Key Centre of Design Computing
Department of Architectural and Design Science
University of Sydney NSW 2006 Australia
Ph: +61-2-9351 2328 Fax: +61-2-9351 3031
email: {john, mary}@arch.usyd.edu.au
Keywords: CAAD, research, cognitive models, axiomatic models,
conjectural models
1. Introduction
Design computing has often been considered a subset of computer
applications that assist the designer in documenting and analysing
complex designs. As one of many areas in which computer applications
have beeen developed, design computing has relied on software
developers and vendors to implement and market software with the
relevant features and utilities to support some aspects of design
activity. In this paper we consider design computing as a research
area, one in which the results of the research lead to more than
additional computer programs and in fact lead to a better understanding
of designing and computer support for designing.
Considering design computing as a research area, we identify three sets of goals:
The first set of goals has more to do with design research rather than strictly design computing research. In order to achieve the first set of goals, it is sometimes useful to consider computational models of design as a way of simulating design processes. However, human designers can also provide the basis for developing theories, models, and methods of designing. The second set of goals looks at the implications of particular theories, models, and methods of designing when considering computer support or automation of specific design tasks. This set of goals has a more direct correlation with the majority of design computing research currently taking place at universities. The third set of goals brings this understanding of design processes to bear on how we teach design. Here again, the focus is not entirely on computer applications for design, but on the use of computational models and/or cognitive models of design to inform design teaching.
The Key Centre of Design Computing at the University of Sydney carries out teaching and research in the area of design computing. There are approximately 300 undergraduate architecture students, 60 graduate design computing students, 15-20 doctoral students, and 10 academic and research staff at the Key Centre. The framework for design computing research presented here is based on research that has taken place at the Key Centre over the last 20 years.
Design computing research can be pursued using a variety of scientific methods, the paradigms that we find to be both useful and distinctive are:
Empirically-based research involves the development of experimental
studies of designers that result in cognitive models of designing.
Axiom-based research involves the identification of a set of axioms
and their consequences to derive a logic-based computational model
of designing. Conjecture-based research involves an analogy between
a cognitive or computational process that leads to a computational
model specific to designing. This paper describes the characteristics
of each of the three paradigms and gives examples of research
projects at the Key Centre that illustrate the approach and preliminary
results obtained through the different paradigms.
2. Empirically-Based Design Computing Research
Empirically-based research uses the experimental paradigm in which
experiments are set up and then data is collected and analysed
to produce a set of results. These results are then used as the
basis of either the development of a hypothesis or the confirmation
of a hpothesis about designing. Typically the experiments are
developed to provide evidence for a particular theory or cognitive
model of designing. Typical approaches to empirically-based
design computing research are: direct observation of the results
of designing; surveys of designers' perceptions; and protocol
studies of individual and collaborating designers designing. New
protocol analysis methods have been developed and are being applied
to produce novel results concerning the behaviour of designers
as they are designing which has significance for the development
of computational tools for designers.
2.1 Protocol analysis of designers
Protocol studies are a means of obtaining data from verbal utterances. Designers are asked to "think aloud" while they are designing. While they are designing they are video- and audio-taped. The designer's verbal utterances are transcribed. The transcription is then used, along with design theory, to develop a coding scheme. The transcription in then coded and finally analysed. The steps are listed below:
The results of such studies provides grounded insight into the
behaviour of designers as they are designing. These insights form
the basis of the development of computational support tools for
designers.
2.1.1 An experimental study of designers
Designers were asked to carry out a specified design task and the "talk aloud" method was employed. Each designer was videotaped and a rich coding scheme was developed based on both design theory and the need to accommodate the data in the transcription. The development of the coding scheme is a crucial aspect of the protocol analysis method. The coding scheme developed here used five generic categories. The advantage of the use of categories is that they allow for an additional confirmation phase in the analysis since they exhibit an interdependence. The five categories developed were (Gero and McNeill, 1977):
2.1.2 Protocol analysis results
At a gross level a designer's time can be spent either on postulating
solutions, called structure, or in reasoning about the function
and behaviour of possible or postulated designs. Figure 1 shows
a typical distribution of the time spent between these two large
classes of activities by a designer. It is interesting to note
that it is almost twenty minutes into the session, for this design,
before any structure is proposed.

