Research Through DESIGN Through Research
Research Through DESIGN Through Research
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36,9/10 Research through DESIGN
through research
A cybernetic model of designing design
1362 foundations
Wolfgang Jonas
School of Arts and Design, University of Kassel, Kassel, Germany
Abstract
Purpose – The paper seeks to make a substantial contribution to the still controversial question of
design foundations.
Design/methodology/approach – A generic hypercyclic design process model is derived from
basic notions of evolution and learning in different domains of knowing (and turns out to be not very
different from existing ones). The second-order cybernetics and evolutionary thinking provide
theoretical support.
Findings – The paper presents a model of designerly knowledge production, which has the potential
to serve as a genuine design research paradigm. It does not abandon the scientific or the hermeneutic
or the arts & crafts paradigm but concludes that they have to be embedded into a design paradigm.
“Design paradigm” means that “objects” are not essential, but are created in communication and
language.
Research limitations/implications – Foundations cannot be found in the axiomatic statements of
the formal sciences, nor in the empirical approaches of the natural sciences, nor in the hermeneutic
techniques of the humanities. Designing explores and creates the new; it deals with the fit of artefacts
and their human, social and natural contexts. Therefore foundations for design (if they exist at all)
have to be based on the generative character of designing, which can be seen as the very activity which
made and still makes primates into humans.
Practical implications – The hypercyclic model provides a cybernetic foundation (or rather
substantiation) for design, which – at the same time – serves as a framework for design and design
research practice. As long as the dynamic model is in action, i.e. stabilized in communication, it
provides foundations; once it stops, they dissolve. The fluid circular phenomena of discourse and
communication provide the only “eternal” essence of design.
Originality/value – “Design objects” as well as “theory objects” are transient materializations or
eigenvalues in these circular processes. Designing objects and designing theories are equivalent.
“Problems” and “solutions” as well as “foundations” are objects of this kind. This contributes to a
conceptual integration of the acting and reflecting disciplines.
Keywords Design, Cybernetics, Evolution, Learning, Research, Knowledge management
Paper type Research paper
2. Guiding ideas in design research: for users and/or for design itself?
Because of the hybrid nature of design research (looking for knowledge þ aiming at
real world improvements) the DRM addresses two related issues:
(1) internally, regarding the disciplinary status: how can design become a
respected academic field of knowledge production? and
(2) externally, regarding design’s benefit for society: how can design contribute to
human-centred innovation?
This demands us to reconfigure and conjoin the two questions into one and ask:
How can design establish its own genuine research paradigm (independent from the sciences,
the humanities and the arts) that is appropriate for dealing with purposeful change in
ill-defined (therefore called “complex”) real-world situations?
The discussion is embedded in ongoing debates about shifting modes of knowledge
production in the sciences and in society at large. Nowotny et al. (2001) claim that science
enters the “agora” and explicate “Mode-2” knowledge production, which is contextualized
and which must be “socially robust” rather than “true”. Science is increasingly involved in
projects of socio-cultural and technological change, and this can be interpreted as “science
approaching designerly ways of knowledge production” (Jonas and Meyer-Veden, 2004).
Knowing how becomes equally important as knowing that (Polanyi, 1966). Therefore, I will
step away from essentialist “theories of what” and have a closer look at process models or
“theories of how” to design. Doing this from a systemic and evolutionary perspective leads to
a cybernetic process model, which appears to be constitutive of any attempt at
theory-building in design. Concepts such as “research through design” (Frayling, 1993,
going back to Archer), or “project grounded research” (Findeli, 1997), or, although
semantics-focussed, “science for design” (Krippendorff, 2005) offer promising starting
points. But little has been done since to operationalize these concepts in a coherent model.
