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peter purgathofer
purg@igw.tuwien.ac.at
           @peterpur
designerly ways of research
design?
designerly ways of research
sciences


design?          humanities

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

Bryan Lawson, 1980
»Software design is the process of translating a set of
task requirements (functional specifications) into a
structured description of a computer program that will
perform the task.«

r. jeffries et al.

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

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

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

Parnas & Clements, 1986
1. In most cases the people who commission the
building of a software system do not know exactly what
they want and are unable to tell us all that they know.

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

Parnas & Clements, 1986
Hence, ideally problem solving theory would be correct,
but in reality, producing the problem is work that the
designer must do.

Gedenryd, 1998
…that you cannot understand the problem without having
a concept of the solution in mind; and that you cannot
gather information meaningfully unless you have
understood the problem but that you cannot understand
the problem without information about it.

Horst Rittel, 1968
                        Wenn also Software-Engineering von der
                        Möglichkeit träumt, eine vollständige Definition
                        des Problems an den Beginn des Prozesses zu
                        stellen, dann steht es damit in direktem
                        Widerspruch zur Theoire des Designs. Es
                        braucht also niemand zu wundern, wenn man
                        damit scheitern muss. Damit wird das
                        Pflichtenheft zum potentiellen Stolperstein der
                        Software-Entwicklung.
Evidence suggests that usability practice is more craft
than engineering, but we sell it as an engineering
practice.

Jared Spool
what informs design?
artefact
requirements   artefact
problem is »given«

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




               this is an illusion
artefact
requirements   artefact
ideals, ethics, morals               regulations, laws



requirements             artefact    aesthetics, style


technological constraints           hopes, projections
Usability




Utility         Likeability
source   designer


         client



         user



         legislator
                                                                       symbolic   function

     domain       internal                                    formal
                                                  practical
                             external   radical
what informs design?
› three generations of design models
    »thinking«
    »talking«
    »doing«
»thinking«
»thinking«

central assumption: design is a problem solving activity


     problem   analysis   definition   synthesis   result




»design methods movement«
»thinking«

central assumption: design is a problem solving activity


     problem   analysis   definition   synthesis   result




»design methods movement«
»thinking«

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

     problem   analysis    definition   synthesis   result



     given     deduction                           plan
»thinking«

central assumption: design is a problem solving activity
john christopher jones: »design methods«
»thinking«

a little later: alexander and jones desert
There is so little in what is called ›design methods‹ that has anything useful to say
about how to design buildings that I never even read the literature anymore [...] I
would say forget it, forget the whole thing.
                                                                  christopher alexander
If you wish for certainty you might as well leave this subject alone
Because design is to do with uncertainty
As far as I can see
But a lot of people who do wish for certainty do dabble in it
And I fear they are wrecking the subject
                                                                       j. christopher jones
»thinking«
› three generations of design models
    »thinking«
    »talking«
    »doing«
»talking«
»talking« - horst rittel: »wicked problems«
1 Wicked problems have no definitive formulation, but every formulation of a wicked problem corresponds to the
   formulation of a solution.
2 Wicked problems have no stopping rules.
3 Solutions to wicked problems cannot be true or false, only good or bad.
4 In solving wicked problems there is no exhaustive list of admissible operations.
5 For every wicked problem there is always more than one possible solution, with explanations depending on the
   Weltanschauung of the designer
6 Every wicked problem is a symptom of another, ›higher level,‹ problem.
7 No formulation and solution of a wicked problem has a definitive test.
8 Solving a wicked problem is a ›one shot‹ operation, with no room for trial and error.
9 Every wicked problem is unique.
10 The wicked problem solver has no right to be wrong—they are fully responsible for their actions.
»talking« - horst rittel: »wicked problems«
-› …that the design process is not considered to be a sequence of activities
   that are pretty well defined and that are carried through one after the
   other like ›understand the problem, collect information, analyze
   information, synthesize, decide‹, and so on.
-› …that you cannot understand the problem without having a concept of the
   solution in mind; and that you cannot gather information meaningfully
   unless you have understood the problem but that you cannot understand
   the problem without information about it.
                                                                  horst rittel
»talking« - horst rittel: »wicked problems«

