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'It's Just a Method!'

机译:“这只是一种方法!”

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摘要

What does a student need to know to be a designer? Beyond a list of separate skills, what mindset does a student need to develop for designerly action now and into the future? In the excitement of the cognitive revolution, Simon proposed a way of thinking about design that promised to make it more manageable and cognitive: to think of design as a planning problem [11, 29]. Yet, as Suchman argued long ago [32], planning accounts may be applied to problems that are not at base accomplished by planning, to the detriment of design vision. This paper reports on a pedagogy that takes Suchman's criticism to heart and avoids dressing up design methods as more systematic and predictive than they in fact are. The idea is to teach design through exposure to not just one, but rather, many methods---that is, sets of rules or behaviors that produce artifacts for further reflection and development. By introducing a large number of design methods, decoupled from theories, models or frameworks, we teach (a) important cross-methodological regularities in competence as a designer, (b) that the practice of design can itself be designed and (c) that method choice affects design outcomes. This provides a rich and productive notion of design particularly necessary for the world of pervasive and ubiquitous computing.
机译:学生成为设计师需要知道什么?除了一系列单独的技能之外,学生现在和将来需要采取什么样的思维方式来进行设计性动作?在认知革命的激动中,西蒙提出了一种关于设计的思维方式,该方式有望使其变得更易于管理和认知:将设计视为计划问题[11,29]。然而,正如苏克曼(Suchman)早在[32]所指出的那样,计划帐户可能会应用于那些根本无法通过计划完成的问题,这会损害设计远景。本文报道了一种教学法,这种教学法使苏斯曼的批评受到了人们的重视,并避免将设计方法比实际的方法更系统化和更具预测性。这个想法是通过不仅接触一种方法,而且接触许多方法来教授设计,这些方法是指规则或行为的集合,这些规则或行为会产生工件,以进行进一步的思考和发展。通过引入大量与理论,模型或框架分离的设计方法,我们教导(a)作为设计师的能力方面重要的跨方法论规律,(b)设计实践本身可以设计,以及(c)方法的选择会影响设计结果。这提供了丰富而富有成果的设计概念,这对于普适计算和普适计算世界而言尤其必要。

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