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Seeîng-as<br />

The objective use of personal and social knowledge is not only<br />

structured and motivated, it accounts for what is generally<br />

understood as 'intuition'within design activity. Schön called<br />

this'seeing-as' (Schön 1967} and while rarely acknowledged<br />

it may be the single most important aspect of reflection-in­<br />

action.'Seeing-as'accounts for the recognition of phenomena<br />

as information, the identification of patterns or similarities and<br />

the generation of meaning above and beyond the meaning of<br />

individual elements or concepts through a shift in perception<br />

(Schön & Wiggins 1992:135).<br />

Seeing-as begins with 'sensing similarity' or mapping one<br />

concept or description onto another in response to an<br />

'immersion trigger'. Well before the basis of this similarity is<br />

established,thedeslgnerattendstothisfeeling as information.<br />

'Sensing similarity' is generative when it involves concepts<br />

which are usually perceived as dissimilar or from different<br />

domains so that 'one thing has the capacity to change<br />

everything you know about the second and visa versa' (Schön<br />

1983:1984-85). What has previously been understood as<br />

intuition or imagination İs İn fact the 'judgments embodied<br />

In acts of seeing' or altered perception (Schön & Wiggins<br />

1992:137). Interpreting informal and unorthodox information<br />

as design knowledge through sensing similarity between<br />

different domains is essential for altered perception. Seeing-<br />

as, is therefore, a form of domain-independent knowledge<br />

which enables designers to move from 'chaos to clarity' in the<br />

absence of domain specific knowledge.<br />

Novice design activity<br />

It is often noted that Schon's model of reflective practice<br />

resonates more with design practitioners than models of<br />

'rational problem solving'(DorstS( Dijkhuis 1995}. Yetthecentral<br />

role ofthe designer's appreciative system in the early phases<br />

of design activity has been largely ignored. The excepts used in<br />

this paper to support the contemporary re-reading of Schon's<br />

theory are based on an 'intrinsic case study' (Stake 2000:437}<br />

of a novice design student studying within an Integrated<br />

cross discipline tertiary design degree over a semester. This<br />

unique program exposed the novice designer Halle to a range<br />

of design domains including the spatial, object, and graphic<br />

design studios. The study focused on Halle's experience of<br />

design activity not the creativity of her design outcomes.<br />

Several key patterns emerged within her design activity, which<br />

are common to al! three studios across multiple briefs. These<br />

emergent categories help exemplify the central role of the<br />

designer's appreciative system within design activity.<br />

Halle entered university directly following high school. Halle's<br />

parents and step-parents are 'arty and musical' and she<br />

Identifies with this creative legacy. For instance, she is proud<br />

that she sings In the alternative choir they helped found,<br />

and writes and performs her own music. This informs Halle's<br />

design activity with a strong sense of self-determination,<br />

independence and confidence.<br />

Halle Is motivated by differentiating her ideas from her<br />

peers admitting 'I don't like the idea of making something<br />

that I am not going to like and really sort of feel like "that's<br />

not mine"' She resists doing things that she 'has to do' or in<br />

the way 'they' want her to, and prefers choices based on her<br />

personal interests. Halle wants Ideas to 'have quiet a lot of<br />

information'embedded in them so that they are not'obvious'.<br />

Halles believes that her design activity begins chaotically<br />

but is clarified by developing 'random things, that could be<br />

anything, and that's how my mind will start working out what<br />

I am going to do, and how 1 am going to do It'.<br />

Random ideas<br />

One ofthe most elucidating aspects of Halle's design activity<br />

is her pervasive belief that her design concepts are based<br />

on 'random ideas' which she defines as 'things that seem<br />

unrelated or out of place'. Random ideas are a spontaneous<br />

response to a brief, often based on visual or verbal stimulus<br />

within her immediate vicinity. Although her attention is<br />

almost always drawn to something associated with her<br />

personal interests and memories, these connections are<br />

'tacit'. Halle's belief that her Ideas are 'random' enables her<br />

to be surprised. In fact Halle's initial response to a brief sets<br />

up what she attends to. When give a brief to design a box to<br />

hold'memories', Halle thought of a'mousetrap'that'snaps'on<br />

memories. Her initial response however, was an appreciation<br />

ofthe brief, based on an aversion to one ofthe design criteria,<br />

which called for an examination of'surface and texture':

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