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Sketching and Concept Development<br />

Xiao Zhang<br />

School of Interactive Arts and Technology<br />

<strong>Simon</strong> <strong>Fraser</strong> <strong>University</strong><br />

Surrey, BC, Canada<br />

xza57@sfu.ca<br />

Ron Wakkary<br />

School of Interactive Arts and Technology<br />

<strong>Simon</strong> <strong>Fraser</strong> <strong>University</strong><br />

Surrey, BC, Canada<br />

rwakkary@sfu.ca<br />

ABSTRACT<br />

In this <strong>paper</strong>, first, I explore how sketching helps a designer<br />

to develop ideas by applying Schön’s model of design.<br />

Then I use Activity Theory as a theoretical lens and an<br />

analytical tool to recognize each components of the<br />

sketching activity system and to examine the relations of<br />

designer and object as mediated by the primary<br />

components. And I also discuss two tensions of this system<br />

in the context of product concept design stage. Based on the<br />

analysis results, <strong>final</strong>ly, I propose two possible solutions<br />

toward a problem, how sketching can affect concept<br />

development effectively in a design group.<br />

Author Keywords<br />

Sketching, concept development, activity theory, reflectionin-action.<br />

ACM Classification Keywords<br />

H5.m. Information interfaces and presentation (e.g., HCI):<br />

Miscellaneous.<br />

INTRODUCTION<br />

In the field of architectural design and industrial design,<br />

sketching has played a key role in the conceptual design<br />

stage particularly. Representing early designs by freehand<br />

drawings can be seen as far back as the early 15th century<br />

[16]. Sketching and conceptual designing are two<br />

inseparable acts for most architects and industrial designers<br />

possibly, because sketches are the tools which they use to<br />

progress their design ideas. Design sketches are different<br />

from ‘drawing from the object’. Whether or not they are<br />

intended as faithful copies, drawings done by artists from a<br />

model, show accidental features that are typically observed,<br />

not invented. Sketches are not drawings of something that<br />

already exists. Instead the designer is involved in a process<br />

of attempting to give external definition to an imagined, or<br />

Permission to make digital or hard copies of all or part of this work for<br />

personal or classroom use is granted without fee provided that copies are<br />

not made or distributed for profit or commercial advantage and that copies<br />

bear this notice and the full citation on the first page. To copy otherwise,<br />

or republish, to post on servers or to redistribute to lists, requires prior<br />

specific permission and/or a fee.<br />

CHI 2009, April 4–9, 2009, Boston, Massachusetts, USA.<br />

Copyright 2009 ACM 978-1-60558-246-7/09/04...$5.00.<br />

only half imagined suggestion for a design idea. In the last<br />

30 years, Design researchers have studied why sketches<br />

have been an efficient medium for conceptual designing.<br />

One of the earliest finding is that sketches store design<br />

solutions and seem to be essential for recognizing conflicts<br />

and possibilities [1]. Some studies proposed that ambiguity<br />

is one of the key factors of sketches [13], because it allows<br />

the seeing of new possibilities in the representations, in<br />

other words re-interpretations [12, 27, 28]. Sketches also<br />

seem to be essential for revising and refining ideas,<br />

generating concepts and facilitating problem solving [7].<br />

The importance of external representations has been<br />

emphasized in other problem solving domains [3, 14, 20]<br />

for facilitating cognitive mechanisms. But despite the<br />

extensive literature on the functions of sketch in the<br />

conceptual design stage, the sketching behavior has not<br />

been sufficiently considered. In fact, the function and<br />

nature of sketches is inseparable from the process of<br />

sketching. Research on sketching not only supplies<br />

designers with an opportunity of reflection on their<br />

sketching activity, but also permits the theorist to catch a<br />

few stop-motion glimpses of the flow of creation. This<br />

research takes Schön’s model of design and Activity<br />

Theory as a theoretical framework to analyze sketching in<br />

the field of industrial design to recognize how sketching<br />

helps a designer to develop ideas and how sketching can<br />

affect concept (in this <strong>paper</strong>, it means form/shape)<br />

development effectively in a design group.<br />

The rest of this <strong>paper</strong> is organized as follows: first, I will<br />

