2. The Coming of Age of Constructive Design Research
Most early writings on design research are built on rationalistic assumptions. Perhaps the most ambitious call for basing design on rationalistic thinking came from Herbert Simon, who proposed basing design on systems and operations analysis. For him, design became an exercise in mathematics, and the task of design research was to describe the natural and human rationalities that govern it. Such rationalistic assumptions were particularly strong in the 1950s and 1960s. At that time, the studio model of the Bauhaus became too limited to respond to the demands of increasingly complex and growing industries.
However, rationalistic methods failed to get much of a following in design, probably because they barely tackled the human and artistic faces of design—for example, the “design methods movement,” which bloomed for a few years in the 1960s mainly in the United States and England. Writing at the end of the 1990s, Swedish designer Henrik Gedenryd noted how this movement built on operations research and systems theory, trying to lay the foundations for design on
logic, rationality, abstraction, and rigorous principles. It portrays, or rather prescribes, design as an orderly, stringent procedure which systematically collects information, establishes objectives, and computes the design solution, following the principles of logical deduction and mathematical optimization models…. This view is still very much alive, and there is a good reason to believe that this won’t change for a long time.
However, discontent with this approach is widespread and quite old, even though no substantive replacement has yet been proposed. Experience from design practice and from studies of authentic design processes has consistently been that not only don’t designers work as design methodology says they should, it is alsoa well established fact that to do design in the prescribed manner just doesn’t work.
The leading rationalists like J.C. Jones and the mathematician-turned-architect Christopher Alexander quickly changed their earlier teachings about research. By the end of the 1960s, Alexander’s advice was to “forget the whole thing,” and Jones turned to music and poetry. In the end, they had encouraged designers to experiment with art.
As Peter Downton noted, the rationalistic movement left a legacy of many useful means for improving design, but its problems went deep. The rationalistic mentality faced many external problems. The 1960s saw the opening of the space era and Lyndon B. Johnson’s Great Society, but is was also the high point of Branzi’s first modernism. Soon after, the West was on a course to a second modernism. Along came a shift to consumer society, a general mistrust in authority, an explosive growth and diversification of higher education, and an awareness of looming ecological crises. Despite increasingly sophisticated methods aimed at handling complexity, human, social, and ecological problems proved to be “wicked” and unsolvable by rationalistic methods.
In a sense, the design methods movement arrived at design when it was already too late. To claim that technical expertise somehow automatically makes the world better was hardly credible to people who had lived through Auschwitz and Vietnam.
The failure of the movement was more than a matter of changing mental landscape. The best known attempt to lay design on rational foundations was the Hochschule für Gestaltung in Ulm, Germany. Starting as New Bauhaus in 1953 with roots in art and design, by 1956 its agenda had turned to teaching teamwork, science, research, and social consciousness in a modernist spirit. The Ulm school is typically seen as the first serious attempt at turning design into a science of planning.
However, the Ulm experiment was short-lived. The long time head of the Ulm school, Tomás Maldonado, reflected on his experience 15 years after the school was closed. For him, the main cause of failure was sticking to “the theoretical generalities of a ‘problem solving’ which did not go beyond a ‘discourse on method’ of Cartesian memory.”
10 He wrote:
The driving force behind our curiosity, of our studies and of our theoretical effort consisted of our desire to furnish a solid methodological basis for design. One must admit that such a pretext was very ambitious: one attempted to force a change in the field of design which was very similar to the process which turned alchemy into chemistry. But our attempt was, as we know now, premature.11 Indeed, how can anyone “solve” the problem of climate change through design? Modesty was in demand, given the scale of emerging environmental and social problems. Solving known problems rationally is a part of design, but can hardly provide anything like a solid foundation for it. Ultimately, the problem is one of creativity and critique, imagining something better than what exists, not the lack of rational justification (see
Figure 2.1).
Small wonder that Gedenryd’s conclusion about the usefulness of self-proclaimed rationalistic design processes was grim.
