Tang, H.-H. & Gero, J. S. (2001). S-creativity in the design process, Computational and Cognitive Models of Creative Design IV,
Heron Island, Australia, Key Centre of Design Computing and Cognition, The University of Sydney. (9-13 December 2001)
S-CREATIVITY IN THE DESIGN PROCESS
HSIEN-HUI TANG AND JOHN S GERO
University of Sydney
Australia
Abstract. This paper utilises the notion of situatedness from cognitive
science. We elaborate the concept of situatedness in the context of
design, and further examine our empirical data for evidence of it. We
propose a method to measure the novelty in the design process and a
modified model of creativity called situated or s-creativity.
1. Creativity versus Novelty
There is often a gap between computational and cognitive models of
creative designing. One of the characteristics of designing being its
unpredictability. This unpredictability, however, can lead to novelty in the
design process and then contributes to the creativity of the design. Most
computational models tend to be deterministic so that modeling creativity in
these models inevitably encounters the problem of modeling
unpredictability. To explore this issue, this study examined the novelty
produced in the design process.
Within Csikszentmihalyi’s (1996) creativity triangle this study focuses
on personal level novelty. Personal novelty is called P-creativity by Boden
(1990) and is contrasted with H-creativity that needs socio-cultural
evaluation and acceptance. This paper aims to establish another dimension
to describe novelty in the context of the design process.
This novelty is situated in the process. We have found many instances of
this in the empirical data; a designer recognizing a new relationship in his
sketches that he did not put there is one such example. Other examples
include a designer inventing new meanings from his sketches that already
had functionality. Also, a designer changing the requirements that were
given by clients or invented by himself. These unpredictable instances
contribute to the generation of novelty in perceptual, functional, and
conceptual aspects of the design cognitive activities.
Tang, H.-H. & Gero, J. S. (2001). S-creativity in the design process, Computational and Cognitive Models of Creative Design IV,
Heron Island, Australia, Key Centre of Design Computing and Cognition, The University of Sydney. (9-13 December 2001)
2
HSIEN-HUI TANG AND JOHN S GERO
The questions we ask are: what is the novelty in the design process? How
does it contribute to creativity? What roles does it play in our understanding
of creativity?
2. Novelty in the design process
In this study, novelty in the design process refers to something generated for
the first time in this process. They can be new visuo-spatial relationships
perceived from sketches, new functional references attached to sketches and
visuo-spatial relationships, and new goalsetting driven from the progress of
the design process.
Two different types of novelty in the design process are distinguished.
One is the first response to a design situation, for example, seeing the
distance between two new-made depictions. The other is the response that
overrides the first response, for example, perceiving a new visuo-spatial
relationship from existing depictions and re-interpreting the sketches. We
claim that the former novelty was provoked by the design situation and the
later one was by the design situatedness.
2.1 DESIGN SITUATION
The concept of design situation is derived from situated cognition (Clancey,
1997). Gero (1998) pointed out that “where you are when you do what you
do matters”, and described conceptual designing as a sequence of situated
acts.
2.2 DESIGN SITUATEDNESS
From the constructive memory standpoint (Clancey, 1991), the sensory
experience of an event might be the function of the most related experience
and the situation where the memory was requested. The situated
interpretation of the experience then is added into the experience as part of
the memory, “value adding” in Gero’s (1999) terminology.
One example from our study serves as an illustration. This occurred
when a designer reasoned about the view of the building. He reported
“When people go out, saying it’s good because café is here and the gift shop
is there. They see the pond and views, and it’s directly leading to the
sculpture garden.”
This designer had seen these sketches several times, and produced two
ideas about the views based on the same group of depictions. At this
moment, he suddenly recognized a new visuo-spatial relationship from the
existing depictions, and invented a new functional reference attached to it.
Tang, H.-H. & Gero, J. S. (2001). S-creativity in the design process, Computational and Cognitive Models of Creative Design IV,
Heron Island, Australia, Key Centre of Design Computing and Cognition, The University of Sydney. (9-13 December 2001)
S-CREATIVITY IN THE DESIGN PROCESS
3
As a result, the original functional reference was re-interpreted. Both the
new visuo-spatial relationship and functional reference were situated, and
both the new and old interpretations of these sketches became part of the
experience. They caused a re-construction. This is what we regard as
novelty provoked by design situatedness. It is a phenomenon we can see but
yet to find a casual relationship between it and design activities.
