Cognition

One Concept per Second: Charles Eastman and the Beginning of Design Cognition

I recently (May 2021) gave a talk at a symposium celebrating the work of Charles Eastman, one of the pioneers of the field of design cognition, as well as a pioneer in the field of computer aided architectural design. Eastman’s early career is notable for the people he was taught by and worked with. He studied at UC Berkeley where he encountered two giants of the design methods movement: Horst Rittel and Christopher Alexander. He worked at Carnegie Mellon University alongside Nobel Laureate Herbert Simon and Alan Newell who shaped the modern field of cognitive psychology. Finally, he worked at UCLA alongside two well-known design and planning theorists George Stiny and Lionel March. With these influences he was able to establish a unique identity in design research, one with deep roots in science and design and a broad canopy in research and practice.

EastmanTribute_0

Figure 1. Charles Eastman (1940-2020), one of the founders of design cognition research (image credit: Georgia Tech)

Whilst doing my PhD in cognitive psychology in the early 1990’s, one of Eastman’s papers formed a touchstone for my own research. It is a study of designers using what was then a new research methodology called protocol analysis. For my symposium talk I wanted to return to that paper to consider again one of the foundations of a new discipline and assess its contemporary relevance. What follows is an edited text of my talk.


What is it that designers do when they solve seemingly ill-structured problems like design problems? More importantly how can we develop methodological, computational, and educational tools to support designers? Charles Eastman’s paper On the Analysis of Intuitive Design Processes [1], published in 1970 from research funded by DARPA [2], addressed the first question; arguably his subsequent career addressed the second. This talk discusses the foundational contribution of Eastman’s paper, looks at some of the problems he uncovered, and assesses the paper’s relevance for contemporary studies of design activity. 

One clear thing that designers do when faced with a problem brief is to embark on a process of understanding, piecing together the fragments of information they have or can discover and forming a way to overcome the original problem. This process involves focussed acts of cognition – perceiving, retrieving, and conceiving – supported by the generation of representational artefacts – “words, numbers, flow diagrams, plans, sections, and perspectives”[3]. The resultant activity transforms the initial problem state into a goal (solution) state. 

That was the theory in 1970 anyhow, when Charles Eastman published the first study of the design process to use protocol analysis as a research methodology. The new science of cognitive psychology, with Allen Newell and Herbert Simon at the helm, drew on a computational metaphor for the human mind. Information came in and transformed information flowed out.

Information_processing

Figure 2. The information processing analogy applied to the human mind. Information comes in to short-term memory as a stimulus (S), interacts with long-term memory, and produces an output action. Note: short-term memory is ‘chunked’ – according to George Miller [4] we can hold up to 7 +/- 2 chunks. (image reproduced from ‘On the Analysis of Intuitive Design Processes’ [1])

In the terms of this metaphor some aspects of cognition had begun to be understood quite well, the features of short-term memory for example [4], though much still remained a mystery. The metaphor just about held if you looked for rationality in the right places.

On the Analysis of Intuitive Design Processes analyses the 25-minute protocol of an industrial designer with seven years of professional experience. His task was to reconfigure a bathroom layout after negative comments of an existing layout by potential house purchasers.

Problem and solution

Figure 3. The design problem (left) and a possible solution (right). The problem was to reconfigure an existing bathroom layout that potential homebuyers didn’t like. The designers used sketching and other forms of representation to explore different alternatives. (images reproduced from ‘On the Analysis of Intuitive Design Processes’ [1])

Each minute of the protocol is itemised and codified in the paper’s appendix. Mostly the depiction of the activity is routine enough to be displayed in a ‘Problem-Behaviour Graph’ with constraints being identified, design elements manipulated, and a number of alternative proposals produced. 

Problem behaviour graph

Figure 4. Problem behaviour graph. The graph describes the problem solving activity of the designer which identifies design constraints (C), and manipulates (M) individual units of the design problem/solution (DU). Four alternative proposals are produced during the 25 minute design session. (image reproduced from ‘On the Analysis of Intuitive Design Processes‘ [1]) 

There are four key points where the attribution of activity is glossed as ‘an association with deep structure memory’. These are value-based decisions and what we might consider as the crux of intuitive decision making. But if this is where ‘intuition’ takes place, then the ‘intuitive’ of intuitive design might seem beyond the grasp of protocol analysis. In this sense On the Analysis of Intuitive Design Processes can be read as a paradox and a challenge to the metaphor of information processing applied to human behaviour and the method of protocol analysis that derives from it. One of the paper’s two stated findings is that drawing on past experience is a superior designing strategy than relying on external cues. But what is ‘past experience’ in this context?

