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Design Pattern and Strategy in Ideation

2014, DMI Design Management Institute

Since design is an innovative work, design process is hard to capture, being different from time to time, from person to person. After design education and practice, designers build up their preferred design thinking models which contain convergent and divergent design activity universally. This paper investigates how a service concept is completed, concentrating on the distinction between expert and novice. This research conducts protocol study to analyse team-based design process. During the unconstrained thinking process, the responses were recorded and semantically analysed in order to study the participants' thinking processes. Coding scheme is used to explore key nodes in ideation process and pay attention to Need & Want (NW), Feature (FEA), Solution (SOL) and their corresponding Decision Activity (DEC). Quotations attached with them are extracted and then transferred to journey maps. Seven design patterns are concluded and the results show that design thinking patterns are different between expert and novice, which has different degrees of divergence and convergence in the three key nodes - NW, FEA, SOL. Further, based on seven design patterns, four kinds of design strategies were abstracted. Through the study, the outcome would guide how to help accelerate the promotion process from a novice to an expert

Design Management in an Era of Disruption Proceedings of the 19th DMI: Academic Design Management Conference Erik Bohemia, Alison Rieple, Jeanne Liedtka, Rachel Cooper London 2–4 September 2014 This conference proceedings version was produced on 31 August 2014 Cover and conference identity design by DMI Proceedings compiled by Laura Santamaria Editorial arrangements by: Erik Bohemia Alison Rieple Jeanne Liedtka Rachel Cooper ©2014 DMI and the Authors. All rights reserved ISBN 978-0-615-99152-8 Published by the Design Management Institute 38 Chauncy Street, Boston, MA Suite 800 Boston, MA 02111 USA The Design Management Institute (DMI) is an international membership organization that connects design to business, to culture, to customers— and to the changing world. Founded in 1975, DMI brings together educators, researchers, designers, and leaders from every design discipline, every industry, and every corner of the planet to facilitate transformational organizational change and design driven innovation. DMI focuses its mission in three areas: education, design valuation and connection. The 19th DMI: Academic Design Management Conference: Design Management in an Era of Disruption was hosted by the London College of Fashion and organised by in DMI in collaboration with Loughborough, Westminster and Lancaster Universities. LEGAL NOTICE: The publisher is not responsible for the use which might be made of the following information. 19th DMI: Academic Design Management Conference Design Management in an Era of Disruption London, 2–4 September 2014 Design Pattern and Strategy in Ideation Ying HU*a, Yinman GUOb, Tie JIb, Renke HEa and Francesco GALLIc a b c Hunan University; Hunan Industrial Design Association; Polytechnic University of Milan Since design is an innovative work, design process is hard to capture, being different from time to time, from person to person. After design education and practice, designers build up their preferred design thinking models which contain convergent and divergent design activity universally. This paper investigates how a service concept is completed, concentrating on the distinction between expert and novice. This research conducts protocol study to analyse team-based design process. During the unconstrained thinking process, the responses were recorded and semantically analysed in order to study the participants' thinking processes. Coding scheme is used to explore key nodes in ideation process and pay attention to Need & Want (NW), Feature (FEA), Solution (SOL) and their corresponding Decision Activity (DEC). Quotations attached with them are extracted and then transferred to journey maps. Seven design patterns are concluded and the results show that design thinking patterns are different between expert and novice, which has different degrees of divergence and convergence in the three key nodes - NW, FEA, SOL. Further, based on seven design patterns, four kinds of design strategies were abstracted. Through the study, the outcome would guide how to help accelerate the promotion process from a novice to an expert. Keywords: Design Pattern; design strategy; novice and expert; service design * Corresponding author: Ying Hu | e-mail: whoing@hnu.edu.cn Copyright © 2014. Copyright in each paper on this conference proceedings is the property of the author(s). Permission is granted to reproduce copies of these works for purposes relevant to the above conference, provided that the author(s), source and copyright notice are included on each copy. For other uses, including extended quotation, please contact the author(s). HU, GUO, JI, HE & GALLI Introduction Focused on service design, this study mainly concerns the ideation period, which is the initial