Title: Cognitive models of designing
1Cognitive models of designing
- Willemien VISSER
- INRIA - National Research Institute for Computer
Science and Control - EIFFEL team - Cognition Cooperation in Design
- Rocquencourt - 78153 Le Chesnay Cedex (France)
- email Willemien.Visser_at_inria.fr
- DESC9099 How designers think
- September 2004
2Outline
- A descriptive, cognitive ergonomics approach to
design grounded in cognitive psychology - The two main paradigms in the descriptive,
cognitive approach to design - Design as a particular type of problem main
characteristics - Design as a particular type of activity main
characteristics
3A descriptive, cognitive ergonomics approach to
design grounded in cognitive psychology
- a cognitive ergonomics approach to design
- a descriptive approach to design
- an approach to design grounded in cognitive
psychology - The two main paradigms in the descriptive
approach to design
4A cognitive ergonomics approach
- definitions by the International Ergonomics
Association (IEA) - "Ergonomics (or human factors) is the scientific
discipline concerned with the understanding of
interactions among humans and other elements of a
system, and the profession that applies theory,
principles, data and methods to design in order
to optimize human well-being and overall system
performance. Ergonomists contribute to the design
and evaluation of tasks, jobs, products,
environments and systems in order to make them
compatible with the needs, abilities and
limitations of people." - "Cognitive ergonomics is concerned with mental
processes, such as perception, memory, reasoning,
and motor response, as they affect interactions
among humans and other elements of a system."
5A cognitive ergonomics approach
- since 1980, cognitive design studies in
ergonomics - two objectives knowledge (epistemic) and
assistance - these objectives are related specifications for
design assistance require models of the
cognitive, underlying processes actually used by
designers
6"Design" a global definition from a cognitive
viewpoint
- specifying an artefact, given requirements that
indicate one or more functions to be fulfilled
and/or objectives to be satisfied by the artefact - from a cognitive-activity point of view
- to elaborate representations (mental and
external) of the to-be-specified artefact until
they are so precise and detailed that they
completely specify the artefact's implementation - NOTE requirements development ? design and
implementation ? design - however, both may require decisions involving
"design" - cf. "the intermingled character of design and
implementation", but also of requirements
development and design!
7A descriptive approach to design
- vs. prescriptive approach to design generally,
design methodologies - linear, sequential design process
- following an abstract-concrete axis conceptual ?
physical specs - generally based on stage models iteration of
stages to be followed in a stepwise, top-down
manner - vs. process models activities actually carried
out - descriptive models are generally process models
- existing descriptive models proposed in cognitive
ergonomics focus on a particular component of
design - Darses constraint management (esp. design
solution generation) - Bonnardel design solution evaluation
- Burkhardt and Détienne Visser reuse in design
- Visser planning and organisation of design
activity - NOTE no predictive models yet
8An approach grounded in cognitive psychology (1)
- "cognitive" aspects of design
- cognitive processes
- knowledge and representations
- NOTE "representation" here is a "mental
representation" resulting from an interpretation
activity - this presentation
- cognitive processes
- knowledge and representations actually used by
designers - dynamic cognitive aspects
- focus on design activity, rather than
- design task
- results of the activity
9Task vs. Activity
- task
- goal goal-achievement conditions
- a "unit" of work
- prescribed vs. actual task
- "prescribed" task what people are supposed to do
- "actual" task what people assign themselves
- activity
- the way people actually realise their task
- cognitive activity
- the way people actually realise their task on a
cognitive level
10An approach grounded in cognitive psychology (2)
- starting point the classical cognitivist
paradigm - design analysed as problem solving Herbert
Simon The sciences of the artificial, 1969 - my view
- design involves problem solving,
- BUT design is not "problem solving"
- design is a construction of representations
- (representations specifications for the
artefact)
11Individual design
- until 1990, cognitive design studies concerned
individual design - design is most often teamwork, but
- an important proportion of work on design
projects is individual - collective design involves the cognitive
activities implemented in individual design, in
addition to activities specific to collective
work - development of appropriate work environments
requires analysis of the articulation between
reasoning implemented in individually and in
collectively conducted activities
12"Generic design" hypothesis
- underlying conjecture
- important similarities between design tasks in
different domains (e.g. architecture, mechanical
design, software design, but also traffic signal
setting and planning of routes or meals) - and
- important differences between design tasks and
non-design tasks - but
- there are different "forms" of design
13A descriptive, cognitive ergonomics approach to
design grounded in cognitive psychology summary
