designerly ways of research

79
peter purgathofer [email protected] @peterpur

Upload: peterpur

Post on 01-Nov-2014

570 views

Category:

Education


0 download

DESCRIPTION

talk given at the faculty of informatics PhD school, vienna university of technology, about my research background and methodology.

TRANSCRIPT

Page 1: Designerly ways of research

peter [email protected]

@peterpur

Page 2: Designerly ways of research

designerly ways of research

Page 3: Designerly ways of research

design?

Page 4: Designerly ways of research
Page 5: Designerly ways of research
Page 6: Designerly ways of research

designerly ways of research

Page 7: Designerly ways of research

sciences

humanities

arts

design?

Page 8: Designerly ways of research

...design is essentially prescriptive whereas science is predominantly descriptive. Designers do not aim to deal with questions of what is, how and why, but, rather, with what might be, could be and should be.

Bryan Lawson, 1980

Page 9: Designerly ways of research

»Software design is the process of translating a set of task requirements (functional specifications) into a structured description of a computer program that will perform the task.«

r. je!ries et al.

»The optimum solution to the sum of true needs of a particular set of circumstances.«

e. machett

Page 10: Designerly ways of research

1. In most cases the people who commission the building of a software system do not know exactly what they want and are unable to tell us all that they know.

2....Many of the details only become known to us as we progress in the implementation. (p.251)

Parnas & Clements, 1986

Page 11: Designerly ways of research

1. In most cases the people who commission the building of a software system do not know exactly what they want and are unable to tell us all that they know.

2....Many of the details only become known to us as we progress in the implementation. (p.251)

Parnas & Clements, 1986

Page 12: Designerly ways of research

Hence, ideally problem solving theory would be correct, but in reality, producing the problem is work that the designer must do.

Gedenryd, 1998

Page 13: Designerly ways of research

…that you cannot understand the problem without having a concept of the solution in mind; and that you cannot gather information meaningfully unless you have understood the problem but that you cannot understand the problem without information about it.

Horst Rittel, 1968Wenn also Software-Engineering von der Möglichkeit träumt, eine vollständige Definition des Problems an den Beginn des Prozesses zu stellen, dann steht es damit in direktem Widerspruch zur Theoire des Designs. Es braucht also niemand zu wundern, wenn man damit scheitern muss. Damit wird das Pflichtenheft zum potentiellen Stolperstein der Software-Entwicklung.

Page 14: Designerly ways of research

Evidence suggests that usability practice is more craft than engineering, but we sell it as an engineering practice.

Jared Spool

Page 15: Designerly ways of research

what informs design?

Page 16: Designerly ways of research

artefact

Page 17: Designerly ways of research

artefactrequirements

Page 18: Designerly ways of research

artefactrequirements

problem is »given«

Page 19: Designerly ways of research

It is clear from our analysis of the nature of design problems that the designer must inevitably expend considerable energy in identifying the problems. It is central to modern thinking about design that problems and solutions are seen as emerging together, rather than one following logically upon the other…. [B]oth problem and solution become clearer as the process goes on.

bryan lawson

Page 20: Designerly ways of research

artefactrequirements✘this is an illusion

Page 21: Designerly ways of research

artefact

Page 22: Designerly ways of research

artefactrequirements

technological constraints

aesthetics, style

hopes, projections

regulations, laws

Page 23: Designerly ways of research

artefactrequirements

technological constraints

ideals, ethics, morals regulations, laws

aesthetics, style

hopes, projections

Page 24: Designerly ways of research

Usability

Utility Likeability

Page 25: Designerly ways of research
Page 26: Designerly ways of research

42

designer

client

user

legislator

internal

external radical

practical

formal

symbolic

source

domain

function

Page 27: Designerly ways of research

what informs design?

