the sketch book problem' readings
TRANSCRIPT
To sketch or not to sketch? That is thequestion
Zafer Bilda, John S. Gero and Terry Purcell, Key Centre of Design
Computing and Cognition, University of Sydney, NSW 2006, Australia
In this paper we question whether sketching is essential for conceptual
designing. In order to test this hypothesis, we conducted think-aloud
experiments with expert architects. They were engaged in two separate
design processes: where they were not allowed sketch and where they were
allowed to sketch. The comparison of design activities in these two
conditions was based on a protocol analysis. The results show that there is
no significant difference between sketching and not sketching based on
three assessments: design outcome, cognitive activity and idea links. This
case study shows that sketching is not an essential activity for expert
architects in the early phases of conceptual designing.
� 2006 Elsevier Ltd. All rights reserved.
Keywords: sketching, protocol analysis, conceptual design, architectural
design
Conceptual designing is the phase where designers start develop-
ing ideas, come up with a proposed scheme, possibly develop it
to another scheme, and then possibly move to another one. De-
signers progress by changing the direction of their designs. Sketching and
conceptual designing are two inseparable acts formost architects (Schon,
1983; Akin, 1986; Lawson, 1990) possibly because sketches are the tools
they learn to use to progress their designs. So sketching is a learned pro-
cess during design education where architects learn to think with draw-
ings, develop their ideas and solve complex problems with them. They
practice using sketches until they become experts. Initially, an architec-
tural planmight comprisemeaningless symbols to a novice designer, until
s/he takes on the intended meaning through learning the conventions as-
sociated with them. Then sketches become aids for the progression of
a design solution and play an essential part in knowledge acquisition
and representation. The ability to read or produce sketches appears to
be the only way to develop expertise in architecture.
Design researchers have studied why sketches have been an efficient me-
dium for conceptual designing. One of the earliest finding is that
Corresponding author:
Zafer Bilda
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588
sketches store design solutions and seem to be essential for recognizing
conflicts and possibilities (Akin, 1978). One of the most influential views
is that sketching is a dialogue between the designer and what the draw-
ings suggest (Goldschmidt, 1991; Schon andWiggins, 1992). Some stud-
ies proposed that ambiguity is one of the key factors (Goel, 1995)
because it allows the seeing of new possibilities in the representations,
in other words re-interpretations (Fish and Scrivener, 1990; Schon
and Wiggins, 1992; Suwa et al., 2000). Sketches also seem to be essential
for revising and refining ideas, generating concepts and facilitating
problem solving (Do et al., 2000). The importance of external represen-
tations has been emphasized in other problem solving domains (Larkin
and Simon, 1987; Hegarty, 1992; Bauer and Johnson-Laird, 1993) for
facilitating cognitive mechanisms.
What would be the outcome if a designer develops ideas and design so-
lutions without the support of sketching? It might be difficult to evaluate
or discard design alternatives without seeing them on paper. This brings
the question whether the outcome would be precise or realistic when
a designer works only with mental images of a design. Would the essen-
tial dialogue between the designer and drawings be blocked when an ar-
chitect does not have access to sketching? Perhaps not being able to
sketch prevents designing. However, within the area of architectural de-
sign, there is anecdotal literature about designing with the use of imag-
ery. In parallel with discussions of creativity in other areas (Weisberg,
1993), examples are often quoted of major architects, such as Frank
Lloyd Wright, who could conceive of, and develop a design, entirely us-
ing imagery with an external representation of the design only being pro-
duced at the end of the process (Toker, 2003). Anecdotal views of
architectural design sometimes put considerable emphasis on the role
of imagery.
1 Related workMost empirical studies of design problem solving have been based on an
examination of design protocols emphasizing the verbal content some-
times with an analysis of the drawings as well (Schon, 1983; Akin, 1986;
Cross, Christiaans and Dorst, 1996). Suwa et al. (1998, 1999, 2000)
have studied an expert architect’s design protocol focusing on the con-
tent of actions in four different categories to explore the underlying cog-
nitive mechanisms of designers. They concluded that sketches are used
as a design medium to set out the designer’s thoughts on the fly, rather
than only as drawings that could be used to construct a building. Sketch
cognition studies suggested interplay of mental imagery with sketching
(Fish and Scrivener, 1990; Goldschmidt, 1991; Kavakli and Gero, 2002),
Design Studies Vol 27 No. 5 September 2006
Sket
however, the issue of how design is carried out using mental imagery
alone has not been adequately studied.
Athavankar (1997) conducted an experiment where an industrial de-
signer was required to design a product in his imagery (with an eye
mask on), so that he had no access to sketching and the visual feedback
it provides. The study claimed that the designer was able to evolve the
shape of the object, manipulate it, evaluate alternative modifications,
and add details and color. Expert designers may be able to use imagery
alone in the conceptual design phase, before externalizing their design
thoughts. A similar study to Athavankar’s has been conducted at Syd-
ney University with the think-aloud method where an architect wears
a blindfold and commences designing using his/her imagery. S/he is al-
lowed to externalize only when the design is mentally finalized. The
analysis of the design protocols aimed at modelling how imagery alone
was used during designing. The model shows that common imagistic ac-
tions are linked together to create and maintain an internal design rep-
resentation (Bilda and Purcell, 2003).
A background review of the design literature shows a common agree-
ment that sketching is essential for conceptual designing. When a de-
signer does not have access to sketching, the hypothesis is that the
early conceptual phase of designing would be very different as would
be the outcome. Our objective is to test whether there is a difference.
This paper achieves this objective by presenting the results of a protocol
study involving three expert architects, and showing the differences be-
tween their sketching and non-sketching behaviors.
2 MethodThe three architects who participated in the study (two females and one
male) have each been practicing for more than 10 years. Architects A1
and A2 have been awarded prizes for their designs in Australia; they
have been running their own offices and also teaching part-time at the
University of Sydney. Architect A3 is a senior designer in a well-known
architectural firm and has been teaching part-time at the University of
Technology, Sydney. We had preliminary meetings with nine potential
architect participants where we asked whether they thought they would
be capable of using their imagery alone to come up with a design solu-
tion. Four out of the nine architects were hesitant about participating in
a blindfolded exercise. Out of the other architects, we selected three
based on their statements that they could easily think aloud when
they are designing.
ching and conceptual designing 589
2.1 Design of the experimentsThe three architect participants are first engaged in a design process
where they are not allowed to sketch. This phase is called the experiment
condition where they receive design brief 01. The design brief 01 (Ap-
pendix) requires designing a house for two artists: a painter and a dancer.
The house is to have two studios, an observatory, a sculpture garden and
living, eating, sleeping areas. After at least a month after the experiment
condition, the three architects are engaged in a design process where
they are allowed to sketch. This phase is the control condition where
they receive design brief 02 (Appendix). Design brief 02 requires design-
ing a house on the same site as design brief 01, this time for a couple with
five children aged from 3 to 17, that would accommodate children and
parent sleeping areas, family space, study, guest house, eating and out-
door playing spaces.
The set-up of the study for both experiment and control conditions in-
cludes a digital video recorder with a built-in or lapel microphone, di-
rected to the designer. In the experiment condition, we used a similar
approach to that taken by Athavankar (1997); we had the designers en-
gage in the design process while wearing a blindfold, Figure 1(a). The
experimental procedure for the first condition was:
1. The experimenter reads the instructions to the participant explain-
ing that s/he is required to engage in a design activity but that s/he
does it while wearing a blindfold and that the blindfolded session
will last for 45 min.
2. The experimenter explains what the think-aloud method is and
asks the participant to do a short think-aloud exercise. The exper-
imenter provides feedback about the participant’s thinking aloud.
Figure 1 (a) Blindfolded ses-
sion, (b) sketching session
590 Design Studies Vol 27 No. 5 September 2006
Ske
3. The participant is given the written design brief 01, shown the site
layout, and a collage of the photographs of the site and surround-
ing neighborhood. S/he is allowed to examine them and ask
questions.
4. The participant is asked to read the brief and then recite it without
reference to the written document. This process was repeated until
they could recite the brief without mistakes. The aim of this proce-
dure was to ensure that they would have similar access to the brief
as an architect who could consult a written brief during the design
process.
5. The participant is instructed that s/he is required to come up with
an initial sketch design to show the clients with the following crite-
ria: the design should fit the given dimensions of the site, accommo-
date the space requirements and allow an effective use based on the
clients’ requirements.
6. The participant is instructed that s/he can put on the blindfold and
start thinking aloud and is free to ask about specific aspects of the
design brief when s/he requires.
7. Five minutes before the end of the session, the participant is re-
minded that this is the amount of time remaining.
8. At the end of the session, the participant is asked to take off the
blindfold, and is required to sketch quickly what s/he held in
her/his mind’s eye. The participant is asked to represent the design
by drawing it as rapidly as possible and without any changes being
permitted.
9. The participant is allowed to elaborate the sketch (this involves
rendering and addition of details which were mentioned during
the think-aloud session) only after externalizing the layout as in
his/her mind’s eye.
10. The participant is interviewed after s/he finalized the drawing
process.
Sketching sessions have been conducted with the same architects at least
1 month after the blindfolded sessions, Figure 1(b). Similarly, the three
architects were asked to memorize the design brief and were given the
training session on the think-aloud method. In this control condition,
the participants received the written design brief 02 and they were shown
the same site layout and the site photographs. To start the design pro-
cess each participant was given the site plan and tracing paper to pro-
ceed with a series of sketches. They were asked to number each sheet
of tracing paper sequentially every time they start to use a new sheet.
Then the participant is asked to commence sketching directly. Five
tching and conceptual designing 591
minutes before the end of the session, s/he is reminded that this is the
amount of time remaining. Table 1 shows a summary of the consider-
ations for the experiment and the control conditions.
2.2 Protocol analysis
2.2.1 Segmentation of protocolsThe audio files of the concurrent verbalizations were transcribed, and
then segmented. The protocol was segmented using the same approach
as for segmenting sketching protocols, i.e. by inspecting designer’s inten-
tions (Suwa and Tversky, 1997; Suwa et al., 1998). In the segmentation
of sketch protocols, not only verbalizations but video recordings of the
sketching activity supported decisions to flag the start and end of a seg-
ment. The drawing actions were inspected for cues to find the changes in
intentions. In the blindfolded condition, information was extracted
from the description of the current image or scene the architect currently
talked about. When the architect’s attention shifted to a different part or
aspect of the current image, this became the cue for change of intention.
Keeping track of the changes in the descriptions of images/scenes sup-
ported our decisions to flag the start and end of a segment. Table 2
shows an excerpt from a segmented BF protocol.
2.2.2 Imagery and sketching coding schemesRecent research on sketching studies proposes that design thinking
progresses at physical, perceptual, functional and conceptual levels in
parallel (Suwa et al., 1998). These action categories involve physical
actions, which refer to drawing and looking; perceptual actions, which
refer to interpretation of visual information; functional actions, which
refer to attaching meanings to things; and conceptual actions, which
refer to the planning of the actions and initiating actions for design
decisions.
Table 1 Summary of methods
Experiment condition Control condition
Activity Blindfolded designing, onlyexternalizing at the endof the session.
Sketching
Design brief Design a residential house for apainter and a dancer
Design a residentialhouse for a familywith five children
Method of data collection Time-stamped video recording Time-stamped videorecording
Reporting method Think-aloud Think-aloudCoding scheme Imagery coding scheme Sketch coding scheme
592 Design Studies Vol 27 No. 5 September 2006
The imagery coding scheme borrowed action categories from sketching
coding scheme. It consists of six action categories:
Visuo-spatial actions (VS),
Perceptual actions,
Functional actions,
Conceptual actions,
Evaluative actions and
Recall actions.
Visuo-spatial actions (VS) are based on Kosslyn’s (1980) image opera-
tions: image generation, image inspection, image scanning, and trans-
formation. We extended the types of image generation and added
a spatial action that refers to the spatial component in our understand-
ing of mental imagery. Details of the VS actions are explained in Bilda
and Gero (2004).
The sketching coding scheme consists of five of the action categories in
common with the imagery coding scheme plus drawing actions which is
Table 2 Example segmentation of a BF protocol
Time Seg no Segment content
0:08:05 29 (08.05) IM: OK. I’m just trying to think, Rosie’s Dance Studio is a sort of arectangle, roughly 2 by 1. So I suppose I’d plumb for that. 5 by 10 means you’dget a good run up.
0:08:18 30 (08.18) So that means that then on the street side we’ve got the dancer’s studiowhich, if we go for either the L-shape or the courtyard arrangement, is going tohave. (08.31) one side facing west, up to the street, which is less than perfectparticularly with the 900 mm setback where you can’t really arrange for muchplanting. (08.46) On the eastern side.obviously you’re going to have itpartially built over.
0:08:54 31 (08.54) We’ve got a 25 m length along there, 6 m has been taken up with garage,1 m with setback. So that immediately makes, 7 from 25.so we’ve got umm 18left less the other 1 m setback, so that’s 17 left. (09.15) So 10.we can probablyconfigure that, that dancer’s studio to have some northerly aspect in it. If itsperhaps twisted around to the.to the north more.
0:09:27 32 (09.27) Although I’m just thinking now what sort of light ideally would you havefor a, a dancer’s studio, and I’m thinking I suppose that, that, it would beadvantageous to have some sunlight in there. I’m just thinking of the arrangementof bars and mirrors and so on that you need in a room like that..
0:09:50 33 (09.50) The ones that I’ve seen in the past that have been really beautiful have beenthe ones that have had an even light through them. On one side, on the long side,and then having mirrors and bars and so on, on the other side.
0:10:03 34 (10.03) So, it might even be advantageous with that dancer’s studio to put it not longaxis onto the street but short axis onto the street and arrange to have some southlight, or north light even, with mirrors along that south side.
