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Design Theory
Lecture 03: Design as Learning / Methods & Tools
Communication &
Multimedia Design
Bas Leurs (b.l.f.leurs@hr.nl)
March, 2014
what we discussed
two weeks ago...
Today’s programme
Design as learning
Methods & Tools
design as learning
Learning is interpreting and
understanding reality in a
different way.
Learning is making sense or
abstracting meaning.
Learning is the acquisition of
knowledge (or skills) through
experience, practice or study.
We will discuss three types of learning:
• Experiential Learning Cycle (Kolb)
• Reflection-in-action / Reflection-on-Action (Schön)
• Single-Loop Learning / Double-Loop Learning (Argyris & Schön)
and...
• Sensemaking (Weick)
Doing
Understanding the phenomena, drawing conclusions
What does it mean?
Doing an intervention What do I feel
see, hear, taste,
smell etc.?
Experiencing a phenomena
Thinking
Reviewing
Feeling
Kolb’s Experiential Learning Theory
Kolb (1984)
For Schön designing is not primarily a form
of problem solving, information processing
or search, but a ‘reflective dialogue’
between the designer and the materials of
the situation he/she is in.
Herbert Simon (1995)
Donald Schön
Reflection-in-action
After the experience a practitioner
analyses their reaction to the
situation and explores the reasons
around, and the consequences of,
their actions.
Reflection-in-action can be described as to
‘think on their feet’, otherwise known as
‘felt-knowing’. It revolves around the idea
that within any given moment, when faced
with a professional issue, a practitioner
usually connects with their feelings, emotions
and prior experiences to attend to the
situation directly.
Reflection in Action Reflection on Action
During the project (while designing) After the project (after designing)
Reflection-in-action vs Reflection-on-action
the belief systems
and values which
the individual or
organisation is
trying to maintain
The moves and plans
used by people to keep
their governing values
within the acceptable
range
In 'single loop' learning an individual (or
organisation) becomes increasingly more
knowledgable
Single loop learning is useful when you
want to make a process more efficient and
external elements remain fairly constant
and predictable.
'Double loop' learning occurs where there is a
paradigm shift in understanding.
The people involved start to think on a different
level i.e. they start to question the questions that are
being asked or the assumptions behind them. This
can start to open up new questions for exploration.
Argyris & Schön (1974)
Single and Double Loop Learning
design is
sensemaking
paper over interviews
hoe doe je een interview:
vragen stellen
Do you need to
complete the puzzle
to know what it is
about?
paper over interviews
hoe doe je een interview:
vragen stellen
Bounded rationality
See Simon (1991) and Selten (1999)
You always design with the
knowledge that is available
Design projects are always
restricted by time. Therefore
you will never find all the
answers that you need.
However you don’t always
need to finish the whole jigsaw
puzzle to form a mental picture
about its theme or final state.
Sensemaking
Sensemaking is about people understanding what
happens around them
(Kolko, 2010)
“structuring the unknown”
(Waterman, 1987)
“attributing meaning to surprises”
(Louis, 1980)
“Sensemaking is the process of fitting data into a
frame, and fitting a frame around the data.”
(Sieck et al, 2007)
Sensemaking is about attributing meaning to
discontinuities or discrepancies in between mental
representations and the real world.
forming
predictions
assumptions and
anticipations
experiencing a
discrepancy between
predictions and actual
experience
a need to explain
the discrepancy
Consciously or
Unconsciously
attributing
meaning to the
surprise
revising
assumptions
Based on Louis (1980)
“Sensemaking is attributing meaning to surprise”
SURPRISE
Discontinuity
in activity
how to become an
avalanche expert (the
quickest way)
Expert stories
18 minutes
90% chance of survival
35 minutes
30% chance of survival,
death is due to suffocation
90 minutes
20% chance of survival, people
die because of hypothermia
130 minutes
3% chance of survival
25 minutes
Prins Friso
Expert stories
Basic backcountry safety gear
Avalanche transceiver
(Beeper)
Probe
Shovel
Airbag
Get as much ‘real
life’ experience as
possible!!!