12 When he was writing his thesis, he was able to build not only on the disappointment of the rationalist program, but also on the rich debate of the limits of rationalism. For example, the Berkeley-based phenomenologist Hubert Dreyfus analyzed the assumptions at work in artificial intelligence. Despite their prowess in calculation, even the most sophisticated computers could do a few things any child could, such as speaking, understanding ambiguity, or walking. Several computer scientists followed in the footsteps of Dreyfus’ critique.
13 The 1980s was a decade when most humanities and social sciences turned to French social theory and philosophy that further eroded belief in rationalism.
14 In the 1990s, Kees Dorst and Henrik Gedenryd followed Donald Schön’s pragmatist perspective, arguing for seeing designers as sense-making beings rather than problem solvers.
15Also, there were several well-spoken critics in the field coming from the social sciences and the human-centered corner of computer science. For example, Lucy Suchman studied how people use copy machines at Palo Alto Research Center. She demonstrated how rational reasoning has little to do with how people actually use the machines, and urged designers to take social action seriously.
16 Participatory designers and critical information systems researchers borrowed from Ludwig Wittgenstein’s philosophy
to understand how ordinary language works at the background in any system.
17 Groups at the University of Toronto, Stanford, Carnegie Mellon, MIT, and many other American universities proved that technological research can be done without complex rationalistic methodology on pragmatic grounds.
2.1. The User-Centered Turn: Searching the Middle Way
After the demise of the design methods movement, designers turned to the behavioral and social sciences in their search to find new beginnings. In several places, user-centered design gained a foothold.
18 In terms used by Nelson and Stolterman, the rationalists were idealists in their search for truth. When this search was over, the next place to look at was the real world.
19This step was not radical, given designers’ self-image. Designers have long seen themselves as speakers for people in the industry. The global organization for industrial designers, ICSID, defines the basic ethos of the occupation as follows:
Design is a creative activity whose aim is to establish the multi-faceted qualities of objects, processes, services and their systems in whole life cycles. Therefore, design is the central factor of innovative humanization of technologies and the crucial factor of cultural and economic exchange.20 As this definition shows, designers see themselves as proponents of people in the industry. This self-image has more than a grain of truth, especially when designers are compared to engineers.
21 This self-image has deep historical roots. The importance of studying people was first forcefully introduced to design in post-war America, largely through practitioners like Henry Dreyfuss, one of the founding fathers of design ergonomics. In particular, Dreyfuss’ books
Designing for People and
Measures of Man influenced generations of designers.
22However, it was in the 1990s that industrial design and the emerging interaction design went through the so-called user-centered turn. The key idea was that everyone has expertise of some kind and, hence, can inspire design. In retrospect, the most important ideas from this time built on usability and user-centered design.
Usability fell on the fertile ground of ergonomics and spread quickly. Its roots go back to the early 1980s, with companies such as Digital Equipment Corporation and IBM at the forefront. Early on, usability was divided into two camps: practical engineers and researchers whose backgrounds were usually in cognitive psychology.
23 Usability laboratories popped up in hi-tech companies
and universities in North America, Japan, and Europe, and the academic community grew rapidly. Practitioners built on books like
Usability Engineering by Jacob Nielsen, while the more academic field was reading books like Don Norman’s
The Design of Everyday Things.
24The problem with usability was that, while it did help to manage design problems with increasingly complex information technologies, it did little to inform design about the “context” — the environment in which some piece of design was meant to do its work. The image of a human being was that of an information processor, a cybernetic servomechanism.
25 Context was but a variable in these mechanisms. New, more open methods were developed, and they came from ethnography.
The design industry started to hire ethnographers in the 1970s, first in the Midwest and the Chicago area and slightly later in California.
