Reymen, I.M.M.J., Hammer, D.K. (2000) “Design method supporting regular reflection on design situations”, Third International Symposium on Tools and Methods of Competitive Engineering, April 18-21, 2000, Delft, The Netherlands, in Proceedings of the Third International Symposium on Tools and Methods of Competitive Engineering, ed. Horvath et al., Delft University Press, Delft, The Netherlands, pp. 325-338. DESIGN METHOD SUPPORTING REGULAR REFLECTION ON DESIGN SITUATIONS I.M.M.J. Reymen Stan Ackermans Institute Eindhoven University of Technology The Netherlands D.K. Hammer Faculty of Mathematics and Computing Science Eindhoven University of Technology The Netherlands ABSTRACT This paper describes a domain-independent design method developed to support designers during the whole design process. The goal of the design method is to make designers more aware of the design situation at important points of the design process. A design situation at a certain moment in time is defined as the state of the product being designed, the state of the design process, and the state of the design context. The design method supports the creation of a description of the design situation at the beginning and at the end of important design sessions. A design session is defined as a period of time during which designers are working, for example, from 9 to 12 o’clock. The design philosophy that underlies the design method is also described. In this philosophy, the design process is seen as a sequence of state transitions. KEYWORDS Design philosophy, design session, description of a design situation, design context, state transition. 1. INTRODUCTION Designers in practice are often not aware of the design process and of the design context they are working in. This is one of the observations made during the case studies (Reymen, 1998) we conducted as part of this research. Designers are usually only focused on (part of) the product they have to design. However, the design process and the design context also influence the product being designed. The product, the design process, and the design context at a certain moment are closely linked to each other. Their states determine the design situation. Awareness of the design situation at certain moments during the design process can be important for four reasons. − First, making a design situation explicit creates a more profound base for decisions. − Second, the design situation influences the next action to be taken in the design process. Being aware of the situation can be of strategic importance. − Third, to improve the current design process, it is important to relate it with the state of the product being designed and with the design context at that moment. − Finally, awareness of the design process is also important to learn from the current process and to improve design skills for future design processes. Designers can become aware of design situations by reflecting on these situations. These reflections must not interrupt the creative processes. Therefore, it would not be desirable to be constantly aware of the complete design situation. Neither would it be useful to reflect only at the beginning or at the end of the complete design process. Reflecting regularly about the design situation, at important points of the design process, seems useful. This is also concluded in (Dorst, 1997). Dorst observes that a designer is inside a design process (thrown into a situation) and is not always in the position to consider the process critically and rationally. Therefore, a designer that wants to be in control of the design process must step out of the ‘designerly way of thinking’ (Cross, 1994) every now and then. Most designers in practice are not used to reflect regularly on design situations. In addition, in current design education, reflection on design situations is not a real topic. This creates the need for supporting designers with methods and tools for reflection. The goal of this work is to develop a domainindependent design method to support regular reflection on the design situation. We strive for a domain-independent approach because we feel that designing in different disciplines has much in common. Furthermore, domain independence is also necessary for investigating the design activities in multidisciplinary teams. Finally, such a generic approach can generate new views on the traditional design process of a given discipline. In order to be useful, the generic methods and tools must, of course, be tailored to the specific needs of the specific design disciplines. In the next section, the research methodology is briefly described. Section 3 describes a model of the design process and the underlying design philosophy. The design method itself is described in Section 4. The results are discussed and compared with existing literature in Section 5. The paper ends with a conclusion and an overview of further research. 2. METHODOLOGY This research is part of an explorative study, namely the Ph.D. research of the first author. The investigation includes a literature study and empirical research with case studies. Design projects in three disciplines (architecture, mechanical engineering, and software engineering) have been compared in a cross-case analysis. A design philosophy, common for the three disciplines, is being developed and used for the development of domain-independent design support. A design frame, the described design method, and a derived tool are currently being developed as possible support. The design philosophy offers descriptive knowledge. The design frame, method, and tool can be categorised as prescriptive. The design method and tool will be tested by design students and designers in practice. 3. DESIGN PHILOSOPHY AND MODEL The design process can be described from different points of view. Typical examples are the creative, social, iterative, or informationprocessing views. Designing can also be described as a situated activity (Dorst, 1999). It is not possible to give a general definition of designing. In (Dorst, 1999), it is stated that designing can (generally) be viewed from two sides: rational problem solving and reflective practice. A design philosophy reflects one or more of these viewpoints. It is a way of thinking about how design is, might be, or should be done. In the literature, different design philosophies exist. A design model is a representation of a particular aspect of a design philosophy. The design process is also captured in many different design models, depending on the viewpoint on designing. For many design models, the design philosophy is not made explicit. Examples of design philosophies and design models can be found in (Evbuomwan et al., 1996). In this investigation, the design process is viewed as a sequence of state transitions. A design situation is seen as a state and design activities cause state transitions. This viewpoint is chosen because it suits the goal of the research: It is intuitive and easy to understand and it offers a clear view on designing. A disadvantage is that it is a mechanistic and abstract view on the complex human activity of designing. The above viewpoint is elaborated in a design philosophy developed to describe our point of view on designing and to offer concepts for the development of the design method and tool. The design philosophy can also be combined with other philosophies, for example, with the philosophy that sees designing as a creative process. The design philosophy is represented in a design model. The design philosophy is described in Subsection 3.1. The resulting model of the design process is presented in Subsection 3.2. 