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Cognitive models of designing

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Title: Cognitive models of designing


1
Cognitive 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

2
Outline
  • 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

3
A 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

4
A 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."

5
A 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!

7
A 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

8
An 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

9
Task 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

10
An 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)

11
Individual 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

13
A 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)

14
The 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

15
My 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

16
My 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!

17
Design 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

18
Design 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

19
Design 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)

20
Design 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

21
Design 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"

22
Design 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

23
Design 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

24
Ill-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)

25
Ambiguity
  • 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)

26
Complexity
  • 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

27
Constrained 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

28
Several 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

29
Solutions 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

30
Design 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"

31
Design 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

32
Design 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)

33
Design 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

34
Creativity
  • "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

35
Problem-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

36
Problem-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)

37
Using 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

38
Using 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)

39
Constructing 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

40
Constructing 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")

41
Constructing 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

42
Constructing 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

43
Constructing 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)

44
Selecting 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"

45
Selecting 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

46
Design strategies
  • design strategies used by experienced,
    professional designers (cf. "experts" vs.
    "novices")
  • decomposition and planning
  • planning and organisation
  • reuse
  • simulation

47
Conclusion
  • 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)
49
Complementary 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)

50
My view on SIP vs. SIT - My approach in relation
to both SIP and SIT details (5 slides)
51
My 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

52
My 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

53
My 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

54
My 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

55
My 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

56
Problem-representation construction, solution
generation and solution evaluation details (3
slides)
57
Problem-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

58
Problem-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

59
Problem-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

60
Design strategies details (13 slides)
61
Decomposition 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

62
Decomposition 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)

63
Planning 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)

64
Planning 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)

65
Planning 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

66
Planning 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

67
Planning 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

68
Planning 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

69
Decomposition 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!

70
Decomposition 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"

71
Reuse 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

72
Reuse 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

73
Simulation
  • important evaluation strategy
  • but also a generation strategy simulation for
    knowledge access
  • mental simulation
  • physical simulation (mechanical and industrial
    engineering design)
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