present an overview of Schön's model of design and then<br />

use it to analyze the sketching process to answer the first<br />

question. Next, main concepts and general ideas of Activity<br />

Theory will be summarized. Based on these concepts, each<br />

component of sketching activity system will be recognized<br />

and two tensions of this system will be discussed. In the<br />

following section, I will propose two possible solutions to<br />

resolve the second question based on both Activity Theory<br />

and Schön's model of design. And the <strong>final</strong> part ends the<br />

<strong>paper</strong> with the evaluation of Schön's model of design and<br />

Activity Theory.<br />

DESIGN AS A REFLECTIVE CONVERSATION WITH THE<br />

SITUATION


In his best known book, “The Reflective Practitioner”,<br />

Schön sought an account of the nature of professional<br />

activity based on the common elements of the practices he<br />

had observed. Schön rejected a theory of technical<br />

rationality that distinguishes professionals by the extent of<br />

their “book knowledge” and developed an alternate theory<br />

of the professional as reflective practitioner. A reflective<br />

practitioner is a practitioner whose knowing is not only<br />

rational and cognitive but also embodied in action and for<br />

whom reflection is critical to practice.<br />

Schön discerned three main levels of professional knowing:<br />

• Knowing-in-action — it refers to the kinds of<br />

knowledge we can only reveal in the way we carry<br />

out tasks and approach problems. “The knowing is<br />

in the action. It is revealed by the skilful execution<br />

of the performance – we are characteristically<br />

unable to make it verbally explicit [26].”<br />

• Reflection-in-action — The examination, analysis and<br />

experimentation needed during the process addressing<br />

singular situations; often making the criteria and<br />

knowledge of action explicit and moreover often shifting<br />

from problem solution to problem formulation.<br />

• Reflection-on-action — the retrospective<br />

contemplation of practice undertaken in order to<br />

uncover the knowledge used in practical situations,<br />

by analyzing and interpreting the information<br />

recalled.<br />

Schön also sought a way to define a design process that was<br />

common to the many professional fields of design and took<br />

special interest in how this process may be learned. He<br />

described that there was a great deal of complexity in the<br />

process of design, because the totality of an artifact, system,<br />

or situation includes many elements: materials, a sense of<br />

purposes and constraints as the designer sees them, and the<br />

designer's sense of the people who will eventually use the<br />

artifact resulting from the design process. Also, often, the<br />

thing a designer makes initially is a representation, a plan, a<br />

program, or an image to be constructed by other people.<br />

Many of the relevant variables cannot be represented in a<br />

model; this limitation makes the design process inherently<br />

complex. In addition, the design process is complex in the<br />

specific sense that, whenever a designer makes a move,<br />

he/she gets results that are not just the ones that he/she<br />

intend. That is, he/she cannot make a move that has only<br />

the consequences that he/she intends. And any move has<br />

side effects. “When this happens, the designer may take<br />

account of the unintended changes he has made in the<br />

situation by forming new appreciations and understandings<br />

and by making new moves. He shapes the situation, in<br />

accordance with his initial appreciation of it, the situation<br />

“talks back”, and he responds to the situation's back-talk<br />

[26].” In order to illustrate this complicated process, Schön<br />

used an example of architectural designing in a design<br />

studio, presented audio-taped protocols from teachinglearning<br />

sessions and studied the way that the instructor<br />

made suggestions about a student's design as he gestured<br />

and drew on a sheet of tracing <strong>paper</strong> over her work. Schön<br />

described the instructor’s design behavior, the ensuing<br />

inquiry, as a global experiment and a reflection-in-action<br />

process. So the whole process of the instructor’s design<br />

behavior has been beautifully and famously described as<br />

“design as a reflective conversation with the situation [26]”.<br />

And this process can be separated into four steps which<br />

happen smoothly: naming the relevant factors in the<br />

situation, framing a problem in a certain way, making<br />

moves toward a solution and evaluating those moves. The<br />

designer functions as both a creator developing a solution<br />

and an experimenter trying to understand the situation he is<br />

creating in this process. As such, Schön’s model accounts<br />

for the dynamic, cyclic, unfolding and unpredictably nature<br />

of design. In fact, this model is based on two arguments.<br />

First, framing a problem consists of ‘knowing in action’<br />

