W Poelman, W Poelman, D Keyson What
W Poelman, W Poelman, D Keyson What
W Poelman, W Poelman, D Keyson What
ISBN 978-1-58603-945-5
Publisher
IOS Press BV
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Preface
Prof. dr. C.J.P.M. de Bont ________________________________ 3
1 Introduction
Dr. ir. W.A. Poelman ____________________________________ 4
2 Design Processes
Between academic and practice views
Dr. ir. H.H. Achten ______________________________________14
3 Visualization
Sketching is Alive and Well in this Digital Age
Prof. G. Goldschmidt ___________________________________ 28
4 Project Management
Project and risk Management in architecture and
industrial design
Prof. dr. ir. J.W.F. Wamelink and dr. J.L. Heintz _______________ 44
5 Social Complexity
Social complexity in design collaboration
Prof. dr. P.G. Badke-Schaub ______________________________ 60
6 Decision Making
A decision-based design approach ________________________ 68
Dr. ir. P.P.J. van Loon, ir. R. Binnekamp and ir. J. Burger
8 Closing speech
Prof. dr. ir. A.C.J.M. Eekhout _____________________________ 108
Appendixes:
2
Preface
Chairman’s impressions
Prof. dr. ir. T.M. de Jong _________________________________112
Program ____________________________________________120
1
2
Preface
This book is a result of cooperation between the Faculties Industrial Design Engineering
and Architecture of Delft University of Technology. It presents the content of a series of
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This conference was organized in a special timeframe. On the 13th of may the Faculty of
Architecture burned down. A few weeks later important part of the staff of Architecture
had moved in in the Faculty of Industrial Design Engineering which might have a
greater impact on the cooperation than the conference itself. Directly discussions
between scientists from both faculties started about possibilities for cooperation.
Nevertheless this conference and this book mark an important moment in the 40 year
history after Industrial Design Engineering sprouted from the Faculty of Architecture.
Also on behalf of the dean of the Faculty of Architecture, professor Wytze Patijn, I thank
the reviewers professor Arthur O. Eger and professor Jos Lichtenberg for the effort
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Poelman and professor David Keyson for editing this book.
Introduction
3
IDE+A
Introduction
Design Processes - Wim Poelman and David Keyson (Eds.)
IOS Press, 2008 © 2008 The authors and IOS Press. All rights reserved.
1 Introduction
Background
This conference has been organized in the context of the cooperation between
the faculties Industrial Design Engineering and Architecture of Delft University of
Technology.
In the second half of the sixties, Professor Joost van den Grinten took the initiative to start
an interfaculty for “Technische en Industriële Vormgeving” as a spin-off of the faculty
for Architecture, and in cooperation with the faculty for Mechanical Engineering, among
others. Some years later the faculty became independent and the name was changed
into the faculty of “Industrieel Ontwerpen” or Industrial Design Engineering. As years
went by both faculties developed relatively independently which has had drawbacks
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knowledge develop themselves more easily in greenhouse-like organizations.
However, after nearly forty years the two organizations still have a lot in common with
the main communality being their focus and vision on society and the role for leading
edge design research. Perhaps more important than what they have in common with
each other, is the design research work which is ‘complementary’ between the two
faculties. The research subjects within the portfolios of the two faculties differ as does
the approach of the design related research in general. Human factors, methodology
and sustainability are examples of research subjects for which the approach of the
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cooperation.
A team, consisting of the two deans and several professors of both faculties started
discussing the possibilities of cooperation, a discussion of which the results were
presented at a symposium in December 2005.
Preliminary Investigation
Four student assistants were invited to carry out the preliminary research, two from
each faculty. Names: Gijs Kappen, Melissa van ter Meij, Maarten Heijmerink and Matty
Cruijsberg.
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subjects were: design processes in general (invited specialist professor Henri Achten),
visualization as a design tool (invited specialist professor Petra Badke Schaub), project
management (invited specialist professor Joost Wamelink), social complexity in
5
collaboration (invited specialist professor Petra Badke Schaub), decision making (invited
specialist professor Peter Paul van Loon) and technology diffusion (invited specialist
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VXEMHFW7KHVSHFLDOLVWVZHUHUHTXHVWHGWRDGGWKHUHRZQSRLQWV
Eight projects were selected, four Industrial Design cases and four Architecture cases.
Interviews were arranged with the involved companies/designers/architects. The
interviews were carried out by two students, one of each faculty.
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passed to the specialists.
Papers prepared by the specialists were presented to peers, one of the University of
Twente (professor Arthur Eger) and one from the University of Eindhoven (professor
Jos Lichtenberg).
The chairman of the conference professor Teake de Jong of the faculty for Architecture
was asked to comment the overall results of the conference. His comments are recorded
in chapter “Chairmens Impression“.
The general impression is that specialists were not able to base their paper fully on
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PDQ\ TXHVWLRQV FRXOG QRW EH DQVZHUHG REMHFWLYHO\ VR QR DQDO\VLV FRXOG EH PDGH
The second is that a lot of interesting information came out of the interviews apart
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their own point of view. One other aspect might have played a role. For the specialists
the conference was a great opportunity to present their own vision. The cases were
deployed rather for underpinning their own opinion than for analysis in order to come
to new insights.
One of the valuable results of the preliminary research turned out to be the propositions
for which the interviewers explicitly asked. They are presented in this introduction. In the
Chairmen’s Impressions chapter he will comment these pro-propositions extensively.
The cases
The cases provide several examples of the various characters of design processes.
Not all information, resulting from the preliminary research is free for publication, but
WKHSURSRVLWLRQVE\WKHGHVLJQHUVDUFKLWHFWVDQGWKHVSHFL¿FFRPPHQWVLQWKHSDSHUV
provide valuable information.
Propositions:
o Every advisor has solutions.
o The architect has to take all ideas to a higher level.
o The architect introduces problems, the advisor provides solutions.
o Copies are compliments.
Also the BeerTender by MMID will never be regarded as art, but it is an excellent example
of industrial design engineering where the link to marketing is crucial. This project is
about a new way of packing, distributing and drinking beer for the home market.
Acceptance by the user of this concept is dependant of marketing communication but
to a large extent of design. The look of the business to business image of the beer
container would not work, not the ergonomics.
The 1-2-3 House by Martini is an extremely interesting project in the context of the
relation between architecture and industrial design engineering. You could say that
an architectural product is developed and produced as an industrial designed product.
From the interview is learned that there are many constraints introducing this kind of
approach in housing industry. Up scaling is necessary to earn back money invested in
the manufacturing process, but the market structure is not suitable to apply marketing
strategies from industry. The housing market is highly bureaucratic.
The Carver of Spark Design & Engineering and carver Europe is based upon the
invention of a hydraulic canting mechanism, which enables stability of narrow vehicles.
The application of the system leads to both a striking driving experience and a striking
visual appearance. In fact, a new archetype of a vehicle is created which resembles a
cross between a motorcycle and a small car. The success of the design is a result of
the collaboration between the engineering company (Carver Europe) and the design
company (Spark Engineering). The design problem is comparable with that of the
Beertender, introducing new product concepts linked to new human behaviour and new
visual appearance. The difference is that Carver does not have a marketing power like
the beer companies. Introduction by immense marketing campaigns is not possible,
so Carver is dependent on a slow introduction via innovators, trendsetters and trend
followers.
The Industrial Design Engineering Building, designed by Fons Verheyen – The building in
which this conference is taking place – is an example of a project in which cooperation
between architects and industrial designers might be expected. Like the CePeZed
building, this building is based on an existing building being the central workshops of
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as Supply Driven Design (SDD), which proceeds from existing artefacts. Although we
cannot go into depth about this relatively new, sustainable type of design activity, we
can conclude that more creativity is needed to design something within the limitations of
an existing artefact than is needed to design something completely new. In this regard,
industrial designers could learn from architects, who do this on a regular basis.
Propositions:
o Small series, big scale difference.
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function.
o The whole idea, to create one big space in which everybody would be able to
enjoy what others are doing, was one big risk.
7KHLQÀDWDEOHFDUHEHGRI,QGHV is the last project to discuss. The bed was not designed
as a synchronous product but as a diachronic script, in which not a special delivery
service, but the homecare nurse herself delivers and installs the bed. The physical
product was simply a way to enable that script. Because traditional care beds did not
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product.
Script based design represents a growing trend in the discipline of industrial design
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write the script and then the products necessary to realise the script. In architecture
this might be more common. The use of a building should be described before it is
possible to design a proper building.
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Propositions:
o Not much attention was given to aesthetics.
o Users played an important role, from the start they were consulted and later
they were involved when prototypes had to be tested.
o The people involved in the engineering phase are already looking over the
shoulder during the concept development stage.
Introduction - W.A. Poelman 11
From the short description of these cases it will be clear that the diversity is so large
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Nevertheless, a lot is learned from the cases in combination with the analysis and
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follow in Chapter “Chainman’s impressions.
The subtitle
The subtitle of the conference behind this book reads: “life is a theater. Architects care
for the scenery; Industrial designers care for the props; People care for the drama”.
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architecture and industrial design engineering. However, the message goes further than
that. Most people will agree with the proposition that architects and industrial design
engineers should not write the script for human existence. The function of scenery and
props designers is to serve the scriptwriter and the actors with objects supporting the
play. Imagine a situation in which the behavior of a performer has to change because
of the scenery or props. For example, when the actor has to appear on the scene from
the ceiling, or is only able to speak after putting of a mask, without discussing it before
with the scriptwriter and actors, this would lead to an unacceptable situation.
But in real life, this happens all the time. Human behavior is for a large part enshrined
by architects and designers and not anymore by people themselves and spiritual
fathers who acted as scriptwriters for life and still do in religious communities like the
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the script.
Nowadays, the script of life is for a large part written by architects and designers. Urban
planning decides how we spread our activities geographical. The design of modern
residential districts determines for a large part how we communicate with each other.
7KHGHVLJQRIVKRSSLQJFHQWHUVGHWHUPLQHVKRZZHDFTXLUHRXUIRRGVWXIIV'HVLJQHUV
of means for transport decide how we move ourselves and kitchen designers decide
how we cook.
All this has to do with the mechanisms of technology diffusion on which Wim Poelman
will elaborate in his paper later.
The main subject of this conference however is “Design Processes” and the main issues
of the conference were:
Abstract
In order to speak about the commonalities and differences between industrial and
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Practice-based descriptions have a long tradition, and are close to everyday reality of
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is a more recent development, which aims accurately to provide this framework. We
discuss the current understanding of design, its limitations, and some observations
related to the cases of the IDE+A Conference.
Before we begin the general argument in this paper, we must consider an important
premise that underlies the motivation of the text. At the IDE+A Conference, architects
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then is this: can an architect or industrial designer discuss aspects of design in his or
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all, are about bricks, steel, glass, and wood; how to organise the spatial composition
of a building or urban environment, how to make structures and installations work
together, etc. The industrial designer’s concerns are about plastics, textiles, and various
kinds of metals; how to create effective and ergonomic solutions for people; how to set
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Both architects and product designers (or designers from any other discipline, for that
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designer is assigned or a team is put together, and work on the project continues until
its completion (or until its early cancellation). Such projects tend to take a long time,
varying from a few months to several years. Throughout this time projects are subject
to all kinds of change: in the team, in the norms and laws to which the design must
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each project has its own confusing history of contingencies which must be solved for
the project to be completed successfully.
There is a twofold assumption, therefore, when we talk about design processes: that
we can bridge the differences between the design domains, and that we can abstract
enough from everyday practice within each design domain to talk about the general
aspects of design. If either of these assumptions fails (or we choose not to believe in
them) then there is no basis for comparison other than the anecdotal level. Believing
15
in these assumptions, however, does not mean that all our problems are easily solved.
Design processes have developed over a very long period of time (one could even claim
thousands of years). There is a very close connection between the praxis of design,
its body of knowledge, and design methods. For practitioners it is often very hard to
separate these views. The conception of the design process as something that can be
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tremendous progress has been made in the understanding of design, there is still a lot
left to be understood properly.
The perspective that we take in this text, therefore, is academic rather than practice-
based, since the academic view provides a transferable set of theoretical concepts by
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methods – and sketch the current orthodox view of what design processes are. This
view is certainly not unchallenged, and a number of the most notable problems will be
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Conference.
Since the notions established in this paper are the result of research on design in all
kinds of domains, here we refrain from talking about architects or industrial designers,
but use the more generic term ‘designer.’
In the description of the design process, two perspectives can be utilised: that of design
theory and of design method. Each has a very distinct view of design processes, but it
is fair to claim that there is a very strong interdependency between the two.
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others, for example in an educational setting. Theory helps to distinguish between what
is fundamental to the discipline and what is not; which aspects and concepts matter to
design, and which aspects and concepts are incidental. This helps the designer maintain
an overview of the discipline and guards against ad-hoc actions. A strong theoretical
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are, and understands the means by which to achieve them. A too-rigid understanding
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balance.
In more recent applications, design theory has also been instrumental in the development
of new tools for design – in particular in the development and application of computer
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enables new group processes such as collaborative design and twenty-four-hour design
teams. Also the more direct use of the form and shape generating capacity of computers
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human activities (for example, cooking, sport, arguing, etc.) If so,
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Design methods concern the actual or desired order of the design decisions that are
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informal and can mean anything from a habitual working method to highly structured
and controlled processes. Another recurring notion is the ‘personal design method’,
which is not communicated with others – it is even claimed to be incommunicable. For
a better understanding (and appreciation) of design methods, however, we must clearly
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and only if:
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3. It is applicable to more than one case.
Design processes - H.H. Achten 17
4. Other people can also apply it.
5. It has criteria to determine when a step has been concluded.
Each aspect of this list has to be present in order for something to be called a design
method.
There are a number of reasons to develop and use design methods. Design methods are
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occurs in complex design projects, or when the design(er) (team) takes on a problem
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structure the process. Finally, because of the explicitness of design methods, they also
help in coordinating large design teams or multiple experts involved in projects.
There is a sometimes tenuous relationship between design methods and practice. Most
of the designers of the IDE+A Conference cases, when asked whether they followed
a method, replied either that they did not, or that when they did, it closely followed
what they were taught at university. They also noted that practice will most often
lead away from the ‘ideal process’, so there is a perceived lack of applicability. When
confronted with new or changed design methods, designers often feel restricted in their
freedom (this is probably a stronger sentiment in architecture than in industrial design).
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time and effort, which distracts from the job at hand. This is a situation that a skilled
designer wants to avoid. This mechanism can also explain why designers often dislike
talking about their method. Thinking about the design process in terms of method is
a rationalising activity. Design problems, however, as we will see in the next section,
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has to state where things are explicitly explainable and where they are not. This again
may cause uncertainty or confer a sense of uneasiness. The mark of a skilled designer
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effort. Conscious thinking about the act of designing disrupts this because it challenges
the hidden skills to become expressed. Again, this is experienced as an intrusive activity.
Finally, in the domain of architecture in particular there is a heightened status for star
designers. Connected with this status is a tendency to keep the processes or methods
shrouded as some kind of mystery or art.
Most design methods have been developed for single designers. In some cases,
design teams are considered to be one designer consisting of multiple persons. This
may perhaps work for very well-contained design methods that have a limited scope
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at higher level goals because of group dynamics and mixed expertise. As much of
everyday design takes place in teams or in communication structures with outside
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of distinct periods (see Cross (1984) and Jones (1980) for good accounts of this
development). Three research approaches have emerged as dominant in the current
view of design processes: rational problem solving, about the structuring of design
problems; information processing, about the thought processes of designers; and
protocol analysis, about the research methods to study designers. Obviously, there are
many other ways to research and investigate design (see for example Oxman et al.
(1995), Achten et al. (2001), and Achten et al. (2005) for an overview), but the three
mentioned above constitute what we might call the ‘orthodox view’ of design and the
study of design.
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2. Wicked problems have no stopping rule.
3. Solutions to wicked problems are not true-or-false, but good-or-bad.
4. There is no immediate and no ultimate test of a solution to a wicked
problem.
5. Every solution to a wicked problem is a ‘one-shot operation’; because
there is no opportunity to learn by trial-and-error, every attempt
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6. Wicked problems do not have an enumerable (or an exhaustively
describable) set of potential solutions, nor is there a well-described
set of permissible operations that may be incorporated in the plan.
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8. Every wicked problem can be considered to be a symptom of another
problem.
9. The existence of a discrepancy representing a wicked problem can be
explained in numerous ways. The choice of explanation determines
the nature of the problem’s resolution.
