Beruflich Dokumente
Kultur Dokumente
Wagih F. Youssef
Abstract
In the context of design, semiotics should be able to help us understand the whole complex of
physical objects, needs, desires, motivations, actions, mythical representations, frustrations, and
delights which are inextricably interrelated in the interface between the physical world and
people. If only it helped us to do without such abstract notion as users, requirements and fit, if it
helped us understand the vital importance of misfit, in a complex, conflicting, and therefore
changing society, this could be enough to amount to a revolution in design theory.
Keywords: change, representation, decision-making, design-factual, use-fit
Introduction
All man-made changes affecting our lives are by design. Design is a realizing vision of the future
and what it might become in the future especially in an increasingly complex and less certain
society. Change has always been with us. Changing environment context results in human
physiological changes which are necessary for life, and change is life. Without change there
would be no growth, no self-development. However, there are limits to human adaptability and
therefore limits to the rate of change with which a person can cope without suffering
psychological breakdown. Designers are therefore responsible for providing sufficient change to
stimulate without overloading the human system and in the meantime satisfy the society in
general and think about the long-term implications of their designs on people’s lives without
those damaging effects that we are still discovering, such as pollution, and decay in inner cities.
Some of these are more pervasive in effect than original problem which the designers set out to
solve.
Poor design occurs by default because the designer has fallen into one of three traps: 1) used a
set of inappropriate social values as the basis for actions; 2) not understood the complexity or
scale of the problem and its systemic context; 3) become so used to designing in a particular way
that the designer is not aware of alternative and more appropriate way of tackling problems.
Further problems of design occur as a result of a more fundamental mismatch between the
deeper needs of society and the institutional powers of those who take decisions in the areas of
economics and materials production. Another problem is that knowledge is not static.
Knowledge grows. Therefore, to define the change agents that affect the design will generate
other more thoughtful efforts. These efforts will interact with more helpful and more harmful
efforts to understand.
Change Agents
I should like to focus attention on crucial problems of change in architectural design, how
changes of architectural concepts come about, and how we might learn to generate more positive
forms of change from understanding the nature of the process of conceptual change itself. There
are three points to help defining change agents. The first of these is to address the question, what
change agent? The second prerequisite, or foundation concept or maybe even assumption, about
change agents is a fundamental concept of the setting and dynamics of the change in which the
agent acts. Thirdly, to set the stage, it has been helpful to view change as learning.
A factor that is considered here as a change agent is technology which changes situations,
attitudes, and abilities. There are also people involved. Furthermore, there are changes in the
behavior of an organization. This behavior is also the culture of an organization. Cultures are
maintained through the design process. Now how does the designer solve the problem of change
agents? Maybe by facilitating the learning of the change agent or let him perceive that this is for
his self-interest. Once these principles have been grasped by the change agent, all problems are
over, or at least being facilitated. This leads to the successful implementation of innovations.
Design Education
In design studios, students work on given projects devised for them and supervised by staff
members who are themselves professionally qualified designers. In this craft-like educational
situation training is focused on the students’ ability to produce icons. The student is learning
representation rather than making and is largely dependent upon the judgements of his tutor as to
whether the translation of his icon to physical form is feasible, function, and imbued with those
qualities which make it good design. The difficulties of evaluating icons in the abstracted
educational environment permit not only the student but the tutor as well to dwell
disproportionately upon intrinsic values of the image and the pleasures of the process of design
and presentation. Educational projects are evaluated largely upon esoteric imagery of past and
current examples of the genre in the real world, preferring to view them rather as expressions of
artistic and cultural values. Design education is dominated by the synthesis and presentation of
solutions in an abstract context using arbitrary and subjective opinions as the basis of judgement.
Architects have rejected the idea that buildings determine social behavior and individual
happiness but have not accepted the responsibility which must be implied by the fact that
buildings are co-producers of these. To do so would need some recognition of the complexity of
the situations to which buildings are a partial response. It is frustrating to provide better housing
and better environment if the people living in them do not feel happier or more satisfied.
Individuals vary, moreover, in their behavior by virtue of differences in age, health, physique,
expectations, attitudes, beliefs, training, and priorities and the quality of life they are used to.
Design Problems
Designing is not a problem of reduction, but of a transformation from the life-factual to the
design-factual. Limits that should be determined by a designer is the understanding that his
method is a predetermined and predetermining way of tackling a design problem. It is possible to
view complex situations as simple, to base limited actions upon that perception with success. In
such a case, the simplistic design will be confirmed. The error is to assume that the perception is
truly representative of the situation. Thus, design, too, becomes as simple, and people begin to
believe that reality itself is simple. Alternatively, the real world has changed whilst one’s
surrogate view has remained static. Actions taken based upon this will then inevitably produce
Design Process
At the preliminary design stage, designers are finding ways of safely defining a role for the user,
by legitimating the design achievements of traditional cultures, folk design and vernacular styles,
so that we find that it is quite possible to have architecture without architects. Brainstorming,
synectics, and the numerous variants are used as means for exploring and opening the design
situation. On the other hand, they are functioning as power instruments to investigate the
thinking behavior of the designer himself. It is supported then that a comparative study between
different input signals and the corresponding outputs can give the decisive answer about the
operation of the design itself. A return to the typical “beaux-arts approach”. The design activity
is considered an art and subsequently the designer as an artist. Intuition is the only guide through
the design process. The result is an empty formalism, far from any functional use.
The strive for rationalization and for the application of scientific research to design practice
seems to bump against the rich variety of a dynamic subjectivity. By handling a pseudo-
harmonious model, based on eliminating conflicts by rational methods on one hand, and based
on a value-free concept of science on the other hand, the designer has confronted himself
willingly and knowingly with himself. The designer will go on considering himself as central.
User and client, as well as designer, often get hopelessly frustrated in this kind of process. The
changing objective within practical application of methods carry the seeds of questioning the
theoretical reference frame itself, which has remained unchanged during the whole evolution. It
seems necessary to investigate the changed reference frame and to reconsider the importance of a
design theory for design practice. Every design method can only be evaluated critically on the
level of the design theory.
Some of the main problems in design reside in the failure to go beyond the satisfaction of
quantifiable requirements and take account of maters which depend on value and subjective
judgements. Since such matters seem to be closely linked with meaning, one way to overcome