Abstract

Schön's contribution is significant in defining and understanding design inquiry, though he wrote little about its socio-cultural aspects, as Dewey initially intended. While ethnographic research has provided insight into the socio-cultural aspects of designers' inquiry, it poses several methodological challenges for observing designers in action in real-world contexts. In reference to pragmatist theories of design and professional action, this article proposes a theoretical model for qualitatively observing and analyzing designers' inquiry in real- world contexts. The model aims to capture design inquiry in a richer and more holistic way, by including its socio-cultural aspects. The model serves as a collection and analysis tool compatible with the shadowing investigative approach. It emerges from a previous study of video game artists. The discussion addresses the contributions and limitations of the model and points out the value for the enrichment of Schön's thinking, and for the research and teaching of design practice.

Keywords

Schönian design inquiry, ethnographic perspective, social process of design, video game artist

Creative Commons License

Creative Commons Attribution-NonCommercial 4.0 International License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License

Conference Track

Research Paper

Share

COinS
 
Jun 25th, 9:00 AM

A theoretical model for studying design inquiry in a real-world context

Schön's contribution is significant in defining and understanding design inquiry, though he wrote little about its socio-cultural aspects, as Dewey initially intended. While ethnographic research has provided insight into the socio-cultural aspects of designers' inquiry, it poses several methodological challenges for observing designers in action in real-world contexts. In reference to pragmatist theories of design and professional action, this article proposes a theoretical model for qualitatively observing and analyzing designers' inquiry in real- world contexts. The model aims to capture design inquiry in a richer and more holistic way, by including its socio-cultural aspects. The model serves as a collection and analysis tool compatible with the shadowing investigative approach. It emerges from a previous study of video game artists. The discussion addresses the contributions and limitations of the model and points out the value for the enrichment of Schön's thinking, and for the research and teaching of design practice.

 

To view the content in your browser, please download Adobe Reader or, alternately,
you may Download the file to your hard drive.

NOTE: The latest versions of Adobe Reader do not support viewing PDF files within Firefox on Mac OS and if you are using a modern (Intel) Mac, there is no official plugin for viewing PDF files within the browser window.