10. The planner has no right to be wrong.
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degree of rationality can be applied to solve them. Creating a solution will always
depend to some degree on a creative insight. The phase where solutions are created
is the challenging part where a designer seemingly ‘jumps’ from a problem setting
to a solution. A match or mapping is made between two distinct things – a problem
and a solution. This is not trivial: just why exactly a given solution matches a problem
is still unanswered. Both problems and solutions are complex and they have almost
no common elements in their structure. In most cases, problems and solutions are
HYHQGHVFULEHGLQGLIIHUHQWZD\VSUREOHPVDVVHWVRIUHTXLUHPHQWVZLVKHVGHPDQGV
Given the characteristics of design problems, it follows that creating a solution is not
D RQHVWHS DIIDLU QRU D PDWWHU RI DSSO\LQJ RQH WHFKQLTXH WR VROYH WKHP 'HVLJQLQJ
therefore, is a lengthy process in time, during which the designer iterates and revises
the design many times. Designing is as much about understanding the problem as it
is about creating a solution, in particular in the early phase of design. Therefore, not
only does the designer utilise information and knowledge that is provided at the outset
(brief, site, client, etc.) but he or she also generates a lot of knowledge throughout the
design process.
5RR]HQEXUJDQG(HNHOV GH¿QHWKH%DVLF'HVLJQ&\FOH %'& DVDFROOHFWLRQRI
activities and documents that are created and performed in design. The BDC consists
of the following (terms in italics denote activities):
1. Function statement: a statement about what is needed in the design
problem.
2. Analysis: analysis of the function statement or current state of the
design.
3. Criteria: a set of criteria to which the design has to conform.
4. Synthesis: the creation of a (preliminary) design or solution to a sub-
problem.
5. Provisional design: the external representation, by means of sketch,
drawing, text, or model, of the (preliminary) design.
6. Simulation: the derivation of the expected behaviour or performance
of the (preliminary) design.
7. Expected properties: a prediction of the future behaviour or
performance of the (preliminary) design.
8. Evaluation: a judgement of how well the (preliminary) design
performs, based on the criteria formulated earlier, and the expected
properties.
9. Value of the design: a value setting of the performance, based on the
evaluation and goals set by the designer.
10. Decision: the decision to continue with the design (either through the
creation of a new proposal in Synthesis, or restating the problem
LQ$QDO\VLV RUGHFLGLQJWKDWWKHGHVLJQLV¿QLVKHGZKLFKOHDGVWRWKH
next document:
$SSURYHGGHVLJQWKH¿QDOLVHGGHVLJQ
Roozenburg and Eekels note that the actual order of activities and documents in a
concrete design project is unpredictable, so they do not claim that this order is indicative
for a design project. Rather, they claim that in any given design project, each activity
and each document has to be performed or created at least once, but most likely many
times over.
The BDC may be considered to be the ‘private’ design cycle for a designer or design
team. Throughout the whole design process, additional structuring is created as well –
in architecture this is usually a phased process consisting of sketch design, preliminary
GHVLJQ¿QDOGHVLJQDQGH[HFXWLRQGHVLJQ(DFKSKDVHLVFRQFOXGHGZLWKGRFXPHQWV
that describe the design solution with increasing precision. The purpose of the phased
20 Design processes - H.H. Achten
structure is to create secure, consistent descriptions of the design which can form
the basis for the next steps in the design process. In that way, the designer avoids
unnecessary backtracking.
The design process itself starts out with many facts, arising from the brief and from
clients’ desires, from the site where a project is to be realised, from particular technologies
that will be used (for example the 123 House case in the IDE+A Conference), budget,
and so on. Throughout the design process, additional knowledge is generated about
the design itself, and the designer searches also for information based on the needs at
that point in the design.
&RQVWUDLQWV DUH D VSHFL¿F W\SH RI NQRZOHGJH DQG LQIRUPDWLRQ WKDW LV XVHG LQ GHVLJQ
Constraints put limits or boundaries on the design or the context of design. Client goals,
norms and laws, local regulations, welfare, and so on have to be met in order for a
design to be approved.
Analytical modes of reasoning are used particularly in the analysis phase of a project, or
ZKHQWKHFRQVHTXHQFHVRIGHVLJQGHFLVLRQVKDYHWREHGHULYHG7KLVLVDOVRZKHUHORJLF
plays a role in the design process. Finally, the least well understood form of reasoning
is what is generally called ‘visual reasoning’. Designers use external representations
such as drawings and sketches a lot, and a considerable amount of generation and
Design processes - H.H. Achten 21
judgement is done visually on the basis of such sketches and drawings. All designers of
the IDE+A cases strongly indicate that they consider sketching to be a vital skill.
The reasoning and memory abilities of people is limited. Memory is generally conceived
of as consisting of two main functional parts: long-term memory (LTM) and short-term
memory (STM) – see Akin (1986) for a good introduction. LTM is where experiences
DUHVWRUHGDWOHQJWK7KHUHFDOOIURP/70LVUHODWLYHO\VORZEXWPRVWVLJQL¿FDQWO\LWLV
not directly accessible for conscious processing. In STM memories are accessed from
LTM and once there can become the subject of thought processes. STM works relatively
fast, but it has a limited capacity to hold information. In general, this is thought of as
roughly seven coherent pieces of information, called chunks. How big the chunks can
be, or how they are organised, remains unclear. It seems evident, however, that more
experienced or skilled designers utilise better or more compressed pieces of information
when they are reasoning.
Limited reasoning and memory capacity is an additional factor that structures design
processes. One role of representations such as drawings and models is to form an
external memory which can store information about the design by similarity. The
GHVLJQHUQHHGVRQO\WRJODQFHDWWKHVNHWFKRUPRGHOWRTXLFNO\DFWLYDWHWKHLPSOLFLWO\
stored information.
External representations, in particular those that complete a phase of the design process
VNHWFKGHVLJQSUHOLPLQDU\GHVLJQ¿QDOGHVLJQDQGSURGXFWLRQGHVLJQ DOVRKDYHD
legal status, and they are also used to communicate between parties in the design
process. A large part of the activity in the design process, therefore, is reserved for the
production of accurate and precise drawings and documents.
Creativity plays an important role in design – it is the mechanism with which a designer
is able to come up with a novel solution to a problem. Creativity does not work in
isolation; it needs to be embedded in a work context that provides information and the
right setting to generate an idea.
A common distinction which is made in terms of design solutions are the following three
classes of designs (Brown and Chandrasekaran, 1985):
1. Routine design: the creation of a solution that falls completely within
the range of previous solutions. The solution is adapted to current
needs but does not introduce anything novel. Redesign may also be
considered to be routine design.
2. Innovative design: the creation of a solution which has at least one
additional feature that has not been seen before in this kind of design
solution. Most of the design conforms to existing examples, but one
part is pushing the limits. All the architecture design cases in the
IDE+A Conference demonstrate this kind of design.
3. Creative design: the creation of a solution that has a highly different
structure compared to existing solutions. A creative design does not
have a lot of similarities with existing designs.
22 Design processes - H.H. Achten
7KHGLVWLQFWLRQFRPHVIURPWKHGRPDLQRIDUWL¿FLDOLQWHOOLJHQFH)URPWKDWSHUVSHFWLYH
the delineation between the classes is fairly straightforward. A routine design simply is
an instance of an already known type or class; an innovative design adds something
new but does not change the structure of the type or class; and in creative design an
altogether new structure for a type or class is created.
The delineation becomes less clear, however, when we try to apply it from a designer’s
perspective. In particular the distinction between innovative and creative design
becomes hard to make. Especially if we insist on completely new structures, then
most of architectural design simply is not creative – a conclusion with which many will
disagree. The difference in ‘innovative’ and ‘creative’, therefore, is more a matter of
the degree to which a design is pushing existing limits by means of innovations.
Based on the above, we can now summarise the orthodox view as follows. The
designer can be conceived of as an information processor (STM, LTM, and cognitive
structures) who tries to solve wicked problems. An important design activity is the
subdivision and reformulation of the wicked problem into sub-problems in order to
make them well-structured. The designer has procedural knowledge in the form of
KHXULVWLFVDQGGHVLJQPHWKRGV'HVLJQLQJUHTXLUHVGHFODUDWLYHNQRZOHGJHRIWKHGRPDLQ
(architecture, industrial design, machine engineering, etc.) as well as knowledge of
previous solutions (cases, precedents, and types).
Because of the limitations of STM and LTM, the designer cannot have an overview of
the whole problem (even not when a problem is well-structured, which in design does
QRWUHDOO\RFFXU &RQVHTXHQWO\WKHGHVLJQSURFHVVLVVHTXHQWLDOLQWLPHDQGLWHUDWLYH
External representations such as drawings and models help to maintain an overview
DQGXQGHUVWDQGWKHFRQVHTXHQFHVRIGHVLJQGHFLVLRQV
Through the use of phases the designer prevents the possibility that, late in the
process, a small change will necessitate a redesign of the whole project (this does
not always work). Throughout the design process the designer explores both the
solution and the problem. One might claim that only at the end of the design process
is the design problem understood. A design problem does not have one single correct
solution. Furthermore, it is not possible to determine the degree of correctness. The
GHVLJQHUWKHUHIRUHVWULYHVIRUµVDWLV¿FLQJ¶UDWKHUWKDQSHUIHFWVROXWLRQV
The view of design processes sketched above is rather concise, but in broad outlines
provides the contours of our current understanding of design processes. As can be
seen, there is a strong interdependency between theoretical and methodological
notions. Despite the relatively short period of time that design has been an area for
VFLHQWL¿FUHVHDUFKWKHDFFRXQWVHHPVWREHVXUSULVLQJO\FRKHUHQW2EYLRXVO\WKLVYLHZ
is not the ultimate description of what design is about. Many things are still unknown
and there are many challenges to the orthodox view of design processes.
The foundation of the orthodox view of design processes is rational problem solving
536 DVGH¿QHGE\6LPRQ 6LPRQ¶VZRUNZDVVHPLQDOLQVHWWLQJXSDJHQHUDO
5DWLRQDO3UREOHP6ROYLQJ 5HIOHFWLYH3UDFWLFH
'HVLJQLVDIRUPRISUREOHPVROYLQJ 'HVLJQLVDUHIOHFWLYHGLDORJXH EHWZHHQ
WKHGHVLJQHUDQGWKHGHVLJQ
7DEOH5DWLRQDO3UREOHP6ROYLQJYHUVXV5HÀHFWLYH3UDFWLFH
Since rational problem solving has the longer research tradition, it is clear that its
WKHRUHWLFDOIRXQGDWLRQVDUHTXLWHVWURQJ$SUREOHPZLWK536KRZHYHULVWKDWGHVLJQHUV
LQSDUWLFXODUDUFKLWHFWV GRQRWUHFRJQLVHWKHPVHOYHVLQWKH536IUDPHZRUN5HÀHFWLYH
practice, as noted by several researchers (see Dorst (1997), Valkenburg (2000), Reymen
(2001)), has a weak theoretical foundation, but strongly appeals to designers. Unless
a designer has a very systematic approach to design, the naming-framing-moving-
evaluating cycle seems much closer to what designers do. In earlier work (see Achten
(2003)), where we investigated the normative stance of three well-known architects
through their published works (Peter Eisenman, UN Studio, and Greg Lynn) in order to
derive their design methods, we have found some evidence for this. This concerns in
particular the decomposition of the problem, which resembles naming-framing more
than decomposition. This is so because there is a strong focus on concept formation.
An additional aspect that RPS ignores is the social aspects of design. Designers do not
operate in isolation, and most of the time they work in teams. The social aspects of
group dynamics such as leadership, dominance, negotiation, and team building are not
dealt with (see for example Foley and Macmillan (2005), Valkenburg (2000), Baird et al.
(2000), Ball and Ormerod (2000)).
Lastly, the idea that the motivation for design, or particular design decisions, is not
purely rational or can be stated completely objectively is a problem. Part of the way
designers in teams persuade each other is by means of storytelling. Another way to
investigate verbal exchanges in design teams is to look at convergence in the use of
words, to see whether a more or less consistent group dynamic is developing (Lloyd
(2000), Turner and Turner (2003), Dong (2005)).
Although RPS pays due attention to the psychological structure of designers, there is
no real differentiation between possible types of designers. In recent work, Lawson and
Dorst (2005) have investigated the notion of the level of expertise at which designers
PD\ EH FODVVL¿HG 7KH\ GLVWLQJXLVK EHWZHHQ VHYHQ OHYHOV QDwYH QRYLFH DGYDQFHG
beginner, competent, expert, master, and visionary. Different cognitive structures, sets
of competences, and ways of organising the design process are associated with each.
Most of the work summarised here (except for Schön’s work) has begun in the past
decade and is still in development. This is only a brief sketch of additional or alternative
24 Design processes - H.H. Achten
WDNHVRQWKHVWXG\RIGHVLJQSURFHVVHVWKH¿HOGLVYHU\ULFKDQGGLYHUVHDQGFDQQRWEH
done justice in this section alone.
The IDE+A design cases include four from architecture, and four from industrial
design. From the description of each, it is clear that the complexity of the design team
plays an important role in the design process. Given the above outline of the current
understanding of design processes, we can immediately see that this aspect is found
wanting, as team design is not covered much by current research. Nevertheless, we can
make a number of observations about the cases.
1. Most of the designers who were interviewed were able to identify the
authorship of the key ideas in a project without a problem. One might
expect that due to the size of teams and the complexity of the task,
this may be more problematic.
2. In the architectural cases, innovation is much more focused on a
single aspect whereas in the industrial design cases, innovation is
often spread out over a number of key components.
,QDUFKLWHFWXUDOGHVLJQSURMHFWDFTXLVLWLRQWKURXJKZLQQLQJDFRQWHVW
is a common phenomenon. However, this also means that the design
process structure is different from the classical client-meets-architect
model. The competition design leads to a proposal by which the
architect hopes to win the competition, but it is not the same as the
¿QLVKHGGHVLJQIRUWKHUHDOFRQVWUXFWLRQZRUN6LQFHLWLVD
FRPSHWLWLRQWKHRI¿FHZLOODOVRQRWLQYHVWWRRPXFKHIIRUWDVWKHUHLV
a real risk of not getting the job. So in this type of process, there
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different concerns.
4. Because of their length, the structuring of the design process in the
cases is based on the main documents or phases rather than the more
detailed design process for the single designer. The ‘ideal design
process’ is seen as a point of reference, rather than an attainable
goal.
5. Practice is very demanding and problem-oriented. This means that if
something does not yield immediate results, designers are not eager
WRZRUNZLWKLW,QWKLVUHVSHFWZHVHHWKDWVFLHQWL¿FUHVHDUFKRIWHQ
fails to provide productive frameworks for designers. Findings are
GLI¿FXOWWRWUDQVODWHWRDSUDFWLFDOVHWWLQJZKLFKFUHDWHVDFRQVLGHUDEOH
threshold for their application.
7KH VFLHQWL¿F VWXG\ RI GHVLJQ KDV SURYLGHG XV ZLWK D IUDPHZRUN WKDW DOORZV XV WR
GLVFXVV GHVLJQ LQ YDULRXV ¿HOGV VXFK DV DUFKLWHFWXUH DQG LQGXVWULDO GHVLJQ EXW DOVR
engineering, chemistry, information technology, and so forth. Since design theory in this
VHQVHLVTXLWHDEVWUDFWDQGGLVWDQWIURPSUDFWLFHLQRUGHUWRJDLQDJRRGXQGHUVWDQGLQJ
what design is, it is necessary to reference to practice as much as possible.
6 Conclusion
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GHVLJQ UHVXOWLQJ IURP VRPH ¿IW\ \HDUV RI UHVHDUFK KDV JLYHQ XV WUHPHQGRXV LQVLJKWV
References
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Design Methodology Teaching’; International Journal of Architectural
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Achten, H.H., Dorst, K., Stappers, P.J. and de Vries, B. (2005), ‘Design
Research in the Netherlands 2005 – Proceedings of the Symposium
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Achten, H.H., Hennessey, J. and de Vries, B. (2001), ‘Design Research in the
Netherlands 2000’, Eindhoven, Faculty of Architecture, Building and
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Akin, O. (1986), ‘Psychology of Architectural Design’, London, Pion.
Baird, F., Moore, C.J. and Jagodzinski, A.P. (2000), ‘An Ethnographic Study of
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Ball, L.J. and Ormerod, Th.C. (2000), ‘Applying Ethnography in the Analysis
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Brown, D. C. and Chandrasekaran, B. (1985), ‘Expert Systems for a Class of
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/DZVRQ% µ+RZ'HVLJQHUV7KLQN7KH'HVLJQ3URFHVV'HP\VWL¿HG¶
London: Butterworth Architecture.
/DZVRQ%5DQG'RUVW. µ$FTXLULQJ'HVLJQ([SHUWLVH¶,Q
Computational and Cognitive Models of Creative Design VI., ed. by Gero, J.S.
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Reymen, I. (2001), ‘Improving Design Processes Through Structured
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9DONHQEXUJ5 µ7KH5HÀHFWLYH3UDFWLFHLQ3URGXFW'HVLJQ7HDPV¶3K'
thesis, Delft, Industrial Design Engineering.
Vitruvius (1960), ‘Vitruvius: The Ten Books on Architecture’, translated by
Morris Hickey Morgan, New York, Dover.
