An Introduction to Design Method
by Craig Rusbult, Ph.D.
This page will help you learn a
design method that is similar to scientific
method
(but is simpler and is easy to use in a wide variety of situations)
so you can understand and enjoy the exciting adventure
of design,
and improve your ability to recognize opportunities
and solve problems.
What
is a problem? The
Process of Design Design and
Science Frameworks & Applications
What
is a problem?
In the context of design,
a problem is any situation where you have an opportunity
to make a difference, to make things better. Whenever you are
thinking creatively and critically about ways to increase the quality
of life (or to avoid a decrease in quality), you are actively involved
in problem solving. { Instead of defining a problem in a negative
way, only as something that is bad and needs to be fixed, this definition
is positive and proactive. }
In every area of life, creativity and
critical thinking are essential. These mutually supportive skills are
intimately integrated in the problem-solving methods used in a wide range
of "design" fields — such as engineering, architecture, medicine,
mathematics, music, art, literature, philosophy, history, business, athletics,
law, and science — where the goal is to design
a product, strategy, or theory. Broadly
defined, this includes almost everything in life:
For example, although we usually
think of a product as an object (like a bicycle
or refrigerator), it also could be a repaired object (a car that
now works better than it did before), a work of art (like a painting,
song, or story), a letter to a colleague, an inspirational talk for
a community group, or an educational game or website. The product
being designed and constructed might even be the food you're preparing
for a dinner party, a tasty casserole for a potluck picnic, or an
apple pie you're entering in a contest at the county fair.
Similarly, you can design strategies for
a wide variety of situations — including educational (as a learner
or teacher), social, romantic, athletic, political, military, legal, financial,
entrepreneurial, agricultural, and ecological — involving competition
and/or cooperation. You can plan a strategy for winning a football
game, running a charity, or growing crops to feed a nation. Or the
goal of a plan may be to improve a personal or professional relationship,
to make
a friend or be a friend, to plan a party or prepare for an interview.
Decision Making: When you
make personal decisions, you are designing a strategy for living, for the
actions that will help you achieve your goals in life. Similarly, business
decisions are strategies for achieving business goals, and so on.
Often, the design of a new product is
accompanied by strategies. For example, making and selling a musical
CD (a product) requires the coordinating of many strategies — for artistic
research and development (writing and arranging songs, and deciding which
ones to record), for rehearsing and performing, engineering and production,
financing and manufacturing, marketing and distributing — to achieve
objectives that are practical, artistic, and financial.
And if you're opening a new restaurant,
making delicious food is just one part of a complete strategy. You'll
want to think about which combination — of foods, atmosphere, service,
prices, location, marketing,... — will bring in new customers, send
them out satisfied, and keep them coming back for more.
The Process
of Design
The first step in problem
solving
is to recognize that a problem exists, because
you have looked at a situation as it is now and you can imagine a future in which
things have changed and improved. Or perhaps you can imagine a future in
which things have changed but have not improved, and you want to avoid (or minimize)
these changes. Either way, if you want to take advantage
of your opportunity to make a difference, you will generate and evaluate ideas
(and actions) that will help you make progress toward a solution. These
ideas and actions are the focus of this section.
Imagine a "time
machine" experience
in which — before the invention of hybrid cars that run on both gasoline
and electricity — you
are part of a design team whose objective is to develop this new type of car
into
an
economical
hybrid minivan. The
general method you will use for solving this problem — for
converting your ideas into reality so you can take advantage of the opportunities
inherent in your ideas — is shown below:
Why are you interested in designing
a hybrid car? Because, based
on old observations, you have decided that this is an idea worth developing. In
making this decision you have taken the first step in design, to define
an overall goal. In this case, the meta-goal is to design
a hybrid minivan.
Then you can define
goals that are more specific by asking "What do we want? What characteristics (for
what it is and what it does) should our product have?" / For
this minivan, you set goals for function (such as making it easy to remove
the seats, and to load large objects through the doors), performance (for
gas mileage, acceleration, handling, braking, crash safety,...), aesthetics
(so it looks good), human response (so lots of people will buy it), cost
(for the initial "factory changeover" and for each additional car),
plus criteria such as quality control and reliability.
You can generate ideas for options by selecting
an old product or inventing a new product. Usually,
to invent a "new" product you revise an old product. Your
new hybrid will have some old components (bodies and seats similar to those
in vans and station wagons, existing engines and transmissions, electrical
storage devices,...) that you can adapt and combine in new ways. You
will think creatively about different ways to use these components (or new
components you'll invent) to improve your car in all ways, especially by
letting it use gasoline-and-electricity cooperatively
to improve the car's efficiency.
Then you run an experiment — either
a mental experiment (in your mind) to
produce predictions about what you think
will happen, or a physical experiment (in
the real world) to produce observations about
what really happens — that will produce useful information. / To
test a new body style for fuel efficiency, you might make a prediction based
on what you know (from previous experiments) about the fuel efficiency of
similar bodies. Or you could test the body's aerodynamic properties
in a wind tunnel. Or, to transform your idea into reality, you can
build a prototype, then drive it and observe the actual gas mileage. Similarly,
you can predict the body's consumer appeal based on the response to similar
bodies in the past, or by showing people a drawing (or prototype) and asking
them, "How do you like this? Would you buy it?" Or
you can start building your minivans for sale, to find out how many people
really will buy them.