Sketching and conceptual designing 593
specific to the sketching activity. The majority of the drawing actions in
Suwa et al. (1998) coding scheme are used in coding the protocols of the
sketching condition in the current study. In this study our focus of anal-
ysis is not on the VS or drawing actions, but on action categories which
are common to both conditions. We selectively borrowed actions from
perceptual, functional, and conceptual action categories in the Suwa
et al. (1998) coding scheme. The selected codes, Table 3, are the ones
found to be highly correlated with drawing actions during the sketching
activity of experts (Kavakli and Gero, 2001).
An evaluative action category has been formed during our explorations
with the blindfolded and sketching design protocols. These actions refer
to information at the conceptual level. During the designers’ dialogue
within the segments, we observed smaller scale idea evaluation or ques-
tioning cycles. In this dialogue, some designers question ideas or emerg-
ing design issues (Ged) rather than evaluating them. They might
generate a tentative functional solution (Gfs) in that evaluation cycle.
The evaluation could be based on a function that is previously
Table 3 Perceptual, functional, conceptual, evaluative, recall actions
Perceptual actionsPfn Attend to the visual feature (geometry/shape/size/material/color/
thickness, etc) of a design elementPof Attend to an old visual featurePrn Create, or attend to a new relationPor Mention, or revisit a relation
Functional actionsFn Associate a design image/boundary/part with a new functionFrei Re-interpretation of a functionFnp Conceiving of a new meaningFo Mention, or revisit a functionFmt Attend to metric information about the design boundary/part
(numeric)
Conceptual actions (goals)G1 Goals to set up a new functionG2 Goals to set up a concept/formG4 Repeated goals from previous segments
Evaluative actionsGdf Make judgments about the outcomes of a functionGfs Generate a functional solution/resolve a conflictGed Question/mention emerging design issues/conflictsGap Make judgments about formGapa Make judgments about the aesthetics, mention preferences
Recall ActionsRpc Retrieve knowledge about previous casesRbf Retrieve the design brief/requirements
594 Design Studies Vol 27 No. 5 September 2006
introduced, i.e. evaluating by making judgments about the possible out-
comes of the function (Gdf). The evaluation could be based on the form
of the design entity, i.e. evaluating by making judgments about form
(Gap). Aesthetical preferences of the designer could be involved in
that evaluation cycle as well (Gapa).
The recall action category includes two memory recall actions. Retriev-
ing knowledge about previous cases (Rpc) is related to episodic memory,
where the designer remembered his/her previous cases of designing pro-
cess, a previous layout, the connected problems/issues and the functional
solutions. This past case knowledge wasmostly related to expertise in the
area. Recalling the design brief (Rbf) helped the designer to remember/
rehearse the requirements and restructure the design problem.
2.2.3 CodingIn this study, imagery processes were hypothesized to be similar to per-
ceptual processes, thus the basic assumption was that all percepts are in-
ternal, whereas in sketching they are dependent on externalization, and
in blindfolded condition they are dependent on the internal representa-
tion. How do we access the content of the internal representation? The
imagery protocols demonstrated detailed descriptions of images, scenes
and the concerns about the design that it was possible to extract the re-
lationships between design elements as well as the visual features. The
analyst could keep track of the verbal descriptions of the imagery con-
tent and confirm them with the elements in the sketch produced at the
end. Figure 2 shows one coded segment from a blindfolded protocol.
The procedure of coding the protocols involved segmenting the tran-
scripts with respect to the time code in videos. Each segment was time
stamped and coded with the related coding scheme. The complete au-
dio/video protocol for each session was coded twice by the same coder
with a 1 month period between the two codings. Then the codes were ar-
bitrated into a final coding.
2.3 LinkographyLinkography is a system that is developed to notate the moves in a pro-
tocol and the links between them (in a chronological order) to under-
stand structural patterns in design reasoning (Goldschmidt, 1997).
Through coding the links, it is possible to represent the design activ-
ity/thinking in terms of sequence of acts/ideas. In order to establish
a link between the ideas they have to be dependent on each other. Link-
ography is a network of the links between segments/moves. Gold-
schmidt’s (1997) notion of the move is equivalent to the notion of
Sketching and conceptual designing 595
a segment mentioned in this study. The links are established on the basis
of understanding the content of each segment and connecting related
one or more segments to each other. The linkography method estab-
lishes connections between a given move and previous moves. These
links are called backlinks, because they go back in time. There are the
links that a move connects to subsequent moves. These links are that
move’s forelinks, because they go forward in time.
The technique involves parsing the protocol into design moves and look-
ing at the design process in terms of relationships created by the links
between those moves. In this study we used the same segmentation inter-
vals that were done for protocol analysis purposes. Thus, the number of
segments remained the same. We used a technique to reliably link the
ideas which are at a further distance along the timeline of the design pro-
cess. This involved a word search in order to detect the words used more
frequently where the analyser ended up with a list of frequently repeated
words. Then another search was performed to obtain a list of the seg-
ments which included a frequently used word. The next stage was
Figure 2 Excerpt from proto-
col coding
596 Design Studies Vol 27 No. 5 September 2006
browsing through the selected segments, to confirm that the word was
used in the appropriate context. The related segments were then
connected. This procedure helped us to connect the ideas, which were
distant from each other and which might have been missed in a sequen-
tial analysis. In the second run, the analyst started from the first segment
and sequentially connected the ideas/without reference to the first run of
linking ideas. The analyser relied on the verbalizations only while
linking the ideas in the blindfolded designing protocols. During linking
the ideas of sketching protocols, verbalizations as well as video footage
for each segment were visited.
2.4 Assessment of the design outcomeThe resulting sketches by the three architects were double-blind judged
by three judges who have each been practicing and teaching architectural
design for more than 15 years. The judges were provided with the two
versions of the design briefs, the collage of photos of the site, as well
as the site layout. After inspecting the design brief materials, they in-
spected the photocopies of the sketches produced in both phases of the
study. The judges were provided with one sketch layout for each session
which is the final sketch produced in each condition. Additionally, sec-
tion drawings were included if there were any produced during the re-
lated session. The sketches did not have any indication of which
condition they belonged to (either sketching or blindfolded) and the
judges were unaware that half of the designs had been produced by
blindfolded designers. The criteria for the assessment of sketches were
as follows where each item was graded out of 10:
How innovative? As inventing a new prototype
How creative the sketched design is? Defined as seeing opportunities
for a design solution that is not the ‘norm’.
How well the sketched design satisfies the design brief? In terms of de-
sign solution meeting the client requirements.
Practicality
Flexibility
3 Results
3.1 Protocol codingThe reliability of the coding process was measured by calculating the
agreement percentages between the different runs of coding, which are
first and second coding, first coding and arbitrated coding and second
coding and arbitrated coding. Table 4 shows the agreement percentages
between these different coding phases.
Sketching and conceptual designing 597
The average length of the time interval for each segment ranges from
19 s to 25.5 s, Table 5. The average time length for a segment in BF con-
dition is 21.4 s, while it is 22.4 s in SK condition. Standard deviations of
time intervals of the three sessions average 13 s for both SK and BF con-
ditions. Variances in time intervals of the BF conditions are close to that
of the SK conditions (average variance 178 s in BF, 175 s in SK). Neg-
ative value of Kurtosis values in all participants’ sessions shows that the
time interval of each segment fluctuated significantly compared to a nor-
mal distribution. The average Kurtosis values in BF versus SK condi-
tions are also similar (�1.19 and �1.21) which means that the degrees
of change in time intervals (fluctuation) were similar.
The segments had average of 8.5 (std dev¼ 4) concurrent actions in BF
sessions and average of 8.0 (std dev¼ 3.3) concurrent actions in sketch-
ing sessions.
3.2 Differences in occurrence percentages of actioncategoriesTable 6 shows the occurrence percentages of each action category as
a percentage of the sum of the number action in common action
Table 4 Coding consistency between different coding phases
Agreement percentages between
1st and 2nd
coding (%)1st coding andarbitrated coding (%)
2nd coding andarbitrated coding (%)
BF_01 75.2 91.5 89.8BF_02 78.6 90.3 85.1BF_03 67.5 78.4 87.3SK_01 76.7 86.2 91.6SK_02 83.2 92.3 90.8SK_03 73.6 81.3 88.9
BF¼Blindfolded session, SK¼ Sketch session.
Table 5 Segment time intervals
BF_01 BF_02 BF_03 SK_01 SK_02 SK_03
Number of segments 166 154 170 145 184 143Total time elapsed 0:41:35 0:53:18 0:43:08 0:44:27 0:49:54 0:42:44Mean 0:19:12 0:25:49 0:20:05 0:21:49 0:24:42 0:21:20Std. deviation 0:11:38 0:15:41 0:12:25 0:12:54 0:14:35 0:12:07Variance 135:25 246:17 154:12 166:29 213:03 146:53Kurtosis �1.15 �1.25 �1.18 �1.24 �1.26 �1.14
BF¼Blindfolded session, SK¼ Sketch session.
598 Design Studies Vol 27 No. 5 September 2006
categories (excluding drawing actions for sketching and visuo-spatial
actions for the blindfolded condition). Comparing BF and SK condi-
tions for each architect, one important difference is that each recalled
more information in his/her BF condition. The occurrence percentages
of the other action categories do not demonstrate large differences be-
tween the architects’ SK and BF conditions. Some action category per-
centages are relatively higher and these are shaded in Table 6. For
example, A1 had relatively more conceptual actions (goals) under
the SK condition. A2 had relatively more evaluative actions in
under the SK condition, and A3 had relatively more perceptual actions
under the SK condition. Thus, the three architects seemed to use their
cognitive resources differently. The reason for these differences might
be individual differences on, memory capacity, spatial ability, different
cognitive styles or designing strategies. The occurrence percentages of
the other action categories are similar under the BF and SK conditions
of the three architects except for the categories mentioned.
Table 6 also shows the three architects’ average occurrence percentages
of the action categories in BF and SK conditions. The average values of
occurrence percentages are not significantly different in perceptual,
functional, conceptual and evaluative action categories. In the next sec-
tion, we tested if the differences between frequencies of cognitive actions
were statistically significant for each action category.
3.3 Differences in occurrence frequencies of cognitiveactionsWe tabulated the occurrence frequencies of cognitive actions in each cat-
egory for each architect, under BF versus SK conditions. For example,
in Table 7, each participant demonstrates four different perceptual ac-
tions under each condition, thus the perceptual category has 24 data
Table 6 Occurrence percentages of action categories
Perceptual Functional Conceptual Evaluative Recall Totalnumber
BF_01 27.2 39.6 8.9 13.6 10.6 1366
SK_01 30.8 37.7 14.1 12.4 4.9 1307
BF_02 26.1 40.7 10.7 14.0 8.5 1417
SK_02 25.7 40.5 9.6 20.6 3.6 1414
BF_03 23.6 44.0 9.3 17.0 6.2 1359
SK_03 31.2 43.5 8.3 14.7 2.3 1064
SKAverage
29.2 40.6 10.7 15.9 3.6
BFAverage
25.6 41.4 9.6 14.9 8.4
Sketching and conceptual designing 599
points for variance testing. We tested if these occurrence frequencies
were significantly different. Two-way ANOVA (with replication) was
used to find the statistical significance between SK and BF conditions
as well as between the participants. The ANOVA results for perceptual
actions category are shown in Table 8. There is no significant frequency
difference between the BF and SK conditions (F critical¼ 4.41,
P¼ 0.54) nor between the participants (F critical¼ 3.55, P¼ 0.74).
ANOVA tests were applied in the same way to test the significance of the
differences in occurrence frequencies of all actions in the remaining ac-
tion categories, Table 8. The ANOVA tests on the other common action
categories were based on, 36 data points in functional and evaluative
categories, 18 data points in conceptual category, 12 data points in recall
category.
The results were similar to the ones in the previous section, such that oc-
currence frequencies of perceptual, functional, conceptual and evalua-
tive actions were not significantly different, but recall actions were.
Table 7 Occurrence frequency table
Perceptual actions
A1 A2 A3 Codes
BF 132 91 99 Prn77 86 58 Pfn38 43 38 Pof58 95 69 Por
SK 135 78 90 Prn48 48 51 Pfn22 46 36 Pof70 103 56 Por
Table 8 ANOVA test results
Categories Between BF and SKconditions
Between participants
P-value F critical P-value F critical
Perceptual actions 0.54 4.41 0.74 3.55Functional actions 0.48 4.17 0.93 3.32Conceptual actions 0.76 4.75 0.81 3.89Evaluative actions 0.55 4.17 0.42 3.32Recall actions 0.001 5.98 0.008 5.14
600 Design Studies Vol 27 No. 5 September 2006
This result verified our previous observation that occurrences of recall
actions were significantly higher in BF conditions.
3.4 Links between the ideasFigure 3 shows the linkography representation for A1’s BF, Figure 3(a)
and SK, Figure 3(b) sessions.
Table 9 shows a link index for each participant’s design session in the
two conditions (where the index is calculated by dividing the total num-
ber of links by the total number of segments). Link index is a nominal
value referring to the overall intensity of the links in a design session.
The link index numbers are different for each participant over BF versus
SK conditions, Table 9 shows that link index number was higher for A1
in sketching condition (1.19, 1.41), higher for A2 in blindfolded condi-
tion (1.68, 1.48) and link index number was close for A3 (1.20, 1.28)
in both conditions. The average number of the link index in BF versus
SK conditions was very close (1.38 versus 1.36). Participants devoted
similar amount of time in both conditions for developing and revisiting
Figure 3 Linkography for A1
(a) blindfolded session,
(b) sketching session
Sketching and conceptual designing 601
the concepts through their design process. The reasons for the individual
differences will be further investigated.
