Design
Research: Methods and Perspectives
by Brenda
Laurel, Editor
The MIT Press, Cambridge, MA, 2003
336 pp., illus. Trade, $39.95
ISBN: 0-262-12263-4.
Reviewed by Maia Engeli
Planetary Collegium,, University of Plymouth,
UK
University of Art+Design Basel, Switzerland
maia@enge.li
"Design research is how you bring
intent and capability into context. .
. . The hypothesis that drives this book
is that there is a direct relationship
between the quality of design and the
willingness of the designer to take on
mindful explorations of what lies beneath
a beautiful surface" (p.316). These
quotes from Brenda Laurels conclusions
point out very precisely the books
aim. What do you have to know in a design
process? How do get to know it? How can
pitfalls and misconceptions be avoided?
These questions are addressed in Design
Research. The book shows the value
of known research methods and examples
of their application as well as examples
of innovative and even speculative approaches
to design and how they lead to success.
Peter Lunefeld writes in the preface:
"At its best, a lively research methodology
can reinvigorate the passion that so often
fades after designers join the profession"
(p. 12).
To me the title of the book was a bit
misleading. Because of my personal, mostly
academic background, I expected a book
on academic design research, whereas it
is about investigations as part of design
practice. But, once I understood the focuswhich
is most clearly pointed out in the conclusionsI
was able to really enjoy the book.
The four sections of the book People,
Form, Process, and Action
introduce aspects of finding out more
about who a designer is dealing with,
what the product could be, how to achieve
outstanding results, and the relation
of process and outcome.
In addition to the linear line-up of the
sections and the articles within them,
the book offers two kinds of cross-references.
One is a table relating the articles to
different content categories. The major
categories are Domains, Subjects,
Contexts, and Research Methodologies.
Subcategories of Research Methodologies
include: Experimental, Qualitative,
Quantitative, Speculative,
Experiential, etc. This table is
extremely valuable for getting an overview
and helping to choose single articles
for serendipitous reading. The other kind
of cross-reference can be found within
the texts as a specially coloured pointer
to another contribution in the book. When
reading the book from beginning to end,
these are not very helpful, but I can
imagine that it could be interesting to
follow a reference when reading the book
in a non-linear fashion.
Design Research is an edited book
and very heterogeneous. One thing the
contributions have in common is that the
authors talk about first-hand experiences
and usually present them as very personal
stories. This makes the book a pleasure
to read, even if some of the contributions
are more to the point than others.
Because of this heterogeneity, it is not
possible to do the book justice with a
summary. The richness of the collection
allows different readers to have diverse
preferences regarding the content. I will,
therefore, give a few examples of articles
I personally appreciated: Peter Lunefelds
Preface is intelligently written; it encourages
at deeper involvement in the design process
and also discloses the complexity of the
field with historic and contemporary examples.
Lisa Grocotts contribution "Speculation,
Serendipity and Studio Anybody" describes
in a very encouraging way a discovery-led
process and its remarkable outcomes. Contrary
to Lisas methodology, which may
not be applied in a one-to-one fashion,
BJ Fogg offers a proven method in his
contribution "Conceptual Designs:
The Fastest Way to Capture and Share Your
Idea." It is "a formula he has
evolved over the years" (p. 202)
consisting of twelve elements, which he
demonstrates convincingly with an example.
Brenda Laurels interview with Will
Wright about SimSmart conveys a
good sense of the different kinds of personal
involvement of Will as the designer of
the Sims and different methods he and
his team used for testing the game.
There are two things to criticise. The
colour coding of the different sections
is actually very helpful, and I find it,
therefore, confusing that the coloured
pages visible on the outside lead you
to the Demos somewhere in
the middle of the sections. The second
criticism concerns the many spelling and
grammar mistakes; Ive noticed 20
in the second half of the book.
All in all I can recommend this book to
design practitioners, who are interested
in different possibilities and new approaches
to improving the design process through
research. It is a rich book and addresses
numerous issues from different perspectives.
The many contributions are compiled into
a meaningful collection through the overall
structuring into the four sections and
the inclusion of different cross-references.
This turns the heterogeneity into an interesting
quality; it allows the presentation of
different points of view within a graspable
framework.