Specifications for a Social and Technical Environment for Improving Design Process Communication R.R. Senescu & J.R. Haymaker Center for Integrated Facility Engineering, Stanford University, Stanford, CA USA ABSTRACT: The architecture, engineering, and construction (AEC) industry can generate tremendous value by improving design processes. Building Information Modeling (BIM) and simulation tools provide potential for such process innovation. Observed case studies and design management literature suggest that processes can only improve through collaboration, sharing and understanding (defined here as Design Process Communication). Industry has not widely adopted process communication techniques, though other research fields provide points of departure for promoting better communication. Organization Science studies show how information and knowledge is exchanged within institutions. Cognitive Science explores how the brain manages information, suggesting improved information management methods. Human Computer Interaction explains how computers best aid and supplement these human and organizational capabilities. Process Modeling research shows how to best visualize design processes. The paper links this research to develop a specification of a social and technological environment - a Design Process Communication Methodology. The environment is incentivized, usable, transparent, modular, sharable, personalized, transparent, embedded, computable, and scalable. The Methodology aims to improve building design process efficiency and effectiveness from concept to construction documentation. REDUCE to 150 words 1 INTRODUCTION This research aims to derive financial, environmental, and social value from more efficient and effective design processes. Design processes disproportionately influence the life cycle value of the resulting products (Paulson 1976). Thus, while the total cost of design is relatively small, the design phase of a project greatly influences total project value. Despite major advances in information technology over the past fifty years, the value per manhour expended, productivity, actually decreased from 1964 to 2003 (United States Department of Commerce 2003). As construction project’s final value is most influenced by design, the architecture, engineering, and construction (AEC) industry can improve value per man-hour expended most directly by improving design processes. Design is an aggregation of many information exchanges between people within and between organizations. Jin and Levitt’s Virtual Design Team (1996) similarly applied this information processing view of the organization to the AEC industry first described by Weber in 1920 (1997) and later adopt- ed by March and Simon (1958) and Galbraith (1977). Inefficient and ineffective information exchange contributes to construction productivity stagnation. The National Institute of Standards and Technology (NIST) report (Gallaher et al. 2004) confirms that information flow on AEC projects are inefficient and intermittent. Extrapolating, McGraw Hill estimates the global AEC industry wastes $138 billion annually due to software interoperability problems, which comes at the expense of meeting financial, environmental, and social project goals (Young et al. 2007). At the same time poor information exchange reduces a project’s total value, the cost of resources required to obtain that value is increasing. Buildings consume 70% of the U.S.’s electricity, 40% of raw materials, and 12% of water (USGBC 2007). Exploding population growth will require more building which requires more resources, increasing their relative cost. More buildings increase society’s negative impact on the environment. As populations expand and population density increases, a single project impacts more stakeholders. The AEC industry has a responsibility to improve design processes to ensure limited resources are applied optimally with respect to financial, social, and environmental value. At least three methods exist that permit organizations to improve design processes: (1) Design firms use more tools, to decide between more building technology options, to meet the performance goals of more stakeholders. These trends provide an opportunity to design more valuable buildings, but traditional collaboration methods limit this realization. To improve design processes in this complex environment, designers need a methodology that enables collaboration. (2) Project teams around the world face the same financial, environmental, and social challenges, and continuously develop new and different methods to overcome these challenges. To learn from how others address these problems, design teams need a methodology that promotes sharing. (3) Developing new design processes requires investment, which requires a claim that the return will be an improvement on the current state. In other words, if a design team does not understand the inefficiency and ineffectiveness of their current process, they will not invest in improvement. Design process innovation requires a methodology for design process understanding. Collectively, this research defines collaborating, sharing, and understanding, design processes communication. This paper extracts findings from Organizational Science, Cognitive Science, Human Computer Interaction, and Process Modeling research fields. It links these findings to develop a design process communication methodology that specifies an organizational and technological environment necessary for improving the efficiency and effectiveness of design processes. The paper then describes tool derived from this methodology, describes metrics for evaluating the methodology, and briefly describes preliminary results from using the method. The next section gives specific examples of how current design process communication limits design process improvement. 