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
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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.
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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.
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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
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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
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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
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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
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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
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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.
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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,
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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
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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
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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
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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
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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.
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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).
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