See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/223334299 Design and use as plans: An action-theoretical account Article in Design Studies · May 2002 DOI: 10.1016/S0142-694X(01)00040-0 CITATIONS READS 93 104 4 authors, including: Wybo Houkes Marc de Vries Eindhoven University of Technology Delft University of Technology 79 PUBLICATIONS 1,226 CITATIONS 100 PUBLICATIONS 1,339 CITATIONS SEE PROFILE Some of the authors of this publication are also working on these related projects: Evolutionary Theories of Technology View project Formatieve toetsing van begripsontwikkeling in ontwerponderwijs View project All content following this page was uploaded by Wybo Houkes on 17 December 2021. The user has requested enhancement of the downloaded file. SEE PROFILE Submitted to Design Studies March 13, 2001 revised: August 21, 2001 Design and use as plans: an action-theoretical account Wybo Houkes, Department of Philosophy, Delft University of Technology, Jaffalaan 5, NL2628 BX Delft, The Netherlands, Pieter E. Vermaas, Department of Philosophy, Delft University of Technology, Jaffalaan 5, NL-2628 BX Delft, The Netherlands, Kees Dorst, Faculty of Industrial Design Engineering, Delft University of Technology, Jaffalaan 9, NL-2628 BX Delft, The Netherlands, Marc J. de Vries, Faculty of Technology Management, Eindhoven University of Technology, P.O. Box 513, NL-5600 MB Eindhoven, The Netherlands. In this paper, we present an action-theoretical account of use and design. Central to this account is the notion of a user plan, which leads us to distinguish a cycle of plan design from one of artefact design. We comment on the nature and scope of our account from the perspective of design methodology in general, and we show that it can be employed to analyse the shortcomings of one design method in particular, namely quality function deployment. Finally, we examine some consequences for a philosophy of artefacts and their function. Keywords: philosophy of design, action theory, user plan, quality function deployment ‘Philosophy of design’ can be interpreted in many ways, but it surely includes philosophy of intentional action. Indeed, the few references to design in philosophy, e.g., in the context of the so-called ‘argument from design’ for the existence of God, regard it as a paradigm of such action. Therefore, in this paper, we will present an action-theoretical framework for design. Most philosophy of design has the structure of comparing its subject with another phenomenon that is more commonly studied by philosophers. This is a valuable approach, because it draws on the wealth of theories and concepts in, for instance, philosophy of science or epistemology. Yet exclusively drawing up similarities and differences between design and other phenomena may overlook features that make design interesting in its own right. Therefore, in this paper, which is a collaboration of philosophers and design methodologists, we seek a more independent approach to design. Our point of departure is the plain fact that design is a type of action. We therefore present an action-theoretical framework, reconstructing design in terms of plans, intentions, and what philosophers call ‘practical reasoning’. But before focussing on design itself, we shall study a related and equally neglected activity, namely use. The action-theoretical framework for use presented in Section 1 accords a central role to user plans. This is used as input for the framework of design (Section 2), which is divided into a ‘plan-design’ part and an ‘artefact-design’ part. Having presented our frameworks of design and use, linked by a user plan, we connect it to design methodology. First of all, we comment on its value and scope from a design methodologist’s point of view (Section 3), and then we put it to use in analysing a specific method: quality function deployment. It will turn out that some shortcomings of this method can be phrased in terms of our model (Section 4). Finally, we study the consequences of our framework for the philosophy of artefacts and their functions (Section 5). 1 An action-theoretical framework for use Action theory is a branch of philosophy that studies the formal structure and explanation of human action. It reflects ordinary usage of the term ‘action’ by describing it in such terms as ‘means’, ‘ends’, ‘plans’, and ‘intentions’. On the other hand, action theory introduces new terminology, such as ‘practical reasoning’. In our account, we shall mainly use ‘intention’ and ‘plan’, and implicitly invoke practical reasoning: • • • Intentions are usually characterised in philosophy as requiring a combination of desires and beliefs: one intends to do something if and only if one wants to do it and believes that one has a chance of achieving it. 1 Plans are orderings of considered actions, undertaken for achieving a goal. 2 These orderings may be linear, determining the exact order in which actions are taken (‘I’ll do this, then that’), or partial, including multiple options (‘If this obtains, I’ll do that; otherwise, I’ll do something else’). Furthermore, plans are subject to certain standards of rationality. 3 For instance: the goals included must be realisable at the same time and the planning agent must only rely on beliefs he holds to be true. The plan should also be means-end coherent: the means chosen must be considered appropriate (i.e., necessary, sufficient, or optimal) to the goals. 