Research Article
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Year 2018, Volume: 8 Issue: 2, 364 - 375, 01.04.2018

Abstract

References

  • Ball, L.J., Ormerod, T.C., and Morley, N.J. Spontaneous analogising in engineering design: a comparative analysis of experts and novices. Design Studies 25, 5 (2004), 495–508. Behrens, R. Art, Design and Gestalt Theory. Leonardo 31, 4 (1998), 299–303. Biskjaer, M., Dalsgaard, P., and Halskov, K. Creativity methods in interaction design. … on Proceedings of the 1st DESIRE Network Conference on Creativity and Innovation in Design and Innovation, (2010), 12–21. Brown, T. Design thinking. Harvard business review 86, 6 (2008), 84–92, 141. Carter, T. Re-Reading Poppea: Some Thoughts on Music and Meaning in Monteverdi’s Last Opera. Journal of the Royal Musical Association 122, 2 (1997), 173–204. Casakin, H. Visual Analogy as a Cognitive Strategy in the Design Process. Expert Versus Novice Performance. Journal of Design Research 4, 2 (2004), 253–268. Christensen, B.T. and Schunn, C.D. The relationship of analogical distance to analogical function and preinventive structure: the case of engineering design. Memory & cognition 35, 1 (2007), 29–38. Cruickshank, L. The Case for a Re-evaluation of Deconstruction and Design: Against Derrida, Eisenman and their Choral Works. (2010), 1–20. Dahl, D.W. and Moreau, P. The Influence and Value of Analogical Thinking during New Product Ideation. Journal of Marketing Research 39, 1 (2002), 47–60. Derrida, J. Plato’s pharmacy. Dissemination. Trans. Barbara Johnson. Chicago: U of Chicago P 171, (1981). Dorst, K. and Royakkers, L. The design analogy: a model for moral problem solving. Design Studies 27, 6 (2006), 633–656. Gaver, B. Cultural Probes. Interactions 6, 1 (1999), 21–29. Gentner, D. and Markman, A.B. Structure mapping in analogy and similarity. American psychologist 52, 1 (1997), 45. Gick, M.L. and Holyoak, K.J. Analogical problem solving. Cognitive Psychology 12, 3 (1980), 306– 355. Glenn, C. and Enoch, J. Drama in the archives: Rereading methods, rewriting history. College Composition and Communication, (2009), 321–342. Goldschmidt, G. and Smolkov, M. Variances in the impact of visual stimuli on design problem solving performance. Design Studies 27, 5 (2006), 549– 569. Gonçalves, M., Badke-Schaub, P., and Cardoso, C. SEARCHING FOR INSPIRATION DURING IDEA GENERATION. IASDR2011, the 4th world conference on design research, (2011). Gonçalves, M., Cardoso, C., and Badke-Schaub, P. What inspires designers? Preferences on inspirational approaches during idea generation. Design Studies, (2013), 1–25. Graham, D.W. Does Nature Love to Hide? Heraclitus B123 DK. Classical Philology 98, 2003, 175–179. Gross, A.G. and Walzer, A.E. Rereading Aristotle’s Rhetoric. SIU Press, 2000. Halskov, K. Kinds of inspiration in interaction design. Digital Creativity 21, 3 (2010), 186–196. Hey, J., Linsey, J., Agogino, A., and Wood, K. Analogies and metaphors in creative design. International Journal of Engineering Education 24, 2 (2008), 1–19. Hutchinson, H., Mackay, W., Westerlund, B., et al. Technology Probes : Inspiring Design for and with Families. Proceedings of the SIGCHI conference on Human factors in computing systems, (2003), 17– 24. Krippendorff, K. and Butter, R. Semantics: Meanings and Contexts of Artifacts. Departmental Papers (ASC), (2007). Krippendorff, K. On the Essential Contexts of Artifacts or on the Proposition That “Design Is Making Sense (Of Things).”Design Issues 5, 2 (1989), 9–39. Ladato, F. The nature of design. Design Management Review 16, 1 (2005), 56–61. Lee, D. and LaRose, R. The impact of personalized social cues of immediacy on consumers’ information disclosure: a social cognitive approach. Cyberpsychology, behavior and social networking 14, 6 (2011), 337–43. Lupton, E. and Abbott Miller, J. Deconstruction and graphic design: history meets theory. Visible language 28, (1994), 346. Moser, C., Fuchsberger, V., and Tscheligi, M. Using probes to create child personas for games. Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology - ACE ’11, ACM Press (2011), 1. Norris, C. and Benjamin, A. What is deconstruction? London: St. 1988. 31. Özcan, O. Cultures, the traditional shadow play, and interactive media design. Design Issues 18, 3 (2002), 18–26. Özcan, O. Turkish–Ottoman Miniature Art Within the Context of Electronic Information Design Education. International Journal of Technology and Design Education 15, 3 (2005), 237–252. Ozkan, O. and Dogan, F. Cognitive strategies of analogical reasoning in design: Differences between expert and novice designers. Design Studies 34, 2 (2013), 161–192. 34. Paulos, E. and Jenkins, T. Urban Probes : Encountering Our Emerging Urban Atmospheres. CHI ’05 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, (2005), 341–350. Sanders, E. Information, inspiration and cocreation. Proceedings of the 6th International Conference of …, (2005). Schröder, M. The SEMAINE API: Towards a Standards-Based Framework for Building EmotionOriented Systems. Advances in Human-Computer Interaction 2010, (2010), 1–21. Ünlüer, A. and Özcan, O. Sound and Silence in the Line: Re-Reading Turkish Islamic Calligraphy for Interactive Media Design. Leonardo, (2010). Versos, C.A.M. and Coelho, D.A. Biologically Inspired Design : Methods and Validation. Benyus (1997). Ward, T.B. Analogical distance and purpose in creative thought: Mental leaps versus mental hops. Advances in analogy research: Integration of theory and data from the cognitive, computational, and neural sciences, (1998), 221–230. Wyche, S., Sengers, P., and Grinter, R.E. Historical Analysis: Using the Past to Design the Future. In P. Dourish and A. Friday, eds., UbiComp 2006: Ubiquitous Computing SE - 3. Springer Berlin, Heidelberg, 2006, 35–51.