(i.e. design experience, design knowledge, skills and<br />

judgments), which cannot be accounted for in mere<br />

scientific terms. Second, knowing in action helps the<br />

designer to construct a new way of setting the problem – a<br />

new frame, which he imposes on the situation.<br />

How Sketching Helps A Designer Develop Ideas<br />

Schön viewed design as a reflective conversation with the<br />

situation, where the designer interacted with the situation in<br />

the reflection-in-action process being distinguished from<br />

reflection-on-action. Just as the teaching-learning example<br />

Schön gave, the sketching process in the concept design<br />

stage of industrial design is also a reflection-in-action<br />

process in which a designer reflects both on the shape<br />

he/she is representing through his/her drawing and on<br />

his/her previous way of thinking about the situation in the<br />

sketch. A reflective conversation happens between the<br />

designer and his/her sketch, the shapes he/she draws on<br />

<strong>paper</strong>. That is, when the emerging and changing shape<br />

“talks back” to a designer, he/she simultaneously responds<br />

to the shape by transforming the shape in his/her mind and<br />

representing the changed shape through his/her hand and<br />

pen, such as adding a circle or thickening a line. In fact, in<br />

the context of sketching, shape’s “talks back” is designer’s<br />

recognition of this shape. During the recognition process,<br />

designers selectively recognize certain shapes that they can<br />

see by concentrating their visual searchlight. So the<br />

recognized shapes are not identical copies of the shapes on<br />

the <strong>paper</strong>. The conversation between a designer and his/her<br />

sketch is illustrated in Figure1.<br />

Based on the analysis above, I describe sketching activity as<br />

a “recognizing--- transforming --- representing” process. By<br />

applying the recognizing capacity, designers could see<br />

meaningful shapes from ambiguous sketches. Then, in the<br />

transformation process, the recognized shapes are<br />

transformed not only to satisfy design functions [27] but<br />

also to consider the previous shapes [13]. In the following<br />

process, the transformed shapes are depicted on the <strong>paper</strong><br />

through designers moving a pen. In the whole process,


shapes are continually changed and thus the design ideas<br />

are developed. Therefore, from the microscopic perspective,<br />

sketching process is illustrated in Figure 2.<br />

Figure 1. Reflective conversation between a designer and<br />

his sketch<br />

After our design team’s research which considers the kiosk<br />

design from different perspectives, like Accessibility and<br />

Ergonomics, we determined three design ideas: Fixed Wall<br />

Mounted kiosk, Adjustable kiosk and Sculpture –like kiosk.<br />

As for the idea of Sculpture –like kiosk, I had two forms in<br />

my mind initially. As illustrated in Figure 5, although they<br />

are similar to some extents, they can be developed and<br />

transformed into other shapes. Moreover, during the<br />

sketching process, some shapes are generated by combining<br />

more than one previous concept, like concept f, g, m, i, k<br />

(see Figure 4). Therefore, various concepts for one design<br />

idea come from:<br />

• Lateral transformations: movement from one<br />

concept to a slightly different one.<br />

• Vertical transformations: movement from one<br />

concept to a more detailed and exacting version of<br />

the same concept.<br />

• Composite transformations: movement from more<br />

than one concept to a different one.<br />

Figure 2. Figure captions should be centered and<br />

placed below the figure<br />

• Design image (ID): an imagined, or only half<br />

imagined shape for a design idea.<br />

• Sketch image (IS): the shapes which are depicted<br />

on the <strong>paper</strong> through designers moving a pen.<br />

• Recognized image (IR): the shapes in designers’<br />

mind which are recognized from IS.<br />

• Transformed image (IT): the shapes in designers’<br />

mind which are transformed IR by additions,<br />

deletions and modifications.<br />

Figure 3. One cycle in sketching process<br />

In essence, these four kinds of images are different from<br />

each other. Because first of all the image (IR) of the sketch<br />

that designer have recognized through their visual<br />

perception is not what the sketch (IS) originally intends to<br />

present; Then, designers design and redesign in their mind<br />

to generate various design concepts (IT); And most<br />

importantly, in the actual representing phase, due to lack of<br />

drawing skills, designers may not draw the shapes like their<br />

wishes, which may lead to a completely new image。<br />

From the analysis above, sketching, which begins with an<br />

imagined, or only half imagined shape in a designer’s mind,<br />

is a dynamic, experimental, unpredictable and iterated<br />

process until the designer is satisfied with the <strong>final</strong> shapes.<br />