- the focus on activity has consequences for
data-collection methods a privileged method is - real-time observation
- preferentially in the designers' workplace
("field studies") - underlying data
- observational field studies on professional
designers working in industrial design contexts - domains mechanical, industrial and software
design - this presentation a characterisation of design
based on empirical data concerning the actual
design activity implemented by individual
designers during their work on professional
design projects (vs. data on the design task,
process or results)
14The two main paradigms in the descriptive,
cognitive approach to design
- the classical symbolic information-processing
(SIP) approach to design (the "cognitivistic",
"computational" view) Herbert A. Simon - the situativity (SIT) approach to design
"situated action", "situated cognition" Donald
Schön, Louis Bucciarelli, John Gero
15My view on SIP vs. SIT
- SIT dominant resource is designers' situational
context - SIP dominant resource are designers'
problem-solving methods - SIP central role of designers' knowledge and
internal representations SIP does not deny that
these may evolve under the influence of
designer's activity (I.e. interaction with their
environment)nevertheless, SIP does not give it
much attention - SIT central role of designers' environmentSIT
does not deny the existence of internal
resourceshowever, SIT does not give it much
attention
16My approach in relation to both SIP and SIT
- for a designer confronted with a design task, all
resources for action depend on both internal
(knowledge, representation) and external (social
and artefactual) data and their relationship - however, these two types of data are not in a
symmetric relation it's the designer who, using
their knowledge and interpretation activities,
establishes the relationship between internal and
external data - central role of construction of representations!
17Design as a problem - Design as an activity
- Two complementary viewpoints on design
- Design as a problem design projects constitute
problems in that they are tasks for which
designers cannot evoke, from memory, a procedure
allowing to attain their goal (I.e. to specify
the to-be-designed artefact) - Design as an activity in order to specify the
to-be-designed artefact, designers will have an
activity that has many cognitive aspects - main characteristics of these two viewpoints on
design
18Design as a problem
- Some preliminary definitions
- "problem" and " "problem-solving"
- designing as nonroutine-problem solving
- problem solving as a global process
- design involves problem solving,
- BUT design is not "problem solving"
- Design as a particular type of problem main
characteristics
19Design as a problem
- "problem"
- pre-scientific, common-sense meaning
"difficulty", "deficiency" - here specific, technical sense used in cognitive
psychology - a person's representation of their task that does
not immediately evoke a" legal" procedure
allowing to attain the goal (Newell Simon,
1972) - problem-solving tasks vs. execution tasks
- problem-solving elaboration of procedures
- execution applying a previously elaborated
procedure - "problem" character of a task relative feature,
depending on - task situation
- person confronted with the task (esp. their
knowledge, experience)
20Design as a problem designing as
nonroutine-problem solving
- my view design problems are nonroutine problems
- "routine" - "nonroutine" problems distinction
(Mayer) - routine problems tasks that, although not
eliciting a memorized answer, can be solved by
applying a well-known procedure - nonroutine problems tasks for which one does not
have a well-known solution procedure, so that one
must generate a novel procedure - ? defined from a cognitive viewpoint, the
routine-problem solving activities involved in a
design project are not considered "design"
activity
21Design as a problem problem solving as a global
process
- "problem solving" a global process, not a
particular stage in the design process - taking place through a big number of small steps
- e.g. "problem forming", "problem finding"
(Simon), "problem attempting", "problem
formulation" , "problem setting", "problem
structuring" (Schön), "problem conceptualising",
"problem framing" or "reframing" , "problem
defining" or "redefining" - cognitive psychology approach to problem solving
- "problem solving" refers to all activities that
lead from a problem specification to its
solutions - even if sometimes the term "problem solving" is
used with a restricted meaning, referring to an
activity different from, especially, "problem
forming" or " problem structuring"
22Design involves problem solving, BUT design is
not "problem solving"
- cf. Design as an activity
- construction of representations
- but also (not in this presentation)
- socio-cultural aspects (esp. in collective
design) - emotional aspects
23Design as a particular type of problem main
characteristics
- ill-definedness
- ambiguity
- complexity
- constrained character of design solutions
- several more or less satisfactory, rather than
unique correct solutions - solutions with impact on people and their
environment
24Ill-definedness
- design problems' ill-definedness concerns all
three problem-solving components initial state,
goal state and operators (Reitman) - in design problems, generally, only the goal
state receives some explicit specification, even
if poorly and at an abstract level - by way of the artefact's function and goals, and
of constraints on the artefact - initial state and operators are generally
