Design Computing and Cognition '10

Design Computing and Cognition '10

von: John S. Gero

Springer-Verlag, 2011

ISBN: 9789400705104 , 744 Seiten

Format: PDF

Kopierschutz: Wasserzeichen

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Design Computing and Cognition '10


 

Preface

5

Contents

7

List of Reviewers

12

Part I: Design Cognition

15

A Comparison of Cognitive Heuristics Use between Engineers and Industrial Designers

16

Introduction

16

Design Heuristics

17

Experimental Approach and Research Questions

18

Participants

19

Method

19

Results

21

Types of Concepts Generated

21

Evidence of Heuristic Use

23

Characterizing Design across Sessions

28

Design Heuristics and Concept Diversity, Creativity, and Practicality

32

Discussion

33

Conclusions

34

References

34

Studying the Unthinkable Designer: Designing in the Absence of Sight

36

Aim

36

Significance

37

Designer and Method

39

Unthinkable Designs

39

Findings

41

Discussion

43

Conclusions

45

References

46

Design Heuristics: Cognitive Strategies for Creativity in Idea Generation

48

Introduction

48

Designers’ Cognitive Processes

49

Design Heuristics

50

Experimental Approach and Research Questions

53

Participants

53

Materials

54

The Design Task

54

Design Heuristics Instructional Materials

55

Experimental Design

56

Procedure

57

Results

57

Average Creativity Ratings of Selected Designs

59

Heuristic Use

60

Discussion

63

References

65

An Anthropo-Based Standpoint on Mediating Objects: Evolution and Extension of Industrial Design Practices

67

Introduction - A Shift in Design Tools’ Consideration

67

Rationale of the Study: Understanding the Use of Design Tools through a Three Phases Proposition

69

First Phase: Addressing the Question from an “Anthropo-Based” Standpoint

70

Second Phase: Focusing on “Mediating Objects”

71

Third Phase: Undoing the Comparative/Dichotomous Approach to the Benefit of the Study of Complementarities

72

Method

73

Twelve Conversations to List the Context Factors: An Exploratory Research

73

Detailed Research

77

Results

81

Testing the Complementarities

81

Going Further in the Analysis of Mediating Objects

83

Conclusions - Toward Augmented Design Tools Closer to Real Practices

85

References

85

Part II: Framework Models in Design

87

Beyond the Design Perspective of Gero's FBS Framework

88

Introduction

88

Related Work

89

Extended Model

93

Using and Interacting: The Interacting Interface

97

Knowledge, Affordances and the Interacting Interface

99

Failure and Misuse

101

Exemplary Application of the Proposed Model and Discussion

102

Conclusions

105

References

106

A Formal Model of Computer-Aided Visual Design

108

Introduction

108

Classifications and Logics for a Design Model

110

A Formal Model

112

A Design Task Domain

112

A Computer Visualization Domain

113

A Physical Design Actions Domain

119

The Active Perception

120

The Operation Method

121

The System of Computer-Aided Visual Design

121

Conclusions

123

References

123

Design Agents and the Need for High-Dimensional Perception

125

Introduction

125

Relevance

127

Example Systems: Observing Types in Architecture

128

Method and Results

131

Effect of Overall Attribute Dimensionality on Classification

132

Effect of Particular Sets of Attribute Dimensions

135

Different Sets of Attributes for Different Classes

137

Mutual Classification and Communication

139

Conclusion

140

References

143

A Framework for Constructive Design Rationale

145

Introduction

145

An Ontological Representation of Design Rationale

146

The FBS Ontology

146

Instance-Based and State-Space Views of Design Rationale

147

An FBS View of Design Rationale

149

What Is Constructive Design Rationale?

