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Design-Technology and Sustainability
Sudhir Rama Murthy and Monto Mani
1 Introduction
Sustainability requires diversity in both the natural world and in the idea-space.
To ensure survival in a competitive environment, one needs to constantly adapt and
evolve by being creative. The intellectual capacity to continually innovate has
resulted in the advancement of human skill and ingenuity, effectuating the domi-
nance of the human species (McCrone 1991). Design-technology refers to a tech-
nology used by designers in the design process. These technologies have evolved
over time, and each design-technology has had many common traits with its
predecessors. The topic discussed is design-technology in the context of
sustainability. Relevant to this topic is an understanding of creativity, design-
technology and skills. The introduction section explains these concepts with rele-
vance to the chapter. Based on an understanding of sustainability in the context of
design-technology, broad guidelines for the role of technology in the design process
are formalized, and then, the capability approach is used as a framework of thought
regarding the role of design-technology.
Section 2 details a list of guidelines on the association between technology and
design, based on sustainability considerations. Section 3 explores design morphol-
ogy by employing the capability approach to conceptualize it.
S. Rama Murthy (*)
Centre for Sustainable Technologies, Indian Institute of Science, Bangalore 560012, India
e-mail: [email protected]
M. Mani
Centre for Sustainable Technologies and Centre for Product Design and Manufacturing,
Indian Institute of Science, Bangalore 560012, India
e-mail: [email protected]; [email protected]
Department of Management Studies, Indian Institute of Science, Bangalore,
Driving the Economy through Innovation and Entrepreneurship,DOI 10.1007/978-81-322-0746-7_7, # Springer India 2013
75
1.1 Creativity
According to Otto Rank, ‘Creativity is an assumptions-breaking process. Creative
ideas are often generated when one discards preconceived assumptions and attempts a
new approach or method that might seem to others unthinkable’. Creativity requires
this freedom from constraints of thought, conformance to standards or adherence to
established paths. It is through people thinking differently from everyone around them
and before them that novelty is achieved. The accommodation of inept, illogical, and
unscientific ideas is also necessary en route to feasible solutions. This perspective on
creativity is particularly relevant in the context of a design-technology as it must
permit such illogicality to occur.
Societies and cultures are diverse, and so are ways of interpretation, communi-
cation, problem-perception, appreciation, thinking and problem-solving. It is also
known that cultural beliefs, values and behaviours affect how people interact with
technologies. This link between cultural diversity and creativity must be acknowl-
edged by design-technology, particularly if it is to be used across cultures.
A further relevant aspect of creativity is its larger role in sustainable develop-
ment. Creativity and diversity are essential for society’s survival and development.
Overspecialization impedes adaptability (Papanek 1984). Sustainable development
is one that promotes quality of life (IUCN 1993), while maintaining, among other
things, further attributes of humanity such as cultural diversity (IUCN 1986).
Human development requires creativity not just for problem-solving but also for
nurturing intellectual diversity. Any technology participating in the design process
must recognize this importance of maintaining creativity so as to not trample upon
intellectual diversity.
1.2 Design-Technology
Design involves a conception in the mind, subsequently externalized through
a medium, the outcome being discernable by one or more of the senses. This
externalization communicates the (mental) design to oneself, a working group,
an audience or client for purposes such as feedback, refinement and appreciation.
These externalizations represent the development of designs – they have an inter-
active role and a crucial effect on the mechanics of the design activity (Bilda
and Gero 2005). While the design initiation, conception and preliminary externa-
lizations have predominantly remained a manual ‘human’ exercise, numerous
design tools are available to support subsequent design synthesis, communication
and refinement.
Conceptualization happens in the mind of the designer (Ferguson 1992). The
design process may involve an individual imagining an idea first, bringing it into
form and then communicating it to others with whom the designer may then
jointly develop it further – such freedom demands that the tool (or medium) used
76 S. Rama Murthy and M. Mani
be flexible. The design-aid must help the person or group communicate readily
and flexibly to generate more and richer ideas, while maintaining the diversity of
those ideas.
Design-aids have been used through the ages to assist designers in the process of
creating new products. Design-technology may assist in all design activities such as
conceptualization, implementation (and manufacturability) and product usage
(Brooks 2010; Sayers 1941). The capabilities of these design-aids have evolved
with progress in technology. The then prevalent sophistication of technology has
determined the nature of tools used by society to meet its needs in that period.
