Design, Art, Craft, Science: Making and Creativity Mark D Gross Ellen Yi-Luen Do Carnegie Mellon University Georgia Institute of Technology mdgross@cmu.edu ellendo@gatech.edu ABSTRACT Richard Gabriel has compared software engineering and poetry [6]. The software engineering and HCI communities have followed the work of Christopher Alexander and his colleagues on A Pattern Language [1]. We agree that writing, a craft, is a form of design. In the arts tradition, design is taught in a studio setting, where mastery through practice, continual critiquing, and incremental formalization of prototypes are the norm. Much has been written on the studio tradition of design education, see for example Don Schön’s The Design Studio [11] and the historical documents of design schools such as the Bauhaus [13] or Ulm [9] (where, incidentally, design methods pioneer Horst Rittel taught and was once Dean). This paper describes our observations and reflections about the relationships between making and creativity, in the context of design and computing. Categories and Subject Descriptors D.2.10 [Software]: Design; F [Theory of computation]; H.0 [Information systems]: General; H.1 [Information systems]: Models and principles; H.5.2 [Information interfaces and presentation]: User interfaces General Terms Design 2. TOWARD SCIENCE? In A People’s History of Science [2] Conner reminds us that the achievements of science rest on the labor of unknown artisans and craftworkers, who through their experiments in making things reveal knowledge that, when gathered and structured, come to be understood as natural law. It is reasonable then that a science of design would emerge from the practice and experience of the people who have been making things all along. Keywords Design, computing, making, models, creativity, HCI, programming 1. INTRODUCTION After several decades of research in design and design methods, we are still far from a science of design. Much has been written about design spaces, tradeoffs and optimizations, pattern languages, ill-structured problems, and bounded rationality, and various systematic methods for design analysis and synthesis have been proposed in various domains, and to differing extents, tried and evaluated. Design is the art and science of making things, and in this way design is bound up with creativity. That is because creativity simply means the ability to create, to make. In the popular view designers are seen as creative people, often indistinguishable from artists. We would draw distinctions between Art and art or artisanship (and, for that matter, between Design and design); yet, remembering that designers are makers may yield some insights toward a more systematic understanding of design and design process—if not yet a science, perhaps some sense about how that science may be developed. 3. MATERIALS AND PROCESSES Master makers understand materials. Knowledge of materials and processes, obtained through direct experience, is fundamental to making things in any domain. A potter knows clays and glazes and the various processes to prepare, form and fire them. A furniture designer knows wood and the tools that are used to shape it; steel and the forms that it comes in, the hardware that is used to hold things together, and so on. One cannot design furniture without a command of the materials, tools, and processes that are used to manufacture it. There is more to know, of course: the human body and its forms and postures; the society in which the furniture will be used; the meanings ascribed to shapes, colors, and materials, and so on. Although modern systems of production separate the roles of manufacture and design, knowing materials and processes of making is essential to successful design. We may say the same for software. Of course, like any industrial product, software cannot be produced through a handcrafted process. Yet no less than design of furniture, buildings, or automobiles design of good software requires an intimate knowledge of the materials and process. Good designs for software systems emerge from the hands of master programmers who know hardware and software, and the Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. SOD’07 Science of Design Symposium 2007, Humboldt State University, Arcata, California, USA Copyright 2008 ACM 978-1-60558-436-2/07/03 ...$5.00. 9 6.1 Owning the Problem processes to conceive, write, debug, and maintain code. Certainly there is more to good design than knowledge of materials and process. 4. Necessity is the mother of invention. Creative design usually comes from a need to be met or a problem to be solved. A need or a problem stimulates creative efforts to satisfy the need or to solve the problem. For example, the Digital Clay [12] and VR Sketchpad [3] projects came from the need to make and design 3D models from free hand sketching. MODELS FOR CREATIVE DESIGN Important components for a successful environment to facilitate creative making of design and computational artifacts would include at least: (1) understanding of materials and processes, (2) studio laboratory environment, and (3) the Leonardo model of knowledge integration. How to teach creative design? We start from playing with material, and making things. Creativity is the ability to make interesting stuff, and therefore, it’s important to learn about material properties and processes for making. 