4 These standards introduce normativity, criteria for assessing whether a plan is good / rational or bad / irrational. Practical reasoning is the process by which an agent forms intentions and plans, based on desires and beliefs. We shall assume that every intention and subsequent action can be reconstructed as being based on practical reasoning, even if there is no sequence of explicit decisions and belief-formations in the agent’s mind. 5 In this section and the next, we shall reconstruct use and design as plans based on practical reasoning. This approach is somewhat biased. For one thing, it paints a picture of use and design as primarily intellectual processes: although plans lead to action, actually doing what is planned is not regarded as an important step in its own right (intentions may or may not lead to action, but this is irrelevant to the structure of the plan). Our approach shares this 1 Davidson D Replies to Essays I-IX in B Vermazen and M Hintikka (eds) Essays on Davidson: Action and Events Clarendon Press, Oxford (1985). The literature on action theory contains many objections and alternatives to Davidson’s view, but it is perhaps the closest thing to a received view in the field. 2 Audi R Intention, Cognitive Commitment, and Planning Synthese Vol 86 (1991) pp 361-378 3 Bratman M Intentions, Plans and Practical Reason Harvard University Press, Cambridge, MA (1987) 4 These criteria, and many others, are developed in Audi R Practical Reasoning Routledge, London (1989) chapter 7 5 This ‘inferentialist’ view is defended in Audi (1989) pp 113-119 2 intellectualist bias with action theory itself, which is, perhaps surprisingly, more concerned with deliberation than with action. Nonetheless, we believe that applying this philosophical discipline to use and design brings out central features of these activities. So let us start by presenting an action-theoretical account of the use of objects (see figure 1 for a schematic representation): U.1 U.2 U.3 U.4 U.5 U.6 U.7 The user intends to bring about some state of affairs φ, because he wants φ and believes it does not obtain. The user believes that carrying out an appropriate user plan P that involves the use of objects O1, O2, etc., will bring about φ. The user believes that the physical circumstances support carrying out P. The user believes that he possesses the skills needed for carrying out P. (from steps 1, 2, 3 and 4, by practical reasoning) The user intends to carry out P and acts accordingly. The user believes that φ has been brought about or that it has not been brought about, based on the observation of φ′ as the outcome of P and a comparison of φ′ with φ. (from steps 1 and 6) The user believes that φ has been achieved or not. In the latter case, he may decide to repeat cycle U and to reconsider his intended state of affairs φ, to select another user plan P′, or both. For example: I intend to clean my car (U.1). I believe that rubbing the car with a sponge soaked in water and soap will contribute to this aim (U.2), that it is not freezing outside (U.3) and that I am skilled at handling a sponge (U.4); therefore, I intend to rub the car with a sponge soaked in water and soap (U.5). After rubbing it with the sponge, I observe the present state of my car and decide whether I think it is clean enough (U.6). Finally, I decide to give it a second rinse, to go to the washing lane after all, or to go inside and read a book (U.7). Goal: state of affairs φ Means: plan P Action: carrying out P Comparison: φ with result φ′ Evaluation: is φ achieved? yes no 3 Figure 1. Visualisation of use; the arrows indicate the temporal order of the different actions. Step U.2 is crucial to the rationality of the cycle as a whole, for in this step, the user decides on the method and means for realising his goal. As characterised above, rational plans are at least means-end coherent. 6 Therefore it is included that the agent should believe that the user plan P that he selects to realise his aims is appropriate. There appear to be three, often overlapping, grounds for this belief: Physical properties: The user believes that P is appropriate because of his beliefs about relevant physical properties and dispositions of O1, O2, etc. Fellow users: The user believes that P is appropriate because he has been shown or told by others that P may be carried out in order to bring about states of affairs similar to φ. Designers: The user believes that P is appropriate because he believes that P and perhaps some of the objects O1, O2, etc. have been designed for bringing about states of affairs similar to φ. In the car-washing example, I may plan to wash my car with a sponge, because I believe it has a soft and absorbent physical structure, because I have seen others use a sponge and decide to use one myself, or because the sponge has ‘For washing cars, windows, etc.’ written on the package. In the latter case, the appropriateness of carrying out a user plan P involving an object O may, if object O is designed, be expressed by saying that O is an artefact with the function of bringing about this state of affairs. This artefact is, by our definition, included in a user plan P. Although rather straightforward in the case of a sponge, in other cases, this user plan may plausibly be said to be designed along with the artefacts involved. 