3.5 Comparison of sketchesThe three architects were able to satisfy the space and client require-
ments in both experiment and control conditions, Figures 4, 5 and 6. Ta-
ble 10 shows the results of the assessment of the sketches by the three
judges. The grades in Table 10 are the average grades of the three judges’
assessments. The fourth column (Av) in each condition shows the three
architects’ average grade for each criterion.
Architect A1 produced similar layouts for the two design briefs in terms
of using the site and the relations between outdoor and indoor spaces
even though the briefs were different. Figure 4 shows A1’s sketches
for the SK, Figure 4(a) and the BF conditions, Figure 4(b). A1’s blind-
folded condition design outcome showed higher scores in terms of satis-
fying the design brief (7.7 versus 6.0) and practicality of the design
Table 9 Link indexes of the conditions
Total # of links Total # of segments Link index
BF A1 201 169 1.19A2 259 155 1.68A3 217 171 1.28
Average 226 1.38
SK A1 205 145 1.41A2 272 184 1.48A3 171 144 1.20
Average 216 1.36
BF¼Blindfolded session, SK¼ Sketch session.Link index: Total # of links/total number of segments.
Figure 4 Architect 01 sketches (a) sketching, (b) blindfolded
602 Design Studies Vol 27 No. 5 September 2006
solution (7.7 versus 6.0). The assessment of creativity score was closer
for the two design outcomes (5.3 and 5.0).
Architect A2 produced different layouts for the two conditions in terms
of typology and the relationship of the building to the site. Figure 5
shows A2’s sketches for the SK session, Figure 5(a) and BF session,
Figure 5(b). A2’s BF design session outcome and sketching session out-
come had the same scores in terms of satisfying the design brief (6.3 and
Figure 5 Architect 02 sketches (a) sketching, (b) blindfolded
Figure 6 Architect 03 sketches (a) sketching, (b) blindfolded
Sketching and conceptual designing 603
6.3) and close scores for creativity assessment (6.0 and 5.7). The practi-
cality assessment of the blindfolded session outcome was higher than
that of the sketching session outcome (7.0 versus 5.7).
A3 produced quite different layouts for the two conditions in terms of
typology and the relationship of the building to the outdoor areas. Fig-
ure 6 shows A3’s sketches for the SK, Figure 6(a) and the BF,
Figure 6(b) sessions. A3’s blindfolded design session outcome had
higher scores in terms of satisfying the design brief (7.7 versus 6.3)
and practicality of the design solution (7.0 versus 5.3). However, the de-
sign outcome of the sketching session has a higher score (6.3 versus 7.3)
in creativity assessment (Table 10).
4 DiscussionThis case study has shown that there were no significant differences be-
tween sketching and blindfolded design activity in terms of design out-
come scores, total number of cognitive actions (except for recall activity)
and overall density of idea production. This result cannot be generalized
to all architects/designers or all phases of design activity due to the small
scale of the experiment. The design detailing/representation phases may
require intensive drawing and various types of externalizations for the
development and documentation of a building design.
Some might question the reason for using a blindfold during the exper-
iment. The condition could have been set-up to give architects visual ac-
cess to the site, design brief and layout, but still not allowing them to
draw. However, our aim was to restrict the visual/sensory modality
and to give them no visual feedback to ensure that designers relied on
their memory only. To be able to use their visual system might have dis-
tracted their attention or might have changed their whole approach to
designing. Being able to see the scaled site layout on paper, they could
have used their imagery differently, using their hand gestures to decide
Table 10 Grades for the design outcomes
Criteria Blindfolded Sketch
A1 A2 A3 Av A1 A2 A3 Av
How innovative 4.0 4.3 6.0 4.8 4.3 5.3 6.7 5.4How creative 5.3 6.0 6.3 5.9 5.0 5.7 7.3 6.0Satisfying design brief 7.7 6.3 7.7 7.2 6.3 6.3 6.3 6.3Practical solution 7.7 7.0 7.0 7.2 6.0 5.7 5.3 5.7Flexibility of the design 6.0 6.3 7.3 6.5 5.3 6.3 6.7 6.1
Av 6.1 6.0 6.9 6.3 5.4 5.9 6.5 5.9
604 Design Studies Vol 27 No. 5 September 2006
on proportions and metric relationships on the layout rather than rely-
ing on their memory. Then what we tested would have been perhaps an
‘enacted imagery’ (Purcell and Gero, 1998). By blindfolding the de-
signers we avoided another variable and focused on the question of
whether they could build an internal representation relying on their
long-term and working memory.
Another argument concerning the BF condition was about the working
memory load. Architects had to store and remember visual and senten-
tial information (the site dimensions, layout geometry, and the brief re-
quirements), which put a larger cognitive load on their working
memory. Despite the cognitive load, it was surprising how the architects
demonstrated higher numbers of cognitive actions in total, during the
BF conditions, Table 6.
In the design of the blindfolded experiment, there is a stage where the
participant was asked to rapidly draw what s/he held in his/her mind’s
eye. During this period, we assumed the architect worked things out
to fit the building layout to the proposed scheme and then faithfully
drew the layout without changes. However, one might argue that the
act of drawing, even if it is quick, will change the nature of the
scheme. If drawing is a tool of thinking, maybe it is not possible to
eliminate this use and further thinking that the scheme will go
through as it is being drawn. Our observations showed that in the
BF period the architects decided on size and metric relationships of
functional spaces, and during the quick sketching period they were
generally focused on externalizing what they have developed in their
minds. The quick sketching period was like explanation of these ideas
via drawing, which could also be referred to as a drafting process
rather than sketching to develop ideas. During this period participants
generally kept on talking and explaining whether what they imagined
was working on paper or not. Meanwhile the experimenter was able
to intervene and remind them that they are not allowed to make sig-
nificant changes to the layout. Thus, the quick sketching period was
semi-controlled by the experimenter. This might have reduced the
chances that architects used their sketches as a testing tool.
4.1 Participants’ commentsThe results of the protocol analysis and the participants’ comments after
the BF sessions were contradictory. The interviews with the participants
pointed out to a single conclusion that they would not be capable of de-
signing if they were not allowed to sketch. The common view was that if
Sketching and conceptual designing 605
they were to put their ideas on paper they would have seen the problem
quickly and that would actually divert their thinking to a different path.
All participants believe strongly that sketching is essential. Categorizing
the information we obtained from the interviews with our participant
expert architects we summarized what sketching does for them:
1. Sketching is a dialogue: ‘Drawing is for testing and evaluating the
ideas’, ‘you can’t stop the messages coming back from each line
you put down’.
2. Sketching helps for ‘seeing it (the design) as parts and seeing it as
a whole’. This view parallels the Gestaltist view which states: ‘the
whole emerges from and cannot exist without parts but depends on
the relationships between the parts’. So a sketch is greater than the
sum of the parts because it intimately depends on the relationships
within the parts. Sketching is really essential because the parts them-
selves cannot emerge properly neither can be held without sketching.
3. Re-representation is the key to solve a design problem was a common
view. Some quotes fromparticipant architects are as follows: ‘I’d draw
a solution on paper, and draw it again and again and again. And then
the standard process would be to pin them up. And so there’s the the-
atre of your imagination, as a series of not even ideas but how your
thoughts are developed through there’. ‘Half the process is just draw-
ing it, and drawing it, and drawing it and drawing it. And eventually
when you draw it, something sort of creeps out at you’.
4. Sketching captures the moment and stores it, quoting one partici-
pant: ‘Sketching realizes things, it does make real what your
thoughts are, it makes your thoughts concrete so that you can go
and test them. Drawing brings the ideas to life, actually synthesizes
all of your partial thoughts’.
5. Sketching is for externalizing a mental image, quoting one partici-
pant: ‘You have got a memory of some image and what you do is
visualize it out there’. ‘Then drawing is a practical tool for seeing.
The vision is in your mind and then you are putting it down and vi-
sualization happens on the page. But is not after you draw it either,
because it is the image what moves the pencil’.
6. Sketching is like a language, learn to use it, quoting one participant:
‘.to me it s like speech, as you think you speak. Thoughts are con-
structed on the way you speak. If you would think first and then
speak it will all come out differently. Thus it places a special empha-
sis apart from documenting your thought process’. ‘So it’s like a lan-
guage then you learn to talk and its essential that you do’.
606 Design Studies Vol 27 No. 5 September 2006
During the BF condition, participants were frustrated at some stages of
the experiments, thus their feedback on the blindfolded exercise was not
positive. We classified the comments into two groups, one related to dif-
ficulty of synthesizing elements in imagery and the other one related to
image maintenance:
1. Synthesizing: Quoting A2, ‘The whole sketch brings together the bits
you imagined. And the drawing tells you whether you’re in a fantasy
land or not. that’s the role of drawing that actually synthesizes re-
membered parts in new ways.’
2. Image maintenance: Quoting A2, ‘I can’t hold in my head any visual
memory of what the precise geometry of these spaces’. ‘Can I find
a pencil somewhere?’ Umm, (35.03) ‘because all I’ve got in my
mind are these pathetic little lines that just keep dissolving and I
want something concrete’.
The participants’ comments and the way they see and interpret their ex-
perience when they were blindfolded were different from what the results
showed. All the comments supported the idea that sketching is essential
for conceptual designing. For the participant architects, sketching was
functional, conventional, and habitual but not the only way to efficiently
design. We have demonstrated in this paper that the architects produced
similar design outcomes, were engaged in similar rates of cognitive activ-
ity and similar rates of concept/idea development under both condi-
tions. On the other hand, the interview outcomes imply that
architects’ perception of the two conditions favored the use of sketching
during designing. Perhaps this makes the process of communicating our
findings more challenging to the wider community of architects.
4.2 Working memory limitationsResearch in visuo-spatial working memory (VSWM) has found evidence
that the capacity of working memory is limited when visual and spatial
tasks are done using imagery alone. Thus, the cognitive load should be
higher in a blindfolded exercise since image maintenance and synthesis
of images require more executive control resources (Baddeley et al.,
1998; Pearson et al., 1999; Vecchi and Cornoldi, 1999). Participants’
comments indicated difficulty in maintenance of images/geometries,
and the problem of not being able to store the partial solutions to access
them later during the design process. Thus, sketching makes design
thinking easier by ‘seeing it’ and ‘storing it’. In other words, sketching
puts much less load on the cognitive processes needed to design.
Sketching and conceptual designing 607
Bilda and Gero (2005) analyzed the cognitive activity differences of the
same three expert architects along the timeline of the design activity,
when they design in BF and SK conditions. It was observed that all par-
ticipants’ overall cognitive activity in the blindfolded condition dropped
below their activity in the sketching condition, approximately after
20 min during the timeline of the design sessions. This drop in perfor-
mance was explained by higher cognitive demands in blindfolded condi-
tions. Externalization is needed to off-load the visuo-spatial working
memory, and for the same reason drawings and diagrams play an impor-
tant role in designing.
In the BF conditions, the three architects demonstrated significantly
higher recall actions (which included recall of information about the
site and the brief, past cases and previous perceptual experiences).
This result is in accord with the view that mental imagery could be
used to access the information in long-term memory (Kosslyn, 1980,
1994). The long-termmemory (LTM) has higher capacity than the work-
ing memory, but the access to LTM information is slower compared to
access to short-term/working memory (Card et al., 1983). In another
stream of research, experts (chess players) were found to have a potential
to use their working memory in a different way where they manage to
rapidly access to LTM information and use that in their working mem-
ory (Simon and Chase, 1973; Ericsson and Kintsch, 1995; Saariluoma,
1998). This mechanism of long-term working memory (LTWM) is hy-
pothesized to be efficient in retrieval and use of dynamic cognitive
chunks in LTM. The significantly higher recall actions in BF conditions
could be explained by the possible use of LTWMby the expert architects.
4.3 Implications for expertise and design educationThis study suggests that sketching might not be the only way to conceptu-
ally design for expert architects. If designers are able to design blindfolded
and in their minds, then why do they prefer to sketch? The answer may be
that it is easier to sketch, in other words sketching puts much less load on
the cognitive processes needed to design. If the BF condition went on for
1e2 h the cognitive loadwould have been larger maybe ending upwith fa-
tigue and frustration of the participants. On the other hand, the results of
the case study implied that the use of imagery alone could be an efficient
tool for quick and focused idea development in the early conceptual phases
of designing. Another variation of the technique might be the use of exter-
nalization at some stages of major decisions, thus portions of design and
related concepts are recorded. This would release the working memory
load, allowing other tasks to be done effectively. These techniques might
608 Design Studies Vol 27 No. 5 September 2006
be useful for experts in practice provided that the architects are trained to
use their imagery alone more frequently and efficiently.
This study showed that sketching might not be a necessary act for expert
designers under certain conditions during conceptual designing; how-
ever, we do not disregard the importance of sketching in learning how
to design. Design education requires an intensive learning process
through drawing, thus it is important to learn how to think with
sketches. While design students learn how to sketch they are also learn-
ing how to develop ideas, such as starting with one design proposal and
developing it into another one. Thus, students learn how to progress
their ideas through sketching. On the other hand experts could have
reached a state where they could progress a design via thinking only.
Consequently, when they are in a situation where they have to do it in
their imagery they might be using their experience of conceptually devel-
oping a design. This could be an important component of expertise, i.e.
the ability to simulate how the ideas are developed, and thus this may be
the key to our participants’ abilities in blindfolded designing. Similarly,
in cognitive psychology research, studies with expert chess players iden-
tified a skilled imagery (Simon and Chase, 1973), which shows evidence
of the use of imagery for longer periods and with higher cognitive loads.