Protocol analysis – the articulation of the contents of short-term memory as well as other processing information – had been successfully used on highly constrained problems, where the state of the problem is objective and finite and it is relatively clear where the focus of attention is. For problems where the constraints are much more loosely connected, subject to interpretation and sometimes even rejection, and where the thoughts of the designer relate to past experiences and feelings, short-term memory only provides part of the story. Eastman puts it down in numbers at the end of his paper: 

“currently the density of concept utilization which these studies represent is about one every twelve seconds. Protocol studies in other areas show that processing of familiar information may take place at a rate greater than one concept per second. Studies of design have a long way to go to fill in what’s happening in that eleven-seconds gap.” [5]

Has the eleven second gap been filled in the intervening years?

To some degree. The more naturalistic and social elements of designing have characterised the activity more effectively. Less a feat of mind and memory, more of a creative dialogue with others. Donald Schön in particular showed how past experience and intuition might be analysed [6], the Design Thinking Research Symposium (DTRS) series [7] has provided many insights into the nature of design thinking, and neuroimaging and machine learning are finally beginning to correlate brain activity with design activity [8]. 

To the present day, protocol analysis is still used as a key research methodology in many studies of design, though very few achieve the depth, cogency, elegance and insight of Eastman’s original study. The language of design cognition that Eastman proposed is still prevalent. The idea of an evolving ‘problem and solution space’, for example [9], or simply representing the links between information states in something like a problem-behaviour graph [10].

We might not have filled the 11 second gap, but we now have a rich technical language to describe design activity that can be traced all the way back to Eastman’s original research.

 

References

[1] Eastman, C.E. (1970) On the analysis of intuitive design processes, in G.T. Moore (ed.) Emerging Methods in Environmental Design and Planning, pp21-37.

[2] DARPA the US Defense Advanced Research Projects Agency. It is interesting, though obvious when considered, that defence would have an interest in cognitive psychology. Working out the capabilities and limits of human cognition has obvious relevance to theatres of war where both design and split-second decision-making are necessary. Two other well-known psychologists, Abel Tversky and Daniel Kahneman, were closely involved with the Israeli military both for research and in service. They drew on Herbert Simon’s theory of bounded rationality in building prospect theory, the foundation of behavioural economics and ‘nudging’. Their relationship is explored in Michael Lewis’ excellent book The Undoing Project.

[3] Eastman, C.E. (1970) op cit, p.21

[4] Miller, G. (1956) The magical number seven, plus or minus two: Some limits on our capacity for processing information. Psychological review, 63(2), pp 81-97.

[5] Eastman, C.E. (1970) op cit, p.21

[6] Schön, D. (1988) Designing: Rules, types and worldsDesign Studies, 9, pp 181-190.

[7] Cross, N. (2018) A brief history of the Design Thinking Research Symposium seriesDesign Studies, 57, pp. 160-164.

[8] Goucher-Lambert, K., Moss, J., Cagan, J. (2019) A neuroimaging investigation of design ideation with and without inspirational stimuli—understanding the meaning of near and far stimuliDesign Studies, 60, pp 1-38. 

[9] Dorst, K., Cross, N. (2001) Creativity in the design process: co-evolution of problem–solutionDesign Studies, 22, pp 425-437. 

[10] Goldschmidt, G. (2014) Linkography: unfolding the design process. MIT Press.

The Design University and the Current Order of Things

Tim Blackman, the Vice Chancellor of Middlesex University in the UK, has written a well-argued paper on how Universities could be much less selective in the students they take. The paper begins:

“Most secondary schools in the UK do not select their pupils on the basis of prior academic achievement. They are deliberately comprehensive, with this principle based on a positive education argument that it is best to educate young people of different abilities together. Almost all universities are based on the opposite principle: academic selection and stratification by ability into different types of institution. This contrast attracts little public or political debate.” (p.11)

The title of the paper is The Comprehensive University: An Alternative to Social Stratification by Academic Selection [1] and it convincingly uses statistics and scholarship to make the case that a greater diversity of student talent at the beginning of a degree course would make for better outcomes at the end. Those outcomes are not only for individuals but benefit society more generally through growth, innovation and (though it sounds a bit cheesy) better understanding of other people.

