Category Archives: Design

As we may understand: A constructionist approach to ‘behaviour change’ and the Internet of Things

Find Alternative Route, Old Street

In a world of increasingly complex systems, we could enable social and environmental behaviour change by using IoT-type technologies for practical co-creation and constructionist public engagement.

[This article is cross-posted to Medium, where there are some very useful notes attached by readers]

We’re heading into a world of increasingly complex engineered systems in everyday life, from smart cities, smart electricity grids and networked infrastructure on the one hand, to ourselves, personally, being always connected to each other: it’s not going to be just an Internet of Things, but very much an Internet of Things and People, and Communities, too.

Yet there is a disconnect between the potential quality of life benefits for society, and people’s understanding of these — often invisible — systems around us. How do they work? Who runs them? What can they help me do? How can they help my community?

IoT technology and the ecosystems around it could enable behaviour change for social and environmental sustainability in a wide range of areas, from energy use to civic engagement and empowerment. But the systems need to be intelligible, for people to be engaged and make the most of the opportunities and possibilities for innovation and progress.

They need to be designed with people at the heart of the process, and that means designing with people themselves: practical co-creation, and constructionist public engagement where people can explore these systems and learn how they work in the context of everyday life rather than solely in the abstract visions of city planners and technology companies.
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Tools for ideation and problem solving: Part 1

Brainstorming  brainstorming

Back in the darkest days of my PhD, I started blogging extracts from the thesis as it was being written, particularly the literature review. It helped keep me motivated when I was at a very low point, and seemed to be of interest to readers who were unlikely to read the whole 300-page PDF or indeed the publications. Possibly because of the amount of useful terms in the text making them very Google-able, these remain extremely popular posts on this blog. So I thought I would continue, not quite where I left off, but with a few extracts that might actually be of practical use to people working on design, new ideas, and understanding people’s behaviour.

The first article (to be split over two parts) is about toolkits (and similar things, starting with an exploration of idea generation methods), prompted by much recent interest in the subject via projects such as Lucy Kimbell, Guy Julier, Jocelyn Bailey and Leah Armstrong’s Mapping Social Design Research & Practice and Nesta’s Development Impact & You toolkit, and some of our discussions at the Helen Hamlyn Centre for the Creative Citizens project about different formats for summarising information effectively. (On this last point, I should mention the Sustainable Cultures Engagement Toolkit developed in 2012-13 by my colleagues Catherine Greene and Lottie Crumbleholme, with Johnson Controls, which is now available online (12.5MB PDF).)

The article below is not intended to be a comprehensive review of the field, but was focused specifically on aspects which I felt were relevant for a ‘design for behaviour change’ toolkit, which became Design with Intent. I should also note that since the below was written, mostly in 2010-11, a number of very useful articles have collected together toolkits, card decks and similar things. I recommend: Venessa Miemis’s 21 Card Decks, Hanna Zoon’s Depository of Design Toolboxes, Joanna Choukeir’s Design Methods Resources, Stephen Anderson’s answer on this Quora thread, Ola Möller’s 40 Decks of Method Cards for Creativity, and Public Policy Lab’s list of Toolkits for Public Service Design. I’m sure there are others.


Problem-solving and problem-framing



“Engineers are not the only professional designers. Everyone designs who devises courses of action aimed at changing existing situations into preferred ones. The intellectual activity that produces material artefacts is no different fundamentally from the one that prescribes remedies for a sick patient or the one that devises a new sales plan for a company or a social welfare policy for a state.”
Herbert A. Simon, The Sciences of the Artificial, 1969 (p.129 of 1981 MIT press 2nd edition)

Designers solve problems, but they are by no means alone in that. As Jack Schulze of BERG comments, ”so do dentists” (Kicker Studio, 2009). Design is not, then, identical to problem-solving, but it certainly involves addressing issues that are seen (by someone) as problems and developing new or changed products, services or environments (seen by someone as solutions) in response. This review is not going to fall into the ‘What is design?’ rabbit-hole, since that has been more than adequately explored by other authors, but it is important to understand how design processes can work, in order to identify the most useful characteristics for the proposed toolkit. [which became Design with Intent]