2 An action-theoretical framework for design In the previous section, we introduced the idea of design of user plans and artefacts. In this section, we shall develop this idea by reconstructing the design process in terms of plans, intentions, and practical reasoning. Central to this reconstruction are two nested plans, PD and AD, which represent the design of a user plan and of artefacts respectively. The plan-design cycle PD has the following structure (see figure 2 for a schematic representation): PD.1 PD.2 PD.3 PD.4 The designer wants to contribute to his clients’ goal of bringing about a state of affairs φ. The designer believes that φ′, satisfying requirements R, is the closest consistent and viable approximation of φ. (from steps 1 and 2 by the characterisation of intention) The designer intends to contribute to bringing about a state of affairs φ′. The designer believes that a considered user who is following an appropriate user plan P that involves the use of objects O1, O2, etc., and of artefact A1 with functions Note that there are now two plans in play: the user plan P and the cycle U itself. We advance that the cycle U is means-end coherent only if the user believes that the chosen user plan P is appropriate to the goal φ. 6 4 PD.5 PD.6 PD.7 PD.8 PD.9 PD.10 f1, g1, …, satisfying requirements R1, artefact A2 with functions f2, g2, …, satisfying requirements R2, etc., will contribute to bringing about φ′. 7 (from steps 3 and 4 by practical reasoning) The designer intends to construct a user plan P and to communicate it to the considered users. (from step 5 by inclusion) The designer intends to contribute to producing artefact A1 with functions f1, g1, …, satisfying requirements R1, artefact A2 with functions f2, g2, …, satisfying requirements R2, etc., by designing 8 each artefact by means of a design cycle AD, and acts accordingly. The designer checks whether the resulting designs of A1, A2, etc., are consistent with P, and returns to either step 4 or 5 if this is not the case. The designer decides to communicate P to the considered users, and acts accordingly. The designer believes that φ′ can or cannot be brought about by considered users to whom P is communicated. This belief is based on the observation that some of these users go through a sequence of actions P′ and bring about φ′′, and on a comparison of φ′′ with φ′. The designer decides that his goal to contribute to bringing about φ′ has been achieved or not. In the latter case, he may decide to repeat the entire cycle PD, settle on another plan (return to step 4), repeat at least one design cycle AD (return to step 6) or re-attempt communication (return to step 8). This belief is based on beliefs about the appropriateness of the means to the considered user’s goal, about the physical circumstances of considered use, and about the skills of the considered user. The latter beliefs correspond to steps U.2 to U.4 of cycle U. In practice, the designer may gradually devise user plan P by formulating a tentative plan, checking data on consumer behaviour, reformulating the plan, etc. For brevity’s sake, we omitted this part of the designer’s practical reasoning in our reconstruction. 8 ‘Designing’ is here used in the broad sense of describing the artefacts in words, pictures, gestures or some combination of these, along with instructions for producing the artefacts. 7 5 Goal: contribute to client’s goal Means: plan P with A1, A2, …, to realise state of affairs φ′ Action: constructing plan P and designing A1, A2, … by AD and communicating P to users Comparison: φ′ with result φ′′ obtained by users familiar with P does P enable users to achieve φ′? Evaluation: yes no Figure 2. Visualisation of plan design. In this cycle, we left aside the reasons for the designer’s choice of an alternative state of affairs φ′, which may, by the way, be identical to φ, and a set of artefacts A1, A2, etc. One of the sources of φ′ is, of course, the set of requirements R, which may not all be included in the clients’ goal; they may include, among other things, government regulations and the designer’s wish for safe and durable artefacts. And the designer’s past experience is clearly an important reason for his choice of artefacts A1, A2, etc. But, in actual practice, the choices of φ′ and A1, A2, etc. will be interdependent as well. In some cases, the choice of φ′ may even be dictated by the artefacts that the designer has experience with or easy access to. If the model of the design process developed in this section is correct, this primacy of artefacts over plans may lead to the presupposition of an inappropriate user plan and thus to unsuccessful designs. For, in the PD cycle given above, the design of artefacts is a step or phase of the plan-design cycle, being part of PD.6. This phase of artefact design has an action-theoretical structure of its own (see figure 3 for a schematic representation): AD.1 AD.2 The designer intends to bring about a state of affairs δ, i.e., the existence of a design of an artefact A with functions f, g, etc., that satisfies requirements R. The designer believes that describing an object 9 O is an appropriate means to bringing about δ. The term ‘object’ may refer to a particular material item, a type of material items, an abstract item, etc. Since the goal of our paper is to give an action-theoretical account of design rather than study its ontological 9 6 AD.3 AD.4 AD.5 AD.6 (from steps 1 and 2 by practical reasoning) The designer intends to describe O, and acts accordingly. The designer decides, if appropriate, 10 to construct a specimen of O (a prototype, a sample, a pilot model), and acts accordingly. The designer believes that δ has been brought about or has not been brought about, based on his observation of δ′ (the existence of a design of an artefact A with function f′ that satisfies requirements R′) as the outcome of his actions, and on a comparison of δ′ with δ. (from steps 1 and 5) The designer decides that his goal has been achieved (f′ is equal to f and R′ include the original requirements R) or not. In the former case, he proceeds to step PD.7. In the latter case, he may decide to repeat AD and to change