Whereas highly selective UK universities such as Oxford and Cambridge essentially recruit students who are very similar in class and achievement, the key idea in Blackman’s report is diversity. This is the diversity that occurs through opening up Universities to a greater range of abilities.

At present Universities operate as end-points, finishing schools for already able students. They could be starting points: an opportunity to level out the playing field by teaching differently.

Teaching differently involves taking advantage of diversity, and especially the understanding that occurs when different perspectives and experiences are used in learning [2]. This type of learning depends on a shift from a ‘cognitive’ approach – where knowledge and reason are prioritized in teaching and assessment, to a practice or ‘competence’ approach – where opportunities are created for students to develop and reflect on a range of skills and abilities [3].

Where diversity works best is when groups collaborate in constructing and defining problems, questioning the current order of things, exploring scenarios, and imagining solutions and consequences. All things that designers do well [4].

It is the environment of research intensive universities that reinforce the broken cognitive approach [5], Blackman suggests, when the type of environment that is needed is one that (to quote Blackman):

“encourages ‘design thinking’: practical, creative problem solving that explores alternative solutions for better future designs, whether products, services, policies or artworks. This iterative, experimental and user-led approach is behind much industrial and professional innovation and although it draws on academic research – which is still very important – it is in many respects a different practice and is embedded in practice contexts.” (p.56)

Perhaps Blackman is thinking along the lines of how Arizona State University have used Design Thinking approaches to redesign their educational programmes and indeed the operation of the University [6]. Perhaps, after a few false dawns, the time for design to play a greater role in higher education has come? Blackman’s paper is certainly a compelling read in this respect though the true difficulty for design remains in upsetting the design of the current order of things.

References

[1] Blackman, T. (2017) The Comprehensive University: An Alternative to Social Stratification by Academic Selection, Higher Education Policy Institute Occasional Paper 17, http://tinyurl.com/yajfjwze [accessed 16th November 2017]

[2] As the originator and chair of the online Open University course Design Thinking: Creativity for the 21st Century the idea of diversity is central to its operation and success. For further details about the ideas behind the course see: Lloyd, P. (2013) Embedded Creativity: Teaching Design Thinking via Distance Learning, International Journal of Technology and Design Education, 23, pp 749-765. https://doi.org/10.1007/s10798-012-9214-8

[3] This is not a new suggestion of course. Donald Schön in Educating the Reflective Practitioner (1987) makes similar arguments. It is also an approach that has been embraced (at the moment, and ironically, in theory) in the strategy of ‘Practical Wisdom’ at the University of Brighton, where I work: http://tinyurl.com/y8stmdt6

[4] See previous my previous blog post: Stop talking, start thinking: The architecture of reasonable doubt

[5] Previous blog posts have been about how Universities are teaching outdated theory and knowledge in a world that is changing rapidly:
What’s Real in the Real World? Or The Economics of Intangibility
Design Education in the Wired Weird World

[6] Arizona State University’s transformation and growth through using design methods is described in Crow, M. and Debars, W (2015) Designing the New American University, Johns Hopkins University Press. https://muse.jhu.edu/book/38428

 

Stop talking, start thinking: The architecture of reasonable doubt

The classic 1957 film 12 Angry Men is a story about twelve jurors discussing what to most of them is a straightforward first degree murder case. A teenage Hispanic boy, living in a slum, is accused of stabbing his abusive father. To eleven of the twelve jurors he is clearly guilty. On a sweltering Manhattan afternoon, only juror #8 has a question in his mind about the boy’s guilt, dispassionately saying to the others after an initial vote:

“it’s not easy to raise my hand and send a boy off to die without talking about it first”

Surely he means thinking about it first?

Twelve Angry Men

Figure 1. Juror #8, played by Henry Fonda (right), calmly lays out his doubt to another juror.

Juror #8, played by Henry Fonda (figure 1), and whose name is revealed as Davis at the end of the film, is an architect. As the action of the film develops, he shows how he thinks differently from the others, questioning what they take to be true, and introducing a doubt that he slowly convinces them is reasonable.