2 OBSERVED PROBLEM 2.1 Case Studies This paper uses the design of the Stanford Graduate School of Business (GSB) campus to provide examples of challenges faced by multi-disciplinary de- sign teams. As structural engineer on this project, the first author gathered design process information directly and through interviews. 2.1.1 Designers struggle to collaborate When designing the GSB, researchers identified six discrete stakeholder groups with 29 project goals.1 The design team evaluated seven mechanical heating/cooling options with respect to a subset of these stakeholder goals (Figure 1).2 They divided one building into five different zones and assigned five of the seven mechanical options to these zones (Figure 2). The process of assigning these cooling/heating technologies to the building is complex. According to the matrix the under floor distribution system is the best choice. However, the floor plan shows that in many cases other options prevailed. Predicting how multiple options perform with respect to multiple goals in different contexts requires the design team to synthesize information from multiple tools that output multiple measurements.3 The result of this informal process caused the owner representatives to, in their own words, “feel lost with so many options for the mechanical system.” The representatives described the decision as “mixed and unclear” with “a lot of data.” The representatives “expressed their concern about inequity in the mechanical system decision, specifically the potential inequity between faculty offices.” The owners did not understand how to interpret the data with respect to stakeholder goals. The representatives also felt they “need more data” for “stronger justification” of the mechanical system decisions. The designer process was not sufficiently transparent such that the owners found the design team’s recommendation convincing. Comprehending this decision was too complex just within mechanical engineering. In reality, the decisions also impact acoustics, lighting, and structural engineering. With current tools, both the owners and designers did not systematically consider the complex impacts of one decision on multiple disciplines. The multi-disciplinary design team did not maintain consistency among information. The design team struggle to comprehend and manage their information dependencies; they struggle to collaborate. 2.1.2 Designers struggle to share processes The stakeholders communicated the importance of material responsibility when choosing structural 1 Many projects have substantially more stakeholder groups. For example, on a hospital project we found 41 stakeholder groups with 33 goals. 2 At this point in design, geometry was fixed. A recent stadium project produced 201955 variations (Flager 2009). 3 The firm designing this mechanical system recently found that they use 197 sustainability design tools and 189 structural design tools. Figure 1. An abridged decision matrix showing three of seven options and a subset of goals. The matrix suggests that underfloor air distribution best meets the goals, but of course, different systems are best in different context. The designers do not have a tool to represent this complex interaction. systems. The structural engineer created schematic Revit Structure models of steel and concrete options. The engineering firm had recently purchased Athena, software that uses a database to output the environmental impact of building materials. Despite a 3d object oriented model (containing a database of structural materials and quantities), a database of the environmental impacts of those materials, and a desire by the stakeholders to consider material responsibility in their design decision, the structural engineer was unable to conduct an environmental impact analysis comparing the concrete and steel options. Several months later, the structural engineer met a researcher in California that had worked with the Cooperative Research Centre for Construction Innovation in Australia to develop a process for performing model-based assessments of the environmental impact of construction materials. In fact, the research centre worked directly with the Australian offices of the same engineering company. In this case study, a clear demand for an improved process existed in the California office. The engineer could not find a design process to compare options with respect to stakeholder goals, even though researchers in California and engineers from the same company in Australia had already performed this process (Tobias and Haymaker 2007). A 2008 survey (Senescu and Haymaker 2008) confirmed the generality of this problem: designers struggle to share processes. 