underspecified - problem definedness is a relative characteristic
- related notions "wicked" (vs. "tame" or
"benign", Rittel and Webber), "open-ended",
"ambiguous", "vague", "real-world" - ill-defined problem solving is not only a
question of structuring (Simon's view)
25Ambiguity
- people differ with respect to their
interpretation of the problem (its states and the
operators that are "legal") - related to ill-definedness (Reitman)
- poor agreement regarding referents of problem
components and other problem characteristics - ? solutions to ill-defined problems are only
"accepted" and only "more or less" so (even in a
specified community)
26Complexity
- design problems are generally large and complex
- "large" many components (sub-problems) ? long
duration - "complex" (cybernetics) information content of a
group of elements assembled in a system by way of
relations - critical element relations between the elements
and their unforeseeability - design problems many interdependent components
- ? problem decomposition in order to make
resolution more feasible - BUT decomposing design problems generally is not
evident
27Constrained character of design solutions
- A.I. models design as constraint management and
satisfaction - cognitive ergonomics studies on the actual use of
constraints (Bonnardel, Darses) - ? central role in design
- BUT design activity also involves other types of
knowledge and other types of processes - design constraints are often conflicting
- ? different trade-offs may require satisficing
- ? several, more or less acceptable solutions
- distinguish generative and critical (evaluation
criteria) constraints - constraints are more or less debatable, depending
on their nature social, political, economic,
legal
28Several more or less satisfactory, rather than
unique correct solutions
- design solutions (i.e. specifications for the
artefact) also are debatable - ? they may be contested
- by other designers or by the client
- not for being incorrect, but because other
choices are possible - the same function or need may be satisfied in
several ways - there is no objective ranking (validity, weight)
for many design criteria - ? different designers come up with different
design proposals
29Solutions with impact on people and on their
environment
- no definite tests for solutions to ill defined
problems - BUT consequences of design solutions
- may extend over long periods of time
- may be of concern to many people
- design involves anticipating the artefact's
impact on human activity (anticipating people's
future use of artefact) - by definition, the to-be-designed artefact cannot
be tested, only its version "under design" - ? omissions, failures and other complications
often remain unnoticed until it is "too late" - possibilities for testing the artefact's
under-design version depend on the domain of
design - e.g. in HCI simulation, use of prototypes
30Design as a particular type of activity its
main characteristics
- from a cognitive-activity point of view
- given requirements that specify one or more
functions to be fulfilled and/or objectives to be
satisfied by an artefact, elaborate
representations of the artefact until they are so
precise and detailed that they completely specify
the artefact's implementation - ? central role of knowledge and representations
(mental and external) - ? design involves problem solving, BUT design
is not "problem solving"
31Design as a particular type of activity its
main characteristics
- Design as a type of cognitive activity, rather
than a professional status - Design as satisficing, rather than optimising
- Creativity
- Problem-representation construction, solution
generation and solution evaluation - Using knowledge from different domains and
abstraction levels - Constructing and using different types of
representations - Selecting and sticking to a "kernel idea"
- Some design strategies
32Design as a type of cognitive activity, rather
than a professional status
- already formulated by Simon (1969)
- from a cognitive viewpoint
- many activities of professionals who are not
qualified as "designers" are considered "design"
(e.g. many draughtsmen, technicians) - many activities performed by professionals
qualified as "designers" are not considered
"design" ("routine design" or other activities
such as many public relations or general
management activities) - an actvity is not per se "design" or not (e.g.
drawing or calculating)
33Design as satisficing, rather than optimising
- introduced by Simon
- (cf. his Nobel prize human bounded rationality
in economics) - satisficing is to "settle for the good enough",
rather than to optimise - ? making decisions without complete information,
accepting one or more solutions that are judged
satisfactory, rather than calculating the
optimum one - human bounded rationality explains the need for
satisficing - people's limited abilities with respect to both
memory contents and processing - satisficing both in solution generation and
solution evaluation
34Creativity
- "creative" often qualifies the result of an
activity ("innovative") - here "creative" is no synonym of nonroutine
design problem solving, but a particular
characteristic of this activity - "Arriving at a solution by strict calculation is
not regarded as designing". Yet, "just how much
originality is needed to distinguish the
preparation of working details from actual
designing, and just how little is inevitably
required to distinguish calculation from
designing, is very difficult to prescribe."