Prof. G. Goldschmidt
Professor, The Mary Hill Swope Chair in Architecture & Town Planning
Faculty of Architecture and Town Planning
Technion – Israel Institute of Technology
Abstract
The different modes of visualisation found in the Delft Interviews are explored with
UHVSHFWWRWKHLUSDUWLFXODUDGYDQWDJHVDWVSHFL¿FSKDVHVRIWKHGHVLJQSURFHVVDQGDVD
means of communicating with various project stakeholders. Two main conclusions arise
IURPWKLVH[SORUDWLRQ)LUVWWKDWZLWKIHZH[FHSWLRQVWKHUHDUHQRVLJQL¿FDQWGLIIHUHQFHV
between architects and industrial designers in the way they produce and use visuals.
Second, despite the proliferation of potent digital visualisation means and their willing
adaptation by design practitioners, freehand sketching continues to be practised by
almost all designers throughout the design process. The extraordinary cognitive advan-
tages of sketching are outlined and it is argued that because of those advantages sket-
ching will continue to reign in design until other means of visualisation will be capable
of emulating its supremacy.
Introduction
In a world such as the one we live in it is only natural for young students, who were
born into the digital age, to ask their designer-interviewees: ‘In this digital age is the-
UHVWLOODXVHIRUVNHWFKLQJ"¶)URPWKHZD\WKHTXHVWLRQLVSKUDVHGLWDSSHDUVWKDWWKH
expected answer is ‘no’, but the courteous students ‘allow’ the designers, practicing
DUFKLWHFWVDQGLQGXVWULDOGHVLJQHUVDOHVVGHFLVLYHUHSO\E\DGGLQJDIROORZXSTXHVWLRQ
µ«DQGLQZKDWSKDVHVZRXOGWKDWEH"¶
Sketching is a mode of visualisation, alongside other modes. All designers in the survey
talk about means of visualisation they used in the particular project on which the inter-
view focuses but they all generalise to other cases as well. Visualisation, in the evidence
SURYLGHGE\WKHLQWHUYLHZVVHUYHVDQXPEHURILPSRUWDQWSXUSRVHV¿UVWDQGIRUHPRVW
as communication in its roles of information and image recording and description, de-
monstration and sharing, explanation and convincing. Apart from freehand sketches
(including annotations), visuals include primarily other manual drawings on paper, di-
gital two- and three-dimensional drawings, and physical models. Digital drawings can
be divided into two distinct types: precise measured drawings, and three-dimensional
images and renderings. Sometimes animation and movies are also added to the arsenal
of visuals. When and for what purpose is each of these modes of visualisation used,
DQGZK\"7KHVHDUHWKHTXHVWLRQVZHDUHRXWWRH[SORUHLQWKLVSDSHUZLWKDQHPSKD-
VLVRQVNHWFKHVZKLFKDUHWKHPRVWIUHTXHQWO\PHQWLRQHGYLVXDOLVDWLRQPRGDOLW\LQWKH
Delft Interviews (DI), and which, perhaps surprisingly for the interviewers, are still in
IUHTXHQWXVHLQERWKDUFKLWHFWXUDODQGLQGXVWULDOGHVLJQSUDFWLFH
29
1 Why visualise?
7KHTXHVWLRQµZK\YLVXDOLVH¶LVDOPRVWUKHWRULFDODVZHDOOJUHZXSWREHOLHYHWKDWµD
SLFWXUHLVZRUWKDWKRXVDQGZRUGV¶7KHGHVLJQRISK\VLFDODUWHIDFWVUHTXLUHVWKDWGHVL-
gners and those for whom the artefacts are designed consider many elements and their
properties, as well as the relationships between them (and in the case of architecture,
also between them and their surroundings). Function and form must be understood,
HYDOXDWHGDQGRSWLPLVHGIRUDVXFFHVVIXOUHVXOW$QDGHTXDWHUHSUHVHQWDWLRQRIWKHVH
complex parameters is not possible without visualisation, especially the representation
of shapes and forms. It is possible for individuals to entertain internal representation
XVLQJ PHQWDO LPDJHU\ DQG WKHUH DUH UHSRUWV WKDW GHVLJQHUV FDQ JR TXLWH VRPH ZD\
using mental imagery only (Athavankar 1997, Athavankar & Mukherjee 2003, Bilda et
al. 2006), but imaging has its limitations and in any event it is applicable only to the
private musings of individual designers; others are unable to share what is locked inside
an individual’s mind. Fish (2004) argues that the capacity for mental imagery develo-
ped in humans in prehistoric times for survival purposes as an aid in tasks like hunting;
evolution has not caught up with newer human activities, such as design as we know it
WRGD\DQGWKHUHIRUHYLVXDOLVDWLRQLVXVHGDVDQH[WHQVLRQRILPDJHU\RULWVDPSOL¿FDWLRQ
(Fish & Scrivener 1990).
Imaging may, though, have to do with preconceived ideas that designers bring with
WKHPDWWKHRXWVHWRIWKHGHVLJQ0DQ\±WKRXJKQRWDOO±RIWKH',GHVLJQHUVFRQ¿UPHG
that preconceived ideas and images existed when they started work on their projects:
Pesman (DI.1-Westraven Utrecht) said the image was directly in his head (p. 7); Meer-
tens (DI.5-Beertender) said, ‘the design comes to you’ (p. 39); and Spark (DI.8-Carver
small car) stated explicitly, ‘the designer always starts with an image of what it has to
look like, this image comes to mind from the beginning’ (p.69).
But in practically all cases, more than one person was involved in the project right from
the beginning. The team members, whether located in one place or dispersed geogra-
phically, had to communicate during meetings and between meetings. This they did
using visualisations, which were prepared ahead of time and shown in meetings or sent
around, but also produced them in situ, as part and parcel of an ongoing discussion.
Participants in design teams range from a small number of in-house designers to colla-
borations with partners and consultants from elsewhere, in addition to client represen-
tatives. Visualisations help make sure that everyone concerned shares the same mental
models of the product’s looks and functioning, materials, manufacturing process or a
particular detail thereof that is being discussed. One might say that without visualisati-
ons, it is inconceivable that a shared mental model could be achieved in a design team
(Goldschmidt 2007). This is the foremost reason for visualising in the design process.
We have mentioned that one of the parties taking part in design meetings is the client.
Clients vary greatly in the extent to which they wish, or are able, to get involved in the
design process. But in any event they must approve the design, or select from amongst
alternatives. Designers must therefore make an effort to convince the client of the
virtues of their proposals, sometimes to the point of justifying budget increases. To do
so they must show the client the designed entity in the most complete and attractive
manner possible, and in a mode the client, who is not necessarily technically adept, can
easily understand and appreciate. Digital devices such as graphically potent programs
(3D) are often used for this purpose, and so are models. This is the second reason for
visualisation in the design process.
30 Visualization - G. Goldschmidt
The third, and the least interesting reason for our purposes here, is visualisation for
the purpose of construction or manufacturing. The visualisations made for this purpose
are technical in nature and today they are almost exclusively produced digitally (2D).
6RPHWLPHVWKHSURGXFWLRQRIWKHVHGRFXPHQWVLVRXWVRXUFHGIUHTXHQWO\WRµGRWFRP¶
companies. We shall not discuss these visualisations any further in this paper.
What do we actually mean, in the design context, when we say that ours is a ‘digital
DJH¶",QWHUPVRIYLVXDOLVDWLRQLWPHDQVSULPDULO\WKDWZKDWKDVSUHYLRXVO\EHHQGRQH
manually, can now be done digitally in most cases, and more manipulations than were
SUHYLRXVO\SRVVLEOHDUHQRZDFKLHYDEOHTXLWHHDVLO\ HJSKRWRPRQWDJHVYLUWXDOZDONV
through buildings that do not exist yet, and so on). There are also new possibilities such
as digital prototyping which hardly existed a decade ago, mainly useful to industrial
designers. Many more new applications are undoubtedly due to make their appearance
in the foreseeable future. There are many advantages to digital drafting and modelling,
such as speed, accuracy, ease of revision, and ease of sharing with others regardless of
where they are stationed. But that is not the whole story, of course: sophisticated algo-
rithms permit the expansion of the world of manufactured and built forms, which are
less restricted than was hitherto the case. For example, the free form of the roof of the
stadium designed by Frei Otto for the 1972 Olympic games in Munich was a painstaking
design effort, realised after countless models were built to approximate the curvatures
of the membranes, which did not conform to mathematically expressible shapes. Nowa-
days digital means can not only easily save the considerable labour invested in building
actual models, but also calculate the structure regardless of its irregular geometry and
WKXVPDNHLWFRQVWUXFWLEOH)UDQN*HKU\LVRQHRIWKHEHWWHUNQRZQEHQH¿FLDULHVRIWKH
ability of digital means to cope with completely free forms in architecture.
,IGLJLWDOYLVXDOLVDWLRQVDUHVRXELTXLWRXVO\EHQH¿FLDOZK\KDYHDOPRVWDOO',GHVLJQHUV
UHSOLHGLQWKHDI¿UPDWLYHWRWKHTXHVWLRQDERXWWKHUHOHYDQFHRIVNHWFKLQJLQWKLVGD\
DQGDJH"7KHDQVZHUKDVWRGRZLWKWKHH[WUDRUGLQDU\DGYDQWDJHVRIVNHWFKLQJDVD
visualisation mode throughout the design process, and especially in its early, prelimi-
nary phase. For experienced sketchers, which include almost every designer (architect
0LFKLHO5LHGLHNZKRWHVWL¿HVWKDWKHµGRHVQRWXVHVNHWFKHVWKDWPXFKKHVD\VKHFDQ¶W
draw’ is an atypical exception (DI.3_Media Museum Hilversum, p. 22)), the production
RIDUDSLGIUHHKDQGVNHWFKLVDIDVWÀH[LEOHDQGHIIRUWOHVVPHDQVRIUHSUHVHQWDWLRQWKDW
FDQEHH[HFXWHGDQ\ZKHUHDQGUHTXLUHVQRSUHSDUDWLRQQRHTXLSPHQWDQGQRVNLOOV
WKDWQHHGWREHXSGDWHGSHULRGLFDOO\,WLVWKHUHIRUHXVHGYHU\IUHTXHQWO\LQWKHSURFHVV
of generating ideas, testing them and discussing them, in a group or even in private de-
liberations with oneself. To date, no digital means are available that come close to emu-
ODWLQJIUHHKDQGVNHWFKLQJLQWHUPVRIÀH[LELOLW\DQGHDVHDVZHOODVVSHHGDQGFRJQLWLYH
economy, with the possible exception of academic prototypes that were developed with
unusual insights (e.g., Do 2002; Shapir et al., 2007). Likewise, both industrial designers
and architects continue to produce physical models, with or without the technical assi-
stance of digital means. The physical model is still necessary to allow us to get a better
feel for scale, texture or the mode of operation of an artefact, be it a small hand-held
gadget or a large building; indeed, all DI designers use models at least during the deve-
lopment phase of design projects. Digital devices, then, while helpful and in some cases
indispensable, are not necessarily the answer to every single aspect of the process of
designing. We shall have more to say about sketching in section 5 below.
Visualization - G. Goldschmidt 31
3 Design education and practice
Industrial designers, and to a lesser degree architects, are taught to work systematical-
ly, according to well-established methods (Roozenburg & Eekels 1995) that specify all
RIWKHGHVLJQSKDVHVDQGWKHVHTXHQWLDODFWLYLWLHVWKDWVKRXOGEHFDUULHGRXWLQHDFK,Q
mechanical engineering design the reliance on strict methodologies is even more strin-
gent, with a large body of published research and handbooks to support this claim (e.g.,
Jänsch et al., 2005). In industrial design brainstorming and other group methods are
taught and implemented in practice. However, in ‘real life’ there are many constraints
and unexpected situations that force designers to divert from the perfect methods
learned at school. Thus the DI car designers state that ‘They [at school] teach you to
follow the perfect process, but in reality it doesn’t work that way… an innovative project
doesn’t keep to planning, it needs freedom’. (DI.8_Carver small car, pp. 60-61). One of
WKHFRQVHTXHQFHVRIQRWEHLQJDEOHWRZRUNE\µVROLGUXOHV¶ ',B2I¿FHFKDLUS LV
that there are more iterations, more improvisations, more fresh starts than anticipated,
DQG WKLV PHDQV PRUH H[SORUDWLRQ DQG PRUH H[SHULPHQWDWLRQ &RQVHTXHQWO\ WKH EHVW
tools are those best suited for exploration and experimentation, and they usually are
not the digital tools.
Despite the drive to use the ‘latest and greatest’ methods which inevitably are largely
GLJLWDOWKHWRROVDYDLODEOHDUHVWLOOLQDGHTXDWHIRUFHUWDLQWDVNVDVSRLQWHGRXWDERYH
In architectural education many studio classes have become paperless, resulting in
projects that are detached from real materiality. Students are less occupied with develo-
ping rich, complex and sensitive spatial solutions and concentrate instead on the gra-
SKLFTXDOLWLHVRIVOLFNUHQGHULQJV7HDFKHUVDUHXQDEOHWRGUDZRYHUVWXGHQWV¶VNHWFKHV
and communication has become verbal only, related to PowerPoint presentations. With
WKDWRQHLPSRUWDQWIDFHWRIGHPRQVWUDWLRQLVORVWLQWKHVWXGLRFULWLTXHZLWKRXWSDSHU
and pencil, the teacher cannot exemplify how something could or should be done, and
is reduced to verbal reactions only to the student’s work in progress. This is a dramatic
change in the otherwise still largely apprentice-style design education we practise in the
studio, and not a change for the better1.
Luckily, in both architecture and industrial design, in practice as well as in the educatio-
QDOVHWWLQJWKUHHGLPHQVLRQDOPRGHOVDUHVWLOOEHLQJPDGH±QRWRQO\¿QDOSUHVHQWDWLRQ
PRGHOVEXWDOVRVWXG\PRGHOVRIWHQTXLWHURXJK7KHSK\VLFDOREMHFWIXO¿OVQHHGVWKDW
QRGUDZLQJFDQIXO¿OLWFDQEHWRXFKHGDQGLQWHUDFWHGZLWKLQZD\VWKDWDUHQRWSRVVLEOH
otherwise. It is therefore not surprising that even long before models are built, both stu-
GHQWVDQGSUDFWLWLRQHUV¿QGZD\VWRXVHDUWHIDFWVLQFOXGLQJUHDG\PDGHVWKDWKDSSHQ
to be in the work environment, to represent or simulate properties of a designed object
HYHQEHIRUHWKHREMHFWKDVDFTXLUHGIRUP %UHUHWRQ 7KHOLWHUDWXUHDGGUHVVHVWKH
mediating role of objects in our lives as knowledge translation agents, among other
roles (e.g., Whyte et al. 2007), but in this paper we discuss only visualisations that are
PDGHH[SUHVVO\GXULQJWKHSURFHVVRIGHVLJQLQJDVDPDWWHURITXRWLGLDQSUDFWLFH
The different design phases are distinguishable not only by their contents or the spe-
FL¿FDFWLYLWLHVXQGHUWDNHQEXWRIWHQDOVRDFFRUGLQJWRWKHSDUWLFLSDQWVZKRWDNHSDUWLQ
them. It is hardly possible to arrive at a consensual breakdown of the design process
7KH ¿UVW FRQFOXVLRQ ZH FDQ GUDZ LV WKDW LQ WHUPV RI YLVXDOLVDWLRQ DUFKLWHFWXUDO DQG
LQGXVWULDO GHVLJQ SUDFWLFHV DUH TXLWH VLPLODU WKURXJKRXW WKH GHVLJQ SURFHVV ,Q ERWK
sketching is used heavily during the preliminary and development stages, and to some
degree in discussions with clients or users. Clients may be involved throughout the pro-
cess and discussions with them do not constitute a separate phase, of course. Rather, in
this rubric we mean primarily formal and less formal presentations to clients at various
points of decision making.
Preliminary design
At the outset the major means of visualisation is sketching. Sketches are made during
the search for a solution principle, in most cases following an initial, preconceived idea,
by the leading designer(s). Architects make more models than do industrial designers
in this phase, sometimes in compensation for the lack of drawings and sketches (DI.3_
0HGLD0XVHXP+LOYHUVXP DQGDWRWKHUWLPHVEHFDXVHVRPHDUFKLWHFWVPD\¿QGLWKDUG
to imagine complex spatial relations without models. Architectural sketches and dra-
wings, as opposed to product design drawings, tend to be two-dimensional, using the
conventions of orthogonal projections which do not describe spaces directly. Architects
are trained to imagine spaces on the basis of plans and sections, but a model helps
to perceive the space and its proportions, and test the accuracy of the image. Models
DUHOHVVIUHTXHQWLQWKHSUHOLPLQDU\SKDVHRILQGXVWULDOGHVLJQ2QHUHDVRQPD\EHWKDW
FXVWRPDU\WKUHHGLPHQVLRQDOGUDZLQJVDUHDGHTXDWH±DQGPRUHHFRQRPLFDO±UHSUH-
sentations at this stage. It may also be the case that rapid prototyping has become the
standard mode of modelling, at least for smaller artefacts; making them is reasonably
FKHDSDQGIDVWEXWSUHSDULQJWKHQHFHVVDU\&$'¿OHVLVWLPHFRQVXPLQJDQGPD\DOVR
SUHPDWXUHO\¿[WKHGHVLJQSURSHUWLHV'HVLJQHUVPD\IHHOWKDWWKH\SUHIHUWKHIUHHGRP
RIVNHWFKHVEHIRUHWKH\FRPPLWWKHPVHOYHVWR&$'¿OHVIRUWKHSXUSRVHRISURGXFLQJ
a study model.
