Professional Documents
Culture Documents
Text Books:
1 . Simon, Herbert Alexander, “The Sciences of the Artificial”, MIT Press, 3rd Edition ISBN13:
9780585360102 (Unit I, Unit III)
2 . Edward de Bono, “The mechanism of mind (pelican)”, Penguin Books Ltd (Unit II, Unit IV)
3 . Adrian McEwen, Hakim Cassimally, “ Designing the Internet of Things”, Wiley (Unit V)
4 . Jose Berengueres, “The Brown Book of Design Thinking” UAE University College, Al Ain. ISBN 978-1-
63041-059-9, 1st Edition. November 16, 2013.
References:
1 . Johannesson, Paul, Perjons, Erik, “An Introduction to Design Science”, Springer ISBN:978-3-391-
10631-1
2 . Aline Dresch, Daniel Pacheco Lacerda, Jose Antonio Valle Antunes Jr, “Design Science Research: A
Method for Science and Technology Advancement” Springer
Unit 1: Understanding the Natural & Artificial
Worlds
Understanding the natural and artificial worlds,
Artifacts, The environment as mold, The
Artifact as Interface, Functional Explanation &
Synthesis, Role of Simulation
Understanding the Natural & Artificial Worlds
7
"What is Design Thinking best used for?"
1. Redefining value
2. Human-centred innovation
3. Quality of life
4. Problems affecting diverse groups of people
5. Involves multiple systems
6. Shifting markets and behaviours
7. Coping with rapid social or market changes
8. Issues relating to corporate culture
9. Issues relating to new technology
"What is Design Thinking best used for?"
10
Understanding the Natural and the Artificial
Worlds
• Clock example:
11
Understanding the Natural and the Artificial
Worlds
• An artifact’s adaptability is determined by the
functionality of its properties in its environment.
• Given properties (or incentives), we can often predict
behaviors of individuals. It is often useful to ask “how
would a rationally designed system behave under
these circumstances?”
• Artifacts designed imperfectly will reflect their
purpose in their environment and some of the
components of their properties. The less perfect the
design, the more of their properties will show
through. Ideally, artifacts appear identical to their
non-artificial equivalent from the outside. 12
Understanding the Natural and the Artificial
Worlds
• Simulation is the artificial performance of a process. Modern
examples often involve computers, however, the use of
simulation predates computers.
– A simulation is no better than the assumptions built into it.
– A computer can do only what it is programmed to do.
– New knowledge can be gained by determining unknown
implications.
• Computers are useful for simulation, even though their parts
are not. The organization of their parts makes them
meaningful. This organization is designed to imitate human
behavior and is useful for simulating it.
• Symbols (letters, numbers, expressions) represent
information. Intelligence is the work of symbol systems. 13
Economic Rationality:
Adaptive Artifice
• Scarcity forces us to allocate resources. Economics aims to
understanding this task of rationing.
• Positive rationality models behavior assuming individuals are
behaving to optimally achieve their goals. Normative
rationality advises individuals on how to optimally achieve
their goals. Risk and uncertainty (which are always present)
complicate this process.
• The process used to discover and implement this type of
decision is procedural rationality. Refining this decision
process to a series of mathematical calculations allows
computers to automate it.
• Perfect real-world optimization is not possible with or without
computers. The use of computers to aid in finding “good
enough” solutions is reasonable. 14
Economic Rationality:
Adaptive Artifice
• Society uses mechanisms to allocate resources among its
members. One mechanism is the market-based approach;
another is a planned, socialist hierarchy.
• Market-based assumptions for economic research work as a
result of the seemingly automatic pattern of price
optimization with or without a planner.
• Rationality is effectively undefinable when incentives are
opposed. In the prisoner’s dilemma, tit-for-tat tends to be
most effective. Most economies have both cooperative and
competitive components.
• When individuals act as a part of an organization, they
develop loyalty to that organization and make decisions as
though they are that organization.
15
• Cooperation can be, in and of itself, selfish.
The Psychology of Thinking: Embedding
Artifice in Nature
• An adaptive system may deviate from a direct path if
there are obstacles between it and its objective. With
knowledge about the path, system, and objective, we
may be able to infer information about the obstacles.
• Human behavior is simple. Their environments are
complex.
