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ABDUCTIVE	IRRATIONAL		APPROACH	
CONCEPTUALIZING		A	NEW	DESIGN	STRATEGY	
DATTA,	MANAS	A	[STUDENT]	
STUDENT	ID:	15117003G	
ID	&	BM	,	School	of	Design		
JULY	21,	2016
©	2016	Hong	Kong	PolyU,	IDBM	2015	–	16,	Group	4	
	
Table	of	Contents	
1	 Background	.....................................................................................................	3	
2	 Design	strategy	Vs	Organisational	strategy	&	Business	strategy	.......................	4	
3	 The	generic	work	flow	of	Design	strategy	........................................................	5	
4	 The	I	–	methodology	Vs	The	Abductive	irrational	approach:	............................	6	
5	 The	Abductive	Irrational	Approach	........................	Error!	Bookmark	not	defined.	
5.1	 Defining	the	terminology:	.........................................................................	9	
5.2	 Conceptulization	of	the	“Abductive	Irrational	Approach”:	......................	10	
6	 Conclusion	.....................................................................................................	17	
7	 Drawbacks	.....................................................................................................	18
©	2016	Hong	Kong	PolyU,	IDBM	2015	–	16,	Group	4	
1 Background		
	
With	technologies	changing	at	the	speed	of	the	blink	of	an	eye,	the	race	of	staying	
ahead	has	pushed	companies	to	move	from	technology	-	centric	to	user	-	centric	
products.	The	companies	that	once	boasted	of	their	‘Origina	equipment	
manufacturer’	tag	have	now	shifted	the	paradigm	to	‘original	design	manufacturer’.	
However,	with	the	world	becoming	one	big	global	market	and	the	flow	of	
information	being	made	by	a	few	clicks	of	the	mouse,	there	are	numerous	solutions	
available	to	a	single	problem,	sometimes_	so	much	so	that	there	are	products	that	
self	–	create	a	problem	to	justify	the	solution	that	they	can	offer.	One	such	example	
is	the	big	data	analytics	that	drives	markets	from	preambles	of	the	information	
received	from	the	numerous	social	science	experiments.	But	this	information	can	
often	generate	a	fallacy	where	the	solution	that	they	suggest	is	made	self	-	
redundant	by	the	time	they	get	implemented.	This	might	be	caused	due	to	ever	
changing	dynamics	of	the	social	environment.	A	more	formative	approach,	where	
the	solution	is	not	just	data-driven	but	have	elements	of	participation	by	the	inbound	
user,	may	give	a	more	sustainable	solution	to	a	problem.	
		
Some	of	the	early	initiation	of	this	methodology	can	be	cited	back	to	late	nineteenth	
century	when	processes	like	the	‘3	C’s	of	strategic	triangle’	were	used.	The	3	C	
constituted	the	consumer,	the	corporation	and	the	competition.	However,	the	
question	that	still	lies	at	the	helm	of	design	is	that	how	far	does	the	process	needs	to	
involve	user	for	the	suggestion	and	how	much	does	it	needs	to	rely	on	the	data	that	
is	in	front	of	it	and	where	does	a	design	strategist	fit	in	the	whole	context.	There	exist	
a	thin	line	between	overdoing	what	is	necessary	and	under-doing	what	is	
compulsory.	An	analyst	from	different	streams	has	long	devised	their	own	tool	to	
create	their	own	answers.	The	three	most	prominent	approaches	being	the	1)	
perspective	from	above,	2)the	perspective	from	the	horizon	and	3)	the	perspective	
from	within.
©	2016	Hong	Kong	PolyU,	IDBM	2015	–	16,	Group	4	
		
This	paper	tries	to	research	a	new	approach	called	“Abductive	Irrational	Approach”	
and	where	does	it	stand	among	all	the	existing	formative	approaches.			
	