Using products
Interviewing people
Watching product demos
Observing product use
Expert stories
geholpen!worden.!De!meeste!van!de
zijn.!
!
Professionele$hulp$komt$voor$de$meeste$lawineslachtoffers$te$laat.$Foto$Menno$Boermans,$Gasenried$$
Listening to stories
Interviewing experts
Observing the audience
Our moment of surprise:
Snow in an avalanche may
contain rocks and ice.
You’re exhausted after two
minutes of intense shoveling
Model of
what ‘is’
What ‘is’
Model
of what
‘could be’
What
‘could be’
Design is making
sense out of nonsense
learning – and thus
designing – is questioning
How many
designers does it
take to change a
lightbulb?
Warren Berger (2009)
Why does it have
to be a lightbulb?
Warren Berger (2009)
It takes one designer to
change the lightbulb
...
and a second designer to tell
the other how to do it better.
Charlie Mulholland
another feasible answer...
why?
why,why,why...
Check out his Ted Talk... it’s anexcellent summary of his book.www.youtube.com/watch?v=wMLSrqYk0UE
Simon Sinek (2011)
the golden circle
Why do designers ask
so often... “Why?”
Because the why question reveals the structure of a system,
it helps designers to identify cause and effect relations.
“Question asking is a fundamental cognitive
mechanism in design thinking”
(Eris, 2003)
design methods &
tools
Can you put the word ‘design
thinker’ on LinkedIn profile if you’re
not able to make a drawing?
design thinking is not
enough, you also
need to do design
acting... make things
(sketches, prototypes)
See Jon Kolko on: www.youtube.com/watch?v=GKTYQAFDwhA
Methodology 
The system of methods followed in a
particular discipline. 
Method
A procedure or routine for
accomplishing something
Technique
A way of carrying out a particular
task.
Tools
An instrument used in the performance
of an operation
French cuisine
A recipe
Chopping
Knife
Participatory
design
Context
mapping
Generative
techniques
Video
camera
Discover
Research
Specify
Inspire
Ideate
Define
Direction
Concept
Embodiment
Create
Design
Envision
Develop
Deliver
Prototype
Articulate
research
methods
context mapping
ideation
technique
brainstorming
visualisation
technique
sketches
prototyping
tools
arduino
evaluation methods
usability testing
What is the role of methods in design?
To relieve a designer from time-consuming and difficult tasks with
a systematic and structured approach. This is especially the case when
the purpose is straightforward production of already designed functions
or systems.
Design work is always carried out in a social context. The method can
serve as a common ground for more successful communication between
the stakeholders in a design process.
Lonas Löwgren & Erik Stolterman (1999) Canale (2007)
“Methods as learning tools”
prototyping
We define a prototype as any
representation of a design
idea — regardless of medium
Houde & Hill (1997)
Cognitive
Prototype
Yet, we know that failure is often a
powerful way to learn. Within our
work culture at IDEO we have found
that prototypes help to create a “safe
space” for failure and therefore free
people up to make discoveries and to
learn more quickly.
Coughlan, Suri, Canales (2007)
“Prototypes are learning tools”
knowing through making
Maarit Mäkelä (2007)
High Fidelity
Low Fidelity
Crude sketches
Few visual details, mimicked behaviour
Working Beta version
Very detailed visuals. Fully functional product.
Wireframes, paperprototyping,
Wizard of Oz
1 hour to a few days
a few seconds to 10 minutes
a few days to a few weeks
(or even months)
Not many skills required (sketching)
Good skills of programming required
High Fidelity
Low Fidelity
Crude sketches
Few visual details, mimicked behaviour
Working Beta version
Very detailed visuals. Fully functional product.
1 hour to a few days
a few seconds to 10 minutes
a few days to a few weeks
(or even months)
Not many skills required (sketching)
Good skills of programming required
Flash Catalyst
Sketches
Flash
Arduino
Max / MSP
Role playing
Enactment
Dreamweaver
Powerpoint
Wireframes Wizard of Oz
Stop motion
Axure
Java
C#
VVVV
Our moment of surprise:
Snow in an avalanche may
contain rocks and ice.