26 The best known pioneers were Rick Robinson working for Jay Doblin and later E-Lab, and its marketing-oriented rival Cheskin. Interval Research at Stanford, funded by Microsoft’s Paul Allen, hired John Hughes and Bonnie Johnson to teach fieldwork. Several anthropologists were hired by major companies in the 1990s, including Apple (1994) and Intel (1996). Another inspiration was fieldwork done in design firms like IDEO and Fitch. These were quick and rough ethnographies done very early in the design process for inspiration and provided a vision that worked as “glue” in long and arduous product development processes. Yet another American precursor was Xerox PARC, where design was infused with ethnographic techniques, ethnomethodology, and conversation analysis.
27 Through PARC, ethnomethodology influenced a field called “computer-supported collaborative work” (CSCW). The aims of much of this work were summarized by Peggy Szymanski and Jack Whalen:
Plainly, as social scientists these researchers were committed to understanding the fundamentally socio-cultural organization of human reasoning and action …. moreover, these researchers were equally committed to naturalistic observation of that action — to leaving the highly controlled environment of the laboratory so that what humans did and how they did it could be studied in real-world habitats and settings, under ordinary, everyday conditions.28 In Europe, an important inspiration was Scandinavian participatory design, even though its radical political ideology was lost when it spread to industry. Although its direct influence was not felt much in design beyond the borders of Scandinavia, it had a degree of impact in software development and later in design in the United States.
29 It also had limited impact in art and design schools. Still, in retrospect, it managed to do two things typical to contemporary design research: working with people using mock-ups.
30EurekaFieldwork Leads to an Information System
Jack Whalen
How can you design an information system that enables a firm’s employees to easily share their practical knowledge, and then put this knowledge to use each and every day to solve their most vexing problems? (See
Figure 2.2.)
Most companies have tackled this problem by brute force, building massive repositories of their reports, presentations, and other officially authorized documents that they hope contain enough useful knowledge to justify the effort, or by placing their faith in artificial intelligence, designing expert systems that basically try to capture that same authorized knowledge in a box. Yet everyone recognizes that much of any organization’s truly valuable knowledge, its essential intellectual capital, is found in the undocumented ideas, unauthorized inventions and insights, and practicable know-how of its members. Most of this knowledge is embodied in the employee’s everyday work practice, commonly shared through bits of conversations and stories among small circles of colleagues and work groups, with members filling in the blanks from their own experience.
Researchers at Xerox’s renowned Palo Alto Research Center (PARC) came face to face with this reality only after they first took the artificial intelligence (AI) route, designing a sophisticated expert system for the company’s field service technicians to use when solving problems with customers’ copiers and printers. Its knowledge base was everything that was known about the machines — everything in “the book.” But the researchers soon discovered, after going into the field and observing technicians as they went about their daily rounds, that technicians often had to devise solutions to problems for which “the book” had no answer — what you could call “the black arts of machine repair.” A way to share this kind of knowledge throughout their community — an information system designed to work like those stories and conversations, and managed by the community itself — is what technicians needed most.
And so together the technicians and PARC researchers co-designed a peer-to-peer system for sharing previously undocumented solutions to machine problems that are invented by technicians around the world, and named it Eureka. From the very start, Eureka saved the company an estimated $20M annually and continues to do so, with Xerox being named “Knowledge Company of the Year” by
KMWorld Magazine (and garnering several other IT and management awards) as a result (see
Figure 2.3).
From such humble beginnings, the field has grown over the past few years into a community of industrial ethnographers sizeable enough to run an annual international conference, Ethnographic Praxis in Industry (EPIC). As its founder Ken Anderson explained, it was designed mainly to share learning between practitioners of design ethnography. Still, it also sought academic approval from the American Anthropological Association to make it more than a business conference where consultants run through their company portfolios (
Figure 2.4).
31However, user-centered design had its problems too. Ethnography mainly focused on the early stages of design, and usability at its very end, which limited their usefulness. User-centered design was software-oriented in its tone, and slowly spread to other fields of design. Both were largely seen as imports from sociology, anthropology, and psychology. They were also seen as research rather than design practices. Also, if stretched to a prophecy, user-centered design fails: as Roberto Verganti argued, most products on the market are designed without much user research.