2.1.3 Designers struggle to understand processes With the goal of informing the design team’s decision regarding the quantity and size of louvers on the south façade of the GSB, daylighting consultants created video simulations of sunlight moving across a space (Figure 3). Looking to improve the realism of the output, the consultants discovered they could use the process described in (Senescu and Haymaker 2008). As described in Senescu and Haymaker (2008), this process was inefficient, no one was developing an improved process, and the author could not find an improved solution. The consultants’ supervisors, software developers, and their clients had no methods for understanding how an improved process could increase profits or design quality. With an investment of $2400, Senescu and Haymaker (2008) estimates $32,400 of added value annually. Senescu extrapolates that further investment could add $97 million of value to the firm annually through more efficient and effective analysis processes. The current tools provide an opportunity to improve the efficiency and effectiveness of the lighting design process. Yet, individual consultants are not incentivized to invest their time in process improvement. Their tools do not track their process (and the resulting inefficiency), place them in a small peer community to improve the process together, nor provide transparent access to other pro- cesses that could form the basis for improvements. Also, managers lack a transparent method for understanding the inefficiency and therefore, lack a monetary justification for encouraging development of alternatives. Figure 2 Mechanical zone plans did not convince the owners that the this layout was correct. The zone plans were not consistent with other documentation, which made it difficult for other disciplines to coordinate with the mechanical engineers. Figure 3. Snapshot of a QuickTime video. The consultants use this video to show the architects how different louver configurations affect daylighting in the GSB. 3 RESEARCH TASKS The previous section describes problems we observed in industry. The next section looks to aggregate research in other fields to develop a specification for a social and technical environment, which we hypothesize will improve the efficiency and effectiveness of design processes through better communication. This specification of the Design Process Communication Methodology is the contribution of this paper. Using the Agile Software Development method, we use the specification to create a processbased information management web tool, called the Process Integration Platform (PIP). We discuss preliminary results of using a PIP prototype in this paper. Senescu (2008) describes PIP in more detail. 4 POINTS OF DEPARTURE 4.1 Organization Science This paper takes the information processing view of the organization first adopted by Weber 1924, and later expanded by March and Simon 1956 and Galbraith 1977. Jin and Levitt’s Virtual Design Team (Jin 1996) first adopted this view of the organization to provide a transparent view of business processes in AEC. In this section, (1) we first explain why highly interdependent tasks inhibit process standardization. This research prompts a claim that process documentation must be embedded and transparent. (2) Then, via research on the Institution, we explain that technology must be transparent, social, and shared to best allocate human capital and creativity. (3) In addition, Institutional research on matrix organizations suggests that hierarchically structured information is not suitable in AEC. This research leads us to claim that the representation of information in matrix organizations must be transparent and personalized to each individual. (4) And finally, we look at Knowledge Management research to see the value proposition for the emergence, structuring, and sharing of design process knowledge. This research emphasizes the importance of embeddedness of knowledge emergence; transparency of information structuring; and social sharing. 4.1.1 Coordination without standardization According to Thompson (year), standardization permits coordination when situations are relatively “stable, repetitive and few enough to permit matching of situations with appropriate rules.” In AEC, the IAI developed IFC’s to standardize data schema for describing buildings (International Alliance for Interoperability). GTPPM (process based methods for developing product data models), Integrated Delviery Manuals, and others also depend on a standard design process (Lee et al. 2007)(IDM Reference). The new capabilities of simulation software, the complex demands of stakeholders, the dynamic and global nature of design teams make design process increasingly complex, dynamic, and performance (not precedence) based. March and Simon (1958) argued at the time that organizations with variable and unpredictable situations prevent process standardization. Instead, coordination must be achieved by “coordination by mutual adjustment,” which “involves the transmission of new information during the process of action.” We extrapolate that coordination must occur by Embedding the process in the hour-to-hour work of designers rather than by developing standard methods for coordination. The technical environment must track reciprocal interdependence to allow