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Int. J. Engng Ed. Vol. 17, Nos. 4 and 5, pp. 349±352, 2001 0949-149X/91 $3.00+0.

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Printed in Great Britain. # 2001 TEMPUS Publications.

Learning from the Architecture Studio:


Implications for Project-Based Pedagogy*
SARAH KUHN
Department of Regional Economic and Social Development, University of Massachusetts, MA 01854
Lowell, USA. E-mail: sarah_kuhn@uml.edu
Architects are educated through a process that revolves around the `studio course', and an attempt
to apply the studio method of teaching to the education of software designers reveals much about
education and practice in both professions. Characteristics of the architecture studio include:
project-based work on complex and open-ended problems, very rapid iteration of design solutions,
frequent formal and informal critique, consideration of a heterogeneous range of issues, the use of
precedent and thinking about the whole, the creative use of constraints, and the central importance
of design media. Experience from a studio course in software design provokes creative reflection on
engineering design education, and on how it might be improved.

THE ARCHITECTURAL DESIGN STUDIO the site, a list of some client requirements, and
perhaps a rough budget or other constraint. In
STUDIO EDUCATION, central to architectural the Software Design Studio, students began the
training in the US for most of the twentieth semester with the very general charge to `rein-
century, is a provocative and fruitful model for vent the community weekly newspaper for the
engineering and software design education. The digital electronic era'. They were expected to
architecture studio, an American adaptation of the have a partially-working prototype to demon-
atelier-based training at the Ecole des Beaux-Arts strate by the end of the semester, using either
in 19th Century Paris [1], offers us a teaching model existing technology, or justifying why the tech-
from a design discipline in which the functional nology they chose would be readily available
and the structural, the social and the technical, within five years. Students were permitted very
must be successfully blended [2, 3]. A look at the broad latitude in their approaches, and they
central features of the architecture design studio chose to focus on a variety of aspects of the
indicate some interesting possibilities for design problem: some concerned themselves with creat-
education in other technical fields. ing a vehicle for delivery of conventional wire
service reports and the like, while others
branched off in novel directions, creating every-
FEATURES OF THE DESIGN STUDIO thing from a handheld device for news reading
to a newsgroup browser that represented post-
At MIT in Fall 1995, a Software Design Studio ings as colorful spheres arranged in a DNA-like
Course explored the use of the studio approach in strand. Faculty set the expectation that students
teaching software design to graduate and under- would do overall conceptual design and be able
graduate students. Organized and taught by Bill to answer questions about who would use their
Mitchell, Dean of Architecture and Planning at creations, in what settings, using which hard-
MIT, and Mitch Kapor, founder of Lotus Devel- ware platforms, and so forth, but that students
opment Corporation and designer of Lotus 1-2-3, might choose only one aspect of their design for
the course borrowed many aspects of architecture detailed exploration.
studio teaching. Key features of the course reveal . Students' design solutions undergo multiple and
some of the essential characteristics of architec- rapid iterations. A distinctive feature of archi-
tural education that may be portable to education tectural educationÐand architectural practiceÐ
in other technically-based design fields: is the rapid proliferation of potential design
solutions. It is not unusual for a student, sitting
. Student work is organized primarily into semester- alone or with a teacher or colleague, to quickly
length projects, responding to a complex and sketch a series of possible approaches to a design
open-ended assignment. In the architecture problem. In the architecture studio, faculty often
studio, students start with an assignment, or enforce rapid iteration by requiring students to
`program,' which usually describes the type of present in the first weeks of the semester a
building they are to design, the size and shape of proposed solution to the given problem. This
requirement is akin to `rapid prototyping,' and it
* Accepted 25 November 2000. rewards experience and a facility for quickly

