9. Constructive Design Research in Society
Chapter 8 outlined the ways in which constructive design researchers use design things in their research process. Design things, we saw, gather people around actual design work. Just as any research, however, constructive design research cannot stop there. Any research program worthy of its salt needs to function in society, not just during the project. Successful programs keep designers dialoging with society; unsuccessful ones are unable to keep this dialog going long enough.
This chapter reviews constructive design research in society. As soon as researchers leave the university, they face rationalities different from their own. Many of these rationalities are beyond their control; more often than not, researchers find themselves in a subordinate position in activities initiated and controlled by people who think differently. In practice, constructive design researchers work in a network of contracts and overlapping commitments. As various partners come and go into the projects with varying agendas, it is difficult to predict what comes out. Projects like these are “garbage-cans,” as Michael Cohen, James March, and Johan Olsen once famously called organizational decision-making processes.
To keep research going, researchers have to understand the demands society imposes on them. To function, researchers need to understand some of the rationalities they face outside of the studio. This chapter explores some of these rationalities through the example of Luotain, a key project in Helsinki’s empathic design program. Taking these demands into account improves the chances of success in research.
9.1. Luotain
Luotain (“probe” in English) was a design research project in Helsinki from 2002 to 2005. It was built around cultural probes
that had been used in research in Helsinki since 1998. While the original British work on cultural probes sought to expand the mindset of human–computer interaction (HCI) researchers, Luotain took a step back and studied whether cultural probes work in company settings. The practical goal was to improve product development in companies by introducing new, design-specific research methods. In practical terms, Luotain created concepts for companies. Product development, however, was left to the design firms.
The project had thirteen participants. The coordinators were industrial designers at the University of Art and Design Helsinki. Originally, participants consisted of five pairs of companies. Each pair had a company and its design partner and brought a case for the project, which was run as a series of cases with seminars and workshops in between. Later, this setup expanded to include an extra design consultant and new companies. Funding came partly from companies, but the main funding came from the National Technology Research Agency.
The conceptual roots of Luotain were in an interpretive critique of emotions. By the end of the 1990s, the prevailing view in information technology was that emotions can and ought to be measured. Instead, Luotain turned to empathic, sociological, and interpretive theories of emotions. Emotions were seen as crucial to design and as social processes in need of empathic interpretation rather than directly measurable bodily processes (
Figure 9.1).
By any measure, Luotain was successful. It lasted about three years, and during this time it was able to attract company interest and funding. It also led to more than twenty scientific papers and Tuuli Mattelmäki’s widely admired doctoral thesis “Design Probes.” Its later impact can be seen in numerous studies. It has influenced dozens of master’s theses: some oriented to user research, some to concept development, and some to construction. For example, during Luotain Katja Soini was a doctoral student who went into organizational development and started to explore how design researchers can even participate in legislature. Another doctoral student, Kirsikka Vaajakallio, begun to explore how methods in Luotain were connected to participatory design; she first explored design games but later rediscovered the empathic roots of Luotain. Mattelmäki realized that through workshops many kinds of participants can be brought into design. Since then, this realization has led her to co-design.
9.2. Researchers as Peers
Luotain found an audience in many research communities. The project plan in 2002 built mostly on literature in HCI, which was still fashionable after the
dot.com bubble burst. The key papers in Mattelmäki’s Empathy Probes from 2006 were published in human-centered computer science conferences. This work was based on earlier work in smart products — small software-intensive gadgets that had become an important part of the design business in the 1990s.
The audience soon started to change. Luotain started to build on the notion of user experience, a term that had been introduced to design more than ten years earlier and had become popular after the turn of the century. For Luotain, this term opened doors to HCI and design research. By the end of the project in 2005, researchers were publishing in HCI conferences and journals as well as in more design-oriented conferences like the Royal College of Art’s Include. Subsequent projects continue to be seen in all of these venues.
10For researchers, this is basically a safe world. Researchers may disagree on many things, but they share many goals. In this world, they are able to gain a high degree of control over their activities and ways of thinking, and they know a great deal about its ways of reasoning.
However, there are also differences. Interaction designers, for example, mostly build their research traditions on computer science and psychology. They favor theory building, experimental research, and statistical analysis. For empathic designers, this can be a hostile environment: there are few pockets of
sympathetic reviewers. In ethnographic communities like the Ethnographic Praxis in Industry conference, empathic designers find people who understand interpretive research. Still, there are many dividing lines here too. For example, one issue is whether research should provide inspiration for design or whether it ought to be based on careful documentation, analysis, and theoretical work.
