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Building on Sanders' 'Design Research Dimensions', 2008

Liz Sanders' diagram mapping Design Research Dimensions (presented here) appeared in Interactions magazine in 2008 and is followed by a matrix that provides a synopsis and supplement to her original article, that can be found here: http://www.dubberly.com/articles/an-evolving-map-of-design-practice-and-design-research.html.

Design Research Dimensions Sanders 2008 Design-Led (D) Generative Design Research Critical Design Cultural Probes Generative Tools User-Centered Design Usability Testing Contextual Inquiry Lead-User Innovation Human Factors & Ergonomics Applied Ethnography Research-Led (R) “Scandinavian Methods” Participatory Mindset (P) Expert Mindset (E) Design + Emotion Overview of Design Research Approaches Based upon Sanders 2008; Coyne 2006; Koskinen et al, 2011, Suri xxx 2008 RESEARCH DIMENSIONS RESEARCH APPROACH SOURCES & INFLUENCES This overview of design research methods is based upon Sanders map of research dimensions. One axis deines the opposing mindsets of ‘expert’ vs. ‘participatory’. The second axis deines perspective; design-led vs. research-led. Many of the approaches in the center column are situated within more than one quadrant. See igure x, Design Research Dimensions for placement. Critical Design: D/E design experts evaluate the status quo and often uses design fiction and speculative design to challenge narrow assumptions, preconceptions and givens about the role products play in everyday life. Aims to raise awareness, expose assumptions, provoke action and spark debate. In part a reaction against the dominance of research-led user-centered approaches with a focus on utility and usability. Popularized by Anthony Dunne and Fiona Raby Cultural Probes: D/E a methodology to gather data about people’s lives, values, culture and thoughts that is aimed at inspiring design concepts and solutions. Situated within the critical design area, cultural probes are usually artifacts (maps, postcards, diaries etc.) that require participants to record events, feelings or interactions. Originally developed by Gaver, Dunne and Pacentie in 1999 and inspired by the situationist art movement. Expert Mindset (E) Design & Emotion: D/E/P a research approach with a wide variety of tools and methods used to produce insights that support the involvement of emotional experience in product design. Because the topic of human emotion is complex, research groups in this area are often multidisciplinary and include industrial design, cognitive psychology, consumer research, social science etc. Emerged in 1999 with the irst Design and Emotion Conference in Delft, Netherlands. It has grown into a network of international researchers and designers: http://www. designandemotion.org/en/home/ Participatory Design: D/P/R is situated in both the design-led/ participatory and research-led/participatory quadrants of Sanders’ model. Approach attempts to actively involve all stakeholders in the design process to ensure designed products and services meet their needs. Physical artifacts are used as ‘thinking tools’ throughout the process. Aimed at understanding everyday practices, it enables the coresearchers to step back cognitively from familiar routines, forms of interaction and power relationships in order to fundamentally question and rethink established interpretations of situations and strategies. Origins in the Scandanavian countries in the 1960s and 1970s through work with the trade unions. Ancestry includes action research and sociotechnical design. Generative Design Research: D/E Generative design empowers everyday people to generate and promote alternatives to the current situation. Generative tools is a methodology within generative design research that focuses on the creation tools for non-designers that enables a shared design language that designers/researchers and the stakeholders use to communicate visually and directly with each other. This approach empowers people to express their visions/ desire for the future. Generative research looks for emergent patterns, challenges and opportunities that can be addressed by innovation with the objective of generative research is to promote alternatives to the current situation. See Hanington 2007; McCormack et al; 2004; Suri 2008 User Centered Design: R/E/D/P comprises the largest number of design researchers working to make new products and services better meet the needs of ‘users’. This ‘expert’ approach collects, analyzes and interprets data in order to develop speciications or principles to guide or inform the design development of concepts, prototypes, products and services. Three types of approaches within the user-centered area come from the applied social and behavioral sciences and/or from Engineering: Human factors/ergonomics R/E is the study of how humans behave physically and psychologically in relation to particular environments, products, or services. Applied ethnolography R/E/P constructs a qualitative description of cultures and cultural practices based upon observational research (borrows from anthropology). Usability testing R/E measures how well people can use something for its intended purpose (borrows from cognitive psychology and cognitive engineering). Arose out of the products and software design disciplines. Contextual Inquiry: R/E/D is most often used in software development. This area of research has been shifting to become more participatory and design-led and recently design-led methods such as visioning and storyboarding have been added to the repetoire of contextual inquiry. First referred to as a ‘phenomenological research method’ in a paper by Whiteside, Benner and Holtzbladd (1988) and fully described as a method by Wixon, Holtzblatt and Knowx (1990). Lead-User Innovation: R/E/P this participatory approach is based upon the assumption that only a speciic type of user is capable of participating. These are a few who are already innovating in the domain. This approach is effective for highly specialized domains of expertise, but it is not able to address the needs/aspirations of ‘everyday’ people. Introduced by von Hippel. The left side of Sanders’ map. Design researchers are involved with designing for people, consider themselves to be experts and they refer to people as ‘subjects’, ‘users’, ‘consumers’ etc. Participatory Mindset (P) The right side of Sanders’ map. Design researchers are designing WITH people. They see the people as the true experts in domains of experience such as living, learning, working etc. Design researchers respect the exptertise of the people involved and see them as co-creators in the design process. Design-Led Research (D) Corresponds to the top half of Sanders’ map and is the newest area of design research. It does not aspire to conform to scientiic methods of assessing value or relevance, and uses tools and methods closely connected to design practice. Research-Led (R) Corresponds to the bottom half of Sanders’ map and has the longest history. This approach is driven by applied psychologists, anthropologists, sociologists, and engineers.