the intended state of affairs δ, to select another description of O, or both. The rationality of this cycle depends, among other things, on the grounds the designer has for choosing a specific description of an object O as a means to δ in step AD.2. Again, the standards for rationality include means-end coherence, i.e., grounds for believing that the means are appropriate. A simple construal of these grounds is that the designer has certain beliefs about object O as a physical object with structure S. If, for instance, the artefact has the function to stabilise a ship, the designer may choose to describe pieces of rock with specific shapes, sizes and weights. Another simple construal is that the designer believes that the description of some already existing artefact A′ with function f′, g′, etc., will be appropriate to designing A. If, for instance, A has the function of conducting an electrical current, designers usually choose from existing wires. But in general AD.2 will be more complicated. Designers typically decompose into sub-functions the functions of A and try to design components with those sub-functions. In this way, artefact design becomes recursive. As a general reconstruction of step AD.2 we therefore propose the following. The designer chooses one of the options a, b or c, given by: The designer decides to describe a physical object O with structure S, possibly including instructions for processing and shaping it. AD.2.b The designer decides to describe an existing artefact A′ with functions f′, g′, etc. AD.2.c.1 The designer decides to describe a composite of components O1, O2, …, where O1 has sub-functions f1, g1, …, where O2 has sub-functions f2, g2, …, etc. The designer possibly includes instructions for assembling these components. AD.2.c.2 The designer designs the components by reiterating cycle AD for each component O1, O2, etc. AD.2.c.3 The designer considers the integration of components A1, A2, etc. AD.2.a commitments, we leave aside the question of the nature of object O. But cf. Galle P Design as Intentional Action: A Conceptual Analysis Design Studies 20 (1999) pp 57–81. 10 See the remarks on simulation in Section 3. 7 PD Goal: Means: a design δ of artefact A description of object O as: an object with structure S or an existing artefact A′ or a composite with components O1, O2 … Action: describing O Comparison: description of O with δ Evaluation: is the description of O a design of A? yes no PD Figure 3. Visualisation of artefact design. Typically, designers do not immediately choose either step AD.2.a or AD.2.b (the latter would even amount to plagiarism) but rather start by decomposition (step AD.2.c). Only after this decomposition, the steps AD.2.a or AD.2.b are considered. The design of new materials presents a present-day example of step AD.2.a. And the importance of step AD.2.b is nicely illustrated by the term ‘brochure engineering’ 11 which refers to the practice of designing installations by decomposing them (step AD.2.c for A) into components and then selecting existing artefacts from various brochures for these components (step AD.2.b for every component O1, O2, …). We have left unspecified how, in step AD.2.c.1, the designer manages to decompose the artefact A into components. Two procedures come to mind. Firstly, the designer can consider the different functions f, g, … of A, and decide to introduce components for each of these functions separately. So, component O1 has function f, component O2 has function g, etc. Secondly, the designer can consider existing designs of compound artefacts that have functions similar to those of A. The decompositions of these existing artefacts can then be taken as templates for decomposing A. This second procedure may account for the importance 11 Private communication with C. Friederich. 8 of past experience in design practice, and for the continuous evolution of (designs of) technical artefacts. 12 Another thing left unspecified is how the designer integrates components O1, O2, … (step AD.2.c.3). A minimal construal is that the designer checks the validity of step AD.2.c.1, i.e., whether the components, when assembled, indeed constitute artefact A. Alternatively, the designer may not only check step AD.2.c.1, but also consider whether the components O1, O2, … fit in with the overall design of A. The difference between these two methods becomes clear when one considers designs with multiple decomposition steps. In integrating subcomponents O11, O12, … of a component O1, the latter method compares O11, O12, … with other components of the artefact and their sub-components, whereas the former method only compares them with each other. In practice, this overall comparison may be made redundant by adding (normalisation) requirements to the requirements R1, R2, … imposed on the components. The connection between the design cycles outlined in this section can be schematically represented as in figure 4. PD AD AD′ client’s goal design of artefact A plan P with A1, A2, … design of part O1 constructing plan P and designing A1, A2, … and communicating P is description of O a design of A? is client’s goal obtained by P? yes describing object O as: structure S or existing artefact A′ or composite O1+O2+⋅⋅ yes no Et cetera, et cetera, ... is description of O a design of O1? yes no no Figure 4. Visualisation of the whole design process; the arrows still indicate temporal order. 