3.1. Design philosophy based on state-transition systems The design philosophy is based on the mathematical concept of state-transition systems, developed in computer science. Many processes can be described as state-transition systems: for example, workflow processes, logistics processes, and assembly processes. The design philosophy presented here uses this concept to describe design processes. Only the external behaviour of designers and not the cognitive aspects of designing are described. The design philosophy is a set of concepts, explained by definitions. Only the basic definitions of state-transition systems are used and translated to design processes. The definitions are formulated from a pragmatic point of view and are not necessarily completely correct from an epistemological and ontological point of view. The vocabulary is chosen to resemble the terminology used in design practice, but domain independent. In the next paragraphs, general definitions concerning state-transitions systems with accompanying examples are given. These general concepts are adapted to modelling the design process and are illustrated with ‘design’ examples. First, the concept of a state is described. This results in the definition of a design situation. Then, design activities are defined as actions causing state transitions. A definition of the design process is given in Paragraph 3.1.3. Paragraph 3.1.4 introduces the concept of a design task. Finally, in Paragraph 3.1.5, a definition of designing is derived. 3.1.1 A design situation as a state In the theory of state-transition systems, a state is defined as a set of values for all properties and factors describing an entity at a certain moment in time. In this definition, an entity is an object or a process. An entity is for example a football or a cooking process. A property is an internal characteristic of an entity. An entity can have a set of properties. A property can have a set of values. A property is for example the colour of the football or its position. The values of these properties can be ‘white’ or ‘yellow’ and ‘on the ground’ or ‘in the air’. A factor is something external that can influence an entity. An entity can have a set of factors influencing it. A factor can have a set of values. A factor influencing the football is for example the foot or head of a football player. The value of this factor is the ‘force’ and ‘direction’ of the kick. Whether a factor really influences an entity depends on the state of the entity. Not all factors are relevant at any given moment. A state at a given moment is thus described by the values of all properties and factors at this moment. For example, the state of a football might be ‘white’ and ‘on the ground’. An object representation or a process representation is a description of the set of properties and values of this object or process. Many different representations can be made of one entity. A representation can also be made on different media: text, drawings, models, computer visualisations, prototypes, or mental images. For example, a representation of the football is a textual description or a drawing. Different representations of the same entity are not always consistent. A mental representation can be different from the existing physical representations. The above mentioned terminology can be translated to the context of designing as follows. An entity is a product or a design process. A detailed definition of a design process is given in Paragraph 3.1.3. A product is an artefact (that must be designed) satisfying a human need, for example, a garden house. This artefact can be a physical object or a process. Examples of objects are production machines, buildings, or software programs. Examples of processes are social processes, design processes, production processes, or logistics processes. In the remainder of this paper, the concept of product being designed is used because the product itself does not exist yet during the design process. The life of a product is represented by its product lifecycle. This is a representation of the product evolution, starting from need, continuing with design, production, use, and reuse, and ending with decommissioning. A design property is defined as an internal characteristic of the product being designed or of the design process. A design factor is something external that influences (properties of) the product being designed or the design process. A design factor has the potential to influence the final product or the design process. The influence can be in the past, present, or future. Design factors are not determined by the designer(s); they are part of the design context. The design context is defined as the set of factors influencing the product being designed and the design process at a certain moment. In the remainder, design properties and design factors are just called properties and factors. Examples of properties of a product are the dimensions and the kind of coating of a garden house. Values for these properties are: ‘2.5m high’, ‘1.8m wide, ‘1.8m long, and ‘coating with ingredients’ X’. Properties of a design process are for example duration and cost, but also the mood of the designer and his/her experience with the design of this kind of products. Related values are ‘halfway estimated duration’, ‘$15000 spent already’, ‘just married’, and ‘large experience’. Possible factors in the design context are dimensions of production machines, environmental laws; values for these factors are ‘maximum volume of one plank’, ‘only coatings allowed without ingredients ‘Y’’. Designers transform only representations of the product and not the product itself. A product representation is a description of a set of properties and values of the product being designed. The product representation during, or resulting from, a design process is also called a design. A representation