scholarly journals A Methodology for Architecture Theory and Practices Research: Design Practices Evaluation Studio

2019 ◽  
Vol 8 (4) ◽  
pp. 195
Author(s):  
Fathi Bashier

This article presents the initial findings of the design research carried out during the last semester by the master of architecture students at Wollega University, Ethiopia. The research goal is the creation of new knowledge to improve the design process. The dissatisfaction with the outcomes of the conventional design approach has led to rising concern and growing awareness of the need to evaluate design outcomes and to learn from the failure. That inadequate understanding of design problems leads frequently to design failure suggests that the evaluation of design outcomes can be made by assessing the way architects develop understanding of design problems, and how they use that understanding for developing knowledge base of the design process. The assumption is that architects’ understanding of design problems can be assessed by examining the way data is used for developing the knowledge base of the design process. The students surveyed the architects’ views in order to produce knowledge, which can be used to develop methods for discovering how inadequate data contributes to miss-informed design decisions; and methods for assessing the architects’ understanding of design problems. In this article the survey findings are analyzed and documented; and, the way the insight drawn from the inquiry can be used in future research for developing design theory, is discussed.Keywords: design outcomes, failure, evaluation, questionnaire, analyze

2016 ◽  
Vol 11 (1) ◽  
pp. 34
Author(s):  
Maral Babapour Chafi

Designers engage in various activities, dealing with different materials and media to externalise and represent their form ideas. This paper presents a review of design research literature regarding externalisation activities in design process: sketching, building physical models and digital modelling. The aim has been to review research on the roles of media and representations in design processes, and highlight knowledge gaps and questions for future research.


Author(s):  
Mats Nordlund ◽  
Taesik Lee ◽  
Sang-Gook Kim

In 1977, Nam P Suh proposed a different approach to design research. Suh’s approach was different in that it introduced the notions of domains and layers in a 2-D design thinking and stipulated a set of axioms that describes what is a good design. Following Suh’s 2-D reasoning structure in a zigzagging manner and applying these axioms through the design process should enable the designer to arrive at a good design. In this paper, we present our own experiences in applying Suh’s theories to software design, product design, organizational design, process design, and more in both academic and industrial settings. We also share our experience from teaching the Axiomatic Design theory to students at universities and engineers in industry, and draw conclusions on how best to teach and use this approach, and what results one can expect. The merits of the design axioms are discussed based on the practical experiences that the authors have had in their application. The process developed around the axioms to derive maximum value (solution neutral environment, design domains, what-how relationship, zig-zag process, decomposition, and design matrices) is also discussed and some updates are proposed.


Author(s):  
Alexander N. Brezing ◽  
Manuel Lo¨wer

It is generally accepted that superior products result from a balanced consideration of both “technology” and “aesthetic design”. Nonetheless, the gap between the two professions of the “design engineer” and the “industrial designer” has not been bridged since their origination in the course of industrialization [7]. One possible approach to enhance the collaboration of both disciplines is to teach the basics of the respective other’s. In Germany, the main work following this approach of trying to prepare engineers for design collaborations is the VDI guideline 2424 (“The Industrial Design Process”) [21], which was worked out and released in three parts from 1984 to 1988 by a group of engineering design researchers and industrial designers. As no accepted industrial design theory could be identified at that time, the authors of the guideline tried to apply some of engineering design methodology’s proven methods taken from the VDI guideline 2221 [19] that seemed to fit to industrial design. That approach ultimately failed, as the authors of the guideline had to conclude themselves in the opening remarks of its last part [21]. Even if the guideline is still officially in use for the lack of a replacement, it is hardly used in engineering education. Since then however, accepted theoretical approaches have been produced by industrial design research that allow for the definition of an interdisciplinary theory on product development. This paper introduces these approaches and arranges them together with models of engineering design methodology to serve as a basis for a design theory that explains both domains’ competences and responsibilities. A function-oriented product model is set up that illustrates existing interdependencies by classifying a technical product/project according to the relative importance of its technical function (engineering’s competence) on the one hand and its semiotic functions (industrial design’s competence) on the other. The realization of industrial design’s competence as signification and the organization of its devices according to the model of semiotic functions explain existing organizational problems of interdisciplinary design practice. It is demonstrated why industrial design cannot proceed according a purely technical design process such as the one defined in the VDI guideline 2221 and what implications that has on interdisciplinary design projects.


Author(s):  
Fabien Durand ◽  
Michael E. Helms ◽  
Joanna Tsenn ◽  
Daniel A. McAdams ◽  
Julie S. Linsey

Much design theory research seeks to create, evaluate, improve or optimize design methods. Whether that research focuses on design thinking, tools, methods, or education, short design problems are often provided to participants in order to evaluate the effects of the variables being tested. When designing and creating such problems, certain characteristics may influence design outcomes: experience and exposure to the design problems vary between participants, and each problem may be more or less favorable to the controlled variable. In this paper we conjecture a small set of design problem characteristics that may influence experimental outcomes, and we discuss two experiments targeted at uncovering this influence. In our first experiment we examine differences in evaluation metrics between two design problems. In a follow up experiment we correlate the hypothesized characteristics to the variances in experiment outcome. These early results assist to further compare and contrast the empirical differences in common evaluation metrics, as well as show how familiarity and extent of the subjects’ knowledge of a design problem influence these metrics. We also expose the potential for interaction between the design method and the design problem.


