Juxtaposing Design Representations for Creativity
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An Interdisciplinary Journal on Humans in ICT Environments ISSN: 1795-6889 www.humantechnology.jyu.fi Volume 6 (1), May 2010, 38–54 38 JUXTAPOSING DESIGN REPRESENTATIONS FOR CREATIVITY Abstract: This paper argues that the influence of design rationale on creativity is best achieved by concurrent use of scenarios, prototypes and models. A framework of cognitive affordances is introduced to discuss the merits and limitations of each representation. The paper concludes by discussing how different representations might complement each other in creative scenario-based design. Keywords: scenarios, prototypes, cognitive affordances, design representations. INTRODUCTION It is often argued that creative design is best supported by examples of good design, thought probes, and stimulating artifacts (Cross, 2000; Gaver, Beaver, & Benford, 2003). In contrast, the methodical engineering approach to design emphasizes a systematic process, models, and the reuse of design knowledge, criticizing less systematic approaches as “craft” (Dowell & Long, 1998). Design rationale may provide a middle ground between the two approaches as an easy-to-use notation that can stimulate creativity while preserving some of the generality and rigor of models. I will investigate the contributions that different design representations can make to the creative design process from the viewpoint of cognitive reasoning processes. The relative merits of design rationale, scenarios, models, and prototypes are investigated in terms of their roles in the design process and cognitive affordances. The integrated use of different representations will be illustrated by the scenario-based requirements analysis method (SCRAM; Sutcliffe & Ryan, 1997). SCRAM advocates a combination of design rationale, scenarios, and early prototypes as a means of effective requirements analysis and design exploration. More recently we have used a merge of SCRAM and scenario-based design (Carroll, 2002) with a similar combination of design representations in eScience health informatics domains (Sutcliffe et al., 2007). The following section of this paper describes the properties of different design representations. Next, I discuss how the representations can support creative reasoning, with the following section elaborating the theme by investigating cognitive affordances. Then I review how representations can be integrated into the design requirements discovery process. Integration is illustrated with the SCRAM method, followed by a brief review of other approaches to creative design support. The paper © 2010 Alistair Sutcliffe and the Agora Center, University of Jyväskylä URN:NBN:fi:jyu-20105241906 Alistair Sutcliffe Manchester Business School Universit y o f Manchester, U K
Juxtaposing Design Representations for Creativity 39 concludes by reviewing the potential for juxtaposing different design representations for creative design, as well as requirements specification of systems. DESIGN REPRESENTATIONS This section reviews the role of the more common design representations in creative design from a human–computer interaction (HCI) perspective and from the more analytic view of software engineering. Scenarios One of the key distinctions between scenarios and any model is that the former are grounded examples of specific experience, whereas models are more abstract representations of phenomena in the real world. Unfortunately, the term scenario has been abused in the literature and a large number of definitions exist (see Rolland et al., 1998). Indeed, much of the scenario literature, especially in the software engineering tradition (Kaindl, 1995), is in fact describing event–sequence traces through state transition models. In object-oriented design it becomes difficult to distinguish between use cases, alternative paths through use cases, and scenarios, which are just another path through a use case (Cockburn, 2001; Graham, 1996; Jacobson, Christerson, Jonsson, & Overgaard, 1992). Scenarios have several roles in design; according to Carroll, one of these is a “cognitive prosthesis,” or an example to stimulate the designer’s imagination. Scenarios and other techniques, such as claims, are lightweight instruments that guide thought and support reasoning in the design process (Carroll, 2002). Carroll has articulated several different roles for scenarios in the design process, including envisionment for design exploration, requirements elicitation, and validation (Carroll, 1995). Usage scenarios illustrate problems for analysis and initiating or visioning scenarios stimulate design of a new artifact, while projected use scenarios describe future use of an artifact that has been designed (Sutcliffe & Carroll, 1998). Scenarios can promote creative reasoning by stimulating examples and vivid illustration of real-life problems. One problem with scenarios is that extreme examples might bias reasoning towards exceptional and rare events, or towards the viewpoint of an unrepresentative stakeholder. These biases are an acknowledged weakness of scenarios; however, some proposed scenarios are deliberately exceptional to provoke constructive thought (Djajadiningrat, Gaver, & Frens, 2000). Although scenarios are useful as cognitive probes for design, this is not their only role. Scenarios arguably are the starting point for all modeling and design, and contribute to several parts of the design process. For instance, Potts (1999) has advocated scenarios to validate or check the acceptability of designs. The process of generalization inevitably loses detail, and the analyst has to make judgments about when unusual or exceptional behaviors are omitted, or explicitly incorporate them in task models as branches in action sequences. Hence one criticism that can be leveled at scenarios is that gathering detail comes at the price of effort in capturing and analyzing a “necessary and sufficient” set of scenarios.
