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Designer
PiE: A Learning Model for Designers
by Jerome Diethelm
Give a person a fish and they have a temporary if somewhat
slippery delight, but teach them about fishing its an old
saw but one I think gets right to the heart of teaching environmental
design. Design instructors who cant resist handing out solutions
and flashing their own (no doubt formidable) design ideas and skills are
really no better than the parents who always tie their kids shoes. It may
seem an odd way to put it, but one basic reason for the long-standing
dependence on the design studio as an educational format is that it
provides a very effective social setting for learning to tie ones
own shoes and catch ones own fish.
Teaching about learning is not a new educational concept, but it
often gets lost in design education in the old tug of war between the
process and the product. Avoiding this problem requires the instructor to
see studio creation as a stepping up in logical type a setting up
of the setting and a promoting of conscious insight into an unfolding
process. It requires that everyone involved develop a standing back
awareness that both process education and design product are tied into
the longer perspective of students becoming creatively able, effective
and independent.
While its always good to experience some success at making
something or someplace, nothing takes the place of a growing personal
confidence of knowing what to do, how to proceed, what to expect, what to
look for, and what to do when things get stuck. Nothing beats the
transferable feeling of having done it before and can do it again.
In design, not just always relying on the seat of your pants is
called theory. And one branch of theory is the development of
intellectual tools that facilitate design process, sometimes referred to
as design methods. Experience has cautioned us to not expect creative
processes to be easily reduced to rigid routines or algorithms. Teaching
experience also confirms the truth that people work, think, learn and
create in many different ways and that there is no such thing as
"the design process." It is nevertheless still very useful to
try to model the experience of designing, and has only proven dangerous
for the mentally rigid.
By modeling I mean the fundamental mental process of abstracting,
simplifying and representing large amounts of information. The object of
modeling generally is to reduce very complex systems and circumstances
in this case creative process - to useful schematics of key
elements and relationships. In the complex world of ideas, places and
processes the models job is to adequately and economically
represent the real thing so that it is possible to understand critical
relationships, ask good questions and explore important
possibilities.
The learning model for designers I call Designer PiE attempts to
build cognitive structures of design process experience but does not just
present the way, and definitely not any "timeless way" of
thinking about design. Instead it is a collection of ways of thinking
about design and designing. The PiE is a stepping up in logical type, a
model of models. Its purpose is to structure, stimulate and guide
thinking about design thinking.
A Model for Designers
Designer PiE: Ways of Thinking About Design is an attempt to answer
such questions as: Can a model, be developed which stimulates and expands
design thinking rather than boxing it in like most explicit frameworks
and expert systems? What kind of intellectual tools do designers really
need and can actually use? Are there any good guides to design
comprehensiveness, any useful collections of ideas, concepts and
processes that have proven useful and effective to others?
As a design studio instructor, Ive noted the mental richness
and wide-ranging diversity of ways students have of working and thinking
about design problems. Ive found that they exhibit an impressive
range of styles, generally starting out their work in modes of thinking
they feel most comfortable with and focusing on aspects of the work most
related to their personal interests. Some are drawn immediately to the
sensual; others to the social or the technical dimensions of their work.
Some like to start small and work out; some are big picture and work in.
Some pour out images and others stories. Some like to draw and diagram,
others prefer to organize, and still others to calculate. All have their
own ideas, ideals, opinions, and point of view they want to process and
explore. Invariably they bring a wider variety of life experience to
their projects than they realize and rarely are they aware of its
importance or applicability. All of the above gives the lie and will
surely prove fatal someday to that monolithic misconception known as
"the design process."
Designer PiE is intended as a more open, respectful and useful model
of design thinking. A key idea is to catch people where they like to
think and then provide some ways to expand the range and depth of their
considerations. A principle goal is to encourage and help designers cover
more territory and to dig deeper into that ground. The aim is to increase
the "aboutness" of a piece of work, i.e., to enable it to
become more inclusive, comprehensive and insightful with respect to human
experience. The companion to this is to catch them in the way they like
to think and then expand their comfort zone with intellectual tools. A
third idea is to explore the applicability and the limitations of
theories and methods rather than promoting any one in particular. Perhaps
research, analysis, synthesis, evaluation, a positivistic model from the
sciences, is not the only way to describe designing.
There are times, for example, when Pattern Language is very useful
and times when it is inappropriate, confusing and arcane. It can be
helpful to think in terms of types and typologies but there are
situations where the approach seems too conservative and limiting.
Lynchian image design provides a useful symbolic vocabulary for some
place representations, but has all the benefits and shortcomings of a
high level of abstraction. Narrative structure can be a boon or a burden,
a lyrical string of meaningful events or a too restrictive noose.
Activity and behavioral approaches catch the species in motion, but when
taken to an extreme, ignore the existence and denigrate the importance of
human mental life. Some metaphors are tough to live in - and so on.
A major objective of the models that make up the PiE is to avoid
mechanizing and trivializing human creative process. This will disappoint
old-time methodologists and all those who think that there are immediate,
and unambiguous answers to such socially constructed questions as, So
Whats the Problem? My intention is try to convey how important it
is to bring such questions to life in a rich cultural setting that
enables a robust intellectual, historical and sensual perspective on the
valuing experience.
Educationally Designer PiE is a structure for assimilating and
accommodating design experience and theory - a model that promotes,
represents and can be used to guide design learning. Its principle
purpose is to stimulate, assist with and provide images of design
thinking at all levels and stages of the design experience.
The PiE celebrates choice and mental process in environmental design
but does not offer a formula for deciding or expressing. It offers
personalized structures instead of algorithms and does not pretend to be
an expert system. It is absurd of course to think that any model can
capture all of design thinking. As it presently exists, the PiE is an
open-ended megamodel, an ongoing process of gathering and organizing -
modeling if you will - ways of thinking about design. It models some of
the ways that have proved useful, some that are original, some that are
experimental, and offers a place for many more to come. It welcomes
contradictions, invites expansion and requires personalization. Only a
model of models could even begin to keep track of the mental complexity
of design thinking or provide the mnemonic structure needed to make it a
useful tool.
Designer PiE is free to download and use for all students of design
with access to a Macintosh computer.
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