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Hi Martin,

My apologies if I didn't explain things very well. The picture I was
presenting is quite different from what you inferred. I'll try again.

Designers have to make many many decisions on different aspects and elements
of any single design. Each of those decisions involves choices between many
options.

The total combination of possibilities of different options for any single
design quickly runs into the millions or billions. Think for example of all
the different combinations  of possibilities of pantone colours, shapes,
fonts, images, positions, sizes, finishes, for example in the design of a
book cover.

Designers have several strategies for avoiding being swamped by these
millions of possibilities.

Designers use particular methods such as grids, colour combinations
(complementary, analogous etc), information hierarchies and learn to draw on
particular generic visual structures, design guidelines, historical trends,
genres, personal  and many other learned visual patterns and methods. This
enables them to make the design activity  manageable by reducing billions of
decision and combinations  (many of which would not work) to a framework
that they can feel free to creatively choose what they feel is  the most
pleasing composition.

A similar process is used for most designed outcomes in Art and Design
design practices.

The process of making the design manageable, however, limits the design
solutions considered (if that were not true, then one wouldn't expect the
possibility of 'new'or 'breakthrough' designs - which are typically  found
over time.

If instead ,one were to take the whole field of the billions of combinations
of different decisions and options for each decision, one would have the
whole potential 'solution space'  for the intended design. 

This contains every possible innovation and every possible creative solution
- including the ones that designers do not/cannot think of because they  use
the methods, knowlwedge and skills of design practice that e they have
learned.

The  full solution space can then be analysed in many ways - usually using
mathematically defined representations of design  criteria.

An interesting option is to select and remove from the solution space  the
solutions defined by the methods and knowledge that a human designer would
use.

This makes visible those  innovative and creative design  solutions that
human designers would not have thought of.

The solutions space analysis approach is difficult and time consuming. 

Its benefit, however, is that it reveals more creative and innovative design
solutions than are found by human designers using the design methods and
creative techniques that they have learned.

Best wishes,

Terry

===
Dr Terence Love FDRS, AMIMechE, PMACM, MISI
[log in to unmask]  Mob: +61 434 975 848

Dept of Design
Curtin University, Western Australia

Researcher, Social Program Evaluation Research Unit
Dept of Psychology and Social Sciences
Edith Cowan University, Western Australia

Honorary Fellow, Institute of Entrepreneurship and Enterprise Development
Management School, Lancaster University, UK
===



-----Original Message-----
From: PhD-Design - This list is for discussion of PhD studies and related
research in Design [mailto:[log in to unmask]] On Behalf Of
Salisbury, Martin
Sent: 03 June 2012 19:30
To: Dr Terence Love
Subject: Terry's 1,2,3 of design methods. Was 'Another part of theory of
usability'

Hi Terry,

One of the joys of emerging from assessment hell is a chance to catch up on
these discussions. I hope you won't mind me chipping in but I am fascinated
by your proposed 1,2,3 hierarchy of design methods. I am not sure whether
this is something you recommend for everyone or whether it is just a
personal method of reassuring yourself of the pointlessness of 'creativity'.
Looking at these three methods, I would have thought that designers in many
fields of endeavor would have put them the other way round. 

I am copying and pasting your 'league table' below, but with my alternative
descriptions immediately following each one. I would greatly appreciate it
if you could let me have your views/ tell me where I am going wrong:

1. Terry's version-
Straight 'competence' approaches. This is where I *know* the  design
solutions. An example, I have 5 standard types of menu structure for website
designs, and identifying which one to use is dictated by the project type.
It doesn't need any guessing, I can immediately create the design. Lots of
design is now this way, particularly when design software has good solutions
built in.

1. Martin's version-
Straight 'competence' approaches-  or as we say in the business- 'clip-art
approaches'. I have a series of 'off the peg' designs from which I choose
one and impose it on the problem/ client. I know the outcome before I start.
Lots of design is now this way- it's not usually very good but it's cheap
and quick and won't absorb too much of my energy.

-----

2. Terry's version-
'Solution Space analysis' approaches.  I use  problem and solution
characteristics and formal methods to map out the design solution space and
design outcome behaviours. Some meta-analysis helps identify best solution
regions or instances.

2. Martin's version-
Martin doesn't fully understand the language here but he thinks it
translates as, 'I use tried and trusted mechanical methods. This should do
the job OK without stretching me too much'.