Considerable detail about various aspects of designers' behaviour can be determined using the protocol analysis method. Figure 2 shows the spectrum of design event lengths across a typical design session. What is surprising is the very short duration of each design event. Without experiments with human designers such information would not become available.

2.2 An experimental study of computer-mediated collaborative
design
We developed an experimental study of computer-mediated collaborative
design (CMCD) based on the methodology of protocol studies and
analytical coding schemes to understand the difference in the
documentation that results from a designer working alone as compared
to designers involved in CMCD. In this study we borrow the idea
of coding and analysing the data of the collaborative session
from protocol analysis techniques, but we do not consider the
data to be the verbal utterances of the subjects. Since we are
not trying to reconstruct the collaborative design process,
but to understand how the designers document their designs differently
when collaborating, the verbal utterances would not provide the
correct data. Rather, we have taken the data to be the information
that has been saved as working files on the computer to document
the design.
2.2.1 The CMCD experiment
The experiment includes two design sessions for each participant. In each session, designers document their designs using the computer. In the first session we established base data for each designer by asking him to design alone. In the second session we asked two designers to design collaboratively. During session 1 each designer is asked to work on Design Problem 1 (DP1) on their own for approximately two hours. During session 2, a pair of designers is asked to collaboratively solve Design Problem 2 (DP2), again for approximately two hours. DP2 is a similar type of problem to DP1, but with a different brief. In both sessions the designers use drawing packages, CAD systems, and video conference whiteboards to present their designs.
The data collected from the experiment is a derivative of the documentation produced during the two sessions. We coded and analysed the documented designs for structure and semantic content. The structure of a design is generally described by its geometry. Geometry is that part of a design in which a shape is formalised. Formal representations of geometry provide the logic and expressiveness of a mathematical language. For example, space configuration, orientation of the elements and thickness of walls are typical properties formalised in a geometric representation. However, geometry does not say anything about the purpose of the structure until the functions of design elements are described explicitly. The semantic content includes "reasons of choice". Semantics are a fundamental part of a collaborative session. Whereas image and shape can be visualised and pointed out with cursors, purpose, function and performance cannot be indicated until they find a formalisation in a drawing, i.e. until they are described explicitly.
We developed a two level coding scheme: one using a data-driven
approach and the second a hypothesis- or expectation-driven approach.
Using the data-driven approach, the elements of the documented
designs have been counted and categorised according to their text
and geometry content. Using the expectation-driven approach, we
classify the categorised elements as "semantics" or
"structure". We define the semantics elements as those
which document the purpose of the design element and the structure
elements to be those that document the geometry of the design
element.
2.2.1 The CMCD results
When considering the amount of documented design semantics, we
found that both the single designer and the collaborative designers
recorded very little semantics. We also found that the amount
of semantic information documented is less than the amount of
geometry, as illustrated in Figure 3.
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The data we collected in this experiment was the documented designs. Additional data that was not collected and analysed was the verbal utterances of the designers. A significant amount of design semantics was communicated in conversation. Based on our observations of the designers while collaborating we found that due to the intensive information exchange via video conferencing between the parties during a CMCD session, a valuable amount of the semantic information is left undocumented. Designers described their design semantics verbally, through video and audio channels, and this information is not included in the final design document.
The methodology of establishing two sessions for each designer
to compare the effect of collaboration on design activity is a
general methodology that can be applied to other studies. We found
that by establishing base data for each designer, we could isolate
the effect of collaboration on the resulting design documentation.
Other applications of this methodology could be the study of the
design process, the effect of negotiation, and the establishment
of design styles.
3. Axiom-Based Design Computing Research
Axiom-based research produces computational models of design through the identification of a set of axioms and the logical consequences of the axioms. This approach to design computing research involves:
For example, an axiomatic logic-based shape representation allows for the uniform representation of shapes with or without curved boundaries, the consequences of which are representations of complex shapes that can be manipulated with logical implications (Damski and Gero, 1996). Consider the universe of discourse as the space defined in Figure 4. The axiom is that the space can be divided into two complementary spaces.