And each cycle has three processes (see Figure 3). However,<br />

in reality (see Figure 4), the situation of the sketching<br />

process is more complicated than the model (see Figure 2),<br />

because for one design idea, a designer may have several<br />

design images in his/her mind. Take a design project as an<br />

example, an information kiosk design for an art museum.<br />

Figure 4. One design project of mine


Figure 5. Two concepts from the same idea<br />

Based on the designing ability of designers, their capacity<br />

of recognition, transformation and representation will also<br />

be different (see Figure 6). Liu [22] proposed that people<br />

from different backgrounds would notice different levels of<br />

shapes; however, only people who have certain design<br />

ability would recognize subshapes, which are hidden in<br />

shapes. For instance in Figure 7, not all designers pay<br />

attention to the three subshapes: U shape on the top surface;<br />

the top surface is convex; the front surface is not flat. In<br />

comparison, the transformation process is determined by<br />

design experience and the associating capability of<br />

designers. And a designer’s drawing skill affects the<br />

representation outcome. Thus, different designers who see<br />

the same shape will produce different quantity and quality<br />

distinct sketches.<br />

Figure 6.<br />

Figure 7. Recognizing subshapes<br />

ACTIVITY THEORY<br />

Activity Theory is a philosophical and cross disciplinary<br />

framework for the study of different forms of human<br />

practices as development progresses, with both individual<br />

and social levels interlinked at the same time [17]. The term<br />

“Activity Theory” emerged between 1920 and 1930, in the<br />

Soviet Historic-Cultural School of Psychology [18, 24].<br />

Activity Theory has evolved through three generations of<br />

research. When discussing activity, activity theorists are not<br />

simply concerned with “doing” as a disembodied action but<br />

are referring to “doing in order to transform something”,<br />

with the focus on the contextualized activity of the system<br />

as a whole [9, 10, 19]. Activity Theory is formed by a set of<br />

principles that constitutes a general conceptual system. The<br />

basic principles of Activity Theory are [18, 24]:<br />

• Principles of the unit between activity and<br />

consciousness. It is considered the fundamental<br />

principle of Activity Theory, where activity and<br />

consciousness are treated in an integrated way.<br />

The consciousness means the human mind like a<br />

whole, and activity means the human interaction<br />

with its objective reality. This principle states that<br />

the human mind emerges and exists like a special<br />

component of the human interaction with its<br />

environment [18]. The mind is a special organ that<br />

appears in the evolution process to help organisms<br />

to survive. So, it can be analyzed and understood<br />

only within the human activity context.<br />

• Principle of the object orientation. This principle<br />

focuses on the approach of Activity Theory for the<br />

environment where the human being interacts.<br />

Human beings leave in an environment that is<br />

very important for them. This environment<br />

consists of entities that combine all kinds of<br />

objective features, including those culturally<br />

determined, which influence the ways persons act<br />

over those entities.<br />

• Principles of the hierarchical structure of activity.<br />

Activity Theory differentiates the human<br />

procedures in several levels (activity, action and<br />

operation), taking into account the objectives to<br />

which these procedures are oriented. The<br />

importance of that distinction is determined by the<br />

ecological attitude from Activity Theory. In a real<br />

situation, this distinction is frequently necessary<br />

to preview the human behavior. So, this<br />

distinction is very important to make the<br />

differentiation among motives, goals and<br />

conditions that are associated.<br />

• Principle of the internalization-externalization.<br />

This principle describes the basic mechanisms<br />

about the mental processes source. It states that<br />

mental processes are derived from external actions<br />

through the way of the internalization [18].<br />

Internalization is the information absorption<br />

process (in several ways) achieved by human<br />

mind, which derives from the contact with the<br />

environment where the person is located. The<br />

externalization is the process contraire to<br />

internalization, manifested through acts, in such a<br />

way they can be verified and fixed, if necessary.<br />

• Principle of the mediation. The human activity is<br />

mediated by several tools, both external and


internal. The tools are “vehicles” of the social<br />

experience and cultural knowledge.<br />

• Principle of the development. According to<br />

Activity Theory, to understand a phenomenon<br />

means to know how it is developed by itself until<br />

its current shape, because it changes by the time.<br />

Understanding these changes can help to<br />

understanding its current state.<br />

These principles are not isolated ideas, they are closely<br />

connected. The nature of Activity Theory is manifested in<br />

this set of principles.<br />

Figure 8 portrays a pictorial representation of a generic<br />

activity system as conceptualized by Engeström [9, 10].<br />

The subject is the agent that acts over an object. Object can<br />

be raw materials, conceptual understandings, or even<br />

problem spaces, “at which the activity is directed and which<br />

is molded or transformed into outcomes with the help of<br />

physical and symbolic, external and internal tools [10]”.<br />

The community of a system refers to those individuals,<br />

groups, or both who share the same general objects, and are<br />

defined by their division of labor and shared norms and<br />

expectations. Specifically, divisions of labor can run<br />

horizontally as tasks are spread across members of the<br />

community with equal status, and vertically as tasks are<br />

distributed up and down divisions of power. Last, activity<br />

systems are somewhat constrained by the formal, informal,<br />