of the garden house is for example a drawing with the dimensions or a 3D model. A design-process representation is a description of the set of properties and values of the design process. A representation of the product being designed or of the design process for a specific stakeholder is called documentation. A representation of the design process is for example a planning or an organisation scheme. A representation of the design context is a description of the set of factors influencing the product being designed and the design process at a certain moment. For example, some factors in the design context can be represented by a list of dimensions of the production machines and by laws. The state of a product is defined as a set of values for all properties of the product at a certain moment in time. The state of a design process is a set of values for all properties of the design process at a certain moment. Finally, the state of the design context is the set of values for all factors influencing the product being designed and the design process at a certain moment. The size of the set of properties and the set of factors depends on the level of detail to which the product and design process are modelled. A design situation at a certain moment is defined as the state of the product being designed, the state of the design process, and the state of the design context at that moment. This means that it is − the set of values of all properties of the product being designed, − the set of values of all properties of the design process, and − the set of values of all factors influencing the product being designed and the design process. This is illustrated in Figure 1. For example, it is the following set of values: − ‘2.5m high’, ‘1.8m wide’, ‘1.8m long’; ‘coating with ingredients ‘X’’ for the product; − halfway estimated duration’ ‘$15000 spent already’, ‘just married’, and ‘large experience’ for the process; − ‘maximum volume of one plank’, ‘only coatings allowed without ingredients ‘Y’’ for the design context. Factors in design context State of context at t(i) Properties of product + State of product at t(i) time Properties of design process + State of process at t(i) Design situation at time t(i) Figure 1. A design situation as a state The empirical basis for the concept of design situations is illustrated in Table 1. We started from the variables that are important in design practice, namely product, design process, and design context. These are observed in the case studies we conducted as utterances of the designers and as elements in representations of the product and the design process. The latter indicate decisions, which are values for properties and factors in the philosophy. These properties and values specify the state of the product, the design process, and the design context. Their combination is a design situation. This process of conceptualisation is based on (Wester, 1991). EMPIRICAL Variable / product, Category process, context THEORETICAL design Concept situation Observable item state of product, process, context values of properties or factors Indicator utterance, element in representation decisions Aspects / Dimensions Characteristics Table 1. Empirical basis for the concept of design situations 3.1.2 Design activities causing state transitions A change from one state to another is called a state transition. A state determines the possible state transitions. A transition is caused by one or more actions. An action is executed by an actor. For example, the state of a football at a certain moment is the set of values ‘white’ and ‘on the ground’. After the action of kicking the ball, executed by a football player, the values are ‘white’ and ‘in the air’. A goal-oriented action is called a transformation; an action without goal is called a mutation. A goal is defined as the end towards which an effort or ambition is directed. For example, when the goal is ‘make a goal’, a transformation can be kicking the ball. An example of a mutation is a change in the position of the ball caused by the wind. A state can be changed by changing properties, factors, or values. Changes may include additions or deletions of properties and factors. A state is changed when at least one property, factor, or value is changed. Every transition can comprise one or more changes. In practice, a state is changed by changing the representation of an entity. Translating these concepts to the context of designing results in the following definitions. Actors in the design process are called designers. Stakeholders are actors in the design context. A design goal can be defined as the goal of a design activity or a design process. A design activity is a transformation in the direction of the design goal carried out by a designer, causing a transition of the state of the product being designed or of the design process. This is illustrated in Figure 2. An example of a design goal is to create a garden house with a coating that guarantees a long life of the garden house, but that is not too expensive. Design activities can for example be fixing the estimated life of the garden house on 15 years and determining the ingredients of the coating. Because a design activity is not further defined, it can, for example, be both: making a complete drawing of a garden house or drawing just one line. A design situation can be changed analogously to changing a state. Possible state transitions are adding or deleting properties or factors, or changing their values. A design situation is changed by a change in the state of the product or of the design process, or by a change in (the state of) the design context. When many designers are making changes and making different representations (mental and physical), these representations will not always be consistent. State of product at t(i) State of product at t(i+1) State of process at t(i) State of process at t(i+1) time Design activity Figure 2. Design activities causing a state transition Possible actions causing a state transition are design activities of the designers or actions of stakeholders in the design context. Designers can change the properties of the product being designed and of the design process. Stakeholders can change factors in the design context. This means that many more processes can change a design situation than only the design process. Notice that the concept of state transitions yields a non-deterministic system. For the context of designing, non-determinism is essential and is the result of the free choices that can be made by the designer. To execute transformations, creativity of the designer is necessary. Designers also execute actions that not directly result in a state change, but which are necessary to prepare such a