Each juror in turn raises objections to juror #8’s wavering. Juror #3, pointing to the uniqueness of the murder weapon says:

“Take a look at this knife, it’s a very unusual knife. I’ve never seen one like it, neither had the storekeeper who sold it to the boy. Aren’t you asking us to accept a pretty incredible coincidence?”

“I’m just saying a coincidence is possible”, juror #8 replies, before taking a very similar ‘unique’ weapon from his pocket and sticking it into the table, to the others’ astonishment. During the trial he’d been to the neighbourhood where the murder had happened and managed easily to buy the knife.

The practical way in which juror #8 deconstructs the others’ arguments reveals a person who is able to imagine and interrogate alternative scenarios to fit the facts. This is a kind of creative reasoning that is called abduction, a design reasoning skill vital to the design process, and a way of thinking that an architect would be trained in [1].

Another example of design thinking occurs later in the film, when juror number #8, questions whether a key witness to the murder – an old man lying in bed in the flat below – would be able to get to his front door to identify the boy in under 15 seconds. Juror #8 calls for the plan of the flat used in court (figure 2) and is able to translate the dimensions of the bedroom and corridor into a rough prototype in the jury room (figure 3).

Twelve Angry Men

Figure 2. Juror #8 explains to the other jurors why he thinks a key witness couldn’t have got from his bed to his front door in 15 seconds.

Twelve Angry Men

Figure 3. Juror #8 arranges the room to simulate the layout of the old man’s flat.

“Those two chairs are the old man’s bed”, juror #8 tells the others, “I just paced off twelve feet across the room, this would be his bedroom door”

As he models and performs what the old man would have gone through, juror #8 asks another juror to time him.

Twelve Angry Men

Juror #8 asks another juror to time him while he simulates getting from the bed to the front door.

It takes 41 seconds.

Taking the action away from the ‘theoretical’ discussion at the table – a move from ‘talking about it’ to ‘thinking about it’ – allows juror #8 to produce a prototype, physically testing his conjecture that the old man couldn’t have got from his bed to his front door in 15 seconds. This test of practical thinking wins over another couple of sceptical jurors.

Davis displays design thinking in a legal context, overturning an eleven-to-one minority into a twelve-to-zero majority. As an architect, he is used to mapping the words that he hears to the spaces around him and it is the exploration of spatial, artefactual, and environmental possibility in the crime that reasons the other jurors into doubt. It is the kind of thinking – we could also call it a kind of moral imagination – that saves the boy’s life.

In the film Davis is one out of twelve (white, male) individuals but currently in the UK architects make up only one out of every 2000 people [2]. Perhaps we could do with a few more for our collective moral imagination, especially in the legal profession, in these uncertain, divided times.

References
[1] ‘Abduction’ is a type of reasoning identified by the pragmatist philosopher C.S. Peirce, who contrasted it with deduction and induction, as a way of reaching a conclusion from premises. He used it to try and show a logic to the process of creative discovery and creative explanation.

[2] Architects Council of Europe (2015) The Architectural Profession in Europe 2014 (pdf), p.10.

A Dialogue with the Future: Design Thinking and the 21st Century Imagination

I gave my inaugural lecture at Brighton University in December 2015. It draws on a few of the blog posts I’ve written in this blog* and sums up my current thinking about the idea of  Design.

Here is the blurb:

Design, the ‘D’ in TED*, has well and truly broken out of the Design School. In fact it made its escape some decades ago but still retains its potential to develop our collective imagination and enrich inter-disciplinary dialogue.

In this lecture Professor Lloyd will draw on over 20 years of research and teaching to trace a journey from the cognitive activity of the brain to the architecture and politics of democracy, and from Bitcoin to football to education. The linking thread is design thinking and he will argue that understanding design as a process of dialogue is not only fundamental to an ethical engagement with the world, but vital to securing an equitable future for all.

*Technology Entertainment Design: Ideas Worth Spreading When one considers the sheer range of talks that fit under these three words, you realise how important the idea of design has become.

Here is the Video (42 minutes):

Here is the Transcript (opens in a new window):

A Dialogue with the Future: Design Thinking and the 21st Century Imagination (pdf)

*And here are some references:

1. The story of Aaron Swartz is a compelling one. You can see the documentary about his life here: How to Kill a Designer

2. The mystery surrounding the inventer/designer of Bitcoin has been going for some years. I talk about it in Nakamoto’s Last Theorem. However, in the past six months the story has developed considerably. The Australian computer scientist and cryptographer Craig Wright has claimed convincingly to be the originator of Bitcoin and his ‘coming out’ tale is excellently told in an extended piece in the London Review of Books by Andrew O’Hagen.