(Archer) - designing differs from artistic creation
"design" rather than "creation" if - start from requirements (constraints, functions,
objectives) - (aim to) implement the resulting specifications
as an artefact
35Problem-representation construction, solution
generation and solution evaluation
- considered from an analytical viewpoint, at a
high level of abstraction, design may be said to
proceed through three phases - considered from another analytical, less
high-level perspective, design may be said to
proceed through numerous iterative cycles - from a globally specified problem (design
requirements) to a detailed implementable
solution (artefact's specifications) - in each cycle, problem solving proceeds in three
steps - however, these are analytical models that do not
render the actual design activity
36Problem-representation construction, solution
generation and solution evaluation
- in actual design, problem representation,
solution generation and solution evaluation are
intertwined - design is organised opportunistically one factor
of opportunism is the way in which designers
handle problem decomposition and refinement - problems are worked out, simultaneously, in two
directions - in breadth decomposing a problem into
sub-problems - (requiring integration of intermediate solutions)
- in depth refining sub-problems, on an
abstract-concrete dimension (until an
implementable solution is reached) - (see examples in paper)
37Using knowledge from different domains and
abstraction levels
- design is a knowledge-intensive problem solving
activity different types of knowledge - application domain (one's particular design
expertise) - underlying technical domains and theory
- design methods
- non technical domains
- ergonomics (some basic knowledge)
- social, political, economic, or legal aspects of
the artefact and its use
38Using knowledge from different domains and
abstraction levels
- designers are generally expert in one particular
domain - ? design projects often require collaboration
between specialists from various domains - ? large projects are mostly a matter of
collective design - knowledge from different abstraction levels
- generic, abstract knowledge
- specific knowledge (reuse)
39Constructing and using different types of
representations
- both internal, i.e. mental, and external
representations - both constructed using knowledge
- external representations
- all through the design process, construction and
use of external representations - representations constructed and used in early
design generally differ from the final
representation - according to the domain of design, intermediary
representations may be textual, graphical,
three-dimensional - sketches, flowcharts, plans, scenarios, scale
models, prototypes
40Constructing and using different types of
representations
- functions of external, intermediary
representations - storing solutions
- communicating
- "computational offloading"
- reasoning (cf. Schön's "reflective conversation
with the situation")
41Constructing and using different types of
representations
- "viewpoint"
- notion recently adopted by several authors
- no clear definitions
- no reference to a particular type of
representation - often reference to design participants'
particular professional knowledge, domain of
expertise and/or know-how - ? no particular characteristics compared to those
classically attributed to other forms of
representations
42Constructing and using different types of
representations
- representations of different abstraction levels
- from representations related to the artefact's
purpose - to representations related to the artefact's
physical properties - no systematic, fixed order designers come and go
between representations at level n and
representations at level nm
43Constructing and using different types of
representations
- different representational formats
- e.g., graphical external representations
- e.g., in architectural or mechanical design,
differences depending on the phase of design - initially necessarily vague
- explore possibilities without handling with
details - allow designers to maintain as many degrees of
freedom as possible in their solution (cf.
refraining from premature commitment)
44Selecting and sticking to a "kernel idea"
- observed in various empirical cognitive design
studies - in an early phase of their activity, designers
tend to select a "kernel idea" and to stick to
this "central concept" (Ullman, Dietterich, and
Staufer) in what is going to become their global
design solution - "primary generator" (Darke, 1979) a few simple
objectives adopted at the start of a project in
order to generate the initial solution kernel - cf. "fixation"
45Selecting and sticking to a "kernel idea"
- systematic character of the kernel idea?
- hypothesis such "early fixation" on a kernel
idea is induced by individual and/or
de-contextualised design (Ball and Ormerod study
on "real" design review meetings) - but also studies of individually conducted design
have observed designers to come up with several
solution ideas (Eastman, Whitefield) - contradiction with designers' avoiding premature
commitment? - perhaps only apparent
- designers declarations and/or aspirations may
remain theory early on in design at a conceptual
level, select a kernel idea - but later on at a more concrete level, not fix
(all) values of its variables
46Design strategies
- design strategies used by experienced,
professional designers (cf. "experts" vs.