and technical rules, norms, and conventions of the<br />

community.<br />

The components of activity systems are not static<br />

components existing in isolation from each other but are<br />

dynamic and continuously interact with the other<br />

components through which they define the activity system<br />

as a whole. From an Activity Theory perspective, an<br />

examination of any phenomenon must consider the<br />

dynamics among all these components. In addition to the<br />

interactions of an activity system of a particular time and<br />

space, it is important to note that an activity system is made<br />

up of nested activities and actions all of which could be<br />

conceived of as separate activity systems or other instances<br />

of the same system depending on one’s perspective. For<br />

example, although the computer may serve as a tool in a<br />

current action, at an earlier time this computer may have<br />

been an object or an outcome in what may be conceived as<br />

a previous action of the same activity system or even as a<br />

different activity system.<br />

A focus of Activity Theory is on how participants transform<br />

objects, and how the various system components mediate<br />

this transformation. With respect to the role of computers,<br />

for example, activity theorists are concerned with how these<br />

tools mediate the relations between subject and object.<br />

Therefore, it is not simply the human–computer (subject–<br />

tool) interaction that is fundamental to understand, but the<br />

subject–object interactions as mediated by the computer<br />

that become crucial [19]. This perspective expands the unit<br />

of analysis from the mind of the individual (as in traditional<br />

cognitive research) or from the human–computer<br />

interaction (as in traditional human–computer interaction<br />

research) [5, 6], to the entire activity system [4]. Activity<br />

systems are characterized by their internal contradictions [9,<br />

10, 21]. These contradictions are best understood as<br />

tensions among the components of the activity system.<br />

Tensions are critical to understanding what motivates<br />

particular actions and in understanding the evolution of a<br />

system more generally.<br />

In summary, an examination of an activity system must<br />

address all these components, as well as the inherent<br />

tensions, as a unified system.<br />

Figure 8. The basic structure of human activity<br />

How Sketching Can Affect Concept Development<br />

Effectively in a Design Group<br />

In this section, first, I will present an overview of concept<br />

design stage in industrial design which will provide me a<br />

background to consider the problem, how sketching can<br />

affect the concept development effectively in a design<br />

group. Second, I will use activity theory as my theoretical<br />

lens and analytical tool to recognize each components of a<br />

sketching activity system and to examine the relations of<br />

designer and object as mediated by the primary components.<br />

Engeström’s triangle [9] is used to define the component<br />

structure of sketching activity based on different design<br />

stage. Then, according to my own design experience and<br />

some research on collaborative design, two inherent<br />

tensions in the sketching activity system will be identified.<br />

Finally, I will propose solutions to resolved the tensions and<br />

thus give suggestions towards the problem.<br />

An Overview of Concept Design Stage in Industrial Design<br />

New Industrial Product Development Process is a series of<br />

phases that projects generally take in progressing from<br />

initial product idea generation through stable production.<br />

The first two stages are idea generation and concept design.<br />

Idea generation activity lays the groundwork for entry into<br />

the Product Development Process. Prior to starting the<br />

concept design phase, information on market development<br />

(competitive offerings, etc.), customer satisfaction<br />

feedback, technology development and business strategy is<br />

helpful for generating ideas for a new product. Wherever a<br />

new product idea is generated in the ideation process, the<br />

product concept design phase begins when an idea or new


product innovation is documented and initially reviewed by<br />

management. If management commits to supporting the<br />

definition and evaluation of the product ideas for possible<br />

funding, it enters the product concept design phase. In the<br />

concept design stage, several industrial designers work<br />

collectively with other participants who may come from<br />

management, marking, engineer, the software department<br />

as well as stakeholders or users. The staff structure of<br />

concept design group varies, according to different project<br />

and different company. The main goal of this phrase is<br />

developing product ideas into different concepts----in other<br />

words, forms. And concepts are often showed through<br />

sketches, because sketching is a low-cost, fast and flexible<br />

way. As is shown in Figure 9, concept design stage is an<br />

iterative, repeated divergent and convergent process [23]. In<br />

a divergent step, a range of concepts is generated, followed<br />

by a convergent step in which evaluation and selection of<br />

these are made. Along with the increase of the iterative<br />

times, detailed concepts will be provided.<br />

Figure 11. Structure of sketching activity<br />

Subject: people who involve in the sketching activity in the<br />

concept design stage. Often, more than one designer work<br />

on sketching, because a principal aim of conceptual design<br />

is to generate promising concepts. To achieve this aim,<br />

generating a wide range of concepts is important, so that<br />

valuable concepts are not overlooked.<br />

Figure 9. Concept design stage which is a repeated divergent<br />

and convergent process<br />

Activity Theory as Analytical Tool<br />

According to the overview of concept design stage, there<br />

are three main activities: sketching, evaluating and<br />

choosing. They are driven by different motives and are<br />

realized through a sequence of actions. But this <strong>paper</strong> only<br />