2 Design	strategy	Vs	Organisational	strategy	&	Business	strategy	
	
Some	of	the	early	predecessors	of	design	strategy	were	the	organizational	strategy	
and	business	strategy.	The	organizational	strategy	was	the	strategy	that	existed	
during	the	second	industrial	revolution	till	the	early	nineteenth	century.	
Organizational	strategies	were	usually	concerned	only	with	the	production	given	the	
low	level	of	competition	that	was	there	in	the	market.	People	were	more	concerned	
about	getting	a	raised	standard	of	living	and	ergonomic	products	barely	existed.	This	
was	a	time	when	the	prominent	business	was	that	of	textile	and	power.	The	
organizational_	strategy	was	usually	concerned	with	1)	the	running	of	the	company	
i.e.	its	financial	and	organizational	structure,	2)	the	ways	to	increase	the	efficiency	of	
the	factories	and	3)	creating	new	markets	by	making	new	products.	The	eccentricity	
of	the	product	was	in	the	functionality	more	than	the	ergonomic	factors.	The	market	
was	product	driven	rather	than	user	driven.	
		
Business	strategy	was	the	first	step	towards	the	development	of	user	–	centric	
markets.	With	the	initial	needs	of	the	user	already	getting	fulfilled,	they	started	to	
realize	their	needs	that	needed	recognition	from	the	organization.	This	lead	to	the	
development	of	strategies	were	factors	like	price	differentiation	and	product	
uniqueness	started	to	come	into	existence.	Similar	products	were	studied	and	
feedbacks	were	taken	from	the	focus	groups	to	make	a	product	more	adaptive	to	the	
user.	This	can	be	said	to	be	the	first	initiation	of	design	strategy	as	the	market	started	
to	realize	the	potential	where	a	user	opinion	would	so	arguably	make	or	break	the	
outlook	of	product	in	hand.
©	2016	Hong	Kong	PolyU,	IDBM	2015	–	16,	Group	4	
	
Design	strategy	although	always	existed	but	was	always	looked	as	the	step	–	father	of	
product.	Design	was	always	looked	upon	as	something	that	was	born	out	of	technology	
rather	than	a	separate	entity	at	all.		It	was	sublimed	as	a	form	of	art	and	was	looked	
upon	as	only	something	that	was	there	to	give	product	a	good	look	and	to	be	so	much	
concerned	 with	 the	 functionality	 of	 it.	 Though	 designers	 were	 included	 in	 the	
companies	like	Philip	design,	SONY,	Heramn	Miller	and	so	forth,	their	job	was	limited	
to	give	the	products	a	niche	or	differentiating	look.	It	was	only	during	the	late	half	of	
the	nineteenth	century	that	design	started	to	gain	a	stature	equivalent	to	technology.	
Design	strategy	was	instutionalised	as	a	separate	entity	that	was	held	in	equivalence	
to	operational	and	business	strategy	
3 The	generic	work	flow	of	Design	strategy	
	
	
Figure	1	
As	stated	by	Kenichi	Ohame,	“	a	strategy	seeks	a	clear	understanding	of	the	
particular	character	of	each	element	of	a	situation	and	then	makes	the	fullest	
possible	use	of	the	human	brain	–	power	to	restructure	the	element	in	the	most	
advantageous	way”.		
A	generic	work	flow	of	design	strategy	shows	five	steps	that	is	usually	carried	out	for	
developing	a	product	namely,	1)	research,	2)	concept,	3)	design,	4)	develop	and	5)	
implement.	These	five	steps	are	repetitive	and	a	continuous	cycle	that	goes	on	an	on	
until	the	product	either	becomes	obsolete	or	is	discarded	due	to	advent	of	some	
completely	new	product	that	marginalizes	its	predecessor.		
•Analyse	
•Create
•Test
Research	
&	Analysis
•Analyse	
•Create
•Test
Concept
•Analyse
•Create
•Test
Design
•Analyse	
•Create
•Test
Develop
•Analyse
•Create
•Test
Implement
©	2016	Hong	Kong	PolyU,	IDBM	2015	–	16,	Group	4	
		
There	are	three	formative	approaches	that	are	ususally	considered	in	general	
namely,	1)	design	perspective	‘from	above’,	2)	design	perspective	‘from	the	horizon’	
and	3)	design	perspective	‘from	within’.		
		