0.6
1370 x
0.4
0.2
0
2.4 2.6 2.83.2 3.43.0 3.6 3.8 4.0
r
Figure 1. Notes: Simple feedback processes, as e.g. in the logistic equation xn+1 = r xn (1-xn)
Simple feedback processes show the tendency to produce bifurcation cascades and deterministic chaos
logistic equation (2007)
Telegraphy
Telex
Broadband data
Packet-switched data
Telegraphy Circuit-switched data
Telemetry
Telex Teletex
Packet-switched data Text facsimile
Telegraphy
Facsimile
Telex Colour facsimile
High-speed data
Telegraphy Electronic mail
Telegraphy Telenewspaper
Telex Medium-speed data
Circuit-switched data Videotex
Telegraphy Low-speed data
Telex Data Telemetry Speech facsimile
Telegraphy Photo Facsimile Telephony
Telegraphy Photo Photo
Facsimile Teletex Hi-fi telephony
Telephony Telephony Facsimile Facsimile Facsimile
Facsimile Telephone-conference
Telephony Telephony Facsimile
Sound Videotex Videoconference
Sound Stereo hi-fi sound Telephony
Telephony Videotelephony
Stereo hi-fi sound Videoconference Stereo hi-fi sound
Colour television
Quadrophony
Mobile telephony Colour television Colour television
Stereo hi-fi sound
Stereo television
Colour television
Mobile telephony High-definition television
Stereo television
Paging Mobile videotelephony
Mobile telephony
Mobile telephony
Paging
Mobile text
Mobile facsimile
Mobile data
Mobile videotex
Paging
Figure 2.
1847 1877 1920 1930 1960 1975 1984 2000
Bifurcation patterns in the
evolution of artefacts
Source: Graham and Marvin (1996, p.16)
Hybs and Gero (1992) describe artefacts as entities struggling for the survival of the
fittest in the hostile environment of the market; but the approach is still sub-complex.
We seem to know where we come from, but we do not know, where we are going. At
least we know the ancestors of our current artefacts, which means some interpretation
capacity for design history. Nevertheless, we normally do not know the influences that
acted upon the bifurcation situations and resulted in exactly this and no other
development. Representations of design processes reveal these patterns too, which
may indicate some kind of similarity of ontogenetic and phylogenetic processes in Research
designing (Figure 3). The nicely cut branches after the bifurcation points suggest that through DESIGN
there is a rational means to overcome the indeterminacy, to take a decision, which
provides more than a random chance, that the decision is viable in the future. Rittel through research
(1972, pp. 48, 54, translation W.J.) comments this laconic:
Constrictions are not “natural conditions” but deliberate restrictions of the variety of
solutions, mostly implicit signs of resignation . . .
1371
In reality there is no opposition/sharp conflict between an . . . intuitive approach to solve a
problem and . . . a controlled, reasonable and rational approach. The more control one wants
to exert, the more well-founded one wants to judge, the more intuitive one has to be.
Tasks
Planning
Selected task
Overall function
Sub-functions (function structure
to meet the overall function)
Solution principles and/or building
blocks for thd sub-functions
Conceptual design
Dimensional layout
Improved layout
Selected assemblies
Optimum assemblies
Final layout
Detail design
Production documents
(drawings, parts lists, instructions) Figure 3.
Bifurcation cascades in the
design process
Source: Roozenburg and Eekels (1991, p.110)
K The endpoints in the more and more ramifying tree of causal explanations are always
spontaneous judgements.
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These evident analogies in the processual patterns of natural and artefact evolution
confirm the application of evolutionary concepts to the design of artefacts. No
one-to-one analogies are sought; of course, variation in a meaning-based context is
different from variation in organisms. It is not necessary to stick too closely to the
1372 biological concepts or to “translate” every feature of biological evolution to the
socio-cultural field. Thus, if we are aiming at new descriptions and tools for the design
process, we have to identify the elements and processes of natural evolution, which can
be transferred to the evolution of artefacts.
Luhmann’s (1997) social theories are closely related to evolutionary epistemology.
In his main oeuvre he started to work out the concept of social evolution. Evolution
theory is based upon the system/environment distinction; it is this difference, which
enables evolution. Evolution theory does not distinguish historical epochs, but the
circular sequence of variation, selection, and re-stabilization. It serves for the unfolding
of the paradox of “the probability of the improbable”. Evolution theory thus explains
the emergence of essential forms and substances from the accidental, relieving us of
attributing the order of things to any form-giving telos or origin. It simply turns the
terminological framework of world-description upside-down. Evolution theory is not a
theory of progress, and it does not deliver projections or interpretations of the future.