Design-aids or tools were originally physical devices such as a template or a
specialty artefact that designers and artisans relied on for ensuring dexterity,
advancement, extension and mastery over their specialized skill. These tools were
relied upon subsequent to a period of manual engagement with that skill, i.e. the
tools were rarely used at the beginning, but extensively used after a certain level of
skill was manually acquired. In the modern world, however, rapid advancement of
technology in computational power has reorganized the entire spectrum of extended
design-aid and ability available to the designer. This makes the study of design-
technology relevant in recent light. Computer-aided design (CAD) is one such
technology prevalent in design practice.
Design-aids serve three principal purposes: (1) visualization (establishing a
design space where a fleeting idea is captured and externalized), (2) communica-
tion (with a design group, client group or a manufacturer) and (3) documentation
(of the design’s progress and for archiving purposes). The design-aids adopted in
the design process were originally intuitive and indigenous but have gradually
become specialized and professional.
Historically, design-aids have illustrated a strong vibe with prevalent
technology, viz.:
1. Sketching and colouring: These were the rudimentary ways of conceptualizing
in the history of humankind. Early humans used charcoal and plant dyes to
design on cave walls. Even this very first form of design-aid satisfies all the three
requirements, viz., visualization, communication and documentation.
2. Drawing aids – the invention of geometric tools: With advancements in warfare,
architecture and astronomy, new geometric tools were the design-aids. The
emphasis shifted away from visualization and moved towards documentation.
3. Engineering drawing: Here, the goal is to accurately and unambiguously capture
all the geometric features and communicate them to a manufacturer. This
emerged in the time of ship building and mass-production factories. The com-
munication of design to manufacturers became the focus.
4. CAD: The emergence of computer as a design-aid began with the aircraft industry.
The advantages of CAD have helped it spread across the product industry.
CAD is today a dominant design-technology. CAD tools primarily aid the
capture of only the structure while the description of a design involves its
functionality, performance and behaviour as well (Hsu and Woon 1998). Design
attempts to bring order to the natural chaos that develops new products (Brooks
2010). A design-technology must nurture the occurrence of this chaos. As an
Design-Technology and Sustainability 77
integral design tool, CADmust not interfere with the creative manoeuvers at work
by restricting free thinking, which would otherwise lead to stereotypical or
inflexible approaches. It is because CAD does not permit vagueness that it is
today primarily used in the later stages of the design process, only after all the
design parameters are formalized and dimensions are narrowed down with a fair
degree of certainty. It is crucial to arrive at a sustainability-based rationale for
where design-technology (including CAD) presently stands in the design process
and where it should/should not be.
The path of a technology must accommodate diversity, wherein the intention is
not merely to augment human abilities but also to recognize, accommodate and
foster diversity in culture. Cultural identities are crucial to sustainability as these
have evolved in response to local conditions of environment, climate, resources and
spiritual values. A design-technology which creates a common platform must not
create an environment of uniformity. Any design-technology must appreciate
diversity as a trait of the design processes (Leonard-Barton 1995). This requires
that the technology be free of single sequential paths for solutions, preconceived
techniques, assumptions, distinct methodologies (because there are numerous
methodologies and the technology must not vote for or against any model),
constraints or standards. The interface between human and machine must be free
of distractions and hindrances to communication. A technology used in the design
process must be flexible and (a) accommodate effective communication within a
group comprising diverse designers, (b) encourage generation of diverse (even
inept) ideas that carry potential for new and better ideas, (c) retain contradictory
thoughts and unexplored ideas – even those that might appear illogical or unproven
and (d) integrate logic and science to aid in the synthesis of design solutions.
1.3 Technology and Skill
Skill represents an ability acquired by training (WordWeb 2005) and may be
understood as one’s ability to perform a certain task effectively. Humans have
used the skills at their disposal to meet their requirements and, with time, enhanced
these skills. The very purpose of technology is to expand human capabilities
(Oosterlaken 2009), and this plays a central role in the development of skills.
Skills are acquired in the adoption of a technology – say, in handling equipment
such as a lathe or CAD tool. The very existence of technology implies an underlying
existence of skills – the skills to create that technology and the skills to use it
(DeGregori 1989). With the incorporation of a technology into a routine, users
begin to think through that associated technology (Veblen 1961). It is at this
juncture that technology begins to influence the way users think. Designers may
be induced to think in terms of the steps and processes by which desired forms
emerge. These steps and processes are determined by the technology available.
Further, attempts to introduce design-aids at an early design phase have led to the
user describing an idea or solution in terms acceptable by the technology/machine
78 S. Rama Murthy and M. Mani
(Willey 1976; Weinzapfel 1973). Design practice and education are also driven in
part by the technology available (Bilda and Gero 2005) and so are human
capabilities and skills. Technology-intensive skills require time and training for
the user to develop proficiency.