change. Examples of such actions are interactions between designers and stakeholders to exchange information. The action of a stakeholder can have a goal that may or that may not coincide with the design goal, or that can be independent of it. 3.1.3 A design process as a sequence of state transitions A process is defined as a sequence of transformations with the same goal. The transformations can be executed by one or more actors, in sequence or in parallel, using one or more aids. For example, a cooking process consists of a sequence of actions (weighing ingredients, preparation of food, boiling or baking, and presentation) with the goal of making dinner. The process is executed by a cook, using the necessary ingredients and tools. A process can be described by a sequence of state transitions, i.e., a sequence of states, and a sequence of transformations. Although the states are ordered in time, nothing is said about the length of the interval between the different states. A design process is a sequence of design activities, necessary to obtain the design goal. It is a set of transformations executed by one or more designers, in sequence or in parallel, using one or more design aids, towards the design goal. For example, the design process of a garden house can consist of design activities executed by the senior designer of the design department and by some experts on coatings. They can for example use CAD to model the garden house and use other tools to analyse the behaviour of the materials. Notice that the design process is, at the same time, subject changes and the cause of these changes. A design goal is the goal of a design process, i.e., to create or improve one or more desired representations of the product having a desired final state. These representations must be useful for communication within the design context and for realisation. The design process must eventually end with desired values for desired properties. The final state of a product as desired by the context and/or by the designers is reached at the end of the design process. 3.1.4 Design task Because designers influence the product being designed and the design process, both are combined in the concept of a design task. A design task at a certain moment is a task to reach (a sub-goal of) the design goal, starting from the present state of the product being designed, of the design process, and of the design context. A design task is realised by executing design activities. Figure 3 illustrates the definition. State of context Design task State of product State of process Design goal Design situation at t(i) Design activity Figure 3. Definition of a design task A design task exists at every moment during the design process. At the beginning of a design process, the design task is defined by a description of the desired product representation and design process. At the end of the design process, a design task can be defined by (a representation of) the product and possibly definitions of new design tasks. In practice, the design task is not always explicitly defined. For example, the design task halfway the design process of the garden house can be defined by the design goal, the present design situation, and the desired state of the garden house and the design process. The first is defined in Paragraph 3.1.2. The second is given in Paragraph 3.1.1 in the example of a design situation. The desired final state of the garden house is for example a complete production drawing on A2 format. Values for the desired properties of the design process are ‘duration of one month’ and ‘budget of $25000’. A design task is executed by one designer or design team during a particular period. A specific design task can emphasise the product or the process. This is for example the case when either the product or the process is standard. Design tasks have a hierarchical relationship, as illustrated in Figure 4. A design task can be a well-defined part of an overall design process. Different design tasks can be executed in parallel or in sequence. Iteration between design tasks can also occur. For example, the design of a garden house can be subdivided into two different design tasks that are related to each other: design of the foundation and construction, and design of the materials of the skin. Design task 2 Design task 2.1 3.1.5 Definition of designing As already stated in the introduction, it is impossible to give a general definition of designing. A definition is always part of a design philosophy. In the design philosophy based on state-transition systems, designing can be defined as follows. Designing is the activity of transforming the state of the product being designed or of the design process into another state towards the fulfilment of the design goal, by transforming a representation of the product or of the design process. 3.2. Design model Overall design task Design task 1 design process, new design tasks can be created, for example, to create a product variant or a new version of the product. Design task 3 Design task 2.2 The theory of state-transition systems is used to model the design process. The design process is seen as a finite sequence of state transitions. Design situations can be changed by design activities and by transformations or mutations in the context. The goal of transformations in the context does not necessarily coincide with the design goal. The design model is given in Figure 5. Context Figure 4. Hierarchy of design tasks A particular design task is restricted by the design context. The design context is specific for a certain design task on a certain moment. The context of a design task includes all design tasks at the same hierarchical level as well as the parent design task. To execute a design task, also information about the design context must be given. The context of a design task can change after every transition. Factors from the design context can for example be translated into properties of the product being designed or of the design process. The different design tasks can be defined at the beginning or during the overall design process. The latter can be necessary when the existing design task revealed too many problems and is too complex, when more tasks can be executed in parallel, or when tasks can be delegated to other more specialised designers. Also at the end of the Transformation or mutation State of context State of context State of product State of product State of process State of process time Transformation: Design activity Design situation at t(i) Design situation at t(i+1) Figure 5. Design model With some explanation, the concepts and terminology of the design philosophy must be understandable for designers from different disciplines. Although they usually do not use terms like state and transition, they should recognise what is meant with design situation, design activity, product and process representations, and design task. The definition of design situation can be new because designers are not used to consider the product, the design process, and the design context together. 