11 In artistically oriented communities, even interpretive research may be too analytical because it stresses writing at the expense of exhibitions (
Figure 9.2).
12Constructive design researchers place their work on this palette of communities in several ways. For example, researchers in Eindhoven mostly publish in HCI conferences and journals but also find outlets in design. Critical designers publish in both places but have focused on HCI for most of the decade. They have only recently come back to design much like the participatory designer places in Scandinavian design universities and empathic designers in Helsinki.
As design research has matured and gained a degree of academic autonomy, there has been a marked trend toward design as a disciplinary base. Still, constructive design researchers keep publishing in several communities. Interaction designers have increasingly been interested in the material, cultural, and social sensitivities every good designer works with and are willing to learn from their practices. The scientific leanings of HCI occasionally clash with the creative leanings of designers, but the gap
is far less pronounced than it was a decade earlier. The HCI community has become far more receptive to design, setting up a design subcommittee at its CHI conference in 2009.
Constructive design research has also found a home in many design schools. Often, however, design research in these schools focuses on history, aesthetics, and critical studies. Also, traditional design disciplines like ceramics and textiles define their future through art, not research. Perhaps for these reasons, constructive design research usually takes place in industrial and interaction design programs. Constructive research widens the research basis of art and design schools but may also create a split between the humanities. However, as most constructive design researchers build on interpretive thinking, art, and design, there are also many things that create bridges to the humanities.
9.3. Research Faces Design Traditions
Luotain was created after about ten years of work on smart products in Helsinki,
13 but it put methodology into a new theoretical context. The main research question was inspiration rather than usability: finding new design opportunities rather than optimizing products and product concepts. The leading idea was that designers need to understand people before they can start designing. This idea came to be known as “empathic design,” even though “interpretive design” would have been a more accurate term. Innovative research methods, as Carnegie Mellon’s Bruce Hanington has called them, quickly became a meeting point for researchers, companies, designers, and other stakeholders.
14In terms of design, these were not obvious steps. Language in design had few concepts with which to describe work that was interpretive, relied on post-Cartesian theory, and used methods that were often inspired by twentieth century avant-garde art.
Still, for many reasons, Luotain found support in industrial and interaction design. For some designers, Luotain was putting on paper what any good designer already knew. For others, it was a research community’s answer to their interpretive self-image and that good design has to start from understanding people. Also, because Luotain borrowed many methods from design practice and its workshop-based methods of analysis were familiar to every designer, it was easy to integrate it into teaching and practice. Luotain’s primary creator, Tuuli Mattelmäki, was named the industrial designer of the year in 2008.
A somewhat harder nut to crack was the workshop culture at the heart of design. Traditional design education is a hands-on education, and the dominant tradition of design education still uses the Bauhaus as its prototype.
15 The Bauhaus gave design education
the idea of combining art, craft, and industry, as well as the idea of bringing the best from other fields of learning into design. However, empirical social science was not a part of its program.
16 In many programs modeled after the Bauhaus, user researchers have hit their heads against this heritage. They have usually been placed into separate research units, away from design.
17 Luotain’s solution was to focus on the early-stage interpretive foundations of design work, concept search, and concept design, rather than plywood and screws. For practitioners, this is perfectly acceptable. Conceptual work belongs to good design, and many designers live by conceptual design rather than construction (
Figure 9.3).
In broader terms, constructive design research has gained many sympathetic listeners in design. Since the 1960s, many things have been pushing design away from its practical roots.
18 Industrial design has made design a more abstract discipline, process-based rather than material- or form-based. CAD technologies have made the skills of the hand less important and pushed descriptive geometry to the sidelines. Design management has focused designers on brands, markets, images, and organizational processes. Interaction design had valued an ability to talk about behavior and meanings in the abstract and to think in terms of flows and logic rather than traditional design forms and materials. The media image of design has been conceptual and is on the verge of becoming artistic. Most recently, services and sustainability have pushed designers still farther into abstraction.
In this context, most practitioners have welcomed constructive design research. For them, its stress on doing has an air of familiarity. When they see researchers in studios and workshops, they find it easy to communicate with them on equal ground. Most ideologists of constructive design research are programmatically pushing into the heart of research. Some are even arguing for using research as a template for wider restoration of universities that have become dangerously scientific at the expense of practice.
