Meaning Frames: The Structure of Problem Frames and Solution Frames

Design Issues ◽  
2019 ◽  
Vol 35 (3) ◽  
pp. 20-34
Author(s):  
Louise Møller Haase ◽  
Linda Nhu Laursen

In recent years, focus on the designer's ability to frame wicked problems has underlined the important positioning of the designer as a key player in the early phases of innovation. However, further clarification and development of the theory and terminology of framing are needed in order to understand and support the rather complex framing process that the design team engages in during the early phases of innovation. There is a need to understand how design teams move from an overall framing of the wicked problem, in literature termed the “ problem frame,” to creating a meaningful solution. Through in-depth case studies of the framing processes at five design companies, we learn how designers use the overall problem frame as a stepping-stone to constructing a set of “ solution frames” in order to move toward a meaningful solution that integrates different perspectives. Together with the problem frame these sets of additional solution frames constitute an overall framing of the meaningful product—a “ meaning frame.” This overall meaning frame clarifies and sets the boundaries, the values and goals, and the criteria for evaluation of a proposed solution. As such, the study sheds light on the otherwise hidden reasoning process of framing toward a meaningful solution, rather than framing the problem, which a majority of current literature discusses.

Author(s):  
Erik M. W. Kolb ◽  
Jonathan Hey ◽  
Hans-Ju¨rgen Sebastian ◽  
Alice M. Agogino

Metaphors have successfully been used by new product development and design teams to help frame the design situation and communicate new products to stakeholders. Yet, the process of finding a compelling metaphor often turns upon stumbling upon it or a flash of insight from a team member. We present Meta4acle: a Metaphor Exploration Tool for design that suggests possible metaphors to make the process more one of ‘seeking out’ than ‘stumbling upon’ an effective metaphor. The tool takes data about the project in the form of a title, domain and key associations required of the metaphor and returns suggestions from a database of possible metaphor sources. We built a Meta4acle prototype and evaluated it with positive results for three existing design case studies. We present plans for its full implementation and evaluation.


1990 ◽  
Vol 46 (3) ◽  
pp. 291-314
Author(s):  
John D. French

During the period from Mexican independence in 1821 to the end of the French intervention in 1867, Mexico's primary tie to the outside world was based on trade. The foreign merchants, who monopolized this activity, played a crucial role in the economic, diplomatic, and political life of Mexico. The current literature on these nineteenth century merchants includes studies of foreign groups, such as the French, detailed case studies of individual entrepreneurs, firms and merchant families, and one work that provides a unique state-centered perspective on the Mexican/merchant nexus. None, however, have tried to conceptualize the role of foreign merchants as a whole, across national lines and individual rivalries, in the port cities that were the central arena of contact and conflict with the outside world.


2021 ◽  
Author(s):  
Vivek Rao ◽  
Ananya Krishnan ◽  
Jieun Kwon ◽  
Euiyoung Kim ◽  
Alice Agogino ◽  
...  

Abstract Design team decision-making underpins all activities in the design process. Simultaneously, goal alignment within design teams has been shown to be essential to the success of team activities, including engineering design. However, the relationship between goal alignment and design team decision-making remains unclear. In this exploratory work, we analyze six student design teams’ decision-making strategies underlying 90 selections of design methods over the course of a human-centered design project. We simultaneously examine how well each design team’s goals are aligned in terms of their perception of shared goals and their awareness of team members’ personal goals at the midpoint and end of the design process, along with three other factors underpinning team alignment at the midpoint. We report three preliminary findings about how team goal alignment and goal awareness influence team decision-making strategy that, while lacking consistent significance, invite further research. First, we observe that a decrease in awareness of team members’ personal goals may lead student teams to use a different distribution of decision-making strategies in design than teams whose awareness stays constant or increases. Second, we find that student teams exhibiting lower overall goal alignment scores appear to more frequently use agent-driven decision-making strategies, while student teams with higher overall goal alignment scores appear to more frequently use process-driven decision-making strategies. Third, we find that while student team alignment appears to influence agent- and process-driven strategy selection, its effect on outcome-driven selection is less conclusive. While grounded in student data, these findings provide a starting place for further inquiry into of designerly behavior at the nexus of teaming and design decision-making.


Author(s):  
Jon G. Hall ◽  
Lucia Rapanotti

This chapter introduces Problem Frames as a framework for the analysis of sociotechnical problems. It summarizes the Problem Frames approach, its techniques and foundations, and demonstrates, through theory and examples, how it can be applied to simple sociotechnical systems. The chapter continues with the description of an extended Problem Frame framework that allows the treatment of more general sociotechnical problems. This extension covers social components of a system — individuals, groups or organisations — bringing them within the remit of the design activity. The aim of the chapter is to make the Problem Frames framework more accessible to the software practitioner, especially those involved in the analysis of sociotechnical problems, as these problems have so far received only scant coverage in the Problem Frames literature.