IBIS - »issue-based information system«

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

analysis and synthesis are not seperate activities, but
must be seen as together: »analysis thru synthesis«
»talking«
› three generations of design models
    »thinking«
    »talking«
    »doing«
»doing«
»doing« – based on theory of »interactive cognition«
»doing« – based on theory of »interactive cognition«
»doing« – based on theory of »interactive cognition«

core concepts: »problem setting«
               »doing for the sake of knowing«
               »inquiring materials«
                  –› »design instruments«
»doing« – based on theory of »interactive cognition«

core concepts: »problem setting«
               »doing for the sake of knowing«
               »inquiring materials«
                  –› »design instruments«                 sketching
                               szenario writing
              personas
                       »probes«             prototyping
»doing« – based on theory of »interactive cognition«

core concepts: »problem setting«
               »doing for the sake of knowing«
               »inquiring materials«
                  –› »design instruments«
»doing« – based on theory of »interactive cognition«
                »having a conversation with his drawing«

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

                »seeing-moving-seeing«

                »my thinking pen«                                               sketching
                »whenever we have a design session or crit review in the office
                I cannot say anything until I've got a pencil in my hand«
as we converge on the final design.




                  sketching
                     prototyping
                         Figure 34: Overlapping Funnels
      The reduction that results from decision making is balanced by the
sketching




                                      not obvious
                attend    invite
              suggest     suggest
                 refine    explore
obvious
                   test   evoke
               answer     question
               resolve    provoke
               specific    tentative
          prototyping
the start, these can be surprisingly simple.




         Figure 27: Reproduction of 3D “Sketch” of the PalmPilot
designerly ways of research!
http://chrisrust.wordpress.com/2000/12/31/whiteleythesis/#more-130
http://mikepress.wordpress.com/2010/07/15/arty-fartys-contribution-to-science-and-technology-research/
designerly ways of research!
»doing for the sake of knowing«
   »analysis through synthesis«
»oneness of analysis and synthesis«
        »explorative design«
some further questions for design theory
research
› role of design in software development
› methods & strategies for design
› how to teach design
› what not to do in design
designer als »auftraggeber«


design
                                     implementierung
entwickler als »nutzer«
                          workshop




»light weight«                                      »heavy weight«
designerly ways of research
                    peter purgathofer
                purg@igw.tuwien.ac.at
                           @peterpur
william buxton
sketching user experiences
getting the design
right and the right
design