151

Drivers of Constructive Design Rationale

154

The Situated FBS Framework of Designing

154

Drivers for Constructing Rationale Structure

156

Drivers for Constructing Rationale Behaviour

159

Drivers for Constructing Rationale Function

160

Conclusion

161

References

162

Part III: Design Creativity

164

The Curse of Creativity

165

Introduction

165

Theoretical and Perceived Creativity

166

Current Approaches

167

Some Research Alternatives

168

New Wine in Old Bottles

168

Using Cognitive Science and Psychology

169

Products as Art

170

Ingredients of Routine Design Reasoning

170

Modifications to Routine Design Reasoning

173

Assumptions and Restrictions

173

Matching Creative and Routine Reasoning

173

Basic Synthesis & Criticism: Possible Modifications

174

Summary & Conclusions

176

References

177

Enabling Creativity through Innovation Challenges: The Case of Interactive Lightning

179

Introduction

179

The Indianapolis Tunnel Scenario

180

Cellular Automata Models

183

Asynchronous Cellular Automata

183

Dissipative Cellular Automata

183

Cellular Automata with Memory

184

Adaptive Interactive Lightning Model

184

The Design Environment

188

The Cells Simulator

189

The Lights View

190

The System Configuration

190

Experimenting Different Configurations

191

From a Prototype to a Product

192

Conclusions and Future Work

194

References

195

Facetwise Study of Modelling Activities in the Algorithm for Inventive Problem Solving ARIZ and Evolutionary Algorithms

196

Conceptual Design Techniques Are Non Quantitative

196

Aims

197

Conceptual and Detailed Design Stages Do Not Speak the Same Language

197

Translation from One Language to the Other Is Required

198

Significance

198

Approach Followed in the Paper

198

Notions and Definitions

199

Hilbert Space: Search Strategy Driven by Objectives

199

Steady State: Facets of the Notion in Various Scientific Fields

199

C-K: Distinction between Concepts and Knowledge

200

Evolutionary Algorithms (EA)

200

Algorithm for Inventive Problem Solving (ARIZ)

200

Modelling Requirements in Evolutionary Algorithms

201

Inventive Problem Solving through Evolutionary Algorithm Is Restricted by the Lack of Dynamism in Models

201

Design Space Limits in Model Segmentation Approach

201

Practical Limit of Model Segmentation

202

Modelling Requirements in ARIZ

203

Facetwise Modelling Reduces Complexity

203

Facetwise Modelling Reduces Complexity

205

Modelling Activities When Evaluating Logical Status of a Proposition

205

Conflicting Requirements of Two Steady States

206

Steady States Discontinuities and Integrated Framework

207

Structuring Design Space through Multiple Contradictions Statements

209

Interconnecting Parsimonious Models Thanks to Systemic Approach

209

A Model Structuring That Enables Travelling through Design Space

209

Discussion

210

Spatial Segmentation of Models vs. Propagation of Contradictions through System Levels

210

Conclusion

211

Expected Outcomes from Proposed Modelling Description

212

References

212

Exploring Multiple Solutions and Multiple Analogies to Support Innovative Design

215

Introduction

216

Background

217

Analogical Reasoning as Basis for Innovative Design

217

Cognitive Models of Analogical Reasoning

218

Structure Mapping Theory and Structural Alignment

218

One-to-One Mapping Constraint

220

Research Questions and Hypotheses

220

Experiment 1- Generating Multiple Solutions

221

Overview

221

Method

222

Metrics

224

Results and Discussion

225

Experiment 2- Learning Design Principles from Multiple Analogs

225

Overview

225

Method

226

Metrics

228

Results and Discussion

229

Conclusion

230

Future Work

231

References

231

Creative and Inventive Design Support System: Systematic Approach and Evaluation Using Quality Engineering

234

Introduction

234

Systematic Approach for the Creative and Inventive Thinking Process

237

Proposal of the Thinking Process

237

Problem Understanding Process

239

Problem Solving Process

240

Quantitative Evaluation for the Creative and Inventive Thinking Process of CDSS

246

Evaluation for the Problem Understanding

246

Validation of the Problem Solving Using the Design of Experiment

247

Evaluation of the Robustness Using the Taguchi Method

250

The Taguchi Method

250

Solving Phase with Robustness

251

Conclusion

252

References

252

Part IV: Line, Plane, Shape, Space in Design

254

Line and Plane to Solid: Analyzing Their Use in Design Practice through Shape Rules