4.1 The Studio Laboratory Environment The tradition of the atelier, the design studio or the research laboratory model both emphasize an environment or space where people can do experimentation and to make things. People understand and appreciate the idea of a garage band, or the model of a warehouse hobbyist community. How might an environment nurture the spirit of experimental making? Our research practice has been a curiosity-based designer-as-maker approach. Problem solving and problem seeking encourage people to see no boundaries between fields. We encourage explorations by constructing (interface, interactions, software, and hardware) as a process that creates. Figure 1: Transform Isometric Sketch to 3D with Digital Clay. 4.2 Knowledge Integration— The Leonardo Model Besides the creative community model that fosters teambuilding among people with different skill sets, we advocate the Leonardo Model. Individuals cross traditional disciplinary boundaries and learn to function in whatever fields of knowledge they need to accomplish their goals. An artist who has an idea for a game would simply build the game, learning to program along the way. 5. Figure 2: Create 3D Rooms from Sketches with VR Sketchpad. 6.2 Design and the Play Instinct Play is an exploration of materials and processes. Unlike routine production, the creative acts of making may result in new or innovative ideas. Our Gesture Modeling [8] and Digital Sandbox [4] projects began with a frustration with using WIMP interfaces to create form, and also the design to ‘play with form by hand.’ SCIENCE OF DESIGN What is the science of design? How can creativity (or creative making) be measured? Can we describe both the specification (features) and the performance of the designed artifact? Science emerges from the learned practice of artisans and craftspeople, who learn about how the world works through the experimental practice of doing things. The science of sword making involves intricate metal work and experimentation about the material and process of forging and shaping the blade, normalizing, annealing, and tempering the steel. The specification and performance of art and craft (form and function) are both studied and practiced as an art, and science. 6. Figure 3: Playing with Gesture Modeling and Digital Sandbox. CREATIVE DESIGN COMPUTING All our design computing projects came from the practice and desire to ‘make things.’ We build computationally enhanced artifacts that are objects to think with, to play with, to contemplate ideas about design. Three patterns of creative engagements emerge. They are: (1) owning the problem, (2) design and the play instinct, and (3) building tools to make things. 6.3 Building Tools to Make Things Finally, we are less interested in making particular design for a particular user, than in developing ways of working— methods and tools—that can open up new design spaces. For example, Space Pen [7] enables sketching and annotations in 3D virtual environment, Furniture Factory [10] 10 7. ACKNOWLEDGMENTS transforms design sketches into flat panels with joints for assembly, and FlexM [5] project supports parametric modeling capabilities through the manipulation of physical objects that are instrumented with sensors. The material in this paper is based upon work supported in part by the Pennsylvania Infrastructure Technology Alliance (PITA), and in part by the National Science Foundation under Grants IIS-96-19856, IIS-00-96138, and ITR-0326054. 8. REFERENCES [1] C. Alexander, S. Ishikawa, and M. Silverstein. A Pattern Language: Towns, Buildings, Construction. Oxford University Press, 1977. [2] C. D. Conner. A People’s History of Science: Miners, Midwives, and ‘Low Mechanicks’. Nation Books, 2005. [3] E. Y.-L. Do. VR Sketchpad: creating instant 3D worlds by sketching on a transparency window, pages 161–172. CAAD Futures 2001. Kluwer Academic Publishers, 2001. [4] E. Y.-L. Do. Digital Sandbox, Integrating Landform Making and Analysis for Landscape Design, pages 165–188. Artificial Intelligence in Design. Kluwer Academic Publisher, 2002. [5] M. Eng, K. Camarata, E.-L. Do, and M. Gross. Flexm: Designing a physical construction kit for 3d modeling. International Journal of Architectural Computing, 4(2):49–66, 2006. [6] R. Gabriel. The poetry of programming, 2002. [7] T. Jung, M. D. Gross, and E. Y.-L. Do. Annotating and sketching on 3d web models. Intelligent User Interfaces, pages 95–102, 2002. [8] A. Kemp and M. D. Gross. Gesture Modeling: Using Video to Capture Freehand Modeling Commands, pages 33–46. CAAD Futures 2001. Kluwer Academic Publishers, 2001. [9] H. Lindinger, editor. Ulm Design. MIT Press, 1990. [10] Y. Oh, G. Johnson, M. D. Gross, and E. Y.-L. Do. The Designosaur and the Furniture Factory: Simple software for fast fabrication, pages 123–140. Design Computing and Cognition. Springer, 2006. [11] D. Schön. The Design Studio. RIBA, London, 1985. [12] E. Schweikardt and M. D. Gross. Digital clay: Deriving digital models from freehand sketches. In T. Seebohm and S. V. Wyk, editors, ACADIA ’98 Digital Design Studios: Do Computers Make a Difference?, pages 202–211, 1998. [13] H. M. Wingler. Bauhaus: Weimar, Dessau, Berlin, Chicago. MIT Press, 1969. Figure 4: Sketch Annotating 3D Virtual World with Space Pen. Figure 5: From Sketch to Fabrication in Furniture Factory. Figure 6: Parametric modeling with FlexM Construction Kit. 11