teams to better coordinate by mutual adjustment. These tools must allow humans with bounded rationality to visualize and understand these reciprocal interdependencies. Processes must be transparent without requiring standards. This organization science research may explain why such standards have been relatively unsuccessful in practice and why we fail to see a convergence to a single product model in AEC. 4.1.2 Institution Forming Coase described a model for explaining the development of a firm versus a market (Nature of the Firm, 1937). (Benkler 2002) proposes the alternative peer production model to explain the open source software institution. Benkler claims that this emerging third type of institution “has certain systematic advantages over the other two in identifying and allocating human capital/creativity.” We seek a design process communication methodology that utilizes these advantages to mimick success in the open source software industry. Benkler, in describing necessary conditions for “information-production and information exchange chain” in this peer production model, breaks down the “act of communication” into three parts. He first describes that someone must create a “humanly meaningful statement.” Second, they must map the statement to a “knowledge map,” so that its relevance and credibility is transparent. Finally, the statement must be shared. Each of these parts make up the “information-production chain.” Bergner’s explanation of the firm provides insight as to how Benkler’s peer production model for this third type of institution could form. Bergner explains that many menial tasks take much effort to complete (see lighting case study in Section 2.1.3). Bergner (1967) argues that “habitualization” is human nature, because it “frees energy” for creative decision making and “opens up a foreground for deliberation and innovation.”4 Sharing previous processes allows this creativity through modular combination of existing ideas (Hippel and Krogh 2003), and reduces the burden of redundant activities, so individuals can focus on value adding innovation. In fact, Bergner argues that this habitualization of activities is the very reason why institutions develop in the first place. Organizations can invest in technology to perform standard tasks, providing an advantage over the sole practitioner. A larger institution (or the greater the number of participants in the technology) which collectively can develop more institutional habits, can then focus more on creative endeavors. Bergner says that for institutions to exist, “there must be a continuing social situation in which the habitualized actions of two or more individuals interlock” (p.57). But what happens when the quantity and diversity of actions and actors is so great that these social institutions do not occur naturally? Individuals in the organization must continuously waste energy on activities that from an institutional perspective, seem habitual, but from the perspective of the individual are unique. Can we use technology 4 Thompson’s standardization refers to collections of information exchanges, whereas Bergner’s habitualization could involve just the habit of performing a single information exchange. to facilitate “social situations” where “individuals interlock” to create reciprocal typification5? This paper claims that technology is needed to socialize information exchange and make typification transparent, so that communities (i.e. institutions) can form around common tasks (i.e. habits). 4.1.3 Structuring Information for Matrix Organizations Programmers in the open-source software movement were simultaneously part of Benkler’s peer production model and Coase’s more traditional firm. Designers will also exist within a peer production model and the traditional AEC matrix organization. Davis (Davis and Paul 1977), observing the emergence of the matrix organization structure in the 1960s, proposed three conditions necessary for an organization to switch to a matrix structure. First, environments required organizations to focus on more than one goal with equal weight. Second, as complexity requires increased coordination, transaction costs (see Williamson, but reference original) of typical hierarchical organizations become prohibitive, making it more efficient for coordination to transcend a single organizational structure. Third, pressure to utilize resources more efficiently and meet high quality standards. Large design companies generally formed matrix organizations, aligned by project, by geography and/or by discipline, but the way in which they stored information remained hierarchical. Companies structured their information according to project, discipline, phase, etc. Just as Davis required that new conditions required a change in structure, we analogously argue that changes in the conditions of information storage similarly require a deconstruction of the typical hierarchical structure of information. First, information now must serve more than one purpose. A building element object such as a window must be used for an architectural rendering, for a daylighting analysis and for an energy analysis. Much effort is exerted to create this window object, and so, it no longer belongs to just one project, but must be used on multiple projects. The