33 For reasons like these, user-centered design failed to attract a following, especially among more artistically oriented designers.
The outcome of this work was a series of fieldwork techniques that became popular in the second half of the 1990s. American interaction designers also created a blend of analytic
and communication techniques, such as “personas.” These are constructed, detailed descriptions of individual characters done to both highlight research results and to encourage developers to implement the design team’s design. Through scenarios, designers study the viability of these concepts in different future situations.
32For good reasons, both usability and user-centered design are alive and well today. In particular, they placed people into the middle of design and gave credibility to designers’ claims that they are the spokespersons of people in production. It also produced many successful designs, and provided design researchers ways to publish their research.
2.2. Beyond the User
Despite these limitations, user-centered design created powerful tools for understanding people and creating designs that work. However, it was just as obvious that it was not able to respond to many interests coming from the more traditional design world. User-centered design methods may have helped to explore context for inspiration, but it left too many important sources of imagination in design unused.
Constructive design researchers have had good reasons to go back to contemporary art and design in search of more design-specific methods and ways of working (see
Figure 2.5). The past15 years have seen a proliferation of openings that not only build on user-centered design, but also go beyond it. Several research
groups have begun to address the problem of creativity with methodic, conceptual, technological, and artistic means.
342.2.1. Design Practice Provides Methods
One push beyond the user was methodic. The 1990s and 2000s saw the growth of “generative” research methods that put design practice at the core of the research process. These design-inspired methodologies include experience prototypes, design games, and many types of traditional design tools such as collages, mood boards, storyboards, pastiche scenarios, scenarios, “personas,” and various types of role-plays.
35 There is no shortage of such methods: Froukje Sleeswijk Visser listed 44 user-centered methods in her doctoral thesis at Delft, and IDEO introduced a pack of cards having 52 methods (see
Figure 2.6).
36One striking feature of much of this work is the speed at which it has gained influence and has been adopted by its audience even beyond design. In the computer industry, scenarios and personas have become mainstream, while in industrial design, cultural probes, Make Tools, and action research have spread fast.
37 These methods have been quickly adapted to a wide variety of design work, often with a limited connection to the intentions of the original work.
38 Still, they have given designers ways to research issues like user experience. They also help to open the design process to multiple stakeholders.
392.2.2. Turn to Technology
Another important concept that has pushed design research beyond user studies can be loosely called the “sandbox culture.” This is similar to engineering in Thomas Edison’s Menlo Park, or in the hacker culture of Silicon Valley in the 1970s. One can, as engineers at the University of Toronto, turn a (computer) mouse into a door sensor without going into the physics of sensors. The
modus operandi of the most successful design firm in the world over the past two decades, IDEO, has been characterized as “technology brokering”: finding problems and solving them by finding answers by exploring technology creatively through engineering imagination, not scientifically.
40The most famous sandbox culture existed at MIT’s Media Lab under the leadership of Nicholas Negroponte, where the old scientific adage “publish or perish” became “demo or die.”
41 Other sandbox cultures that served as exemplars for design researchers were Toronto, Carnegie Mellon, the Interactive Television Program at Tisch School of the Arts at New York University, and Stanford’s design program.
42 They showed that it is possible to do research with things at hand without complex justifications and theoretical grounds and just let imagination loose in the workshop.
43 This is typical of software design as well.
44 The prestige of these places has also given legitimacy to building new sandboxes in places like Technische Universiteit Eindhoven.
MIT Media LabMaybe the best known sandbox has been the Media Lab at MIT in Cambridge, Massachusetts. It was created in 1985 with a mission to explore and develop media technologies. It had precursors in New York University, where Tisch School of the Arts had run an Interactive Telecommunications Program (ITP) under Red Burns since the early 1970s.