199.4. New Bauhauses: Digital and Electronic
Constructive design researchers face another type of environment in design programs at technical universities. Technical universities traditionally build design on science and engineering, not on art and craft. When designers in these environments turn to ubiquitous and tangible computing models, they often turn to industrial design as a model. At one extreme, the dream is to create a version of digital and electronic Bauhaus by merging technology and art.
20A recent example of this type of program is K3 at Malmö University in Sweden. This program combines art, cultural studies, and communication.
21 Its research side builds on media studies as well as on participatory design and computer science. Its founders’ goal was to turn it into a digital version of the Bauhaus. For the program’s founders, post-Cartesian philosophy and contemporary art provided useful arguments that justified building workshops to enable experimental work.
22 Here, they continued their earlier work from Sweden, where several researchers had defined electronics and software as design material.
23The reasons for bringing studios to technological research are well explained by Pieter Jan Stappers of Delft University of Technology:
Interactive Rear-View MirrorIP08 was a nine-week design class given at the University of Art and Design Helsinki in spring 2008. In this class, master’s level industrial design students went through user-centered design processes. Students had to create a design concept, learn the basics of microcontroller, learn some programming in C, and refresh the basics of electric circuits.
In 2008, the theme of the class was co-experience (
Battarbee, 2004) in the car and safety while driving. Interaction between the front and the back seat at that time was a major road safety issue, taking people’s focus away from what was happening on the road, causing potential hazards, and introducing risks into the driving experience. The class wanted to give students a firsthand bodily understanding of embedded technology, in our case how sensors and actuators work, and this was stressed throughout the class from the first user studies to the final testing of the prototypes.
24Kaj Eckoldt and Benjamin Schultz built an interactive rear-view mirror. Their work process is described in
Figure 9.4.
In terms of process and the way in which the class oscillated between studios and workshops, IP08 is much like any typical design process. The difference is that the design came from theoretical reading, lectures, and the elaborate philosophy behind the class.
Classically, design studios are known for their visual culture. Designers surround themselves with inspiring materials, sketches and prototypes; other designers in the studio absorb these visual sparks as well, and such visual outlets are known to set off unplanned and informal communications, and present people with unexpected inputs, which can serve as part of solutions and lead to serendipitous innovation.
In 2001, four research groups from our department started ID-StudioLab, in which staff, PhD students and MSc students on research projects worked in a studio situation to promote contact between different expertises and different projects…. It promoted the informal contact and sharing of ideas and skills, an undercurrent that can be as important for the dissemination of research findings as the official publication channels. Moreover, it formed a playground in which design researchers could “live with their prototypes,” an important ingredient of “research through design”….
The “living prototypes” were part of the “texture” of StudioLab, influencing and being influenced by dozens of researchers, students and visitors who all brought and took away snippets and insights according to their specific background. This is why design studios are so important for growing knowledge.
26 This setting keeps the distance between the source of inspiration and reasoning small. ID-StudioLab is also located close to Delft’s workshops, and there is a small electronics lab next to the StudioLab. Proximity encourages researchers to explore their ideas not just through discussion, but also physically. However, StudioLab’s researchers also have expertise in user studies and in field-based evaluation of their prototypes. It is not a laboratory in which researchers explore things sheltered from reality; its boundary is permeable.
279.5. Meet the Business
Luotain was a novel experience to many company participants, just as it was for many designers. For instance, in Datex-Ohmeda, which General Electric bought during Luotain, the project was owned first by the company’s usability group. Many suspicions were voiced because the project did not follow the group’s standard practices and put many of them in doubt. When the upper management saw the value of the project, however, it began to be accepted. On the other hand, when Luotain worked with Nokia, it was not seen as a novelty. Nokia had been involved in European research projects that had used cultural probes, and many researchers working in the project had trained many Nokia designers.
With the exception of Nokia, Luotain prompted rethinking of products, product road maps, and in some cases product development as a whole as early as 2002. At the end of the project in 2005, companies were on the map. Former usability testing groups had by then evolved into user-centered design groups.
When Mattelmäki was writing her doctoral thesis, she interviewed companies that had been involved in Luotain. She
learned that the main benefits of her “empathy probes” were that they provided inspiration and information on users’ needs and contexts for company designers, they allowed users to express their idea to product developers, and they created a dialog between users and designers.