Autopoiesis, as outlined above, enforces a revision of the concept of “adaptation”.
Adaptation is a condition, not the goal or outcome of evolution: on the basis of being
adapted it is possible to produce more and more risky ways of non-adaptation – as
long as the continuation of autopoiesis is guaranteed (Figure 4).
The three separated processual components of evolution can be related to the
constituent components of society, conceived as a communicative system
(Luhmann, 1997):
(1) Variation. Varies the elements of the systems, i.e. communications. Variation
means deviating, unexpected, surprising communication. It may simply be
questioning or rejecting expectations of meaning. Variation produces raw
material and provides further communicative connections with wider varieties
of meaning than before. In design this means new artefacts, conceived as
materialized communication.
(2) Selection. Relates to the structures of the system. Structures determine the
creation and use of expectations that determine communication processes.
Positive selection means the choice of meaningful relations that promise a value
for building or stabilizing structures. Selections serve as filters to control the
diffusion of variations. Religion has been such a filter. Truth, money, power, as
symbolically generalized media serve as filters in modern societies. In design
this may be phenomena such as fashion, taste, etc.
1 2
Figure 4. Note: This figure represents variation - selection - re-stabilization as the basic pattern
of socio-cultural evolution, transferring a system from state 1 state 2
(3) Re-stabilization. Refers to the state of the evolving system after a Research
positive/negative selection. It has to take care of the system-compatibility of through DESIGN
the selection. Even negative selections have to be re-stabilized, because they
remain in the system’s memory or archive. In design this is the long-term through research
viability of an artifact, in a functional as well as in a semantic sense.
There is the relation to Langrish’s (2004) memetic concept of recipemes, selectemes, 1373
explanemes. And, more pragmatically, to Sanders (2006), who refers to the concept of
usable/desirable/useful. She argues that we are quite good in designing usability, make
progress in designing desirability, and are still weak in designing usefulness. I agree
with her diagnosis, but – before the evolutionary background – I am highly sceptical
as to substantial progress regarding desirability or even usefulness (Table III).
7. A generic design process model: designing as a learning process within
the overall evolutionary pattern
An important step forward towards an integration and more precise differentiation of
the concepts of design and evolution consists of the argument, that human designing
comprises just the variation phase of socio-cultural evolution as introduced above.
Designing, as a sometimes highly rational endeavour (bringing a man to the moon may
include certain trial and error components, but cannot be considered as trial and error
overall) is embedded in an overall trial and error process (Figure 5).
Although design activities desperately try to consider selection- and re-stabilization,
they are necessarily de-coupled from these phases. There is no causal relation between
variation – selection – re-stabilization. Bringing a man to the moon may turn out as
the first step into the universe, or as a singular historical event of the second half of the
twentieth century. So state 2 (the “preferred one”) should better be labelled state 20
leaving 2 for the actual future state, which cannot be determined. Design is about what
is not (yet). This statement expresses the main epistemological problem/paradox the
micro
realization
A research
P
S
Figure 7. analysis
Research – analysis – synthesis
synthesis – realization:
the micro cycle of the
design process
which supports the suggested link between cybernetic and evolutionary patterns. Research
Natural and artificial evolution follows comparable processes. All this supports the through DESIGN
concept of conscious design as necessarily embedded in evolutionary processes. Only
the variation phase of artificial evolution is fully conscious and controllable. This is through research
what we call design. That means most of the time the “watchmaker” is actually blind
(Dawkins, 1986). He experiences some rare enlightened moments in an eternity of
blindness (Table IV). 1375
If we switch the mode from the metaphoric concept to operation, then we can interpret
the hypercyclic scheme of the design process as a toolbox of three rows and four colums.