Sutcliffe 40 Models A prime role of models, either in the HCI tradition of task modeling or in software engineering (e.g., use cases, class diagrams, activity sequence diagrams, UML, etc.), has been to specify the system and represent the problem space to support design reasoning. One criticism of models is that they do not capture the richness of interaction that occurs in the real world, compared with scenario narratives that concentrate on contextual description (e.g., Kuutti, 1995; Kyng, 1995). For instance, software engineering and task models may be criticized for not representing the relationships between agents, activity, and organizational structures, although these concepts are described in sociotechnical system design frameworks such as ORDIT (Eason, Harker, & Olphert, 1996). Meanwhile, a more comprehensive modeling language can be found in the i* requirements engineering method that analyzes the dependencies between agents, tasks, goals, and resources (Mylopoulos, Chung, & Yu, 1999; Yu, 1993). Models can expose design dilemmas and inconsistencies and thereby support the generation of creative solutions; however, how well models expose problems depends on the clarity of their notations and the reasoning mechanisms associated with the model. Models show an abstract view of problems so they might be accused of having a narrow scope of phenomena and omit detail, whereas scenarios might be able to represent phenomena in more detail, but they do so in an ad hoc manner and leave the responsibility of generalization to the analyst. Of course, models can be used with scenarios, and this theme is elaborated later in this paper. Design Rationale The essence of design rationale (DR) is to represent argumentation and knowledge within the design process. Hence DR can be viewed as models that are specialized to represent the problem space for decision making, including evidence for evaluating alternative designs. Various forms of DR have appeared since their genesis in Toulmin’s (1958) argumentation semantics, notably issue-based information systems and the diagrammatic form gIBIS (Conklin & Begeman, 1988), which represents issues (design problems to be solved), alternatives (possible solutions), and evidence that supports or detracts from each alternative. The most influential HCI variant of DR recapitulates the semantics as questions (design problem), options, and criteria (QOC; MacLean & McKerlie, 1995; MacLean, Young, Bellotti, & Moran, 1991). DR can also be used to express generalizable knowledge accumulated during iterative design. Psychological DR, or claims (Carroll & Rosson, 1992), uses a simpler semantic representation of the claim (problem statement), a solution (expressed as an artifact/design pattern), and arguments divided into upsides and downsides. Claims may be used to support reasoning during the design process (Carroll, 2002) or present reusable knowledge by recording the results of evaluation, including the problem that motivated a general design principle— called a claim—with trade-offs expressed as upsides and downsides (Carroll, 2000; Sutcliffe & Carroll, 1999). When DR is used to support the design process, the trade-off concerns for a claim about DR representations might invite comparison of the cost of representing the design space versus the advantage gained in more effective reasoning. The juxtaposition of alternatives is a key affordance for creative reasoning. For collaborative decisions, DR diagrams can function as a shared representation to focus discussion, although the costs may well outweigh
Juxtaposing Design Representations for Creativity 41 the benefits. The uptake of DR in industry has been slow. When representing reusable knowledge, the benefits of DR may be potentially larger, but reuse depends on an effective knowledge management and retrieval system. Prototypes This category includes a variety of design representations, ranging from paper (or computerbased) storyboards to mock-ups/concept demonstrators with limited scripted functionality and prototypes with a partial software implementation. Prototypes stimulate creative design because they engage the user (designer) with the material of the product, be that software or hardware. Experimentation becomes part of the implementation unless a rigorous specification in detail of the implementation process is adopted, as practiced in software engineering. The prototype artifacts all result from the creative design process and, unlike models and DR, show the user concrete aspects of a design. Prototypes, mock-ups, and storyboards are probably the most common ways of representing the problem space for creative design exploration. This applies not only in software-related products but also in many other areas of creative design. The variation between the techniques lies in the media used (paper, video, computer media, interactive software), the cost of production, and the fidelity and extent of the representation of the intended design. While very early creative brainstorming may be used to map out a space of ideas and concepts, once these have been prioritized, design realization becomes necessary to progress the user–designer dialogue. The power of the prototype lies in anchoring the focus of discussion in a concrete example, and stimulating user reaction to specific features. REPRESENTATIONS AND REASONING PATHOLOGIES In this section, the merits of different representations