Visualization - G. Goldschmidt 33
Table 1: Visualisation modes in the Delft Interviews
We note that no digital drawings are produced at this phase. This is not surprising as
neither dimensioned drawings nor ‘fancy’ images are needed in this phase, in which
the designers communicate primarily among themselves, in search of a viable solution
proposal that the designers can defend and which stands a chance of approval by the
client. The sketch, at this phase, is a compact ‘laboratory’ in which designers can expe-
ULPHQWZLWKGLIIHUHQWLGHDVIUHHO\ZLWKQRFRVWRUDQ\RWKHUQHJDWLYHFRQVHTXHQFHVLQ
34 Visualization - G. Goldschmidt
case of failure. This encourages more experimentation with extreme, unusual and po-
WHQWLDOO\LQQRYDWLYHFRQFHSWVZKLFKGXHWRWKHLUQRYHOW\UHTXLUHPRUHWHVWLQJ6XZDHW
DO H[SODLQKRZGHVLJQHUVEHQH¿WIURPVNHWFKHVEHFDXVHWKH\FDQPDNHGLVFR-
veries in them, including the regrouping of elements, which offers new interpretations.
Fish (2004) and Goldschmidt (e.g., 2002) have advanced similar arguments. Whereas
this facet of sketching is mostly studied in the context of individual designers working
alone, in teams sketching is essential to idea-generation sessions: it does not increase
WKHQXPEHURILGHDVEXWLWVLJQL¿FDQWO\LPSURYHVWKHGHJUHHWRZKLFKWKH\EXLOGRQRQH
another (van der Lugt 2005), which is normally a precondition for creativity.
Development
The development phase is usually carried out by a larger group of people than the one
involved in preliminary design. It is also more diverse in terms of expertise – we include
in the group, or team, all the consultants, internal or external, who are involved in the
SURMHFW,QPRVWFDVHVSDUWLFLSDQWVKDYHGH¿QHGUROHVDQGFRRUGLQDWLRQDPRQJWKHPLV
DPDMRULVVXH7KHUHIRUHWKHDPRXQWDQGTXDOLW\RIFRPPXQLFDWLRQLVPRVWLPSRUWDQW
DVJRRGFRRUGLQDWLRQUHVXOWVLQDQHI¿FLHQWVWUHDPOLQHGSURFHVV DVPXFKDVFRQVWUDLQWV
SHUPLW ZKHUHDV SRRU FRRUGLQDWLRQ FDXVHV PLVXQGHUVWDQGLQJV DQG FRQÀLFWV WKDW DUH
costly and demoralising. A key to good coordination is a high level of understanding and
agreement amongst team members regarding the designed entity, which is achieved
through face-to-face meetings and conversations which include sharing of documents,
also when members are not physically co-located. Naturally, visualisation plays a crucial
role in all of these team deliberations. The Delft Interviews show that practically all
modes of drawing and physical models are used in this phase (see Table 1), each for
the purpose it serves best.
Sketches and other drawings continue to be essential in the development phase. The
VWDWHRIWKHGHVLJQNHHSVHYROYLQJDQGFKDQJHVPDMRURUPLQRUDUHVXEMHFWWRIUHTXHQW
discussions and decision sessions. Consultants’ input needs to be integrated into the
GHVLJQDQGWKLVUHTXLUHVFRQVLGHUDEOHFRRUGLQDWLRQHIIRUWVDQGWKHUHVROXWLRQRISUR-
blems that keep coming up. Communication therefore builds on detailed representati-
ons of the latest versions of design drawings, be they measured plans or still, free-hand
sketches. For communication over distances fax machines and the Internet are used
to transmit information, including drawings. By comparison to the preliminary phase,
in which sketches mainly express ideas and concepts and may be rather abstract and
schematic, in the development phase sketches are more concrete and detailed, and
describe the actual designed entity in its many facets. We begin to see digital drawings
as well: CAD measured drawings are produced so that all designers and consultants
have accurate information as the basis for their interventions. In the case of industrial
design, this includes many more 3D drawings than in architecture. Fancier, so-called
‘presentation drawings’ are still rare at this phase, except for interim decision-making
meetings for which they are typically prepared. All modes of visualisation are thus ex-
ploited at school and in practice to help develop a design project, as cogently stated by
Paradiso et al. (2002):
36 Visualization - G. Goldschmidt
rings), and even movies. Often, designers refer to ‘presentations’ they prepare, which
may indicate the use of tools like PowerPoint in order to show visuals, undoubtedly
accompanied by oral explanations.
This ‘mixed media’ panorama is most appropriate, and it applies to all branches of de-
sign, architecture and industrial design included. Each mode of visualisation has its own
DGYDQWDJHVDQGLVXWLOLVHGE\GHVLJQHUVWRPD[LPLVHLWVEHQH¿WV%HIRUHWKHFRPSXWHU
many more manual drawings were made, of course, but even before drawings were
the standard means of visualisation (that is, before paper became readily available and
VXI¿FLHQWO\LQH[SHQVLYHDIWHUWKHPRYLQJSULQWUHYROXWLRQLQWKHODVWWKLUGRIWKHWK
century), models were made to be presented to patrons in order to secure their appro-
val. Figure 2 shows a fresco by Vasari from the mid-16th century, depicting the architect
Brunelleschi presenting a model of San Lorenzo to his client, Cosimo de’ Medici, who
commanded the church. The model is a fairly accurate representation of the famous
Florentine church. Earlier pictures and mosaics bear evidence of the fact that model
presentation to patrons was an established practice (for example, a beautiful mosaic at
the Kariye Museum in Istanbul, dated c. 1320, depicts Theodore Metochites, donor of
the Chora, with a model of the church/monastery).
Figure 2: Fresco by Vasari (1565) showing Brunelleschi presenting the model for
the church of San Lorenzo to Cosimo de’ Medici3.
'XULQJWKH5HQDLVVDQFHPDNLQJPRGHOVIRUWKHEHQH¿WRIFOLHQWVVWRRGLQVKDUSFRQWUDVW
with the production of technical drawings which were made for the masons-builders of
HGL¿FHV IRUH[DPSOHDGUDZLQJE\-DFRSR%HUORLDIURPWKHHDUO\WKFHQWXU\VKRZV
the professional architect, accompanied by his scholarly advisors, presenting plans to
the workmen who were building the Rotunda in Rome). Such drawings became standard
3 From: Ettlinger, L.D. (1977). The emergence of the Italian architect. In Kostof, S.
(ed.), The architect. University of California Press, Berkeley, pp. 96-123; illustration p. 110.
Visualization - G. Goldschmidt 37
practice following the introduction of orthogonal projections as the mode of delivering
information about the geometry of spaces and objects. Perspective drawings were also
made from that time, of course, and gradually joined models as formal renderings, but
the two co-existed for centuries more as complimentary visualisations rather than rival
or competitive modes of expression.
Drawings that are made for clients or users are, as pointed out earlier, a mixed bag,
depending on their purpose. The more tools we have at our disposal the more there is
WRFKRRVHIURPDQGWKHZLVHGHVLJQHUNQRZVWKDWDQGVSHFL¿FDOO\DGMXVWVKLVFKRLFHWR
the goals the visualisation is meant to achieve. Whyte et al. (2007) distinguish between
ÀXLGDQGIUR]HQYLVXDOPDWHULDOVLQGHVLJQ7KHIRUPHUDUHµPRELOL]HGZKHQFRPPHQW
LQSXWRUPRGL¿FDWLRQLVUHTXLUHG¶ S ZKLFKFRUUHVSRQGVPRVWO\WRWKHSKDVHVRI
SUHOLPLQDU\GHVLJQDQGWKHVXEVHTXHQWGHYHORSPHQWSKDVHVDQGWRDOHVVHUH[WHQWWR
discussions with clients and users. The latter, frozen visuals ‘are characterized by greater
certainty’. The authors remark that such visualisations have several functions, including
use ‘for tactical and political reasons’ (p. 23). When thus used, the interlocutor is often
the client or the users. Figure 3 captures three instances of the usage of visuals in the
design process of designing a herbarium. In our terms Figure 3a describes a preliminary
design usage of drawings; Figure 3c is taken from the development phase; and Figure
EH[HPSOL¿HVDµÀXLG¶XVDJHRIGUDZLQJVLQDGLVFXVVLRQZLWKXVHUV$VLVHYLGHQWIURP
this example, in all three cases the interaction among the concerned parties is entirely
dependent on the use of visuals, in this case sketches and drawings.
)LJXUH,QWHUDFWLRQVZLWKYLVXDOUHSUHVHQWDWLRQVVRPHRIZKLFKDUHÀXLGDQGRWKHUVIUR]HQLQ
design work at Edward Cullinan Architects: a) the founder of the practice and an architect wor-
king on the project talk about the design concept; b) the ideas are presented and discussed with
the library staff; c) working meeting between the project architects and the engineers4.
The public
Designers do more than bring into being the best possible buildings and products; they
also take part in the cultural and artistic discourse of their time. For some designers this
becomes a major activity and they are interested in making statements through visuali-
sations they exhibit and publish, in addition to other modes of representation (oral and
written expressions). At times of heated debate designers even publish manifestos and
SURGXFHYLVXDOVZKLFKDUHORDGHGZLWKV\PEROLFPHDQLQJ7KLVPD\EHPRUHVLJQL¿FDQW
in architecture, whereas in industrial design it is the products themselves that are made
with similar intentions. Figure 4 is an example of a drawing made in James Stirling’s
RI¿FHLWLVQRWPDGHIRUFRPPXQLFDWLQJLQIRUPDWLRQWRIHOORZGHVLJQHUVRUWRRWKHUVWD-
keholders in the project, nor is it meant for the builders. Instead, it is a statement about
design thinking and representation, made during the early years of Postmodernism and
4 Figure 3 and its caption reproduced from Whyte et al. (2007), p. 22.
38 Visualization - G. Goldschmidt
meant for the cultural avant-garde of the time. Stirling chose to present an isolated
selected idea, in an unusual view (‘worm-view’ axonometric drawing).
Figure 4: James Stirling and Michael Wilford (1976). Axonometric up-views of major
elements in the Westfalen Museum, Düsseldorf (competition entry, not built)5.
Sketches are the most dominant mode of visualisation in design practise. Today they
are beginning to be produced digitally as well as manually, but sketches on paper are
far from obsolete in the design world. In fact design schools have re-discovered the
necessity of training students in free-hand drawing, after years of somewhat unrealistic
hopes that digital means will happily replace all manual design output. Sketches are not
all of a kind; Ferguson (1992) divides them into the thinking sketch, the talking sketch,
and the prescriptive sketch. In our terminology this means: sketching as a cognitive aid
in the generation of ides; sketching as an agent of communication, and sketching as
instruction for execution (e.g., for the construction of manufacturing). In this paper we
have largely addressed the talking sketch, which is prevalent in design practice where
% $
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40
The thinking sketch, on which we wish to focus here, does not need to be complete or
precise. In fact it may be partial, vague, incomplete, inaccurate, not necessarily true to
scale, and its level of concreteness of abstraction may vary sharply (within and between
sketches). Furthermore, it can be stopped at any time without losing what was done
to that point.
We shall conclude the discussion with a brief enumeration of what we hold to be the
major cognitive advantages of the sketch, which designers recognise and capitalise on,
and which secures its utility in the design process for the foreseeable future.
6 In conclusion
Whatever the differences in the design process between architecture and industrial de-
VLJQSUDFWLWLRQHUVLQERWK¿HOGVµWKLQNYLVXDOO\¶DQGFRQVWDQWO\YLVXDOLVHWKHLUWKRXJKWV
Often visualising is in fact thinking and not merely the recording of thoughts that had al-
UHDG\EHHQHQWHUWDLQHGLQWKHPLQG'HVLJQHUVLQERWK¿HOGVXVHDOOUHSUHVHQWDWLRQDQG
visualisation means available to them, from freehand sketching and manual drawing to
digital drawings, through physical models and various simulations and movies. Natu-
rally, more sketches are made in the front edge and more two- and three-dimensional
digital drawings are produced later in the design process. Models are built throughout
the process: they tend to be manual in architecture and digitally based prototypes in
Visualization - G. Goldschmidt 41
industrial design. In essence, the kinds of visuals that are made in practice are not
very different from the ones that have been made for hundreds of years, although we
can now produce many of them digitally. A notable exception are the visuals made for
display and publication not in the context of regular practise but rather as participants
in a cultural discourse, where the norm is to break conventions and present innovative
breakthrough concepts. The means utilised are correspondingly often novel.
,QSUDFWLVHZKHUHHI¿FLHQF\LVDQRYHUULGLQJYDOXHDQGJRDOPHDQVDUHDGMXVWHGWR
ends, and the most effective visuals are used for each purpose, i.e. the most conve-
nient, most economical and most potent modes of visualisation are selected at any
JLYHQWLPH7KHIDFWWKDWVNHWFKLQJLVVWLOOLQZLGHDQGIUHTXHQWXVHLVHYLGHQFHRIWKH
fact that, at least for the purposes of study and exploration, we have no tool that rates
higher. We must therefore conclude that sketching has advantages that to date cannot
be emulated by any other mode of visualisation. Sketching will continue to be in good
currency as long as it is the state of the art.
Acknowledgment
The writing of this paper was partially supported by a grant to the author from the fund
for the promotion of research at the Technion, hereby gratefully acknowledged.
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Visualization - G. Goldschmidt 43
IDE+A
Project Management
Design Processes - Wim Poelman and David Keyson (Eds.)
IOS Press, 2008 © 2008 The authors and IOS Press. All rights reserved.
4 Project and risk Management in architecture and
industrial design
Prof. dr. ir. J.W.F. (Hans) Wamelink1 and dr. John L. Heintz2
1
Professor, Department of Real Estate and Housing,
Faculty of Architecture,
Delft University of Technology,
2
Assistant Professor, Department of Real Estate and Housing,
Faculty of Architecture,
Delft University of Technology
Abstract
This paper describes the ways in which factors of project environments determine
the application of management concepts, particularly risk management, in industrial
design engineering (IDE) and architectural projects. The paper is based on a set of
eight design cases prepared for the IDE+A conference. Given the limited number of
cases and the constraints imposed by the overall case study design, it was necessary
to supplement the insight derived from the cases with a review of generally accepted
accounts of the design process in IDE and architecture. By sorting the cases according
to the emergent dimensions of internal vs. external project and market- vs. client-driven
and comparing the applications of project management concepts in each case, we will
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project management concepts are applied than do the disciplinary factors. Indeed, by
focusing on the project environment factors we may be in a better position to predict
SURMHFWPDQDJHPHQWDSSURDFKHVZLOOEHUHTXLUHGLQGHVLJQEXLOGRURWKHUXQXVXDORU
innovative project organisations.
Introduction
Although designers of all sorts are accustomed to operating under uncertainty, and
engage in many activities intended to reduce that uncertainty, they tend not to think of
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GH¿QLWLRQRIµSURMHFW¶H[WUHPHO\ZHOOWKLVRPLVVLRQVHHPVRGG)XUWKHUZKLOHGHVLJQHUV
are sometimes reluctant to speak of risks, and the word ‘risk’ is seldom used in the
design literature, the literature does cover most of the issues that are covered by the
notion of risk, and has done so for some time. However, which risks are considered
WREHVLJQL¿FDQWDQGZKLFKSURMHFWPDQDJHPHQWWHFKQLTXHVDUHXVHGVHHPVWRYDU\
greatly between different design projects. By examining a range of cases across from
WKH¿HOGVRI,'(DQGDUFKLWHFWXUHZHKRSHWRVKHGPRUHOLJKWRQWKHTXHVWLRQRIZKHQ
and where to best apply different notions of risk and project management in design
projects.
We will begin by comparing how project management is applied to IDE and architectural
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environment. By sorting the cases along these dimensions and again comparing the
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45
provide a clearer picture of how and why various project management concepts are
applied than do disciplinary factors. Because our focus is on the management of design
projects, we begin with a description of projects as seen from the perspective of
management.
Project managment
,QPDQDJHPHQWOLWHUDWXUHDSURMHFWLVXVXDOO\GH¿QHGDVDRQHWLPHVHWRIDFWLYLWLHV
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RI FRPSOHWLQJ WKHVH DFWLYLWLHV RQ WLPH ZLWKLQ EXGJHW DQG DFFRUGLQJ WR VSHFL¿FDWLRQV
(Robbins & Decenzo, 2004). Robbins and Decenzo attribute the growing popularity
of project management to the increasing rates of change in the contemporary world.
