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By analyzing skill integration at a domain and task level the paper proposes that from the viewpoint of creativity, design can then be considered as an ensemble of different skills,

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A Creativity Environment for Educational Engineering Projects when Developing an Innovative Product: A Case Study 279

Variants 09/10: These variants were developed by

employing especially TRIZ-IP-01 “Segmentation” and

TRIZ-IP-24 “Intermediary” (see explanations above)

Fig 13 (left) shows a connecting mechanism where a

specific V-shaped part is pulled upwards through a

rectangular hole in the sliding element The V-part has

a screw on top and is intended to deform when the nut

is tightened The version depicted in Fig 13 (right) can

be regarded as result of applying TRIZ-IP-13 “The

other way round - Invert the action(s) used to solve the

problem”, which in this case was quite inspiring and

stimulating Force is applied in an opposite direction:

Instead of pulling up an element the set screw is

pressing down a V-shaped part

Fig 13 Solution principles (No.09 / No.10)

Based on the described variants parts were prototyped

and tested in order to prove the feasibility

Unfortunately none of the described concepts could

guarantee a secure connection between the rope and

the sliding element thus putting the overall mechanism

in question The ubiquitous occurring problem was the

increasing deformation of the sliding element resulting

from reaction forces when applying pressure onto the

rope The deformation itself led to a rough-running

and uncontrollable operation mode of the sliding

element when pushed or pulled through the housing

So a serious conflict was identified which according to

TRIZ-methodology can be resolved by specific IPs if

only the proper contradictionary parameters can be

defined The contradiction was expressed like this: An

increasing Force / Stress or Pressure (which improves

the connection) leads to the worsening features:

Strength, Reliabilty and Object-generated harmful

factors The TRIZ-contradiction matrix recommends

several IPs whereas IP-03, IP-13 and IP-35 are most

favourable (Fig 14)

Fig 14 Conflict matrix and resulting IPs

Variants 11/12/13: In considering particularly TRIZ-IP-13 “The other way round” and TRIZ-IP-03 “Local quality - Change an object's structure from uniform to non-uniform; make each part of an object function in conditions most suitable for its operation; make each part of an object fulfill a different and useful function”,

an optimization of the connecting concepts was aspired Variant No.11 (Fig 15, left) redirects the horizontal deformation to a minor vertical one by letting the screw pull the carrier element instead of pressurize it Variant No.12 (Fig 15, right) avoids the deformation of the sliding element in that a carrier element arranged around an axle absorbs induced forces almost completely

Fig 15 Solution principles (No.11 / No.12)

Another solution, which actually turned out to be most promising and satisfying is depicted in Fig 16 (left), where the reaction forces are eliminated nearly completely within the subsystem consisting of a modified headless set screw containing another coned stud screw in the centre setting the rope under pressure Nearly all reaction forces and deformations are induced into this element and have little effect on the sliding element

It shall be annotated that the Top Ten TRIZ-IP-15

“Dynamics - Allow (or design) the characteristics of

an object, external environment, or process to change

to be optimal or to find an optimal operating condition; absorb forces within a system or subsystem and

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280 K Hain, C Rappl and M Fraundorfer

eliminate them”, was also an inspiring source for this

design step

Fig 16 Solution principle No.13 / Prototype system

After having sub-functions realized and compatibility

checked among each other the whole system was

manufactured and prototyped (Fig 16, right) and is

running under test conditions So far the developed

prototype has turned out quite satisfactory

4 Conclusion

Several regular design project evaluations revealed,

that a conceptual guideline or design project map is

particularly appreciated when conducting practical

work in an educational context It is useful in

visualizing the whole process and how activities of

design and the use of creativity techniques are

influenced by numerous factors like the problem

definition, state of information, complexity of the task

and the nature of the preliminary work Case studies

also made clear, that if given an appropriate guiding

frame, students can act, communicate and cooperate

properly and produce a better final project and

consequently product quality while instructors

interference is minimized The outcome is quite

promising with respect to tackling the poor problem solving experience, improving the documentation habits and stimulating the development of thinking patterns at different levels of resolution which should

be regarded as a kind of heuristics rather than being used as strict algorithms

References

Europäische Patentanmeldung: EP 2107192 A2; Anmelder: Inoutic / Deceuninck GmbH, Bogen (DE); Int Cl E05C 9/06 (2006.01), Anmeldetag: 24.3.2009

Grabowski H, Hain K, et al., (1997) Supporting the Search for Design Solutions Based on Information Recognition and Automated Classification ProKSI-Workshop, Sophia Antipolis, France

Hain K, Rappl C, (2010) Engineering Design Projects in Education: A Reference Frame Based on Design Methodology Proceedings of INTED-2010, ISBN-978-84-613-5538-9