are reviewed in light of how they can stimulate and support creative design. Scenarios use language and concepts that are readily accessible to users and domain experts, whereas tasks and other conceptual models are expressed in a specialized language that users have to learn. Because scenarios invoke specific memory schema associated with experience or similar stories, they help to recruit specific knowledge (Carroll, 2000; Sutcliffe, 2002). This tunes our critical faculties, since detail tends to provide more subject matter to detect inconsistencies and errors when we reason about models and specifications. In contrast, models are harder to comprehend because they represent abstract generalizations. While people naturally form categorial abstractions of physical things (Rosch, Mervis, Gray, Johnson, & Boyes-Braem, 1976), we are less efficient at forming categories of abstract concepts and functions (Hampton, 1988). Unfortunately, formation of conceptual-functional categories is a necessary part of the generalization process, so users can find reasoning with simple conceptual models, such as data flow diagrams, difficult (Sutcliffe & Maiden, 1992). Once learned, models become memory schema that represent abstract concepts removed from everyday experience, so their effectiveness depends on how well connected they are to more specialized memory schema representing scenario-based knowledge. The importance of the connection becomes clear when we try to validate models. Without any connection to specialized knowledge, I can accept the validity of the general
Sutcliffe 42 concept simply because it has a wide scope of meaning. For example, I might accept the proposition that <all birds can fly> as a true type definition of the class <birds> in the absence of more specific knowledge of penguins, kiwis, rheas, ostriches, and dodos. Models therefore need to be integrated examples and scenarios and, furthermore, cannot exist profitably without them; indeed, human categorial memory is probably an integration of abstract models and specific examples (Lakoff & Johnson, 1999). While scenarios might be effective in grounding reasoning, their downsides lie in reasoning biases and partial mental model formation. Confirmation bias is a well-known weakness of human reasoning (Johnson-Laird & Wason, 1983). We tend to seek only positive evidence to support hypotheses, so scenarios can be dangerous in supplying us with minimal evidence to confirm our beliefs. While problem statement scenarios and anti-use cases (I. Alexander, 2002) can counteract confirmation bias, we need to be wary of this downside. Another potential pathology is encysting, more usually described by the saying “can’t see the wood for the trees.” Since scenarios are detailed, they can bias people away from the big picture of important design issues and towards obsession with unnecessary detail. Models exist to counteract this pathology. Partial mental model formation is another weakness when we test hypotheses without sufficient reasoning (Simon, 1973). Scenarios can encourage this pathology by reassuring us that we have covered all aspects of the problem with a small number of scenarios. This exposes the Achilles heel of scenario-based reasoning: It is difficult, if not nearly impossible, to be confident that a necessary and sufficient set of scenarios has been gathered to escape from the partial mental model problem. Prototypes and other concrete design realizations share many of the same pathologies with scenarios, such as encysting and confirmation bias, since users might be prone to accepting a design to please the designer. This may be critical when the power relationships give designers a de facto authority over users, which they should strive to avoid. Groups of users may also be prone to suppress criticism of a design and agree with the consensus, following a group-think bias. However, prototypes do afford concrete representations and detail that users can react to, as well as anchoring discussion to specific issues/features, which can facilitate users’ participation in the creative design process. Many of the same criticisms can be leveled at DR as a genre of models. Although DR represents the decision space with specific issues in some detail, arguments may make little sense without the background knowledge contained in other representations. Also, DR may bias problem exploration by presenting a ready-made set of alternatives. Furthermore, unless the author of the DR diagram is careful, the diagram can embed biases from the author’s viewpoint in the relationships between the alternatives and supporting/detracting evidence (Karsenty, 1996; Sutcliffe, 2002; Sutcliffe & Ryan, 1997). AFFORDANCES AND REPRESENTATIONS While analysis of general properties of representations can provide some insight into their potential contribution towards supporting design, a more detailed view is necessary to unpack the nature of cognitive affordances. The term affordance was borrowed by Norman (1999) from Gibson’s (1986) concept of physical features that suggested or afforded intuitive understanding, for instance, cliffs suggest the danger of falling. As Norman realized, when the