3. I talk about how Design relates to football here: Dolphin or Shark? Designing the Beautiful Game

4. Design Education in the Wired Weird World starts with architectural education but moves on to talk about the possibilities of Design Education more generally, it also discusses The India Report by Charles and Ray Eames which I touch on briefly in the lecture.

 

Studio Practice: Nostalgia Revisited

I was recently on a panel at London’s Victoria & Albert Museum exploring the idea of studio-based practice as part of Guy Julier’s excellent Design Culture Salon series. The discussion followed from a newly-launched book called Studio Studies: Operations, Topologies and Displacements by Ignacio Farias and Alex Wilkie [1].

Theorising studio practice is always going to be a complicated read, but there are some real moments of lucidity and insight. One quote that appears in the book, from William James (the psychologist brother of novelist Henry James) summed up the book nicely for me:
“what really exists is not things made”, James says, “but things in the making” [2].

Process is where it’s at, in other words.

Working out what exactly happens in a studio is evidently a difficult business. It’s easy to revert to William James era psychology and look for those ‘ah ha’ moments delivered from on high, but really the whole time in the studio is one long, extended, playful, social, accidental, ah ha. More of an aaaaahhhhhh than an ah ha. What we think of as creativity – if that’s what we think happens in a studio – seems to slip through our fingers when we try and point to it. Where is the creativity exactly? Is it cognitive or social or spatial or temporal? The book argues that it is the process that matters, not the atoms that make up the process. It is the materials and practices of the studio – human and non-human – that help to construct that process, however wide we might care to define what a studio is.

David Bowie, talking on one of the many recent radio programmes broadcast following his death, sums up this idea well. Working in Berlin in the late 1970s he reflects that:

“I was starting to use the studio itself as an instrument, little accidents would happen with the notes and things would go wrong and the notes sounded so good wrong that I’d make four instruments play the same wrong note and then it sounds like an arrangement, and it becomes an integral part of the composition.” [3] (48:20)

For my introduction as member of the discussion panel, and to link the idea of process, outcome, and how to describe them, I gave two examples.

The first was Artangel’s 2015 installation Recording in Progress [4] at Somerset House in London, featuring the musician PJ Harvey working in her studio with other musicians in full public view. People could book a slot to watch and hear whatever was happening through sound-proofed, one-way glass. A transparent version of the creative black box.

Work in Progress

Recording in Progress by Artangel featuring the musician PJ Harvey recording in public.

For visitors, a lot of the time there was a lot of nothing happening. One reviewer noted:
“Thursday evening they were having trouble with a chorus, “Near all the memorials to Vietnam and Lincoln”. It sounded turgid. “Could you all sing like you’re somebody else?” PJ suggests.” [5]

Let’s leave aside that ‘turgid’ remark – the aesthetics comes later – and try and summarise the experience of the studio as incremental: adding and combining – sometimes subtracting – elements; trying stuff out to see what happens and what might be the next thing to happen. Building stuff up bit by bit. Looking back It’s easy to romanticise and mythologise the activity; identify the ‘key’ points, narrate the process as logical, inevitable, even mystical, if a little haphazard.

George Shaw's etching

Untitled 07; 12 Short Walks, Etching by George Shaw, V&A Collection [6].

My second example was from the painter George Shaw, whose work records everyday scenes of housing estates – underpasses, dead ends, untended scrubland, paths next to fences, edgelands. The mundane brought to attention through art. One of Shaw’s etchings, Untitled 07; 12 Short Walks (above), appears in a current exhibition called Recording Britain at the Towner art gallery in Eastbourne, Sussex. It was the description on the caption accompanying the work that attracted my attention:
“Since 1996 Shaw has focused on the unremarkable landscapes of the Tile Hill estate in Coventry, where he grew up. He imbues his meticulous records with a melancholy nostalgia which encompasses the place itself, and the spirit of post-war idealism and ideas of community which shaped it.”