An expert chess player can play more than 10 concurrent games while
blindfolded (Saariluoma, 1998). These studies showed that experts
with skilled imagery performance can maintain and transform associa-
tive connections between the elements in their imagery effectively over
an extended time period. Similarly, expert architects could have devel-
oped this skilled imagery through using and learning the architectural
language with the use of sketches. What the blindfolded exercise showed
was that they can do it in their minds provided they are experienced
enough. Another question from this argument is whether the novice de-
signers would be able to come up with a reasonable design solution at
the end of a BF session. Athavankar and Mukherjee (2003) showed
that novice designers can handle design problem solving when blind-
folded, however, the authors did not study systematic analysis of proto-
cols or comparison of the design outcomes. This remains as a question
for a future study.
5 ConclusionIn this paper we have demonstrated that externalizing a design may
not be the only way to design visually. Sketches and in general ex-
ternalizations are claimed to be central to designing; they represent
the development of designs, they have an interactive role and a cru-
cial effect in the mechanics of the design activity. However, based on
Sketching and conceptual designing 609
our results from these experiments, we propose that ‘externalizing’
may not be necessary for expert designers, in the early phases of
the conceptual designing, for
1. A satisfying and reasonable outcome
2. Pursuing cognitive activity needed for designing
3. Developing a coherent network of ideas/concepts
AcknowledgementsThis research was supported by an International Postgraduate Research
ScholarshipandaUniversityof Sydney InternationalPostgraduateAward,
facilities are provided by the Key Centre of Design Computing and Cogni-
tion. We are grateful to the architects who participated in this study.
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Appendix
Design brief 01
Client: Your task is to design a house for a couple, whose ages are
29 and 34. The female is a dancer, and the male is a painter.
They are sensitive to colors and beauty, enjoy contact with
the natural environment. In order to make their dream house come
true, they have a budget of about $350 000.
Site: The site is located on the corner of the fully serviced home sites sur-
rounded by a large central open-space recreation reserve in Matraville,
one of Sydney’s south eastern newly desirable locations. It is a trapezium
in shape and slopes down to the edge of the recreation. The site has
a view of the flame trees in the recreation reserve and the whole reserve.
The site is 700 m2. The floor space ratio for this site is 0.65:1, so the max-
imum floor plan can be 455 m2.
House: The house is expected to be caressed by gentle sea breezes, and
screened by a stately grove of magnificent flame trees along the edge
of the estate. A sculpture garden is required for display of their art col-
lections. According to the Randwick Development Control Plan No. 4,
the height of a dwelling house should not exceed maximum of 9.5 m.
Your task is to give forms to and arrange the following spaces on the
site with the approximate sizes:
Living/dining area: 40 m2 Painter’s studio: 50 m2
Kitchen: 15 m2 Dancer’s studio: 50 m2
Bath: 10 m2 Observatory: 20 m2
Master bedroom: 30 m2 WC-shower: 9 m2
Bedroom: 20 m2 Parking space: 36 m2
Design brief 02Client: Your task is to design a house for a re-married couple, whose ages
are 42 (female) and 50 (male). The female is a part-time University lec-
turer, and the male is a Consultant and a Business Analyst. They’ve got
five children (three frompreviousmarriages, aged 17, 15 and 13; two chil-
dren of the current marriage, aged 7 and 5). They’ve got busy lifestyles
and they also enjoy contact with the natural environment. The female
works from home 2 days a week. The male invites colleagues from over-
seas every 2 months to their house for consulting purposes. There should
be a study or work space, possibly shared by husband and wife. She will
612 Design Studies Vol 27 No. 5 September 2006
work from home, and he will need to use the space for meetings with col-
leagues. In order to make their functional, dream house come true, they
have a budget of about $450 000.
Site: The site is located on the corner of the fully serviced home sites sur-
rounded by a large central open-space recreation reserve in Matraville,
one of Sydney’s south eastern newly desirable locations. It is a trapezium
in shape and slopes down to the edge of the recreation. The site has
a view of the flame trees in the recreation reserve and the whole reserve.
The site is 700 m2. The floor space ratio for this site is 0.65:1, so the max-
imum floor plan can be 455 m2.
House: The house is expected to be caressed by gentle sea breezes, and
screened by a stately grove of magnificent flame trees along the edge
of the estate. A garden is required accommodating for children’s recre-
ational activities. According to the Randwick Development Control
Plan No. 4, the height of a dwelling house should not exceed maximum
of 9.5 m. Your task is to give forms to and arrange the following spaces
on the site with the approximate sizes:
Living/dining area: 40 m2 Study/workspace 15 m2
Kitchen: 15 m2 External play area FlexibleBathroom: 10 m2 WC-shower: 9 m2
Master bedroom: 20e25 m2 Parking space: 36 m2
Bedrooms arrangementfor 5 children:
70e120 m2 Family room/children’saccommodation
30 m2
Design discussionThe participants were interviewed after the blindfolded sessions, before
they do a sketching session. They were asked open-ended questions
which are listed below.
1. Can you describe how you went about the design process?
2. What role did talking play in the process?
3. How well developed do you think the design is?
4. If you were sketching in this session, do you think you would have
produced a more developed, less developed or design of about the
same level development?
5. How important is sketching in your design process?
6. What role did visual or other imagery play in this design process?
Sketching and conceptual designing 613
Design ideation: the conceptual sketchin the digital age
Ben Jonson, University of London, Goldsmiths College, Department
of Design, New Cross, London SE14 6NW, UK
The freehand sketch has traditionally been seen as the primary conceptual
tool in the early stages of the design process. But what is the impact of
digital technology on conceptual tools and sketching in particular?
A multiple case study compared how design students and design
practitioners used conceptual tools in everyday design situations. The
outcome showed that verbalisation, rather than freehand sketching was
the major conceptual tool for getting started. Moreover, the computer
emerged as an ideation tool across design domains.
� 2005 Elsevier Ltd. All rights reserved.
Keywords: conceptual design, design process, design tools, drawing,
design ideation
Design ideation can be seen as a matter of generating,
developing and communicating ideas, where ‘idea’ is un-
derstood as a basic element of thought that can be either
visual, concrete or abstract. As such it is an essential part of the design
process, both in education and practice (Broadbent, in Fowles, 1979:15).
In this process, freehand sketching has traditionally been considered
a core conceptual tool (Schon, 1983; Garner, 1992; Goel, 1995; Suwa
and Tversky, 1997; Cross, 1999; Tversky, 1999; Plimmer and Apperley,
2002; Bilda and Demirkan, 2003). But despite the extensive literature on
the subject, the role of sketching may not have been sufficiently
examined or challenged in the digital age, including the view that
computer-aided design, CAD, is an inappropriate means for conceptu-
alisation (Lawson and Loke, 1997; Verstijnen et al., 1998; Purcell, 1998).
1 Case study
1.1 Participants and projectsTo illuminate uses of conceptual tools in education and professional
practice, five undergraduate design students and five design practi-
tioners in the domains of fashion (FA), architecture (AR), graphic
(GR), product (PR), and general design (DE) volunteered to take part in
Corresponding author:
B. Jonson
www.elsevier.com/locate/destud
0142-694X $ - see front matter Design Studies 26 (2005) 613e624
doi:10.1016/j.destud.2005.03.001 613� 2005 Elsevier Ltd. All rights reserved Printed in Great Britain
614
a comparative case study. The students, who were in their second-year
(Y2), and the practitioners, who had been working between one and two
years since their graduation, were asked to record uses of conceptual
tools as they started on a new design project within their respective
domain (situated research). Each project, therefore, was part of everyday
designing and included in the case study for being accessible at the time
of the research.
The project briefs were: (1) to design a collection of six outfits containing
a particular print motif (fashion student); (2) to design a luggage range
incorporating printed canvas (fashion practitioner); (3) to design an
arrival building for visitors on a National Trust site (architecture
student); (4) to design a flagship fashion store in London’s Oxford street
(practising architect); (5) to design an interactive experience that
communicates a sense of space (graphic design student); (6) to design
an interactive web site for an international retail company introducing
a new brand (graphic designer); (7) to design further adaptation and use
of electrical plugs and plug sockets (product design student); (8) to
design a new retail concept for future record selling business (product
designer); (9) to find design solutions for urban cycling (general design
student); (10) to design an interactive artefact for an exhibition space
(general design practitioner).
1.2 Data collectionThe data gathering aimed at capturing uses of conceptual tools as they
actually happened in everyday design across a wide spectrum of design
domains. The focus on authentic design situations was important
because common experience suggests that ideation thrives under
opportunistic rather than organisational conditions. Therefore, and
unlike laboratory-like research, the participants would need the greatest
freedom possible in using their own tools and having unrestricted access
to information (Dwarakanath and Blessing, 1996), both in terms of type
of information and order of processing it (Plass et al., 1998).
Direct observation, including the think-aloud method, was one possible
way of gathering research material. Yet, this method has been criticised
for being weak at capturing non-verbal thought processes (Cross et al.,
1996), or for affecting the design process itself (Davies, 1995:103).
Similarly, participant observation (Robson, 1993:159) raised the issues
of confidentiality, reactivity and access and might therefore interfere
with the free flow of ideas, particularly as ideation realistically would be
situated not only in the studio, but in many ‘other places’. Moreover, the
observation that design concepts may not appear, ‘all at once’
Design Studies Vol 26 No. 6 November 2005
Design ideation: the co
(Goldschmidt, 1994:164), or that the designer cannot always trace the
steps of conceptualising (Davies and Talbot, 1987:21), underlined how
data collection was a critical research issue.
The research instrument, therefore, would have to be both reliable and
user-friendly, capable of capturing uses of conceptual tools not after the
conceptual events, but during the events. This approach suggested how
feedback might be received from participants if they themselves, rather
than the researcher, were to identify and record their use of conceptual
tools as they went along. Self-reporting, then, resulted in a research
instrument that was designed in two parts: the self-report and the
interview. In this, the self-report, as a kind of a diary, effectively became
a preliminary to interviewing (Burgess, 1981). Therefore, the two
protocols complemented each other and, moreover, helped check the
authenticity of the outcomes.
1.3 The self-reportThe notion of reflective practice (Schon, 1983) together with how
designers use sketchbooks, creative journals, diaries and similar devices
for keeping track of ideas, informed the designing of the self-report.
Thus, the self-report was laid out as a simple grid of numbered squares
on paper where each square represented half-a-day of ideation activity.
The number of squares was open-ended because the conceptualisation
period could not be pre-determined because it would necessarily vary in
length according to each individual project. The choice of an ideation
period of half-a-day was a pragmatic time management issue reflecting
how self-reporting in real design situations could not be a stopwatch
activity, as might be the case in a study under controlled conditions, but
rather an activity akin to ‘reflection-in-action’ (Schon, 1983). Moreover,
the usability of the self-report was tested in a pilot study prior to the case
study.
Each numbered square, therefore, represented a time- and event-based
coding unit for four categories of conceptual tools: sketching [S], words
[W], modelling [M], and computing [C] (Figure 1b). According to the
Guidelines, shown here partially for the purpose of this paper, the
participants simply encircled with a pen the symbol(s) for the tool(s)
used in each session of the conceptual phase (Figure 1a, b). Thus, any
kind of freehand line drawing, including annotation, was marked as
sketching [S]. Words [W] meant both spoken and written words,
including Internet searches. Any activity involving direct manipulation
of materials, say card, wood, or fabric, was denoted modelling [M]. Any
nceptual sketch in the digital age 615
Figure 1 (a) Guidelines: For
each session worked, circle
the tool(s) (S,W,M,C) you
used in that session. If other
than S, W, M, C, describe in
numbered footnote (1, etc.).
(b) An example of how the
self-report was filled in. It
shows the architect’s first
sheet of the self-report, or 36
sessions (of a total of 85
recorded sessions). N.B.
More data were recorded in
and extracted from the self-
report than presented in this
paper
616 Design Studies Vol 26 No. 6 November 2005
Design ideation: the co
digital work, from CAD to hypermedia, was described as computing
[C].
The word ‘tool’ might invoke the mechanical, rather than the digital age.
Yet ‘tool’ was used for representing both action and thinking, as in
‘thinking tool’, and therefore the notion of conceptual tools covered
both physical and cognitive activities. However, the chosen tool
categories, which were tested in the pilot study, were not exclusive.
The self-report, therefore, provided additional space to record
conceptual tools other than [S], [W], [M], and [C] (Figure 1b). In the
event, however, none of the participants reported using any other tool.
But just ‘having ideas in one’s head’ did not constitute a tool option
because the term conceptual tool implied the need for ideas to be
externalised, or nobody else would know about them. Yet this was not to
dismiss ‘non-productive thoughts’, say, daydreaming, which, if extern-
alised, for instance as doodling, would be regarded as sketching [S].
1.4 The interviewThe participants’ thoughts on ideation after the events, or ‘reflection-on-
action’ (Schon, 1983), were important not only as a source of research
material, but also as a data check because self-reporting can be faulty,
particularly through forgetfulness. At the end of the conceptualising
period, therefore, individual interviews were conducted with the
participants. Each interview, which was audio-taped and transcribed,
included the following scripted questions: What conceptual tools did
you use? Where in the design process did you use them? Did you
experience any sudden insights (‘Aha!’), and if so, what conceptual tools
were then used? What were the strengths and weaknesses of the
respective conceptual tools? The interviews, however, went beyond the
scripted questions confirming how case study interviews ‘appear to be
guided conversations rather than structural queries’ (Yin, 2003:89).
