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Multimodal Semiotics and Collaborative Design

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<strong>and</strong> a fundamental aspect of human intelligence. However, Cross’ (2007 [1990 <strong>and</strong> 2001] 2 )<br />

analysis of design knowledge tends to advise educated designers <strong>and</strong> design educators rather than<br />

analyze design activity as a social process in all its social appearances; an approach which is<br />

primarily apparent in his emphasis on outst<strong>and</strong>ing professional designers to study design<br />

activities.<br />

My starting point is that people are designers – some people are very good designers.<br />

<strong>Design</strong>ing is something that all people do; something that distinguishes us from other<br />

animals, <strong>and</strong> (so far) from machines. The ability to design is a part of human intelligence (…)<br />

But we also know that some people are better designers than others (…) either through some<br />

genetic endowment or through social <strong>and</strong> education development (Cross 2007 [1999], 49).<br />

For Cross (2007 [1999]), design is rhetorical (bears a particular argument constructed by the<br />

designer), exploratory (not searching for the optimum solution to given problem, but setting off to<br />

discover unknown territories), emergent (solution <strong>and</strong> problem develop together in flux),<br />

opportunistic (requires an abductive path of exploration), reflective (dialogue or ‘conversation’<br />

between internal <strong>and</strong> external representations), ambiguous (unfinished or open concepts until the<br />

last possible moment). The design activity aims ‘conception <strong>and</strong> realization of new things’ by using,<br />

appropriating <strong>and</strong> transforming existing resources; therefore it has both a prospective <strong>and</strong> a<br />

retrospective nature. Although designing often includes solving problems, design activity cannot be<br />

generalized/explained as a conventional problem-solving activity in which framings of problem<br />

<strong>and</strong> solution spaces are usually more tightly bound. In other words, it is possible to claim that<br />

“[d]esign has its own distinct ‘things to know, ways of knowing them, <strong>and</strong> ways of finding out about<br />

them’” (Cross 2007 [1982], 17).<br />

Depending on the context of its use, the word design can refer to: (a) a process (the act or practice<br />

of designing), (b) the result of a process (design sketch, plan or model), (c) products manufactured<br />

with the aid of design (designed artifacts or places), or (d) looks, overall pattern of products (style)<br />

(Walker 2009 [1989]). In terms of professional practice, design is used as an overarching term for<br />

creative practices in many domains, including graphic design, fashion design, interior design,<br />

engineering design, architectural design, <strong>and</strong> industrial product design. <strong>Design</strong> also has close<br />

relations to neighboring fields such as arts, crafts, engineering <strong>and</strong> mass media. Contemporary<br />

emergent domains of design research also include interaction design, service design <strong>and</strong><br />

environmental design (Simonsen et al. 2010), including all forms of digital products alongside<br />

analog products (Buchanan 2001b). Particularly with the introduction of digital media, the<br />

2 Nigel Cross’s theories on ’designerly ways of knowing’ were later collected <strong>and</strong> edited by Birkhaus Press, while each<br />

chapter in the book dates back to a different period in the author’s thought. I prefer to include the original publication<br />

year of each chapter from his book in brackets, in order to make it easier for the reader to follow the progression of<br />

Cross’ thoughts <strong>and</strong> make the arguments built on his theories more chronologically substantiated.<br />

80

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