Page 28: Designerly ways of research

› three generations of design models»thinking«»talking«»doing«

Page 29: Designerly ways of research

»thinking«

Page 30: Designerly ways of research

»thinking«

central assumption: design is a problem solving activity

»design methods movement«

problem definition resultanalysis synthesis

Page 31: Designerly ways of research
Page 32: Designerly ways of research
Page 33: Designerly ways of research
Page 34: Designerly ways of research

»thinking«

central assumption: design is a problem solving activity

»design methods movement«

problem definition resultanalysis synthesis

Page 35: Designerly ways of research

»thinking«

central assumption: design is a problem solving activitychristopher alexander: »notes on the synthesis of form«

problem definition resultanalysis synthesis

given deduction plan

Page 36: Designerly ways of research

»thinking«

central assumption: design is a problem solving activityjohn christopher jones: »design methods«

Page 37: Designerly ways of research

»thinking«

a little later: alexander and jones desertThere is so little in what is called ›design methods‹ that has anything useful to say about how to design buildings that I never even read the literature anymore [...] I would say forget it, forget the whole thing.

christopher alexander

If you wish for certainty you might as well leave this subject aloneBecause design is to do with uncertaintyAs far as I can seeBut a lot of people who do wish for certainty do dabble in itAnd I fear they are wrecking the subject

j. christopher jones

Page 38: Designerly ways of research

»thinking«

Page 39: Designerly ways of research

› three generations of design models»thinking«»talking«»doing«

Page 40: Designerly ways of research

»talking«

Page 41: Designerly ways of research

»talking« - horst rittel: »wicked problems«1 Wicked problems have no definitive formulation, but every formulation of a wicked problem corresponds to the

formulation of a solution. 2 Wicked problems have no stopping rules. 3 Solutions to wicked problems cannot be true or false, only good or bad. 4 In solving wicked problems there is no exhaustive list of admissible operations.5 For every wicked problem there is always more than one possible solution, with explanations depending on the

Weltanschauung of the designer 6 Every wicked problem is a symptom of another, ›higher level,‹ problem. 7 No formulation and solution of a wicked problem has a definitive test. 8 Solving a wicked problem is a ›one shot‹ operation, with no room for trial and error. 9 Every wicked problem is unique. 10 The wicked problem solver has no right to be wrong—they are fully responsible for their actions.

Page 42: Designerly ways of research

»talking« - horst rittel: »wicked problems«-› …that the design process is not considered to be a sequence of activities

that are pretty well defined and that are carried through one after the other like ›understand the problem, collect information, analyze information, synthesize, decide‹, and so on.

-› …that you cannot understand the problem without having a concept of the solution in mind; and that you cannot gather information meaningfully unless you have understood the problem but that you cannot understand the problem without information about it.

horst rittel

Page 43: Designerly ways of research

»talking« - horst rittel: »wicked problems«

IBIS - »issue-based information system«

a counterplay of raising issues and dealing with them, which in turn raises new issues and so on.

analysis and synthesis are not seperate activities, but must be seen as together: »analysis thru synthesis«

Page 44: Designerly ways of research

»talking«

Page 45: Designerly ways of research

› three generations of design models»thinking«»talking«»doing«

Page 46: Designerly ways of research

»doing«

Page 47: Designerly ways of research

»doing« – based on theory of »interactive cognition«

Page 48: Designerly ways of research

»doing« – based on theory of »interactive cognition«

Page 49: Designerly ways of research

»doing« – based on theory of »interactive cognition«

core concepts: »problem setting« »doing for the sake of knowing« »inquiring materials«

–› »design instruments«

Page 50: Designerly ways of research

»doing« – based on theory of »interactive cognition«

core concepts: »problem setting« »doing for the sake of knowing« »inquiring materials«

–› »design instruments«sketching

prototypingszenario writing

personas »probes«

Page 51: Designerly ways of research

»doing« – based on theory of »interactive cognition«

core concepts: »problem setting« »doing for the sake of knowing« »inquiring materials«

–› »design instruments«

Page 52: Designerly ways of research

»doing« – based on theory of »interactive cognition«

sketching

»having a conversation with his drawing«

»Such a drawing is done by the designer not to communicate with others but rather as part of the very thinking process itself which we call design.«

»seeing-moving-seeing«

»my thinking pen«

»whenever we have a design session or crit review in the o"ce I cannot say anything until I've got a pencil in my hand«

Page 53: Designerly ways of research
Page 54: Designerly ways of research
Page 55: Designerly ways of research
Page 56: Designerly ways of research
Page 57: Designerly ways of research
Page 58: Designerly ways of research

something that I earlier said that I would not do, namely, namely give you one of

my definitions of design. So here goes:

Design is choice, and there are two places where there is room for creativity: (1) the creativity that you bring to enumerating meaningfully distinct options from which to choose, and (2) the creativity that you bring to choosing the criteria, or heuristics, according to which you make your choices.