Sustainability lays emphasis on a prosperous self-reliant society amidst a stable
ecosystem. A self-reliant society fundamentally indicates retention of basic human
capabilities and capacity to innovate, be creative and adapt (to ensure survival).
Any technology aiding human creative thinking must not substitute the same,
thus resulting in a dilution of the original human capacity. ‘The best of modern
technology and experience is . . . designed to serve the human person instead of
making him the slave of machines’ (Schumacher 1973). With changing technologies,
some skills will be retained, developed and channelized while few other skills will
become extinct. The loss of skills may be understood as the consequence of technol-
ogy choices and progression (including obsolescence of other technologies). A tech-
nology should ideally enhance human skills and abilities and not inhibit human
capabilities, creativity or innovation. The loss of certain skills and capabilities on
adoption of a certain technology should not adversely affect the survival, stability and
sustainability of future generations.
2 Guidelines for Design-Technology
The role of technology in the design process is only as much as humans permit it to
be. A technology can be most beneficial by being employed in some activities while
kept away in others. Thus, keeping sustainability as the primary criterion, the
authors propose the following guidelines to underlie the association between
design-technology and the designer:
1. Activities truly cerebral must still be done by the human (Papanek 1984). The
human conceives, while the machine computes (Willey 1976), resulting in an
intimate co-operative complex (Coons 1963). It is further possible that the
machine can take over what is monotonous and repetitive, sparing more time
to be devoted towards intellect during the design process. If this help is not
provided, the human may, in order to economize on mental effort, resort to a
habitual response, leading to similar outcomes (Brooks 2010) by which diversity
in design is stunted.
2. The progression and adoption of technology should not inhibit human
capabilities of creative expression, innovation, decision-making or self-reliance.
The technological path will determine which skills are retained and which skills
are lost (e.g. sketching using charcoal, making dyes to paint on cave walls). The
lost skills must not threaten the survival and sustainability of future generations.
3. Technology should permit the designer to learn as the design process carries
forwards. It should be flexible and be adopted in ways desired by its diverse
Design-Technology and Sustainability 79
users. During the design process, problem-learning with the associated realities
and the use of design-aids happens (Hsu and Woon 1998; Willey 1976).
4. Adoption of the same technology (design-aid) should not result in designers
thinking alike and arriving at similar designs. Technology must encourage each
designer to develop his or her own style and preserve cultural diversity.
5. Designers first think of the entire system in terms of its major subsystems. Then,
through finer refinements, more detail gets incrementally added in (Brooks 2010;
Cross and Dorst 1999). CAD tools in use today help us work backwards, while a
true design-aid should help us design forwards – arrive at a final destination as
we move along the design process, with the design-aid aiding us along the path.
This is related to technology permitting the designer to learn aspects of the
problem/design requirement as the design process progresses.
6. Technology must not become central to the design process to the extent that
designers not conversant with that technology are excommunicated from the
design world.
It is important to note that despite advancement in design-aid technologies, the
most fundamental, or archaic, of techniques for idea/design expression/externaliza-
tion such as charcoal, sand and clay have prevailed due to their simplicity and
intuitive (primal) ease. They offer unparalleled dexterity and versatility of expres-
sion only to be matched or amplified by the allied skill and mastery developed by
the artist/designer (e.g. calligraphy).
The following section of this chapter shall concentrate on one particular aspect
of the guidelines, i.e. the human machine co-operative complex, also relevant to
guidelines (1) and (2).
3 Design Morphology and Capability Approach
The quality of the design outcome is determined by the manner in which the
technology enhances the capabilities of designers. This relationship can be explored
in detail using the framework of capability approach (CA). CA is not a theory that
can explain the ‘designer–design-technology’ relationship, but it will help concep-
tualize and evaluate this relationship better. The key idea of CA is to expand human
capabilities – increase the options available to people and their freedom to achieve
valuable activities and states – and then let them choose the path they desire
towards their goals (Alkire 2005). CA is used here as a framework for the evalua-
tion of how a design-technology enhances the outcome of the design process.
This includes people’s ability to represent designs with the technology. CA can
evaluate the design-technology based on its impact on the designers’ capabilities to
innovate or design.
CAD, or any design-technology, must strive to expand human capabilities to
achieve valuable activities or ‘doings’ in CA terminology, such as designing better.