Hain K, Rappl C, Kaiser F, Fraundorfer M, (2008) A Case Study for Systematic Design of a Mechatronic Product for Buildings 15 th Int Conf on Mechatronics and Vision in Practice (M2VIP), Dec 2008, Auckl New Zealand ISBN: 978-0-473-13532-4

Klein B, (2002) TRIZ/TIPS - Methodik des erfinderischen Problemlösens Oldenbourg Verlag ISBN:

3-486-25952-0 Pahl G, Beitz W, (2007) Engineering Design: A Systematic Approach Edited by Ken Wallace and Lucienne Blessing Springer, ISBN: 978-1-84628-318-5 (Print: 3rd Edition), 978-1-84628-319-2 (Online)

Patent Applied For; Title: Window; Owner: Inoutic / Thyssen Polymer GmbH / Germany, International No.:

WO 2007/051441 A1; Int Cl.: E05C9 / 18 (2006.01); Date of Publication: 23-06-2006

Shavinina, Larisa V, (2003) The International Handbook on Innovation Pergamon, Amsterdam Hback, 1208 pp, ISBN 008044198X

Zwicky F, (1976) Entdecken, Erfinden, Forschen im Morphologischen Weltbild München-Zürich, Droemer-Knaur, 1976/1971

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The Metaphor of an Ensemble: Design Creativity as Skill Integration

Newton S D’souza

University of Missouri, USA

Abstract The metaphor of an ensemble is used in this paper

to understand and explain creativity in design By analyzing

skill integration at a domain and task level the paper

proposes that from the viewpoint of creativity, design can

then be considered as an ensemble of different skills,

emergent from the specificity of the situation in which the

designer operates When design skills are considered as a

composite, rather than as isolates, and are situated rather

than absolute, they allow for flexibility in action and afford

room for creativity, as different combinations of skills may

lead to different creative design products

Keywords: creativity, design skills, design process, skill

integation, mltiple skill model, architectural design

1 Creativity as an Ensemble of Design

Skills

Current designers are immersed in a

technology-intensive environment of social-networking, mobile

communication, 3D-gaming and virtual reality worlds

While the effect of these tools has yet to be adequately

evaluated in design, one issue that is increasingly

becoming clear is that this new environment demands

individuals to make meaningful connections between

different tools To make these connections however,

one needs to pay attention to the underlying skills

demanded by these different tools

In this paper, the term ‘skills’ is used in reference

to both cognitive constructions (mental representation

and processes) and external depictions (physical

action) For example, in the case of architectural

designing, visualization is a skill consisting of mental

representation while sketching on a paper or computer

is an external depiction In other words, the word

‘skill’ is used in a loose-fitting manner so as to render

its meaning more inclusive to terms such as ‘aptitude,’

‘competency,’ ‘intelligence’ or ‘representation.’ In a

prior study it was recognized that architectural design

as a discipline demands the use of multiple skills such

as spatial visualization, logical thinking, kinesthetic

skills, problem-solving skills, linguistic ability,

reflective skills and interpersonal skills (D’souza,

2006; 2007) With this assumption, the challenge is to

find modes of translation between them in the hope that they lead to more creative products The hypothesis of this paper is to consider design creativity

as a meta-skill that involves the integration of multiple skills An understanding of skill integration then will clarify the function of creativity in design This paper attempts to understand skill integration at a domain level, as well as at a task level

Furthering the debate of multiple skills in design, the assumption here is that designing requires a group

of skills performing as an ensemble The metaphor of

an ensemble is useful in understanding creativity Typically, a jazz ensemble consists of various components such as wind instruments (saxophones, trumpets, etc.), chordal instruments (electric guitar, piano, organ), bass instruments (electric bass guitar or double bass), and drums Creative musicians find a way to integrate these various instruments in different models of improvisation Most importantly, unlike other musical genres, a jazz ensemble is without a conductor, the improvisations occur through a spontaneous “call and varied response,” a form of interaction between different musicians where one or a group of musicians take turns with the lead (Figure 1)

In other words any instrument can have priority over the other and the music is situational rather than pre-determined This alleviates any hierarchy within the instruments and allows for creative improvisation Similarly, in architectural design, one can imply that creativity occurs when design skills can be modulated and integrated in spontaneous ways

Fig 1 Rendition of jazz ensemble by artist Scott Cumming

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282 N.S D’souza

This metaphor of creativity demands that one cannot

assign absolute value to skills in design, but that in

different contexts, different skills may be more

valuable than the other When design skills are

considered as a composite, rather than as isolates, and

situated rather than absolute, they allow for flexibility

in action and afford space for creativity, as different

combinations of skills could lead to different design

products Design, from the viewpoint of creativity, can

then be considered as an ensemble of different skills,

emergent from the specificity of the situation in which

the designer operates

2 Integration as a Construct in Creativity

Research

The dominant paradigm in traditional creativity

research emerging from cognitive psychology

attributes creativity as a divergent phenomenon rather

than an integrative one For example, the acclaimed

Structure of Intellect model prescribed by Guilford

proposes divergent production tests (Guilford, 1950)