You’re exhausted after two
minutes of intense shoveling
Making prototypes
(visualize the future)
Discussing
Using prototypes
Critiquing
knowing through
making
Some rough clay model sketches.
#CADModel
Apart from the functional prototype of the Orto-
vox Lynx, we decided to make a digital 3D-model
to be able to quickly simulate and visualize the
decisions we make. Also for measurements the 3D-
models can be very useful (Figure A).
The handle and the lower grip-rings have some
more organic shapes (Figure B), which are dif-
accuracy by milling foam. The milling was done
by computer fully based on the CAD-model (see
Figure C). This way we could test whether the
CAD-model was accurate.
For example we tested the handle on its ergo-
nomics and aesthetics (Figure D). This way some
adjustments were made in the CAD-model. In the
are milled the same way, but out of PVC see #Low-
ergripFinishing and #HandleFinishing.
With the CAD-model renders could be made,
with approximations of the colours and materials
(see Figure E). As close as the CAD-model is to
functional level.
The technical drawings were also made based on
the CAD-model.
C
Figure A
Figure B
Figure C
Figure D
47,12
13,12°
6
5
4
172,33
24,71
212,60
1
3
2
792,74
229,96
278,70
104,71143,08
179,55 1 Handle subassembly
2
3
Locking mechanism
4
Blade
5
Ring
6
Lower Shaft
Upper Shaft
1
1
1
2
1
1
Rubber - Lexan
Al 6061 T6
Lexan
Al 6061 T6
Stainless Steel
Al 6061 T6
Some renderings of the final
product, foam models and
technical drawings.
Drawings
Prototypes
Final prototype
Prototypes
* Beast Saw is missing in this overview
sketching
(drawing)
their form and function, their dimensions
and appearance, were determined by
technologists-craftsmen, designers, in-
ventors, and engineers-using non-
scientific modes of thought. Carving
knives, comfortable chairs, lighting fix-
tures, and motorcycles are as they are
because over the years their designers
and makers have established shape,
style, and texture.
Many features and qualities of the ob-
jects that a technologist thinks about
cannot be reduced to unambiguous ver-
bal descriptions; they are dealt with in
his mind by a visual, nonverbal process.
His mind's eye is a well-developed organ
that not only reviews the contents of his
visual memory but also forms such new
or modified images as his thoughts re-
quire. As he thinks about a machine, rea-
soning his way through successive steps
in a dynamic process, he can turn it over
in his mind. The designer and the in-
material surroundings for, in their innu-
merable choices and decisions, tech-
nologists have determined the kind of
world we live in, in a physical sense.
Pyramids, cathedrals, and rockets exist
not because ofgeometry, theory of struc-
tures, or thermodynamics, but because
they were first a picture-literally a vi-
sion-in the minds of those who built
them (1).
This article attempts to clarify the na-
ture and significance of nonverbal
thought. It traces the development of
nonverbal thought as practiced by tech-
nologists since the Renaissance, points
to the many drawings and pictures that
have both recorded and stimulated tech-
nological developments, and reviews the
graphic inventions, such as pictorial per-
spective, that have lent system and clari-
ty to nonverbal thinking. A concluding
section considers changing attitudes to-
ward the nonverbal component of tech-
nology as they have been reflected in en-
gineering curricula and suggests some ef-
fects of such changes upon the nature of
our technology.
sweep of a suspension brid
ample, is much more than an
geometry. The distinctive
three great suspension brid
York-the Brooklyn, Georg
ton, and Verazzano Narro
more strongly the conceptua
their designers and the tim
construction than they do t
requirements of their respe
Different builders of large po
use many common elemen
designs, but certain charact
internal "style" distinguish
of one maker from those of a
opportunities for a designer
his particular way of nonverb
upon a machine or a structur
ly innumerable. This open-
cess can be seen in the desig
iar, compact machine such as
gine.
The designer of a diesel
technologist who must cont
his intuitive sense of rightn
ness. What will be the shape
bustion chamber? Can I use
The author is professor of history at the Uni-
versity ofDelaware and curtor oftechnology ofthe
Hagley Museum, Greenville, Delaware 19807.