stage of structuring a complete design concept. As a rapid development of information industry, the objects in design field have been undergoing the process of gradually changing from tangible products into intangible service. During the conversion, the concept of service design finally comes into being. Service design that beneficially creates new services or promotes existing services is a totally new, integral, crossdiscipline and comprehensive field, which greatly facilitates the satisfaction of customers to impress them with the experience of its being more useful, familiar and effective to the organizations (Moritz, 2005). Principally relying o the ta gi le a d i ta gi le edia, fo the e pe ie e s pe spe ti e of creating more brilliant concepts, designers expect to improve the integral service starting from the system and process respectively (Vinay & Simona, 2014). To conclude, nowadays, people endeavour to develop the design f o p odu ts to thi gs , f o ele e ts of i di idual s ste si pl to integration of system relationship comprehensively, and more significantly, from internal factors of system to integration of external factors. Concentrating on the service design, distinct from different design disciplines such as product design and visual design, the overcome of it universally is sort of solution which characterizes as intangible and diversifying. Therefore, service design completely changed thinking not only provides tangible products but enhance the values through emphasizing on improvement of the service concept. Without focusing on the beauty of sketch and 3-D model, the evaluation of a service is totally concentrated on the novelty of the concept itself. Considering the domain of design education, compared with the design activity in commercial design, the design activity in school is mainly propelled with a purpose of education, helping students to grow from novice to expert. The creativity has been divided into two types according to Kirton, adaptor and innovator (Li, Hu and Galli, 2012). It could also be viewed as disruption and destruction. The latter one is inclined to ignore present norms and rules and raise audacious ideas, since the former one is focused on improving current situation. In this sense, education-oriented design is closer to the innovator type and endeavour to cultivate innovator. In consequence, this research discusses about the service design in the field of education, focusing on the most mysterious process in designing-the generation of concept. 2992 Design Pattern and Strategy in Ideation Divergence and Convergence in Design Process For designers, if specifying demand can be determined into leading demand, design experts will generalize specific demand on this particular design problem and go beyond the specific context of this problem, which can become a design strategy in his future design activities (Suwa, Gero & Purcell, 2000). Therefore, the design strategy is above the design knowledge and experience and is a concentrated expression of the designer s thinking. Designers solve design problems and output specific designs by performing the deconstruction of design problems and restructuration and extraction of design knowledge in specific context and situation of design. Whe s opi g the p o le s spa e, it s idel e og ized that desig problems are always ill-structured (Cross, 2006). Therefore, the strategies of solving problems are difficult to unify since the problems designers encounter are usually not clearly defined. Although they adopt different design strategies, the diverging and converging process are ubiquitous. Designers create various choices to diverge in the ideation process and conduct selection to converge to get the best result. Besides, another way to describe the characteristics of design process is using decomposing and recombining (Dubberly, 2004). Alexander propose a model of structuring problems and systems, which structuring a problem into sub-problems and problem elements (Beitz, 1985). Solutions could be found more easily in this way, and the subsolutions are then combined into an overall solution. But this model is problem-focused, rather than solution-focused. Banathy, Cross and Pugh models all stand from the perspective of solutions, extract the feature of divergence and convergence during the process of pointing the results and are attributed to the problems of iteration. The mode of Banathy (Banathy, 1996) describes the iteration essence of design process, which is repetitive divergence, convergence, analysis and synthesis. However, Cross commits to the notions that design process is always convergent and design has to enter into the final stage of evaluation and detailing (Cross, 2008). But in this process, there are proper and necessary diverging steps to expand thoughts. Different form the two models presented above, Pugh Model (Pugh, 1991) emphasizes the gradual, regular advancement in concept generation and evaluation process, which is a continuous and repetitive process of convergence and divergence and gradually reduces the solutions to get better design results. 