The following can be defined or inferred from the axiom:
Consider the painting in Figure 5 which shows a girl with a hat,
along with a set of labelled halfplanes. The representation of
such near arbitrary shapes is computationally extremely difficult
if the designer wishes to reason further about them. The axiomatic
approach described here can handle these shapes.

The girl's hat is defined by:

The girl's head and body is defined by:

From such representations we can carry out a variety of shape
and topological computations even though the original shapes are
difficult to represent numerically.
4. Analogy-Based Design Computing Research
The development of theories, models and methods of designing often
relies on identifying an analogy with other processes. This research
paradigm starts with a relevant computational process or cognitive
model of design and develops a specific computational model of
design. Some examples of computational models based on an analogy
with cognitive models of design include: case-based design (design
based on precedents; representation of cases including multimedia
representations); design prototypes (knowledge chunking); graphical
emergence (emergence of shapes, objects, semantics and style from
drawings); design by analogy (between domain analogies in particular);
and qualitative reasoning in design (qualitative representation
and reasoning about shapes and spaces). The development of computational
models of designing need not rely entirely on cognitive models
of designers, there is the potential to identify an analogy with
other computational processes and apply them to a design domain.
This type of research borrows heavily from computing fields such
as AI and Operations Research to produce specific computational
models of design; for example: evolutionary systems (genetic engineering
and co-evolution); and neural networks (emergence models).
4.1 Case-based design
Case-based reasoning provides design support by reminding designers of previous experiences that can help with new situations. As designers, we learn to design by experiencing design situations. This is reflected in the way we teach students to be designers: engineers are taught to have analytical capabilities and then learn to design in professional practice, architects are taught through exposure to a range of design experiences in the studio. We learn to analyze through the use of formal methods, but creating a new design requires previous experience, or at least, exposure to another's design experiences. As a cognitive model of design, case-based reasoning provides the basis for a computational model of design, as illustrated in Figure 6.
Case-based reasoning as a support environment for conceptual design is attractive for two reasons:
1. the knowledge is represented as design cases that can be proprietary and/or familiar to the designer, and
2. the knowledge as case memory can be maintained and updated automatically with the use of the system.

The application of case-based reasoning to structural design, eg CASECAD and CADSYN (Maher et al, 1995), has shown that the development of these case-based reasoning systems has to take into consideration a formal representation of design cases and the knowledge needed to adapt the design.
4.1.1 Case representation and retrieval
Design cases can be represented using the attribute-value formalism, widely used in supporting design problem solving using Artificial Intelligence techniques. New design problems are described using the same formalism: attribute-value pairs that describe requirements on the features of the new design. Additional information might also be part of a case representation, such as graphical representations, text annotations, etc. (eg., see (Maher and Balachandran, 1994). This additional information helps the user's understanding of a design case, rather than being useful for automated reasoning. In order to facilitate more flexible and efficient memory retrieval (eg., see (de Silva Garza and Maher, 1996)), we categorise the attributes used to describe the memory items into four classes: context, function, behaviour, and structure (a scheme adapted from Gero's design prototypes (Gero, 1990)).
Determining the relevance of a design case to the current problem-solving situation requires matching the attribute-value pairs in the problem specification with those contained in the design cases. An indexing tree organisation facilitates this matching process and the subsequent retrieval of relevant design cases from memory. Typically all design cases that share a subset of the problem specification are retrieved and then one or more of these cases is selected for adaptation.
4.1.2 Case adaptation
We have tried a number of approaches for design case adapation, including rule-based value substitution and constraint satisfaction (Maher et al, 1995). More recently we have been exploring the use of a genetic algorithm to perform design case adaptation. Genetic Algorithms (GAs) (see (Goldberg, 1989) provide an alternative to traditional search techniques by simulating mechanisms found in genetics. Three notions are borrowed from biological systems:
In GA systems the genotype is usually represented as a binary string whose length varies with each application. For example, a genotype may look like: 001001101. The genotype representation allows combination or mutation to occur in order to construct better strings. Some measure of fitness is applied to each string after combination and mutation to determine which strings participate in generating the next generation of the population.
A simple genetic algorithm considers a population of n strings and applies the operators: reproduction (or selection), crossover, and mutation in order to create the next generation. Reproduction is a process in which strings are copied according to their fitness function. Crossover is a process in which the newly reproduced strings are mated at random and each pair of strings partially exchanges information. Mutation is the occasional random alteration of the value of one of the bits in a string.
In design case adaptation, the initial popoulation is the set of retrieved cases represented as genotypes. The attribute-value representation of cases is reinterpreted and used in the context of our genetic algorithm as follows. We consider the attributes used in the description of a case to be equivalent to genes. Thus, the collection of attributes used to describe a specific building corresponds to the building's genotype. The values that are associated with each attribute in the description of a case represent the structural or behavioural embodiment, in a specific building, of a general design feature. We thus consider the set of attribute values that make up a case description to be a phenotype.
Our genetic algorithm operates on individual buildings'
genotypes by randomly mating and mutating them, detecting any
changes in the corresponding phenotypes, determining if any of
the resulting phenotypes is good enough to represent a solution
to the problem being solved, and repeating the process if not.
Each phenotype is a potential solution to the design problem being
solved. New potential solutions to the problem are generated through
the transformations of known phenotypes.
4.2 Shape emergence
Emergence is the process of making properties, which were previously only implicit in a representation, explicit. In the visual domain it is a common human process (Gottschaldt, 1926; Granovskaya et al, 1987). Figure 7 clearly demonstrates the phenomenon. If the right-hand figure is drawn using a CAD system, its representation will be that of six objects located in geometrical space. However, for humans the dominant features are the central star and triangles. None of the features seen by the human observer can be "seen", ie, are represented by the CAD system.