In the literature, we found reference to this concept in different aspects
of design activities. They have been called unexpected discoveries in the
perceptual level, the re-interpretation in the functional level, and the renewal
of goalsetting in the conceptual level (Suwa et al, 2000). They constitute an
instance that happened for the first time in a given situation and reconstructs
a previously existing representation.
We believe that the novelty provoked by design situation and design
situatedness is essential for creativity in the design process. Without the
evaluation of the fields and domains, we regard this kind of creativity as
situated creativity, labeled S-creativity (similar to S-discovery in Suwa et al,
2000). It might not pass the evaluation of fields and domains, being regarded
as creativity in social level. S-creativity, however, provides something new
in a single design process.
The following section describes the methodological issues and the
experimental data and procedures.
3. The Design Content Oriented Coding Scheme
The process and methods of protocol analysis in this study followed the
series of retrospective protocol studies in sketches produced by Suwa and
his colleagues (Suwa and Tversky, 1997; Suwa, Purcell and Gero, 1998;
Suwa, Gero and Purcell, 2000). Consequently, the procedure, segmentation
and the coding scheme are inherited from his original setting, but minor
modifications were made in response to our findings and experimental data.
The two set of data we analyzed in this study were from the experiments
using architectural experts and novices carried out by Suwa and Tversky
(1997). Sixty per cent of the encoded results were obtained with the
cooperation with Dr Suwa, and thus had inter-rater reliability. The rest of
the results were verified by the authors to secure its reliability.
After encoding, the design process was represented by a series of
symbols according to the segmentation and encoding scheme. Some outline
details are provided below.
Tang, H.-H. & Gero, J. S. (2001). S-creativity in the design process, Computational and Cognitive Models of Creative Design IV,
Heron Island, Australia, Key Centre of Design Computing and Cognition, The University of Sydney. (9-13 December 2001)
4
HSIEN-HUI TANG AND JOHN S GERO
3.1 SEGMENTATION
The entire verbal protocol was divided into small units, called segments.
The definition of segments in this study was that one segment accounts for a
designer’s single intention, and therefore consists of pieces of information
that appear to have occurred simultaneously in the designer’s mind.
3.2 THE CODING SCHEME
A coding scheme is the collection of the codes used to represent the design
process. The coding scheme we utilized was well-established by Suwa,
Purcell, and Gero in 1998 and further modified in 2000. It has been applied
by the authors in a series of experiments (Tang and Gero, 2000; Tang and
Gero, 2001a; Tang and Gero, 2001b; Tang and Gero, 2001c). This coding
scheme consists of four cognitive levels that imply the sequential process a
stimulus goes through from the external world to the internal world and vice
versa. It is called the design content-oriented coding scheme, in short
DCOCS (pronounce as dee-cokes). The four cognitive levels in DCOCS are
physical, perceptual, functional, and conceptual.
3.3 INSTANCES
The instance in DCOCS refers to an observed occurrence of a specific
activity in a level; for example, depicting a line is a drawing instance in the
physical level. There are two kinds of instances in the physical level; they
are drawing instance (D-instance) and looking instance (L-instance). For the
rest of the levels, there is only one kind of instance that has similar name
with the level. Each level may have more than one instances.
3.4 INDEX
An index is given to show the occurrence of the instance in the physical, the
perceptual, and the functional levels. A new indicates the first occurrence of
an instance in the design process observed, and an old indicates the any
occurrence of an instance after the first one. This index plays important role
in observing S-creativity. S-creativity indicates the change of the content of
the connection that might be stored in designers’ mind as experience. The
change of index demonstrates the change of experience during the process
of S-creativity.
Using segmentation, DCOCS, and index, the design process we observed
is transformed into a series of information matrix. Figure 1 is one of 144
segments of the novice data we encoded. It consists the transcript and four
cognitive levels, each level has instances of its own. For example, the
Tang, H.-H. & Gero, J. S. (2001). S-creativity in the design process, Computational and Cognitive Models of Creative Design IV,
Heron Island, Australia, Key Centre of Design Computing and Cognition, The University of Sydney. (9-13 December 2001)
S-CREATIVITY IN THE DESIGN PROCESS
5
perceptual level has a P-instance with a new index, and it depends on a Dinstance with an old index in the physical level.
