Design methods: Difference between revisions

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Current state of design methods: Deleted section (see Talk: Substantial new edits) uninformative and rambling over topics covered elsewhere in the new article version.
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Much of current design practice has been influenced and guided by design methods. For example, the influential [[IDEO]] consultancy uses design methods extensively in its 'Design Kit' and 'Method Cards'.<ref>http://www.designkit.org//resources/1</ref><ref> https://www.ideo.com/post/method-cards</ref> Increasingly, the intersections of design methods with business and government through the application of [[design thinking]] have been championed by numerous consultancies within the design profession. Wide influence has also come through [[Christopher Alexander]]'s [[pattern language]] method,<ref>{{cite book |last1=Alexander et al. |first1=Christopher |title=A Pattern Language |date=1977 |publisher=Oxford University Press |isbn=0-19-501919-9}}</ref> originally developed for architectural and urban design, which has been adopted in [[software design patterns|software design]], [[interaction design pattern|interaction design]], [[Pedagogical patterns|pedagogical design]] and other domains.
 
==Current state of design methods==
There is no one way to practice design methods. John Chris Jones recognized this by stating:
 
{{Quote|Methodology should not be a fixed track to a fixed destination, but a conversation about everything that could be made to happen. The language of the conversation must bridge the logical gap between past and future, but in doing so it should not limit the variety of possible futures that are discussed nor should it force the choice of a future that is unfree.<ref name="Jones Design Methods"/>}}
 
The focus of most post-1962 enhancements to design methods has been on developing a series of relevant, sound, humanistic problem-solving procedures and techniques to reduce avoidable errors and oversights that can adversely affect design solutions. The key benefit is to find a method that suits a particular design situation.
 
The benefits of their original work has been abstracted many times over; but in today's design environment, several of their main ideas have been integrated into contemporary design methods:
* Emphasis on the user
* Use of basic research methods to validate convictions with fact
* Use of [[brainstorming]] and other related means to break mental patterns and precedent
* Increased [[collaboration|collaborative]] nature of design with other disciplines
 
A large challenge for design as a discipline, its use of methods and an endeavor to create shared values, is its inherent synthetic nature as an area of study and action. This allows design to be extremely malleable in nature, borrowing ideas and concepts from a wide variety of professions to suit the ends of individual practitioners. It also makes design vulnerable since these very activities make design a discipline unextensible as a shared body of knowledge.<ref>[http://publicwriting.net/2.2/designmethodsforeveryone.html John Chris Jones perspective about "Design Methods for Everyone"]</ref>
 
In 1983, [[Donald Schon]] at the [[Massachusetts Institute of Technology]], published ''The Reflective Practitioner''.<ref>Schon, Donald A. ''The Reflective Practitioner: How Professionals Think in Action''. New York: Basic Books, 1983. {{ISBN|0-465-06878-2}}.</ref> He saw traditional professions with stable knowledge bases, such as [[law]] and [[medicine]], becoming unstable due to outdated notions of "technical rationality" as the grounding of professional knowledge. Practitioners were able to describe how they "think on their feet", and how they make use of a standard set of frameworks and techniques. Schon foresaw the increasing instability of traditional knowledge and how to achieve it. This is in line with the original founders of design methods who wanted to break with an unimaginative and static technical society and unify [[exploration]], [[collaboration]] and [[Intuition (knowledge)|intuition]].
 
Design methods has influenced design practice and [[design education]]. It has benefited the design community by helping to create introductions that would never have happened if traditional professions remained ''stable'', which did not necessarily allow collaboration due to gate keeping of areas of knowledge and [[expertise]]. Design has been by nature an interloper activity, with individuals that have crossed disciplines to question and innovate.
 
The challenge is to transform individual [[experiences]], frameworks and [[perspective (cognitive)|perspectives]] into a shared, understandable, and, most importantly, a transmittable area of knowledge. Victor Margolin {{Citation needed|date=May 2013}} states three reasons why this will prove difficult:
 
* Domain knowledge is a mixture of [[vocation]] (discipline) and avocation (interest) creating hybrid definitions that degrade shared knowledge
* [[Intellectual capital]] of design and wider scholarly pluralism has diluted focus and shared language which has led to ungovernable [[laissez-faire]] values
* Individual explorations of design discourse focuses too much on individual narratives leading to personal point of view rather than a critical mass of shared values
 
In the end, ''design methods'' is a term that is widely used. Though conducive to interpretations, it is a shared belief in an exploratory and rigorous method to solve problems through design, an act which is part and parcel of what designers aim to accomplish in today's complex world.
 
==See also==