Torrance advanced Guilford’s divergent model

through the famous psychometric measure of

creativity, the Torrance Test of Creative Thinking

(TTCT), in which flexibility, originality and elaborated

thoughts are emphasized rather than integrated

(Torrance, 1974)

However, the fragmentary nature of design tools

today, as well as the nature of design discipline,

demands convergence or integration rather than

divergence Some views have alluded to this

proposition For example, Sternberg (1988) has

observed that creativity will manifest itself in different

forms, depending on the blend of characteristics one

brings to creative performance attempts In seeking to

understand creativity, Sternberg observed that we need

to understand the interactivity among its parts as well

as their independent functioning

Rothenberg (1979) has characterized homospatial

thinking as the phenomenon where two or more

discrete entities occupy the same space In the same

direction, Keep (1957) defines creativity as the

intersection of two ideas for the first time, while

Spearman (1931) has observed that creativity is

present or occurs whenever the mind can see the

relationship between two items in such a way as to

generate a third item

In their proposal of conceptual blending,

Fauconnier and Turner (1998) observe that insights

obtained from blends constitute the products of

creative thinking Individuals blend the function of a

partial match between two sets of information and

construct meaning out of it in a blended mental space

The elements and vital relations from diverse scenarios are blended in a subconscious process, which is assumed to be ubiquitous to everyday thought

3 Skill Integration as a Basis for Design Creativity

In architectural design, references to skill integration are mostly confined to anecdotal refences to architects’ use of analogy and metaphors As such, very few systematic studies can be cited In a study conducted

on creative architects, Mackinnon (1978) suggests that experts are more creative than the novices because a creative person, in his or her intellectual endeavors, is able to reconcile expert knowledge and childlike wonder Similarly, in a study among architectural students and architects, Downing (1989) finds that unlike architectural students, architects are able to assimilate information more easily and hence are more creative

Newland et al (1987) found that the contemplative type of designer learns best by rising above apparent information into a unifying altruistic theory using metaphors to make sense of seemingly unrelated sets

of information For Bijl (1989), integration should be flexible because prior typing may become undone as new instances in the design process make unexpected demands For example, a design idea cannot be fully determined at the beginning of the design process because the client may need something later or the context may pose difficult issues that force a change in strategy midway For Jones (1970), the integration is a process of convergence, where the designer’s aim becomes that of reducing secondary uncertainties progressively until one possible alternative is left

In more recent attempts to model creativity, several design researchers have pointed out that blending, synthesizing and combining are key to creative thinking (Nagai and Taura, 2006; Gero and Maher, 1991; Goldschmidt, 2001; Finke et al, 1992) Yukari and Nagai have explored concept-synthesizing in terms of concept abstraction (similarity), concept-blending (similarity and dissimilarity) and concept integration (thematic relations) Among these, concept integration is shown to have highest effect on creativity While in concept abstraction the similarity

of two objects are critical for creativity to occur, in concept blending, it is not just about linking similarities of objects, but creating a new object that may be dissimilar to the original objects In concept integration however, the creativity occurs at a thematic level, rather than at the literal level of objects

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The Metaphor of an Ensemble: Design Creativity as Skill Integration 283

4 The Multiple Skill Framework and Skill

Integration in Design

As mentioned in section 1, architectural design is

assumed to consist of multiple skills such as spatial

visualization, logical thinking, kinesthetic skills,

problem-solving skills, linguistic ability, reflective

skills and interpersonal skills D’souza (2006, 2007)

This multiple skill framework is borrowed from the

educator and cognitive psychologist Howard Gardner

(1983), who critiques the current educational system

that focuses on logical and verbal skills only and

failing to serve the academic and career needs of many

students whose strengths lie outside these two skills

Note that Gardner uses the term ‘intelligence’ instead

of the word ‘skill’ although they are semantically

similar

Gardner suggests that not only do individuals

possess numerous mental representations and

intellectual languages, but individuals also differ from

one another in the forms of these representations, their

relative strengths, the ways in which these

representations can be changed Gardner proposes at

least eight discrete mental representations or skills

concerning the ways in which individuals take in

information, retain and manipulate that information,

and demonstrate their understandings to themselves

and others The eight skills include verbal/linguistic,

logical/mathematical, musical, spatial,

bodily-kinesthetic, intrapersonal, interpersonal and

naturalistic skills (Table 1)