The view of design as being entirely about ‘problem-solving’—which, at its most mechanistic, is ”basically a form of means-ends analysis that aims at discovering a process description of the path that leads to a desired goal”—as espoused by Simon (1969/1981, p.223, and to some extent in the above quote), has become unfashionable in design research, and not just because of the implied lack of creativity in the process.[1] In particular, the reaction against the ‘problem-solving’ view follows Schön’s (1983) concept of The Reflective Practitioner, whose “inquiry is not limited to a deliberation about means which depends on a prior agreement about ends. He does not keep means and ends separate, but defines them interactively as he frames a problematic situation” (p.68).

Thus, design is seen as being as much about problem-framing as problem-solving, an exploration and co-evolution of both the problem and solution ‘spaces’ (Maher et al, 1996), questioning and refining the problem, changing focus and the boundaries of the problem as part of the process of generating solutions. [2]
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Designers, literature, abstracts and Concretes

Trinity College Dublin Library, by A little coffee with my cream and sugar on Flickr

Last week, I put a quick survey online asking how actual designers make use of academic literature.

It provoked some interesting discussion on Twitter as well as two great blog posts from Dr Nicola Combe and Clearleft’s Andy Budd exploring different aspects of the question: ways to get access to academic research, and the frustrations of the relationship between design practice and academia. Comments on Andy’s article from Vicky Teinaki and Sebastian Deterding helped draw out some of the issues in more detail (and highlighted some of the differences between fields). Kevin Couling has also blogged from the perspective of an engineer, drawing on Nicola’s post. Steven Shorrock pointed to his work with Amy Chung and Ann Williamson addressing similar issues, much more rigorously, within human factors and ergonomics [PDF]. Someone also reminded me that I’d already blogged about related issues back in 2007.

As of now, about 50 people have filled in the survey, a mixture of digital, physical and service design practitioners: thank you everyone, and thanks too to people who emailed comments in addition.

Here’s the full spreadsheet of survey responses (Google Docs) so far. I’ve had some good suggestions for other places to publicise it, so I’ll do this in due course to get a wider scope of practitioners’ opinions.
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How do actual designers use academic literature?

The whole point of doing research is to extract reliable knowledge from either the natural or artificial world, and to make that knowledge available to others in re-usable form.

Nigel Cross, ‘Design Research: A Disciplined Conversation’, Design Issues 15(2), 1999, p.9 [PDF link]

>>>Link to a very quick survey

It’s incredibly sad that it took Aaron Swartz’s death, but the issue of open access to academic literature has been dramatically brought to the fore again, coincident with interesting practical developments, some ‘official’ and some less so. The movement towards open access is not going to stop, and in some academic disciplines will leave the ‘landscape’ of journals and publication methods very different.
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If…

(introducing behavioural heuristics)

Some heuristics extracted by workshop participants

EDIT (April 2013): An article based on the ideas in this post has now been published in the International Journal of Design – which is open-access, so it’s free to read/share. The article refines some of the ideas in this post, using elements from CarbonCulture as examples, and linking it all to concepts from human factors, cybernetics and other fields.

There are lots of models of human behaviour, and as the design of systems becomes increasingly focused on people, modelling behaviour has become more important for designers. As Jon Froehlich, Leah Findlater and James Landay note, “even if it is not explicitly recognised, designers [necessarily] approach a problem with some model of human behaviour”, and, of course, “all models are wrong, but some are useful”. One of the points of the DwI toolkit (post-rationalised) was to try to give designers a few different models of human behaviour relevant to different situations, via pattern-like examples.

I’m not going to get into what models are ‘best’ / right / most predictive for designers’ use here. There are people doing that more clearly than I can; also, there’s more to say than I have time to do at present. What I am going to talk about is an approach which has emerged out of some of the ethnographic work I’ve been doing for the Empower project, working on CarbonCulture with More Associates, where asking users questions about how and why they behaved in certain ways with technology (in particular around energy-using systems) led to answers which were resolvable into something like rules: I’m talking about behavioural heuristics.
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