	
While	the	‘from	above’	design	perspective	is	usually	more	product	driven	strategies	
used	in	frameworks	like	3C	(consumer,	competition	&	company),	4P	(product,	price,	
promotion	&	place)	and	so	forth,	the	‘from	horizon’	perspective	is	more	user	driven	
used	in	frameworks	like	5C	(context,	company,	consumer,	competition	&	content).	
However	the	‘from	horizon’	context	is	better	off	than	‘from	above’	context	given	the	
inclusion	 of	 the	 user	 in	 the	 design	 strategy,	 they	 have	 a	 loopside	 of	 developing	
products	 that	 over	 the	 period	 of	 time	 can	 turn	 the	 empathy	 into	 intolerance	 and	
impatience.	Some	of	the	‘from	horizon’	design	concepts	are	UBER	and	INSTACART.	But	
the	growing	convenience	for	the	user	is	making	them	so	technology	dependent	that	
minor	 laxities	 causes	 an	 outrageous	 eruption	 of	 emotion	 in	 the	 most	 unsolicited	
manner.		
4 The	I	–	methodology	Vs	The	Abductive	irrational	approach:	
	
	
Figure	2	
user	
orientied
Design	
thinking
I	"	World	
view"
i	
"Personal	
view"
Design	
doing
People	
centric
©	2016	Hong	Kong	PolyU,	IDBM	2015	–	16,	Group	4	
	
The	I	–	methodology	approach	uses	the	‘from	within’	approach	where	the	designer	is	
the	user.	This	synchronises	the	problem	and	solution	space	in	a	relatively	
superimposed	position	where	the	designer	experience	with	the	problem	and	his	or	
her	acumen	with	the	design	methodologies	help	him	strategise	a	concept	in	a	more	
isosynchronous	manner.	It	works	on	the	pretext	of	3P	(people,	profession	&	person)	
where	the	designer	wears	all	the	three	hats.	
		
However,	the	I	–	methodology	has	a	drawback.	As	is	always	the	case,	every	design	
problem	is	unique,	the	solution	has	to	be	thought	of	in	a	similar	manner.	Given	that,	
_although	I	–	methodology	requires	the	designer	to	be	the	user,	it	still	has	
predefined	directives	that	have	a	possibility	of	creating	biases	that	would	lead	a	well-
worn	path.	And	sometimes,	following	the	less	travelled	path	often	leads	to	a	better	
destination.		
		
Abductive	Irrational	is	one	an	approach	that	can	be	said	to	have	its	origination	from	
an	I	–	methodology	but	is	dissimilar	to	it	as	it	has	no	predefined	methodology.	During	
the	process	of	creating	a	solution,	never	was	the	process	used	to	guide	the	approach	
in	a	specific	direction.	It	was	designed	as	a	strategic	approach	where	each	step	was	
used	as	a	stepping	stone	for	the	next	step	and	often	the	next	step	was	a	step	back	
that	was	developed	only	after	due	diligence	of	analyzing	the	last	step		
	
5 The	Abductive	Irrational	Approach	
		
In	an	experiment	that	was	conducted	by	Kenneth	O	Stanley,	a	computer	scientist	on	
the	website	picbreeder.org,	a	number	of	simple	line	images	were	put	forth	on	the	
website	where	the	user	could	play	around	with	the	pictures	via	simple	functions	like	
evolve	or	breed	and	so	forth.	Some	of	the	designs	that	were	generated	were	
completely	random	where	every	last	image	was	arbitrarily	played	with	and	finally
©	2016	Hong	Kong	PolyU,	IDBM	2015	–	16,	Group	4	
ended	up	becoming	recognizable	features.	The	interesting	finding	was	that,	when	
the	similar	design	was	tried	out	via	reverse	processing	the	image,	the	result	were	
entirely	different.	This	leads	to	a	very	fine	finding	that	when	we	are	dealing	with	a	
complex	problem,	we	don't	know	the	final	solution	or	even	the	final	solution	space,	
then	how	can	approaching	a	prescribed	methodology	can	help	give	design	solutions	
that	are	truly	out	of	the	box.		
		