349
350 S. Kuhn

sizing up the situation, as well as allowing early studio can be a powerful venue for educating
and frequent critique by others of a student's expert software practitioners.
design. The requirement for early commitment . Critique is frequent, and occurs in both formal and
to a solution has its origins in the practices at the informal ways, from faculty, peers, and visiting
Ecole des Beaux-Arts, where students advanced experts. One of the hallmarks of studio educa-
in their education by doing well in design com- tion is the creation of a `culture of critique,' in
petitions. Each competition began with students which students, who spend long hours working
receiving an assignment and remaining in the side by side at their projects, give each other
Ecole building for a set period of several hours, frequent feedback, and also get both formal and
during which they were to sketch out their informal feedback from the faculty in charge of
solution to the assigned design problem. At the the studio. Architecture students also participate
end of the period they handed in their sketches, in `pin ups,' in which they literally pin their
then spend the ensuing weeks working out the drawings to the wall and discuss their work
details of the solution which they had sketched. with critics, and submit to `desk crits,' a discus-
Their final design, on which their work was sion with a faculty supervisor at the student's
judged, was not permitted to vary significantly desk. In the software course, interactions were
in overall approach from the sketch they had more limited because the students did not share
submitted on the first day. American studio a common physical space, but instead worked in
education is not so rigid, and students may their departmental laboratories or their own
change their designs significantly over the personal workspaces. The group met for three
course of the semester, allowing them to learn hours a week in a classroom with electronic
from their own continued work and the feed- projection capabilities, and after the first
back of others. In the Software Design Studio, weeks of the semester, most of the time was
students submitted a one-page description of devoted to group reviews of each student's
their approach at the fourth class meeting, and work-in-progress. In the software studio, as in
reviewed their plans with a faculty member the traditional architecture studio teaching, a `jury'
following week. By mid-semester, the practice of composed of faculty and outside experts
having students present their work-in-progress reviewed and judged the students' projects. In
to the group every few weeks was well estab- some studio courses, outside experts or clients
lished. Most students set a general direction may participate in intermediate reviews or
early on, but some student projects changed discussions as well.
dramatically in the last weeks of the semester. . Heterogeneous issuesÐranging from structural
The ability to work quickly, and to draw effec- integrity to the social impact of the designÐare
tively on past experience, are key features of considered, often in the same conversation. A
professional expertise. In their discussion of the characteristic feature of design discourse is its
difference between the expert and the merely dense interweaving of heterogeneous issues, and
competent chess player, Hubert and Stuart its odd method of progressionÐraising topics,
Dreyfus describe Stuart's experience on his considering them, and then often moving on to
college chess team [4]: other issues without clear resolution of earlier
concerns. Observers have commented on the
`At some point, a few of his teammates who were not linked and contingent nature of design decisions,
mathematicians began to play fast five- or ten-minute
reflected in design conversations [5], and one
games of chess, and also began eagerly to replay the
games of the grand masters. But Stuart and his author has compared design conversations to
mathematical colleagues resisted because fast chess jazz improvisation [6]. In the Software Design
didn't give them the time to figure out what to do. Studio, a conversation might range from such
They also felt they could learn nothing from the grand issues as what it really means to be a community
master games, since the record of those games seldom newspaper, to details of interface design, to what
if ever provided specific rules and principles. Some of the right software tools are for implementing
his teammates who played fast chess and studied the design. One special strength, then, of studio-
grand master games . . . went on to become chess based teaching is its ability to support multi-
masters. Yet Stuart and his mathematical friends disciplinary and integrative education. The
never got beyond the competent level.'
studio can act as a forum for debate and discus-
The parallel to student activities in the design sion of a wide variety of issues. The instructor
studio is striking: students are exposed to rele- is responsible for making sure that the most
vant precedent (community newspapers or important issues are covered during the course
historic buildings are the games of the grand of the semester.
masters) and to rapid iteration of design solu- . Students study precedents (past designs) and are
tions (fast chess). In the design studio, students encouraged to think about the big picture. Archi-
of software design can learn to combine tecture students study precedents both in separ-
instrumental reason (`figuring out what to do') ate courses devoted to architectural genres
with a more tacit `knowing-in-action' [5]. It (The Modern Movement, Renaissance and Bar-
is this combination which is essential to the oque Architecture) and within the context of a
development of true expertise, and the design specific studio course. If, for example, the studio
Learning from the Architecture Studio 351