3 Connecting the framework to design methodology Basalla G The Evolution of Technology Cambridge University Press, Cambridge (1988); Ziman J (ed) Technological Innovation as an Evolutionary Process Cambridge University Press, Cambridge (2000) 12 9 In the preceding sections, we presented our action-theoretical framework for use and design. We now switch perspectives and regard it from a design methodologists’ point of view. In doing so, we first comment on the relation of the framework to design methodology and practice and then make some remarks about its scope. First of all, the above framework is not a phase model of the design process. Instead, as remarked in Section 1, it is a rational reconstruction of steps that need to be taken in the use and design of artefacts. In other words: these steps are not – as in a phase model – separated by actual, explicit decisions, but they are reconstructed changes in intention. Consequently, some phases of an actual design process may comprise several steps of our framework, e.g., decompositions of several components. Being a rational reconstruction, our framework contains a number of idealisations. To name two: cycles PD and AD are represented as plans of a single agent, whereas actual design is usually a multi-agent process; and PD and AD are connected in such a way that artefacts are embedded in a single user plan, whereas many artefacts are, in fact, hybrid or multi-purpose ones. Concerning the first idealisation: our term ‘designer’ may be taken to designate any of the parties involved in actual design, for instance, the board of a company in step PD.1, and the marketing department in steps PD.2-4. But this partition and possible multiplication of PD and AD may not always be this straightforward: introducing multiple agents may entail adding co-ordination steps, reflecting the negotiations between agents. For instance: designers with different backgrounds working in a design team may propose different decompositions, and have to settle on one of them before integrating the design and adjusting the user plan. 13 The case of hybrid artefacts, secondly, may be accommodated by including different client goals in the PD cycle, which the designer seeks to contribute to by designing a single artefact. So, for example, a designer may contribute to the client’s goals of sitting and sleeping comfortably in a small room by designing a sofa bed. This solution is complicated by the fact that the client may not wish to realise the various states of affairs simultaneously – as in the case of the sofa bed – or that she may wish to realise incompatible states of affairs. Finally, our action-theoretical framework, like most models of design, does not claim to capture or explain the ‘creative leap’ 14 that takes place in conceptual design, or to pinpoint a ‘primary generator’. 15 It just describes a framework in which such design steps take place, without making any assumptions about the nature of these steps. As for the scope of the framework: we describe ‘design’ in general by taking product design as our point of reference. The methodology of this design discipline is a mix – some would say a hybrid – of the methodologies of architecture and mechanical engineering. We believe that our framework may cover those disciplines as well, by focusing on some steps and practically ignoring others. In the case of mechanical engineering, for instance, the AD cycle will focus on technical development, and the role of the user in the PD cycle is limited. In extreme cases, there is little need to take the user into account in steps PD.4 and PD.5, because the user will be trained to use the machine that is being designed. If, on the other Bucciarelli L L Designing Engineers MIT Press, Cambridge, MA (1994) Cross N G and Dorst K Co-evolution of Problem and Solution Spaces in Creative Design in J Gero and M L Maher (eds) Computational Models of Creative Design Key Centre of Design Computing and Cognition, University of Sydney (1999) pp 243-262 15 Darke J The Primary Generator and the Design Process in N G Cross (ed) Developments in Design Methodology Wiley, Chichester (1984). 13 14 10 hand, we apply the framework to architecture, the role of the architect in the overall process of ‘building design’ determines the relevance of steps of our framework. For instance: if the architect acts solely as the creative core of the overall process, and most of the technical construction work is done by others, then the role of the architect might be sufficiently described by the PD cycle only. In this case, we may have to expand the cycle to include a more explicit construction of the user plan P, but this may be regarded as a change of focus rather than one of principle. The differences between design disciplines do not surface only in the way in which specific steps in PD and AD are omitted. The nature of the steps in the AD cycle may be different for the various disciplines. To give but one example: the importance of step AD.4 depends on the way designers deal with the simulation of their designs in sketches, drawings, models and prototypes. Design projects in mechanical engineering tend to go through an extensive prototyping and testing stage, which is undesirable and perhaps even impossible in architecture. In our opinion, the ease with which differences between the disciplines are phrased in terms of our framework suggests the breadth of its scope. Nevertheless, this scope is limited in another way: the framework only applies to ‘normal’ design activity, not to ‘inventions’. Although ‘invention’, as a rational process, will involve most of the steps we described in the framework, it may ignore some crucial steps as well. Some inventions have been purely technical developments done for their own sake; in reconstructing them, most of the PD cycle can be skipped and the whole process focuses