This	finding	of	not	deciding	the	step	that	needs	to	be	taken	after	getting	to	the	last	
step	helped	the	group	to	develop	a	methodology	that	was	kept	out	of	bias	where	not	
knowing	what	to	make	out	of	the	last	step	helped	the	team	to	analyse	the	step	and	
then	figure	out	what	needs	to	be	the	next	step.	In	another	way	given	that	the	
process	was	carried	out	using	five	different	people	from	completely	different	
backgrounds,	made	certain	that	there	can	be	no	biasing	possible	given	the	cultural,	
educational	and	professional	dissimilarity	of	every	individual.	The	interesting	thing	
during	the	entire	process	was	that	never	during	the	ideation,	it	was	known	that	
where	the	process	would	end	and	what	possibly	could	be	accomplished	in	the	end.	
This	maintained	a	level	of	novelty	and	curiosity	in	the	entire	process.		
		
Another	advantage	that	could	be	made	out	of	the	process	was	that	the	solution	
space	was	made	wide	open	as	any	direction	being	taken	was	a	possible	right	
direction	as	the	end	part	was	unknown.	
	
Figure	3
©	2016	Hong	Kong	PolyU,	IDBM	2015	–	16,	Group	4	
5.1 Defining	the	terminology:	
	
1. Abductive:		
The	 utilization	 of	 incomplete	 information	 from	 qualitative	 and	 quantitative	
research	to	develop	a	loose	end	framework	and	then	using	Bayesian	probability	
analysis	 to	 check	 the	 validation	 of	 the	 developed	 hypothesis.	 This	 form	 of	
approach	increases	the	areas	of	research	that	could	be	incorporated	given	that	
the	research	is	not	contextually	but	rather	content	driven.		The	second	criterion	
is	 to	 have	 open	 ends	 to	 keep	 the	 passage	 flexible	 and	 open	 to	 a	 broader	
bandwidth	of	fields.	
	
2. Bayesian	probability:		
Bayesian	methodology	is	an	approach	to	probability	calculation	where	
unknown	quantities	are	used	to	model	all	sources	of	uncertainty	in	a	
statistical	model.	
	
The	objective	Bayesian_	probability	measures	the	possibility	of	a	proposition	
that	corresponds	to	a	reasonable	belief	that	is	mutually	shared.	To	put	forth	the	
information	in	layman	language,	if	a	sample	is	randomly	selected	out	of	‘n’	
number	of	data	than	against	a	reasonable	belief	if	all	the	sample	agrees	to	the	
belief	 than	 the	 probability	 of	 that	 belief	 being	 prominent	 within	 the	 entire	
sample	can	be	put	forth	in	the	form	a	mathematical	model,	
	
		P(Φ	|	n)	=		p	(Φ)	X	p	(n|Φ)/	p(n)	
	
Where,		Φ	=	proportion	of	agreement	of	sample	on	a	particular	belief	
			n	=	sample	size	picked	out	of	the	data.
©	2016	Hong	Kong	PolyU,	IDBM	2015	–	16,	Group	4	
3. Irrational:	
Trying	to	work	outside	the	bend	and	not	following	a	predefined	path	where	the	
outcome	might	influence	initial	finding	given	that	the	area	of	research	is	market	
driven	and	predetermined.	Sometimes	to	come	up	with	a	new	innovation,	it	is	
necessary	to	take	a	leap	from	the	existing	norm.	
	