assignment involves designing a community designer's decisions are influenced by the unex-
center, students may look at pictures of ancient pected `backtalk' that comes from developing
marketplaces, rural Grange halls, modern com- the design. A sketch of a building may reveal an
munity buildings by named architects, and so unanticipated problem or a surprise opportu-
forth. Faculty make presentations about rele- nityÐor an unanticipated problem that becomes
vant issues of precedent and method on an `as a surprise opportunity. A three-dimensional
needed' basis during the course of the semester. model of the building, or a visit to the site,
In the Software Design Studio, students partici- may offer a fresh way of seeing the problem
pated in discussions about Fishwrap (an electro- and of approaching a solution. Design mediaÐ
nic daily for MIT undergrads), the Vineyard whether they are electronic, paper, modeling
Gazette (from Martha's Vineyard), and the clay, or any other materialÐhave affordances
Boston Phoenix weekly. Precedents exemplify and constraints [8]. Like other everyday objects,
particular solutions to design problems; students they allow or encourage (afford) certain kinds of
are challenged not to imitate but to use the use and prohibit or discourage (constrain)
precedents as inspiration and to stimulate a others. Pens are for writing, and for poking
rethinking of the problem at hand. One of the things with, but do not make good cups. Cups
challenges for students, and for faculty, is to are good containers for beverages, pencils, and
avoid a sole focus when thinking about a design fresh flowers, but you cannot use them to write
problem: students must be able to think at a with. Some design media are more pliable than
high level of abstraction about the overall others, and some are easier for a novice to use
problem (`What is a community? What fosters readily, but all design media encourage certain
community?') but also be able to shift focus to kinds of design exploration and discourage
detailed design. The move from big picture to others. A paper and pencil afford rapid sketch-
detail should be iterative, and students may need ing, and rapid modification by erasing or writing
help to move back and forth. In the Software over. Building blocks let us see three dimen-
Design Studio, some students had a tendency to sional forms more readily. A PowerPoint
become obsessed with the details of implementa- presentationÐtext organized into phrasesÐcan
tion, and it could be challenging to bring them also be a medium for presenting design ideas,
back to higher level of conceptual thinking. and this medium favors things that can be
. Faculty help students to impose appropriate con- expressed explicitly, using words. A prototype
straints on their design process in order to navi- built in Java will support exploration of inter-
gate a complex and open-ended problem and find action, while a wall poster helps a group of
a satisfactory design solution. An important people to focus on and discuss issues that lend
faculty obligation that accompanies assigning themselves to visual presentation. Because dif-
students a complex, open-ended problem is help- ferent design media have different affordances
ing them to converge on a solution. Students and constraints, designers can productively
may easily be overwhelmed by the enormity of exploit these differences by using different
the task set for them, and the number of possible media at different points in the design process.
directions in which their designs might head. Adopting a new medium can allow a designer
Judicious and timely intervention can help a who is stuck to see the problem in a new way, or
student focus or, when too focused, open up to explore previously unexplored aspects of a
their thinking to explore new possibilities. The design situation. In the Software Design Studio
studio project is constrained at the outset in a we made only limited use of multiple media, but
variety of ways: by the limits specified in the by the end of the semester we became convinced
initial assignment, by the amount of time allo- that enforcing the use of a variety of mediaÐfor
cated to the studio course, by the materials and example by requiring a verbal presentation using
methods available to students, and so forth. overhead slides at the beginning of the semester,
Additional direction is likely to be needed, followed by a storyboard on a wall poster or
however, in order for a student to successfully using Director software, followed at last by an
complete their project. In the case of the Soft- electronic prototypeÐwould encourage students
ware Design Studio, for example, a student was to focus on different aspects of their project at
proposing an electronic newspaper for an island different points in its evolution. This would, we
community. He seemed particularly interested in felt, allow more experimentation and design
the problem of how to design and sell advertis- exploration than had taken place for some
ing, so the faculty suggested that, in the context students who moved directly into creating an
of sketching out the overall solution, he also go electronic prototype.
into detail about an advertising plan.
. The appropriate use of a variety of design media
over the course of the project significantly sup- USING THE STUDIO AS A ROAD MAP TO
ports and improves students' insight and designs. DESIGN PEDAGOGY
Donald SchoÈn has described the design process
as, in part, `a reflective conversation with the Studio teaching represents one point on the
materials of a design situation' [7]. Often a spectrum of activities that constitute hands-on
352 S. Kuhn