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projects are not well suited to the standardised operating procedures that guide routine
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of projects successfully.
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construction projects incur special risks and problems deriving from their organisations.
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RI SURJUHVV ¿QDQFH DQG TXDOLW\ ,Q PDQ\ FDVHV D ODUJH QXPEHU RI LQGHSHQGHQW
organisations are involved in the design and construction of a new building. Furthermore,
the design process continues even after construction has been contracted out, as the
primary contractor, sub-contractors and suppliers all redesign the various components
and details of the building. This may also be the case for some large-scale and complex
manufacturing projects (e.g. aircraft), in which a number of organisations collaborate
to develop highly complex products. Such internationally oriented projects are prone
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complexity, national rivalries, contracts and other factors. Most industrial products,
however, are simpler, with the design concentrated within a small group of actors, and
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case design engineering and production, are all included within the project; or series produc-
tion, in which only design is included in the project.
46 Project Management - J.W.F. Wamelink and dr. J.L. Heintz
with the possibility of a global distribution of part sourcing. In most product-design
processes, control of both design and production is much held more closely within the
design team. Even the simplest product, however, involves unexpected interactions
between design intent, user preferences, available technology and production
systems.
These characteristics imply that projects are surrounded by risk and uncertainty. An
important aspect of managing these projects is therefore dealing with these risks and
uncertainties. Winch (2002) described the project process as the dynamic reduction of
uncertainty through time (see Figure 1.). At the inception stages of a project, uncertainty
is very high: ‘the asset of the future is little more than an idea and possibly a few
sketches’. How high depends upon a number of factors, such as the extent to which
standardised components and solutions can be used. It is clear that reducing uncertainty
is an important part of managing projects: ’As the project moves through the life cycle,
uncertainty is reduced as more information becomes available – ambiguities in design
are resolved.‘ (Winch, 2002).
The aim of the project manager , or more in generally the function of project
management, is to achieve success in all aspects of the project. Conditions for the
successful application of business strategies are also referred to as success factors.
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necessary to distinguish between the success factors, which lead to successful projects,
and the success criteria, which are used to measure project success (Cooke-Davis,
2002). Thus, although success factors and success criteria commonly address similar
issues, we must clearly delineate the differences between cause and effect.
inception completion
none all
Uncertainty
amount of Amount of
information information
required processed
all none
0 Time
Figure 1: The project process as the dynamic reduction of uncertainty
(Winch et al., 1998)
Figure 2: triangle of project objectives
A second distinction that must be made is between ‘1) the internal characteristics of
project organisation such as time cost and performance goals, and 2) the external
characteristics, such as customer satisfaction’ (Shenhar, Dvir et al., 2001; Koutsikouri,
Dainty et al., 2006; Meredith and Mantel, 2006). It is conventionally assumed that
success, as measured by internal project characteristics, will necessarily lead to
customer satisfaction. but the Sydney Opera House, however, is a famous example
of the potential for a disconnect between the two. More importantly, building projects
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practice of altering recently completed buildings attests.
In the section above, several basic aspects of projects and project management were
introduced. Although theories of project management are much more mature than
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describe the differences concerning project management between the eight selected
cases within the IDE+A project, we use the most important concepts from the foregoing
section:
- Environmental properties of the project, in terms of risks and uncertainty
- Important management activities (risk management, estimating, scheduling,
organisation)
- Project results, in terms of budget, time and performance
As show in Figure 3, risk and uncertainty are determining factors in the description of
the project environment. We therefore discuss risk and risk management as it appears
in design projects and in the design literature.
In the last decade, risk management has become an important consideration in project
management (Lock, 2007). The term has emerged from management studies, and
has slowly become accepted in the building industry. However, the term seems still to
be novel in IDE, as indicated by its absence from recent books such as Von Stamm
(2003), which contains (only a single mention of risk). Older texts .such as Roozenburg
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ZHUHRQO\DEOHWR¿QGRQHWHDP DWWKH(LQGKRYHQ8QLYHUVLW\RI7HFKQRORJ\ ZRUNLQJ
on ‘risk management’ in product design. This does not mean that the concerns of
risk management have been ignored. For many of the issues associated with risk are
considered to be standard issues in the product design process. Keizer, Vos and Halman
have studied perceptions of risk in product product-design processes (Halman, 2002;
Keizer et al., 2005). They have found that, when prompted, product design teams
identify a large number of risks in their projects. In one study, Keizer et al listed 142
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designers are well aware of the risks associated with their projects. It is simply that they
consider them to be normal to design practice.
From their list of perceived risks, Keizer et al derived a shorter list of the 10 most
IUHTXHQW
It is interesting to note that in the case study material, the industrial design engineers
provided very little information on risk management in their responses to either the
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Thus, it seems as if, while the terminology is not widely accepted in IDE, the issue is
fundamental to how industrial designers go about their work. Indeed MMID devotes an
extensive section of their website to risk management (MMID 2007). It is possible that
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In construction management, the term ‘risk’ is more widely accepted, and researchers in
this domain have also indexed perceived risks. Contractors have long been understood to
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number perceived risks (El-Sayegh, 2007; Mbachu & Vinasithamby, 2005). Consultants
too perceive risks in their work. In their study of Australian building consultants and
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market for buildings were not perceived as risks by either consultants or contractors.
One thing emerges clearly in comparing lists of perceived risks in Architecture and IDE.
In the construction industry, perceived risks are narrowly focused on project organisation
and management issues. In contrast, the risks perceived in IDE span a wide range of
issues, including ‘consumer acceptance and marketing’, ‘public acceptance risks’, and
‘commercial viability risks’. These perceived risks could be compared as follows:
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The key difference between the two disciplines is the degree to which risks associated
with the market or with production are perceived, carried and dealt with by the designers.
In architectural projects, the designers carried little or no risk. In IDE projects, the
designers were often situated within an organisation carrying the project risk, and be
therefore more attentive to these risks and more able to address them.
The cases
Turning now to the cases, we began our analysis of the cases by creating a table in
which we could compare a number of salient characteristics of each project. We were
looking for patterns, for predictors of project management behaviours.
3 The lists of perceived risks in architecture and construction were compiled by the
authors based on traditional project organisations, in which design and construction are carried
out by different parties. The distribution of risk perceptions may be different in newer integrat-
ed project organisations.
Project Management - J.W.F. Wamelink and J.L. Heintz 51
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Organisations
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which consisting of a staff of sometimes multidisciplinary designers (some of whom
are multidisciplinary) with, normally, no investment in the product and no productive
capacity, and 2) large companies whose business is the design, production and
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organization external projects, as the design team is external to the producer. The
second type of organisation has an in-house design staff, and is responsible for the
organization of, if not the actual, production of their products. We refer to the projects
in these organisations as internal projects, as the design team is (largely) internal to the
producing organisation. In all of the architectural design cases, the design was carried
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in one of these cases there is a very close relationship between the designer (Spark
Design) and the producer, Eurotool/Carver Engineering. In the other two IDE cases, the
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design consultants.
Thus, it is already clear that we cannot say that one organisational form is inherent
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architecture cases, this is not a matter of principle. but only of custom. In the case of
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company – similar to that of Spark Design and Carver Engineer. The advent of design-
build and other integrated contract forms is leading to new organisations where, at
least for the term of the project, design and production are more integrated. In Japan,
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venture to conclude that the discipline does not determine the organisational form of
either the design team or the design project.
Further, we notice two types of projects in the cases. One project type is a one-off
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type is the development of a product to be marketed to a mass audience. We can call
these client-driven and market-driven projects, respectively. Figure 3 shows the cases
arrayed in a matrix according to these two project environment dimensions. We will
contend that these dimensions give us a much more reliable indication of how project
management considerations are typically applied in design projects.
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Market-driven projects
Figure 5: Cases
The projects in this category are characterised by the fact that the design activities are
carried out by and for businesses that will market, produce and distribute the products
themselves. The project environment is therefore market oriented. In this category, we
have placed, not only all of the IDE examples, but also one of the architectural cases:
the 1-2-3 Huis., (although in this case the concept was not developed completely in-
house).
Initially, there was a great deal of uncertainty about the production costs for these
products. Uncertainties that played a role in this regard include the demand for the
product, the price that the market would bear and the manufacturing technologies that
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The reaction of anonymous end users was of great importance throughout the entire
Dealing with these uncertainties and risks is an important part of project management.
Characteristic of this is a phased approach to the design process with clear decision
moments. Most design processes can be seen as proceeding according to following the
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model building and testing, engineering, production start-up, and series production.
In some cases you can observe a structured risk analysis sometimes using standard
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risks are allayed through extensive testing of prototypes. In this manner, the designers
have attempted to match product performance to user expectations, in accordance with
the business model driving the product development process.
Remarkably, the designers in this group undertook the management of the entire
product development process. Planning, estimating and monitoring seem to be seen
as core activities. by the design team. No only the costs of the design projects, but
also the costs of production and delivery were carefully analyzed and optimised by
the designers. for cases in which the budget for the design of the product proved
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projects. For the designers, the primary management goal was to optimise the return
on investment for the project as a whole.
Client-driven projects
Characteristic of client-driven projects is the fact that they are based on a brief supplied
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brief as well, but in general this leads only to slight changes in the brief. The client’s
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be additional design constraints such as typical project management goals as budget
and time. The client often contracts the management of the project out to a project
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management of the project, and is therefore in general less able to ‘steer’ the design
project.
The budget for design is usually determined in advance, and is normally set as a
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the time they invest in the project. The designer is, therefore, not always encouraged
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brief. Issues such as Design for Fabrication normally fall outside the architect’s scope of
interest. The architect’s scope is negotiated anew for each new project with the client
and the other design consultants.
Conclusions
While noting that the exact form taken by project management activities is determined
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of tentative conclusions regarding how the general character of the project environment
determines project management. We may begin drawing conclusions by examining the
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and performance) in market- and client-driven projects.
In market-driven projects budget overruns are not always considered negative project
results. On the contrary, additional expenditures seem to be readily accepted in Rather,
in cases where other factors are more highly valued additional expenditures seem to be
readily accepted, if they lead to higher performance and therefore a higher expected
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Performance and budget (i.e. development budget) may therefore be traded off against
each other relatively freely. The budget for the Beertender, for example, was expanded
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Carver.
Time, however, seems to be the crucial constraint in market-driven projects. The internal
project manager makes a global plan for the project. This schedule seems rarely to be
extended.
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tension between the owner of the building (TU Vastgoed) and the users (Faculty of
Industrial Design staff). Further, while building design projects often span a period of
years, and the organisations to be accommodated continue to evolve throughout the
duration of the project. This often leads to changes in the users’ needs and negotiations
that lead to deviations from the originally stated brief. On the other hand, the market
determines what the expected performance should be, through market research and
product testing.
The architectural design process is more complex. There are more parties involved,
and many aspects of the design are contracted out to other parties. In some cases, the
architect will provide only the concept design, and the working out of that design in
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Thus we see that risk management, while not being named as such, is carried out in a
more structured fashion in IDE projects than in architectural projects. In architectural
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external consultants or internal to the client organisation. This leads to a sort of
conservatism, in which meeting predictable ends is more important than maximising
performance. Innovation in architecture is, therefore, exceedingly gradual, and it tends
to be focused on aesthetic issues. In this respect it should be noted that the only
architectural project where patents were sought was the market-driven 1-2-3 Huis
project. The only market-driven project not to seek patents was the A230 Chair, were
Arhrend sought alternative means to protect their intellectual property.
From this short study it can be seen that there are many similarities as differences
between the ways in which project management as it is applied in IDE and architecture.
In summary, we can say that IDE projects are managed to meet product and investment
performance expectations, while architectural projects are managed to achieve
compliance with briefs.
More interestingly, the distinction between IDE and architecture is not always evident. The
categories of market-driven and client-driven projects are more illuminating, as are the
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DUFKLWHFWXUDO¿UPWKDWDUHERWKZRUNLQJRQFOLHQWGULYHQSURMHFWVDUHOLNHO\WRKDYHPRUH
LQFRPPRQWKDQZRXOGDQ,'(¿UPDQGDQ,'(GHSDUWPHQWLQDODUJHFRPSDQ\ZRUNLQJ
exclusively on internal projects. Indeed, focusing on project-environmental factors may
enhance our ability to predict the types of project management approaches that are
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References
Abstract
7KLVFKDSWHUIRFXVHVRQWKHFDXVHVDQGFRQVHTXHQFHVRIHQKDQFHGFRPSOH[LW\RIGH-
sign activities by the social context. The eight design projects, which were used as
stimulating material, were analysed towards the variables which contributed to the so-
cial context. All interviewees discussed collaboration between different stakeholders as
one of the main ambiguous issues in the design process. In the paper the challenges of
the three problems prevalent in most projects are analysed in further detail: unshared
or contradictory goals between different stakeholders involved in the process, the need
IRUFURVVGLVFLSOLQDU\FRPPXQLFDWLRQDQGWKHXQLTXHQHVVRIWKHSURMHFWV)LQDOO\WZR
concepts are presented and further detailed in how they may provide opportunities of
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Introduction
In the past the designer was a creative genius, a creator and the artist behind the ‘prod-
uct’. Today, it’s common to state that design is a social process (e.g. Bucciarelli, 1994)
since many design projects are far too complex for individual designers. Technological
DGYDQFHVKDYHOHGWRLQFUHDVLQJVSHFLDOLVDWLRQZLWKWKHFRQVHTXHQFHRIDQLQFUHDVLQJ
QHHGIRUWHDPZRUNLQWKHFRQWH[WRIPXOWLGLVFLSOLQDULW\7KHIRUPHUVHTXHQWLDOSURG-
uct development processes within one organisation have changed to concurrent engi-
neering processes, often involving several organisations. Thus, the designer is often a
member of a multi-disciplinary product development team including disciplines such as
marketing and mechanics, software, product control, and more.
The same is true for architects, whose work includes collaboration with disciplines such
as statics, installation, construction, etc., each of them contributing their particular
GRPDLQVSHFL¿FH[SHUWLVH
$W¿UVWJODQFHWKLVVLWXDWLRQVHHPVWREHKLJKO\HIIHFWLYHEHFDXVHWKHRQO\RSWLRQIRU
coping with these complexities is to integrate the expertise and knowledge of different
disciplines. This synergistic effect is especially emphasised in the theoretical framework
of social cognition:
61
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FRQÀLFWVGXHWRWKHLUODFNRIDVKDUHGPHQWDOPRGHO %DGNH6FKDXEHWDO
2007).
Considering only these two aspects it becomes obvious that the social context adds ad-
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In the following chapter the main challenges which constitute social complexity in de-
sign collaboration will be outlined and in the third part (chapter 3) some theoretical
analyses explain the aspects which are most important when considering how to cope
with these challenges successfully.
1 Challenges
:RUNLQJZLWKRWKHUSURIHVVLRQDOVLQDSURMHFWWHDPUHTXLUHVIRFXVLQJRQWKHDFFRPSOLVK-
ment of the task at hand while embedded in a complex social process. The challenges
resulting from this situation are of various kinds; the three challenges discussed here
are taken from the interviews of four architects and four industrial designers (from 8
different projects) who were involved in the design of well-known Dutch buildings and
products (8 different projects). These projects were chosen because they represent
design success stories in architecture and product development.
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,QWKLVFKDSWHUWZREDVLFFRQFHSWVDUHVXJJHVWHGZKLFKUHTXLUHIXUWKHUUHVHDUFKLIZH
want to understand and support multi-disciplinary design collaboration: coordination
and team mental models.
2.1 Coordination
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organised and distributed effectively in terms of team, time and space. As projects
Social complexity - P.G. Badke-Schaub 63
always have to cope with the intersections between disciplines it is necessary to make
sure that the individual contributions are in line with the various interconnections. The
PRUHLQWHUFRQQHFWLRQVWKHPRUHFRRUGLQDWLRQLVQHFHVVDU\7KXVDGHTXDWHFRRUGLQDWLRQ
is a precondition for precisely aligning individual contributions to the team as well as
contributions between teams. The way to coordinate may be different, depending on
the use of tools, channels and media (see Figure 2).
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Groups working together for a longer period of time develop a common history and as
DFRQVHTXHQFHLPSOLFLWFRRUGLQDWLRQHVSHFLDOO\IRUZHOONQRZQDQGVWUXFWXUHGSDUWVRI
64 Social complexity - P.G. Badke-Schaub
their work. However, when collaboration in teams is begun, coordination is communi-
cated explicitly and this creates a ‘common ground’ (Clark & Brennan, 1991), which
UHÀHFWVVKDUHGLQIRUPDWLRQDQGVKDUHGEHOLHIV
There is also empirical evidence that teams tend to avoid coordination or postpone the
start of coordination activities until it becomes obvious that the current muddling-through
strategy is not successful (Hackman, Brousseau & Weiss, 1976). Gersick (1988, 1989)
derived from an analysis of project teams that halfway through the project timeline a
transition phase occurs, characterised by a sudden change of strategies. Resources can
EHZDVWHGDVWKHFRQVHTXHQFHRIRPLWWHGFRRUGLQDWLRQEXWLQDGGLWLRQSRRUGHFLVLRQV
can be made, which affects the result of the whole project in a negative way.