information about the window must be transparent to the project team. This transparency requires a non-hierarchical structure. Information now has many purposes and so, it is inappropriate to structure it in just one way. It must be personalized. Second, the time it took to find and share information used to be relatively small. But with increased computer power and increased demand to 5 Whereas habitualization refers to the recognition of one’s own repetitive tasks, typification is the recognition of other’s habits. Reciprocal typification is when two people recognize each others habits Baumer, E., and Tomlinson, B. (2006). "Institutionalization through reciprocal habitualization and typification." LECTURE NOTES IN COMPUTER SCIENCE, 3825, 122.. view tradeoffs, information exchange now has a relatively high transaction cost. As was shown in the collaboration problem example, it is difficult for designers today to keep information consistent. Thus, it is key that the relationship between information be transparent. 4.1.4 Knowledge Management Grant states that an organization’s knowledge is a resource (Grant 1996). In this knowledge-based theory of the firm, the organization is a social community that transforms knowledge into economically rewarded products and services (taken from Will 2008, quoting Grant 1996 and Khanna 2005). AEC project teams transform knowledge into designs that they then supply to clients to be built. Conklin (Conklin 1996) explains a “project memory system” to explicitly define this knowledge and make it available to others. He observes that the project memory system is necessary, because organizations lack the ability “to represent critical aspects of what they know.” Like Conklin, we propose an environment that acts as “an evolutionary stepping stone to organizational memory.” Whereas Conklin (1996) generally applies this system to capturing knowledge from meetings, we focus on capturing design process information. We propose an environment that tracks information exchanges on a project to deduce knowledge about the design process to be applied on other projects. Thus, we are not just interested in obtaining tacit and explicit knowledge that already exists. Conklin’s stepping stone from project to organization can also lead to knowledge emergence. Once knowledge emerges, it must be structured. Hansen (Hansen et al. 2005) describes two aspects of knowledge management: codification and person- alization. According to Will (2008), Codification relies on information technology tools to connect people to reusable explicit knowledge. Personalization relies on socialization techniques to link people so they can share tacit knowledge. Information Technology can provide the general context of knowledge and then, point people to individuals or communities that can provide more in depth knowledge. We specify an environment where design process knowledge is structured through information dependencies and linked to people that have even more in depth knowledge about the process. Kreiner (Kreiner 2002) states that knowledge management is not just emergence and structuring. Will (Will and Levitt) uses Kreiner’s term knowledge mobilizing to address the additional importance of the future ability of others to find the collected knowledge. Knowledge management is not just emergence, structuring, and pushing information, but also the ability to pull relevant knowledge when needed. We call this pushing and pulling of knowledge, sharing. But notice that these three components (emergence, structuring, and sharing) of knowledge management are the same three factors required for Benkler’s peer production model! Yet, in Benkler’s model, there is minimal if any management. We look at knowledge management research to provide guidance for developing an environment for a selfperpetuating emergence, structuring, and sharing of design process knowledge with minimal if any management. 4.2 Process Modeling Now we look at Process Modeling….to be completed 4.3 Human Computer Interaction Not complete Norman (1993) writes “the power of the unaided mind is highly overrated…The real powers come from devising external aids that enhance cognitive abilities.” Can we develop a tool that enhance designer’s abilities to collaborate, share, and understand? Car writes of six ways that visualizations amiplify cognition. By visually representing dependencies , designers can offload this memory and conetrate on other things. By grouping related information together, less time is spent searching. Patterns in dependencies may emerge which wouldn’t exist without the information. By using perception to monitor changes. The human eye can process information in two ways. Controlled processing, like reading, “is detailed, serial, low capacity, slow…conscious.” Automatic processing is “ superficial, parallel…has high capacity, is fast, is independent of load, unconscious, and characterized by targets “popping out” during search.” According to , coding techniques to aid search and pattern detection should use features that can be automatically processed. Groups of users spurred by storytelling and shared memories spent more time exploring and asking deeper analysis questions than individuals (Heer) Also, “lines joining nodes” may enlarge one’s working memory and “lead to dramatic improvements of cognitive functions.” Thus, even if the designer is conscious of the relationships between information, the representation of those relationships graphically may allow the designer to comprehend and act upon the relationships more effectively. 