Archive for the ‘ design cognition ’ Category

Sensemaking

In attempting to understand the interactions between formal and informal communities, Cynthia Kurtz and Dave Snowden’s sense-making model the Cynefin framework challenges three key assumptions currently held within organizational theory: 1) ‘Order’ – that human interactions and markets possess fundamental cause and effect relationships; 2) ‘Rational choice’ – that rational decision making based on minimizing pain or maximizing pleasure (Skinner’s ‘operant conditioning’) can be manipulated through education and thus determine possible outcomes; and 3) ‘Intent’ – that individuals or communities acquiring capabilities show an intention to use that capability. While the above assumptions may be true in some cases, Snowden’s sense-making approach contends they are not true universally, despite the fact that the methods commonly used assume that they are. Data is frequently skewed by the fact that people not only have multiple identities of which they are often blind, but they do not follow rules or act on local patterns.

Snowden, D., & Kurtz, C. F. (2003). The new dynamics of strategy: Sense-Making in a complex and complicated world. IBM Systems Journal, 42(3), 35-45.

Mapping the affective quality of images using ICS


Emerging from a 1990s inquiry into the effects of emotion on cognitive health, CBU‘s Philip Barnard and John Teasdale constructed a macro-theory of mental architecture – Interacting Cognitive Subsystems¹ or ICS (above left). Accounting ‘for all the intricacies of human cognition and affect’, ICS is a highly parallel and modular structure comprising of nine interactive systems which have been further distilled into four subsystems – ‘acoustic’, ‘body state’, ‘effectors’ and ‘visual’ (above right).

In a recent series of tests into the affective qualities of images, Nick Halper et al. attempted to clarify the cognitive processing of ‘invariants’ (Gibson’s notion of stable entities) by applying ICS, making distinctions between propositional and implicational meaning – i.e. between semantic (facts about the world) and schematic (ideational and affective) content. In the experiments, participants were required to make rapid aesthetic judgements on selections of either high or low resolution images. While the earlier Fordham experiment similarly showed affective variance between cold and hot media, disseminating the effects via the ICS model potentially offers a more critical approach beyond the purely descriptive (see Gestaltism). For example – as Halper et al. explain, subsystems receive data from multiple sources but only invariants within the incoming representations become coherent. Transformations only function on coherent products and if these are absent, output becomes unusable. Transformation disengages and thus operates either on data most recently copied or from deeper within the experiential record.²

Like Fordham, Halper’s tests confirmed differences between visualization media and how they control meaning and influence judgement. Paradoxically however, while applications of ICS correctly highlight the crossmodal nature of visual perception and learning, the methods chosen to test participant feedback were largely modular (unimodal). Arguably, mapping crossmodal interaction will become an increasingly critical element for future research if such models are to be more sucessfully adopted in practice. As the most recent crossmodal studies remind us:

…visual processing does not appear to take place in a module independently of other sensory processes. It appears to interact vigorously with other sensory modalities in a wide variety of domains.’³

1. Philip Barnard and John Teasdale (1991) Interacting cognitive subsystems: A systematic approach to cognitive affective interaction and change. Cognition and Emotion, 5(1):1 39

2. David Duke, Philip Barnard, Nick Halper, Mara Mellin (2003) Rendering and affect. Computer Graphics Forum, 22 (3), pp. 359-368

3. Ladan Shams & Robyn Kim (2010) Crossmodal influences on visual perception. Physics of Life Reviews Vol. 7, Issue 3, pp. 269-284

Designing for the 4th dimension


‘Chaos, Trends and/or Rhythms Constituting Structures in Time’ by Franz Halberg (2001)

While recent studies by Stanford’s Martin Fischer highlight the benefits of employing 4D modeling in construction (improved communications for planning and production) the most common reasons for lack of adoption into practice is the steep learning curve, lack of analytical support and cost. Despite Fischer’s methodology ‘generating 4D models from 3d product models’ I would argue that valuable criteria remains missing from the project.

Currently, all 4D design systems are 3D platforms with procurement and scheduling plug-ins – essentially post-conceptual, thus limiting collaborative influence in the early stages of design. Without the ability to conceptualize ‘time’ as a critical dimension beyond the other 3, all environment design is fatally flawed from the earliest point of creative ideation. This is not however the fault of the architect – digital modeling platforms enforce a ‘bounded projection’ in how designers think and structure projects from a user-centred perspective. 4D models may be more easily understood by stakeholders, yet such benefits mask an critical point – buildings do not function solely as commodified entities, they must also adapt to provide stimulating and healthy environments over time to a broad range of people.