5HÀHFWLRQRQWDVNDQGVRFLDOFRQWH[W
‘You always have to stay critical about why you are doing something. This goes for the
building but also for the management’.
7KLVVWDWHPHQWE\DGHVLJQHUHPSKDVLVHVµUHÀHFWLRQ¶DVDQLPSRUWDQWSDUWRIWKHGHVLJQ
process.
7KHUHDUHQ¶WPDQ\HPSLULFDOVWXGLHVDQDO\VLQJUHÀHFWLRQDVSDUWRIKXPDQFRJQLWLRQ
*XUWQHUHWDO VKRZHGWKDWUHÀHFWLRQHQKDQFHVSHUIRUPDQFHPHGLDWHGE\VWUXF-
tured communication and the similarity of mental models. Another interesting result
UHIHUVWRWKHGLIIHUHQFHVEHWZHHQLQGLYLGXDOVDQGJURXSVLQWHUPVRIUHÀH[LYLW\LQGL-
YLGXDOUHÀH[LYLW\ZDVVXSHULRUWRJURXSUHÀH[LYLW\EHFDXVHJURXSUHÀH[LYLW\LQFUHDVHG
WKHGLVFXVVLRQRIYHU\JHQHUDOVWUDWHJLHV2EYLRXVO\UHÀHFWLRQHQKDQFHVSHUIRUPDQFHDV
ORQJDVLWIRFXVHVRQWDVNVSHFL¿FVWUDWHJLHV
&XUUHQWO\WKHUHDUHQRHPSLULFDOVWXGLHVWKDWLQYHVWLJDWHWKHUROHRIUHÀHFWLRQRQWKH
VRFLDOFRQWH[WDQGLWVLQÀXHQFHRQSHUIRUPDQFH
3 Conclusions
7KLVSDSHUDLPHGWRIRFXVRQWKHVLJQL¿FDQFHRIVRFLDOFRPSOH[LW\WRFROODERUDWLRQLQ
design. Social complexity relates to the social context that a project team works in and
WKXVLQÀXHQFHVWKHGHFLVLRQPDNLQJSURFHVVRIWKHSURMHFWZRUN
Interviews with designers responsible for successful Dutch projects in architecture and
product development formed the background for the analysis presented here of the
impact of social complexity on collaboration in design teams. Although all projects were
successful the interviewees also reported some restrictive factors, such as contradicting
goals between the different parties involved. Finally, two major theoretical concepts
(coordination, team mental models) are discussed which provide further ideas to suc-
cessfully dealing with complex design projects in social context.
References
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models in design teams: A valid approach to performance in design
FROODERUDWLRQ"&R'HVLJQ
Bierhals, R., Schuster, I., Kohler, P., Badke-Schaub, P. (2007). Shared mental
models - linking team cognition and performance. Co-Design, 3,
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Bucciarelli, L.L. (1994). Designing Engineers. Boston: MIT Press.
Cannon-Bowers, J. A., Salas, E., & Converse, S. (1993). Shared mental models
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Gersick, C.J.G. (1988). Time and transition in work teams: Toward a new
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Gersick, C.J.G. (1989). Marking time: predictable transitions in task groups.
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Gurtner, A., Tschan, F., Semmer, N.K. & Nägele, C. (2007). Getting groups to
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process, team performance, and shared mental models. Organizational
Behavior and Human Decision Processes, 102, 127-142.
Hackman, R.J., Brousseau, K.R. & Weiss, J.A. (1976). The interaction of task
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Katzenbach, J.R. & Smith, D.K. (1993). The Wisdom of Teams: Creating the
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Klimoski, R., & Mohammed, S. (1994). Team Mental Model - Construct or
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Lim, B.-C., & Klein, K. J. (2006). Team mental models and team performance:
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accuracy. Journal of Organizational Behavior, 27, 403-418.
Mathieu, J. E., Heffner, T. S., Goodwin, G. F., Cannon-Bowers, J. A., & Salas, E.
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and normative comparisons. Journal of Organizational Behavior, 26,
37-56.
Mohammed, S., & Dumville, B. C. (2001). Team mental models in a team
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6WHPSÀH-+EQHU2 %DGNH6FKDXE3 $IXQFWLRQDOWKHRU\RI
task role distribution in work groups. Group Processes and Intergroup
Relations, 4, 138-159
7DQJ-& ,VDDFV( :K\GRXVHUVOLNHYLGHR"VWXGLHVRI
multimedia-supported collaboration. Computer Supported Cooperative
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Introduction
,Q WKH ¿HOG RI HQJLQHHULQJ GHVLJQ LQGXVWULDO GHVLJQ DUFKLWHFWXUH DV ZHOO DV XUEDQ
GHVLJQ D VSHFL¿F GHVLJQ SHUVSHFWLYH NQRZQ DV GHFLVLRQEDVHG GHVLJQ KDV EHHQ
explored for several years now.
Over the past decades, design theory research has taken several twists and turns,
as computational tools became the standard for how engineers of all disciplines ‘did
design’. In an early National Science Foundation Workshop report (Newsome et al.,
1989), research was categorised into topical areas focused on the design process
that included the computational modelling; the cognitive and social aspects; the
representations and environments; the analysis tools including optimisation and the
design ‘for’, such as ‘for manufacturing’. At that time, the NSF programme was called
‘Design Theory and Methodology’ and consisted of three components that essentially
FDSWXUHG WKHVH ¿YH WRSLFDO DUHDV WKH ¿UVW µ6FLHQWL¿FDOO\ 6RXQG 7KHRULHV RI 'HVLJQ¶
HVWDEOLVKHGDKRPHIRUSURSRVDOVWKDWZHUHGLUHFWHGDWFUHDWLQJWKHVFLHQWL¿FEDVLVIRU
the design process. The second, ‘Foundation for Design Environments’, was aimed at
advancing the understanding of fundamental generic principles that could be used and
understood across engineering domains. The third, ‘Design Processes’, was focused on
the how and why of the design process, including early work on life-cycle concepts and
concurrent design (Durham, 2006).
$WWKLVSRLQW\RXPLJKWDVNµ6RZKDWLVQHZ"¶7KHWRROVFHUWDLQO\KDYHDGYDQFHGRYHU
the years, from early computer-aided design (CAD) through solid modelling capability.
The introduction of virtual reality, computer integration engineering, and collaborative
and distributed design processes created demands on the community to focus on how
decisions were made, under what conditions and to what purpose. Decision-based
design became a major thrust for the research community, with the issues of uncertainty
and predictive modelling capability becoming the foci. As with any science, the theories
must be put forward, tested for consistency and completeness, and then incorporated
(or not) into the framework of the science. This is true, too, for engineering design, if it
LVWREHFRPHPRUHWKDQMXVWDQDGKRFLQWXLWLYHSURFHVVWKDWLVGRPDLQVSHFL¿F
During the late 1990s, members of the engineering design research community articulated
a growing recognition that decisions are a fundamental construct in engineering design.
This position, and its premise that the study of how engineering designers should make
choices during the design, represented the foundation of an emerging perspective on
design theory called decision-based design (DBD). DBD provides a framework within
which the design research community could conceive, articulate, verify and promote
WKHRULHVRIGHVLJQEH\RQGWKHWUDGLWLRQDOSUREOHPVROYLQJYLHZ$VGH¿QHGE\&KHQHW
al. (2006):
Decision-based design (DBD) is an approach to engineering design that recognizes the
substantial role that decisions play in design and in other engineering activities, largely
characterized by the ambiguity, uncertainty, risk, and trade-offs. Through the rigorous
application of mathematical principles, DBD seeks to improve the degree to which these
activities are performed and taught as rational, that is, self-consistent processes.
69
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based design for some years. The group’s focus is on a collaborative approach to
architecture, urban planning, and project management. It offers concepts and methods
to combine technical and social optimisation into one integrated design process
(Binnekamp et al., 2006).
IDE+A Case Study Analysis, IDE+A Workgroup TU Delft (2008), pp. 4-5:
Introduction - Case 1: Westraven Utrecht - Company: Cepezed
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renovated. The building was designed by Jan Lucas (of Lucas & Niemeijer)
in 1975. The building stands at a particular spot that is known as the
‘bellybutton’ of the Netherlands. Jan Pesman has looked at the exact middle
point of the Netherlands but this was not the correct location. However, the
location is characterised by the crossing of waterways and roads such as
the Amsterdam-Rhine canal and the A2 highway. This location is therefore
very precious to an organisation such as Rijkswaterstaat (the Ministry for
Transport, Public Works and Water Management). There was a contest, in
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of the working space and that surrounding buildings should have glass
windows which could be opened. In order to open the windows they
developed a double façade system with a semitransparent fabric in order
WR¿OWHUOLJKWDQGUHGXFHZLQGVSHHG
Social Complexity in Collaboration - Case 1: Westraven Utrecht -
Company: Cepezed
Describe the structure, mutual communication and the relationships during
the collaboration by those involved in the project.
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He was the architect. According to Jan, he is at the top of the food chain. You
generate ideas, which you discuss with the design team. These proposals
are then taken to the customer (in this case, the Rijksgebouwendienst
(Government Buildings Agency)). As the architect, you are president of the
design team. This means that you also have a vote about which external
advisors take part in the project.
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In general, the role of the architect is reduced little by little. Jan Pesman
says that architects revolt against this. He sees more and more responsibility
being placed in the hands of the construction company. The architect has
to make a nice drawing and the construction company executes the plans
the way they like it. The danger here is that the construction company aims
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DVSRVVLEOH-DQDGYLVHVPDNLQJDGHVLJQ¿QDOGRZQWRWKHVPDOOHVWGHWDLO
and then going to a construction company.
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A total of seven parties were involved.
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1. The client / user: Rijksmonumentenzorg (Netherlands Department for
Conservation) and Rijkswaterstaat.
2. The design team: architect (Chair of the design team), Construction
company, structural and installation technology
3. External advisors or specialists
4. Cost management
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Only the architect was from Cepezed. All of the other parties involved were
from outside the Cepezed organisation.
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tends increasingly to run aground in a ‘combinational explosion’. At such moments,
there are too many options, too many opinions and too many alternatives.
If designers bring in the expertise of specialists to reduce the size of the solution space,
A decision-based design approach - P.P. van Loon, R. Binnekamp and J. Burger 71
WKHLUSRVLWLRQEHFRPHVHYHQPRUHGLI¿FXOW6SHFLDOLVWVRQO\VHOHFWWKRVHFRPELQDWLRQVRI
options that lie within their own discipline. When the designers go on to combine these
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assessing which combination was important for the whole, and which was the mostly
likely to meet the goals of all involved.
Many designers attempt to deal with this dilemma of ‘too many combinations at the
start’ and ‘too few options after selection’ by setting up a broadly based design team.
On such a team, the designers work with specialists, jointly exploring the solution space
and determining the best combination of sub-solutions. Unfortunately, this approach
often also tends to run aground, when the client and users fail to approve the result
SURGXFHGE\WKHSURIHVVLRQDOGHVLJQWHDP7KH\PLJKW¿QGLWµWRRDPELWLRXV¶µXQIHDVLEOH¶
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To prevent this kind of rejection, designers often enlist the aid of process experts, asking
them to devise a decision-making process for the team. This process sets out what has
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sub-design, then the next, etc. This enables the team to work towards a result with
some degree of certainty, but also entails the risk that a series of sub-optimum design
decisions will lead to a sub-optimum design result.
A designer who had been given a very complex design commission wanted to know
before he started whether the client realised what he was getting into. He therefore
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profession, and had never commissioned a designer before.
The designer had come up with an unusual way of immediately and tangibly illustrating
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of his studio. Sjoelbak originated in Friesland, a province in the north of the Netherlands,
where it is a popular family game. It consists of a long rectangular wooden box (the
VKXIÀHERDUGLWVHOI DQGZRRGHQGLVNVVLPLODUWRLFHKRFNH\SXFNVNQRZQLQWKHROG
Frisian language as ‘sjoelen’. Players slide the disks from one end of the box to the
other with their hand, through a number of holes (originally four), each of which has
a different score. The person who scores the highest number of points with a given
number of pucks is the winner (Figure 1(a)).
The designer began playing and pushed a number of pucks in the direction of the holes.
Then he stopped. The state of the game at that point was just right for explaining the
complexity of the design commission (Figure 1(b)).
(a) (b)
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(a) (b)
Figure 2: The second game
‘If we don’t use all the holes,’ explained the designer, ‘there are fewer possible
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experts did a great job helping to reduce the number of holes that were in play. But
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The client looked desperate. ‘Listen, you’re well known as a good and, above all, clever
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Of course the designer had hoped the client would say this. To illustrate his planned
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They all, including the client, stood around the board. It had been adjusted so that the
direction of the pucks would be affected in a variety of ways. The players at the sides of
the board could steer the pucks by pushing or pulling at the sides, which were hinged
(Figure 3(a)).
After the designer had pushed a number of pucks towards the holes, between the now
ÀH[LEOHVLGHVWKHVLWXDWLRQZDVVXFKWKDWKHFRXOGH[SODLQSUHFLVHO\KRZKHLQWHQGHGWR
approach the design commission (Figure 3(b)).
(a) (b)
Figure 3: The third game
‘Look,’ he said, ‘now everyone has affected the outcome, but we don’t know who had
what effect. We do know however that everyone had to take everyone else into account.
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outcome was not known at the outset. No one was able to steer the pucks entirely as
he wanted. If we play the game like this a few times, we’ll get better at it, and be able
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group preferences. And we can also arrange to leave open the possibility of pushing the
pucks into certain holes at a later stage’.
The client now fully realised what he had embarked upon. He was particularly pleased
with the idea that he could involve people other than professional designers directly in
the process.
The design situation illustrated above by the Sjoelbak game is known as ‘design by means
of the combination of sub-solutions’. This method was developed in the late 1960s and
early 1970s in the framework of what was known at the time as ‘systematic design’ or
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step-by-step combination of sub-solutions into one design were developed. Initially
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been successfully applied in practice by many designers they came to be used by design
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time, problems were sometimes encountered by the last two applications. There were
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could not simply be applied to design teams and design organisations, especially not
in complex and large-scale projects, such as large buildings, residential areas, cities,
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due to the impossibility of bringing together the large number of parties involved, all
with their own design goals and design ideas, and of incorporating the ideas into one
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large numbers of sub-solutions.
Systematic design emanated largely from classic conceptions of rational and modern
design. While the systems approach, which originated in the thirties, had a strong
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decision theory and management science also helped shape the combination method,
albeit to a lesser degree.
The classic conception developed in the 1950s when the search for new design
methods was underway. Designers and design theorists had seen that commissions
were becoming more complex and that existing design methods were proving to be
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ZHUHLPSRUWDQWIHDWXUHVRIWKHVHPHWKRGV )RTXpS +RZHYHUWKHXVHUVRI
SURGXFWVZKHWKHUWKHVHZHUHKRXVHVUHVLGHQWLDODUHDVRUWUDI¿FLQIUDVWUXFWXUHVZHUH
beginning to ask why these products had been designed in a particular way. People
wanted to discuss the effectiveness and the effects of new products before they were
made. The designer’s personal vision was no longer enough. People wanted a rational
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$W WKH WLPH WKH V\VWHPV DSSURDFK DQG F\EHUQHWLFV KDG D VWURQJ LQÀXHQFH RQ WKH
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(1975) and Tzonis (1982) wrote a great deal about this. A whole school emerged
around what is now known as ‘systematic design’. Even today there is interest in these
views and they are widely propagated in the framework of developments in computer-
aided design and the role of information systems in design processes, including those
used for complex design commissions. Designers are slowly beginning to realise that
WKH FRPSXWHU KDV FUHDWHG QHZ WHFKQLTXHV IRU ZKLFK WKHUH LV QR IRXQGDWLRQ LQ WKH
classic conceptions of design. As Mitchell (1990 p. 13) put it: ‘We must embrace the
possibilities of design that have ambiguous and unstable structural descriptions’. He
goes on to say that we can no longer use only the ‘stable, universal design rules’ of the
1950s and 1960s, on which computer-aided design is still often based.
)RTXp PHQWLRQVWZRDVSHFWVLQFRQQHFWLRQZLWKFODVVLFV\VWHPDWLFGHVLJQWKH
form-function dichotomy and goal orientation. In the 1950s, when new design methods
were being developed, there was a shift from ontological thinking to functional thinking.
It was felt that ‘meanings are not immutable and exclusive entities that reside within
things and can be discovered by the creative force of an exploring subject, but are,
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must determine form. The design process must begin with an analysis of functions and
then move to a synthesis of appropriate forms (sub-solutions). The systems approach
provided a conceptual framework on the basis of which all manner of systematic and
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cultural norms and values into design, which had dominated thinking on design until
then, faded into the background. The systems approach placed the goal orientation of
design activities in the foreground. From then on all design considerations and goals
KDGWREHFOHDUO\DQGORJLFDOO\GH¿QHG+RZHYHUWKLVUHTXLUHPHQWZDVQHYHUSURSHUO\
put into effect.