255

Introduction

255

Aims and Significance

257

Method

258

Participants, Protocol Locations, and the Design Task

258

Deriving Shape Rules from Segmentation Schemes

259

Results

262

Parallel Computations across Design Descriptions

263

Spatial Relations between Design Descriptions

265

Medial Lines as Correlative Devices

267

Discussion and Conclusions

269

References

271

Interactions between Brand Identity and Shape Rules

272

Introduction

272

Background

273

Product Shape Design

273

Brand Identity

274

Shape Grammars and Shape Rules

275

The Role of a Computer Aided Design Synthesis System

276

Method

277

Results

278

Selection of the Corpus of Designs

279

Derivation of Brand Characteristics

280

Definition of a Shape Grammar

282

Generation of New Designs

284

Evaluation of the New Designs

285

Conclusion

285

References

286

Approximate Enclosed Space Using Virtual Agent

288

Enclosed Space

288

Previous Simulation on the Interaction between Architectural Design and Virtual Agent

289

Geometric Modeling of Enclosed Space

290

Co- linearity of Three Points

291

The Determination of Convex Area

292

Define Centroid

292

Method

293

Acquiring Information of the Environment

294

Decomposing Object into Set of Points

295

Determining Convex Area and Centroid

296

Experiment

298

Constructing Agent and Environment

299

Computational Process and Result

301

Concluding Remarks and Future Development

305

References

305

Associative Spatial Networks in Architectural Design: Artificial Cognition of Space Using Neural Networks with Spectral Graph Theory

307

Introduction

307

Artificial Neural Networks in Architectural Systems

308

Overview of the Design Problem and Approach

309

Generation of Spatial Graphs for the Exhibitions

310

Mapping of Exhibits Using Dimensionality Reduction

310

Spectrum Representation of Graph Features for Synaptic Vectors

312

Mapping a Modified Growing Neural Network

313

Clustering of Graph Types Using a Growing Neural Gas

314

Results

315

Investigation of Dynamic Inputs

315

Generation of Spatial Layouts – ‘An Artificial Curator’

317

Spatial Realisation of Graphs Using a Particle Repulsion Algorithm

319

Meta-cognition of Exhibition Spaces by Users

320

Integrating Participant Users Using Unsupervised Goals

320

Conclusion

322

References

324

Part V: Decision-Making Processes in Design

326

Comparing Stochastic Design Decision Belief Models: Pointwise versus Interval Probabilities

327

Introduction

327

Stochastic Representations

329

Functional Distribution Representation

330

Functional Representation of Interval Probabilities

331

Agent Learning

333

PDF Updating

333

Credal Set Updating

334

Agent Implementation

334

UCI Car Design Database

335

Empirical Trials

337

Results

339

Discussion

343

Conclusion

343

References

344

A Redefinition of the Paradox of Choice

346

Introduction

346

The Paradox of Choice and Mass Confusion

348

The Paradox of Choice

348

Wundt Curve Representation of the Paradox of Choice

349

Mass Customization and Mass Confusion

350

Means of Solving Problems Related to the Paradox of Choice and Mass Confusion

351

Limitation of Solution Space According to Averaged Users’ Needs

352

Nourishing Online Communities

352

Learning from the Users with the Aid of Recommender Systems

352

Redefinition of the Paradox of Choice

353

Lack of Meaningful Choice

354

Inability to Express What a Meaningful Choice Is

354

Multidimensional Wundt Curve Model of the Paradox of Choice

355

Solution to the Paradox of Choice

356

Computational Approach to the Paradox of Choice

356

Learning from the Users with an Aid of Recommender Systems

356

Recognition of Meaningful Options with the Aid of Evolutionary Algorithms

357

Experiment Setup

358

Types of Configurators Subject to Experiment

359

Experimental Method

360

Findings

361

Conclusion

362

References

363

Rethinking Automated Layout Design: Developing a Creative Evolutionary Design Method for the Layout Problems in Architecture and Urban Design