26 AUGUST 1977
The Nature of Design
he Mind's Eye: Nonverbal
-Thought in Technology
h pictures" is an essential strand in the
history oftechnological development.
Eugene S. Ferguson
e too readily assumes
ledge may be incor-
ifacts of technology
rom science. This as-
modem folklore that
nscientific decisions,
all, made by tech-
sign the world we in-
ts of daily use have
nced by science, but
ion, their dimensions
were determined by
tsmen, designers, in-
gineers-using non-
of thought. Carving
ventor, who bring elements together in
new combinations, are each able to as-
semble and manipulate in their minds de-
vices that as yet do not exist.
If we are to understand the devel-
opment of Western technology, we must
appreciate this important, if unnoticed,
mode of thought. It has been nonverbal
thinking, by and large, that has fixed the
outlines and filled in the details of our
material surroundings for, in their innu-
merable choices and decisions, tech-
nologists have determined the kind of
world we live in, in a physical sense.
Pyramids, cathedrals, and rockets exist
There may well be only one acceptable
arrangement or configuration of a com-
plex technological device, such as a mo-
torcycle, but that arrangement is neither
self-evident nor scientifically predict-
able. The early designers of motorcycles
could not ask science to tell them where
to put engine, battery, fuel tank, and
spark coil; they had to make their choices
on other grounds (see cover). In time,
wrong choices would be revealed,
but not by scientific analysis. Making
wrong choices is the same kind of game
as making right choices; there is often no
a priori reason to do one thing rather
than another, particularly if neither had
been done before. No bell rings when the
optimum design comes to mind. Nor has
the plight of designers changed funda-
mentally in the 20th century. They must
still weigh the imponderable and sound
the unfathomable. All of our technology
has a significant intellectual component
that is both nonscientific and nonliterary.
The creative shaping process ofa tech-
nologist's mind can be seen in nearly
every man-made object that exists. The
sweep of a suspension bridge, for ex-
ample, is much more than an exercise in
geometry. The distinctive features of
three great suspension bridges in New
York-the Brooklyn, George Washing-
Ferguson (1977)
The mind’s eye
Zafer Bilda, John S. Gero and Terry Purcell (2006)
Sketching is a dialogue
Sketching helps for ‘seeing it (the design) as
parts and seeing it as a whole’
Sketching captures the moment and stores it
Sketching is for externalizing a mental image
Sketching is like a language, learn to use it
Purpose of Sketching
Designing without drawings
Ferguson (1992)
Idea Thing
by craftsman
Idea ThingDrawing
by engineer / designer by worker
Also referred to as ‘indirect design’ (Doblin, 1987/2002)
Designing with drawings
F.C.A. UX Designer “Coder”
The prescriptive/storing sketch
Refers to the designers communicating
design decisions to persons that are outside
of the design process
Eugene Ferguson (1992)
Three kinds of sketches
The thinking sketch
Thinking sketches refer to the designers
making use of the drawing surface in support
of their individual thinking processes. It is to
focus and to guide nonverbal thinking.
The talking sketch
Refers to designers making use of the
(shared) drawing surface in support of
the group discussion
Thinking Talking
Storing
Manufacturer /
Programmer
Designer Design team
Rough / Crude Refined / Detailed
storytelling
Stories are vehicles of
experiences and values.
Scenario
Mieke van der Bijl-Brouwer, Stella Boess anf Christelle Harkema (2011)
the studio
environment
as a tool...
Who likes to work in
this studio?
UNITiD
what do you
usually do with
your research
data?
Computers and servers are excellent devices to
store knowledge on. However, retreiving the
knowledge might take some (or too much) effort.
For example... in order to share your insights with
your teammates during a meeting you have to
switch on your computer, open the document or a
webbrowser, navigate to the specific page.
The problem with storing knowledge on a computer
Capture Cards
Parts of this image are intentionally blurred or obscured
“War room style”
(See Kolko 2010)
Designers surround themselves
with inspiration.
Walls are used to store idea’s,
sketches, inspiration etc and are
used during brainstorming or
discussions.
The situation
"We have become the owners of this
space, it feels it is ours, this is where I
feel comfortable."