The literature contains many general phase models for the division of the design
process based on the method of combining sub-solutions. Roozenburg and Eekels
SS SURYLGHDQRYHUYLHZRIWKHVHPRGHOVLQWKH¿HOGRISURGXFWGHVLJQ
Jones (1970) and Hamel (1990) do the same for architectural design. McLoughlin
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regional planning.
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would concur that these models all have the same structure, which is simply presented
in a different manner in each case. Figure 5 shows this structure in a form which is
suitable for our purposes.
This general phase model shows that the cycle of formulating and combining sub-
solutions (the divergence-convergence cycle) may take place many times during a
design process. In Figure 5 it takes place twice: from the outset, up to and including
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The general model does not show who determines the division of the search space and
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include its decision-making environment.
Management can be described on the basis of its two main components, coordination
and control. Coordination is the linking of the activities and decisions of different
individuals. This allows a particular piece of work to be carried out as a complete entity.
Coordination is normally based on the allocation of responsibilities within the work
process; control is steering the process in the desired direction. This mainly entails
correcting any mistakes.
A decision-based design approach - P.P. van Loon, R. Binnekamp and J. Burger 79
Generally speaking, a process will have been managed properly only if the results are
consistent with the values and characteristics determined beforehand. Management
ensures that the process is steered towards those results. Representing this as a simple
control model, we can say that the management body determines the interventions that
are necessary to the process and its support to obtain an output with those particular
values and characteristics. This is represented in Figure 6.
Since, at the outset, the outcome of the design process is at best vague, management
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by step. Moreover, since it is not entirely known at the outset how the design process
will be structured, management will also have to focus on setting it up and altering it
during the process: changes in the phasing, reallocation of the tasks that have to be
performed, links between the phases, etc.
The design literature, and particularly the literature on decision theory, mentions a
number of ways of achieving an effective structure for the design-decision process
and a good design-decision result. I shall simply set out the general framework for the
structuring of the design-decision process, using the model Herbert Simon has devised
for a decision-making process (in: Davis and Olsen, 1985 p. 199). His model is simple
and, partly as a result of its simplicity, has become very well known. According to this
model, a decision-making process can be structured around three process phases (Figure
7): intelligence, the phase during which problems and possibilities are investigated;
design, the phase during which problems and possibilities are analysed, and feasible
solutions are generated; and choice, the phase during which options are selected from
the various possibilities, and the chosen option is put forward for implementation.
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UHVRXUFHVWKDWDUHDSSOLHG URRPVFRUULGRUVRI¿FHVHQWUDQFHKDOOHWF DQGWKHORFDWLRQ
of those resources in architectural space. Traditionally this was the architect’s problem
to solve; in modern practice the owner/principal as well as a whole range of technical
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Increasingly, the prospective users themselves (as distinct from management or
developers) also demand – and receive – a voice in these negotiations. This has led to
a dramatic increase in the complexity of design processes, in which the design object
can sometimes be forgotten.
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building design management, operations research, and measurement theory. It enables
a number of stakeholders from different disciplines to optimise and steer the design
together, each from their own perspective, by indicating preferences and restrictions on
function-location combinations, in an iterative search for a better design.
This new tool, the Architectural Design/Decision Room, builds on an earlier tool which
was successfully used in the design negotiations around the renovation and expansion of
one of Amsterdam’s major museums, the Stedelijk Museum. The Architectural Design/
Decision Room also shares many ideas and technologies with the Urban Decision Room,
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TXHVWLRQV
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a number of limitations faced by any preference-based system due to the nature of
‘preference’ and the current state of knowledge of measurement theory on this issue.
Figure 11: Visualisation of functions allocated to spaces in the original SMA tool.
D $OOÀRRUV E &ORVHXSVKRZLQJDYDLODEOHDUHDDQGDOORFDWLRQSUHIHUHQFHVSHUURRP
Figure 12: (a) A single set of preferences are used for all stakeholders; (b) The discussion
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results.
Figure 13: (a) An independent set of preferences is used for each stakeholder;
E 7KHGLVFXVVLRQURXQGFRQVLVWVRQO\RIUHÀHFWLRQRQWKHUHVXOWV
The ability to accept multiple sets of preference inputs can be added to the model
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can be extended by adding a set of users to the input variables, which then allows the
function-to-space preference to receive an additional index k representing the user
whose preference it is. Ultimately, of course, the numerical model must optimise to
some aggregate or combined resulting form of these multiple preference sets; the
VLQJOHSUHIHUHQFHVHWZKLFKGHVFULEHVWKLVIRUPFDQVLPSO\EHVXEVWLWXWHGLQWRHTXDWLRQ
(1), which then functions as before.
For functions f, spaces s, users u, preferences p, and allocations a, the function of the
numerical model can be given as:
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DVVXPSWLRQPHQWLRQHGDERYH8QIRUWXQDWHO\WKLVLVQRWDWULYLDOTXHVWLRQDQGWKHLVVXH
of preference values and operations involving preference will be looked at further in
section 9.
In models where there is only a single set of preference inputs, or where the various
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models), there is no need for any form of preference addition, as the constraints can
be applied independently. As soon as more than one stakeholder is able to express a
preference regarding the same thing – here the allocation of a particular function to a
particular space – these distinct preferences clearly have to be combined, somehow, at
VRPHSRLQWIRUWKHPRGHOWR¿QGDJURXSVROXWLRQ'HSHQGLQJRQWKHW\SHRISUHIHUHQFH
this can be necessary in the constraints of the model or in the construction of the
objective function.
Expressed in words: the area of function i allocated to space j must be less than the
area of space j multiplied by either 0 or 1, i.e. either less than 0 or less than the area
of space j.
If Boolean preferences are to be combined, there are two simple implementations:
a) each constraint is treated independently, so that every stakeholder must assign
TRUE for a function to be allocable; b) all constraints are evaluated, and if any one
stakeholder assigns TRUE, the resulting value is also TRUE. There are more complex
IRUPVLPDJLQDEOHIRULQVWDQFHUHTXLULQJDPDMRULW\ ӃӃӃ
For completeness, it is of course also possible to implement a Boolean veto preference
as may/must instead of may not/may. This is not often used, however. Alternatively,
one can easily extend the Boolean veto system to a tri-valued system, may not/may/
must. This has been implemented in a limited way in our urban planning models, with
WKHVHVVLRQOHDGHUEHLQJDEOHWR¿[IXQFWLRQVLQWKHPRGHOZLWKJURXSDSSURYDO:KHUH
¦ j aij
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DQG PXVW FDQFHO HDFK RWKHU RXW" 2U GRHV RQH KDYH SULRULW\ RYHU WKH RWKHU" 'RHV D
SDUWLFXODUVWDNHKROGHURYHUUXOHWKHRWKHUV"
We will now introduce an alternative extensible notation for preference values, which is
N O M
M C M M
O N O
N N
Table 1: Combination table for {N, 0, M} (tri-valued veto system) and two stakeholders.
These rules can be expanded for an arbitrary number of stakeholders.
N 0 1 M N 0 1 M
M C M M M M C M M M
1 N 1 ? 1 N 1 1
0 N 0 0 N 0
N N N N
Table 2: Combination table for {N, 0, 1, M} and two stakeholders.
(a) The problem of 1 Ӄ 1 " E Ӄ anything (except veto values) always maps back to 1.
The use of both numerical and geometrical models greatly reduced the time it normally
WDNHVWRGHYHORSDELOORIUHTXLUHPHQWVIRUVXFKDFRPSOH[SURMHFW7KHRSHQSURFHVV
made the staff of the Stedelijk Museum feel their wishes were taken seriously and
not swept under the carpet. In contrast to traditional approaches, PKB could provide
FRQ¿GHQFHWKDWWKHELOORIUHTXLUHPHQWVZRXOGVDWLVI\ERWKWKHEXGJHWDU\UHVWULFWLRQV
imposed by the municipality and the geometrical restrictions imposed by the existing
buildings. In the traditional approach some rules of thumb would be used to establish
ZKHWKHUWKHELOORIUHTXLUHPHQWVZRXOGPHHWERWKEXGJHWDU\DQGJHRPHWULFDOUHVWULFWLRQV
which often give rise to unpleasant surprises later on in terms of overruns in time and
money.
The design process for construction projects has become increasingly complex in recent
GHFDGHVDVPRUHDQGPRUHSDUWLHVLQÀXHQFHWKHGHFLVLRQPDNLQJSURFHVVLQGLYHUVH
ways. Ideas from management theory and operations research, and mathematical
models which make these ideas operational, can aid in bringing the design process to
a successful conclusion. This paper has shown how a preference-based single-input
WRRO ZKLFK KDV DOUHDG\ SURYHQ LWVHOI LQ WKLV ¿HOG FDQ EH H[WHQGHG WR VXSSRUW PXOWL
stakeholder use directly. This new tool is currently being developed, using the SMA case
as experimental subject.
It has been observed that stakeholders wish to extend the range within which they can
express their preferences. However, a number of strict and severe limitations on the
ability to measure preferences for this purpose have been shown, stemming from the
current state of knowledge in measurement theory.
References
Barendse, P., Binnekamp, R., Graaf, R.P. de, (2006), ‘Integrating linear
programming optimisation and geometric modelling’, in: Aouad, G., et
al. (eds.), 3rd International SCRI Symposium, proceedings, University
of Salford, Manchester, pp. 295-304.
Barzilai, J., (2005), ‘Measurement and Preference Function Modelling’, Int.
Trans. in Operational Res., Vol. 12, pp. 173-183.
Binnekamp, R., Gunsteren, L.A. van, Loon, P.P. van, (2006), Open Design, a
Stakeholder-oriented Approach in Architecture, Urban Planning,
and Project Management, Research in Design Series, Vol. 1, IOS
Press, Amsterdam.
Chadwick, G., (1971), A Systems View of Planning, towards a Theory of the
Urban and Regional Planning Process, Pergamon Press, Oxford.
Chen, W., Lewis, K.E., Schmidt, L.C., (2006), ‘The Open Workshop on Decision
Based Design’, in: Lewis, K.E., Chen, W., Schmidt, L.C., Decision
Making in Engineering Design, ASME Press, New York.
Davis, G. B., and Olson, M. H., (1985), Management Information Systems,
McGraw-Hill Books, New York.
Durham, D.R., (2006), ‘The Need for Design Theory Research’, in: Lewis, K.E.,
Chen, W., Schmidt, L.C., Decision Making in Engineering Design, ASME
Press, New York.
Faludi, A., (1973), Planning Theory, Pergamon, Oxford.
)RTXp5 2QWZHUSV\VWHPHQHHQ,QOHLGLQJWRWGH2QWZHUSWKHRULH
Spectrum, Utrecht.
Introduction
Discussing the subject of Technology Diffusion and Design can take place on different
OHYHOV7KH¿UVWOHYHOLVWKHUROHWKDWGHVLJQSOD\VLQWHFKQRORJ\GLIIXVLRQRQWKHPDFUR
level and the responsibility connected to society. The second level is the role design
plays on the micro-level in the context of design processes.
Of course the emphasis will lie in this paper on the second level, but in the context of
the subtitle, some attention will be paid to the macro-level.
Referring to this subtitle of the conference “Life is a theater”, a conclusion in the
introduction reads: “Nowadays, the script of life is for a large part written by architects
and designers. Urban planning prescribes how we spread our activities geographical. The
design of modern residential districts determine for a large part how we communicate
ZLWK HDFK RWKHU 7KH GHVLJQ RI VKRSSLQJ FHQWHUV GHWHUPLQH KRZ ZH DFTXLUH RXU
foodstuffs. Designers of means for transport decide how we move ourselves and kitchen
designers decide how we cook.”
Of course these conclusions are too easy. We cannot just claim that the designers
of television sets and programs decide for us that we spend our evenings before the
television set and not around the table playing family games. However, we cannot deny
DQLPPHQVHLQÀXHQFHRIWKLVGHYHORSPHQWVRQWKHEHKDYLRURISHRSOH
Research on this phenomenon, carried out as “Constructive Technology Assessment” is
LQWKH¿UVWSODFHDWDVNIRUVRFLRORJLVWVDQGSV\FKRORJLVWVEXWLWLVZHOFRPHLIDUFKLWHFWV
and designers participate actively in this discussion, and of course they do already.
Coming back to television and the design of residential districts. Could you blame
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Could you blame the designers of the Bijlmer for social problems originating from
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but they have to keep in mind that they play a minor role in a process on a higher level
91
which acts like a train which is not easy to control.
New technology becomes available in a spectacular tempo as a result of research
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products, either driven by their own ambition or by the ambition of clients who want to
earn money or score in another sense with innovative products such as buildings.
Probably this mechanism determines our future more than a mechanism in which
values of life are the starting point for concrete wishes which are translated in products
IXO¿OOLQJWKHVHZLVKHV
Many writers have thought about the destination of this train and it could be heaven or
it could be hell. Aldous Huxley wrote his book “Brave New World” in 1932 and every part
of it is subject of discussion nowadays: mood drugs, biotechnology, consumer-society,
birth control, etcetera. (see www.huxley.net)
Figure 1: Cover of Brave New World Figure 2: Cover of Nineteen Eighty Four
The story is the same with James Orwell’s “Nineteen eighty four”: technology enables
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In brave new world the necessary technological means to keep people happy are
all applied, effectively leading to a society which we would not want. The same we
VHH LQ WKH 0DWUL[ WKH ¿OP UHOHDVHG LQ E\ :DFKRZVNL %URWKHUV -RHO 6LOYHU DQG
Warner Brothers, and claimed by Sophia Steward to be based on her book The Third
(\HFRS\ZULWHGLQ$OVRWKHIDPRXV0LQRULW\5HSRUWDVFLHQFH¿FWLRQ¿OP
directed by Steven Spielberg, loosely based on the Philip K. Dick short story of the
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from technological developments. Of course there are many other examples like 2001
Space Odyssey of Stanley Kubrick (1968), Alphaville of Jean Luc Godard and ExistenZ
of David Kronenburg.
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ZKLFK LV VORZO\ ZDUPLQJ XS NHHSLQJ XV LQVLGH" :KDW LQÀXHQFHV KDYH GHVLJQHUV RQ
WKHVH VFULSWV" ,V WKHUH D FRQFHSW RI OLIH RQ ZKLFK DUFKLWHFWV DQG LQGXVWULDO GHVLJQHUV
EDVHWKHLUZRUN"'RGHVLJQHUVKDYHDFRQWUROOLQJWDVNLQWKHDSSOLFDWLRQSURFHVVRIQHZ
technology or are designers just “prostituting themselves for industry” as professor Jan
Jacobs, former director education of the School for Industrial Design Engineering of
Delft University of Technology claimed once supposed during a conference.
Within the disciplines of industrial design engineering and architecture there is a lot of
organized discussion about their societal role. However, there is not enough discussion
about the way they are embedded in the overall process of technology development and
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on their position in society, architects can build on a long history, industrial designers
can not. Architects are consulted regarding social issues, industrial designers hardly.
+RZHYHUWKH\FRXOGIXO¿OODQLPSRUWDQWUROHLQWKHSURFHVVRIVFHQDULRGHYHORSPHQWLQ
general from their ability to imagine a non existing future. Design is nothing else than
‘creating a non existing future’. A world in which a certain product does not exist is per
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constraint in market investigation.
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industrial designers are not often employed for this purpose. Of course there are
examples like an industrial design agency which received an assignment to visualize
possible means for military defense in the future. However, many design engineers see
it as a risky affair. When Leonardo da Vinci would have worked at Delft University now,
SUREDEO\KHZRXOGEHVFLHQWL¿FDOO\VKRWGRZQ,WLVQRWRXJKWQRZDGD\VWRGHVLJQWKLQJV
that are not possible to produce yet.
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who were interviewed in the eight cases acknowledged the matter of knowledge
diffusion, but they did not discuss what knowledge diffusion involves. The designers
apparently regarded technology diffusion itself as innovation, through the application
of technology from third parties. We should nevertheless take a more fundamental look
DWWKHSKHQRPHQRQRINQRZOHGJHGLIIXVLRQDQGGHVLJQDQGGRLQJVRUHTXLUHVVRXQG
GH¿QLWLRQV RI WKH FRQFHSWV WKDW DUH XVHG ,Q WKH FRQWH[W RI WKLV SDSHU NQRZOHGJH LV
Technology Diffusion and Design - W.A. Poelman 93
GH¿QHGDV ³WKHDELOLW\WRDSSO\LQIRUPDWLRQDQGUHVRXUFHVWRDFKLHYHDGH¿QHGJRDO´
'LIIXVLRQLVGH¿QHGDV “the implementation of new or existing knowledge within new
¿HOGVRIDSSOLFDWLRQ´ Design is limited to industrial and architectural design.