5.2 Conceptulization	of	the	“Abductive	Irrational	Approach”:	
	
1. Brief	of	the	design	problem	
“Help	create	high	quality	and	UNIQUE	LIFE	MOMENTS	for	inhabitants	within	
the	INTERIOR	OF	A	HOME,	by	designing	an	ECOSYSTEM	of	connected	products	
including	natural	light	management.”		
	
The	proposed	design	solution/	innovation	should	address	the	followings:
	
[a]	WHO?	to	home	inhabitants	in	major	cities	of	China	(Mainland	and	Hong	
Kong	–	‘must-have’		
[b]	WHY?	in	order	to	improve	their	quality	of	life
	
[c]	HOW?	through	a	relevant	offer	of	connected	products		
	
2. Development	of	the	rational	framework:	
	
STAGE	I:	Conceptulisation	framework	of	the	design	strategy	
	
Step	I:	
Given	the	loose	end	and	looking	at	the	background	of_	the	history	of	IoT,	the	
team	re-calibrated	the	design	brief	to	make	it	more	empathetic	and	used	the	
‘home	emotion’	and	‘life	moments’	to	build	up	a	framework	around	it.	Five
©	2016	Hong	Kong	PolyU,	IDBM	2015	–	16,	Group	4	
designers	in	the	group	enacted	the	focus	group	to	ideate	the	rationality	of	the	
framework.		
	
Step	II:	
Memories	were	shared	via	casual	discussion,	keeping	the	only	parameter	to	
be	fixed	as	the	memories	have	to	be	related	to	home.		
	
During	 the	 initial	 brainstorming	 session,	 it	 was	 found	 that	 the	 strongest	
memories	that	one	has	been	from	the	‘first	home’	that	each	user	lived	in.	out	
of	all	the	memories	shared	within	the	group,	the	memories	that	were	agreed	
upon	by	all	the	user	were	made	into	a	a	cluster.	
	
Step	III:	
The	agreed	memories	were	discussed	with	twenty-five	more	users	to	develop	
a_	Bayesian	probability.	Surprisingly	it	was	found	that	all	the	memories	that	
were	 initially	 agreed	 upon	 turned	 out	 to	 be	 rather	 mutual	 with	 the	 second	
sample	of	people	who	were	selected	on	the	random	basis.	This	finding	gave	a	
strong	validity	of	the	set	of	beliefs	that	were	developed.	
	
Step	IV	
	
	
Figure	4
©	2016	Hong	Kong	PolyU,	IDBM	2015	–	16,	Group	4	
Given	that	the	validity	of	sample	of	beliefs	was	already	tested,	a	loose	
framework	was	created	around	each	emotion_.	The	emotions	were	then	
checked	for	relativity	with	each	other	and	if	there	were	any	regional	findings	
among	it	that	could	be	used	for	further	isolation	of	each	emotion.		
		
The	idea	was	not	to	breakdown	the	emotions	into	basic	but	to	embrace	the	
complexity	 and	 try	 to	 understand	 the	 emotional	 correlation	 of	 each	 of	 the	
shared	 memories	 and	 further	 looking	 at	 the	 ways	 used	 to	 personify	 these	
emotions	by	a	more	tangible	activity.	
	
Step	V:	
On	brainstorming,	all	the	emotions,	some	of	the	findings	that	were	developed	
were	like	home	is	more	about	‘me’	rather	than	the	general	notion	of	a	family.	
It's	dynamic	and	it's	more	an	emotional	perseverance	than	physical	presence	
	
None	 of	 the	 findings	 were	 preempted	 and	 this	 helps_	 the	 team	 to	 make	
decisions	 and	 draw	 conclusions	 as	 one	 moved	 forward	 and	 information	
revealed	at	each	step.	
	
STAGE	II:	Research	Analysis	&	Validation	
		
Step	VI:	
Given	that	an	understanding	of	the	home	and	emotions	were	already	defined,	
PEST	research	was	conducted	to	find	out	the	existing	scenario	in	the	selected	
market.	The	concept	was	to	see	the	existing	competition	the	do	a	quick	trend	
analysis	to	initialize	the	home	as	space.		
		