1.5 Analytical approachThe research material, as recorded in the self-reports and the interviews,
was not treated as sample data, but rather as rich descriptions in which
the authority of the research was shared between the researcher and the
participants, as co-researchers. Therefore, protocol reliability and
validity was built on trustworthiness from a practical and pragmatic
perspective (Silverman, 2001). Moreover, using purposive sampling
(Denzin and Lincoln, 1994), the case study did not amount to a survey
and therefore any generalisation would be of an analytical rather than
statistical nature (Yin, 2003).
nceptual sketch in the digital age 617
618
The length of the conceptualisation period varied greatly in the 10 cases
reflecting the unique character of each project as well as individual
approaches to ideation. Thus, the fashion student recorded 29
conceptual sessions; the fashion practitioner 7; the architecture student
17; the architect 85; the graphic design student 19; the graphic designer
45; the product design student 16; the product designer 10; the general
design student 23; and the general design practitioner 6. To enable
comparison between the distribution of conceptual tools according to
the four tool categories, and between students and practitioners, and
between domains, single tool usage was calculated case-by-case as
a fraction of all tools used in each project (tool distribution).
In this, the analysis was concerned with tool usage by designer status
(student or practitioner) and by design domain, not with the evaluation
of ideas per se. This was because at the time of the interview, the ideas
represented propositions, or work in progress, rather than final plans,
artefacts or systems. The focusing on ideation as process, rather than
outcome, therefore recognised the gap between the ideas and their
realisation, which can be considerable. Moreover, as ideation is
concerned with both thinking and feeling, assessment of ideas can be
biased because they evoke personal reactions to the idea itself (Lawson,
1990).
2 Findings
2.1 Most used single toolsTable 1 shows the most used single conceptual tool, as a fraction of 1.0
of all tools used, in each of the 10 cases. For instance, the most used
single tool by the second-year fashion student (Y2 FA) was modelling
[M], at the ratio 0.7 (for easy reading, any other tools, and whether used
or not are marked zero in the table. For a full set of figures, see Tables 2
and 3). Overall, then, what emerged was the range of ‘primary tools’
used by the participants with the exception of sketching [S], which was
not recorded as the most used single tool in any of the cases.
Table 1 Most used single tool (ratio of all tools used)
Y2 FA Pr FA Y2 AR Pr AR Y2 GR Pr GR Y2 PR Pr PR Y2DE
PrDE
Sketch 0 0 0 0 0 0 0 0 0 0Word 0 0.4 0 0 0 0 0 0.5 0.4 0.5Model 0.7 0 0.5 0 0 0 0.4 0 0 0Comp 0 0 0 0.4 0.5 0.5 0 0.5 0.4 0
Design Studies Vol 26 No. 6 November 2005
Design ideation: the c
The findings, therefore, challenged two dominant views in the literature.
First, that sketching [S] is the primary conceptual tool, and, second, that
computing [C] is unsuitable for conceptualisation.
2.2 Getting started: Square OneThe first ideation session in each case was particularly illuminating
(Square One in the self-report). Thus, Figure 2 shows what single or
mixed conceptual tool(s) the participants used, as recorded in the first
session of each project. That is, single use of sketching [S], words [W], or
computing [C] as well as the combination of sketching and words
[S C W], and computing and words [C C W], as proportions of all the
tools used in all the projects for getting started.
Again, the role of sketching was less prominent than that often assumed
in the literature. That is, sketching on its own [S] initiated the design
process in only one case, or 10 % of all the cases, whereas sketching in
combination with another tool [S C W] was used in two cases (20%). In
contrast, verbalisation on its own [W] was used in four cases (40%), and
with another tool [S C W] or [C C W], in four more cases. That is,
verbalisation, either on its own or together with another tool, was used
in a total of eight out of 10 cases (80%). One participant went straight to
the computer [C]. None began with the modelling tool [M].
2.3 Relative tool usageThe relative use of conceptual tools, as a decimal fraction of 1.0,
is shown in Table 2 (Y2 students) and in Table 3 (Practitioners).
For example, in Table 2, under Y2 AR, the ratio 0.1 means that the
Table 2 Y2 students relative tool usage
Y2 FA Y2 AR Y2 GR Y2 PR Y2 DE
Sketch 0.1 0.1 0.2 0.2 0.2Word 0.0 0.2 0.3 0.3 0.4Model 0.7 0.5 0.0 0.4 0.0Comp 0.2 0.2 0.5 0.1 0.4
Table 3 Practitioners relative tool usage
Pr FA Pr AR Pr GR Pr PR Pr DE
Sketch 0.3 0.2 0.1 0.0 0.2Word 0.4 0.3 0.4 0.5 0.5Model 0.0 0.1 0.0 0.0 0.0Comp 0.3 0.4 0.5 0.5 0.3
onceptual sketch in the digital age 619
second-year architecture student used sketching [S] in about 10% of the
recorded sessions, whereas the corresponding figures for spoken and
written words [W] were 0.2, or around 20%. Or put differently, the
architecture student used words [W] roughly twice as often as sketching
[S] when conceptualising. The corresponding decimal figures for the
practising architect (Pr AR) were 0.2 and 0.3 (Table 3).
The findings highlighted how all the Y2 students and the practitioners,
except the product designer (Pr PR), used sketching [S] as a conceptual
tool. Significantly, however, in no case was sketching recorded as the
most used conceptual tool.
All the Y2 students, with the exception of the fashion student (Y2 FA),
and all the practitioners used words [W] in conceptualisation. Notice-
able was the relative strength of verbalisation as a conceptual tool
among the practitioners.
Three of the five Y2 students used the sketch modelling tool [M], which
was the single most used conceptual tool, whereas among the
practitioners only the architect (Pr AR) used it, which was the least
used tool.
All the Y2 students and all the practitioners recorded computing [C] as
a conceptual tool, and the practitioners relatively more so than the
students. The software used by the participants included painting
packages (bitmap), such as Adobe Photoshop�, as well as drawing
packages (vector), for example, Adobe Illustrator�, Macromedia
Director�, and Rhinoceros�.
2.4 ‘Aha!’ momentsThe participants were asked to capture any ‘sudden breakthroughs’, or
so-called ‘Aha!’ moments, and then record the corresponding conceptual
Getting started
S10%
W40%
C10%
S+W20%
C+W20%
Figure 2 Tools used for get-
ting started
620 Design Studies Vol 26 No. 6 November 2005
tool(s) (Figure 1b). Figure 3 shows that all participants except the
architecture student (Y2AR) recorded at least one ‘Aha!’ moment. Thus,
of a total of 13 suchmoments (aggregated from left-hand scale), a total of
15 conceptual tools were used (as coded), of which eight were words [W],
three were sketching [S], another three computing [C], and onemodelling
[M]. The graphic design practitioner (Pr GR) was alone experiencing
a ‘Aha!’ momentwhile engagedwithmore than one conceptual tool. And
only the fashion student (Y2 FA) and the general design student (Y2DE)
recorded more than one ‘Aha!’ moment (three each).
The findings show how over half of the ‘Aha!’ moments occurred in the
verbalisation mode [W]. Sketching and computing equally captured
three ‘Aha!’ moments, in contrast to one for modelling.
3 DiscussionThe study challenged the primacy of freehand sketching for conceptu-
alising (Table 1). Instead, verbalisation, on its own or in combination
with other conceptual tools, emerged as the prime mover for getting
started (Figure 2), and was the most used tool for externalising ‘Aha!’
moments (Figure 3). Moreover, the combination of tools suggests that
design ideation was an interaction, or a dialogue between visualisation
(non-verbal) and language (verbal), similar to what has been described
elsewhere as ‘the language of design’ (Schon, 1983), ‘the translation
problem’ (Tomes et al., 1998), or the ‘picture-word-cycle’ (Dorner,
1999).
The relative strength of verbalisation, however, made sense in that
words are the most common means of human communication, both in
face-to-face and computer-mediated environments, as experienced by
many designers in conceptualising designs (Lawson and Loke, 1997).
But words are fundamental not just to communication but to the
process of thought itself, although this observation may be overlooked
or underestimated, as the case study findings suggest. Furthermore,
verbalisation emphasised the social and collaborative aspects of
Tools used in 13 "Aha" moments
0
1
2
3
Y2 FA Pr FA Y2 AR Pr AR Y2 GR Pr GR Y2 PR Pr PR Y2 DE Pr DE
Comp
Model
Word
Sketch
Figure 3 Tools used for cap-
turing ‘Aha!’ moments
Design ideation: the conceptual sketch in the digital age 621
622
designing (Cross and Clayburn Cross, 1995). Interestingly, the fashion
student was the only case where verbalisation was not used as
a conceptual tool and explained by a preference for working solo, in
a non-verbal mode away from other people in the early stage of the
design process (Table 2).
Verbalevisual interaction, moreover, may reflect how all forms of
human expressions are ‘just the surface structure created by the deep
structure of the human language instinct’ (Nolte, 2001:106). Arguably,
then, representation of ideas is the surface structure of ideas whereas the
meaning of ideas is embedded in the deep structure of language.
Therefore, as deep structure, ‘sketching about for ideas’ suggests a sense-
making activity that is not tied to any particular conceptual tool.
In broadening the concept of sketching, then, CAD is not just a narrowly
defined technical drawing tool but a conceptual tool capable of
developing new ways of perceiving and conceiving design. That is,
CAD may foster new patterns, relationships, or aesthetics expanding,
rather than reducing designers’ creative options, as suggested by the
participants in their use of computing for conceptualising (Tables 2
and 3). Arguably, then, the view that CAD is inappropriate for
conceptualising seems to be based on a preconception of conceptual
tools as surface, rather than deep structures.
3.1 Computer-aided ideationWhat seems to complicate the discussion on CAD for ideation is that
commercial CAD systems tend to be driven by production needs
(efficiency and accuracy), rather than creativity, focusing on automating
routine tasks and on increasing drawing productivity, and therefore
reducing product development costs. Limiting CAD to changes or
improvements of existing products or systems, which constitute the bulk
of designing, may, however, overlook advances in digital technology in
which the computer can introduce new practices and promote different
ways of working towards experimentation and discovery (Coyne et al.,
2002). Moreover, designers who focus on innovation through analogue
tools alone might effectively censor CAD during conceptual and
schematic design phases (Gibson, 2000). Such narrow focusing also
highlights knowledge and skills of computing technologies. For
instance, a research study into design devices found that inexperience
with computing seemed to limit design possibilities (Coyne et al., 2002,
pp. 270e271). The lack of experience may also help explain why in the
case study most of the students used less computing relative to the
practitioners (Tables 2 and 3).
Design Studies Vol 26 No. 6 November 2005
Design ideation: the co
3.2 Why sketching?The strength of verbalisation in the ideation process, and the use of the
computer for conceptualising, did not, however, sideline the drawing
issue. That is, although sketching was not recorded as the primary
conceptual tool, all the participant students said that they would have
liked to do more sketching, which they considered a skill. In general, the
students felt they lacked opportunities for sketching in set projects, and
that studio teachers were not always seen as role models for sketching.
The practitioners considered sketching a skill too and backed the
teaching of drawing despite the fact that they themselves did relatively
little sketching in their everyday practice. The reasons given for this was
mainly commercial, for example, time and cost pressures, but also client
expectation of photo-realistic images at the ideation stage.
This suggests that the relatively small amount of traditional sketching
among the participants had more to do with constraints in the design
environment than any personal rejection of freehand drawing as such.
To illuminate uses of conceptual tools through self-reporting, therefore,
seemed worthwhile because the participants, by looking critically at
their own ideation process (reflection-on-action), gained greater
awareness of conceptual tools and therefore better understanding of
why sketching?
ReferencesBilda, Z and Demirkan, H (2003) An insight on designers’ sketchingactivities in traditional versus digital media Design Studies Vol 24 No 1
pp 27e49Burgess, R G (1981) Keeping a research diary Cambridge Journal ofEducation Vol 11 Part 1 pp 75e83
Coyne, R, Hoon, P and Wiszniewski, D (2002) Design devices: digitaldrawing and the pursuit of difference Design Studies Vol 23 No 3 pp263e286Cross, N (1999) Natural intelligence in design Design Studies Vol 20 No 1
pp 25e39Cross, N, Christiaans, H and Dorst, K (1996) Introduction: the Delftprotocols workshop,, in N Cross,H Christiaans and K Dorst (eds) Analysing
design activity, John Wiley, Chichester, UK pp 1e16Cross, N and Clayburn Cross, A (1995) Observations of teamwork andsocial processes in design Design Studies Vol 16 No 2 pp 143e170
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the imago Design Studies Vol 8 No 1 pp 17e25Denzin, N and Lincoln, Y (eds) (1994) Handbook of qualitative research,Sage, Thousand Oaks, CA
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Dorner, D (1999) Approaching design thinking research Design StudiesVol 20 No 5 pp 407e415Dwarakanath, S and Blessing, L (1996) Ingredients of the designprocess: a comparison between group and individual work,, in N Cross,
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Studies Vol 1 No 1 pp 15e16Garner, S (1992) The undervalued role of drawing in design,, inD Thistlewood (ed) Drawing research and development, Longman, London
pp 98e109Gibson, K (2000) Divergent and convergent thinking with CAD Journal ofDesign Communication Vol 2
Goel, V (1995) Sketches of thought The MIT Press, Cambridge, MAGoldschmidt, G (1994) On visual design thinking: the vis kids ofarchitecture Design Studies Vol 15 No 2 pp 158e174Lawson, B (1990) How designers think: the design process demystified
(2nd edn) Butterworth Architecture, LondonLawson, B and Loke, S M (1997) Computers, words and pictures DesignStudies Vol 18 No 2 pp 171e183
Nolte, D (2001) Mind at light speed e a new kind of intelligence The FreePress, New York, NYPlass, J, Chuan, D, Mayer, R and Leutner, D (1998) Supporting visual and
verbal learning preferences in a second-language multimedia environmentJournal of Educational Psychology Vol 90 No 1 pp 25e36Plimmer, B and Apperley, M (2002) Computer-aided sketching to capture
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Purcell, T (1998) Editorial. Special issue: sketching and drawing in designDesign Studies Vol 19 No 4 pp 385e387Robson, C (1993) Real world research Blackwell, Oxford
Schon, D (1983) The reflective practitioner Temple-Smith, LondonSilverman, D (2001) Interpreting qualitative data (2nd edn) Sage, LondonSuwa, M and Tversky, B (1997) What do architects and students perceive
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Design Studies Vol 26 No. 6 November 2005
Corresponding author:
Catherine [email protected].
uk
scovering: how do student
Seeing and didesigners reinterpret sketches and digitalmarks during graphic design ideation?Catherine Stones and Tom Cassidy, School of Design,
University of Leeds, Leeds, LS2 9JT, UK
This paper discusses and examines the impact that design tools have on
reinterpretation during graphic design ideation activity. It discusses the vital role
that reinterpretation plays in the design process and reviews existing empirical
studies concerning reinterpretation. It also discusses broadly the differences in
ambiguity levels of conventional paper-based sketches and digital tools. The
paper presents results of an experiment designed to capture and compare
instances of reinterpretation by student designers. The results suggest that, while
students are capable of reinterpreting the digital marks as other forms, they are
less successful at turning those new digital forms into new ideas. It would appear
that whilst not causing reinterpretation, paper-based sketches, more than digital
tools, can support the vital process of reinterpretation that generates new ideas.