on the AD cycle. In disregarding clients and considered use altogether, invention goes beyond mechanical engineering and probably beyond the scope of our framework as well. Bearing in mind these remarks, we apply the framework to a well-known and well-described design method: QFD. 4 Quality Function Deployment Quality Function Deployment (QFD) 16 has a number of features in common with our actiontheoretic framework: it forces the designer to consider explicitly the way in which users employ artefacts and it helps with translating requirements of these users into design decisions. Hence, QFD embeds design in the context of use. A comparison of this method with our framework reveals, however, a number of shortcomings of QFD. Following Bob King, we may take the following steps as a description of QFD: Q.1 The designer identifies the requirements of users with respect to the artefact that is to be designed or redesigned. These requirements are assigned relative weights. Q.2 The designer identifies quantifiable characteristics 17 of the artefact that may fulfil the user requirements, and the designer assigns target values that these characteristics have to meet in order to actually satisfy the user requirements. E.g., King B Better Design in Half the Time: Implementing QFD in America GOAL/QPC, Methuen, MA (1989); Hauser J R and Clausing D The House of Quality Harvard Businesss Review May-June (1988) pp 6373; Akao Y (ed) Quality Function Deployment: Integrating Customer Requirements into Product Design Productivity Press, Cambridge, MA (1990) 17 Examples of quantifiable characteristics are ‘the efficiency of the engine’ and ‘the energy needed to close a door.’ 16 11 Q.3 The designer determines the relationships between each user requirement and each identified characteristic. If there is a strong correlation between satisfying a requirement and meeting the target value of a characteristic, the relationship is captured by a value 9. If the correlation is mediocre, weak or absent, it is captured by a 3, 1 or 0, respectively. Q.4 The designer identifies the relationships between the characteristics themselves. These relationships are represented by a p (for positive) if meeting the target value for one helps meeting the target value for the other, and by an n if meeting one target value conflicts with meeting the other. Q.5 The designer adds up all requirement-characteristic relationship scores for each characteristic (if desired after multiplying the scores by the relevant weight factors of the user requirements). Q.6 The designer determines priorities for realising the target values of the various characteristics on the basis of the outcomes of this calculation. The highest scores are for those characteristics whose target values relate most strongly to the important user requirements; meeting these values can be given priority. The relationships between the characteristics help the designer decide to work on characteristics that have many negative relationships with other characteristics. The method is visualised in a matrix, in which the rows are filled with user requirements plus their relative weights, and the columns with artefact characteristics and their target values. The matrix contains the relationships between the user requirements and the characteristics, and the ‘roof’ on the matrix is used for the relationships between the characteristics themselves. Because of this ‘roof’ the popular name for the matrix is ‘house of quality’ (see figure 5). User Requirements CharacteristicCharacteristic Relationships Artefact Characteristics Weight Factors Prioritisation RequirementCharacteristic Relationships Target Values Figure 5. Visualisation of QFD in the ‘house of quality’. 12 Most of the literature on QFD describes the positive impact of the method on (marketoriented) product development. Only few articles emphasise more problematic aspects. 18 Here, we use our action-theoretical framework to identify four shortcomings of QFD. These shortcomings arise because QFD presupposes a number of key steps in the design process. First of all, comparing QFD to our AD cycle, we note that, to a large extent, QFD presupposes the decisions AD.2 on how to describe the artefact. In step Q.2, for instance, one has to identify quantifiable characteristics of the artefact. These characteristics may be properties of the artefact as a whole (e.g., its weight), but they are usually properties of components of the artefact (e.g., the efficiency of the engine). This latter identification, however, presupposes at least one decomposition step AD.2.c.1, which the Q sequence offers no room for taking. Hence, QFD seems to be a method for improving artefacts with a given decomposition (redesign), rather than one that guides this decomposition. Secondly, one can note that QFD does not deal with the functions of artefacts. Instead, QFD presupposes that the decisions AD.2 have been made in such a way that the artefact already possesses its functions. Hence, QFD does not address the design task central to the AD cycle, of describing an object that has specific functions; it only is a method that enables the designer to incorporate additional user wishes in the design. Thirdly, comparing QFD with the PD cycle, we note that QFD does not include the decisions PD.1-5. Hence, an artefact A is not explicitly embedded in a user plan that defines its functions f, g, … and that relates the artefact to user goals. Instead QFD presupposes this user plan and thus illustrates the primacy of artefacts over plans noted in section 2. The lack of an explicit user plan and user group may cause difficulties for the steps Q.1 and Q.2. A study has shown that this was probably the main reason for the failure of the Compact Disc Interactive (CD-i) developed by Philips. 