Juxtaposing Design Representations for Creativity 43 concept of affordances is applied to design features, the meaning of the term becomes more complex, since it has to account for the general suggestibility of the external form towards some purposeful use and the cognitive internalization of the external form into an individual’s plan of action; for example, a slider control on a user interface suggests movement of the control itself that then changes another component, such as panning a display. A useful distinction, therefore, is to examine the external appearance of a representation (or design) and its integration into action plans after people have interpreted its meaning. To illustrate this line of inquiry, I will compare three exemplars of design rationale: gIBIS, QOC, and claims. The first two have a similar external form but differ in their semantics. Claims, in contrast, have a different (text-based) external form and semantics. gIBIS diagrams, as illustrated in Figure 1, have a simple tree/network structure that can be traced from the root node representing the issue, to the branches (two or more design/solution alternatives), and then to leaf nodes representing supporting arguments. The graphical form intuitively suggests composition and relationships, as do most hierarchy diagrams. The semantics of the diagram nodes are easily explained so the representation can be used to trace relationships from the issues through each alternative solution to the supporting (or detracting) arguments. Thus the representation “affords” comparison of alternative solutions by pathway tracing. Furthermore, the external representation reduces working memory loading since different pathways can be reviewed at will. QOC (see Figure 2) has a similar graphical notation, so the diagram also affords pathway tracing of questions or different design options. However, criteria and arguments have subtly different semantics. Criteria are more terse and represent concepts by which trade-off decisions can be made, rather than arguments that record the results of reasoning about different alternatives. Criteria therefore invite more in-depth reasoning about the options and their relationship to one or more criteria; hence, QOC may stimulate more creative thought by provoking reasoning. This conjecture would require experimental study to assess the quality of reasoning invoked by each representation; nevertheless, the comparison illustrates how graphical forms and the semantics attached to diagrams might influence reasoning. Claims, also termed psychological design rationale by Carroll (Carroll & Rosson, 1992), do not share the diagram representation; instead, formatted text is used to illustrate the structure Figure 1. In the gIBIS design rationale, the + or – signs denote arguments that either support or hinder a particular alternative. Sound warning Visual alarm Broadcast warning Reliable warning Provides more information - + How to raise the alarm Sound and visual alarm indicates location + Design Design issue issue Design Design alternatives alternatives A rguments A rguments - +
Sutcliffe 44 Figure 2. The QOC (questions, options, criteria) form of design rationale, applied to trade-offs between representations to support creative design. of a claim (see Figure 3). The basic components of claims are (a) the claim (essentially a design principle); (b) upside and downside trade-offs that may arise from application of the claim; (c) a scenario of use; and (d) an artifact illustrating a design that embeds the claim. The juxtaposing of alternatives has been moved from alternative designs to the assessment criteria or arguments. Claims present essentially only one design alternative and then positive and negative arguments about its merits. While DR provides more structured arguments, claims use the combination of a design solution (a generalized design principle) with examples of use illustrated in scenarios and artifacts. Claims may therefore stimulate creative thought by the challenge posed from the general assertion about a design treatment (the claim), concrete illustrations of its interpretation and use, and the results of previous design experience recorded in the upsides and downsides. Design patterns (Borchers, 2001) follow a similar format with forces, scenarios and illustrations of exemplar design for the pattern. So how do other representations compare with the affordances of DR? Models share diagrammatic notation with DR but have many more morphologies and semantics, ranging from the simple (e.g., use case diagrams) to the very complex (e.g., i* requirements modeling language; Yu, 1993). It is notable that most semiformal modeling notations rely on a restricted Figure 3. Claim showing components in structured text format. Use scenarios Exemplars of g ood desi g n Detailed reasonin g Selecting appropriate cases/bias Trade-off reasonin g - - + - + How to stimulate creative desi g n Use design raionale + Claim ID: Colour-coded Telegraphic Display Author: Singley, M.K.; Carroll, J.M. Artifact: MoleHill tutor - Goalposter tool Description: A colour-coded telegraphic display of goals Upside: Provides persistent feedback on the correctness of actions, as well as access to further information Downside: Learners must learn the display's feature-language and controls Scenario: The presentation of individual goals in the window is telegraphic, several words at most. However, the learner can expand any of the telegraphic goals (through a menu selection) to display a fuller explanation of why the goal is worthwhile pursuing or not. Thus the system provides both shorthand feedback on correctness and access to further help.