2993 HU, GUO, JI, HE & GALLI Different Design Patterns in Team-Based Ideation Novice and Expert Many studies on the structure of the design process demonstrate that it really does not follow strict rules. Due to the complexity of the service design process, there do not exist any precise and fixed formulas. Educators of design are very clear about this fact. Actually, what makes them interested in are the keys of successful generation of a creative concept and excavation of design strategies of experts. Design experts highly efficiently use heuristics in service design process and this is a significant difference that distinguishes them from novice. By observing and studying expert pattern, heuristic teaching method targeting at novices could be gotten practically, which helps them create diverse and innovative concepts when confronted with different design problems and situations. Similarities and differences between novice and expert designers are (conceptual) early stages of the design process and how they take advantage of the overview of strategic knowledge. From individual learning strategies of design to their skillful master of design knowledge, they eventually form their own application mode of various heuristics. Protocol Analysis of Design Pattern The thinking process of design cannot easily be captured, likewise, design knowledge and innovative methods are always tacit. The study of design process are usually accomplished by protocol study. Through the method of think aloud, the participant is required to speak out while he/she is doing a specific task. Rigorously proposed by Simon and Ericsson first, protocol analysis has been widely used in social sciences, including psychology and sociology. In the domain of design, protocol analysis is used i usa ilit test a d desig edu atio to k o pe so s thi ki g. After doing semantic analysis of recorded utterance, the thinking process of designers would be perceived. Gero and Neill (1997) presented detailed approach of design protocol and introduced their coding scheme and coding method. To explore reflective practice of the teams, Valkenburg and Dorst (1998) surveyed two desig tea s a ti ities coding captured video, who were in Philips Design Competition in Delft University. Atman, Chimka, Bursic and Nachtmann (1999) used protocol analysis to assess the various methods to teach design, understanding the differences between freshman and senior engineering students. All these studies above discussed about the concrete 2994 Design Pattern and Strategy in Ideation practical procedure of protocol, and concluded the distinctions between novice and expert, visualizing the abstract designing process or the design activity of a team. Table 1 coding NW NW (dec) FEA FEA (dec) SOL SOL (dec) Coding Scheme. definition Put forward specific needs of users which can be from personal living experience and others feedback Determine whether the demand is trustable, reasonable and the continuing development of needs is necessary or not Put forward typical functions and features Determine whether features should stay or not Put forward concrete process of concept of service design involving process of usability and interaction Make a deliberate decision about the details of service design example ( conversation in protocol study) I think it should like this. When I encounter something needing reflection, I will make comparison them with what we usually get used to… A: is there a need like this? B: Yes A: is it true? B: there is such a demand that exactly exists in the reading process and I think it is probably more closely tied to …. That also means we can help him to imagine and, if necessary, provide a tool to transform his imagination to concrete images. It will be less attractive if we just provide them with the function of tags . A: It will appear when you mark them. B: for example, it will recommend something to me when I think it is interesting, otherwise, it will never recommend anything to you. A: Will it be better if it likes this B: I wonder whether it exists or not, I am just not sure whether I will do like this B: Sure, there is a feature like this in Kindle. I this pape , ased o the di e ge e - o e ge e odel, th ough the analysis of derivative path of concept in service design process, this research wants to get the differences of design strategies used under this di e ge e - o e ge e framework between designers. In service design, we usually need to put forward three kinds of deliverables, the first are Need & Want (NW), the second is Feature (FEA) and the third is 2995 HU, GUO, JI, HE & GALLI Solutions (SOL). Every service product has its own target group, solving specific problem or provide new experience for users. Different from current products, it must has it uniqueness, which make it stand out among a large amounts of services. Finally, it need concrete use flows, end products, user interface and so on. Therefore, this research observes the development of conceptual convergence and divergence of NW, FEA and SOL. The protocol study in this paper adopts team design. Through the observation of teamwork with two persons working in pair, our research recorded their co-design processes and analysed their interactive behaviours. One