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Design+                                                          Transposing human action research to design



            well-known empirical studies whose experimental designs   game speeds up. This results in an increasing portion of
            rested on obviously well-defined, closed-ended tasks. The   pieces being misplaced and lines not being dissolved. Once
            generalizability of findings implied in either study may   the full height of the interface is filled with undissolved
            not apply to design, given that design was characterized   rows, no more pieces can enter from the top, ultimately
            as a distinct regime of human action with ill-structured,   ending the game.
            wicked, and messy qualities. To test the generalization of   Employing  an  implementation  of  the  game  that  was
            their findings, we transposed and adapted both studies for   modified to record player actions during game play, Kirsh
            re-evaluation in design contexts.                  and Maglio  observed that players did not always move
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            3.1. Epistemic and pragmatic actions               pieces directly toward their preferred positions. Instead,
                                                               players frequently moved pieces temporarily away from
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            Kirsh and Maglio  published a series of studies in the   their preferred positions. Kirsh and Maglio  divided these
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            1990s and early 2000s, in which they put forward their   player actions into two categories, which they labeled as
            distinction between epistemic and pragmatic actions. This   pragmatic actions and  epistemic actions. They described
            distinction challenged earlier conceptions of purposeful   pragmatic actions as directly pursuing clearly determined
            human action as linearly goal-directed, with planning (i.e.,   goals (Figure 2). In contrast, Kirsh and Maglio  as well as
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            “problem exploration and analysis,” according to Cross )   Loader  described epistemic actions as probing the game
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            being a prerequisite to subsequent execution (i.e., “solution   environment with a view to improving understanding of
            synthesis,” according to Cross ). An example of this linear   possible goals and actions to achieve them, as shown in
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            view on purposeful human action is Archer’s description   Figure 3.
            of design as a process consisting  of an analytical, a
            creative, and an executive phase.  Schön,  Suchman,    This categorization of human action reflects
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            Kirsh and Maglio,  Glanville,  and, to some extent, Rittel   Glanville’s  later distinction between “understanding in
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            and Webber  noted that this linear and comparatively   order to act” and “acting in order to understand.” Kirsh
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            reductionist view was prevalent across early theories of   and Maglio noted that typical Tetris play was characterized
            design, reflecting attempts to scientize and prescribe design   by an interplay of the two kinds of action and that earlier
            practice and research.  In contrast, more recent theories   linear and reductionist theories failed to account for the
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            described human action in general and designed activity   differences or the interplay between both categories. Kirsh
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            in particular, as circularly “argumentative,” “reflective,” or   and Maglio  extended their findings beyond problem-
            “conversational.” 15,43,45,47-49  Kirsh and Maglio  challenged   solving in Tetris play, stating that “if epistemic are found
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            the above-described earlier theories of purposeful human   in the time-limited context of Tetris, they are likely to be
            action by testing the assumption that “the point of action   found almost everywhere” and that their distinction “holds
            is always pragmatic” and that “understanding” necessarily   generally throughout all of human activity.” 42(p548)
            precedes “acting.” To this end, they conducted an empirical   The ongoing PhD project described here  tested this
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            study of players tackling the well-structured classic video   generalization. Designing, with its ill-defined goals and
            game Tetris. We outlined our transposition of Kirsh and   absence of predefined and predeterminable units and
            Maglio’s experiment from the well-structured context into   criteria of analysis, differs notably from Tetris play.
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            the ill-structured context.                        This allowed transposing Kirsh and Maglio’s study from
              In Tetris play, various shaped pieces fall from the top   the domain of well-structured problems to that of ill-
            and stack up at the bottom of the game’s visual interface   structured problems with the following research-about-
            as illustrated in  Figures  2 and  3.  As it falls, the player   design prompt: If observations of Tetris game play expose
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            can rotate and move each piece horizontally. The goal is   epistemic and pragmatic actions, then what kinds of action
            to fill horizontal rows without gaps, thereby dissolving   can be discerned in the ill-structured context of design?
            them. The process of a piece coming into play at the top,   Figure  4 illustrates our extension of Kirsh and Maglio’s
            traveling downward while being manipulated by the player,   theory formulated in the well-structured context of Tetris
            coming to rest at the bottom, and potentially resulting in   to the ill-structured context of design.
            the dissolution of rows is called a Tetris episode. A game   We conducted an empirical lab study of six designers.
            consists of consecutive episodes during which the speed   Of these, two were digital design novices, two had
            of  the  falling  pieces  increases  gradually.  During  each   intermediate skills, whereas the remaining two had
            episode, the preferable target position (or one of multiple   advanced skills (according to their self-categorization in a
            equally preferable positions), and the shortest path toward   pre-observation questionnaire). We asked the subjects to
            it is unambiguously clear in principle. Their identification,   design a space partitioning and shelving system for a retail
            however, becomes cognitively more and more taxing as the   space using Grasshopper in Rhino3D. The design briefly


            Volume 2 Issue 2 (2025)                         5                                doi: 10.36922/dp.4875
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