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Designerly ways of research

  • 4.
  • 5.
  • 7. sciences design? humanities arts
  • 8. ...design is essentially prescriptive whereas science is predominantly descriptive. Designers do not aim to deal with questions of what is, how and why, but, rather, with what might be, could be and should be. Bryan Lawson, 1980
  • 9. »Software design is the process of translating a set of task requirements (functional specifications) into a structured description of a computer program that will perform the task.« r. jeffries et al. »The optimum solution to the sum of true needs of a particular set of circumstances.« e. machett
  • 10. 1. In most cases the people who commission the building of a software system do not know exactly what they want and are unable to tell us all that they know. 2....Many of the details only become known to us as we progress in the implementation. (p.251) Parnas & Clements, 1986
  • 11. 1. In most cases the people who commission the building of a software system do not know exactly what they want and are unable to tell us all that they know. 2....Many of the details only become known to us as we progress in the implementation. (p.251) Parnas & Clements, 1986
  • 12. Hence, ideally problem solving theory would be correct, but in reality, producing the problem is work that the designer must do. Gedenryd, 1998
  • 13. …that you cannot understand the problem without having a concept of the solution in mind; and that you cannot gather information meaningfully unless you have understood the problem but that you cannot understand the problem without information about it. Horst Rittel, 1968 Wenn also Software-Engineering von der Möglichkeit träumt, eine vollständige Definition des Problems an den Beginn des Prozesses zu stellen, dann steht es damit in direktem Widerspruch zur Theoire des Designs. Es braucht also niemand zu wundern, wenn man damit scheitern muss. Damit wird das Pflichtenheft zum potentiellen Stolperstein der Software-Entwicklung.
  • 14. Evidence suggests that usability practice is more craft than engineering, but we sell it as an engineering practice. Jared Spool
  • 17. requirements artefact
  • 19. It is clear from our analysis of the nature of design problems that the designer must bryan lawson inevitably expend considerable energy in identifying the problems. It is central to modern thinking about design that problems and solutions are seen as emerging together, rather than one following logically upon the other…. [B]oth problem and solution become clearer as the process goes on.
  • 20. ✘ requirements artefact this is an illusion
  • 22. requirements artefact
  • 23. ideals, ethics, morals regulations, laws requirements artefact aesthetics, style technological constraints hopes, projections
  • 24. Usability Utility Likeability
  • 25.
  • 26. source designer client user legislator symbolic function domain internal formal practical external radical
  • 28. › three generations of design models »thinking« »talking« »doing«
  • 30. »thinking« central assumption: design is a problem solving activity problem analysis definition synthesis result »design methods movement«
  • 31.
  • 32.
  • 33.
  • 34. »thinking« central assumption: design is a problem solving activity problem analysis definition synthesis result »design methods movement«
  • 35. »thinking« central assumption: design is a problem solving activity christopher alexander: »notes on the synthesis of form« problem analysis definition synthesis result given deduction plan
  • 36. »thinking« central assumption: design is a problem solving activity john christopher jones: »design methods«
  • 37. »thinking« a little later: alexander and jones desert There is so little in what is called ›design methods‹ that has anything useful to say about how to design buildings that I never even read the literature anymore [...] I would say forget it, forget the whole thing. christopher alexander If you wish for certainty you might as well leave this subject alone Because design is to do with uncertainty As far as I can see But a lot of people who do wish for certainty do dabble in it And I fear they are wrecking the subject j. christopher jones
  • 39. › three generations of design models »thinking« »talking« »doing«
  • 41. »talking« - horst rittel: »wicked problems« 1 Wicked problems have no definitive formulation, but every formulation of a wicked problem corresponds to the formulation of a solution. 2 Wicked problems have no stopping rules. 3 Solutions to wicked problems cannot be true or false, only good or bad. 4 In solving wicked problems there is no exhaustive list of admissible operations. 5 For every wicked problem there is always more than one possible solution, with explanations depending on the Weltanschauung of the designer 6 Every wicked problem is a symptom of another, ›higher level,‹ problem. 7 No formulation and solution of a wicked problem has a definitive test. 8 Solving a wicked problem is a ›one shot‹ operation, with no room for trial and error. 9 Every wicked problem is unique. 10 The wicked problem solver has no right to be wrong—they are fully responsible for their actions.
  • 42. »talking« - horst rittel: »wicked problems« -› …that the design process is not considered to be a sequence of activities that are pretty well defined and that are carried through one after the other like ›understand the problem, collect information, analyze information, synthesize, decide‹, and so on. -› …that you cannot understand the problem without having a concept of the solution in mind; and that you cannot gather information meaningfully unless you have understood the problem but that you cannot understand the problem without information about it. horst rittel
  • 43. »talking« - horst rittel: »wicked problems« IBIS - »issue-based information system« a counterplay of raising issues and dealing with them, which in turn raises new issues and so on. analysis and synthesis are not seperate activities, but must be seen as together: »analysis thru synthesis«
  • 45. › three generations of design models »thinking« »talking« »doing«
  • 47. »doing« – based on theory of »interactive cognition«
  • 48. »doing« – based on theory of »interactive cognition«
  • 49. »doing« – based on theory of »interactive cognition« core concepts: »problem setting« »doing for the sake of knowing« »inquiring materials« –› »design instruments«
  • 50. »doing« – based on theory of »interactive cognition« core concepts: »problem setting« »doing for the sake of knowing« »inquiring materials« –› »design instruments« sketching szenario writing personas »probes« prototyping
  • 51. »doing« – based on theory of »interactive cognition« core concepts: »problem setting« »doing for the sake of knowing« »inquiring materials« –› »design instruments«
  • 52. »doing« – based on theory of »interactive cognition« »having a conversation with his drawing« »Such a drawing is done by the designer not to communicate with others but rather as part of the very thinking process itself which we call design.« »seeing-moving-seeing« »my thinking pen« sketching »whenever we have a design session or crit review in the office I cannot say anything until I've got a pencil in my hand«
  • 53.
  • 54.
  • 55.
  • 56.
  • 57.
  • 58. as we converge on the final design. sketching prototyping Figure 34: Overlapping Funnels The reduction that results from decision making is balanced by the
  • 59. sketching not obvious attend invite suggest suggest refine explore obvious test evoke answer question resolve provoke specific tentative prototyping
  • 60.
  • 61.
  • 62. the start, these can be surprisingly simple. Figure 27: Reproduction of 3D “Sketch” of the PalmPilot
  • 63. designerly ways of research!
  • 64.
  • 65.
  • 67. designerly ways of research!
  • 68. »doing for the sake of knowing« »analysis through synthesis« »oneness of analysis and synthesis« »explorative design«
  • 69.
  • 70.
  • 71.
  • 72.
  • 73.
  • 74. some further questions for design theory research › role of design in software development › methods & strategies for design › how to teach design › what not to do in design
  • 75. designer als »auftraggeber« design implementierung entwickler als »nutzer« workshop »light weight« »heavy weight«
  • 76.
  • 77.
  • 78. designerly ways of research peter purgathofer purg@igw.tuwien.ac.at @peterpur
  • 79. william buxton sketching user experiences getting the design right and the right design