Step	VII:	
Expert	interviews	were	conducted	to	validate	the	findings	from	the	market	in
©	2016	Hong	Kong	PolyU,	IDBM	2015	–	16,	Group	4	
context	of	available	competition	and	to	see	what	possible	physical	spaces	can	
be	used	as	contextual	space	to	develop	solution	spaces	
		
Step	VIII	
	
The	 introduction_	 of	 Gestalt	 psychology	 to	 see	 the	 emotional	 buildup	 of	 a	
physical	space.	Gestalt	psychology	is	long	used	in	different	environments	to	
check	the	simulation	factors	in	user.	For	instance,	amusement	parks	are	one	
good	example	of	such	place	where	a	necessary	differentiation	has	to	be	taken	
into	account	when	designing	rides	so	that	the	effect	is	neither	over	–	powering,	
nor	is	it	a	boring	activity	for	the	user.	
	
Figure	5	
	
Some	of	the	elements	that	were	studied	under	the	Gestalt	were	namely	1)	
nearness	of	similar	objects	in	house,	2)	similarity	between	different	objects	
that	were	put	together,	3)	continuity	among	these	objects,	4)	symmetry	of	the
©	2016	Hong	Kong	PolyU,	IDBM	2015	–	16,	Group	4	
objects	against	the	asymmetrical	objects	in	the	house	and	5)	grouping	that	
were	done	in	a	standard	house.	
		
Step	IX:	
The	science	of	emotions	was	studied	against	the	general	definition	of	
happiness.	Findings	from	existing	research	were	used	to	study	the	impact	of	
happiness	as	an	emotion	on	the	life	cycle	of	the	user.	The	general	idea	was	to	
understand	what	is	the	actual	happiness	definition	and	which	are	the	most	
dominant	reason	for	a	happy	life	among	the	general	prevailing	factors	like	
name,	fame,	money	and	relationship.	
		
Step	X:	
Further	building	on	the	Gestalt	psychology,	solution	spaces	were	pinpointed_	
using	space,	structures,	time	and	emotion	as	the	axioms	for	ideation	of	
concepts.	All	the	four	factors	were	found	by	validations	from	the	qualitative	
research	and	quantitative	surveys	conducted	based	on	the	pre	–	validated	
approaches	that	were	used	in	previous	research	papers.	
		
Step	XI:	
On	the	evaluation	of	the	four	axioms,	a	new	formative	approach	against	the	pre	
–	existing	Maslow	law	was	designed	that	could	be	related	to	the	general	law	
but	can	be	used	to	develop	a	flow	between	need	and	desire	in	the	context	of	
the	given	design	brief	and	in	lieu	of	development	of	design	concept	for	market	
segmentization.
©	2016	Hong	Kong	PolyU,	IDBM	2015	–	16,	Group	4	
	
Figure	6	
STAGE	III:	Ideation		
	
	
Figure	7	
The	ideation	process	was	initiated	from	the	analysis	of	the	four	axioms	that	
were	found	earlier	during	the	stage	II	or	the	process
©	2016	Hong	Kong	PolyU,	IDBM	2015	–	16,	Group	4	
The	entire	ideation	comprised	of	seventeen	steps	where	the	same	Abductive	
irrational	approach	was	used.	Each	step	acted	as	the	stepping	stone	for	the	next	
step.	The	seventeen	steps	are	as	mentioned	above.	
	
STAGE	VI:	Concept	Development	
		
Step	I:	
Given	the	jurisdiction	and	the	expertise	of	the	company,	constrain	string	
factors	were	studied.	The	core	area	of	expertise	was	laid	out	into	four	
subjective	namely,	1)	Primary	tech.	that	adhered	to	the	core	competence	of	
the	product,	2)	secondary	tech.	that	acted	as	fail-safe	factors,	3)	tertiary	tech.	
which	provided	customization	and	an	impression	subjected	to	the	special	
needs	of	the	user	and	4)	quaternary	tech.	that	could	act	as	the	niche	factor	to	
facilitated	as	niche	differentiating	factor.	The	tech.	The	division	was	made	to	
consolidate	the	product	price	and	to	segmentize	the	market.	
		