student work. It is fruitful to explore to what . heterogeneity of issues addressed;


extent individual features of studio education are . variety of student skills required;
also found in other project assignments, large and . use of diverse media for design and presentation;
small. Students can be given open-ended assign- . use of precedents/exemplars;
ments that require quick solutions (say, a proposed . collaborative development of a problem defini-
solution 24 hours later, or even an in-class exer- tion or use of a pre-existing design specification.
cise); they can be given assignments that require
One final aspect of studio teaching deserves
solutions drawing on multiple disciplines, with
reiteration: it lends itself well to multidisciplinary
multiple brief iterations; they can have faculty
teaching and learning. Because of the heterogene-
and peer critique and help constraining a complex
ity of issues considered in studio courses, and they
problem; and they can experiment with multiple
way in which students are encouraged to look at
design media and how different media draw atten-
the totality of what they are doing, multiple
tion to different aspects of a design problem.
perspectives on the problem at hand are more
Using the key features of a studio course as our
easily introduced and assimilated into the flow of
jumping off point, we as educators may want to
the course. Faculty may teach in multidisciplinary
ask ourselves where our current assignments to
teams, students may work in multidisciplinary
students fallÐand where we would like them to
teams, and judges, critics, and clients may
fallÐalong a number of dimensions:
introduce multiple perspectives.
. complexity of the problem;
. open-endedness of the problem;
. duration of the assignment; AcknowledgmentsÐThis work was supported in part by a
. Career Advancement Award from the National Science
rapidity of iterations required; Foundation's Ethics and Values Studies program. Thanks
. collaboration encouraged or discouraged; also to Anne Beamish, Turid Horgen, Mitchell Kapor, William
. explicit incorporation of reflection; Mitchell, the late John Schumacher, and Carol Strohecker.

REFERENCES
1. R. Chafee, The teaching of architecture at the Ecole des Beaux-Arts, in A. Drexler, ed., The
Architecture of the Ecole des Beaux-Arts, The Museum of Modern Art, New York, (1977).
2. S. Kuhn, The Software Design Studio: an exploration, IEEE Software, March/April, 1988. (This
earlier article about the studio emphasizes the implications for software design practice.)
3. D. W. Shaffer, Understanding Design Learning: The Design Studio as a Model for Education,
http://dws.www.media.mit.edu/people/dws/papers/designstudio.
4. H. Dreyfus and S. Dreyfus, Why computers may never think like people, in Forester, Tom, (ed.)
Computers in the Human Context. Cambridge, MA: The MIT Press (1989) p. 128. (Emphasis in the
original).
5. D. A. SchoÈn, The Reflective Practitioner, Basic Books, New York (1983).
6. D. Cuff, Architecture: the Story of Practice, MIT Press, Cambridge, MA (1991).
7. D. A. SchoÈn, Design as a reflective conversation with the materials of a design situation, Research
and Engineering Design, 3, 3 (1992).
8. D. Norman, The Psychology of Everyday Things, Basic Books, New York (1988).

Sarah Kuhn is an Associate Professor in the department of Regional Economic and Social
Development at the University of Massachusetts Lowell. She received her Ph.D. in Urban
Studies and Planning from the Massachusetts Institute of Technology in 1987. Her research
interests include the design process and design education in software, mechanical
engineering, and policymaking; the workplace and community impacts of information
technology; and user participation in the design process. She is currently serving as a
member of a US National Research Council committee on `Workforce Needs in Informa-
tion Technology.' She is also coordinator of the Technology, Society, and Human Values
Program at Lowell.

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