However, while ITP focused more on media content, and gradually grew into technology, MIT focused on technology from the beginning. Its mission was to explore and develop new media technologies and to conceive and illustrate new concepts by prototyping them. This is where Media Lab started, and this is where it still stands. Its moment of glory was probably during the second half of the 1990s when the IT industry exploded with the Web and soon after with mobile technology (see
Figure 2.7).
For a while, the Media Lab was one of the most closely followed research institutions in the world, as judged by the digital industries. Several other institutions were modeled after its example in Asia and Europe; the most famous of these was probably the short lived Interaction Design Institute Ivrea in Italy.
When one walks into the building in Massachusetts, there are no classrooms and corridors, only workspaces in which people sit in the middle of wires, sensors, circuits, computers, lights, and “old materials” of many sorts, most of them organized in open spaces where it is possible to walk around and try out the “old materials.”
Several famous concepts have been discovered in the Media Lab. Some of the most influential in the research world have been Hiroshi Ishii’s interactive ping pong table and his bottle interface for a music player.
From a constructive design research standpoint, the Media Lab well illustrates three points. First, doing is important for designers: one can create new worlds by doing. Second, design research needs design; design happens at the Media Lab, but it is not a priority. Duct tape creations are enough, because prototypes are used to illustrate technological, not design possibilities. Third, a focus on technology means that technological research comes before wrting. The Media Lab is famous for the prototypes it creaters.
The co-founder of the Media Lab, Nicholas Negroponte, is said to have replaced the old academic adage “publish or perish” with “demo or die.” (See
Figure 2.8.)
The main legacy of this culture is several research communities exploring new possibilities in information technology. For example, by now, there are conferences specializing in ubiquitous and pervasive computing and tangible interaction. For those constructive researchers who specialize in interactive technologies, these communities provide many types of publication possibilities. Also, by now, there are many design frameworks ranging from resonant interaction to rich and intuitive interaction.
Chapter 4 presents some of these frameworks in detail.
2.2.3. Enter User Experience
In the 1990s, design researchers created many types of concepts that paved the way to constructive research. Important trailblazing work was done at IDEO and SonicRim, where Uday Dandavate, Liz Sanders, Leon Segal, Jane Fulton Suri, and Alison Black emphasized the role of emotions in experience and started to build the groundwork for empathic methodologies.
45 In Europe, the leader was probably Patrick Jordan at Philips, who claimed that design
should build on pleasure rather than usability.
46 Influential studies like Maypole followed his lead, usually building on concepts like need.
47This hedonic and emotional movement was a useful correction to cognitive psychology, which had crept into design research through usability and design studies focusing on what designers know and how they think.
48 It remained individualistic. The key constructs of this movement were difficult to understand. It focused on measurable emotions at the expense of more finely tuned emotions like aesthetic feelings, which are crucial to design.
For reasons like this, the main conceptual innovation came to be user experience, which was open enough and avoided many of these problems.
49 It did not have unwanted connotations like the word “pleasure,” and was not contested like “aesthetics,” which has a history in aesthetics, art history, and philosophy. This concept has been so successful that leading universities, corporations, and design firms have built units to study user experience. Even the International Organization for Standardization (ISO) is trying to create a standard for user experience in industrial practice. Finally, pragmatist philosophy gave this concept credibility, depth, and openness.
502.2.4. Design Tradition as Inspiration
Yet another push beyond user-centered design came from design. The key place was the Computer-Aided Design program in the Royal College of Art (RCA) in London. Its researchers explored new media in city space and alternative ways to design electronics. They explicitly built on art and design and had an agnostic tone when it came to science.
51For example, the main influence of the
Presence Project, published in 2000, was an artistic movement called “situationism.”
52 What came to be known as “critical design,” on the other hand, built on designers like Daniel Weil who had questioned the design conventions of electronics.
53 Critical design was also influenced by Italian
controdesigners, and from the Dutch design concept Droog Design, which was also inspired partly by Italian design.