develops the systemic model of sketching. Figure 10 is the<br />

sketching activity system at the first design stage and<br />

sketching activity is decomposed into actions: recognizing,<br />

transforming and representing (see Figure 11).<br />

Object: ideas which generated at the first phase of the new<br />

industrial product development process.<br />

Tool: drawing tools and design knowledge which help<br />

designers to transform design ideas into concepts.<br />

In industrial design sketches, the most frequently used<br />

drawing tools are pencil, pen and marker.<br />

• Pencil includes regular pencil and colored pencil.<br />

This kind of tool allows user to draw smooth, fluid<br />

and soft flowing lines. The richness of layers of<br />

lines brings the sketch lifelikeness and reality.<br />

Designers can adjust the angle, pressure and<br />

number of lines to control the thickness, tone and<br />

opacity of their sketches. In addition, Pencil<br />

drawings can be easily erased and corrected which<br />

would be appropriate for drawing curves and<br />

products that have smooth surfaces (see Figure<br />

12).<br />

Figure 12. Pencil as a tool<br />

Figure 10.<br />

• Pen includes pen, signature pen and ball-point pen.<br />

These tools can draw succinct and sprightly thin<br />

lines that have strong contrast and expressiveness,


ut they are hard to modify. Pens are good for<br />

depicting details and more delicate sketches and<br />

are usually adopting the method of single line<br />

tracing. Final design sketches are mostly pen<br />

sketches because they are high contrasted, hardly<br />

blurred and long lasting (see Figure 13).<br />

Figure 13. Pen and ball-point pen as tools<br />

• Markers are usually used along with pen or pencil.<br />

They have unique colors, various shapes and<br />

thickness of strokes that can change the density of<br />

lines and bring the sketch to life. Different lines<br />

can be drew depend on different pressure, speed,<br />

tone, dryness, thickness and density of the use of<br />

strokes and they can quickly express shapes,<br />

surfaces, textures and colors of the product (see<br />

Figure 14).<br />

Outcome:sketches which come from object, design ideas.<br />

Sketch is different from drawing. Industrial design sketch<br />

has some distinct characteristics which are used to help<br />

designers to express their ideas about the form. An<br />

examination by a research team of a collection of<br />

automotive sketches revealed these characteristics. The<br />

study showed that there were a number of different ways in<br />

which lines were used. They tend to be of the following<br />

types [29] (see Figure 15):<br />

• Form lines: these are typically the lines along shutlines,<br />

or car body panel edges, which are the key<br />

form descriptors. They are assumed to be of<br />

primary importance in delineating the shape that<br />

the designer intends for the design.<br />

• Crown lines: these are not ‘real’ lines in the design<br />

but indicate the crown of a curve, or extent of a<br />

contour.<br />

• Area lines: these are lines which simply define an<br />

area. This may be a physically separate component<br />

(eg; a numberplate) or a cartoon-like depiction of<br />

the edge of a shadow.<br />

The other key components of sketches are shading and<br />

colour. Both are used less often in initial concept sketches,<br />

which may consist simply of lines. In the same study<br />

mentioned above, the designers observed rendered almost<br />

exclusively in lines when in the early stages of concept<br />

development. When shade is used, it is intended to enhance<br />

the three dimensional definition of the form, usually at later<br />

concept design stage. Interestingly, the students observed in<br />

this study made much greater use of shading and colour<br />

than professional designers. Possibly the fact that their<br />

sketches were intended to communicate with their assessors<br />

has something to do with this, or it may be simply that the<br />

professionals’ greater fluency allows them to suggest form<br />

quickly without resorting to shading.<br />

Figure 14. Marker and pen as tools<br />

• Product concept design requires many design<br />

factors to be considered simultaneously and<br />

involves several fields of knowledge. It mainly<br />

includes designers’ experiences about the form,<br />

structure, craftsmanship, materials and color of the<br />

industrial product as well as their skills of design<br />

representation and the knowledge of background<br />

information of the product they are designing.<br />

Figure 15. Form line, area line and crown line<br />

Community:industrial designers and any individual who<br />

has a legitimate say in the process, whose words, proposals,<br />

claims and supplications matter and contribute to the <strong>final</strong><br />

form of the product I consider a participant in community.