A design-technology must create an enabling environment rather than offer
80 S. Rama Murthy and M. Mani
multitude of resources or options. The distinction between these is where the
strength of the capability approach is evident. An important question to ask is
‘which capabilities will the people who will enjoy them value?’ (Alkire 2005) and‘which capabilities are relevant to the . . . project; which may be affected directly or
indirectly’.
Employing the CA terminology (Alkire 2005) and applying the CA framework
(Robeyns 2005) to the use of a design-technology, it emerges that the artefacts of
the technology (viz., tools, paraphernalia, boards, CAD software, computers) are
all resources (goods/services) or commodities. Users are concerned with what a
technology can do for them – the activities and states (doings and beings togethercalled functionings) that they can achieve with these resources and commodities.
These achievable activities and states represent the capabilities of the users. Thesecapabilities provide the designers with options to choose from and to finally arrive
at the desired design goals. The link between the technological tools (commodity)
and the capabilities of the human is the set of conversion factors. Based on
conversion factors (such as individual skills of the designers), these commodities(artefacts of design-technology) transform into capabilities. Applying Nussbaum’s
(2000) three categories of capabilities (terminology distinct from Amartya Sen’s
capability approach) to the design-technology exercise, basic capabilities (seeing,limb movement, intelligence) mature into internal capabilities (tool-operation skill,professional communication) which then require suitable external conditions
(availability of tools, other material and social environments) to finally result in
combined capabilities. The purpose of this exercise would result in asking the
deeper questions of ‘how does the designer become capable of designing better’
rather than ‘what options should a design-technology, say CAD, show him on the
work space’. As Sen (2004) argues, functionings (valuable activities and states)
relevant to the purpose of the exercise – in this case design-technology usage – will
have to be identified anew for each exercise.
A morphological study permits an overall appreciation of the interactions within
a structure through an articulation of its constituent components and its association
with externalities. Current design literature provides numerous models chara-
cterizing design activity (Pahl and Beitz 1996; Brooks 2010). These models assist
the designer along the process as the clarity on the design that is evolving improves.
However, in this chapter, the focus is not on the entire design process but instead on
the interaction between the designer and the technology when the idea is captured,
worked on and recorded. This is represented by the following four steps (Fig. 1). To
simplify the discussion, we shall focus on the creation of an aesthetically pleasing
form by a designer using a design-technology. The attempt here is to understand
this human-technology nexus through:
1. Ideation
2. Externalization
3. Communication
4. Documentation
Design-Technology and Sustainability 81
The design-technology influences the way designers think in the following two
phases: (1) externalization – dictating the available steps through which a designer
must think in order to arrive at the desired outcome (this is itself interference in
terms of the thought process of the designer), and (2) communication – the final
representation is constrained by what the design-technology permits the designer to
represent (a simplified example would be a designer trying to represent a 3D form
on paper, a 2D medium).
3.1 Ideation
The design-form or idea is always formed in the mind of the designer. This
represents the initiation or seeding of an idea itself and is essentially a mental
faculty/capacity and is usually not identified with any medium (Bilda and Gero
2005; Tovey 1989). Sketches and other 2D and 3D representations (models)
are attempts to reproduce the designer’s mental images (Tovey 1989). An appro-
priate medium is subsequently important as externalizing an idea can reduce
cognitive load (Puttre 1993) and mentally relax the designer to then concentrate
on furthering the idea (Tovey 1989). Designers also employ visual thinking to
visualize forms and images (McKim 1980; Amheim 1969; Ullman et al. 1989) by
devising spatial mental models (Brooks 2010). It is common for designers to first
postulate an idea (solution) and then react to it piece by piece (Willey 1976).
Fig. 1 Role of designer and role of technology
82 S. Rama Murthy and M. Mani
The design thus evolves by successive modification as the details begin to emerge –
looking at what has already been externalized and then improving those ideas.
Externalization is thus an essential requirement for iterative generation and refine-
ment of ideas.
From a CA perspective, the designer’s basic capabilities of intelligence, shape
perception and logical reasoning must be nurtured into internal capabilities such as
having knowledge (of engineering, the purpose of design, usage scenarios, art and
existing solutions) and thinking of forms and functions. The role of technology in
this phase is to readily communicate to the designer what he/she had already
externalized. The design-technology must provide a favourable environment to
convert these internal capabilities into combined capabilities. At a deeper level,
CA highlights that ‘knowledge’ and ‘thinking of forms’ are functionings that must
be enabled and fostered.