4. the values of all properties and factors must be made. This is explained in Paragraph 4.1.2. How these properties and factors can be structured is described in Paragraph 4.1.3. To inventory the important properties and factors, a checklist can be used, as described in Paragraph 4.1.4. DESIGN METHOD A design method is a set of guidelines that can be followed by a designer. The goal of a design method is to support the designer during (part of) the design process. A design method is derived from a design model. Starting from our state-based design model, a design method must support the designer in structuring the sequence of state transformations and in performing these transformations. The design method described here supports the designer with these two activities only indirectly: It makes the designer aware of the current design situation. Advantages of being aware of the design situation have been mentioned in Section 1. The challenge of developing a design method is to make it useful: It may not cost too much time and designers should recognise its benefits. In this section, our design method is presented. First, the concepts of the design method are described. Then, an overview of the design method is given. 4.1. Concepts The design method is developed to support regular reflection on design situations. The chosen approach is based on two main concepts. − First, designers are supported to become aware and reflect on the design situation by describing it. − Second, the overall design process is structured into design sessions. The first concept is based on the hypothesis that the best way to become aware of a design situation is to describe its relevant aspects carefully. The second concept is based on the idea that designers have to step out of the design process to reflect on it. Because design sessions are usually rather creative and unstructured, the beginning and end of each session are the best reflection points. The concept of design sessions is explained in more detail in Paragraph 4.1.1. To make a description of a design situation, a description of 4.1.1 Design sessions In the case studies, described in (Reymen, 1998), we observed that there is already an inherent structuring principle in the design process, namely the working periods of designers. We think that the beginning and end of such a working period is a natural reflection point. A design session is defined as a period of time during which designers are working on a certain design task. A design session is limited in time. Breaks between sessions can be coffee or lunch, interactions with stakeholders in the design context, other meetings, periods spent working for other projects, weekend, holidays, or others. A design session can also be a group meeting. Design sessions are usually shorter than the wellknown phases (often described in the literature and used in practice) and these sessions exist independent of the latter. Different design sessions can have different length. In our method, the design process consists of a sequence of design sessions. A design session consists of a number of design activities and state transitions. Design sessions have a formalised start and end, and are open in between. At the beginning and end of a design session, the designers can reflect on the design situation. During the core of the design session, designers can transform the state of the product being designed and the state of the design process towards the design goal. In other words, our design method emphasises two important activities, namely transformation and reflection. This is illustrated in Figure 6. Design session Design process Reflection on Reflection on situation i situation i+1 Transformations Figure 6. Design sessions A description of a design situation consists of a description of properties and factors of a design task with values for the attributes of the properties and factors. For design properties and factors, at least the following attributes must be defined: label, text, value, sources, reference, and rationale. These are basic attributes. Attributes to distinguish and structure the different properties and factors are described in the next paragraph. All the attributes have free text values. It depends on the design situation which values are filled in. An explanation of the different attributes and their possible values is given below. Label: globally unique identifier of a property or factor, i.e., unique for the design task; for example, ‘production machines’ for the factor production machines. Text: detailed description of a property or factor; for example, the dimensions of production machines. Value: value (and dimension) of a property or factor; for example, maximum volume of one plank. Sources: stakeholders or documents that determine or influence a property or factor. Note that this influence can concern all attributes. Examples for sources are the marketing manager, the production manager, requirements documents, and standards. Reference: link to additional documentation; for example, ‘see documentation of machine layout’. Rationale: rationale for the introduction of a property or factor, or for the values of its attributes; for example, ‘other dimensions will cost too much in changing the machines’. 4.1.3 Structuring properties and factors To describe the set of values of properties and factors, some kind of structure is useful. Three structuring principles are used to distinguish and structure the different properties and factors. These principles define five attributes that can be added to the basic attributes to describe the properties and factors in detail. The first structuring principle is the subject at hand: product, design process, or design context. These three are the possible values for the subject attribute. Properties can have the values product or process. Factors have the value context. For example, for the factor ‘production machines’, the subject is ‘context’. The next structuring principle is formed by the three dimensions of the design frame of (Reymen, 1999), which is especially developed to structure properties and factors. The three dimensions are level, view, and time. Every property or factor can be situated on a certain level. Properties and factors are usually described at different levels of abstraction. For every property and factor, one or more points of view are important. These viewpoints can be social, political, juridical, ethical, economical, or