28There are other studies that show how constructive design research is attractive to industry and has been appropriated in businesses. When working with constructive design researchers, companies find research that helps them to identify opportunities. In addition, they provide concepts, prototypes, and well-crafted arguments that explain these. Constructive design research also prepares people who can go back and forth between theoretical ideas, studio work, and workshops, and who have the ability to plan and to work with materials and technologies. These are valuable skills.
There are some patterns in how research finds a place in business. With the exception of the smallest one-man firms, with few resources to buy research, several design firms have embraced design research, turning it into a strategic tool. On the one hand, research has helped design firms to diversify their offerings and to make long-term contracts with clients and land lucrative research contracts.
29 On the other hand, research adds value to the customer who does not want to buy research and prototypes from two different places. This business concept has been around since the early days of E-Lab and Cheskin and continues to thrive today.
30On the client side, there are also patterns. At one end are small companies with few resources to invest in design. At the other end of the business hierarchy are global companies like Intel, Philips, Microsoft, and Nokia that have resources for extensive research. Widely known research programs from these companies include Intel’s former People and Practices Research group, Alessi’s research programs, and Philips Design’s vision projects.
31 Again, there are powerful economic reasons to invest in constructive design research. Failing in research is cheap compared to failing with a product (
Figure 9.5).
The first markets for constructive design research were born in cities with sophisticated design markets, such as Silicon Valley, the Scandinavian capitals, Munich, Amsterdam, and London. These places have had markets for highly specialized design services for decades, and they continue to create demand for new openings. A city like London can support companies that specialize in using documentary film in user research.
32The Internet is currently creating a new interface between constructive design research and business. The cost of a start-up on the Web may be little more than having time for research, a laptop, and an Internet connection. Testing concepts is also
cheaper than testing physical products. Publishing on the Web is easy, and Web-based marketing is cheaper than traditional marketing. The differences in producing hardware are significant: a solid concept for a new umbrella has to be sold to business angels, risk investors, banks, manufacturers, wholesalers, and department stores. We believe that constructive work may provide IT start-ups with useful ideas and a relatively cheap way to test their ideas and strategies. In the world of bits, research gets a far more important role as the driver of innovation than in the world of atoms.
9.6. Embracing the Public Good
Design takes place in the market, but this is only one side of the story. The other side is the public sector. When funding comes from public sources, research is expected to produce something the market fails to do. Examples include plans and concepts for public spaces, new infrastructures, and for “special” groups too small to attract product development money from the private sector.
Again, Luotain is a good example. Although the public sector was not involved in the project, it made the project possible in several ways. It was mostly funded by public sources, and for this reason, it had to have several participants, and it needed to publish its findings to benefit society, not just participating companies. Besides, political considerations made the project possible in the first place. Funding for the project came from a government program, Muoto 2005!, which aimed at rebuilding Finnish industry through design.
Policy work that led to the Muoto 2005! program had been done in part by professors at Luotain’s home department.
Local and national governments have funded many key constructive design research projects in Europe, and the European Union is another major source of funds.
33 Some of these projects have become important milestones on the road toward constructive research, like the Presence Project and Maypole.
34 Both were funded mostly by a consortium where part of the money came from industry seeking applications, but long-term continuity was built on funds from public sources.
Many European and Asian countries, such as the United Kingdom and the Scandinavian countries, and South Korea, New Zealand, South Africa, and India have similar design policies. The European Union was also preparing its design policy from 2008, building it mostly on experience and thinking from Denmark, Finland, and the United Kingdom. Small European countries, in particular, have integrated design and design research into their industrial and innovation policies.
Constructive Design Research in Innovation PolicyConstructive design research is a winner in many political discussions about what kind of research should be funded.
35 Its value proposal is flexible and robust. For companies with enough intellectual, technological, and fiscal resources, it leads to prototypes that companies may use in various ways, which is another promise field research can make. Like any research, it promises knowledge that is in the public interest. Profits from relatively small investments in research can be significant.
In particular, fieldwork is directly relevant for industrial interests. This is hardly surprising, given the roots of field research in industry and global companies’ investment in it. The key word has been user-centered design. However, field research fits best under this concept. The word “design,” for its part, creates the connection to industrial policy, which currently usually comes under the label of “innovation policy.” Conveniently enough, “design” also has an air of creativity. This sounds like a marriage made in heaven.
The link between user-centered design and innovations has become the cornerstone in policies in Denmark, India, and more recently, the European Union. For example, the European Union has titled its design policy document as “Design as a Driver of User-Centered Innovation.”