3.2 Externalization
Ideation represents a spark or momentary occurrence of an idea/approach and
utilizes short-term memory, which is fleeting and limited in capacity. Externaliza-
tion attempts to capture that fleeting idea onto a medium. The dexterity of the
medium to quickly capture the idea is crucial (Lipson and Shpitalni 2000; Jenkins
and Martin 1993). To be effective, design-aids must accommodate for the nature of
short-term memory and mental imagery in designing (Bilda and Gero 2005) by
being flexible (Puttre 1993).
The designer having performed the vital task of conceptualization in the ideation
stage (Hsu and Woon 1998) needs to now have the idea captured efficiently and
effectively. The conduciveness of a design-medium in receiving and representing
this information determines the success of the technology (Dorta et al. 2008).
For lucid translation, the designer must find it convenient to provide stimulus to
the medium (Buxton and Myers 1986; Brooks 2010). Design-aids are still evolving
to lucidly receive and translate such stimulus.
The description of a product idea may involve the expression of its structure,
function and behaviour. A designer may prefer a combination of these schemes
to best capture and communicate thoughts (Hsu and Woon 1998). The design-aid
must accommodate interoperability by supporting multiple formats freely and
concurrently.
The human wants the idea to be captured in all its aspects before it may be lost.
Basic capabilities such as the designer’s sense organs and limb control are reflected
in her internal capabilities of representing the form as imagined and representing
that idea fluently. But these activities require support to develop over time – access
to the medium for practice and experience, attuned senses for the task, choosing the
design tool from among many and using it appropriately. However, when these
activities of representation are of an intuitive nature, they do not require time to
develop. In either case (trained or intuitive), the role of the design-technology is
to be a receptive medium thereby enabling the functionings mentioned above.
Design-Technology and Sustainability 83
3.3 Communication
This step permits communication and collaboration in the design process, and
modern design-technologies have evolved to network designers across the world.
This represents the idea in terms of what is captured and the attributes of the
concept generated up to the finalization of the concept. It is likely that design
acumen and enthusiasm may shift from one member to another in a group – with
one designer leading a certain phase; the design-technology must accommodate this
(Brooks 2010). Multiple formats need to be accommodated as each (designer-
preferred) format has its own advantages. This provides richness to the information
captured (Larkin and Simon 1987; Jenkins and Martin 1993; Lipson and Shpitalni
2000). In this design stage, technology can increase its relevance by performing the
roles that are repetitive/iterative in nature, if relevant to that task.
The design-technology must serve as a forum for the exchange of information.
This involves the designers’ basic capabilities of speech and logical reasoning
being trained into formal speech, language, access to the forum and professional
protocol for communication. The designer wants to communicate the idea already
captured on the medium to himself/herself and to fellow designers. The material
and social environment to establish and maintain such a forum also become
important when viewed from the perspective of CA.
3.4 Documentation
This represents a final outcome of the design. After the design is deemed satisfac-
tory, this will be the final stage before the design is given to a manufacturer.
The outcome may be in the form of detailed design drawings for manufacture
and subsequent transition for use by a consumer. The delivery usually represents a
protocol for the final design and allied deliverables. The communication of infor-
mation for manufacturability is one of the vital roles of technology.
The designer wants to perform the activities of storing the designs and
instructing the manufacturer. CA then identifies that for instructing, the designer
must have knowledge of the available manufacturing facilities and establish a
communication protocol with the manufacturer. Storage of designs includes choice
of storage formats/methods, authorizations and the resources and skill required to
access the archives. This is crucial as the same designs may be retrieved frequently
for modification and/or reference. The designer must be able to identify what is to
be stored and how. The role of the technology is to not only store the final design
and unambiguously communicate the design to a manufacturer but to also docu-
ment the entire design progress such that this record may help the designer at a
convenient time. To enable the storage of designs, the design-technology must
make available the required options of formats for storage of designs.
84 S. Rama Murthy and M. Mani
4 Conclusion
The chapter explores the purpose and role of a design-technology. Considerations
of diversity, creativity and skill are explained in relevance to this topic. A set of
guidelines on the association between technology and design is established.
The chapter focuses on the role of the designer and the role of design-technology
in imagining, capturing, communicating and storing an idea. With the capability
approach framework, it is seen that the relationship has more depth than the mere
use of a tool for a particular task. With this framework, the chapter attempts to
better understand the design process, in terms of the activities and states of the
designer. Relevant concerns emerging from the capability approach perspective
have been identified in various stages of the design morphology. This entire
research theme would help determine the larger direction in which design-
technologies must progress, along with numerous related societal processes, thus
taking sustainability concerns into consideration.
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