With the idea of studio practice in the back of my mind It was that phrase ‘he imbues his meticulous records with a melancholy nostalgia’ that got me. It is essentially a process-based description but one, when you think about it, that is wholly inaccurate. The implication is that George Shaw has something like an imbuing machine in his studio, Something that he can programme with ‘melancholy nostalgia’ (or perhaps ’rueful wistfulness’ or ‘sorrowful yearning’) and apply it or inject it into his image. Of course George is that machine, the person who is able to take paint and canvas and produce melancholy nostalgia. But if we imagine for a second that George has made his studio transparent, like PJ Harvey, then when would we be able to point to the bits where the ‘imbuing with melancholy nostalgia’ was taking place? Quick, don’t blink, he’s just about to start imbuing! Ah, there he goes, you can see that nostalgia imbuing itself there now…

There is a problem of aesthetics here; of getting from the practices that take place in the studio – putting sound onto hard disk, paint onto a canvas, sitting around, talking about what else is needed or something else entirely, instructing people about what to do – to the qualities of the outcome. Aesthetic value results from the process, but the process doesn’t seem to be about aesthetic value in any nuanced way; beyond the ’that’s good’ or ’that works’ comments, anyway.

The Studio Studies book refers to this problem as ‘the elephant in the studio’ (p.152), the problem for social science disciplines like sociology or ethnography or ethnomethodology to ascribe aesthetic value to empirical processes and outcomes and to account for something like ‘style’ originating from particular studios.

That’s not quite the case with the PJ Harvey example. Presented as an artwork, the process of working in a recording studio is itself given aesthetic value, independent of the outcome arising. The black box as transparent box turns out to be a bit murkier than we expected though. The boredom or excitement or interest that is felt when watching and listening to the process reveals to us the aesthetic nature of our experience; the process of production thus becomes our object:

“what really exists is not things made, but things in the making” to repeat the William James quote with a dash of melancholy nostalgia.

[1] Farias, I. and Wilkie, A. (Eds.) (2016) Studio Studies: Operations, Topologies and Displacements, Routledge.

[2] p.68, ibid.

[3] BBC Radio 4 (2016) Archive on 4, David Bowie: Verbatim, Broadcast on Saturday 30th January, 2016 (accessed February 21st).

[4] Artangel (2015) Recording in Progress.

[5] Searle, A. (2015) PJ Harvey: Recording in Progress Review, The Guardian, Friday 16th January.

[6] Shaw, G. (2005) Untitled 07, 12 Short Walks, V&A Collections.

Dolphin or Shark? Designing the Beautiful Game

Arsene Wenger, manager of Arsenal Football Club, thinks one of his star signings of 2013, Mesut Özil, is now ready to perform at the highest level. Here’s what a recent article said of him:

“Wenger thinks the player he bought for a club record £42.5m from Real Madrid two summers ago is readier than he has ever been to excel, to design the game, consistently and decisively.” [1]

It is time for Mesut Ozil to 'design the game' according to his Arsenal manager, Arsene Wenger.

It is time for Mesut Özil to ‘design the game’ according to his Arsenal manager, Arsene Wenger.

That’s a funny phrase there, right at the end: ‘to design the game’. I’ve come across players as ‘architects’ of a football match, or ‘play makers’, but not heard of a footballer described as a designer before.

It sort of makes sense. Football has long been a source of good metaphors about the process of design – there is teamwork, strategy, star individuals, a manager with a plan, and people that perform to that plan, as the game is crafted and made. Below is a 1975 photo of my colleague and design methods guru Nigel Cross, explaining the design process with football props for an early Open University television programme.

TV_football[1]

Nigel Cross illustrates concepts of design using a football model for a 1975 Open University programme.

Ozil might be a designer in the classic sense – an individual, intuitively shaping the form of something; someone exploring, trying things out and, in being consistent and decisive, retaining (more-or-less) overall control.

That might be where Wenger is wrong, though, because nowadays there are other candidates for the designer of a game of football; indeed many other types of sporting contest too.

The way that performance data can now be captured and used in real-time is changing the nature of sport into a battle of data acquisition and interpretation. The team car following Chris Frome up L’Alpe Duez in the Tour de France is doing more than just waiting for him to puncture. It is acting as his brain, processing his ‘numbers’ on a laptop. Data about his heart rate, effort, and power tell the team just how much energy he has left to give, which means they can communicate to him exactly what he has the capacity to do. They can tell him to raise the pace because his numbers are looking good, they can tell him to slow down because he’s touching the red zone; they can tell him he needs some food, or something to drink. He is, in effect, their machine. They know what his body can do in extremis better than he does.