19 Related to this last point, QFD may, fourthly, run into problems when artefacts are used within more that one user plan. Consider, for instance, all-terrain cars. These are traditionally used by people who need to travel across rough and muddy terrain. But nowadays they are also used by people who drive only on properly paved roads in built-up areas in order to show off. These two groups of people have different plans in which they use all-terrain cars, and probably formulate different requirements on the basis of their respective plans. A city user may wish to have additional rear-view mirrors for parking safely, whereas the traditional user may wish that items attached to the car are kept to a minimum in order to make it more robust. QFD is unable to discriminate between these different requirements and may thus lead to design priorities that do not cohere with a user’s ends. A valuable ingredient of QFD is the explicit comparison of the relations between the different characteristics of an artefact in step Q.4 and Q.6 in the ‘roof’ of the matrix. This comparison helps the designer to integrate these characteristics by revealing possible design conflicts. By replacing the characteristics by components, these steps may be helpful for the integration described in step AD.2.c.3. Sarlemijn A and Boddendijk H G (eds) Produkten op Maat: QFD als Gids bij Productcreaties Boom, Amsterdam (1995) chapters 8-11; De Vries M J Teaching Philosophy and Methodology of Technology to the Future European Engineer Manager, Forthcoming in New Horizons in Industry and Education Proceedings of the International Conference on New Horizons in Industry and Education, Santorini (1999) chapter 6.5 19 Sarlemijn A Methodologie van Technolgiemanagement: QFD als Instrument in Sarlemijn A and Boddendijk H G (eds) Produkten op Maat: QFD als Gids bij Productcreaties Boom, Amsterdam (1995) p 67 18 13 5 Connecting the framework to the philosophy of artefacts Our action-theoretical framework has philosophical repercussions as well. In this section, we shall present some consequences for the philosophy of artefacts and their functions. First of all, on our account, artefacts cannot be understood as objects either used or designed for a certain purpose. Instead, we describe artefacts as objects playing a role in the contexts of both use and design, contexts that are mediated by the communication of a user plan. This description is similar to that given by Randall Dipert in his monograph on artefacts, although Dipert appeals to communicated intentions in general rather than to a communicated user plan. 20 At the end of Section 1, we argued that the rationality of a use cycle may be based on beliefs about the physical properties of these objects, existing practices, or the design of a user plan and objects. We chose to designate as artefacts only a class of objects involved in the third kind of justification, i.e., objects that have been the result of PD and AD cycles. So not all used objects are artefacts: a stone used for breaking a window is not an artefact if it is chosen because of its hardness or because it has been handed down the generations as an appropriate means. Perhaps less intuitively, objects that are the product of an AD cycle, but not a PD cycle, are not artefacts: something that has been made, but is not embedded in a user plan by the designer, does not have a function and cannot be called an artefact. This is a conceptual point rather than one supported by a wealth of examples, but perhaps designed components of an artefact that play no role in use, or contraptions built from all the Lego blocks a child possesses for the exclusive purpose of using all blocks might be regarded as designed, but non-artefactual objects. Furthermore, note that our account of artefacts is action-theoretical rather than metaphysical. We describe artefacts in terms of their intentional history and role. This role may be different for different agents, and one object may even play different roles at the same time. The wiring of an electric light is designed to provide it with electricity, and is used as such: the users connect it to a power source and make sure it is sufficiently isolated. So the wire may be called an artefact in our sense. But at the same time, many users use the wire to hang the light from. This is standard practice rather than something intended by the designer or included in the communicated user plan. So, in this sense, the wire is not an artefact. On a metaphysical account, this is absurd: nothing is both A and not-A at the same time. Another consequence of our account is that artefacts cannot be exclusively described, even action-theoretically, in terms of their function. Artefacts are products of cycle AD as well as PD. This distinguishes them from non-designed objects, such as water and air, that are included in user plans. As outlined in Section 2, cycle AD terminates by referring to either design by others (AD.2.b) or to physical structure (AD.2.a). Since design by others again calls for a combination of PD and AD cycles, all designers can be said to appeal to physical structure in the end. Therefore, artefacts are to be described in terms of both function and 20 Dipert R R Artifacts, Art Works, and Agency Temple University Press, Philadelphia (1993) 14 structure. The metaphysical counterpart of this result, which is suggested but certainly not entailed by it, may be called the thesis of the dual nature of technical artefacts. 