"It was nice to have your own place, that is always
the same. You would find your stuff in the same
position as you left it the day before.";
“You stay immersed in the project”
"It helps us to look back to all the ideas we came up
with. Some of these ideas turned out to be more
valuable than expected."
“You can see the whole process”
Make space
Facilitating students
with space, supplies,
tools
Facilities
Make place
Fostering a sense of
belonging and
ownership
Ownership
Make sense
Overseeing the whole
process, identifying
patterns, forge connections
Shared understanding
Salut!
Please return
the cards!
Next lecture:
Design Expertise
Design Thinking

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Design Theory - Lecture 03: Design as Learning / Methods & Tools

  • 1. Design Theory Lecture 03: Design as Learning / Methods & Tools Communication & Multimedia Design Bas Leurs (b.l.f.leurs@hr.nl) March, 2014
  • 2. what we discussed two weeks ago...
  • 3.
  • 4. Today’s programme Design as learning Methods & Tools
  • 6. Learning is interpreting and understanding reality in a different way. Learning is making sense or abstracting meaning. Learning is the acquisition of knowledge (or skills) through experience, practice or study.
  • 7. We will discuss three types of learning: • Experiential Learning Cycle (Kolb) • Reflection-in-action / Reflection-on-Action (Schön) • Single-Loop Learning / Double-Loop Learning (Argyris & Schön) and... • Sensemaking (Weick)
  • 8. Doing Understanding the phenomena, drawing conclusions What does it mean? Doing an intervention What do I feel see, hear, taste, smell etc.? Experiencing a phenomena Thinking Reviewing Feeling Kolb’s Experiential Learning Theory Kolb (1984)
  • 9. For Schön designing is not primarily a form of problem solving, information processing or search, but a ‘reflective dialogue’ between the designer and the materials of the situation he/she is in. Herbert Simon (1995) Donald Schön Reflection-in-action
  • 10. After the experience a practitioner analyses their reaction to the situation and explores the reasons around, and the consequences of, their actions. Reflection-in-action can be described as to ‘think on their feet’, otherwise known as ‘felt-knowing’. It revolves around the idea that within any given moment, when faced with a professional issue, a practitioner usually connects with their feelings, emotions and prior experiences to attend to the situation directly. Reflection in Action Reflection on Action During the project (while designing) After the project (after designing) Reflection-in-action vs Reflection-on-action
  • 11. the belief systems and values which the individual or organisation is trying to maintain The moves and plans used by people to keep their governing values within the acceptable range In 'single loop' learning an individual (or organisation) becomes increasingly more knowledgable Single loop learning is useful when you want to make a process more efficient and external elements remain fairly constant and predictable. 'Double loop' learning occurs where there is a paradigm shift in understanding. The people involved start to think on a different level i.e. they start to question the questions that are being asked or the assumptions behind them. This can start to open up new questions for exploration. Argyris & Schön (1974) Single and Double Loop Learning
  • 13. paper over interviews hoe doe je een interview: vragen stellen Do you need to complete the puzzle to know what it is about?
  • 14. paper over interviews hoe doe je een interview: vragen stellen Bounded rationality See Simon (1991) and Selten (1999) You always design with the knowledge that is available Design projects are always restricted by time. Therefore you will never find all the answers that you need. However you don’t always need to finish the whole jigsaw puzzle to form a mental picture about its theme or final state.
  • 15. Sensemaking Sensemaking is about people understanding what happens around them (Kolko, 2010) “structuring the unknown” (Waterman, 1987) “attributing meaning to surprises” (Louis, 1980) “Sensemaking is the process of fitting data into a frame, and fitting a frame around the data.” (Sieck et al, 2007) Sensemaking is about attributing meaning to discontinuities or discrepancies in between mental representations and the real world.
  • 16. forming predictions assumptions and anticipations experiencing a discrepancy between predictions and actual experience a need to explain the discrepancy Consciously or Unconsciously attributing meaning to the surprise revising assumptions Based on Louis (1980) “Sensemaking is attributing meaning to surprise” SURPRISE Discontinuity in activity
  • 17. how to become an avalanche expert (the quickest way)
  • 18.