� 2010 Elsevier Ltd. All rights reserved.
Keywords: creativity, design process, design tools, drawing, graphic design
It is vital that we equip students with the ability to make well-informed
decisions about tool choice and tool use during design ideation. As well
as teaching production skills using tools (for example, how to draw
more accurately, or to use software more efficiently), could we also teach stu-
dents how to use tools to facilitate the generation, not just the execution, of
ideas? A fundamental question that this paper raises is e to what extent do ex-
ternalisation methods and use of particular tools impact upon the ideation
stage of design?
Broadly the purpose of this paper is to discuss:
1. Why reinterpretation is an important part of ideation activity.
2. To what extent tool use may impact upon the process of reinterpretation
for student designers.
1 What is a tool?Tools are used to externalise ideas and mental images. A tool may be defined
as ‘a moving entity whose use is initiated and actively guided by a human be-
ing, for whom it acts as an extension toward a specific purpose’ (McCullough,
www.elsevier.com/locate/destud
0142-694X $ - see front matter Design Studies 31 (2010) 439e460
doi:10.1016/j.destud.2010.05.003 439� 2010 Elsevier Ltd. All rights reserved.
440
1998, p. 68). The specific purpose of the tools in this study, is the design of an
artefact, as the hand is physically extended by an ability to make external
marks, be those on paper or on screen.
This paper examines two broad ‘tools’ e use of pencil and paper (resulting in
a sketch) and the digital design tool (design software running on a computer sys-
tem). The term ‘sketch’ refers to the result of a rough, preliminary mark-making
activity. Sketching, according toMcKim (1972, p. 123) is performed quickly and
has a freshness which is not always evident in a polished, drawn-up version of the
design. It is also concerned with broad features rather than details.
The digital design tool refers to any computer-based graphics software in
which selection and manipulation of pre-defined shapes or freehand lines
can occur. Preliminary digital designing is the focus of this paper, which,
like sketching, is a phrase used here to describe rough and possibly playful de-
signing, early on in the design process. The particular features of a specific soft-
ware package is less interesting to us at this stage than the two key methods of
digital design working e freehand digital drawing (self-generated marks) and
shape selection and generation (ready-made marks).
Particular tools make, by application of default settings, particular types of
marks with certain visual characteristics. Bermudez andKing (2000, p. 41) refer
to their view that ‘rather than being neutral, transparent and timeless, media
and processes are intentional, substantial and timely’. Media provide a context
or an environment within which we consider our design discipline. Putting this
in a designer’s terms, the software or pencil may ‘frame’ our view of our actions.
The impact of the form and shape of the marks made on design thinking is one
area to examine. Implicit in this however, is the examination of how the marks
are made, and the impact of that process of making on the process of thinking.
There is evidence to suggest that, for instance, the word processor impacts on
certain processes whenwriting. Haas (1990, p. 166) comparedwriting using pen
and paper with writing on a word processor and found that planning was much
more extensive when using pen and paper. Kellogg and Mueller (1993, p. 41)
also suggested that rather than improving cognitive performance the word pro-
cessor encouraged the adoption of a poorer writing style. It seems reasonable
to suggest that design software could play an even larger part in the way we de-
sign e not only in the restructuring of design activity and focus but also, given
the importance of visual information for the designer, the way we generate
ideas. This paper focuses on examining the impact that tools may have on
one particular process, the process of reinterpretation.
2 What is reinterpretation?A complex, bi-directional cognitive process occurs as the designer sketches.
Schon (1995, p. 76) famously described the act of sketching as a conversation
Design Studies Vol 31 No. 5 September 2010
How do student designe
which takes place between the architect and the drawn marks. Similarly
Laseau (1989, p. 7) stated that ‘the process of graphic thinking can be seen
as a conversation with ourselves in which we communicate with sketches’.
Whilst both quotes are from the field of architecture this design dialogue exists
across design disciplines (Maeda, 2000; Vermaas, 1997). The sketch is not nec-
essarily a full representation of ‘the mind’s eye on paper’, but instead repre-
sents an on-going process of selection, reflection and change. Fish and
Scrivener (1990, p. 122) discussed how drawing in particular involves both ma-
nipulation of mental imagery and perception of external elements in partner-
ship. The perception of a sketch may help generate a mental image that, in
turn, may produce more sketches which may, again, generate another mental
image, and so on and so forth. This, put simply, is the process of ‘reinterpre-
tation’. Reinterpretation is important since it is a valuable source of new, un-
expected ideas, which generally could be described as an outcome of a lateral
thinking process (De Bono, 1970). To have several ideas in the early stages of
a design is useful since it enables the designer to have a rich set of solutions to
choose from, enables the client to be shown more solutions and it can also con-
firm the strength of one particular solution by comparing it to many other at-
tempts. Reinterpretation then, is an act that would be highly beneficial for
student designers to harness. It cannot be claimed that reinterpretation in itself
leads to better quality design outcomes, but it is a valuable means of generat-
ing alternatives upon which evaluation can then take place.
Goldschmidt (1994, p. 164) described a principle in which ‘one reads off the
sketch more information than was invested in its making’. She argued that,
when the drawer begins, they often only have a vague notion of what they
will draw and only after drawing activity commences and proceeds, do
new graphic relationships become apparent. This is not necessarily a given
however e the drawer must be attentive to the new potential relationships.
In a related study Verstijnen, Van Leeuwen, Goldschmidt, Hamel, and
Hennessey (1998, p. 178) examined the processes by which discovery occurs
when designers use only mental imagery and when they externalise ideas us-
ing sketching. They identified two processes by which discoveries take place
during the combination of figures e combining and restructuring. The latter
process is very much related to reinterpretation and requires a shift in per-
ception which, Verstijnen et al. (1998, p. 197) argued requires externalisation
(as it is too difficult to perform through mental imagery alone) and also re-
quires a certain level of drawing expertise. When comparing the performance
of novice and expert designers they concluded that only the expert designers
could use their proficient sketching skills to facilitate restructuring.
Goldschmidt (2003, p. 81) also acknowledged that skill is required. This rai-
ses the question, which this paper hopes to address, of whether and how stu-
dent graphic designers can readily reinterpret marks without having had
tuition specifically dealing with reinterpretation.
rs reinterpret using sketches or digital tools 441
442
2.1 Ambiguity, reinterpretation and toolsReinterpretation is seen as a valuable process and is linked to the quality of
ambiguity. Ambiguity can be defined as ‘interpretable in two or more distinct
ways’ or as ‘vague or imprecise’ (Stacey & Eckert, 2003, p. 153). Draft designs
rendered in pen or pencil sketches have this element of ambiguity. Rough, un-
tidy sketching allows the designer to work quickly, suspending judgement on
polished features. Rough sketches also act as visual reminder of areas still to be
resolved, and, most importantly for this study, may help trigger the formation
of new ideas (Fish & Scrivener, 1990, p. 120; Goel, 1995, p. 193; Goldschmidt,
1991, p. 131).
Many default digital marks have a finished appearance, such as a rendered
typeface or a shape selected from a menu. Due to this certainty in appearance
the digital mark, when used in the early stages of design could, as Lawson
pointed out, prove destructive and restrictive, unless it is deliberately sub-
verted (Lawson, 1997, p. 298). Black’s (1990, p. 288) work on examining the
impact of medium on decision making of student graphic designers is small
in scale but nonetheless important as early research into the differences be-
tween digital and paper-based graphic designing. Her findings suggest that stu-
dents judged their work using a different set of criteria when designing with the
computer and that a finished appearance forms part of that judgement, as if
the students were mistaking a high level of finish with design proficiency.
Though Black’s study is old, the essential characteristics of graphic design soft-
ware have not fundamentally changed e for instance, shapes are still selected
from menus and bezier curves are manipulated. Students however have be-
come more digitally proficient, and the computer ubiquitous, and thus up-
dated studies of this kind are still required if we are to understand how to
adjust teaching methods accordingly.
A digital mark can be ambiguous in appearance i.e. drawn with the free-
hand tool, or is thin or light coloured. A pixellated line, for instance, shares
qualities both of a smudged and a wobbly line. The degree of ambiguity can
also be dependent on the choice of digital tool. Software such as Corel’s
Painter feature an array of ‘softer’ tools in the tool palette enabling the
user to overlay soft lines and textures on top of each other, allowing the cre-
ation of the alternative contours and missing contour lines that Fish and
Scrivener (1990, p. 120) class as ambiguous qualities of sketching. In Adobe
Photoshop a brush tool was used to replicate qualities of sketching, shown
in Figure 1.
Jonson’s (2005) work showed that ‘aha’ moments by students were possible
when using the computer though did not examine the exact processes that af-
fected these moments of insight, for instance whether the type of digital mark
aided this process or whether reinterpretation played a part in the creative
Design Studies Vol 31 No. 5 September 2010
Figure 1 Digital marks with
ambiguous characteristics
How do student designe
moment. Clearly digital design has much potential in terms of creative output
(Sass & Oxman, 2006, p. 327) e see for instance the digitally playful work of
graphic designer April Greiman or John Maeda, or the products and build-
ings designed by Ron Arad (in which his digital sketchpad enables ambiguous
digital sketching to occur even after detailed specification have been made,
subverting the conventional order of drafting) or architectural structures by
Zaha Hadid in which new organic forms become possible due in part to hy-
brid working methods adopted. Digital designing allows the designer to move
beyond what he or she can draw and this, coupled with new materials in the
fields of architecture and product design make innovative work possible, ex-
panding the notion of ambiguity away from the quality of a line to the poten-
tially boundless possibilities of machine-generated imagery. What we have,
particularly relevant in this study regarding graphic design, in the work of
Greiman is the establishment of a digital aesthetic where surface and form
is pushed into a new realm by the freedom the digital tool affords. How
can we encourage students to adopt hybrid or innovative practises when
they are still learning to use industry-standard tools? We first need to under-
stand their current approaches to designing digitally in order to teach it
effectively.
If some digital lines appear fixed in appearance using default settings, in
some sense, the fluidity of their capability to be transformed can counter
this rigidity. In the work of graphic designer, April Greiman, for instance,
this playfulness of digital forms is evident and fluidity of manipulation
leads to new ideas. Oxman (2008) calls for a new conceptual model for
rs reinterpret using sketches or digital tools 443
444
considering design thinking in a digital age, discussing whether we still
need to consider ‘reflection-in-action’ as an appropriate model. Oxman
(2008, p. 101) reflects that the exploration and manipulation of graphical
symbols has become less relevant in the field of digital design but is this
reflected in student graphic designers’ working methods and in the indus-
try-standard tools they use?
There clearly is a method for making ambiguous digital marks but is it the gen-
eral chosen method used by student designers? Stones and Cassidy (2007)
found that students working digitally were much more likely to use ready-
made, unambiguous shapes than construct them using freehand tools. The
study however used typefaces for its particular task and thus we might imagine
that it just would be more likely that students would select a typeface than self-
construct a letter form. This paper also seeks to examine whether there is
a preference for students when working with more open shapes which are
not readily part of a selectable menu of ready-made forms.
2.2 Reinterpretation and tools e previous empirical studiesThere appears to be a tension in the fundamental visual qualities of marks the
tool can make e while the rough sketch celebrates ambiguity, the computer’s
mark, by default settings, appears decisive. The views presented above suggest
that ambiguity is to be highly valued and thus there is a strong case for suggest-
ing that paper-based working can aid the reinterpretation of ambiguous marks
and thus the generation of ideas when used by the student in preliminary
stages.
Goel’s (1995, p. 193) experiment involved experienced designers using both
paper and pencil and a constrained version of Macdraw. The freehand tool
on Macdraw was disabled, and line lengths, angles and point locations
were limited to a grid structure. He deliberately chose a symbol system that
was unambiguously made up of marks of precision and certainty. This is
not however as student designers would necessarily use the computer and
so whilst useful, this study does not help capture the nuances or true charac-
teristics of digital design today. It does however provide useful knowledge of
how symbol systems do not appear to support reinterpretation very well. One
of his findings was that levels of ambiguity (number of reinterpretations) were
much higher in freehand sketching than in digital working. Goel (1995, p.
213) therefore concluded that sketching supported creativity in design more
effectively than constrained computer usage, particularly in terms of support-
ing reinterpretation.