The physiological effects of ’time’ on humans has been known since the C18, with the latest studies linking chronobiological cycles to the human genome (Duboule, 2003). With the arrival of chronomic science (see Halberg‘s diagram above) and growth in evidence supporting the effects of electronic media on neurotransmitters like serotonin, noradrenaline, dopamine and tryptophan (natural psychotropics) an increasing number of researchers are now looking beyond traditional cognitive models to question the chronomic implications of media. My thesis begins with the assumption that chronomic science has the potential to counter traditional ‘closed’ systems of architectural design based on cybernetic homeostasis (the ‘superorganism’) by providing more ‘open’ tangible media frameworks instructed by biological rhythmicity.

The effects of dopamine on creative drive


In 2005, neuroscientist Alice Flaherty presented an interesting three-factor anatomical model for creative drive and ideation based on communication between the temporal lobes, frontal lobes and limbic system. Supporting earlier studies which showed minimal relations between creativity and intelligence (Torrance, 1974), Flaherty’s chart (above) aims to rotate the traditional hemispheric models of creativity by 90°, arguing that connections between the frontal lobes and temporal lobes are more important than those between the left and right hemispheres.’¹ Contrary to most neuroscientific studies of language which focus on skill acquisition, Flaherty highlights the importance of the limbic system in genertating ideas, drawing her conclusions from a much broader range of subjects, not only surgically treated epileptics.

I accept that ‘not all aspects of this model have yet been tested’, however Flaherty’s 3-factor model may not extend far beyond the hemispherical model she aims to counter. I would argue that many similar reductionist approaches emerge from the wrong world-view. The creative process can not simply be reduced to an (internal) limbic urge to express oneself, like the hypergraphia she experienced in response to the death of her own premature twins.² The intensly mediated nature of C21 life directly challenges the notion of thought as skin or skull-bound (Clark, 1995), indeed current research into digital networks aim to show how cognition extends across a range of media (O’Hara, 2006). Therefore monitoring how media inhibit chaotic disequilibrium³ in the human brain may be equally critical in further understanding creative block and its related effects.

1. Alice Flaherty, Frontotemporal and dopaminergic control of ideal generation and creative drive, J Comp Neurol. 2005 December 5; 493(1): 147–153

2. Alice Flaherty, The Midnight Disease: The Drive to Write, Writer’s Block, and the Creative Brain, (Clarion, 2004)

3. David Bohm & David Peat, Science, Order, and Creativity. (Bantam 1987)

A Case for Metadesign


The Affective Geography of Silence by Giaccardi & Sabena (2006)

In her 2001 essay ‘Digital Pedagogy’ Professor of Urban Studies at UCLA Dana Cuff raises some key issues regarding the digital media on offer throughout the majority of European and American based architectural schools. As design software ‘both reflects and enables forms of thought, as does language, according to the Whorfian hypothesis‘, Cuff notes ‘there is a decided bias toward surface rather space.’ This may come as no surprise to design tutors of production (AutoCAD, ArchiCAD, CATIA) or visualization software (Maya, FormZ, StudioMax) however as Cuff reveals, ‘most schools tend to prioritize one visualization application in studio, which invites a particular way of thinking about design.’¹ By restricting movement ’between viz-ware and production software, or between digital and material design’, Cuff contends that design environments prioritizing representation over instructional output fail to deliver the primary role of architectural drawing – instruction. While some schools are attempting to bridge the divide between digital and tactile design (e.g. UCLA, SciArc) Cuff’s essay confirms a disturbing trend within practice and research – what Kees Dorst recently referred to as an over-emphasis on process.² 

However, what Cuff and others have failed to develop is why such an over-emphasis should matter. As connectivist learning theorist George Siemens notes, recent changes in social media have irreversibly altered our understanding of learning and idea creation, thus design research internalizing the creative process from within empirically closed systems (e.g. traditional behaviourist or constructivist models) blind themselves to the open dynamics of distributed creativity. Arguably, any future companies wishing to optimize creativity in a conceptual economy (Greenspan, 1997; Pink, 2005) will be ones structured on a collective sharing of media and ideas, a connectivist approach to learning which few design researchers have yet to address, with the exception of Fischer & Giaccardi‘s conceptual framework for metadesign (see below). As Fischer et al. stress, ‘meta-design puts owners of problems in charge of creating open, evolvable systems that address the limitations associated with closed systems.’³