From the work of the Gestalt psychologists and more recently that of the cognitive psychologists, it is possible to construct computational models of shape emergence based on concepts drawn from their research. Humans appear to distinguish foreground from background in their reading of shapes. In order to emerge shapes which were not previously represented a process which manipulates the foreground and background can be constructed. What is done is to take the primary or originally represented shape and "unstructure" it so that it now becomes part of the background, producing an image composed of unstructured shapes only. A structuring process is then passed over this background to emerge foregrounds which may include both the primary shape and newly represented shapes. Gero and Yan (1993) have developed such a process based on a new representation, infinite maximal lines, along with a structuring process. Figure 8 outlines the overall process.

The concepts behind shape emergence can be extended to emerge shape semantics, where the shape semantics are derived from visual patterns of shapes. Since these patterns were not originally represented they are emergent when there is a computational process which can find and represent them. From seeing drawings, various visual patterns are perceived by the human viewers. Designers can find different visual patterns from what was intended to be drawn. The newly discovered visual patterns may play a crucial role in developing further ideas in the same design if the designer is willing to adapt the visual pattern which was not there at the moment of drawing. Regardless of adaptability, visual patterns from shapes are defined as shape semantics when the patterns match the criteria for predefined labels, such as visual symmetry, visual rhythm, visual movement and visual balance. Figure 9 shows the facade of the Mosque of Djenne, in Mali. The human viewer can readily observe such shape semantics as reflectional symmetry, translational symmetry, balance and rythym in this facade.

Gero and Jun (1998) have developed a computational model of shape semantic emergence which is based on three processes:
In order for shape semantics to exist there needs to be some form
of structured regularity in the overall image. Object correspondence
is the process which locates regularity of shape repetitions.
Grouping locates regularity of groups of shapes, whilst the final
process is hypothesis-driven and attempts to find known regularities
amongst the groups of shapes, Figure 10.

Figure 11 shows a screen dump of an implementation of the process
outlined in Figure 10, the initally drawn image is shown. Figure
12(a) shows that an emergent shape has been found. Figure 12(b)
shows that the shape semantic reflectional symmetry has been found.