"novices") - decomposition and planning
- planning and organisation
- reuse
- simulation
47Conclusion
- a descriptive, cognitive ergonomics approach to
design grounded in cognitive psychology - design as a problem and design as an activity
- importance of representations external, but
especially mental - design involves problem solving, but design is
not problem solving - from a cognitive viewpoint, design is essentially
construction of representations
48(No Transcript)
49Complementary material
- My view on SIP vs. SIT - My approach in relation
to both SIP and SIT details (5 slides) - Problem-representation construction, solution
generation and solution evaluation details (3
slides) - Design strategies details (13 slides)
50My view on SIP vs. SIT - My approach in relation
to both SIP and SIT details (5 slides)
51My view on the classical SIP approach to design
recognition and critique
- my view
- several essential characteristics of design
identified by Simon still constitute an important
contribution to cognitive design models - BUT
- Simon's approach also evokes critique-gt modify
and complete Simon's frameworkpartly based on
situativity ideas
52My view on the classical SIP approach to design
elements of recognition
- the main essential characteristics of design
identified by Simon that constitute an essential
contribution to cognitive design models - ill-structuredness (ill-definedness) of problems
- design as a type of cognitive activity rather
than as a professional status - design as "satisficing"
- instead of "design as a problem-solving
activity" design involves problem solving
53My view on the classical SIP approach to design
elements of critique
- SIP defends a too systematic view of design
- ? impoverished view of design that does not
render the design activity as actually
implemented by designers on "real", industrial
design projects
54My view on the situativity approach to design
elements of critique
- allusive character with respect to theoretical
paradigms - methods used for data collection analysis and
for modelling offer no tools for deriving
higher-level descriptions from the data - data has an anecdotal flavour ("Interesting, but
so what?")results are unlikely to be replicable,
conclusions unlikely to generalise across
situations - extremely rich descriptions of "unique"
designers implementing "unique" activities in
"unique" situations
55My view on the situativity approach to design
elements of recognition
- attention for
- situations, i.e. combinations of designer and
task - construction of representations (cf. "problem
setting" and " problem (re)framing", "active" and
"constructive" aspects of the activity) - ever evolving representation of problem, I.e.
state of design project, of to-be-designed
artefact
56Problem-representation construction, solution
generation and solution evaluation details (3
slides)
57Problem-representation construction, solution
generation and solution evaluation
- solution generation may take different forms
- from the simple "evocation" of solutions existing
in memory - to the "elaboration" of new solutions out of
mnesic entities without any clear link to the
current problem
58Problem-representation construction, solution
generation and solution evaluation
- evaluation two types corresponding to two
functions - solution evaluation at the action-execution
level of the design activity (classical function)
- design action evaluation at the
action-management level - select a design action proposal
- guide the design process
- solution evaluation
- confront solutions to evaluative references
- ? selection of a solution proposal
59Problem-representation construction, solution
generation and solution evaluation
- evaluative references
- prescribed, constructed and deducted evaluation
constraints - designers differ with respect to their capacity
to bring evaluative references to their task
(Bonnardel) - evaluation modes
- depend on the evaluative reference analytical,
analogical and comparative evaluation modes
60Design strategies details (13 slides)
61Decomposition and planning in design
- decomposition
- method advocated by design methodologies
- "fundamental strategy in design" ? conclusion of
early empirical cognitive design studies (esp. in
software design) - several hypotheses concerning this conclusion
- confusion between structure of the actual
activity and structure of its result - participants were "novice" designers (students)
working on artificially restricted, small
problems - by definition, design problems are decomposed,
i.e. transformed into several other problems to
be solved - but decomposition can take different forms
62Decomposition and planning in design
- important function of decomposition planning the
activity - empirical cognitive design studies on
professional designers working on industrial
design projects - no systematic implementation of pre-established
structure (hierarchical or other structured
problem decomposition) - no systematic implementation of plan in actual
solution development - the observed "scattered" way of designers'
proceeding is not due to their nonchalance or
incompetency (cf. factors underlying
opportunism)
63Planning and organising design the opportunistic
organisation of design
- plan for an activity ? actual organisation of the