The SER (seeding, evolutionary growth, reseeding) model  by Gerhard Fischer (1995)

1. Deborah Snoonian & Dana Cuff, (2001) Digital Pedagogy: An Essay, Architectural Record, Vol. 189, Issue 9

2. Kees Dorst, (2007) Design research: a revolution-waiting-to-happen, Keynote speech delivered at the Congress of the International Association of Societies of Design Research, Hong Kong Polytechnic University

3. Gerhard Fischer et al., (2004) Meta-Design: A Manifesto for End User Development. Communications of the ACM, Vol. 47, Issue 9, pp 33-37

The Generation Game in Design Thinking

In his 2002 PhD thesis, Rabah Bousbaci outlined the main theoretical models of architecture and design disciplines, exploring the potential for moral and ethical reasoning to provide a philosophical basis for architecture. In a more recent paper The Models of Man in Design Thinking Bousabaci cites Nigel Cross, stating that design thinking has been described ‘in terms of what is largely accepted today as the “generation game” (i.e., first-,second-, and third-generation design methods’ (above). Reacting against the intuitive processes of the “beaux-arts”, between the late 1950s and 1967, supporters of the first generation championed highly rationalistic design. Between 1967 and 1983 a second generation informed by the participatory theses of Horst Rittel and Christopher Alexander reduced design to processes of bounded rationality. Finally since 1983, based on the cognitive analyses of Donald Schon, a third generation operate from within the “reflective turn“. As Bousabaci’s review shows, since the early 1980s research in design thinking has attempted to incorporate a broader range of issues (poetical, rhetorical, phenomenological, hermeneutical, and ethical). However some researchers in the field would be reluctant to define this final shift as paradigmatic.

In Design Research: a revolution waiting to happen, design thinking guru Kees Dorst claims outcomes of modeling design research have been problematic for two reasons: 1) an overwhelming ‘emphasis on the process of design’ and 2) a ‘strong orientation towards practice’. For Dorst, such conditions have resulted in cognitive divisions between observing, describing, explaining and prescribing design tools for education and practice. Perhaps more importantly, Dorst recognizes a fundamental lack of explanatory framework on which to develop an academic knowledge base, rendering the majority of design research virtually impenetrable to critical analysis. Inspired by contemporary educational preference for Hubert Dreyfuslearning model (learning-by-doing), Dorst and collaborator Brian Lawson have recently attempted to counter the above scenario with a systematized model of ‘design expertise’. Initial findings suggest design can be reduced to a seven-layered process, beginning with the ’naive’, ‘novice’ and ‘advanced beginner’, and extending to the ‘competent’, ‘expert’, ‘master’ and ‘visionary’.

Kees accepts ‘there may be discontinuities in the model’ due to Dreyfus’ methodological mix of AI critique and phenomenological theory, yet clearly any attempt to provide ‘an empirical basis for levels of design expertise’ using Dreyfus’ anecdotally-biased model would seem constrained by the very processes they wish to counter. Whether responding to the limitations of protocol analysis or inspired by emerging applications of neuromarketing, John McCardle’s inquiry into identity and affect in design cognition may provide a genuine break from tradition. McCardle’s musings in ‘further investigations’ suggest the interplay or resonant interval between ‘the effects of design activity on the designer’ and ‘the role of self-concept in design cognition’ can be expanded via a series of skin conductance experiments. Based on physiological response and models of the extended mind, such approaches may indeed prove to be paradigmatic…

Heuristics in Design Thinking


Investigating the nature of intuition the 1970s, Amos Tversky and Daniel Kahneman identified cognitive bias as heuristic reasoning (cognitive shortcuts) which results in errors of statistical judgment, social attribution and memory. Ubiquitous throughout human cognition, such errors clearly skew the reliability of anecdotal and verbal protocol analysis. Reminiscent of McLuhan’s notion of hot and cool media cognitive biases have also been grouped into either hot or cold states of emotional arousal. E.g., highly attentive and interactive information affording heightened patterns arousal or ‘hot cognition’  bias rapid emotionally-charged decision making without analytical reflection. Conversely, low attentive non-engaging information affording low patterns of arousal or ‘cold cognition’ bias calmer reflective thought processes.¹ The above diagram is taken from a recent visual study of cognitive bias which can be found here.