• Human thought takes longer to repeat calculations
than does a computer, but is capable of developing
ah-hoc heuristics to find solutions that circumvent
the necessity to perform those calculations. Humans
can discover these heuristics, but do not always,
sometimes they must be taught. 16
Memorization Game
• dfwxowmrxomrhzpafkck
17
Memorization Game
• bobjillfranksuebety
18
Memorization Game
• batmicedogcatgiraffe
19
The Psychology of Thinking: Embedding
Artifice in Nature
• To discover any pattern in nature precisely, we must know all
factors that we need to control for when measuring that pattern.
• Humans deal with information in chunks. Conceptual familiarity
causes larger amounts of information to be “chunked” together.
For example, cat is a chunk, but the nonsense syllable quv is 3
chunks, “q”, “u”, and “v.”
• People can generally remember two things in short-term memory
across interruption. Seven plus or minus two typically only works
without interruption.
• Visual processing and algebraic processing may arrive at the same
conclusion, using different processes.
20
Remembering and Learning: Memory as
Environment for Thought
• Increasing memory use associated with a thinking task
does not increase the complexity of the thinking
process.
• Both short-term and long-term memory are associative.
• Recognition a relation of associated knowledge takes
time.
• A decade is the usual timeframe for acquiring the
knowledge of an expert in a given field. If sufficient
information cannot be gathered in a decade,
specialization is likely to occur.
21
Remembering and Learning: Memory as
Environment for Thought
• Both knowledge expansion and compression into
parsimonious theories advance human knowledge.
• Memory can be stored in different forms of differing
efficiency specialization and recalled for processing later.
• To solve a problem about the property of an object, an
individual must be able to calculate the effect of forces on
and properties of relevant objects.
• It is easier to add information to an existing process than it is
to change the process as a result of new information.
• Problem solving generally works backward from a desired
goal.
22
Science of Design:
Evaluation of Designs
• Theory of evaluation –
• Utility & Statistical Decision Theory – logical
framework for rational choice among
alternatives
– Consider all possible alternatives (“worlds”) that
meet the constraints of the outer environment,
and then find the specific alternative that meets
the constraints of the inner environment and
maximizes the utility (Optimum)
23
Science of Design:
Evaluation of Design
• Utility Theory Tools
• Computational methods
– Algorithms for choosing optimal alternatives such
as linear programming, control theory, dynamic
programming
– Algorithms and heuristics for choosing satisfactory
alternatives (search)
24
Science of Design:
Evaluation of Design
• The Formal Logic of Design:
– Imperative Logic
• Design is concerned with how things ought to be
– Declarative Logic
• How things are.
– Reduction to Declarative Logic – Optimization
through constraint of environmental variables
• “We simply ask what values the command variables would have in a
world meeting all these conditions and conclude that these are the
values the command variables should have.”
25
Science of Design:
The Search For Alternatives
• Heuristic search: factorization and means-end
analysis
• GPS Example
• http://
www.youtube.com/watch?v=SC5CX8drAtU
26
Science of Design:
The Search For Alternatives
• Allocation of resources for search
– Conservation of scarce resources may be one of
the criteria for satisfactory design
– The design process itself involves management of
the resources of the designer, so that his efforts
will not be dissipated unnecessarily in following
lines of inquiry that prove fruitless
• Optimal vs. Satisfactory Solutions
27
Science of Design
The search for Alternatives
• Theory of structure and design organization:
hierarchic systems
– Decomposing large problems into semi-
independent components
– Example: Structured Programming
28
Science of Design
The search for Alternatives
• Representation of design problems
– design should be transparent
O X O 4 9 2
X O X 3 5 7
O X O 8 1 6
29
Social Planning – Designing the
Evolving Artifact
• Problem Representation
– Representing Qualitative Problems
– Satisficing Outcomes
– Representing structure that permits functional
reasoning
30
Social Planning – Data for Planning
• Importance of data
• Dealing with poor data
• Forecasting – artifacts lies in the future
– Upper and Lower Bounds
• Feedback Control
– Homeostatic Mechanism – Insulated from the
environment
– Retrospective Feedback – Adapt to the environment
31
Social Planning – Design without final goals
32
The Architecture of Complexity: Hierarchic
Systems
• Complex System – One made up of a large
number of parts that have many interactions
33
The Architecture of Complexity:
Time of Development
• Evolutionary Perspective
– Time depends on the number of intermediate
stable forms
– Watch Maker Example
34
The Architecture of Complexity:
Decomposition
• Efficiency of one component does not depend
on other components
• Near decomposability
– Short-term sell sufficient
– Long-term – weak links with other components
• These are the links between components and the hierarchy
35
The Architecture of Complexity: Descriptions
37