Knowing your numbers is not just something for elite sportspeople.  The proliferation of the smartphone and associated devices has heralded what philosopher Julian Baggini has termed ‘the quantified self’.  The Apple iWatch, with it’s ability to constantly monitor our physiological makeup has the potential to change how we understand what our lives are about:

“The Apple Watch will make mainstream the hitherto minority obsession with the “quantified self”. This is an approach to living which encourages the relentless gathering of data about everything related to our wellbeing, from health and fitness indicators like heart rate and cholesterol levels, to time spent on social media or learning new skills. All this data is supposedly used to make us leaner, fitter, happier, more efficient.” [2]

To design our lives, in other words. Anyone that has ever used Sleepcycle (see pic below), which monitors sleeping patterns and wakes us when we are ready to be awoken, will understand this design intervention in our lives. The ‘quantified self’ means that we become the agents of a faraway designer, not the designers of our own lives, free to learn from our mistakes (freewill notwithstanding).

Sleepcycle

Three nights of sleep monitoring by the Sleepcycle iPhone App.

That makes the freedom that Arsene Wenger implies that Mesut Özil has, in designing the game, sound both attractive and old fashioned; like a craftsman from a bygone era.

Football has, for quite a while, collected increasingly more detailed information on what happens during a game. It started, like baseball before it, by counting tackles made, passes completed, distance run, etc. but that was only ever half the story:

“Until recently, it was very much about collecting data on what had happened, without looking at why it had happened,” says Paul Power, a data scientist at Prozone. Power cites the great Italian defender Paolo Maldini as an example of a player who might be marked down by a system that values tackling and intercepting; because his positional play was so good he had less need to do these things.” [3]

As sensors and electronics have shrunk, and with physiological and other data being added to the data mix, the analysis of data has got more sophisticated and can now be used during a game. That means the game can be designed from the touchline using a dashboard of indicators and drawing in theories about complexity to model emergent forms of play and plan how interventions might work:

“Power used a video clip of a shoal of sardines reacting to the presence of sharks to illustrate the more sophisticated approach rapidly gaining ground in football. ‘We’re reconceptualising football as a complex dynamic system’ [he says]”. [3]

The implication is that our plans and intuition aren’t working, or aren’t working well enough. That’s not to say, though, that we won’t at some point be able to monitor cognition and thought process, and by implication look at the quality of design thinking that someone like Özil is demonstrating. The intelligence that someone like Paolo Maldini uses, to do more with less, could then be factored into dynamic performance data.

Until that day Wenger’s touchline impotence means he has to rely on someone on the pitch to design the game on his behalf, someone with intelligence and vision and swiftness of thought and foot. Someone like Mesut Özil, in fact. But Mesut is an unpredictable and sometimes fragile soul. So on his off days, Wenger might do well to swap his dolphin for a shark.

References

[1] Amy Lawrence (2nd August, 2015) Mesut Özil becomes central to Arsène Wenger’s way of thinking at Arsenal, The Observer

[2] Julian Baggini (11th March, 2015) Apple Watch: Are you feeling the terror? The Guardian

[3] Nic Fleming (2nd August, 2015) How science is fine-tuning our elite footballers, The Observer

Unpractical Londoners: Memory, Memorialisation, and Design Thinking

After something of an extended blog break, stuck on a long (and not-yet-finished) blog post, my attention was captured and diverted by a second-hand book purchase last weekend. Two Short Accounts of Psycho-Analysis by Sigmund Freud cost me 99 pence, although the original cost only 30 pence. Published in 1910, the elegant, Marber-grid-designed Pelican 1962 version I found had (so a blurred stamp on the first page told me) previously been part of the Maria Assumpta College Library in Kensington, London.

Book Cover

The book consists of five lectures that Freud gave at Clark University, Worcester, Massachusetts in 1909, summarising his work into the theory of the unconscious and the practice of psycho-analysis. One particular passage, drawing an analogy between how people and how cities experience and remember trauma, stood out:

“Ladies and Gentlemen, if I may be allowed to generalize I should like to formulate what we have learned so far as follows: our hysterical patients suffer from reminiscences. Their symptoms are residues and mnemic [1] symbols of particular (traumatic) experiences.”