plus one structure in team cooperation could induce plentiful discussion compared with fulfilling a task by a single person, and lead to well-presented data which is processed more clearly when compared with team more than two designers. A combination of different students and designers with different levels of proficiency has been done (table 2). The coding of raw data was finished by two observers with the ATALAS.ti. The two coders have been tested for Kappa coefficient before official starts of coding and reached an agreement on the code system. After making utterance analysis of nine groups participating in the experiment from three levels, this research uses the methods cognitive map (Roy, Castiglioni, Kraemer, et al. 2012), mental maps (Gould, White, 1986),analytical inductive method (Znaniecki, 1934) to conduct a preliminary analysis of the data and the resulting coding rules are as follows. Table 2 Desi Grade gner Expertise Field D1 3rd year graduate motion graphic, 5 years interaction design 4 times Yes 1st year graduate interaction design 3 years 2 times No D3 1st year graduate interaction 3 years design, industrial design 3 times No D4 1st year graduate interaction design 3 years 2 times No G 1 D2 G 2 Participants of the protocol analysis. 2996 Duration Worksho Time on p IxD Experienc e Internshi p Experienc e Design Pattern and Strategy in Ideation D5 G 3 D6 D7 G 4 D8 1st year graduate motion graphic 4th year undergraduate 2nd year undergraduate 3th year undergraduate D9 3rd year graduate G 5 D10 4rd year undergraduate 1month 1 time No interaction design 2 years 1 time No — — 0 No service design 1 year 0 No interaction design 3 years 2 times Yes interaction design 2 years 2 times No D11 senior designer interaction design 7 years — G 6 D12 manager of UX user experience, 10 years — interaction design D13 founder and internet expert, 9 years chief editor of a China Internet G technology blog Strategist 7 D14 2nd year interaction design 3 years graduate D15 3rd year graduate G 8 D16 1st year — — — — 2 times Yes interaction design 5 year 3 times Yes interaction design 1 year 1 times No graduate G 9 D17 designer interaction design, motion graphic 6 years — — D18 senior researcher user experience 10 years — — Seven Thinking Patterns Through drawing the journey map of concept generation (Figure 1), the author generalizes and extracts ten-group of design thinking modes through 2997 HU, GUO, JI, HE & GALLI the method of mental map and analytical induction and finally summarizes seven categories. As a result, they are listed as following: weaving type, node type, petri dish type, funnel type, adsorption type, fission type and metabolism type. Figure 1 The evolution process from journey map to thinking pattern (Take metabolism pattern for example) Figure 2 Weaving type The weaving type: Its biggest feature is that the process of divergence is complex and messy, but the design process has a good grasp of the situation to converge (C-w), which can connect all features designers raised before. The specific situation eventually makes concept holistic and lively. For example, participants in group 1 put forwards a series of relative problems and demands from their daily life, and then, made the decision of several popular directions for design, which contained sensors, content-focused place and searching, immersive reading and simplicity. However, they ould t thi k out hat the a p o ide fo hat ki d of use ased o 2998 Design Pattern and Strategy in Ideation those principles. In the continuous brain storming, they raised a scenario which was really meeting the four points above, museum, derived from their experience in LotusPrize Exhibition. Then, their following solution has been well driven and developed by this scenario. Figure 3 Node type The node type: The main characteristic of this kind of group is that they have less discussion at the phase of need &want. After determining the need & want, they directly begin develop features and solutions along possible use flow in the future. Their design pattern contains a lot of similar "Neuron" nodes and each of them contains fast and targeted divergence (Dn) and convergence (C-g) with the determination of a specific part of the concept in a short time. Moreover, the confirmation of each node has become the prerequisites of next stage of divergence and convergence. When participants in group 2 needed to decide the question for children in their APP, them came up with five questions and quickly chose one of them and entered into next step. Figure 4 Petri dish type Petri dish type: Their proposed design pattern is characterized by a very large number and wide range of needs and feature points. While in the implementation of a specific service design, they simply put these small dots together on one mobile service application and obviously lack the clear 2999 HU, GUO, JI, HE & GALLI direction of their design. Their final solution lacks specific interaction processes of operation. Their early divergence is extensively broad, but excessively simple process of convergence(C-b) leads to an abrupt end to the design. Figure 5 Funnel type Funnel type: This type of group methodically