36 In this document, design is distanced from aesthetics and styling, and firmly situated in the realm of user-centered design. In these policies, design typically complements more traditional innovation activities such as research. Design and other non-technological innovation drivers like organizational development are less capital intensive and have shorter pay-back periods than, for example, technological research but still have the potential to drive competitiveness.
For example, the Muoto 2005! program in Finland aimed to increase the number of design graduates and to better connect design with industry.
37 It was surprisingly successful in both respects, but more relevant to our concerns is its conceptual structure. It consisted of concentric circles, with technology in the middle, business around this core, and social and cultural “factors” at the outer circles: design connected these circles. This delightfully simplistic model
became the structure for both technological and social science and humanistic research. With the exception of a few theoretical studies, and some technology studies in industry, most research funded in this initiative was user-centered (
Figure 9.6).
Designers have been more than passive partners in preparing these policies. A good deal of expertise for policy preparation came from the top of the design world, which had a plenty of resources needed to participate in the time-consuming and often tricky world of policy making.
In Muoto 2005!, most of the background preparation work was done in the country’s largest design school and its design department. When the policy was running, management was delegated to business consultants. The university had expertise, money, and enough resources to participate in this work, which does not lead to billable hours. It was also sufficiently removed from industrial interests to be capable of articulating the larger interests of the design community.
The main exception is the United States. Although it has gone through several attempts to construct a design policy, little has been produced, and most funding is based on private funds.
38 America channels public funds to design, but usually through
funding national security, which is impossible to track.
39 Other major stable sources of funding outside of the market are major foundations, but as far as we know, no systematic studies of how design has fared in their boards exist.
40 There is no way around the public good argument in America, although it does not work in the same way as in Europe.
Public funding introduces designers to partners they would not ordinarily work with. These include a host of engineering specialties but also several sciences, research institutions, service companies, public sector organizations, and non-governmental organizations. In this world, design researchers have learned to explicate their aims and methods with new types of arguments. The best recent example is probably Material Beliefs, a London-based project exploring potential implications of biomedical and cybernetic technologies. The project cooperated with engineers, scientists, and social scientists but aimed at producing prototypes, exhibitions, and debates rather than just scientific papers. It was funded by Britain’s Engineering and Physical Sciences Research Council, which had a program about public involvement in science.
419.7. Constructive Design Research in Society
This chapter reviewed constructive design research in society by illustrating it with Luotain, a study done in Helsinki from 2002 to 2005, with many spillovers that still continue. Luotain first oriented to HCI but later turned to design. Its home base was industrial design, but compared to design-as-usual, its aims were considerably abstract. Still, its methods were largely borrowed from design. Its business context was lively: eleven companies participated in the project. Luotain avoided product orientation but was business friendly. Finally, it had a public dimension through funding from the National Technology Research Agency. It was to produce knowledge for the public domain, which it did.
As Luotain illustrated, constructive design researchers face many types of rationalities. Some of these rationalities are close to home, such as in the research, design, and business worlds. Some others are distant such as the idea that public good seldom figures in designers’ minds. It can be difficult to keep all of these rationalities in line, but Luotain managed to do that with design things and workshops. The project elaborated on the empathic design program a great deal, first by taking it into a more workshop-based methodology and, later, through co-design and service
design. Projects that build on Luotain today seek inspiration from scenography and environmental art.
42How researchers face these rationalities depends on their positions in research and the social organizations that surround it. Researchers in Luotain concentrated on project work, published in conferences, and worked with businesses and occasionally in seminars organized by the National Technology Research Agency, where they saw a glimpse of technology policy. However, abstract arguments about public good were far from their minds; instead, they worried about design and conceptual frameworks, and tending to the public good was reserved for senior professors and university presidents. Indeed, many who inhabited these lofty heights were not from the design side; they were managers, industrialists, politicians, university presidents, and senior public servants.
Other programs relate to society in different ways. For example, research in Eindhoven has technical roots and builds on HCI, which is an accepted part of research in engineering and shares its mathematical beliefs. This is in stark contrast to research in art and design universities like the Royal College of Art, in which constructive design researchers share vocabulary, techniques, conventions, and methods for breaking social conventions with contemporary artists. Scandinavian research, on the other hand, falls in between. To make a constructive design research program socially robust, it has to respond to the demands of its local environment.
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