Figure 1 The example of an encoded segment
In the following sections, we examine our encoded protocol for the
instances of both kinds of novelty to understand the design process from the
point of view of S-creativity.
4. Observing S-Creativity Types in empirical Data
The concept of S-creativity provided a new point of view toward the
understanding of the encoded results produced by DCOCS. Novelty were
produced by the process where a new instance was created first time in the
perceptual, functional, or conceptual level; This instance had a new index.
Regarding the two types of S-creativity, Novelty of design situation referred
to the instance depended on instances with new indexes, while Novelty of
design situatedness referred to the instance depending on instances with old
indexes. In the later case, an old interpretation was replaced by a new
interpretation. The interpretation here was in a broad sense; that means all
the instance in the design process that based on some other instances.
4.1 DESIGN SITUATION INSTANCES
In this coding scheme there were three different classes of novelty of a
design situation; they were new perceptual instances (P), new functional
instances (F), and new goal-setting instances (G). All of them appear for the
first time in the design process and are based on new instances.
A P-instance of novelty of a design situation is the perceiving of
something new from new depictions at the first time, for example, the
designer perceived the shape of the new depiction for the first time. In terms
of DCOCS, it is illustrated by Pfn in Figure 2.
Tang, H.-H. & Gero, J. S. (2001). S-creativity in the design process, Computational and Cognitive Models of Creative Design IV,
Heron Island, Australia, Key Centre of Design Computing and Cognition, The University of Sydney. (9-13 December 2001)
6
HSIEN-HUI TANG AND JOHN S GERO
Figure 2 A segment having a P-instance of novelty of design situation
An F-instance of novelty of a design situation is the attaching of a
functional reference to new P-instances or new D-instances. For example,
the designer attached the functional reference of “building” in the emerged
shape he perceived in the sketches, Fnp in Figure 3.
A G-instance of novelty of a design situation is the goal-setting based on
initial requirements, explicit design knowledge, or tacit knowledge
occurring first time in a design process. Here it was triggered by new Finstances, new P-instances, or new D-instances. For example, the designer
set up the goal to place the building by seeing the building and attaching the
meaning to the shape, the Type 1.1 goal in Figure 3.
Figure 3 A segment having a F-instance of design situation and a G-instance of
design situation.
4.2 DESIGN SITUATEDNESS INSTANCES
Similarly, three different classes of novelty of design situatedness are
defined. They were unexpected discoveries in the perceptual levels, reinterpretation in the functional levels, and renewed goals in the conceptual
levels.
A P-instance of novelty of design situatedness refers to perceiving a new
visuo-spatial relationship in existing sketches. For example, the designer
perceived the symmetry in the existing depictions, Prp in Figure 4. This
instance was called unexpected discoveries in previous literature (Schön and
Wiggins, 1992; Goldschmidt, 1994).
Tang, H.-H. & Gero, J. S. (2001). S-creativity in the design process, Computational and Cognitive Models of Creative Design IV,
Heron Island, Australia, Key Centre of Design Computing and Cognition, The University of Sydney. (9-13 December 2001)
S-CREATIVITY IN THE DESIGN PROCESS
7
Figure 4 A segment having a P-instance of design situatedness
An F-instance of novelty of design situatedness refers to the attaching of
a new functional reference to old P-instances or D-instances. For example,
the designer gave a new meaning of “circulation within the site” to the old
spatial relationship in the sketches, Frei in Figure 6. This instance was
called re-interpretation in previous literature (Goldschmidt, 1994; Suwa,
Gero and Purcell, 2000).
Figure 5 A segment having a F-instance of design situatedness
A G-instance of novelty of design situatedness refers to the goalsetting
that was extended from a previous G-instance. For example, the designer
added more requirements for the coffee shop, Type1.3 in Figure 6. This Ginstance might be caused by broadening or narrowing goals or by solving a
problem caused by previous goal-setting.