and rhythmically promotes the design process, especially takes a powerful control of divergence and convergence. One of most significant characteristics is that they can perform the activities of divergence called as petal odel D-f) after the process of first screening. Participants in group 6 screened two times in their ideation by adopting prioritize their idea individually and then average outcomes. This method just appeared in this group in this experiment. Additionally, this structure actually resembles an elastic and targeted control. Absorption type: As far as ultimate design achievements are concerned, all of the divergent design points consequently have a primary and secondary convergence to a final concept (C-a). Their convergence process principally concentrates not only on the analysis of existing products, which belongs to sort of adaptors innovation but also on the absorbing process resembling bubble. Owing to the absorption of small function points, they eventually form a huge bubble. Compared with petri dish type, concept of this type could have enough developments of the solution. Designers have a better control of the primary and secondary points, and all these points are related with one theme. 3000 Design Pattern and Strategy in Ideation Figure 6 Absorption type Figure 7 Fission type Fission type: when this type of group is developing concept, it is clearly evident that most prominent process in this type could be thought as a precise distinguishing and summarizing of farraginous NWs and FEAs and dividing them into some respective directions following thorough divergence of thinking modes and methodical classification. Participants in group 9 could divided their enormous demands into four direction after their brain storming, providing images for reading, expression of emotion, providing useful content according to scenario and extension of reading. The study reveals that these designers are capable of fast absorption, position and understanding of design cases presented by others, equally important, 3001 HU, GUO, JI, HE & GALLI their abilities of fast modeling ,evaluating and reflecting on both their and others concept generation are excellent as well. Figure 8 Metabolism type Metabolism type: the mode of divergence and convergence scarcely seems to be obvious at the development of concept and plausibly presents the feature of gradual exploration. Perfectly as its name mentions, the overall process tends to like that designers, in some time, diverge their thoughts after some initial ones illuminated, however, in other time, they further explores some specific tiny points. Therefore, it s clear that the overall process shows the characteristic of metabolism, which means they acquire useful information from their own knowledge base, simultaneously and constantly abandon unfit contents and eventually form the ultimate concept. Design strategies of concept generation Data Analysis Kruger and Cross take design activities as an underpinning and divide the designer into four cognitive strategies (Kruger & Cross, 2006): problemdriven, solution-driven, information-driven, and knowledge-driven. We have learned from Kruger and Cross distinguishing the differences between cognitive strategies that after a long period of training, designers normally show their own way to solve the problem in the face of the design problems. Nevertheless, on one hand, they probably change their way accordingly, on the other hand, individuals universally has a tendency due to 3002 Design Pattern and Strategy in Ideation the impact of educational background and personal experience accumulated. Therefore, from the perspective of the development process of service design, based on the pattern of convergence-divergence above, we could see that different group has different focus in their design process, especially presenting diverse divergence and convergence of NW, FEA and SOL. Analysing statistical results of coding (table 3), the differences of the divergent number among these three groups could be clearly distinguished. First and foremost, we principally concentrate on exploring the demands further such as G1, G4; Additionally, we carefully scrutinize authenticity of demands such as G9, G6; Specially, some team has a wealth of vision about feature points on the concept such as G4, G8, while other team tend to be more cautious on identifying the core feature points such as G9;Instead, groups of G2 and G3 spare no effort to operations of concept specifically and devote themselves to construction of process, which makes them determine the needs and feature points more rapidly. From the aspects of the overall balance and fullness of these three in terms of the demand, feature points and solution, these three groups, G1, G5 and G9, are more prominent. Table 3 Duration of statements in verbal protocols of the nine participants. Group NW NW(dec) FEA FEA(dec) SOL SOL(dec) G1 51 5 33 19 49 11 G2 7 2 23 9 68 34 G3 5 0 27 4 77 26 G4 21 1 45 6 43 10 G5 17 5 31 19 79 15 G6 8 8 27 8 8 7 G7 8 1 16 8 29 12 G8 7 0 36 5 59 23 G9 12 16 23 19 55 40 Taking the seven thinking patterns and data in the table 3 together, adopting componential