The core group in concept design stage is of a particular<br />

sort. These participants are, for the most part, members of a<br />

firm – a corporate entity whose purpose is production for<br />

profit. They share a common object, namely to transform<br />

design ideas into a concept which will contribute to a<br />

product of quality which is related to their and the firm’s<br />

survival. Yet, at the same time, Participants from different<br />

domains work in a system; they have different focuses,<br />

experiences and cultural backgrounds which can lead to<br />

limited understanding of each other. For example,<br />

Engineering professionals use scientific methods to solve<br />

technical problems [25], while industrial designers focus on<br />

social and cultural values of the product, making it difficult<br />

for engineering designers to perceive solutions accurately<br />

[30]. Negotiation and trade-offs are required to bring<br />

participants’ efforts into coherence. So while members of a<br />

collective share a common goal at some level, at another<br />

level their interests will conflict and they strive in<br />

competition. These complex relationships among<br />

participants affect the design ideas transformation process.<br />

Division of Labor : each designer takes in charge of<br />

transforming design ideas into concepts. And other<br />

members in the community help the transformation<br />

between design ideas and concepts by providing useful<br />

information or knowledge.<br />

Rules: rules in sketching system mainly include technical<br />

roles or laws, like accessibility laws; formal and informal<br />

social roles like trust, mutual respect, shared vision,<br />

frequent communication, and flexibility.<br />

Structure of sketching activity: According activity theory,<br />

an activity is oriented by a motive, the actions are oriented<br />

to goals, and the operations oriented to conditions. Only<br />

after an analysis of the current conditions, operations are<br />

executed. Also, sketching activity is a reflection-in-action<br />

process, designers work in a continuously changing<br />

situation. Thus, operations in sketching activity are not<br />

fixed. Figure 11 about the structure of sketching is not<br />

exactly right. It just summarizes some possible operations<br />

when designers are sketching.<br />

Sketching Activity System Development:<br />

Along with the development of sketching system, the<br />

components of this system are dynamic and not static. For<br />

the same designer, Figure 16 shows that sketches which are<br />

generated at the first design stage are the tool of the second<br />

design stage sketching system and concepts in them are the<br />

object.<br />

Figure 16. Sketching activity system development<br />

Tensions between Activity System Elements:<br />

The first tension arises out of collaboration between<br />

designers and other participants in the community who<br />

come from distinct disciplines such as engineering,<br />

business, and sociology. Their different domain knowledge<br />

and value allow them to see the same object from different<br />

perspective. This <strong>paper</strong> focuses the tension between<br />

designers and engineers, who often collaborate in the<br />

concept design stage. Although they both contribute to new<br />

product’s concept development, industrial designers have a<br />

bias towards appearance and user-interface; whereas<br />

engineers focus on functionality and manufacture to ensure<br />

that the product satisfies the design specification and<br />

manufacturing requirements [15]. Their Working<br />

Approaches are also different. Industrial designers<br />

generally adopt 3D sketches as representations of concepts.<br />

For them, such kind of drawing enhances discussions and<br />

improves spatial and perceptual assessment. But engineers<br />

apply scientific knowledge to ensure that products<br />

optimally meet design specifications with representations in<br />

the form of engineering drawings (see Figure 17) that show<br />

requirements based on quality, performance and cost [11,<br />

8], even when they use free hand drawing to develop<br />

concepts, they love to illustrate the concept in the form of<br />

engineering drawings (see Figure 18). So differences in the<br />

use of tools and methods have made collaboration between<br />

groups difficult [2]. As a participant in a machine tool<br />

design project, I felt this tension between designers and<br />

engineers deeply.