21 Finally, when applied to the philosophy of functions, our account seems to fit in with Robert Cummins’ analysis. 22 In this analysis the assignment of a function to an item is taken as an assignment of a disposition to that item with which a disposition of a larger system (of which the item is a part) can be (partly) explained. Thus, the wing of an aeroplane is assigned the function ‘providing lift’ because it has ‘providing lift’ as a disposition and because this disposition partly explains the plane’s disposition to fly. The functions f, g, … that our account assigns to artefacts in step PD.4 can thus be understood as Cummins functions: the user plan P devised in that same step has the disposition ‘realising state of affairs φ’; and the functions of artefact A corresponding to the dispositions ‘f-ing’, ‘g-ing’, … explain (partly) that P has this disposition. Moreover, the functions that our account assigns to components O1, O2, … in step AD.2.c.1 are Cummins functions, but now with respect to the composite system O1+O2+ ⋅⋅⋅: these functions of O1, O2, … explain the dispositions ‘f-ing’, ‘g-ing’, … of the composite O1+O2+ ⋅⋅⋅ that correspond to the functions of that composite. This is not to say, however, that our account of functions is exhausted by Cummins’. His theory is notoriously unable to account for the normativity imposed on the function. On our account, function is closely connected to use and design, which are subject to standards of rationality, which could thus transfer to function itself. Hence, unlike Cummins, we may be able to account for normativity. 6 Conclusions In this paper we have analysed designing in terms of cycles of intentional action. We started our analysis by considering the context of use. Users bring about their goals by carrying out user plans, which may include the use of objects. Then we noted that in some cases these user plans are designed by a designer, and we gave an action-theoretical description PD of this process of user plan design. Finally we noted that a designer may, in addition to the user plan, also design the objects that are to be used in that user plan. We have identified these objects as artefacts, and defined the functions of these artefacts in terms of the states of affairs they are supposed to bring about. And we gave an action-theoretical description AD of the process of artefact design. In our analysis the notion of a ‘user plan’ plays a central role. The process of designing is primarily focussed on the design of those users plans and only subordinately aimed at the design of artefacts. And user plans are the means with which designers contribute to the attainment of the goals of users by those users. Moreover, we have argued that our analysis is fairly general in the sense that it can be applied to different design disciplines ranging from mechanical engineering to architecture. And it can be used to criticise existing design methodologies, as we did with QFD. Finally we have indicated the consequences of our analysis for the understanding of the concept of an artefact and its function. We have confessed, on the other hand, that our analysis ignores a number of aspects of design. It does not reflect the creativity involved in the various design decisions. And it does This paper has partly been written in the context of a philosophical research program that takes this dual nature of technical artefacts as its point of departure (see http://www.dualnature.tudelft.nl/ as well as Kroes P Design Methodology and the Nature of Technical Artefacts in this issue of Design Studies). 22 Cummins R Functional Analysis Journal of Philosophy Vol 72 (1975) pp 741-765 21 15 not yet describe the interactions between the various agents in the case that not one designer, but a number of agents are involved in the design processes PD and AD. With respect to this latter point, our analysis can indeed be developed. Other candidate issues that can be taken up are the following two. Firstly, more needs to be said about the way designers subdivide their design problem and try to reach a certain level of integration and coherence in artefact design. Therefore, a next step in this research project will be to reformulate the strategies found in design methodology 23 in terms of this conceptual framework. Secondly, our analysis offers possibilities for clarifying the normativity involved in design and use. In this paper, normativity was tied to the rationality of planned action in general and the means-end coherence of plans in particular. This may lead to several norms for ‘good’ and ‘bad’ design and use. Yet these probably do not exhaust the normativity involved in both contexts. For, as said in Section 1, our approach shows an intellectualist bias, leading to an interpretation of normativity in terms of rational deliberation only. An analysis of design and use as actual operations in an environment may be the biggest issue left unresolved here. Acknowledgements The authors would like to thank Michiel Brumsen, Maarten Franssen, Peter Kroes, Anthonie Meijers, Ibo van de Poel, Marcel Scheele and an anonymous referee of this journal for their comments on earlier drafts of this paper, and Randall Dipert for both his comments and the presentation of a model of artefacts that stimulated research on this paper. The research by Wybo Houkes and Pieter Vermaas was supported by the Netherlands Organisation of Scientific Research (NWO). E.g., Dorst C H Describing Design: A Comparison of Paradigms PhD thesis, Delft University of Technology (1997); Dylla N Denk- und Handlungsablaüfe beim Konstruieren Hanser, München (1991) 23 16 View publication stats