Similarly, Won (2001, p. 321) conducted an experiment, though limited in
scale, that investigated the styles of designing an interior product on paper
and on computer. He was particularly interested in the initial concept genera-
tion stage of the design process. He analysed two designers’ working methods
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How do student designe
and concluded that working on the computer supported a more frequent inter-
change between focus on detail and focus on the whole. He also claimed that
reinterpretation and ‘seeing’ occurs more frequently on computer than when
using traditional materials (Won, 2001, p. 324) (in stark contrast to the find-
ings of Goel, 1995, p. 213). This frequency of reinterpretation could be ac-
counted for by the speed of digital working e the ability to ‘move-see-move-
see’ that computers support so effectively. Won (2001, p. 324) also concluded
that more alternatives could be generated using conventional drawing than us-
ing the computer (in agreement with Goel, 1995, p. 213). Though lacking in
scale (the comparison involved just two subjects), the results suggested that
the computer may be useful in the process of reinterpretation through its abil-
ity to provide rapid transformations.
It appears that the sketch is a potent device for stimulating reinterpretation as
suggested by many practitioners and empirically shown by Goel (1995, p. 218).
What is interesting is the opportunity to update Goel’s (1995, p. 218) study us-
ing student subjects who are unrestricted in their use of the software. Is there
any evidence to suggest that reinterpretation takes place in the digital environ-
ment when freehand, and perhaps more ambiguous lines, are made? Are there
other factors at work which might impact upon a student’s ability to
reinterpret?
3 Methodology: capturing and examiningreinterpretationThe experiment attempted to capture what happens during early design think-
ing as certain tools are used by student designers. It was hoped that using
a broad brush experimental approach we could begin to capture, study and
identify certain types of design activity, including the activity of reinterpreta-
tion. In a laboratory-style condition, using student designers, does reinterpre-
tation take place, what processes lead to reinterpretation and are there visible
differences found in the way that sketching and digital designing support
reinterpretation?
3.1 Sample size and selection methodTen students were selected to take part in the experiment. Students who
achieved marks above 65% in an undergraduate design module and who
had high attendance levels were invited to participate. The sample method
was also used to maintain a certain pedagogical consistency amongst subjects,
particularly in terms of the formal graphic design tuition they had received and
the ways in which they had been taught software skills. For example, no sub-
jects had previously received any formal training regarding how to use soft-
ware or drawing to maximise creative potential and no subjects had been
formally taught about reinterpretation or other techniques connected with
particular tool use. No mature students or students who had previously
been in full-time industry employment were selected. This again, ensured
rs reinterpret using sketches or digital tools 445
446
a certain consistency in the sample in terms of previous experience. We must,
of course, recognise that every student and designer is different, and absolute
parity is an impossible goal.
3.2 The design tasksTwo tasks were used and subjects were given 25 min to devise ideas. 25 min,
a relatively high-pressured time limit, was chosen for two reasons. Firstly,
given the time second and final year students had available, booking students
for just a 1 h session (25 min design time, 25 min protocol capture and 10 min
for explanations and questions) was found to be a practical means of acquiring
student volunteers. Secondly, and more importantly, 25 min was deemed
a long enough time to generate a number of preliminary ideas whilst putting
the subject under pressure to think instinctively and to not have time to refine,
as the emphasis of the experiment was on generating new ideas. While Goel
(1995) gave his expert subjects more time to complete their design session
they had more elements, both image, text and concept to produce. Conversely,
Prats, Lim, Jowers, Garner, and Chase (2009) gave their subjects tasks to com-
plete of 10 and 15 min duration. Studies of this kind are, of course, artificial by
their very nature and no set time limit will replicate the natural design process.
What is crucial here is that, for the objectives of the study and for parity, the
time limit was consistently used and prompted enough solutions to be studied.
Appropriate instructions encouraged subjects to externalise as many ideas as
possible during the time duration.
Since each subject was to take part in two design sessions (one week apart) two
tasks were required. Five subjects would perform Task 1 on paper and the
other five would perform Task 1 on computer. The following week the subjects
who first used paper would perform Task 2 on computer and vice versa for the
remaining subjects. This was so that data was collected for each student using
both media, allowing for analysis to occur across 3 axes e subject, task and
medium. The tasks used are shown below.
Task 1 e Marriage Guidance Counsellor
INSTRUCTIONS
You have 25 min to devise as many ideas as possible in response to this brief.
A Marriage Guidance Counsellor wants a graphic/image-based logo as part
of her new corporate ID. It should be only black, white and/or grey and
must successfully convey, literally or in abstract terms, the activity of a mar-
riage guidance counsellor. Its design should be sympathetic to the target au-
dience which ranges from 25 to 60. It should be simple enough to be
reproduced both small and large scale. It should also aim to be visually
pleasing.
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Task 2 e Security Guard Firm
INSTRUCTIONS
You have 25 min to devise as many ideas as possible in response to this brief.
A Security Guard Firm wants a graphic/image-based logo as part of their new
corporate ID. It should be only black, white and/or grey and must successfully
convey, literally or in abstract terms, the activity of a security guard firm. Its
design should be sympathetic to the needs of owners of companies requiring
these services. It should be simple enough to be reproduced both small and
large scale. It should also aim to be visually pleasing.
Logo design was chosen as the task since many aspects of graphic design are
captured in the activity of designing a logo e idea generation, synthesis of
shape, handling space, establishing harmony and balance and attention to de-
tail, to name but a few. Like posters, the artifact that Goel (1995, p. 202) used
in his experiments, the logo is both syntactically potent (it should have an
overall clarity and distinctiveness of shape which makes it instantly recognis-
able) and semantically rich (within the shape should be a representation of the
organisation’s brand values, personality or function).
Some equality of task was sought. Both tasks involved symbolising a nameless
company. Both tasks involve themes which can be reasonably well represented
using existing knowledge. They both involve synthesis of elements (e.g. a coun-
sellor and a marriage or a guard and security) and demand the need to think
both literally and metaphorically about the subject in order to produce the
largest number of ideas.
Whilst not exhaustive this general prior knowledge would be sufficient for
a task of short time duration. We do have to acknowledge the artificiality of
this particular aspect of the design task. In reality a designer would spend
a large amount of time researching and discussing a subject to uncover all as-
pects of what a client does, who their audience is and what their brand values
are.
In addition, there are many variables which could affect a student designer’s
performance:
1. Existing tool fluency and expertise.
2. Existing subject knowledge.
3. Individual performance under pressure.
4. Previous experience of logo designing.
rs reinterpret using sketches or digital tools 447
448
Since we are dealing with human subjects there is no such thing as a perfectly
equal starting point. The best we can hope for, in attempting to examine the
graphic design process of different subjects, is to identify some frequently
used strategies, and hopefully, successful strategies, which we can then work
towards stimulating in an educational setting.
3.3 Collection of protocolProtocol analysis (Cross et al., 1996, p. 2) was used to elicit design process
information. Retrospective protocol capture was used. One of the risks, of
course, with this method is that subjects may not be able to remember what
they were thinking and their design decisions (Gero & Tang, 2001, p. 287).
The researcher however proceeded on the basis that a significant stage in the
design would be remembered if subjects were prompted and visually reminded
up to 30 min after the event. In a similar style to that adopted by Suwa and
Tversky (1997, p. 387), in order to avoid selective recall, a video recording
of the design activity was played back to the subjects.
3.4 Experiment set upAll subjects were placed in the same environment for the experiment. A com-
puter was set-up with Adobe Photoshop CS1, Macromedia Flash 9 or Adobe
Illustrator CS1 ready loaded. Subjects were able to choose their preferred piece
of software or use several pieces of software during the session. This allowed
subjects to work more naturally and hopefully more confidently at the com-
puter. The three software packages were selected because either they had
been formally taught (Adobe Photoshop and Macromedia Flash) or were
widely used independently (Adobe Illustrator) and because they supported
graphic creation using bitmap or vector based methods of working.
Subjects were given the tasks shown above and were given time to read the
brief. They were also given the opportunity to ask questions about the brief.
Subjects only tended to ask one question which was to confirm that text was
not allowed to form part of the logo.
Subjects were made aware of the fact that all their design moves were being re-
corded. Two monitors were used during the experiment for those using the com-
puter. The first monitor was used by the subjects and the second ‘mirroring’
monitorwas placed away from the subject and its on-screen activitywas recorded.
Whenworking on paper, subjects were providedwith several blank sheets ofA4
paper, the first of which was fixed to the table. Pencils, sharpeners and rubbers
were available on the desk, in order tomaximise naturalismwhere possible. For
recording paper-based working a video camera was positioned, rostrum-style,
above the paper and this recorded all themarksmade.While subjectsmust have
been aware of the camera it did not obscure their view in any way.
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Immediately after the design task the video tape was rewound and subjects
were asked to talk through the design activity as they watched themselves de-
signing on the video playback. Subjects could also look at the actual solutions
themselves. Subjects were prompted with two phrases e ‘what were you think-
ing then?’ and ‘where did that idea come from?’ to try to stimulate verbalisa-
tion if the subject fell silent at any point. There were no leading comments to
prompt verbalisation of particular processes and no suggestion given to the
subject that they were expected to see their marks as something else. Since
new ideas could come from a variety of sources e word association, a shape
in the environment or existing knowledge of the subject as well as from rein-
terpretation of marks, it is unlikely that by prompting subjects in such a generic
way, misleading data was attained.
Subjects’ protocols were examined and excerpts were logged in which subjects
saw something else in their marks.
Reinterpretation was identified in two ways:
When a new object (or recognisable shape) was seen in an existing solution.
When a new object (or recognisable shape) was seen in an existing solution
and also led to a new solution.
Both categories are important though we could argue that the latter was the
most potent since it directly aided creative thinking in a problem solving con-
text. The first category is still of note however, since having a new object trig-
gered in the mind may still be useful. Even a subject seeing something wholly
unrelated to the task and describing the association in a critical way e.g. ‘It
looks too much like a.’ was included as this still evidences seeing the uninten-
tional and remains a step in inviting chance into the ideation process. Note that
for coding purposes the second, most potent category is a subset of the first cat-
egory. If a subject reinterprets, it is first coded in the first category, then, if it
leads to a new solution, it is also coded as belonging to the second category.
Since retrospective, rather than concurrent protocol capture was used, it is
sometimes difficult to ascertain whether the reinterpretation took place during
the design task or afterwards, during the subsequent talking out loud record-
ing. Thus all reinterpretations were logged as being equal. A designer looking
through a sketchbook days after a sketch was made may see something new in
the mark and again, it is this ‘seeing’ that constitutes the really vital part of the
reinterpretation process.
Most solutions were coded as ‘new solutions’. Only syntactically identical or
solely refined solutions were not counted as new solutions. Synthesised solu-
tions were still classed as ‘new’ in this case, to acknowledge that, for instance,
certain aspects of a design can be shared, such as a shape, whilst the domi-
nant, semantic idea can be distinct or expanded. While a new solution may
rs reinterpret using sketches or digital tools 449
Table 1 Reinterpretations during Task 1 on paper
Subject Number ofreinterpretations
Number of reinterpretationsproducing new solutions
Transcript excerpt in which reinterpretation is evident
Subject 1 2 1 1. ‘There again I’m thinking it could look a bit like
arm wrestling.’
2. ‘At this point I had a look at it, and noticed it formed
an M.’
Subject 2 1 1 1. ‘As I was thinking of this one flipped on its side I
thought it would look like a chain.’
Subject 3 4 1 1. ‘It was meant to be two people hugging but I
realised it looked more like a smiley face’
2. ‘It almost looked like it could be a child’s head’
3. ‘The next idea, 2 people’s hands forming an M came
from that, just from looking at that and I saw the shape.’
4. ‘But the way I drew it, it looks like a couple of big ears.’
Subject 4 0 0
Subject 5 0 0
Total 7 3
Table 2 Reinterpretations dur
Subject Numberreinterpreta
Subject 6 4
Subject 7 1
Subject 8 0
Subject 9 0
Subject 10 3
Total 8
450
be influenced by existing solutions, where the protocol clearly stated a new
shape being seen, such as a key being reinterpreted as two swords, this
was coded as a new solution, despite the presence of a shape that has already
been featured.
ing Task 1 on computer
oftions
Number ofreinterpretations producing
new solutions
Transcript excerpt in which perceptualreinterpretation is evident
0 1. ‘. it also looks like boxing gloves..’
2. ‘and then I thought it also looks a bit
like a swallow.’
3. ‘I thought that looks a bit like a tulip.’
4. ‘Looked like pacman so I undid that.’
0 1. ‘I drew 2 circles and then drew the road
again between the two..but when I did
that it looked like a santa hat’
0
0
0 1. ‘I was trying to think of different shapes
that fit together e bridging the gap.
But that looked like a slug.’
2. ‘It looks too much like a rainbow’
3. ‘I came up with a half circle that looked
like pacman, and I didn’t like that.’
0
Design Studies Vol 31 No. 5 September 2010
Table 3 Reinterpretations during Task 2 on paper
Subject Number ofreinterpretations
Number ofreinterpretations producing
new solutions
Transcript excerpt in which perceptualreinterpretation is evident
Subject 6 4 3 1. ‘And thought I’d put thick lines in it. From this,
thought of a snake. From looking at that shape.the
one where you blow the basket e the shape of its
head and neck flare out’
2. ‘And I had a little thing on the top, almost like a
head shape that looks like a mummy as well.’