analysis (Bernard & Ryan, 1998), they could be simplified and summarized from the process of service design. In table 4, according to their different divergence and convergence in different period of designing, they could be categorised into four kinds, needs-focused 3003 HU, GUO, JI, HE & GALLI design, content-focused design, design centered on interaction mode and design with overall development. Table 4 Analysis and induction of design strategies in service design. NW FEA SOL Design Strategies G1 G4 G6 G8 G2 G3 G7 G5 G9 Needs-focused design Content-focused design Design centered on interaction mode Design with overall development Four Design Strategies Needs-focused design: in the conceptual design process, this type of group puts more efforts on precisely seeking the needs of users and trying to provide totally different services which differs those services that already exist in the market today. This kind of driven mode is mainly presented by repeatedly asking each other "Do you have any needs", "Do you think it s necessary to do this". Driven by this, the designers usually look at their own problems encountered in life and counsel their friends to determine the direction of design. Through horizontal and vertical comparison of existing products, they could find the opportunities which lacks in the middle of design process. In the education process of service design, teachers usually advocate using the methods of questionnaire and contextual inquiry to locating products. But we often encounter a situation which the needs and competitions, even with sufficient research and understanding, does not seem to play a significant role in the promotion of concept. Therefore, in this model, you need to find the possible design direction form NWs. This "ego" or "known" driven mode centered on need prevails in the service design among students, which, to some extent, is associated with the stude ts living experience and design capabilities. Content-focused design: these groups have a heated discussion about how to provide users with specific content around the service in the design process. Usually, they quickly enter into the diverging stage of functional FEA instead of paying more attention to the user object of concept and 3004 Design Pattern and Strategy in Ideation demand, and in this process, the design concept gradually has been established. Especially in some groups, when they set out to design and start diverging directly from the functionality and features based on the experience in the past and agreement on the design process. After reaching pre-defined time of the divergence, these feature points also accumulate a certain amount, and then they make the convergence through the analysis of their needs behind these feature points rather than intuitively make judgment of them. There exists a countercurrent flow process in our traditional process, and this is interregional behavior. Design centered on interaction mode: in service design, because it involves specific deliverables, and inevitably produce some terminal contact points like APP, Web and other products. As far as designers in the design process are concerned, how the user interacts with the terminal should also be fully and carefully considered. Especially for interaction designers, in the process of pondering specific solutions, they can also make some innovations. After quickly making choices of needs and functional characteristics of the main concepts, they proceed to carefully scrutiny the process of that terminal interacts with people. They delve into the scenario where the user eventually use products and get very detailed and specific solutions. Design with overall development: this type of group can have a rational allocation of time and can have a positive interaction among group members. Moreover, they have sufficient development at three levels within the time prescribed rather than only driven by a single factor, which thoroughly considers the demand and reasonably selects function points, and builds some interaction processes. This model of overall and parallel development, theoretically after taking more factors into consideration, can get a better design results. Comparison Across Different Strategies Therefore, when designers are doing service design, in the process of concept generation, there are usually four strategies above, namely needsfocused design, content -focused design, design centered on interaction mode and design with overall development. Each model in the generation of concept will focus on one or more stages of the divergence and convergence. In the limited time, it will lead to design results differing in novelty and integrity. More significant thing is combining these seven thinking patterns, you can infer that concentrating on needs & wants will increase the possibility of novelty. However, because of too much time and 3005 HU, GUO, JI, HE & GALLI experience spent in the phase of NWs, resulting in the time spent in solving NWs and creating concepts will be allocated much less. This leads inadequate divergence in other stages, for example, such as petri dish type and it is the weakest in terms of the perfection and