RE-READING DESIGN: CULTURAL ANALOGIES FOR INSPIRATION IN INTERACTION DESIGN

Year 2018, Volume: 8 Issue: 2, 364 - 375, 01.04.2018

Abstract








Designers systematically seek
inspiration from various sources from different domains and expand their
repertoire of paradigms to foster their designs. However, designers usually do
not explore the full potential of their inspiration sources by establishing surface level and close domain analogies
regardless of their experience. We think that the process of finding deep and distant domain analogies could
be made more understandable for novice designers and less time consuming for
professionals with an inspiration/ideation
practice for innovation. We discovered that decontextualizing the inspiration
source and deconstructing its perceived meaning into fragments lead designers
to explore new connections with inspiration source and discover new inspirational
points. Here, in this paper, we re-introduce our re-reading in design practice from our previous studies and examine
whether it can be a complimentary inspiration/ideation
practice for designers to deconstruct conventional paradigms and create deep
and distant domain analogies more comfortably.

References

  • Ball, L.J., Ormerod, T.C., and Morley, N.J. Spontaneous analogising in engineering design: a comparative analysis of experts and novices. Design Studies 25, 5 (2004), 495–508. Behrens, R. Art, Design and Gestalt Theory. Leonardo 31, 4 (1998), 299–303. Biskjaer, M., Dalsgaard, P., and Halskov, K. Creativity methods in interaction design. … on Proceedings of the 1st DESIRE Network Conference on Creativity and Innovation in Design and Innovation, (2010), 12–21. Brown, T. Design thinking. Harvard business review 86, 6 (2008), 84–92, 141. Carter, T. Re-Reading Poppea: Some Thoughts on Music and Meaning in Monteverdi’s Last Opera. Journal of the Royal Musical Association 122, 2 (1997), 173–204. Casakin, H. Visual Analogy as a Cognitive Strategy in the Design Process. Expert Versus Novice Performance. Journal of Design Research 4, 2 (2004), 253–268. Christensen, B.T. and Schunn, C.D. The relationship of analogical distance to analogical function and preinventive structure: the case of engineering design. Memory & cognition 35, 1 (2007), 29–38. Cruickshank, L. The Case for a Re-evaluation of Deconstruction and Design: Against Derrida, Eisenman and their Choral Works. (2010), 1–20. Dahl, D.W. and Moreau, P. The Influence and Value of Analogical Thinking during New Product Ideation. Journal of Marketing Research 39, 1 (2002), 47–60. Derrida, J. Plato’s pharmacy. Dissemination. Trans. Barbara Johnson. Chicago: U of Chicago P 171, (1981). Dorst, K. and Royakkers, L. The design analogy: a model for moral problem solving. Design Studies 27, 6 (2006), 633–656. Gaver, B. Cultural Probes. Interactions 6, 1 (1999), 21–29. Gentner, D. and Markman, A.B. Structure mapping in analogy and similarity. American psychologist 52, 1 (1997), 45. Gick, M.L. and Holyoak, K.J. Analogical problem solving. Cognitive Psychology 12, 3 (1980), 306– 355. Glenn, C. and Enoch, J. Drama in the archives: Rereading methods, rewriting history. College Composition and Communication, (2009), 321–342. Goldschmidt, G. and Smolkov, M. Variances in the impact of visual stimuli on design problem solving performance. Design Studies 27, 5 (2006), 549– 569. Gonçalves, M., Badke-Schaub, P., and Cardoso, C. SEARCHING FOR INSPIRATION DURING IDEA GENERATION. IASDR2011, the 4th world conference on design research, (2011). Gonçalves, M., Cardoso, C., and Badke-Schaub, P. What inspires designers? Preferences on inspirational approaches during idea generation. Design Studies, (2013), 1–25. Graham, D.W. Does Nature Love to Hide? Heraclitus