5 DESIGN PROCESS COMMUNICATION METHODOLOGY This section aggregates the points of departure into the Design Process Communication Methodology in Table 1. The methodology specifies a social and technical environment for design process communication. Table 1. The Design Process Communication Methodology’s specifications for a social and technical environment. Characteristic Specification Distributed Store all project information on a network. Allow users to find process modules from previous projects. Embedded Information relationships must emerge from designer activities. Track information exchange during the design process. Modular Break processes into segments of information exchanges. Source Benkler Bergner Thompson Grant 1996 Hippel Allow knowledge to be added with minimal transaction cost Personalized Organize information differently for different people. Associate people with information exchanges Social Form communities around design processes. Transparent Represent design processes through information exchanges between designers Davis 1977 Hansen 2005 Bergner Jin Provide metrics around processes that indicate credibility. Contextualize processes with project information 1996 Benkler Benkler Inform designers about the typical processes followed by other designers. Bergner Organize information according a graphical web of information dependency rather than a hierarchy where information can only lie in one locaton. Alert designers when information that they used changes. Shared Davis 1977 Davis 1977 Ability to search processes via paths of information exchanges Allow searching across projects Scalable Aggregate information exchanges across all projects. TBD This will roughly triple in size as I write the other pods TBD Figure 4: Metrics for evaluating the Design Process Communication Methodology 6 VALIDATION METRICS Senescu (2008) describes the Process Integration Platform (PIP) developed according to the specifications in Table 1. We intend to validate the Design Process Communication Methodology by measuring the impact of PIP on design process efficiency and effectiveness. The validation will confirm or challenge the theoretically-founded specifications derived from the points of departure above. Do designers with the design process communication methodology perform more efficiently? Senescu and Haymaker (2008) describes in detail metrics for measuring efficiency and effectiveness. By tracking the amount of time spent on each task, the authors determine the percentage change in design process efficiency due to introduction of the methodology. The percentage change in efficiency is defined as: ∆ Efficiency = ∆ (Value Added Time / Total Process Time) Equation 1 From this equation, the authors compare the relative efficiency of various processes currently in practice and measure whether P.I.P. improves efficiency. Senescu and Haymaker (2008) also explains how to measure design process effectiveness: ∆ Effectiveness = 50% x ∆ MACDADI + 25% x ∆ Designer Review + 25% x ∆ Option Generation Equation 2 We will run several design charettes and case studies to obtain data for these metrics. Figure 4 shows hypothetical results from the planned tests. For example, the data may suggest that the theoretically founded Design Process Communication Methodology improves Efficiency 26% and Effectiveness 17% (show arrow for effectiveness). 7 PRELIMINARY RESULTS We introduced a prototype of PIP to a multidisciplinary building analysis class at Stanford University. The student group aimed to perform multiple analysis to decide between atrium options for the Stanford GSB library design. Mimicing practice, each student was responsible for a particular type of analysis. Rather than using e-mail or a common folder directory, the students used the prototype tool shown in Figure 5 as the primary means for collaboration. For example, when the student performing energy analysis, needed to know how much energy would be required for lights, he double clicked on the daylighting analysis node to open a daylighting sub-process and find the information required. The energy analysis student then Figure 5: High level results of the use of a prototype tool by a multi-disciplinary analysis class at Stanford. drew an arrow to the energy analysis node to represent this dependency. He then saved the files he created as a sub-process beneath the energy analysis node. This exercise proves conceptually that it is possible to collaborate via information dependency maps. Within the next month, the research will demonstrate design process sharing and implement the metrics described in Section 6. 8 CONCLUSION Designers in AEC struggle to collaborate, share and understand. To address these challenges, this paper aggregated findings in organizational science, process modeling, cognitive science, and human computer interaction research fields to develop specifications for a social and technical environment, the Design Process Communication Methodology. 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