in a design group, novice designers often feel frustrated and<br />

thus affect the collaboration, the quantity and quality of<br />

concepts.<br />

Figure 17. Engineering drawing<br />

The analyses of these two tensions are not exhaustive and<br />

there must be other tensions in sketching activity system.<br />

But these two tensions often appear in design groups and<br />

affect concept development obviously. In other word, the<br />

transformation process between object and outcomes of<br />

sketching activity system is influenced by these two<br />

tensions.<br />

According to all the analysis of sketching behavior above,<br />

for the first one tension, I argue that when a designer<br />

communicates with an engineer, he/she should use both 3D<br />

sketch and engineering drawing to represent his concept, as<br />

shown in figure 19. This combination representing method<br />

not only allows designers to communicate with engineers<br />

conveniently, but can also help designers clarify their<br />

thoughts in order to optimize the <strong>final</strong> outcome.<br />

Figure 18. Free hand engineering drawing<br />

Tension within Activity System Elements:<br />

The second tension which is caused by difference of design<br />

ability exists in designers, each subject of the sketching<br />

system. Many design study have demonstrated a difference<br />

of design ability among designers in a product design task,<br />

especially between an expert and a novice designer,<br />

because of their different design experience, background,<br />

problem decomposition strategy and so on. One study [29]<br />

has been conducted in an automotive design group,<br />

including six MA automotive design students and six<br />

professional designers who work at the Ford design studio<br />

in Dunton. They were asked to produce a quick concept<br />

sketch; no brief was given as to the type of vehicle design<br />

to be undertaken. They also had freedom of viewing angle,<br />

sketching tools, colours and materials. The results showed<br />

that there were some obvious differences between the two<br />

groups. Professional designers produced many more<br />

sketches in many more views. This demonstrated both a<br />

greater understanding of 3D, and a better using the sketches<br />

to facilitate problem solving and creative effort. Therefore,<br />

Figure 19. 3D sketch and engineering drawing simultaneous to<br />

represent concept<br />

For the second tension, I propose a concept-shared model.<br />

It is illustrated in figure 20. It means after the first design<br />

stage, all designers share the concepts generated in the<br />

previous stage. So if a designer doesn’t have more ideas<br />

about the shapes of the product, other designers’ concepts<br />

can inspire him. This method can improve the quality and<br />

quantity of concepts theoretically, because designers<br />

recognize different shapes when they see the same image.<br />

Figure 21 presents the difference of sketch quantity<br />

between a concept-shared model and concept-independent<br />

model. The concept-independent model, which is used<br />

extensively in the industrial design field, indicates that each<br />

designer only uses his/her concepts through all the concept<br />

design stage.<br />

In summary, combination representing method and<br />

concept-shared model which arise from partially changed<br />

sketching activity can be considered as possible solution to


the question, how sketching can affect concept development<br />

effectively in a design group.<br />

Figure 20. Concept-shared model in concept design process<br />

and recognize a phenomenon, sketching activity, with<br />

which I am familiar.<br />

Although Schön emphasized the importance of ‘reflectionin-action’<br />

in design process, not in all design situation,<br />

designers exhibit a reflection-in-action. Only in the<br />

situation, when designers can work smoothly without<br />

stopping, they are reflecting in action, both on the<br />

phenomena they are representing through their drawing and<br />

on their previous way of thinking about the design problem.<br />

In some design situation, on the other hand, when the<br />

designer pauses to think back over what he/she has done in<br />

a project, exploring the understanding that he/she has<br />

brought to the handling of the task. He/she may, for<br />

example, construct a new theory of the case, reframing the<br />

problematic design situation in such a way as to redefine,<br />

interactively, both means and ends, he/she exhibits a<br />

reflection on action. And I also think that there should be a<br />

reflection-before-action when we plan put before we act<br />

what we want to do.<br />

For activity theory, just like Nardi said “Activity Theory is<br />

a powerful and clarifying descriptive tool rather than a<br />

strongly predictive theory[24]”, Activity Theory provides<br />

us with a powerful theoretical lens to recognize each<br />

component of an activity system and their structure clearly,<br />

especially when we face a more complicated situation. But,<br />

as an analytical tool, it only provides us a general<br />

framework, rather than concrete ways or steps to analyze a<br />

specific activity. Second, it emphasizes contradictions in an<br />

activity system, so it helps us to find out problems in a<br />

system instead of giving solutions to existing problems.<br />

Third, it provides us with a nondualist theory for describing<br />

the inseparability of activity and the environment in which<br />

it happens. From this perspective, context is neither simply<br />

a container nor a situationally created experiential space but<br />

is an entire activity system, integrating the participant, the<br />

object, the tools (and even communities and their rules and<br />

divisions of labor) into a unified whole [10]. Forth, both an<br />

activity system and its components are dynamic and are not<br />

static. But I found few people pay attention to this<br />

characteristic in our discussion.<br />

In summary, these two theories are really helpful for me.<br />

Not only am I exposed to new concepts, but also I start to<br />

consider phenomena from a new perspective.<br />

CONCLUTION<br />

Figure 21. Two design models comparing<br />

The idea of this <strong>paper</strong> is inspired by two concepts:<br />

“reflection-on-action” and “tension” in an activity system.<br />

“Reflection-on-action”, as the name implies, tells me that a<br />

designer should think about the design process after the<br />

fact. “Tension” makes me to consider the contradiction in<br />

an activity system. Both Schön’s model of design and<br />

Activity Theory give me distinctive perspectives to rethink<br />

As for the study of sketching behavior, it is useful for CAID<br />

(Computer Aided Industrial Design) system design,<br />

especially when the system will support concept<br />

development. The concept-shared model provides an idea<br />

for developing a Collaborative Sketching Technique which<br />

is a hot point of research in CAID.<br />

ACKNOWLEDGMENTS<br />

Thanks to my professor, Ron Wakkary, for providing the<br />

theories and his difficult concepts explanation in the class.


And also thank my classmates who were in the team<br />

discussion.<br />

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