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
DOI
https://doi.org/10.21606/drs.2022.645
Citation
Hawey, D. (2022) A theoretical model for studying design inquiry in a real-world context, in Lockton, D., Lenzi, S., Hekkert, P., Oak, A., Sádaba, J., Lloyd, P. (eds.), DRS2022: Bilbao, 25 June - 3 July, Bilbao, Spain. https://doi.org/10.21606/drs.2022.645
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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.