Juxtaposing Design Representations for Creativity 45 number of graphical formats that afford intuitive interpretations, namely hierarchies (task models, class diagrams), networks (data flow diagrams, activity sequence diagrams), and timelines (Gantt charts, interaction diagrams). Complexity arises when diagram notations become overloaded with symbols to represent a large variety of relationships and objects, as illustrated in Figure 4. Scenarios, in contrast, use natural media (text and image) for representing concrete examples of experience. Prototypes also represent concrete examples of designs as physical artifacts, with storyboards and mock-ups providing representations of the physical form early in the design process. Cognitive affordances therefore emerge from intuitive understanding or representations in a variety of media, coupled with reasoning about the content of those representations. DR and models provide abstract representations of knowledge and design trade-offs to support creative reasoning, while scenarios and prototypes give grounded examples from which to abstract more general principles. However, creative thought should generate innovative designs, but these need to be based on general principles; otherwise, design is limited to a craft-style incremental improvement of specific examples (Dowell & Long, 1998). I argue that a combination of representations is the most productive way to stimulate creative design, a challenge addressed in the next section. Figure 4. An i* strategic dependency model illustrating complex modeling. The circles denote agents, boxes are resources, rounded boxes are goals, and clouds are quality goals. The D symbols stand for “depends on” relationships. INTEGRATING REPRESENTATIONS One productive juxtaposition of scenarios and models is to use scenarios as test data to validate design models. This approach has been actively researched in the inquiry cycle (Potts, Takahashi, & Anton, 1994), which recommended using scenarios as specific contexts to test the utility and acceptability of prototype system output. By questioning the relevance ALSG Charity Third World Doctors UK Doctors Health Authorities British Medical Journal Improve medical care Undertake training Prepare materials Provide resources Publish materials Published material
Sutcliffe 46 of system output for a set of stakeholders and their tasks described in a scenario, the analyst can discover obstacles to achieving system requirements. Input events can be derived from scenarios to test validation routines and other functional requirements. This process stimulates reasoning by integrating two physical representations, operating a prototype to produce output with scenarios of potential use. HCI uses scenarios in a similar manner in usability evaluation, although the role of scenarios is not articulated so clearly. Nevertheless, task or test scripts in evaluation methods (Monk & Wright, 1993) are scenarios. Claims have evolved through several iterations of more or less integrated representations. In their original form, claims united scenarios, illustrating a problem with DR presenting the upsides and downsides of usability arguments as trade-offs for applying a design principle with a concrete example of an implementation. Claims are situated in a context by a scenario of use and the artifact that helps designers understand how to apply usability arguments. Since claims have a domain-specific anchor in the artifact context, insight into more general design implications and trade-offs may be gained if they can be integrated with models. By associating claims in this manner, the designer can have the best of both worlds. Claims with their associated artifacts and scenarios provide grounded examples of design advice while models represent a more general context within which to consider the implications of the design decision. This view of claims is similar to the schema of patterns that recommend that design advice is presented in the context of a motivating problem, and with an example of its application (Borchers, 2001). Although patterns do have a clause that indicates the range of problems the design advice can be applied to, this scoping is ad hoc. Advocates of patterns proposed relationships between individual patterns constructed into a hypertext-like pattern network or language (C. Alexander, Ishikawa, & Silverstein, 1977) to set the context. Unfortunately, pattern languages tend to be incomplete. Claims have been integrated with models that may be specific to the application, or generalized models of tasks to stimulate reuse of knowledge (Sutcliffe & Carroll, 1999); see Figure 5. The scope of the claim is defined by models that may be related to particular applications, for example, task models, class diagrams for a telephone fault-finding application, or more generic models capturing a range of applications (e.g., generic models of diagnostic tasks, including fault finding). One of the problems with integrating claims with Figure 5. An extended claims schema, associating claims with reusable generic models and supporting arguments. Artifact Downsides Upsides Claim Dependencies provide context for motivate analysis of produce required to realise suggest explain trade-offs Author Scenarios Effect Scope Generic models Design issue explain design of DownsidesDownsides UpsidesUpsides ClaimClaim DependenciesDependencies provide context for motivate analysis of produce required to realise suggest explain trade-offs Author Author ScenariosScenarios EffectEffect ScopeScope Generic models Generic models Design issue Design issue explain design of Artifact Downsides Downsides UpsidesUpsides ClaimClaim DependenciesDependencies provide context for motivate analysis of produce required to realise suggest explain trade-offs Author Author ScenariosScenarios EffectEffect ScopeScope Generic models Generic models Design issue Design issue explain design of DownsidesDownsides UpsidesUpsides ClaimClaim DependenciesDependencies provide context for motivate analysis of produce required to realise suggest explain trade-offs Author Author ScenariosScenarios EffectEffect ScopeScope Generic models Generic models Design issue Design issue explain design of Design issue Design issue explain design of
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