You evaluate
an option by comparing goals with predictions (to
see if there is a close match between the characteristics you predict and
those you want) or by comparing goals with observations (to
see if there is a close match between the characteristics you observe and
those you want). This comparison usually leads to a continuing development
of new ideas for revisions and/or experiments, as described above. Eventually,
you may decide that one of your product-options is satisfactory, so you can
begin making and selling it. Or you may decide that this project is
not worth doing, and you abandon the idea. Or you might convert it
into a new project by revising your goals, based on what you have learned
during the process of design. { It is important to recognize that
critical thinking is simply evaluative thinking; it
is not necessarily negative and does not always lead to criticism. Critical
thinking can also lead to an enthusiastically positive conclusion about the
idea being evaluated. }
In a step that is optional — that
is not necessary when designing a product or strategy, but is often helpful — you do
a "reality check" by comparing
predictions with observations in order to evaluate
theories, to see whether your ideas about "the way
things are" match the reality of "the way things really are." / For
example, how closely do your theory-based predictions about fuel efficiency
match your observations of the actual fuel efficiency? And are people
really buying the type of vehicle that, based on your theories about consumers,
you predicted they would buy?
This process of design, this method
of thinking, is a design method.
Design and Science
What is the connection
between design
and science? Broadly defined, a designer is anyone who tries to improve
a product, strategy, or theory. Since the overall goal of science is the
designing of improved theories about nature, science is just a special type of
design, devoted to solving one kind of problem. But when we are studying
the methods used by problem solvers over a wide range of areas, it is useful
to
distinguish between two types of objectives: the designing of products or strategies (which
I'll call design)
and the designing of theories (which
is science).
As described above (in The Process of Design), goals and predictions and observations can
be compared in three ways: two of these comparisons
are the main strategies in design, and one comparison
is the main strategy in science.
In science our
overall long-term objective is to search for the truth, to develop theories
that are accurate representations of reality. During this search our
most useful thinking tool is a reality check that
compares theory-based predictions with observations.
In conventional design the
main objective is to develop an improved product or strategy, and our most
useful tools are quality checks that
compare goals with predictions, and goals
with observations. Although in design it may be useful to get
feedback about theories by comparing predictions and observations, this is
not the central focus of action, as it is in science.
Despite these differences in objectives
and methods, there are many similarities. In both activities, there is
goal-directed "design action" with a creative generation and critical
evaluation of ideas, plus experimentation (mental and physical) to produce
the predictions and observations that (as you can see in the diagram) are a
central part of the thinking process. { This section continues in two
follow-up pages: Part 1 (with
more sophisticated comparisons of Scientific Method and Design Method) and Part
2 (about scholarly studies of design and science and their relationships).
}
Frameworks
for Improvisational Thinking
To improve our understanding and our teaching of thinking
skills, I've developed models for the methods of thinking used in design and
science. These frameworks for improvisational thinking — Integrated
Design Method (outlined above) and Integrated
Scientific Method — were designed to achieve two main goals: A)
allow an accurate description of methods — of what designers (or scientists)
think and do when they are solving problems — and B) help students
improve the quality of their own thinking by helping them master the methods
of thinking used by designers and scientists. These goals are discussed
below.
1. Problem-Solving Methods (in
Design and Science)
Other pages examine — briefly and in
detail — the activities that occur during the process of design:
1A. DEFINE OVERALL GOAL (for what you want to design)
1B. DEFINE GOALS (for desired functions and performance)
2A. SEARCH (by gathering old ideas and observations)
2B. IMAGINE (to generate new ideas and predictions)
2C. TEST(to generate new observations)
3. EVALUATE (by comparing goals with observations
and predictions) and DECIDE
4. THEORIZE (based on comparing observations with
predictions) [optional]
And the methods used in science (in
a designing of theories about nature) are introduced in Basic
Scientific Method and
are then explored — briefly and in
more depth — while the skeptical question, "Is there
a method?", is answered in another
page.
2. Educational Applications for
Design and Science
An important function of education is helping students
learn how to think more effectively. In our efforts to achieve this goal,
some activities involving design and science — activities which require
the generation and evaluation of ideas, and thus inspire thinking that is creative
and critical — can play valuable roles.
Design before Science
As a concept, Scientific
Method is more familiar than Design Method. But
as an activity, design is more familiar, for most students, in what they
have experienced in the past and what they can imagine for the future. Design
makes a concrete connection with the past (so students can build on
the foundation of what they already know) and with
the future (so they will be motivated to learn skills that will help
them achieve their own goals for life). Therefore, it seems logical
to teach design method before scientific
method. {details}
Curriculum Coordination
A model of Integrated Design Method
(IDM) could play a valuable role in a wide spiral curriculum
that has wide scope (to allow a coordination,
across different subject areas, of related learning
experiences) and uses spiral repetitions (to allow
a coordination, over time, of related learning
experiences). IDM will help students understand the coherent integration
of thinking skills within each design experience, and also the connections between different
experiences. The beginning of this page (What is a
problem?) describes the design opportunities in diverse areas of life. Although
these areas may seem unrelated, IDM shows that similar problem-solving strategies
are used in each area. This understanding — and the use of IDM
in reflection activities that enhance "what
is learned" from an experience — will help students transfer their
skills from one area to another. IDM provides a common context for instruction
in different areas, allowing mutual support in a synergistic system, with a
coordinated strategy producing a more effective teaching of "thinking
skills" across the curriculum. {details} |