size to animal

observer

affordance

cal to recipro

each other

based

pickup of information

on

d to

concealment

relate

afforde

d by

in

touch, sound, odor, taste, ambient light

the law of the ambient optic array enclosure

15

Johnson & Henderson

Conceptual Model “A good Conceptual Model (CM) should be at the core of the design of every artifact that people use to help them get their work done.” “A key part of interaction design is creating a conceptual model of an application. The purpose of conceptual design — of creating a conceptual model — is to get the concepts and their relationships right, to enable the desired task-flow. In other words, start by designing how the user would ideally think about the application and its use in supporting tasks.”

16

Reference: Johnson, Jeff, and Austin Henderson. 2011. Conceptual Models: Core to Good Design. Morgan & Claypool Publishers.

Designers

Activity associated with

form together as

Task Domain

driven by

Users Plan

includes

realized by

Tools

User Interface

simple & task-focused

High-level functionality

include

user profiles task analysis conceptual objects

Function delivered by

of

Major concepts and vocabulary

through

Mental Model includes

should be

structure (components):

carried out by

form

Conceptual Model has

Tasks

structure of application; idealized view of how the app works; mechanism of the app

is

through implementation

Objects/operations analysis Application

includes is

attributes of objects operations on objects relationships between objects declaration of concepts

Conceptual design issues

Mapping from task-domain

i.e.

describes

known problems

task-to-tool mapping

17

Alexander

Design Process “We wish to design clearly conceived forms which are well adapted to some given context. ” “It is therefore not possible to replace the action of a trained designer by mechanically computed decisions. Yet at the same time the individual designer’s inventive capacity is too limited for him to solve design problems successfully entirely by himself. If theory cannot be expected to invent form, how is it likely to be useful to a designer? Let us begin by stating rather more explicitly just what part the designer does play in the process of design.”

18

Reference: Alexander, Christopher. 1964. Notes on the Synthesis of Form. Harvard University Press.

Design Process:

set theory pictures

Context Actual World (unselfconscious situation)

C1

Form two-directional interaction changing misfits

F1

Design Problem a task of avoiding misfits (M)

defined as by

tree

decomposition

C2 (designerʼs) learned and invented

conceptual interaction probing for issues and development of forms

F2 (designerʼs) ideas, diagrams and drawings

is

links (L)

can be

positive

if

subproblem of M

subset

could become program

Mental Picture (selfconscious situation)

defines has

independent

can be

so that can be

solved independently

especially proper to the problem

indicates concurrence

negative indicates conflict

represented as

Linear Graph: G (M, L)

Formal Picture of Mental Picture

C3

Mathematical Picture: “sets”

(the interaction is) intuitive; remote; under control

F3

orderly complex of diagrams

serves as

a picture of a designerʼs view of some specific problem

19

Evenson & Dubberly

SECI Model + Bridge Model “Designers often speak of design as a process. Typically, design thinking leads to design making, which leads to artifacts. Yet the design process also leads to something more—to new knowledge. Thus we might characterize designing as a form of learning. Curiously, the converse is also true. We might characterize learning as a form of designing.” “The bridge model illustrates one way of thinking about the path from analysis to synthesis—the way in which the use of models to frame research results acts as a basis for framing possible futures.”

20

Reference: Evenson, Shelley and Dubberly, Hugh. “Design as learning—or “knowledge creation”— the SECI model”, ACM — Interactions — Volume XVIII — January + February 2011 — On Modeling Forum. Dubberly, Hugh and Evenson, Shelley and Robinson, Rick. “The Analysis-Synthesis Bridge Model”, ACM — Interactions — Volume XV.2 — March + April 2008 — On Modeling Forum.

isomorphic

shown as

describes

Now

shown as a specific instance of

suggest

Step 3

Step 2

Step 1S

tep 4

Socialization Converting new tacit knowledge through experience

Internalization Acquiring new tacit knowledge by individuals

Explicit

Step 3

Model of what “could be” Modeling a better situation

Model of what “is” Modeling the current situation

Step 1S

tep 4

What “could be”

What “is”

Instantiating a model

Observing the current situation

Tacit Analysis (Researching)

iterate

Abstraction (Interpret) manifest as

Collecting and systemizing explicit knowledge

Articulating tacit knowledge into explicit knowledge

Bridge Model

Future

Combination

Externalization

Tacit

SECI Model

Explicit

Step 2

Designing

a form of

(knowledge creation)

distilled to

iterative nature

a part of

Learning

has

Concrete World (Describe)

Synthesis (Prototyping)

21

Simon

The Science of Design “It is characteristic of the search for alternatives that the solution, the complete action that constitutes the final design, is built from a sequence of component actions.” “All kinds of information gathered in the course of search may be of value in selecting the next step in search. We need not limit ourselves to valuations of partial search paths.” “Solving a problem simply means representing it so as to make the solution transparent.”