--------

3. Terry's version-
'Messy-guessy' design approaches. I use this bunch of  design methods of
association  for idea generation (e.g. brainstorming, ideas on the wall,
idea clustering, anthropomorpherizing)  to informally and quickly  identify
design solutions with some kind of way of choosing between them.

3. Martin's version-
I have to use my brain and think outside the box with this one. This can be
a bit scary and it will certainly take much longer than options 1 and 2 (and
consequently be more expensive) but is more likely to lead to a solution
that is fresh, full of personality and perhaps even innovative. I will only
be able to do this if I have plenty of energy.

------

Best wishes on a damp Jubilee Sunday,

Martin



Professor Martin Salisbury
Course Leader, MA Children's Book Illustration Director, The Centre for
Children's Book Studies Cambridge School of Art
0845 196 2351
[log in to unmask]

http://www.anglia.ac.uk/ruskin/en/home/microsites/ccbs.html


________________________________________
From: PhD-Design - This list is for discussion of PhD studies and related
research in Design [[log in to unmask]] on behalf of Terence Love
[[log in to unmask]]
Sent: Saturday, June 02, 2012 2:44 AM
To: [log in to unmask]
Subject: Re: Another part of theory of usability

Hi Gunnar,

Thanks for your message.  You might be right about the 'fall back onto'. It
wasn't something I thought about clearly as I was writing it. I can see that
anthropomorphism has several useful roles in design activity and use it
myself. What follows seems like a conversation we've had before - though
maybe it was just in my head!

When designing, I've a particular interest in ways of identifying best
solutions and mainly use three design approaches:

1. Straight 'competence' approaches. This is where I *know* the  design
solutions. An example, I have 5 standard types of menu structure for website
designs, and identifying which one to use is dictated by the project type.
It doesn't need any guessing, I can immediately create the design. Lots of
design is now this way, particularly when design software has good solutions
built in.

2. 'Solution Space analysis' approaches.  I use  problem and solution
characteristics and formal methods to map out the design solution space and
design outcome behaviours. Some meta-analysis helps identify best solution
regions or instances.

3.   'Messy-guessy' design approaches. I use this bunch of  design methods
of association  for idea generation (e.g. brainstorming, ideas on the wall,
idea clustering, anthropomorpherizing)  to informally and quickly  identify
design solutions with some kind of way of choosing between them.

If I know what I'm doing, 'approach 1' is pretty well all that's needed.

'Approach 2' usually provides the deepest insights and enables going beyond
human individual and group creativity and thinking. It also works on wicked
problems.

When I can't immediately identify the best design from competence and I need
design solutions fast and they don't have to be the best, or I'm feeling
short on energy or want to do something that's a bit more entertaining and
feel good,  I  use the 'messy-guessy' associative methods including
anthropomorphism. The associations are not valid in the formal sense. Their
value is helping me push my brain into thinking up stuff that I might not
otherwise have thought of while keeping me happy and feeling that I'm doing
something useful!

 For me, there is a sort of hierarchy 1->3. Having design competence and
knowing the best solution straight out is great but not often possible.
Solutions space analysis is effective but hard work and takes a lot of  time
and resources. Anthropomorphism and other associative methods allows me the
fun of  muttering to myself all sorts of personal experience stuff and
banging out ideas without much effort. It's enjoyable fast and effective and
creates lots of possible designs, but  doesn't mean the designs are
necessarily  any good or the best,  and it does mean hiding behind the
'creativity' banner to justify them!

That seems to be why I see using anthropomorphism as a 'fall-back' from
other design methods - it's part of what I use when I don't use the other
two approaches.

Is that  pejorative? Not sure - seems better to be light-hearted about it.
They all do what they do.

Warm regards,
Terry


-----Original Message-----
From: PhD-Design - This list is for discussion of PhD studies and related
research in Design [mailto:[log in to unmask]] On Behalf Of Gunnar
Swanson
Sent: Friday, 1 June 2012 10:56 PM
To: Dr Terence Love
Subject: Re: Another part of theory of usability

<snip> I agree with the last statement but there seems to be a pejorative
edge to "anthropomorphic" here. (Maybe I'm just reading into it but "fall
back onto" sounded dismissive.) I wouldn't assume that anthropomorphizing is
always invalid for designers or users.

Gunnar
y

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