3. ‘So it was starting with the shape again. I had an
idea for it first. A bull’
4. ‘So I was just drawing like 3 things and then put
like a line in to suggest a door there but it just
looks like traffic lights’
Subject 7 2 1 1. ‘Originally I did it with the block at the bottom was
going to be legs, but it started to look like a football’
2. The body shape I got from that, the torso shape
made me think of body armour.security related
so I started to draw body armour’
Subject 8 1 0 1. ‘But then I thought it just looks like a jelly’
Subject 9 6 6 1. ‘I started to draw the badge and as I drew the badge
I could see I could turn it into a padlock. I saw that
and I was thinking of a shield. Actually that was a
shield first and then I saw a badge’
2. ‘And then I’m looking at that and I saw a “c”’
3. ‘I just looked at that for a while and I thought of
two keys being a sword’
4. ‘The shape from the sign (hexagonal) combined
with thinking “what would people try to protect?”,
gave me a jewel, diamond.’
5. ‘That looked a bit like a welcome mat.’
Subject 10 2 0 1. ‘I just combine the chains and the lock but it
looked a bit like a medallion’
2. ‘it looks more like a roman numeral’
Total 15 10
How do student designe
4 Results and discussionExcerpts from protocol transcripts and overall results are displayed in Tables
1e4. We can interpret the data in a number of ways, whilst acknowledging
that the sample size and the frequency of reinterpretation is relatively low.
4.1 Reinterpretation and frequencyThe frequency of reinterpretations was lower than expected, given Goel’s
(1995, p. 212) results, with 4/10 subjects not reinterpreting at all or not
more than once. Table 5 shows the relatively frequencies of reinterpretation
and also shows how most students found it even harder to reinterpret a shape
in order to then turn it into another solution.
rs reinterpret using sketches or digital tools 451
Table 4 Reinterpretations during Task 2 on computer
Subject Number ofreinterpretations
Number of reinterpretationsproducing new solutions
Transcript excerpt in whichperceptual reinterpretation is evident
Subject 1 5 0 1. ‘Here I think that kind of represents looking and
also forming a barrier and also sort of looks like
handcuffs too, slightly.’
2. ‘Then I think it looks a bit like a tyre so I’m going
to add another one in the middle of it’
3. ‘I made a no entry sign, or it looks like the
underground so it’s little use’
4. ‘That looks like an Owl, which watches’
5. ‘Here I’m thinking it looks kind of like a jacket’
Subject 2 0 0Subject 3 0 0Subject 4 1 0 1. ‘Or I thought it looked a bit like an owl,
which again could be used’
Subject 5 0 0
Total 6 0
Table 5 Summary table: reint
Subject
Subject 1Subject 2Subject 3Subject 4Subject 5Subject 6Subject 7Subject 8Subject 9Subject 10
452
How may we account for this? Firstly, Goel’s study used expert practitioners.
We might therefore expect students to have less expertise in identifying
opportunities in this way, particularly as these students had not been specif-
ically taught about reinterpretation. Suwa and Tversky (1997, p. 395) con-
cluded that expert architects and student architects used sketches in
different ways, with professional architects attending in greater depth to
the marks they made, and the time they spent reading those marks. Here
too, not all students may be adept at knowing how to ‘read’ marks and
thus use of an externalisation, be it on paper or on screen, does not guaran-
tee that reinterpretation will take place. The student has to be aware that this
process is possible, and to actively look at each mark for new possibilities.
The data shows that reinterpretation is not a given, and whilst some students
practiced it, others did not.
erpretation by subject and task
Total number ofreinterpretations
Total number of reinterpretationsproducing new solutions
7 11 14 11 00 08 33 11 06 65 0
Design Studies Vol 31 No. 5 September 2010
Figure 2 Examples of reinterpretation by Subject 9 working on paper
How do student designe
Subject 9 clearly used reinterpretation to his advantage, creating 6 solutions
based on 6 reinterpretations. 5 of these are shown in Figure 2. Here ‘trigger
solutions’ and the reinterpreted solutions are presented in the order that
they occurred (though other non-reinterpreted solutions were made in between
which have been excluded). A closer analysis of Figure 2 also demonstrates
how reinterpretation works not only via interaction with another image but
in tandom with new words in the mind or new themes. Reinterpretation is
not only a visual/associative process in which the designer hopes to see new
rs reinterpret using sketches or digital tools 453
454
ideas from an existing shape, but it can also result from a new direction of ver-
bal thought, together with this active looking. This is evident in Box 4 in
Figure 2. According to the student designer the diamond shape did not purely
stem from looking at an existing shape but first required a new concept to work
with e.g. ‘an object to protect’. After a restructuring or a narrowing of the
brief, a useful reinterpretation could occur e a hexagonal sign is transformed
into a diamond.
Figure 2 is also useful for suggesting how reinterpretation may be informed or
influenced by a chain of solutions (not just a singular solution as may be sug-
gested by the presentation method here of two solutions per box). As the de-
signer scans the surface of the paper she or he is aware of surrounding shapes
and concepts and it is likely that these can influence the reinterpretation. For
example, the shield idea in box 3 also may be influenced by the shield shape in
box 1. The use of keys in box 3 may also be connected in meaning (rather than
visual cues) with a padlock, which both in turn visually help influence the key
hole in box 5.
These examples suggest that in terms of cognition, reinterpretation is a rich
process that informs and can be informed by more logical approaches (a nar-
rowing of the brief) and a broad attentiveness to all shapes and themes ex-
plored during the ideation process. It is therefore of little surprise that it is
not practised by all students, given its potential complexity in a chain of other
cognitive processes. The key question that this paper then poses to the design
education community is e how can we teach reinterpretation and improve its
use? It was clearly of great use to subject 9 in this study but few other subjects
were able to use it to this effect.
4.2 Reinterpretation and taskSince we could also class reinterpretation activity as a ‘lateral’ transformation
(whereby a new idea is stimulated without logical thinking or refinement), we
might say that reinterpretation is also not only related to skill but is also re-
lated to chance and the task at hand. For instance, it is by chance that an ob-
ject (e.g. figure of Shakespeare, to use an example from Goel, 1995, p. 211)
may share some visual properties with another object that may prove useful
for that specific task (e.g. a light bulb). Using an example from the data pre-
sented here, it is by chance that a subject was able to see a shield shape in a pad-
lock AND for the shield to be relevant to that particular problem. This can
account for the different occurrences of reinterpretations on paper for each
task e it might be the case that there are fewer visually-related shapes con-
nected to the theme of marriage than there are for the theme of security.
What we learn here is that reinterpretation, being lateral rather than logical,
is unpredictable and this again, can account for the various degrees by which
it was adopted. Whilst Subject 9 was able to see 6 new solutions in existing
Design Studies Vol 31 No. 5 September 2010
Table 7 Summary table showi
Non p
Task 1Task 2
Total
Table 6 Summary table showing the number of reinterpretations by tool
Number of reinterpretationson paper
Number of reinterpretationson computer
Task 1 7 8Task 2 15 6
Total 22 14
How do student designe
marks he might not have done so had the task been different. This is what
makes reinterpretation an elusive process to study and teach.
4.3 Reinterpretation and tool useLooking at Tables 6 and 7 we are able to see a difference in the number of re-
interpretations that occur when paper or computers are being used. We must
show caution again when interpreting these tables firstly due to the subject
sample number and secondly due to the fact that subject 9 alone accounts
for over half of the reinterpretations on paper producing related solutions
for Task 2. Given due caution however, there are two related points we can
make e that students did see new shapes in digital solutions but, importantly,
did not follow them through into new solutions.
What is markedly different to Goel’s (1995, p. 212) results is that reinterpreta-
tion did take place at the computer during both tasks (14 instances were re-
corded in total) according to the protocol but not evidenced in the creation
of any new solutions. We cannot therefore claim that a digital mark could
not be seen as something else. Sometimes they clearly can. However, it appears
that many instances of the digital reinterpretations were accompanied by
judgemental words in the protocol collected e.g. ‘So I undid that’, ‘But it
looked’, ‘but when I did it looked’ and ‘it looked too much like’ and did not
lead to new ideas. If we examine the total number of ‘judgemental’ phrases (in-
dicated on the protocol excerpts above by underlined words) we can see that
50% of computer-based reinterpretations were discussed in this way in com-
parison to 23% of the paper-based reinterpretations.
The terminology of the transcript reveals perhaps that these subjects were
more vocally judgemental about the fact that their digital forms did not
ng the number of reinterpretations producing related solutions by tool
umber of reinterpretationsaper producing new solutions
Number of reinterpretations on computerproducing new solutions
3 010 0
13 0
rs reinterpret using sketches or digital tools 455
Figure 3 Examples of digital
solutions by Subject 2
456
actually look like the object intended. Rather than seeing new opportunities,
marks are being compared against the accuracy of a mental image and this ap-
peared, in the sample used, to be more prevalent when working digitally than
when working on paper. This is not related to issues of looking polished (as is
suggested in Black’s study, 1990, p. 291) but is rather a question of accuracy.
Until the form closely resembles the object they are trying to portray the sub-
jects are perhaps not able to see ‘through’ the object to see what other solutions
may be suggested or triggered through its form.We suggest that the sketch was
expected to be rough and purely indicative of form whereas students appeared
to have higher expectations when looking at their digital work and judged
them more harshly. One possible way of addressing this is encouraging stu-
dents to work only with freehand tools in the early stages of digital design,
to acknowledge that accurate form is not necessarily part of the ideation
process.
We can also consider the degree to which the subjects used ready-made
shapes to neatly render their ideas as this would also support the notion
that both accuracy and polish were being sought above speed. Figure 3
shows examples from one subject’s set of solutions which are all classed as
ready-made. Table 8 outlines the ratio of self-generated to ready-made
marks (where self-generated here refers to freehand digital drawing and
Design Studies Vol 31 No. 5 September 2010
Table 8 Proportion of self-generated solutions to all solutions made
Subject Number of self-generatedshapes/total number of solutions
Subject 1 0/12Subject 2 0/9Subject 3 0/8Subject 4 1/8Subject 5 2/8Subject 6 1/6Subject 7 19/19Subject 8 0/6Subject 9 0/6Subject 10 5/15
How do student designe
ready-mades refers to use of precise digital drawing or shape tools). Where
a solution was more than 50% constructed from freehand drawing and
where the overall dominant shape was freehand drawn, the overall shape
was classed as self-generated.
As can be clearly seen, the solutions inspected here demonstrated a strong user
preference for using precise digital tools and ready-made objects instead of us-
ing freehand digital tools. 9/10 subjects produced more solutions in polished
form with half the subjects working exclusively with ready-made form.
What we can conclude from this is that, for the majority of subjects here,
the desire to use polished form overrode the fluency requirements of the brief.
Clearly subject 7 and subject 10 stand out as being students who used ‘fuzzier’
digital marks but did they reinterpret these marks? While they reinterpreted 4
solutions between them, none of these reinterpretations led to other new
solutions.
5 ConclusionThe data then appears to support Goel’s (1995, p. 212) claim that reinterpre-
tation that leads to the creation of new solutions is more supported in paper-
based working than digital working. This occurred despite updating the study
with more digital freedom and despite using student designers. Reinterpreta-
tion did not occur consistently e not every subject reinterpreted their marks
on paper and this may be factor of the task itself and the individual subject.
We cannot claim then that paper-based working itself initiates reinterpreta-
tion. Like all aspects of design there are many variables involved. What the
data suggests however is that paper marks appeared to provide richer oppor-
tunities for reinterpretation that stimulated new ideas. The data also perhaps
suggest that student designers can see other forms in their digital marks but
that they are fewer in number and are essentially more critical of what resem-
blance is found than when using paper. More research is required to establish
rs reinterpret using sketches or digital tools 457
458
whether dissatisfaction with resemblance possibly prevents any further reinter-
pretation leading to new ideas. Novice users of a computer system perhaps
could find reinterpretation difficult to perform without first learning to sus-
pend judgement or learning more software or drawing skills.
We do have to acknowledge the limitations of a sample size of ten employed in
this study. However, there are a number of useful and significantly cited pub-
lished papers in which the authors have adopted limited sample size, required
realistically of many experiments in which protocols are recorded and used
and where outputs are inspected (2 subjects in Kavakli & Gero, 2001,
p. 347; 3 subjects in Bilda & Gero, 2005, p. 160 and 12 subjects in Goel,
1995, p. 196). A low sample size can still prove useful where the protocol
and design activity is rich, providing large numbers of design episodes suitable
for statistical analysis but we must always acknowledge the fact that since dif-
ferent designers have different approaches and abilities it is unrealistic to as-
sume that the sample chosen is representative of all designers. Whilst the
results indicate some broad features of design cognition activity performed
by student designers it would be useful to extend this sample both in terms
of size and pedagogical background e for instance, comparing results against
more data in which students who have been taught to use digital tools for
rough working.
This study provides informed discussion into the strengths and weaknesses
of using paper and digital tools for ideation, making explicit what can be
classed as good practise. By attempting to identify how industry-standard
tools are used by student designers e the strategies and their outcome e
this study hopes to aid educators in their approach to teaching tool use.
This paper provides a much needed empirical approach to studying the
graphic design process and provides educators with some objective evidence,
to present to colleagues and students about the effects of ready-made shapes
on reinterpretation. This paper also presents a challenge e how can we best
teach the use of software designed primarily for efficiency and polished re-
sults in the ideation stage? Teaching software fluency (knowledge of soft-
ware functions) is not the same as teaching how to design with software.
Odling-Smee (2002, p. 15) made the claim that ‘staff invariably spend
more time teaching digital programs as an easier alternative to teaching
new ways of thinking, while students e apparently mesmerised by the mag-
ical powers of computers e are losing the ability to improvise’. This is
a grand claim, though Odling-Smee’s experience as an educator gives it
some validation. It is doubtful the claim is true in all cases but nevertheless
it does point to an attitude in which tool use and design thinking are consid-
ered separately. This study has shown that the tool choice can have an im-
pact on design thinking and thus makes a case for the two areas becoming
more strongly pedagogically linked at module level.
Design Studies Vol 31 No. 5 September 2010
How do student designe
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