22

Reference: Simon, Herbert A. 1996. The Sciences of the Artificial. Cambridge, Massachusetts: MIT Press.

Design Problem Inner environment adapt to

represented by

Design Process of

Evaluation

represented by environmental parameters

finding a satisfactory design (rather than an optimum design)

Search for alternatives

command variables (alternatives of action) Outer environment

Design Goal

through Generator-Test Cycle

affect

style

generation of alternatives generators define decomposition of the design problem refine

test

compare with

testing alternatives guarantee important indirect consequences will be noticed

Representation by making the solution transparent

23

Rittel

Systems Analysis “The term ‘systems analysis’ means attacking problems of planning in a rational, straightforward, systematic way, characterized by a number of attitudes which a systems analyst and designer should have.” “Most research about creativity and problemsolving behavior is about ‘tame’ problems, because they are so easy to be manipulated and controlled. Unfortunately, little is known about the treatment of ‘wicked’ problems or of people dealing with them, because ‘wicked’ problems cannot be simulated in a laboratory setting.”

24

Reference: Rittel, Horst W. J. 1972. On the Planning Crisis: Systems Analysis of the “First and Second Generations.” Institute of Urban and Regional Development. Rittel, Horst W. J., and Melvin M. Webber. 1973. Dilemmas in a General Theory of Planning. Institute of Urban & Regional Development, University of California.

tame problems (TPs)

suit

which are

1. Understand the problem 2. Gather information 3. Analyse the information 4. Generation solutions 5. Assess the solutions 6. Implement 7. Test 8. Modify

easy to be manipulated and controlled planning problems

can be

wicked problems (WPs) which cannot be simulated in a laboratory setting

The First Generation Systems Approach

suit

The Second Generation of Systems Approach 1. 2. 3. 4.

Not concentrated in any single head Maximized involvement of people Transparency of the planning process Objectification: making the basis of oneʼs judgement explicit and communication it to others 5. No scientific planning; dealing politically 6. Planner as a mid-wife of problems 7. Planner makes careful, seasoned respectlessness 8. Moderate optimism of planner 9. Use conspiracy model of planning 10. Planning is an argumentative process

by terized charac related with has

a certain mode of procedure Operation Research shortcomings

paradoxes of rationality

because

wicked nature of problems

complementary

Intuitive

i.e.

because of

off-hand structure of judgements

can be

deliberated overall (final) partial

substitute for

integrate into

25

Schon

The Design Process “Actual design proposals are generated and selected through processes of learning that involve appreciations of figural complexity. When they are enacted, they change design structures in ways that set new conditions for the judgment of fit or misfit.” “It is the metaphor plus the dialogue of its translation that yields design structure.” “A good design process gives direction to inquiry while at the same time it leaves design structure open to transformation.”

26

Reference: Schon, Donald A, “The Design Process,” Howard, V. A., and Harvard University Philosophy of Education Research Center. 1990. Varieties of Thinking: Essays from Harvard’s Philosophy of Education Research Center. New York: Routledge.

Design as Reflective Conversation designers re-frame and learn

design process

begins with

one way of framing the problem

as

derived from

frame experiment

generative metaphor

lead to

inventing and implementing solutions

by aled reve selected by eva luat ed o n

where there are

conflicts within appreciative system

lead to

conversation

storytelling semantic and sociology of ideas the basis of appreciative systems

Design as Rational Decision

design process includes as problem-solving process

generation

by

random combination systematic search

lead to

dilemma

selection is

limited

because of

lack of the dialectical transformation of structures

27

Schon

Design as Reflective Conversation “You should begin with a discipline, even if it is arbitrary. The principle is that you work simultaneously from the unit and from the total and then go in cycle.” “Each move is a local experiment which contributes to the global experiment of reframing the problem.” “Designer must oscillate between the unit and the total, and oscillate between involvement and detachment.”

28

Reference: Schon, Donald A. 2008. The Reflective Practitioner: How Professionals Think in Action. Basic Books.

Three dimensions of the process: 1. Design domains moves

2. Implications

made by language of designing earlier moves

describes consequences and implications of moves might use has

lead to

metaphors

present moves

multiple reference

lead to

which has

further moves

priorities

moves of which

3. Shifts in stance

set up

designer oscillates between implications

for have

unitt

otal

involvement

detachment

consequences

for lead to yield

by which designer evaluates

create

appreciation (of new problems) system of implications within which

new phenomena

evaluate

(designer) reflects-in-action

each move is local experiment

contribute to

global experiment which is reflective conversation

29

Designing is learning.