other. All properties and factors of the design task can be structured in time by specifying at which stages in the product lifecycle or in which processes in the product development process the properties and factors are important. These stages and processes are for example the design process, the production process, the sales process, and the re-use process. These three dimensions determine the following attributes: level, view, and time. The possible values for the different attributes differ for the different subjects. For example, for a product, the levels can be the level of the garden house, the level of the components, and the level of the details. The levels for the process can be development process, design process, and design activity. For the context, the levels can be branch, company, and discipline. The same holds for the attributes view and time. For a product for example, the values for view can be ‘use’, ‘makeability’, or ‘maintainability’ and for time ‘past’, ‘present’, and ‘future’ (or a specific process in the product lifecycle). The values for these three attributes can be predefined to enforce a consistent terminology. The predefined values can differ for every discipline, project, user, or other. An example can show the use of these attributes for describing properties and factors. The factor ‘production machines’ can be situated on the level ‘detail’, seen from the viewpoint ‘makeability’, and is important in ‘the future’ (production process). The same structuring principle can also be used to structure different design sessions. Designers can decide to concentrate during a specific design session on a certain level, on a certain viewpoint, and on a certain process in the product lifecycle or product development process. The values for the three attributes are then fixed during this session. The last structuring principle is the idea of a stadium. A property or factor can be a problem statement, the definition of a requirement, or it can already be an alternative or a solution. The same property or factor can be described in different stadia. Problem, requirement, alternative, and solution are different values for the attribute stadium. Analogue values are the following sets: issue, proposal, and decision; question and answer. Values for the attribute stadium can also be predefined. The values of these attributes can be different for different disciplines, projects, users, or other. 4.1.4 Inventorying properties and factors To inventory all relevant properties and factors at a certain moment, a checklist is developed. A natural starting point for the design of a checklist is to compare it with the explanation of the state of a design task to an outsider. In that case, the problem, the requirements, the alternatives, and the obtained solutions are explained; the state of the design process and other related processes are given; and all factors in the context that influence the design task are mentioned. The checklist consists of questions about these different topics. The topics are based on design practice and on the literature. In case studies in design practice, we inventoried important properties and factors of design tasks (Reymen, 1998). Among others, the following literature has been consulted: (Badke et al., 1997), (Hubka, 1996), and (Hales, 1987). These describe factors influencing the design process and/or the product. The general structure of the checklist is domain independent, but can be tailored to specific disciplines. The structure of the checklist is shown in Table 2. In the structure of the checklist, the three subjects product, design process, and design context and values of the attribute stadium can be recognised. CATEGORY Design task SUBCATEGORY Name Design team or designer Design session Date Start time DESIGN TASK (PROPERTIES) Design process Final result Underlying reason Challenge Design team Design aids Stage Problems/ Issues/ Questions Requirements Alternatives/ Proposals Solutions/ Decisions/ Answers Executed/ Planned actions in design task Executed/ Planned interactions with context Product to be Problems/ Issues/ designed Questions Requirements Alternatives/ Proposals Solutions/ Decisions/ Answers CONTEXT OF DESIGN TASK (FACTORS) Design tasks Overall design task Related design tasks Stakeholders and Product lifecycle concerns Company and Product planning society Company Competitors Discipline Table 2. Structure of the checklist 4.2. Overview This section first gives an overview of the complete design method, then presents some supporting documents for the design method, and finally describes the potential use and some advantages of the design method. 4.2.1 Complete design method The design method that results from the integration of the concepts presented in the previous section can be described as follows. A description of the design situation can be made at the beginning and end of important design sessions. The designers themselves have to define what are important sessions. The actual design situation must be compared with the previous description of the design situation made during the design process. Only the changes regarding this description must be described. VALUES Product Process Context The checklist can be used to inventory the important properties and factors. For every property or factor, values are then ascribed to all attributes (basic attributes and attributes for structuring). Table 3 gives an overview of the different attributes and their corresponding values. Table 4. Predefined values for level, view, and time ATTRIBUTE Label Text Value Source Reference Rationale Subject Stadium Level View Time VALUE Free text Free text Free text Free text Free text Free text Product, process, context Sets like problem, requirement, alternative, and solution Product levels, process levels, context levels Product views, process views, context views Processes in product lifecycle and product development process During the core of a design session, the representations of the product and the design process can be transformed. The sets of possible values for the attributes level, view, and time can be predefined at the beginning of the design process. A table like Table 4 can be filled out. For a specific design session, three values can be fixed for all properties and factors. Views Time 4.2.2 Supporting documents The design method and its benefits are described in an introduction to the designer. In this introduction, the use of the method is explained by means of examples. Two types of forms are developed to be filled out by the designer. The first type consists of the checklist with questions about different topics, as described in Paragraph 4.1.4, and room to describe all the important