Shape semantics play an important role in organising decisions,
providing order, and generating final form in visually-oriented
design. They appear to have a special role in architectural design
in particular. Architecture reflects its main design concept through
visual organization of structures. Visual organization of structures
is shown as visual semantics of the design and is perceivable
to designers. However, current computer-aided drawing, computer-aided
drafting and computer-aided design systems prevent the discovery
of visual shape semantics. Inadvertently such systems have enforced
fixation so that it is not surprising that they are not used in
the early stages of architectural design.
4.3 Design exploration as co-evolution
The search space for design is usually ill-defined and is accompanied by ill-defined goals. Hence, part of a design process is to search for the definition of the problem. Exploration has been defined verbally as "a problem is never final" (Logan and Smithers, 1993), "new dimensions are created during the process" (Gero, 1994) and "the design focus always changes" (Maher, 1994). The design problem, or what the designer is looking for, is reformulated in response to intermediate solutions, and co-evolves with the design solution.
A formal model of exploration has been developed, as illustrated in Figure 13, as the interaction of problem space and solution space (Maher and Poon, 1996). The problem space (or the functional requirements) is represented by P, and the solution space is represented by S. Exploration is defined as a phenomenon in design where P interacts and evolves with S over time.
This model of exploration has the following characteristics:
1. There are two distinct search spaces: Problem Space and Design Space.
2. These state spaces interact over a time spectrum.
3. Horizontal movement is an evolutionary process such that
a. Problem space P(t) evolves to P(t+1), P(t+2), and so on;
b. Solution space S(t) evolves to S(t+1), S(t+2), and so on.
4. Diagonal movement is a search process where goals lead to solution.
This can be "Problem leads to Solution" (downward
arrow) or "Solution refocusses the Problem" (upward
arrow).

The problem space P(t) is the design goal at time t and S(t) is the solution space which defines the current search space for design solutions. The solution space S(t) provides not only a state space where a design solution can be found, but it also prompts new requirements for P(t+1) which were not in the original problem space, P(t). This is represented by the dashed upward arrow from design space S(t) to problem space P(t+1). The upward arrow is an inverse operation where S(t) becomes the goal and a "search" is carried out in the problem space, P(t+1), for a "solution". This iterative relationship between problem space and design space evolves over time.
This model of exploration depicts an evolutionary system, or in
fact, two evolutionary systems. The evolutionary systems are the
problem space and the solution space. The evolution of each space
is guided by the most recent population in the other space. This
model is called co-evolution and provides the basis for a computational
model of design exploration. The basis for co-evolution is the
simple genetic algorithm where special consideration is given
to the representation and application of the fitness function
so that the problem definition can change in response to the current
solution space.
5. Summary and Directions for Design Computing Research
This paper has described a framework within which design computing research is carried out. The three paradigms which have proven to be most useful are:
(i) empirically-based research (cognitive models);
(ii) axiom-based research (computational models); and
(iii) conjecture-based research (computational models).
(a) conjectures based on an analogy with cognitive processes; and
(b) conjectures based on an analogy with computational processes.
A number of research projects from the Key Centre of Design Computing,
University of Sydney, have been presented as vehicles for each
of these paradigms. Each of the projects uses one of the paradigms
listed. The conduct of research for each of the projects is different
and in some cases quite different. Empirically-based design computing
research looks like experimental cognitive science research. Axiom-based
design computing research looks like mathematical/logic research.
Conjecture-based design computing research looks like theoretical
engineering research. Thus, design computing research spans a
range of research paradigms. What both the projects and the framework
of paradigms imply is that design computing research has now reached
a level of maturity that allows it to operate as a sub-discipline
of design science rather than as simply a means of producing software
packages. In this it contributes directly to the three goals enunciated
in the Introduction. It is one of the primary means of developing
theories, models and methods of designing as a process. It uses
these theories, models and methods of designing as a process as
a basis for the development of design tools, and is beginning
to use the theories, models and methods as a basis for teaching
(although this has not been presented in this paper).
What directions are open for design computing research? Not so
much what projects should be pursued rather what strategic directions
may yield results which inform us about designing and produce
processes of value. As empirically-based research produces more
results, we should have a greater understanding or how human designers
design. Such knowledge will have implications for both how information
technology can be interfaced with human designers and, perhaps
more importantly, provide new conjectures for design computing
research to explore in order to provide the foundation for more
useful tools for designers. Similarly, as the other approaches
yield insights into designing they may provide the foundation
for novel tools.
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