	Step	II:	
Going	by	the	emotional	connection	that	was	used	as	an	essence	that	needed	
to	be	conveyed	to	the	user,	the	technological	parameters	were	
subcategorized	into	1)	anticipatory	emotion	or	the	core	expression	that	it	
would	generate,	2)expectation	level	of	the	user,	3)	demand	that	it	could	
create	by	carving	a	new	segment	in	market	and	4)	assumption,	the	necessary	
emotion	that	it	needed	to	create	to	maintain	a	sustainable	impression	with	
the	user.	
		
STAGE	VII:	Validation	
		
Step	I:	
Given	the	time	and	budget	constraint,	already	conducted	technical	research
©	2016	Hong	Kong	PolyU,	IDBM	2015	–	16,	Group	4	
were	used	to	see	the	validity	of	the	product.	The	concept	was	to	see	if	the	
developed	solution	has	some	existing	validation	on	the	technology	front.	This	
is	rather	twisted	approach	against	prototyping	but	given	that	a	research	
validates	the	product	mean	that	the	technicality	of	the	functions	are	viable	
and	can	be	put	forth	for	prototyping	
		
Step	II:	
The	design	solution	was	compared	to	the	different	social	science	and	
psychology	experiments	conducted	in	the	desired	solution	space	to	see	the	
emotional	engagement	that	the	product	could	help	generate	via	its	
functionality.	This	process	is	similar	to	the	technical	viability	check,	although	
the	final	output	could	only	be	seen	after	prototyping.	The	concept	here	is	not	
to	check	the	critical	success	or	failure	factor	of	the	product	but	to	see	how	
does	the	functional	part	affects	particular	emotions	in	the	solution	space	
		
Step	III:	
Using	basic	video	demonstration	survey	with	the	user	to	finalise	the	qualitative	
validation	prior	to	prototyping	to	see	the	market	response	to_	the	product	
6 Conclusion		
	
The	significance	of	the	above-explained	methodology	lies	in	the	factor	that	no	two	
steps	were	predefined	and	were	solely	based	on	the	research	findings	and	evaluation	
of	the	findings.	As	Darwin	suggested	that	evolution	is	something	that	can	be	
nurtured	but	cannot	be	controlled	and	any	such	try	could	not	only	de-	stabilise	the	
process	but	might	even	hinder	the	process	and	the	outcome	may	not	be	optimal.	
		
Abductive	Irrational	approach	although	uses	the	general	design	strategy	flow	but	the	
flow	is	not	unidirectional	and	there	are	repetition	or	omission	of	steps.	The	linking	is	
crossed	as	compared	to	what	the	generalised	flow	would	suggest.	The	approach
©	2016	Hong	Kong	PolyU,	IDBM	2015	–	16,	Group	4	
enabled	the	team	to	come	up	with	four	perfect	design	solutions,	and	all	the	solutions	
having	absolutely	nothing	in	common	simply	suggests	that	it's	not	the	design	that	
drives	the	process	but	the	process	that	drives	the	design.	The	four	solutions	that	
were	developed	were	a	new	exhaust	hood	system,	a	mechanical	retractable	table,	a	
Dyson_	inspired	finless	window	and	a	fume	buster	exhaust	system	all	in	the	
confinement	of	same	solution	space	and	using	the	same	steps	for	conceptualization	
	
7 Drawbacks	
	
Given	that	the	research	methodology	is	new	and	the	project	inhibited	any	
prototyping	so	the	final	solution	and	validation	of	process	can	only	be	done	once	the	
company	agrees	to	proceed_	with	the	prototyping.

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