integrity of overall concept; Secondly, the strategies focusing on interaction mode pay more attention on achieving the service and have more propensities to create new interaction methods on specific operational level such as the node type, each of whose steps will devote plenty of time in contents presented to the user; Thirdly, strategies centered on service contents put more efforts in the location and function of service itself and are more likely to diverge more comprehensive concepts ; Lastly, strategies whose integrity is best can have divergent and convergent at each stage. When applying these four design strategies, designers never adopt one single strategy at one time and there are more situations where the activities probably diverge at certain stage, while converge in another phase. And we believe what can be used to corroborate and develop the concept is a complex type of thinking and is a comprehensive way of thinking about design concept. Discussion Table 5 Group G4 G2 G3 G5 G8 G7 G1 G9 G6 Advance process of the nine groups. Design Pattern Petri dish type Node type Node type Metabolism type Metabolism type Absorption type Weaving type Fission type Funnel type Design Strategy needs-focused design design centered on interaction mode design centered on interaction mode design with overall development content-focused design design centered on interaction mode needs-focused design design with overall development content-focused design 3006 Design Pattern and Strategy in Ideation Figure 9 Division and comparison of design strategies. There are big differences in the construction of design problem between expert and novice designers of service design, especially on the construction of not explicitly defined issues. However, the differences of well-defined design problems are not very obvious. In order to solve design problems, the expert and novice designers use different design strategies of divergence and convergence. From the perspective of integration and transition in the design process, the nine groups show a progressive trend in Table 5. Petri dish, node and metabolism types always get lost in the mist. Designers of these types tend to have no obvious goals and do t ealize to ap thei oad. This u pla ed process will lead to a waste of time and inadequate divergence of some periods. Combining design strategies, novice is inclined to depend on their personal experience to identify problems. However, expert is not only pay attention to the problem, but also try to focus on the solution of the whole concept. Novice always have a wide range of divergence, however, from the seven design patterns, we could conclude that taking the initiative to converge could much more push the design process. It is worth noticing that the experts of service design commonly use comprehensive multidisciplinary knowledge in the process of specific design tasks, which is a new inspiration and challenge for teaching of service design. Therefore, in the education of service design, educator needs to help novice to learn to change their zone, avoiding getting into one aspect for a long time. In present education of design, educators have realized that divergence is critical. Actually, helping students to converge is as important as divergent. In all, educators should endeavour to help students grow up from focusing on sole period of design to jumping between diverse periods, from just extracting existing facts to positively pursuing new concepts, from rarely obtaining skills to actively controlling the whole design process. 3007 HU, GUO, JI, HE & GALLI Conclusion This research focuses on the group s design concept and reflect desig e s process of concept generation by tracing the generation process of design concepts. During the process of research, we take group as a unit to qualitatively conclude nine groups of thinking modes into seven categories, namely the type of weaving, node, petri dish, funnel, adsorption, fission and metabolism. However, we believe that the models presented above, and seven modes of thinking can never cover all designers thinking modes and these are just thinking modes emerged in the last nine set of experiments. Moreover, even the same designer may have different modes of thinking when facing new design problems or designing with a different partner. On the basis of seven modes of thinking, from three stages of development of the concept, four design strategies have been abstracted, namely needs-focused design, content-focused design, design centered on interaction mode and design with overall development. The precise discussion brought the understanding about designer's mind flow and thinking process. Based on all the acquaintance of design pattern and design st ateg , edu ato ould ha e a ge e al o e ie of stude ts eha iou i the class, get inspiration about how to systematically and appropriately promote novice into expert faster. Acknowledgements: this project is funded by Ministry of Science and Technology (Project code: 2012BAH85F00, Project ode: DFG , Hu a P o i e s “o ial “ ie es Foundation (Project code: 13YBA076). References Moritz S. (2005). 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