Figure 4: Westraven
7KH%HHU7HQGHUE\00,'LVD¿QHH[DPSOHRIDVSHFLDONLQGRINQRZOHGJHWUDQVIHUQDPHO\
from the professional market to the consumer market. This type of knowledge transfer
occurs on a regular basis. Examples include do-it-yourself tools, kitchen devices and
audio devices. Direct translations are seldom possible, however, because of the fact that
business structures differ. In the example of the BeerTender, professional maintenance
services cannot be utilised and ergonomics must be adapted to inexperienced beer
drafters. One of the most important differences is that the time span until a container is
HPSW\LVORQJHULQWKHFRQVXPHUPDUNHWWKHQLQWKHSURIHVVLRQDOPDUNHW7KLVUHTXLUHG
the development of a new system.
In this case, concrete, integrated building elements are handled in the same way as
objects in the car industry are handled. Building elements are manipulated by robots
for logistic purposes and ergonomic comfort.
One interesting aspect is that magnets are applied to keep cables and other inserts in
position during the moulding process. The integration of functions allows the use of
KLJKTXDOLW\PDWHULDOV7KLVFDVHUHYHDOVDQLPSRUWDQWGLIIHUHQFHEHWZHHQWKHEXLOGLQJ
industry and other industries. Transport costs limit the geographical expansion, and
thus the room for investment, of products like the 1-2-3 House.
The next case involves Carver, which can be regarded as a clear example of knowledge
diffusion between pure, advanced mechanical engineering and industrial design.
The product is based upon the invention of a hydraulic canting mechanism, which
enables stability of narrow vehicles. The application of the system, however, inevitably
leads to both a striking driving experience and a striking visual appearance. In fact, a
new archetype of a vehicle is created which resembles a cross between a motorcycle
and a small car. The success of the design is a result of the collaboration between the
engineering company (Carver Europe) and the design company (Spark Engineering).
The building in which this conference is taking place – the Industrial Design Engineering
Building, designed by Fons Verheyen – is an example of a project in which cooperation
between architects and industrial designers might be expected. In reference to a new
technology, Verheyen mentions that ‘the fencing is done without balusters’. Although
this is an obvious example of technology diffusion, it can also demonstrate the diffusion
of modern building technology to a project aimed at giving an existing building a
complete new function.
7KLVNLQGRIGHVLJQZKLFKLVHVSHFLDOO\LPSRUWDQWLQDUFKLWHFWXUHFRXOGEHVSHFL¿HGDV
“Supply Driven Design” (SDD), which proceeds from existing artefacts. Although we
cannot go into depth about this relatively new, sustainable type of design activity, we
can conclude that more creativity is needed to design something within the limitations of
an existing artefact than is needed to design something completely new. In this regard,
industrial designers could learn from architects, who do this on a regular basis.
7KHODVWSURMHFWWRGLVFXVVLVWKHLQÀDWDEOHFDUHEHGZKLFKFRPELQHVVHYHUDOWHFKQRORJLHV
from different applications in one product. The reason for this combination is open to
speculation. One option is that it was due to a different approach to the design process,
which proceeded from the design of goals instead of from the design of means. The
With these projects in mind, the following section discusses a new paradigm on design
and technology diffusion.
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processing’. The design process can be regarded as a black box, in which information
goes in and information comes out.
Black box
information about information for
user needs, design marketing and
technological process manufacturing
possibilities,
etcetera.
Figure 13: Design process as a black box
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6KRXOG WKH\ DOVR EH FRQVLGHUHG LQIRUPDWLRQ RXWSXWV" $EVROXWHO\ 0RGHOV SURWRW\SHV
and drawings are simply information carriers or media. It has been said that products
are not the result of the design process, but of the production process. Within the black
box, all manner of explicable and inexplicable event take place. In this paper, we do not
focus on the design processes that take place in the black box. We concentrate instead
on the aspect of information processing.
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SK\VLFDO PHDQV 7KLV PD\ FKDQJH RYHU WLPH &RQVLGHU WKH µUROO RI ¿OP¶ ZKLFK KDV
disappeared as a physical means for storing and transporting pictures. Consider also
communication cables, which have largely been replaced by wireless technology.
In the context of this paper, we organise design information into two categories: supply
and demand. Starting with the last one, demand information is linked to the ‘design of
goals’, which precedes the ‘design of means’. In current times, more products (including
buildings) are failing because of defects in the design of goals than because of defects
in the design of mean. Although possibilities continue to expand in a technical sense, it
LVQRWDOZD\VHDV\WR¿QGURRPLQWKHPDUNHWIRUQHZSURGXFWPDUNHWFRPELQDWLRQV
Strategic
product plan
functionalities potentialities
associationprocess
functionalities potentialities
functionalities potentialities
functionalities potentialities
Operational
product plan
In general, goals can be described in terms of objective and subjective functions,2 each
of which is realised through functionalities. In this context, functionalities should be
interpreted as indivisible functions, such as ‘keeps warm’ or ‘changes colour’. Product
functions can generally be described by arranging a large number of functionalities in a
tree structure. The design of goals can be described using descriptions of functionalities
LQSUHGH¿QHGFRQWH[WV
On the supply side, technology can enable ‘potentialities’. Although potentialities can
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EHGH¿QHGUHTXLUHVDQHZQRXQµSRWHQWLDOLW\¶´ZKLFKUHIHUVWRWKHFDSDFLW\WRHQDEOH
functionalities. The number of potentialities increases at the speed of technological
1 We assume that Kotler included the realization of emotional values in his concept of
functions
2 We will not elaborate on these concepts in this context. See Poelman 2005.
Technology Diffusion and Design - W.A. Poelman 99
development. New and interesting potentialities are discovered every day. Although
examples can be found in nanotechnology or other disciplines, they occur in nature as
well.
We could regard the design process as a process of association between the demand
side (as expressed in functionalities) and the supply side (as expressed in potentialities).
Because it is impossible to make associations with unknown information, we can
conclude that designers should have as many potentialities in their minds as possible.
The lack of emphasis on technical explanations is not a matter of which designers and
architects should be ashamed, and most of the good ones are not. Nonetheless, even as
QRQSURIHVVLRQDOVLQ¿HOGVRIPDQXIDFWXULQJWKH\PDQDJHWRREWDLQPD[LPXPUHVXOWV
from their suppliers (see the glass facade of Neutelings/Riedijk/Drupsteen). Suppliers
start by saying that something is impossible, as the costs of doing it differently are
VRPHWLPHVKLJK6RPHGHJUHHRISUHVVXUHE\WKHGHVLJQHULVRIWHQEHQH¿FLDOWRERWK
parties. This can result in a better product, ensuring that the supplier then has more
to offer.
Assuming that designers are able to develop sound designs of goals, and assuming
that they have enough knowledge about potentialities at their disposal, the process
of matching potentialities and functionalities is the key activity for designers. Although
industrial designers should be trained for this task, ‘traditional’ design methodology
unfortunately does not provide solutions for such training.
The process of associating functionalities and potentialities involves more than simply
a designer sitting and thinking. It is a complex process involving many media, people
and organisations. It cannot be explained by traditional organisation models. Many sub-
processes can be distinguished that usually have nothing to do with the design process
itself.
Analysis of these processes has led to an attempt to use the metaphor of an organism
rather than an organisation to describe the general process. The difference can be
explained as follows. An organisation is created to enable a process and often more than
one process. In contrast, an organism is not created but evolved, and it is dedicated to
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out the design process. Every interviewee in this preliminary research expressed in their
own words that the situation is much more complex. Many efforts have been made to
describe the external design organisation in traditional schemes (Poelman 2005). In
general, but cover only part of the situation.
Let us analyse the process of knowledge diffusion. Assuming that some kind of organism
is carrying out this process, we considered the possibility of using metaphors from other
domains to describe the organism. This exercise resulted in the knowledge metabolism
model.
Each project has a strategic level (1), a tactical level (2) and an operational level (3).
1. The strategic level represents ‘know-what’. It is the planning level, which can be
compared to DNA. When something is wrong with the DNA of the project, it will fail or
lead to an unexpected outcome. Such outcomes are sometimes better than expected.
After all, evolution is partly based upon imperfections in copying genes. Naturalis in
Leiden has probably become more successful because the planning changed from city
centre to the outskirts.
7KHVXFFHVVDOVRHPHUJHGIURPWKHÀH[LELOLW\RIWKHSURMHFWWHDPDWWKH tactical or
‘know-how’ level (second level). At this level, skills are developed that can be compared
to the proteins in a biological cell. As before, the biological organism represents the
project as a whole and not the design company. Skills represent both the skills within
the design company and those of every involved party. One important skill of the
design company, however, is to involve the right parties. This proved a crucial aspect in
nearly every case. According to Neutelings-Riedijk, ‘We do not have preferred supplier.
Companies involved in creating a building can be compared to a travelling circus. One
moment, they are all there with their knees in the Dutch clay; the next moment, they
are all gone, back to where they came from’.
3. The real work of design takes place at the third level: the operational or ‘know-where’
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operational level, output information is produced and packaged in such media as texts,
drawings, models or computer simulations.
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‘organism’. This process is freely derived from research done by Hargadon (1997) in
IDEO, an international design agency. Hargadon discovered that, as soon as knowledge
Design
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application and recording. The interpretation in this model is as follows:
Processes
potentialities
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analysis)
Application: the integration of knowledge in industrial product design
Recording: preparation of information for later use, in which the
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breaking down the process into ‘leads’, ‘follow-up’ and ‘transfer’. This breakdown is
borrowed from the discipline of direct marketing. Because it is impossible provide the
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that particular prospects might be interested (e.g. they returned a reply card. After
prospects have shown interest in the product, it is necessary to follow up in order to
learn whether they are truly interested. The third phase, the transfer of the order, is of
course the most important.
In the third step, knowledge transfer, learning and engineering capabilities become
important. While any of the cases could be used to illustrate these steps, let us consider
the media building of Neutelings-Riedijk. One (external) party in the project team was
Jaap Drupsteen, an expert in exploiting the potentialities of new technology. He knew
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This lead was followed up with visits to companies who could accomplish this. The
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Drupsteen competed with economic goals of the glass producer. Drupsteen is skilled
in translating potentialities (the tricks that we know) into visually spectacular effects.
With respect to recording, according to Neutelings-Riedijk, all knowledge is common
knowledge in architecture.
With regard to the organism in Figure 16, two concepts have yet to be discussed:
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knowledge diffusion within a project. A project is not a closed entity; it develops itself
in a cosmonomy, as represented in Figure 3.
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other projects. Sensors detect what is going on in their own neighbourhoods.
Ejectors send out information in order to allure interesting partners (pheromones). In
some cases, this can lead to the mating of projects. This is an essential function in the
project. Good project teams communicate intensively about the activities with which
they are occupied. This increases the chance that other parties will take an interest in
collaboration.
Discussion
References
Poelman, W.A. (2005,) Technology Diffusion in Product Design, thesis, Chair
Design for Sustainability, Delft University of Technology, Delft
Kotler, Ph. (2002), Marketing Management.Analysis Planning & Control, 11th
edition, Prentice Hall International, London
Hargadon, Andrew & Sutton, Robert I. (1997). “Technology Brokering and
Innovation in a Product Development Firm”. Administrative Science
Quarterly, vol. 42, December, p 716-749.
Payens, Ruud. (1996). Het Zesde Zintuig, Stichting Innovatiecentrum Noord &
Oost Gelderland, Apeldoorn.
Roozenburg, N.F.M. & Eekels, J. (1995), Industrial Product Design:
Fundamentals and Methods, Wiley , New York
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¿HOGRI'HVLJQ0HWKRGRORJ\LVWR³PDNHWKHLQYLVLEOHYLVLEOH´LQWKHLPPDWHULDO¿HOG
The literal meaning of this is to make the invisible preparation process, which precedes
the production of new building and industrial products and components, visible and
understandable by a textual and visual description.
%XW¿JXUDWLYHO\ making the invisible visible also means to partly unravel the mysterious,
the unknown and the unsaid and pass it on to architects, building technologists,
industrial designers and to students as a new knowledge and insight. The mysterious
brings along some uncertainty about objectives. Mysteries are challenging, they are a
motivation to go and do research and therefore, as far as I am concerned, they never
need to be solved completely. When one mystery is solved, new mysteries will have to
appear, new challenges, ever further on the way to the future. Yet, in the meantime
knowledge grows, the skill, the insight and hopefully also the vision on the specialism
of product design and development.
Dutch Design and Dutch Architecture are internationally appreciated for its powerful
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Dutch architects and industrial designers often have to ‘dance on the rope’. Solid
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Architecture.
Design Methodology
Design Methodology has a long and thorough history at industrial design Engineering,
thanks to the books of Norbert Roozenburg and the late Johannes Eekels.
In architecture the situation is more varied. There is a lot of talk on designing in the
architectural world, but there seems to be little openness and uniformity when it comes
to the process of designing and what design methods are being used.
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even conceptual design possibilities are being carefully explored.
109
But the systematics and methodology of design have to go through a renaissance before
the full fruits of the computer in the conceptual designing process can be gathered. In
my observation design methodologies in architectonical designing are only reluctantly
used and there is hardly any systematical and methodical account for the originating
process of the design.
Indeed, the bridge between the non-cognitive intuitive design process and the ultra-
systematic computer as a potential design medium, is missing. So then the computer
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It facilitates the drawing, but not the thinking. And, therefore, it cannot be inserted as
a full valued reciprocal design medium which is stimulating from self-esteem. To make
considerations explicit, as is done with methodical designing, does not just advance
insight and clarity in one’s own activities. In practice it stimulates the communication
between the ever growing group of professionals which has to co-operate in a building
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Design Phases
Methodologists speak of a ¿UVWSKDVH of conceptual design because of the 3-D concept
with its degree of abstraction, leaving many liberties to choose materials and sub-
systems the architect has at his disposal.
Compared to designers in related technical specialisms (like ship- and aeroplane
designers) the architect has an enormous freedom, through the given freedom of
choosing structural systems, constructions, structures, building components with their
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building. Seldom we realize how jealous other designers could be of him in this respect.
In order to make a whole new design concept of his building, the architect has (almost
too) many possibilities at his disposal.
The second phase of the process is the materialization design concerns choice of
materials, structural schemes and structural composition up to details. The second
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situation, the (‘poor’) aircraft designer knows only one or a few degrees of liberty
of designing every part of the aeroplane because of the high functional and safety
demands. We call this parameter designing: the degree of freedom is only one variation
on one single parameter.
The leap from the conceptual design to the materialized design mainly takes place in
the mind of the designer: sometimes it will be intuitive, often routinely and sometimes
methodical. The execution of an intuitive and non-argumented choice and its perfection
can, nevertheless, very well be done methodically.
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process and the development of materialized and technical building components have
become of fundamental importance for the design process of the building. Like the
product designer, who usually operates at the side of the producer, a good project
architect also knows how far he can go as a consumer of building products in the
market and how far he can develop new one-off components to be specially ordered.
He should have insight in the iterative development processes for building products,
systems and components. The interchangeable relation between technical components
and architecture is indispensable for the materialization of the architectonic conceptual
design in an inspiring manner.
Introduction
The main issue of the conference was:
Details about eight cases of design processes in practice (four industrial design and four
architecture) were collected by students. The students were stimulated to be not too
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Specialists regarding the topics 2 till 7 were invited to analyze the cases and to write a
paper from their point of view.
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This was more than compensated by the resulting rough material which provided some
interesting details beyond the chosen themes.
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most.
The interviews
From the interviews I selected some interesting propositions to introduce the projects
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the sake of readability. In the second column I try to analyze why they triggered me.
113
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The larger scale of architecture and urbanism causes may other differences from
product design:
1. a prominent role of gravity: vertical structures with horizontal
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governmental, cultural, economic, technical, ecological and
spatial context;
3. small series, many external parties, different by context;
4. boundaries of prefabrication by transport possibilities;
5. many solutions for the same overall problem: to climatize,
separate or combine activities;
6. changing scale changes terms and legend units of the drawing;
7. upscaling in space and time affects the composition of the team;
8. upscaling decreases decision making based on the size of the
demand and pay-back time.
Figure 1: A device to keep the pages of differently sized books straight for scanning from above,
designed by an ecological urbanist.
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I will not summarise the contributions of the speakers here, but I will make some
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Design process
A short term goal is a long term means. A goal is a design. So, design cannot be ‘goal
directed’. ‘Design directed design’ does not say much. Engineering is design driven
research to solve problems risen by design. So, design also raises problems to be solved
by engineering. Engineering is the problem solving activity.
Design creates improbable possibilities. So, it changes desirable futures, changing the
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Solving one problem creates new problems. Reaching one aim creates new goals.
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does not solve
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Visualisation
Project management
Internal integration causes external disintegration and the reverse at any level of
scale.
Lack of time causes specialisation. Specialisation saves time, integration saves space.
Knowledge diffusion
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Discussion
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Prof. G. Goldschmidt
121
13.30- 14.00 Social Complexity in Collaboration
122
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