B123 DK. Classical Philology 98, 2003, 175–179. Gross, A.G. and Walzer, A.E. Rereading Aristotle’s Rhetoric. SIU Press, 2000. Halskov, K. Kinds of inspiration in interaction design. Digital Creativity 21, 3 (2010), 186–196. Hey, J., Linsey, J., Agogino, A., and Wood, K. Analogies and metaphors in creative design. International Journal of Engineering Education 24, 2 (2008), 1–19. Hutchinson, H., Mackay, W., Westerlund, B., et al. Technology Probes : Inspiring Design for and with Families. Proceedings of the SIGCHI conference on Human factors in computing systems, (2003), 17– 24. Krippendorff, K. and Butter, R. Semantics: Meanings and Contexts of Artifacts. Departmental Papers (ASC), (2007). Krippendorff, K. On the Essential Contexts of Artifacts or on the Proposition That “Design Is Making Sense (Of Things).”Design Issues 5, 2 (1989), 9–39. Ladato, F. The nature of design. Design Management Review 16, 1 (2005), 56–61. Lee, D. and LaRose, R. The impact of personalized social cues of immediacy on consumers’ information disclosure: a social cognitive approach. Cyberpsychology, behavior and social networking 14, 6 (2011), 337–43. Lupton, E. and Abbott Miller, J. Deconstruction and graphic design: history meets theory. Visible language 28, (1994), 346. Moser, C., Fuchsberger, V., and Tscheligi, M. Using probes to create child personas for games. Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology - ACE ’11, ACM Press (2011), 1. Norris, C. and Benjamin, A. What is deconstruction? London: St. 1988. 31. Özcan, O. Cultures, the traditional shadow play, and interactive media design. Design Issues 18, 3 (2002), 18–26. Özcan, O. Turkish–Ottoman Miniature Art Within the Context of Electronic Information Design Education. International Journal of Technology and Design Education 15, 3 (2005), 237–252. Ozkan, O. and Dogan, F. Cognitive strategies of analogical reasoning in design: Differences between expert and novice designers. Design Studies 34, 2 (2013), 161–192. 34. Paulos, E. and Jenkins, T. Urban Probes : Encountering Our Emerging Urban Atmospheres. CHI ’05 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, (2005), 341–350. Sanders, E. Information, inspiration and cocreation. Proceedings of the 6th International Conference of …, (2005). Schröder, M. The SEMAINE API: Towards a Standards-Based Framework for Building EmotionOriented Systems. Advances in Human-Computer Interaction 2010, (2010), 1–21. Ünlüer, A. and Özcan, O. Sound and Silence in the Line: Re-Reading Turkish Islamic Calligraphy for Interactive Media Design. Leonardo, (2010). Versos, C.A.M. and Coelho, D.A. Biologically Inspired Design : Methods and Validation. Benyus (1997). Ward, T.B. Analogical distance and purpose in creative thought: Mental leaps versus mental hops. Advances in analogy research: Integration of theory and data from the cognitive, computational, and neural sciences, (1998), 221–230. Wyche, S., Sengers, P., and Grinter, R.E. Historical Analysis: Using the Past to Design the Future. In P. Dourish and A. Friday, eds., UbiComp 2006: Ubiquitous Computing SE - 3. Springer Berlin, Heidelberg, 2006, 35–51.
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Details

Primary Language English
Journal Section Makaleler
Authors

Oğuzhan Özcan This is me 0000-0002-4410-3955

Ahmet Güzererler This is me 0000-0001-7574-7000

Publication Date April 1, 2018
Submission Date October 11, 2017
Acceptance Date March 21, 2018
Published in Issue Year 2018 Volume: 8 Issue: 2

Cite

APA Özcan, O., & Güzererler, A. (2018). RE-READING DESIGN: CULTURAL ANALOGIES FOR INSPIRATION IN INTERACTION DESIGN. Turkish Online Journal of Design Art and Communication, 8(2), 364-375.


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