  • 19.
  • 20. Expert stories 18 minutes 90% chance of survival 35 minutes 30% chance of survival, death is due to suffocation 90 minutes 20% chance of survival, people die because of hypothermia 130 minutes 3% chance of survival 25 minutes Prins Friso
  • 21. Expert stories Basic backcountry safety gear Avalanche transceiver (Beeper) Probe Shovel Airbag
  • 22. Get as much ‘real life’ experience as possible!!! Using products Interviewing people Watching product demos Observing product use
  • 24.
  • 25.
  • 26. Our moment of surprise: Snow in an avalanche may contain rocks and ice. You’re exhausted after two minutes of intense shoveling
  • 27. Model of what ‘is’ What ‘is’ Model of what ‘could be’ What ‘could be’
  • 28. Design is making sense out of nonsense
  • 29. learning – and thus designing – is questioning
  • 30. How many designers does it take to change a lightbulb? Warren Berger (2009)
  • 31. Why does it have to be a lightbulb? Warren Berger (2009)
  • 32. It takes one designer to change the lightbulb ... and a second designer to tell the other how to do it better. Charlie Mulholland another feasible answer...
  • 33. why?
  • 34.
  • 35.
  • 37. Check out his Ted Talk... it’s anexcellent summary of his book.www.youtube.com/watch?v=wMLSrqYk0UE Simon Sinek (2011) the golden circle
  • 38. Why do designers ask so often... “Why?” Because the why question reveals the structure of a system, it helps designers to identify cause and effect relations. “Question asking is a fundamental cognitive mechanism in design thinking” (Eris, 2003)
  • 40. Can you put the word ‘design thinker’ on LinkedIn profile if you’re not able to make a drawing?
  • 41. design thinking is not enough, you also need to do design acting... make things (sketches, prototypes) See Jon Kolko on: www.youtube.com/watch?v=GKTYQAFDwhA
  • 42. Methodology  The system of methods followed in a particular discipline.  Method A procedure or routine for accomplishing something Technique A way of carrying out a particular task. Tools An instrument used in the performance of an operation French cuisine A recipe Chopping Knife Participatory design Context mapping Generative techniques Video camera
  • 44. What is the role of methods in design? To relieve a designer from time-consuming and difficult tasks with a systematic and structured approach. This is especially the case when the purpose is straightforward production of already designed functions or systems. Design work is always carried out in a social context. The method can serve as a common ground for more successful communication between the stakeholders in a design process. Lonas Löwgren & Erik Stolterman (1999) Canale (2007) “Methods as learning tools”
  • 46. We define a prototype as any representation of a design idea — regardless of medium Houde & Hill (1997) Cognitive Prototype
  • 47. Yet, we know that failure is often a powerful way to learn. Within our work culture at IDEO we have found that prototypes help to create a “safe space” for failure and therefore free people up to make discoveries and to learn more quickly. Coughlan, Suri, Canales (2007) “Prototypes are learning tools”
  • 48. knowing through making Maarit Mäkelä (2007)
  • 49. High Fidelity Low Fidelity Crude sketches Few visual details, mimicked behaviour Working Beta version Very detailed visuals. Fully functional product. Wireframes, paperprototyping, Wizard of Oz 1 hour to a few days a few seconds to 10 minutes a few days to a few weeks (or even months) Not many skills required (sketching) Good skills of programming required
  • 50. High Fidelity Low Fidelity Crude sketches Few visual details, mimicked behaviour Working Beta version Very detailed visuals. Fully functional product. 1 hour to a few days a few seconds to 10 minutes a few days to a few weeks (or even months) Not many skills required (sketching) Good skills of programming required Flash Catalyst Sketches Flash Arduino Max / MSP Role playing Enactment Dreamweaver Powerpoint Wireframes Wizard of Oz Stop motion Axure Java C# VVVV
  • 51. Our moment of surprise: Snow in an avalanche may contain rocks and ice. You’re exhausted after two minutes of intense shoveling
  • 52. Making prototypes (visualize the future) Discussing Using prototypes Critiquing
  • 53.
  • 54. knowing through making Some rough clay model sketches.