activity - design activity is "opportunistically" organised
- global model based on a blackboard approach
(Hayes-Roth and Hayes-Roth) - distinguish two levels action execution and
action-management (control) - (i) call for action proposals(ii) proposal of
one or more actions(iii) evaluation of the
proposed action(s), leading to selection of
one action (iv) execution of the selected
action(v) back to (i)
64Planning and organising design the opportunistic
organisation of design
- action selection
- evaluation criterion of cognitive economy
- action proposal
- opportunities must be perceived
- perception is (also) data-driven
- six types of categories of data as factors
leading to the opportunistic organisation of
design (Visser)
65Planning and organising design the opportunistic
organisation of design
- Example of data category. Representations used
for the current design action activate mental
representations of design objects because of
evocation-guiding relationships existing between
the two sets of representations. - Example (Functional specification study, Visser)
- designer's plan specify 1st-phase O1 before
2nd-phase O2 tooling - designer's actual activity completely
intertwining of both specifications designer
"takes advantage" of 1st-phase O1 specification
in order to specify O1's "corresponding" O2
operation (by adapting O1's specification) - interpretation analogy between 1st-phase and
2nd-phase operations - other consequence O2 specification "makes" the
designer "think" of omissions and errors made on
corresponding O1 operations
66Planning and organising design the opportunistic
organisation of design
- opportunistic organising one's activity
- is not restricted to inexperienced designers to
the contrary - is not translating deteriorated behaviour when
confronted with particularly difficult tasks - analysis of 15 empirical cognitive design studies
(Visser, ) - even if designers possess a pre-existing solution
plan for a design problem - and if they can and, in fact, do retrieve this
plan to solve their problem (which is often
possible for expert designers during "routine
design") - yet if they also perceive other possibilities for
action ("opportunities") (which is often the
case in real design) - and if they evaluate the cognitive and other
cost of possible actions, (as they will do in
real design) - the action selected for execution will often be
an opportunity that is chosen because of its
cost, I.e. another action than that proposed by
the plan
67Planning and organising design the opportunistic
organisation of design
- expert designers possses structured plans and
they use them - BUT they also use other resources to select
successive design actions - conclusion pre-existing plans
- are only one of the various action-proposing
knowledge structures used by designers - may be interesting from a cognitive-economy
viewpoint because of their schema nature
variables with default values - BUT if other knowledge structures propose
relatively more economical actions, designers may
deviate from such plans
68Planning and organising design the opportunistic
organisation of design
- differences between results from laboratory
experiments and from field studies - explanation
- only in "real" design, designers
- perceive several possibilities for action
- take into account the cost of actions
69Decomposition and planning Planning and
organisation
- conclusion
- designers' problem decomposition leading to an
action plan, does not mean that the designers are
going to observe this plan - the actual organisation of design activity will
generally be opportunistic, following only in
part the plans that designers have developed!
70Decomposition and planning Planning and
organisation
- characteristic of an opportunistically organised
activity - no independent stages in design problem solving
- design problem solving is not a process going
- from analysing "the" problem specifications
- to synthesising "the" solution
- problems do not pre-exist to solutions
- both are built up and elaborated simultaneously
- the intermingled character of "analysis",
"synthesis" and "evaluation"
71Reuse vs. design from scratch
- "reuse" use of knowledge that is at the same
abstraction level as the target for whose
processing the knowledge in question is being
retrieved - empirical design studies
- domain of software design, esp. object-oriented
software - global model of reuse in problem-solving0. const
ruction of a representation of the target problem
1. retrieval of one or more sources
2. adaptation of the source into a
target-solution proposal 3. evaluation of the
target-solution proposal4. integration into
memory of the resulting modifications in
problem and solution representations
72Reuse vs. design from scratch
- reuse rather than design from scratch
when?0. construction of a representation of the
target problem decision reuse rather than
design from scratch 1. retrieval of one or more
sources - cost of reuse (cf. cognitive economy underlying
design organisation) - conclusion of experimental studies of analogical
reasoning source retrieval occurs seldom
spontaneously
73Simulation
- important evaluation strategy
- but also a generation strategy simulation for
knowledge access - mental simulation
- physical simulation (mechanical and industrial
engineering design)