properties and factors of the specific design situation. This form can be used at the beginning and at the end of a design session. To describe in detail every property and factor filled in on the first type of form, a second type can be used. This form consists of a list of all attributes, as described in Paragraphs 4.1.2 and 4.1.3, and room to describe values of these attributes. The two types are shown in Figure 7. Design situation Table 3. Attributes and values Although the same checklist is used for the beginning and end of a design session, the emphasis of the description differs. At the beginning of a design session, attention is typically focussed on the changes that occurred between two design sessions, for example, in the design context). At the end of a design session, the description focuses on changes in the design task. Levels Property/Factor Properties and factors Attributes Checklist Type 1 Values Type 2 Figure 7. Two types of forms 4.2.3 Use of the design method The documents described in the previous paragraph can be used by individual designers or design teams. In design processes with multiple teams, the project leader can already prescribe important factors in the context. The design method can also be used by students. Regular reflection on the design situation can facilitate and speed up the learning process of students. The method is intended for simple and complex problems, on different levels in the product hierarchy, in different disciplines, for different products, and for various design situations. The method gives support during the whole design process. The use of the method can be started at every moment in the design process. The method can also be used for different design styles. For example, instead of starting with describing the design situation, the designer can immediately start with the core of the design session and finally describe the changes in the context and the design task. We recommend, however, to make always a reflective description at the end of the design session. The use of the design method can be combined with the use of other methods and techniques like creativity techniques, CAD tools, or domain specific methods and tools. 4.2.4 Advantages of the design method Describing design situations with the design method can offer designers the following. The checklist described in Paragraph 4.1.4 can make designers aware of the product as well as of the design process and the design context. By making an overview of the important properties and factors, the danger is avoided that designers are too much focused on unimportant aspects and designers are aided not to forget important factors that have to be included in the design. This can result in more sound decisions and better design documentation. By describing values for the attributes based on the three dimensions described in Paragraph 4.1.3, designers can become aware of these dimensions. They can recognise the specific levels and viewpoints of the properties and factors in the design situation and the processes in which the properties and factors are important. Because stakeholders are interested in different levels of detail, different aspects, and different processes in the product lifecycle, the attributes can also help to decide which documents are necessary for which stakeholder. The descriptions of the design situation can be used by designers and researchers. The former can use the descriptions − as a source of inspiration for the next design session, − as a design-task-specific checklist, − as some kind of documentation, additionally to the representations of the product and the design process (for re-use and communication or to build up design history), − as a textual overview of all design information, and last but not least − to analyse and criticise the situation. Researchers can use the descriptions of design situations made by designers to inventory all relevant aspects in design practice and to analyse the evolution of the design process. Descriptions made in different design disciplines can be compared to allow the generalisation of observations and the development of concepts for multidisciplinary design. 5. DISCUSSION AND COMPARISON WITH LITERATURE 5.1 Design model In the described design philosophy and the corresponding design model, the design process is seen as a sequence of state transitions. This viewpoint does not exclude other views. Simultaneously, the design process can be viewed as a creative process. Since the design philosophy makes interactions with the design context explicit, it can also be seen as a social process. The design process can also be seen as an iterative process: Properties and factors are added and deleted. The design philosophy is related to the two sides of design described in (Dorst, 1999): problem solving as well as reflective practice. The concept of state transitions has already been used in the field of design by Salustri and Venter (1991). They defined the design process as a series of time-dependent actions that transform the information through a series of states. They developed a theory that formalises design information, rather than concentrating on the description of the design process. They follow a more formal approach, using symbolic logic. 5.2 Design method The design method proposes designers to make descriptions of design situations. In current design practice, no descriptions of design situations are made. However, making these descriptions is similar to what designers already do during a design process, namely making representations of the product and of the design process. (Usually, no representations of the design context are made.) Instead of asking designers to make descriptions to reflect on the design situation, reflection can also be stimulated by letting designers tell the state of the design task and design context to someone else. We have chosen for descriptions because making descriptions is similar to making representations. Descriptions also have the advantage that they can be stored and returned to later in the design process. Making descriptions has the following disadvantages: − Descriptions are only textual while designers are often used to make graphical representations; − designers are not used to describe a state; − designers dislike documenting; − reflection on the whole design situation does not make designing easier for the designer; − it is an extra activity. However, it might turn out that good descriptions of design situations could replace some of the other documentation. The design method also proposes the use of design sessions, as described in Paragraph 4.1.1. In the literature, most design methods structure the design process in phases, based on the state of the process. In