54Today, many design researchers seek inspiration from art and design,
55 and many are also active debaters and curators.
56 The art and the design worlds are also converging commercially, with one-offs, limited editions, and prototypes becoming objects sold by major auction houses.
57 There are hundreds of books about designers’ sketches in bookstores, effectively representing designers as artists. Media celebrates designers much as it
has celebrated artists. Also, there have been company research centers that have had artist-in-residence programs.
582.3. Between Engineering, Science, Design, and Art
This history has left a legacy to constructive design research, which lies on several foundations. A good deal of early design research was built on rationalistic models that in the beginning faced many kinds of political and scientific difficulties. Constructive design research has turned away from this foundation. Researchers seek inspiration from engineering as well as from the social sciences and design traditions. What it is doing is important: it is bringing design back to the heart of research.
By now, constructive design research has gained a degree of maturity and autonomy. There have been several milestones in this maturation. Methods like scenarios, personas, Make Tools, and the cultural probes played an important role in lowering designers’ entry into research. These methods have proved that many things in design practice can be turned into research methods fairly easily. After the end of the 1990s, conferences like Design+Emotion, Designing Pleasurable Products and Interfaces, and Nordes
59 gave designers an opportunity to explore design-related topics with little gatekeeping from other disciplines. A few influential books have served as precedents; noteworthy are Anthony Dunne and Fiona Raby’s
Design Noir and Dunne’s
Hertzian Tales. Several dozen doctoral theses build directly on design rather than borrow methodologies and concepts from other disciplines (see
Figure 2.9).
60The development is uneven. The strongest institutions have taken leadership. Among universities, the most research-driven are well-resourced schools such as Politecnico di Milano, technical universities in Delft and Eindhoven, Carnegie Mellon University, and what was the University of Art and Design Helsinki (now a part of Aalto University). Among global companies, leaders included Intel, Microsoft, and Nokia, and some of the largest design firms like IDEO.
61 Among pioneers were Delft’s IO Studiolab, which combined several studios at the end of the 1990s, Smart Products Research Group in Helsinki’s UIAH, Philips’ visionary programs, and Intel’s anthropological fieldwork.
62Underneath this canopy, a good deal of the design world went on as before. However, the strongest schools and companies set examples for others to follow. Once they did the trailblazing, others found it easier to follow suit.
Although constructive design research is coming of age, this is only one part of the story. This research is typically
multidisciplinary and takes place in institutions over which designers have little control. Constructive design researchers typically collaborate with sociologists, anthropologists, and computer scientists. In these research groups, design researchers are often junior partners who needed to follow the models of research from their more established colleagues.
63 Some consequences of this collaboration have left a mark on constructive design research. For example, experimental research became an almost unquestioned choice for constructive design researchers, especially in technical universities and the technology industry.
Design also juggles with the worlds of art and culture. Even designers who work with industry typically have one foot in art and culture, as in the famous case of Olivetti. Designers working for Olivetti in Ivrea, about 100 kilometers west of Milan, also continued living and working in Milan with company approval. This organization made it possible for designers like Ettore Sottsass and Michele de Lucchi to alternate between industrial work and Milan’s artistic and intellectual milieux.
64 Today, it is easy to see a similar balancing act in some researchers’ work coming from the RCA at Sheffield-Hallam University and several Scandinavian universities. These researchers sometimes work at the university and sometimes as independent designers and artists. They also mix these worlds in their work in various ways, especially in the ways in which they communicate their work through exhibitions rather than books.
65Constructive design research has managed to gain a degree of autonomy and recognition on its own, but it has to find its way through an environment that sets many standards for research.
In research today, coalitions are a norm, not an exception. These coalitions tend to be strategic and temporary, usually lasting for only one project, and then disappear as parties move to other projects.
66 To flourish in this environment, constructive design researchers need methodological and theoretical flexibility.