This formulation of the process makes explicit the fundamental importance of

both the generative and reductive aspects of the design process. Each

corresponds to one of Laseau’s funnels. The expanding funnel represents the

generation of the possible opportunities, or options from which one can select.

The converging one represents the making of choices from among those options,

and the gradual convergence onto the final design.

I like this figure for what it adds. And yet, it has its own weaknesses. While it

graphically highlights that the generation of new ideas is ongoing throughout the

process, it doesn’t reflect how the range of things that we can consider narrows

as we converge on the final design.

Figure 34: Overlapping Funnels The reduction that results from decision making is balanced by the constant generation of new ideas and creativity that open up new opportunities to improve the design. (Laseau, 1980, p. 91)

The other thing that it doesn’t show, but that is important to keep in mind, is that

for the process to work, we must generate and discard much more than we keep.

This is what Pugh (1990) has called controlled convergence. This leads us to yet

another representation, that seen in Figure 35. The key take-away from this

figure is how it illustrates the design funnel as alternating between adding and

eliminating concepts – concept creation (CC), which expands the scope of the

funnel, and concept convergence, which narrows the funnel.

/ 76

s k e t ch ingprototyping

Page 59: Designerly ways of research

not obvioussketching

prototypinginvitesuggestexploreevokequestionprovoketentative

attendsuggest

refinetest

answerresolvespecificob

vious

Page 60: Designerly ways of research
Page 61: Designerly ways of research
Page 62: Designerly ways of research

These things are really subtle. As we pointed out at the time, this is a wonderful example of both the strength and subtleties of the physical affordances of devices. Consequently, ideally we want to be able to explore these types of relations – in order to find the pitfalls as well as the sweet-spots – as early in the design process as we can. Yet, we don’t want to get into detailed model building at this stage, any more than we want to get into serious code writing.

What we really want is something that is to model building what paper prototyping is to dialogue design. That is, we need to develop techniques that have all of the properties of a sketch: fast, cheap, timely, etc.

At the start, these can be surprisingly simple.

Figure 27: Reproduction of 3D “Sketch” of the PalmPilot Very early on, Jeff Hawkins carved up a piece of wood to get a sense of the size that the device must be. It needed to fit into a shirt pocket, as well as sit comfortably in the palm of the hand. (Photo: Elizabeth Russ)

One of my favourite examples is what Jeff Hawkins did in the early stages of designing the PalmPilot. As recounted by Rob Haitani, one of the designers on the project:

Jeff believed we had to make the product considerably smaller than current PDAs. He carved up a piece of wood in his garage and said this is the size I like. I would print up some screenshots ans we were develping UI, and he’d hold it and pretend he was entering things, and people thought he was weird. He’d be in a meeting furiously scribbling on this mockup, and people would say, “Uh, Jeff, that’s a piece of wood.” (Bergman & Haitani, 1990, p.83)

To help put this in context, in 3 minutes I made a reproduction of Jeff’s “sketch” in my basement, using a piece of scrap wood. It took only another 2 minutes to test

/ 59

Page 63: Designerly ways of research

designerly ways of research!

Page 64: Designerly ways of research
Page 65: Designerly ways of research
Page 66: Designerly ways of research

http://chrisrust.wordpress.com/2000/12/31/whiteleythesis/#more-130http://mikepress.wordpress.com/2010/07/15/arty-fartys-contribution-to-science-and-technology-research/

Page 67: Designerly ways of research

designerly ways of research!

Page 68: Designerly ways of research

»doing for the sake of knowing«

»analysis through synthesis«

»oneness of analysis and synthesis«

»explorative design«

Page 69: Designerly ways of research
Page 70: Designerly ways of research
Page 71: Designerly ways of research
Page 72: Designerly ways of research
Page 73: Designerly ways of research
Page 74: Designerly ways of research

some further questions for design theory research› role of design in software development› methods & strategies for design› how to teach design› what not to do in design

Page 75: Designerly ways of research

320

design

entwickler als »nutzer«

designer als »auftraggeber«

implementierung

workshop

»light weight« »heavy weight«

Page 76: Designerly ways of research
Page 77: Designerly ways of research
Page 78: Designerly ways of research

peter [email protected]

@peterpur

designerly ways of research

Page 79: Designerly ways of research

william buxtonsketching user experiencesgetting the design right and the right design