366

Introduction

366

Between Intuition and Rationality

367

Revisiting Automated Layout Design

369

Constraint-Based Systems

369

Cellular Automata and Agent-Based Systems

370

Shape Grammars

371

Physically-Based Systems

372

Evolutionary Algorithms

373

Conclusion

374

Developing an “Adaptive” Layout-Design System

375

Definition of Layout

376

Generative Mechanism

378

Interaction with the Situation

381

Conclusion / Outlook

383

References

383

Applying Clustering Techniques to Retrieve Housing Units from a Repository

386

Introduction

386

BARCODE HOUSING SYSTEM: A Generative System for Housing Design

387

Housing Layout Workspace

389

Housing Selection Workspace

390

Clustering Housing Layouts

393

Clustering Algorithms

395

Results

396

Conclusions

398

References

399

Part VI: Knowledge and Learning in Design

401

Different Function Breakdowns for One Existing Product: Experimental Results

402

Introduction

402

Research Design

404

Results of the Experiment: Representations, Notions and Approaches

406

Typical Representation

406

Different Notions and Expressions of Function

408

Diverging Terminology for Parts

410

Different Approaches

411

Results: Different Functional Breakdowns

411

The Function Trees

411

A Comprehensive Model of the Pump

412

Similarities in the Layout of the Function Trees

416

Mistakes in the Trees

418

Conclusions and Implications

419

References

420

A General Knowledge-Based Framework for Conceptual Design of Multi-disciplinary Systems

422

Introduction

422

Representing Desired Functions

423

The Representation of Flows

424

The Representation of Constraints on Flows

426

The Representation of Desired Functions

426

Representing the Functional Knowledge of Known PSs

427

The Input-Output Flow Name Pair

428

The Constraints on Input Flows

428

The Constraints on Output Flows

429

The Attribute-Mapping Rules

429

The General Functional Knowledge Representation Schema

430

An Agent-Based Design Synthesis Approach

431

The Agent-Based Design Synthesis Process

431

An Illustrative Case

433

Discussion

437

Conclusions

439

References

439

Learning Concepts and Language for a Baby Designer

441

Symbols and Design Reasoning

441

Learning Symbols

443

Are Designs Emergent?

444

Related Work: Discovering Patterns in Design Spaces

445

Baby Designer Enterprise

446

Learning Containment

446

Learning about Clearance

448

Language Mapping

450

Associating Linguistic Labels

451

Discussion

456

Conclusion

456

References

458

Organizing a Design Space of Disparate Component Topologies

460

Introduction

460

Background

461

Generation of Designs

463

Reducing the Design Space through Confluence and Matrix Comparison

465

Organizing the Design Space Using Clustering Methods

467

Results and Discussion

471

Conclusion

477

References

478

Part VII: Using Design Cognition

481

Imaging the Designing Brain: A Neurocognitive Exploration of Design Thinking

482

Introduction

482

Research Questions and Objectives

484

Methods

485

Experimental Set-Up and Tasks

485

Procedures

488

Results

489

Semi-Structured Interviews

489

Behavioral Analysis

490

fMRI Analysis

490

Discussion and Conclusions

494

References

496

A Computational Design System with Cognitive Features Based on Multi-objective Evolutionary Search with Fuzzy Information Processing

498

Introduction

498

Evaluating Design Performance

500

Multi-objective Evolutionary Search with a Relaxed Dominance Concept

504

Multi-objective Evolutionary Algorithm & Fuzzy Neural Tree = A Computational Design System with Cognitive Features

507

The Cognitive Features of the System

508

Application

511

Conclusion

516

References

516

Narrative Bridging

518

Introduction

518

The Key Elements of Narrative Bridging

520

Media

520

Premise

521

Goal

521

Syuzhet

521

The Process of Using Narrative Bridging

522

Phase 1

522

Phase 2

523

Phase 3

524

Prototype Testing of the Method

526

The Masquerade Game

527

The Parasite Game

530

Results

532

Conclusions and Further Work

535

References

536

Generic Non-technical Procedures in Design Problem Solving: Is There Any Benefit to the Clarification of Task Requirements?