The markers of traumatic events, in other words, remain prominent in the memory of ‘hysterical’ people. Freud continues:

“We may perhaps obtain a deeper understanding of this kind of symbolism if we compare them with other mnemic symbols in other fields. The monuments and memorials with which large cities are adorned are also mnemic symbols. If you take a walk through the streets of London, you will find, in front of one of the great railway termini, a richly carved Gothic column – Charing Cross. One of the old Plantagenet kings of the thirteenth century ordered the body of his beloved Queen Eleanor to be carried to Westminster; and at every stage at which the coffin rested he erected a Gothic cross. Charing Cross is the last of the monuments that commemorate the funeral cortege.”

Freud gives a further example:

“At another point in the same town, not far from London Bridge, you will find a towering, and more modern, column, which is simply known as ‘The Monument’. It was designed as a memorial of the Great Fire, which broke out in that neighbourhood in 1666 and destroyed a large part of the city.”

These designed artefacts – the Gothic cross and the modern column – deliberately stand to mark particular traumatic events; moments in history that were upsetting or destructive [2]. Freud focuses us on our thoughts being symbols of prior experience; related things, but different things, where the representation and cause are only conceptually linked. The problems of hysteria come when we can’t let go of a particular symbol in our memory as Freud goes on to explain:

“These monuments, then, resemble hysterical symptoms in being mnemic symbols; up to that point the comparison seems justifiable. But what should we think of a Londoner who paused today in deep melancholy before the memorial of Queen Eleanor’s funeral instead of going about his business in the hurry that modern working conditions demand or instead of feeling joy over the youthful queen of his own heart? Or again what should we think of a Londoner who shed tears before the Monument that commemorates the reduction of his beloved metropolis to ashes although it has long since risen again in far greater brilliance? Yet every single hysteric and neurotic behaves like these two unpractical Londoners. Not only do they remember painful experiences of the remote past, but they still cling to them emotionally; they cannot get free of the past and for its sake they neglect what is real and immediate.”

The reason I was drawn to this passage was that it reveals the complexity of even the simplest of our thoughts.  A thought can be thing, but it can also represent another thing, and the meanings can be very particular, not necessarily ‘rational’, sometimes uncomfortable, potentially debilitating.

My own design research started in the area of design thinking when design thinking meant design cognition and not the general-purpose creative tool it has now become. Central to design cognition, as indeed to all cognition, as indeed is all cognition, is thought. I spent a lot of time thinking about what goes on in the mind of a designer – what thoughts flick through their brain when they’re designing something – where do the memories come from? How does remembered experience feed into the pencil, sketching the new solution?

At the time I took a simple-minded approach to thought. If a person said they’d thought of a ship, I noted it down, and didn’t question why they’d thought of a ship. A ship is a ship is a ship, I thought (and that sketch does look like a ship, I thought). But over the years I’ve noticed that good designers share certain traits; an emotional connection with material and things; a fixation with small details. Getting it just right matters, and that ‘just right’ involves not just aesthetics, but an emotional connection, a feeling that can’t be reasoned away, sometimes a mild hysteria.

Freud touches on thinking at the deepest level, where the sources and the structures and the mechanisms are incalculable and often illusory; logical dead ends. Where symbols erupt seemingly from nowhere; standing for things long gone from conscious memory; an emotional residue [3].

So perhaps to be a designer you have to be just a little bit hysterical. Unable to walk away from a memorial cross without a feeling of melancholy, unable not to shed tears at the destruction of a fondly remembered building – the Macintosh library to fire at the Glasgow School of Art, for example, or the Tricorn Centre to demolition in Portsmouth.

“Memory”, the Enlightenment Philosopher John Locke wrote, “is the key to identity”, but it’s a difficult thing to nail, especially when you’re interested in design thinking.

[1] mnemic – relating to the capacity for retaining the after-effects of a particular experience or stimulation.

[2] Compare this to the ‘speaking countenances’ of Thomas Hardy in another post, where a point on a bridge develops a character formed by many troubled person’s contact with it, and thus where the environment intrinsically ‘remembers’ and represents what has happened there.

[3] One of the best portrayals of how the unconscious mind draws from prior experience, going back to childhood, is shown in the film The Eternal Sunshine of the Spotless Mind, when a memory erasing device attempts to track down the source of every last memory relating to the traumatic experience of a relationship breakup.