2012 ◽  
Vol 134 (4) ◽  
Author(s):  
J. S. Linsey ◽  
A. B. Markman ◽  
K. L. Wood

This paper presents a novel approach, referred to as the WordTree design-by-analogy method, for identifying distant-domain analogies as part of the ideation process. The WordTree method derives its effectiveness through a design team’s knowledge and readily available information sources (e.g., patent databases, Google) and does not require specialized computational knowledge bases. A controlled cognitive experiment and an evaluation of the method with redesign projects illustrate the method’s influence in assisting engineers in design-by-analogy. Individuals using the WordTree method identified significantly more analogies and searched outside the problem domain as compared to the control group. The team redesign projects demonstrate the WordTree method’s effectiveness in longer-term, more realistic, higher validity team projects and with a variety of different design problems. Teams successfully identified effective analogies, analogous domains, and analogous patents. Unexpected and unique solutions are identified using the method. For example, one of the teams identified a dump truck and panning for gold as effective analogies for the design of a self-cleaning cat litter box. In the controlled experiment, a cherry pitter was identified and implemented as a solution for designing a machine to shell peanuts. The experimental results also highlight potential improvements for the method and areas for future research in engineering design theory.


Author(s):  
N F O Evbuomwan ◽  
S Sivaloganathan ◽  
A Jebb

The study of the design process, design theory and methodology has been a preoccupation of engineers, designers and researchers over the last four to five decades. As the end of this millenium is approached and with the renewed interest around the world in engineering design, it is fitting to examine the state of the art and current status of issues relating to design philosophies, theory and methodology. Over the last 40 years, many approaches to design have been put forward by various researchers, designers and engineers, both in academia and industry, on how design ought to and might be carried out. These proposals on design have tended towards what has come to be regarded as design philosophies, design models and design methods. The thesis of this paper is to discuss various aspects of generic research in design, within the above classifications in the light of the work that has been done in the last four decades. Discussions will focus on various definitions of design, design theory and methodology, the nature and variety of design problems, design classifications, philosophies, models, methods and systems.


2021 ◽  
Author(s):  
◽  
Izack Franklin

<p>My research begins with an investigation into existing public space to reveal its appropriation and determinants to determine if the site is successful or not. These findings will inform the design research through introducing small interventions which create new site qualities.  This research aims to find what influences use and appropriation within public space. Observations of the determinants and qualities of different sites, will lead to the identification of key aspects, the discoverings will be analysed to determine what makes a public space successful or unsuccessful.  The objective is to use these discoveries to introduce a change in the design process through developing ideas that amplify the surrounding existing environment/ structures.  I aim to use designed and non-designed elements that reconfigure the way users manipulate space. I was offered an opportunity to work with a kindergarten (Awatea Kindergarten) as a case study to test my findings.  Findings from the design research highlight how the introduction of new elements into a space, can reconfigure the existing area and amplify those existing natural elements into the design.</p>


2021 ◽  
Author(s):  
◽  
Izack Franklin

<p>My research begins with an investigation into existing public space to reveal its appropriation and determinants to determine if the site is successful or not. These findings will inform the design research through introducing small interventions which create new site qualities.  This research aims to find what influences use and appropriation within public space. Observations of the determinants and qualities of different sites, will lead to the identification of key aspects, the discoverings will be analysed to determine what makes a public space successful or unsuccessful.  The objective is to use these discoveries to introduce a change in the design process through developing ideas that amplify the surrounding existing environment/ structures.  I aim to use designed and non-designed elements that reconfigure the way users manipulate space. I was offered an opportunity to work with a kindergarten (Awatea Kindergarten) as a case study to test my findings.  Findings from the design research highlight how the introduction of new elements into a space, can reconfigure the existing area and amplify those existing natural elements into the design.</p>


1990 ◽  
Vol 6 (1) ◽  
Author(s):  
Patricia Youngblood

<span>Experts in the field have acknowledged that the 1990s bring new challenges to the field of educational technology. The traditional models for designing instruction will need to be modified to address the new capabilities of emerging technologies (Alien, Dodge &amp; Saba, 1989; Hannafin &amp; Rieber, 1989). And research must be conducted to guide the development of instructional design and technology theory and models (Klein, 1989; Reigeluth, 1989).</span><p>In his review of the status of current research in instructional technology (IT), Clark (1989) recommends that future research must go beyond descriptive research methods to adopt prescriptive research methodology. He recommends that IT researchers use the more basic, descriptive research findings from individual differences and developmental psychology to create 'design prescriptions'. These prescriptions can then be used in design research to produce generalizations about the best methods to be used with specific tasks and learners to increase achievement and motivation. The study reported here is an example of this type of design research.</p><p>In this study the researcher used a prescriptive instructional design theory, the elaboration theory (Reigeluth &amp; Stein, 1983), to construct a study aid called a theoretical synthesizer and test its effectiveness in helping biology students learn genetics principles.</p>


2014 ◽  
Vol 496-500 ◽  
pp. 2616-2620
Author(s):  
Xin Xiong Liu ◽  
Lin Gan ◽  
Hai Ping Zhao

This paper discusses the concept of campus souvenirs and emotional needs, analyzed the classical campus souvenirs design case. In the proposed campus souvenirs design process, heterogeneous isomorphism principle are used to explain the interaction between the emotional demands design and process. Finally discusses the campus souvenirs design problems existing in the research and development trend


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