538

Introduction

538

Aims

540

Method

540

Independent Variable, Experimental Design and Procedure

540

Dependent Variables and Instruments

541

Results

542

Check of Randomization of the Intervention Groups

542

Performance Benefit of the Additional Offer of the GQAS

542

Reported Benefit of the Additional Offer of the GQAS

542

Conclusions

545

References

546

Virtual Impression Networks for Capturing Deep Impressions

552

Introduction

552

Surface and Deep Impressions

553

Preferences and Deep Impressions

553

Viewpoint of This Study

554

Structure of Impressions

554

Inexplicit Impressions

554

Purpose and Method

555

Virtual Impression Network

555

Semantic Network

556

Structure Analysis

557

Experiment

559

Method

559

Results

560

Analysis

560

Preprocess

561

Analysis of the Structure of the Virtual Impression Network

562

Comparison with the Preliminary Experiment

568

Conclusion

569

References

570

Part VIII: Collaborative/Collective Design

572

Scaling Up: From Individual Design to Collaborative Design to Collective Design

573

Introduction

573

A Conceptual Space for Collective Design

575

The Representation Dimension

578

The Communication Dimension

580

The Motivation Dimension

581

Mapping Collective Intelligence to the Conceptual Space for Collective Design

583

Principles for Collective Design

587

Conclusions

590

References

590

Building Better Design Teams: Enhancing Group Affinity to Aid Collaborative Design

592

Introduction

592

Background and Context

594

The ConvoCons Approach

595

ConvoCons System Architecture

596

Methods

597

Framework for Measuring Affinity

599

Coding for Affinity

600

Results

602

Exit Survey

602

Completion Time – Log Data

603

Quantitative Evaluation of Video Data

603

Exit Interviews

606

Discussion

607

Conclusion

608

References

609

Measuring Cognitive Design Activity Changes during an Industry Team Brainstorming Session

612

Introduction

612

Quantifying Design Processes

612

The FBS Ontology

613

The Brainstorming Session

614

Qualitative Observations

615

Quantitative Observations

615

FBS Segmenting and Coding

617

Results

617

Producing Design Processes from a Linkograph

622

Team Design Processes

623

Comparing Design Process Distributions

624

Interactions between Team Members Measured through Processes

626

Changes in Interaction during Design Session

629

Conclusion

630

References

630

Part IX: Design Generation

632

Interactive, Visual 3D Spatial Grammars

633

Introduction

633

Background

635

Formalism

635

Grammar Interpreters

635

Existing Spatial Grammar Implementations

636

Challenges

637

Approach

638

Development of Spatial Grammar Rules

639

Application of Spatial Grammar Rules

643

Implementation

645

Examples

646

Discussion

649

Conclusion

650

References

651

A Graph Grammar Based Scheme for Generating and Evaluating Planar Mechanisms

653

Introduction – An Overview

653

Background

655

Graph Representation

656

Rules for Design Generation

659

Evaluation

661

Results: Rule Validity

663

Discussion

665

Conclusion

667

References

668

A Case Study of Script-Based Techniques in Urban Planning

670

Introduction

670

Significance

671

Overview

672

Computational Tools

672

Application of Computational Tools at Urban Scale

674

Application of Computational Tools at Building Scale

680

Low-Rise typology

680

Tower

682

Conclusion and Future Work

687

References

688

Complex Product Form Generation in Industrial Design: A Bookshelf Based on Voronoi Diagrams

690

Introduction

690

Background

692

Expanding the Morphologic Repertoire in Design

692

Form Generation in the Larger Context

692

Related Works on Generative Product Design Systems

693

Approach

694

Short on the Voronoi Structure

695

The Bookshelf

695

User Interaction

696

The Interface

697

Interface Evaluation

698

The General Search Algorithm

700

The GA Characteristics

702

Constraints, Objectives and Evaluation

703

Results

704

Conclusion and Further Research

707

References

707

A Computational Concept Generation Technique for Biologically-Inspired, Engineering Design

710

Introduction

710

Related Work

712

Supporting Design Tools

713

Functional Basis Design Language

713

Concept Generation Software-MEMIC and Design Repository

714

Organized Search Tool

714

Engineering-to-Biology Thesaurus

716

Computational Concept Generation Technique

717

Algorithm

718

Concept Generation Example

719

Smart Flooring

719

Discussion

723

Conclusions

725

References

726

First Author Email Address

730

Author Index

732