design practice, no design process is really executed following these phases; two or more phases can co-exist at the same time. Phases are not very useful for regular reflection, because it is unclear when one phase ends and another starts. When using our design method, a description of the design situation is made at the beginning and at the end of a design session. These shorter periods guarantee a more regular reflection on the design situation. Because many descriptions of design situations must be made during a design process, the time needed for doing so must be short. The estimation for our description is that it takes at most ten minutes to make one description. The goal of the design method can be compared to the objectives of the training developed by Badke et al. (1999). They try to learn designers to reflect on adequate and inadequate design processes. Designers are taught to identify critical situations. The training concept, however, is completely different from the design method described in this paper. The training asks involvement of external observers and teachers. As far as we know, the idea of design sessions is not yet used for structuring design processes. The attributes for structuring the various properties and factors of a design situation are similar to the ordering schemes for design information described in (Salustri and Venter, 1991). Different attributes are defined based on object orientation and hypertext. The method described in this paper can be placed in the paradigm of reflective practice (Dorst, 1997). Reflective conversation with the situation is stimulated by regularly making descriptions of the design situation. In (Dorst, 1997), it is also stated that any method for aiding design activities must contain statements about the dynamics of a design process, a model of the designer, and a model of the structure of the design task. In our opinion, the design model and design method presented in this paper can model these three dimensions. 6. CONCLUSIONS This paper describes a design method and the underlying design philosophy. The design philosophy is based on the concept of statetransition systems: A design situation is defined as a state; a design activity causes a state transition; a design process is a sequence of state transitions. The presented design method is domain independent and aims at supporting designers to reflect regularly on the design situation. Forms support the designer in describing the design situation at the beginning and at the end of a design session. During a design session, designers are free to transform the state of the product and the design process in arbitrary ways Further research will concentrate on the elaboration of the design philosophy and the design method. The design model can be extended with relations between the various properties and factors. The intention of such an extension is to support the designer in tracking dependencies and asking what- if questions. The design method can be provided with an additional checklist for reflection. The goal of this checklist is to ask relevant questions about the design situation concerning the consistency between properties and factors and the consistency between the design tasks and the design goal. A design tool is currently being developed to facilitate the description of design situations and to store the descriptions in a database. Attributes supporting the configuration management of properties and factors, like status and version of a property and factor, are added to the existing set of attributes. The tool offers possibilities to execute queries on the different attributes and relations in the description. Last, but not least, all concepts have to be validated and improved in practice. Junior designers will test the design method and tool in small projects. The validation will concentrate on two questions: “Is the explicit description of a design situation useful for reflection?” and “Are the proposed moments for describing the situation (beginning and end of a design session) useful?.” Acknowledgements We are very grateful to Kees van Overveld for his contribution to describing design processes as a series of state transitions. We are also indebted to Thijs Bax, Peter Kroes, and Joan van Aken for many fruitful discussions and remarks. Especially, we want to thank Twan Basten for his comments on the previous version of this paper. References Badke-Schaub, P., Frankenberger, E., Dörner, D., (1997), “Analysing Design Work by Critical Situations: Identifying Factors Influencing Teamwork in Design Practice”, Proceedings of the 11th International Conference on Engineering Design, ed. by Riitahuhta, Vol. 2, Tampere, Finland, pp. 381-386. Badke-Schaub, P., Wallmeier, S., Dörner, D., (1999), “Training for designers: a way to reflect design processes and cope with critical situations in order to increase efficiency”, Proceedings of the 12th International Conference on Engineering Design, ed. by Lindeman et al., Vol. 1, München, Germany, pp. 205-210. Cross, N., (1994), “Engineering design methods: strategies for product design”, Wiley, Chichester (2nd ed.). Dorst, K., (1997), “Describing Design: A Comparison of Paradigms”, Ph.D. Thesis, Vormgeving Rotterdam, Rotterdam, The Netherlands. Dorst, K., (1999), “Two kinds of design, and two sides of design”, Proceedings of the 12th International Conference on Engineering Design, ed. by Lindeman et al., Vol. 3, pp. 1547-1552. Evbuomwan, N., Sivaloganathan S., Jebb, A., (1996), “A survey of design philosophies, models, methods and systems”, Proceedings of the Institution of Mechanical Engineers, Vol. 210, Part B: Journal of Engineering Manufacture, London, UK, pp. 301-319. Hales, C., (1991), “Analysis of the engineering design process in an industrial context”, Ph. D. Thesis, Eastleigh Grants Hill, UK. Hubka, V., Eder, W.E., (1996), “Design Science: Introduction to the Needs, Scope and Organisation of Engineering Design Knowledge”, Springer, Berlin, Germany. Reymen, I.M.M.J., (1998), “Design in Architecture, Software Engineering and Mechanical Engineering: A Comparative Study”, Proceedings of the 4th Design Decision Support Systems in Architecture and Urban Planning Conference, Maastricht, The Netherlands, ISBN 90-6814-081-7 (CD-ROM). Reymen, I.M.M.J., (1999), “DomainIndependent Description of Design Situations”, Proceedings of the 12th International Conference on Engineering Design, ed. by Lindeman et al., Vol. 2, pp. 1215-1218. Salustri, F.A., Venter, R.D., (1991), “Towards a logical theory of engineering design information”, Computers in Engineering, ASME, Vol. 1, pp. 161-167. Wester, F., (1991), “Strategieën voor kwalitatief onderzoek”, Coutinho, Muiderberg, The Netherlands (in Dutch).
© Copyright 2026 Paperzz