Each of the 12 compartments that represent the complete process contains methods and
tools for the respective process steps: for example, the ANALYSIS/SYNTHESIS
compartment provides methods about “How to understand the situation as a
whole? ! worldviews” which can be, for example, systemic modelling techniques. If we
assume ten methods per compartment and 12 process steps, then we arrive at 1012
different paths/processes. Each path is a legitimate roadmap of the design process,
transferring state 1 ! state 20 . The scheme is open for various “flavours” of design
research: technological, cultural, user-centred, semantic, systemic, etc. It is just one
possible model of a process, the validity of which has to be debated elsewhere.
The model allows individualized sequences/design processes. The distinction of
design and research becomes fuzzy. The more one limits the inquiry to single domains
of knowing or even to single process steps, the more it becomes possible and important
to match the standards of scientific research. On the other hand, processes covering
several boxes or even the whole process necessarily have to creatively deal with
knowledge gaps (Jonas and Meyer-Veden, 2004).
macro/micro
2'
1 res. anal. synth. real.
1 Figure 8.
A The combination of
A
S macro- and micro cycle
P provides a generic,
hypercyclic model of the
S design process, which can
be linearized into a tabular
2'
scheme
P
and outcomes
methods/tools, questions
categories of design
form of a toolbox:
The design process in the
Table IV.
1376
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K
Steps of the iterative micro process of learning/designing
Research Analysis Synthesis Realization
Domains of design ANALYSIS “the How to get data on the How to make sense of How to present the
How to understand the
inquiry, true” how it is today situation as it IS? ! data this data? ! knowledge situation as asituation as
steps/components of the PROJECTION “the on what IS on what IS IS? ! consent on the
whole? ! worldviews
iterative macro process ideal” how it could How to get data on future How to interpret these situation
How to get consistent
of designing be changes? ! future-related data? ! information How to present the
images of possible
data about futures future
futures? ! scenarios
scenarios? ! consent
on problems/goals
SYNTHESIS “the How to get data on the How to evaluate these How to design solutions How to present the
real” how it is situation as it SHALL data? ! problem, list of of the solutions? ! decisions
tomorrow BE ! problem data requirements problem? ! design about “go/no go”
solutions
COMMUNICATION How to establish the process and move it forward? How to enable positive team dynamics? How to find
“the driver” balance between action/reflection? How to build hot teams? How to enable equal
participation? ! focused and efficient teamwork
the same road, but heading into the opposite direction, towards scientific research. Research
Fallman distinguishes design and research in HCI as two poles of a continuum and through DESIGN
coins the terms of “research-oriented design” and “design-oriented research” which can
immediately be related to the present concepts of “research through design” and
through research
“design through research” (Table V).
Research within the “DRM-mindset” assumes that the “swampy lowlands” of
uncertainty (Schön, 1983) will be subsequently replaced by well-grounded knowledge. 1377
But exclusively scientific research is unable to fully recognize the implications of acting
in a space of imagination and projection, where design criteria only become apparent
after the outcome has been designed. Therefore, the “knowledge base position” needs to
be complemented by the “unknowledge base position” (Jonas et al., 2005) or by the
competencies to deal with not-knowing (Willke, 2002). It is not science as a method, but
science as a guiding paradigm for design, which is being called into question. Examining
design as processes in the course of socio-techno-cultural evolution will reveal more
clearly what is impossible and will enable us to identify the stable islands of reliable
knowledge. This view adopts the circular and reflective “trial & error” models of
generative world appropriation, as put forward by Dewey (1986), von Foerster (1981),
Glanville (1982), Schön (1983) and Swann (2002) and many others. Furthermore, the
hierarchical separation of basic/applied/clinical research does not make sense in this
conception of design. Basic research for real needs has to be closely related to real-world
situations. I.e. basic research, in order to be basic, has to be embedded/applied in clinical
situations.
The idea of research through design is based upon a generic structure of
learning/designing, which has been derived from practice. Design process logic,
according to the argument in this text, is a cybernetic logic of creating the objects of the
world. Relevant design knowledge is not knowledge of the objects, but knowledge for the
creation of the objects (Glanville, 2006). Every design process (more or less) follows this
generic structure, making use of the various (scientific) methods provided for each of the
steps. The inherent fuzziness of the process model is able to bridge the causality gaps
occurring between the different, often incompatible, scientific contributions.
Design ˆ ! Research