  • 55.
  • 56. #CADModel Apart from the functional prototype of the Orto- vox Lynx, we decided to make a digital 3D-model to be able to quickly simulate and visualize the decisions we make. Also for measurements the 3D- models can be very useful (Figure A). The handle and the lower grip-rings have some more organic shapes (Figure B), which are dif- accuracy by milling foam. The milling was done by computer fully based on the CAD-model (see Figure C). This way we could test whether the CAD-model was accurate. For example we tested the handle on its ergo- nomics and aesthetics (Figure D). This way some adjustments were made in the CAD-model. In the are milled the same way, but out of PVC see #Low- ergripFinishing and #HandleFinishing. With the CAD-model renders could be made, with approximations of the colours and materials (see Figure E). As close as the CAD-model is to functional level. The technical drawings were also made based on the CAD-model. C Figure A Figure B Figure C Figure D 47,12 13,12° 6 5 4 172,33 24,71 212,60 1 3 2 792,74 229,96 278,70 104,71143,08 179,55 1 Handle subassembly 2 3 Locking mechanism 4 Blade 5 Ring 6 Lower Shaft Upper Shaft 1 1 1 2 1 1 Rubber - Lexan Al 6061 T6 Lexan Al 6061 T6 Stainless Steel Al 6061 T6 Some renderings of the final product, foam models and technical drawings. Drawings Prototypes
  • 58. * Beast Saw is missing in this overview
  • 59.
  • 60.
  • 61.
  • 63. their form and function, their dimensions and appearance, were determined by technologists-craftsmen, designers, in- ventors, and engineers-using non- scientific modes of thought. Carving knives, comfortable chairs, lighting fix- tures, and motorcycles are as they are because over the years their designers and makers have established shape, style, and texture. Many features and qualities of the ob- jects that a technologist thinks about cannot be reduced to unambiguous ver- bal descriptions; they are dealt with in his mind by a visual, nonverbal process. His mind's eye is a well-developed organ that not only reviews the contents of his visual memory but also forms such new or modified images as his thoughts re- quire. As he thinks about a machine, rea- soning his way through successive steps in a dynamic process, he can turn it over in his mind. The designer and the in- material surroundings for, in their innu- merable choices and decisions, tech- nologists have determined the kind of world we live in, in a physical sense. Pyramids, cathedrals, and rockets exist not because ofgeometry, theory of struc- tures, or thermodynamics, but because they were first a picture-literally a vi- sion-in the minds of those who built them (1). This article attempts to clarify the na- ture and significance of nonverbal thought. It traces the development of nonverbal thought as practiced by tech- nologists since the Renaissance, points to the many drawings and pictures that have both recorded and stimulated tech- nological developments, and reviews the graphic inventions, such as pictorial per- spective, that have lent system and clari- ty to nonverbal thinking. A concluding section considers changing attitudes to- ward the nonverbal component of tech- nology as they have been reflected in en- gineering curricula and suggests some ef- fects of such changes upon the nature of our technology. sweep of a suspension brid ample, is much more than an geometry. The distinctive three great suspension brid York-the Brooklyn, Georg ton, and Verazzano Narro more strongly the conceptua their designers and the tim construction than they do t requirements of their respe Different builders of large po use many common elemen designs, but certain charact internal "style" distinguish of one maker from those of a opportunities for a designer his particular way of nonverb upon a machine or a structur ly innumerable. This open- cess can be seen in the desig iar, compact machine such as gine. The designer of a diesel technologist who must cont his intuitive sense of rightn ness. What will be the shape bustion chamber? Can I use The author is professor of history at the Uni- versity ofDelaware and curtor oftechnology ofthe Hagley Museum, Greenville, Delaware 19807. 