Figure 6 A segment having a G-instance of design situatedness
The design situation and situatedness occupied a significant proportion of
the design process we measured. More than 65 per cent of the perceptual
and conceptual instances were novel. In terms of the comparison between
the difference of the novice and the expert, they demonstrated very different
Tang, H.-H. & Gero, J. S. (2001). S-creativity in the design process, Computational and Cognitive Models of Creative Design IV,
Heron Island, Australia, Key Centre of Design Computing and Cognition, The University of Sydney. (9-13 December 2001)
8
HSIEN-HUI TANG AND JOHN S GERO
characteristics in the perceptual and functional levels, but similar
characteristics in the conceptual level.
6. Conclusions and Discussions
We have briefly described a method to measure the novelty of the design
process from the empirical data,. A model of creativity is created that
included the process level. Finally, we propose that the design process
consists of situated instances that make designing unpredictable.
6.1 MEASURING THE NOVELTY IN THE DESIGN PROCESS
The dichotomy between the novelties of design situation and design
situatedness matches the geneplore model proposed by Finke, Ward, and
Smith (1992). This model was proposed as a framework within which to
describe basic cognitive processes related to creativity. It consists of two
distinct phases: a generative phase constructing pre-inventive structures and
an exploratory phase interpreting the pre-inventive structures. In our
examples, pre-inventive structures are drawing instances and looking
instances, and the exploratory phase is finding visuo-spatial relationships
from them.
The novelty of a design situation results from a single generative and
exploratory cycle, and the novelty of design situatedness results from
repetitions of the geneplore cycle. Finke et al (1992) propose the cycle
between the phases of generation and exploration typically occurs when
people are engaged in creative thinking. By continuing these cycles, one
would gradually focus the emergent structure on particular themes and
explore more possibilities.
Given that the novelty of design situation and situatedness contribute
equally to the creativity, we could not conclude whether the expert or the
novice was more creative since the percentage of novelty was similar.
However, the result significantly changes if we emphasize the role of
novelty of design situatedness more. This changed emphasis is supported by
the notion of lateral transformation (Goel, 1995). The result was that the
expert had statistically more novelty of design situatedness than the novice
in the perceptual, functional, and conceptual levels. The difference led to the
conclusion that this expert was more creative than the novice.
Here, we created a method to measure the degree of novelty in the design
process through the percentage of design situatedness in different levels in
that process. This measurement could further be used as the indicator of
creativity in the design process.
Tang, H.-H. & Gero, J. S. (2001). S-creativity in the design process, Computational and Cognitive Models of Creative Design IV,
Heron Island, Australia, Key Centre of Design Computing and Cognition, The University of Sydney. (9-13 December 2001)
S-CREATIVITY IN THE DESIGN PROCESS
9
6.2 THE SYSTEM MODEL OF CREATIVITY
The events we measure here are the behaviors demonstrated by the
designers in the design process, instead of the processes themselves.
Creativity, however, is the emergent phenomenon established by different
components in the design process.
Creativity does not happen solely inside people’s minds, and the
evaluation of creativity changes when we think about creativity in a social
context. Csikszentmihalyi (1996) proposed a system model of three
components describing where the creativity exists. This perspective is
concordant with the relative creativity that is proposed by Christiaans
(1992). Following their descriptions, we propose that creativity is situated
related to its context, including personal, field, and domain aspects.
This study introduced another level in the personal area in an attempt to
capture the creativity in the design process. We examined the emerged
behaviors of a single design process through the notion of novelties of
design situation and design situatedness. They created novelty for a person
in a design process. The outcome of this design process is an aggregation of
all the instances, and the novelty of design situation and situatedness
produce an impetus for creativity in the lowest level. One instance of design
situation novelty may be new in this design process but old in the designer’s
life.
Given that we are able to evaluative novelty in the levels of process,
person, field, and domain, the new model of creativity should be presented
in a four-element square, Figure 7.
dom ai n
fi eld
perso n
pro cess
Figure 7 The New model of creativity that take account of the individual design
process
Acknowledgements
This research is supported by an Overseas Postgraduate Research
Scholarship and by a grant from the Australian Research Council. The
experimental data in this study was kindly provided by Dr Masaki Suwa.
Tang, H.-H. & Gero, J. S. (2001). S-creativity in the design process, Computational and Cognitive Models of Creative Design IV,
Heron Island, Australia, Key Centre of Design Computing and Cognition, The University of Sydney. (9-13 December 2001)
10
HSIEN-HUI TANG AND JOHN S GERO
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