As Peter Rowe argued, the practice of architectural design is inherently heuristic, exerting ‘a strong and dynamic influence over subsequent sequences of problem interpretation, solution generation, problem representation and solution assessment.’² Based on protocol analyses of architectural designers at work, Rowe identifies five classes of heuristic constraints which shape architectural production: 1) anthropometric analogies, 2) literal analogies, 3) environmental relations, 4) typologies and 5) formal languages. A more extended analysis to the one offered below can be found in his 1991 book Design Thinking.


1. Abelson, R. P. (1963). Computer simulation of “hot cognition”, in S. S. Tomkins & S. Messick (Eds.), Computer simulation of personality (pp. 277-302). New York: Wiley

2. Rowe, P. (1999). A Priori Knowledge and Heuristic Reasoning in Architectural Design. In Classic Readings in Architecture, edited by K. Spreckelmeyer & J. Stein. WCB/McGraw Hill. Originally published in Journal of Architectural Education 36, no.1 (1982) p.18

Structuring the thesis


In an attempt to highlight the relevant arguments in support of The Bias of Design, the above diagram outlines the three modes of inquiry (review, case study analysis, experiment) as shown below in the provisional structure…

Connectivist learning

Connectivism MindMap by George Siemens (2004)

In response to shifts in education media and the limitations of behaviorist, cognitivist and constructivist learning environments, George Siemens and Stephen Downes have developed an alternative model – connectivism. Referred to as “a learning theory for the digital age” it aims to understand the effects of technology on human life, communications and learning:

…connectivism is the integration of principles explored by chaos, network, and complexity and self-organization theories. Learning is a process that occurs within nebulous environments of shifting core elements – not entirely under the control of the individual. Learning (defined as actionable knowledge) can reside outside of ourselves (within an organization or a database), is focused on connecting specialized information sets, and the connections that enable us to learn more are more important than our current state of knowing. Connectivism is driven by the understanding that decisions are based on rapidly altering foundations.‘¹

As Siemens himself notes, the idea for connectivism is drawn from earlier texts on distributed congition Hutchins, media theory McLuhan and social development Vygotsky. In this respect it seems difficult to claim the theory as revolutionary, indeed as a review of the epistemology of design highlights, the majority of learning theories have evolved from three fundamental positions – innatism, empiricalism and constructivism. However, despite recent critics who claim it can not be defined as a theory (Verhagen, 2006), Siemens argument for revising the fundamental precepts of learning from ‘skill acquisition’ to ‘actionable knowledge’ seems well justified on many levels, not least of which is the growing evidence base supporting educational software.

Contrary to assumptions that networks ‘haven’t changed learning so much that we need to throw away all of the established learning theories and replace them with a new one’ (Kerr, 2006), distributed co-creation radically confronts the inadequacies of traditional learning models (Kolb, Riding, Gregorc, Myers-Brigg, Entwistle) which are predominantly based on inadequately validated concepts of genetic inheritance, archetypal psychology and instrinsic motivation. Many of Siemens’ critics fail to grasp this salient point – connectivism does not transfer cognitive power from the individual to the smartmob (digital Maoism) as proposed by media moralists like Jaron Lanier.

Rather, it responds to the urgent need for educational professionals to begin sharing and building a knowledge base to address fundamental change, instead of wasting time agressively defending opposing theoretical positions which bear little or no relevance to how digital natives (screenagers) acquire knowledge in the C21.

1. George Siemens, (2005) Connectivism: A Learning Theory for the Digital Age, Retrieved 17/01/11 http://www.itdl.org/journal/jan_05/article01.htm

The Semantic Turn

Ecotect (form-centric) vs. CATIA V5 (user-centric)

Defined by Klaus Krippendorff as the semantic turn, this shift from function to interaction is not new, originating around the early 1980s in response to personal computing and later expanding into the field of cognitive ergonomics. Since then, designing ‘object’ has become subordinate to designing ‘interface’. Despite this evolution, most architecture applies form-making as its dominant motif. Adopting new tools to realize this phase shift will allow our environments to become more sensor-driven and thus more rewarding. Some designers are already modeling via Second Life to counter the form-centricity of CAD, while others choose to adopt tools like virtual ergonomic systems by Dessault (above right), providing a more critical (albeit limited) understanding of subjective experience.