Author(s):  
Laura Caccioppoli

This chapter will examine how nonprofits are both bridging the gaps left behind from health policy, and are at the intersection of institutions, interests, and the policy process. Using cultural competency as a theoretical lens, the chapter will make use of the current literature, demographic trends, and other qualitative and quantitative data to situate three case studies. As the Affordable Care Act, and other health policies tout themselves as solutions to gaps in health care services for minorities, this chapter offers an overview and evaluation of these policies as well as an explanation of the role nonprofits have in filling necessary service delivery and advocacy.


2009 ◽  
pp. 713-731
Author(s):  
Jon G. Hall ◽  
Lucia Rapanotti

This chapter introduces Problem Frames as a framework for the analysis of sociotechnical problems. It summarizes the Problem Frames approach, its techniques and foundations, and demonstrates, through theory and examples, how it can be applied to simple sociotechnical systems. The chapter continues with the description of an extended Problem Frame framework that allows the treatment of more general sociotechnical problems. This extension covers social components of a system — individuals, groups or organisations — bringing them within the remit of the design activity. The aim of the chapter is to make the Problem Frames framework more accessible to the software practitioner, especially those involved in the analysis of sociotechnical problems, as these problems have so far received only scant coverage in the Problem Frames literature.


Author(s):  
Marija Majda Perisic ◽  
Tomislav Martinec ◽  
Mario Storga ◽  
John S Gero

AbstractThis paper presents the results of computational experiments aimed at studying the effect of experience on design teams’ exploration of problem-solution space. An agent-based model of a design team was developed and its capability to match theoretically-based predictions is tested. Hypotheses that (1) experienced teams need less time to find a solution and that (2) in comparison to the inexperienced teams, experienced teams spend more time exploring the solution-space than the problem-space, were tested. The results provided support for both of the hypotheses, demonstrating the impact of learning and experience on the exploration patterns in problem and solution space, and verifying the system's capability to produce the reliable results.


1988 ◽  
Vol 32 (6) ◽  
pp. 425-429
Author(s):  
Peter R. Nolan

Five research studies were conducted to specify the physical description of a novel mouse for an office computer. The mouse had side buttons that when pressed at the same time, moved or scrolled the contents of the active window. The studies examined accidental activation of both the side buttons and the top buttons, whether the mouse should be single button or have multiple buttons on its top surface, the back width dimension, volume and silhouette, top button position, and side button size and position. Each study provided data that was used in the next study, after it was reviewed by a design team. This case study shows that in design/development environments, quick, iterative studies serve the needs of design teams by providing successive approximations to the final design in a timely fashion. The utility of this method is compared to a multifactorial design.


2010 ◽  
Vol 14 (06) ◽  
pp. 989-1011 ◽  
Author(s):  
CHRISTINA ÖBERG

The purpose of this paper is to discuss and classify the roles of customers in innovations. In literature on innovations, customers have been increasingly emphasised as a source for innovations and also in how they help develop ideas in their early phases. This paper exemplifies various customer roles in innovations through three case studies. These describe the customer as initiator, as co-producer and as inspiration for business development. Through using role theory to discuss customers in innovations, it becomes explicit how customers may play their traditional roles, add roles or transfer to new roles beyond the scope of being a customer. Furthermore, the paper shows that customer roles change during the innovation process from added or transferred towards more traditional ones.


Author(s):  
Janet M. Rice ◽  
Robert H. Allen ◽  
Artin A. Shoukas

Abstract We report on the characteristics of our year-long Longitudinal Design Team (LDT) courses, which have been taught since Fall 1998. Our main goal in these courses is to have teams of undergraduates at all educational levels work together solving problems that involve design in biomedical engineering. Consisting of about ten students, each team is composed mostly of freshmen, who, with the help of upperclassmen mentors and an upperclassman Team Leader, are able to use the knowledge they have gained in their introductory courses and from their life experiences and apply it to biomedical engineering problems. In the Fall semester, teams work on one or two projects, where they design, perform, measure and apply principles of physics to develop an understanding of a bio-mechanical event. In the spring, teams work on individual design projects proposed by “customers.” Faculty mentors interact with the team leaders and they decide how to proceed with their respective projects. Because the course is open to all educational levels, freshman students often reregister for the course as more upper level students. In addition to a learning environment, the design team is also a place for underclassmen to develop relationships with upperclassmen and vice versa. These relationships have proved particularly useful to the freshmen in choosing their courses, as well as in deciding summer and research plans. The upperclassmen are also learning how the knowledge they have gained in their coursework applies to solving practical problems. Although only in operation for three years, others perceive tangible results as well. In particular, the majority of customers are satisfied with the prototypes they receive. These preliminary results indicate that this unique program helps our students become acclimated to our curriculum and in preparing them for their profession.


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