26 AUGUST 1977 The Nature of Design he Mind's Eye: Nonverbal -Thought in Technology h pictures" is an essential strand in the history oftechnological development. Eugene S. Ferguson e too readily assumes ledge may be incor- ifacts of technology rom science. This as- modem folklore that nscientific decisions, all, made by tech- sign the world we in- ts of daily use have nced by science, but ion, their dimensions were determined by tsmen, designers, in- gineers-using non- of thought. Carving ventor, who bring elements together in new combinations, are each able to as- semble and manipulate in their minds de- vices that as yet do not exist. If we are to understand the devel- opment of Western technology, we must appreciate this important, if unnoticed, mode of thought. It has been nonverbal thinking, by and large, that has fixed the outlines and filled in the details of our material surroundings for, in their innu- merable choices and decisions, tech- nologists have determined the kind of world we live in, in a physical sense. Pyramids, cathedrals, and rockets exist There may well be only one acceptable arrangement or configuration of a com- plex technological device, such as a mo- torcycle, but that arrangement is neither self-evident nor scientifically predict- able. The early designers of motorcycles could not ask science to tell them where to put engine, battery, fuel tank, and spark coil; they had to make their choices on other grounds (see cover). In time, wrong choices would be revealed, but not by scientific analysis. Making wrong choices is the same kind of game as making right choices; there is often no a priori reason to do one thing rather than another, particularly if neither had been done before. No bell rings when the optimum design comes to mind. Nor has the plight of designers changed funda- mentally in the 20th century. They must still weigh the imponderable and sound the unfathomable. All of our technology has a significant intellectual component that is both nonscientific and nonliterary. The creative shaping process ofa tech- nologist's mind can be seen in nearly every man-made object that exists. The sweep of a suspension bridge, for ex- ample, is much more than an exercise in geometry. The distinctive features of three great suspension bridges in New York-the Brooklyn, George Washing- Ferguson (1977) The mind’s eye
  • 64. Zafer Bilda, John S. Gero and Terry Purcell (2006) Sketching is a dialogue Sketching helps for ‘seeing it (the design) as parts and seeing it as a whole’ Sketching captures the moment and stores it Sketching is for externalizing a mental image Sketching is like a language, learn to use it Purpose of Sketching
  • 65. Designing without drawings Ferguson (1992) Idea Thing by craftsman Idea ThingDrawing by engineer / designer by worker Also referred to as ‘indirect design’ (Doblin, 1987/2002) Designing with drawings F.C.A. UX Designer “Coder”
  • 66.
  • 67.
  • 68.
  • 69. The prescriptive/storing sketch Refers to the designers communicating design decisions to persons that are outside of the design process Eugene Ferguson (1992) Three kinds of sketches The thinking sketch Thinking sketches refer to the designers making use of the drawing surface in support of their individual thinking processes. It is to focus and to guide nonverbal thinking. The talking sketch Refers to designers making use of the (shared) drawing surface in support of the group discussion Thinking Talking Storing Manufacturer / Programmer Designer Design team Rough / Crude Refined / Detailed
  • 71. Stories are vehicles of experiences and values.
  • 73. Mieke van der Bijl-Brouwer, Stella Boess anf Christelle Harkema (2011)
  • 75. Who likes to work in this studio?
  • 77. what do you usually do with your research data?
  • 78. Computers and servers are excellent devices to store knowledge on. However, retreiving the knowledge might take some (or too much) effort. For example... in order to share your insights with your teammates during a meeting you have to switch on your computer, open the document or a webbrowser, navigate to the specific page. The problem with storing knowledge on a computer
  • 79. Capture Cards Parts of this image are intentionally blurred or obscured “War room style” (See Kolko 2010)
  • 80. Designers surround themselves with inspiration. Walls are used to store idea’s, sketches, inspiration etc and are used during brainstorming or discussions.
  • 82. "We have become the owners of this space, it feels it is ours, this is where I feel comfortable."
  • 83. "It was nice to have your own place, that is always the same. You would find your stuff in the same position as you left it the day before."; “You stay immersed in the project”
  • 84. "It helps us to look back to all the ideas we came up with. Some of these ideas turned out to be more valuable than expected." “You can see the whole process”
  • 85.
  • 86. Make space Facilitating students with space, supplies, tools Facilities Make place Fostering a sense of belonging and ownership Ownership Make sense Overseeing the whole process, identifying patterns, forge connections Shared understanding
  • 87. Salut! Please return the cards! Next lecture: Design Expertise Design Thinking