Table 1 Multiple Skill Model of Gardner

Linguistic/verbal Use of words in creative ways

Musical/rhythmic Appreciate/perform sounds

Logical/mathematical Think in abstract relations

Spatial/visual Manipulate/transform spatial information

Bodily-kinesthetic Use of body to solve problems

Intrapersonal Responsive to personal feelings

Interpersonal Responsive to feelings of others

Naturalistic Appreciate/manipulate nature

While Gardner suggests that each skill category is

autonomous, i.e consisting of its own attributes of

memory and cognition, this paper assumes that in

design, autonomy of skills is restrictive This point

has been made by a critique of Gardner’s theory, Klein

(1997), who demonstrated integration of skills among

differing tasks Taking an example of the task of

parking a car, Klein suggests the use of logical skill is

required to maneuver the car exactly in the parking lot

However, the task of car parking also requires a

content area such as space to be worked In the

multiple intelligence model however, logical skills and

spatial skills occupy different categories because of

their autonomy, raising the question of how these two

skills could exchange information if they are so separated This argument seems apt especially in architecture design which uses different intended acts such as logic, visualization, drawing, on one hand and intended objects such as form, space, graphics on the other Hence while Gardner’s multiple skill model is assumed here, it has been modified to accommodate multiple skills rather than considering the skills purely autonomous

5 Analyzing Skill Integration in the Architectural Design Studio

The idea of studying skill integration came about as a by-product of a larger study of applying the multiple skill framework among architectural design students These students were self-selected from an intermediate year design studio at a Midwestern school of architecture in the US This paper will investigate the degree of integration in the use of different skills among designers The study was conducted in two parts The first part focused on skill integration at a domain level of design consisting of multiple skills among 37 architecture students The second part focused on skill integration at a task level among a subset of nine students The first part of the study is described in section 5.1 and the second part in the section 5.2

5.1 Analyzing Skill Integration at a Domain Level

in Design

To understand skill integration at a domain level first, skills in design were measured through a survey scale called Architecture Design Intelligence Assessment Scales (ADIAS), which is a personality-based self report administered through a paper-and-pencil questionnaire The ADIAS uses a Likert-type measurement where participants are asked to indicate whether they agree or disagree with each item within a range of six options, and the scores for each scale are converted into percentage points Scores within percentages of 100-60 are considered ‘high,’ 60-40 are considered ‘moderate’ and 40-0 are considered ‘low’ The ADIAS was constructed from the MIDAS scales, which were originally developed by Shearer (1996) to measure the multiple skill framework of Howard Gardner The MIDAS (Multiple Intelligence Design Assessment Scales) is intended to give a reasonable estimate of the person’s intellectual disposition in each of the eight main intelligence areas (linguistic, logical-mathematical, spatial, musical, kinesthetic, naturalist, interpersonal and intrapersonal)

It has been subjected to several tests of validity and

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284 N.S D’souza

reliability during the scale construction process The

ADIAS was constructed because it was felt that the

MIDAS fell short in addressing domain specific skills

that are particular to the uniqueness of architecture

design For example, in MIDAS items related to

spatial skill include “Can you parallel park a car on the

first try?” While this is a fair item to assess spatial

skills for some domains, it may not entirely reflect the

meaning of spatial skills in architecture where space

can relate to sensory issues of light, texture, proportion

and so on

The transformation from MIDAS to ADIAS

occurred through a four-phase scale construction

process among 104 architecture design students The

ADIAS consists of 93 items for eight skill categories -

71 items from the original MIDAS scales and 22 new

scales evolved during the scale-construction process

These new scales were formed by adding

architecture-related content through design literature and

qualitative interviews among design students Validity

was ensured by rejecting items with scores less than

50%, and reliability was ensured by deleting items

with Cronbach alpha values greater than the alpha

values for individual scales It should be noted that in

the ADIAS scale construction process, a new scale

emerged called eye-mind-hand coordination scale In

the final version, the ADIAS mean scores for

architecture students ranged from 74 for spatial to 59

for linguistics All the skill scores were above or close

to 60 Cronbach reliability for architecture students

ranged from 0.9 for spatial skills to 0.77 for

eye-mind-hand coordination scales (D’souza, 2006)

In order to understand the degree of skill

integration, the Pearson’s coefficient correlation

between ADIAS scores were considered This was to

elicit the degree of skill integration As shown in

Figure 2, only correlations above + 0.5 are shown For

example, spatial, intrapersonal, interpersonal and

logical skills had the highest integration while

kinesthetic and musical skills were fairly autonomous

Darker shaded circles indicate greater degree of skill

integration compared to the lighter shaded circles

Furthermore, the distance between the skills suggest

the strength of skill integration Skills such as

intrapersonal, spatial and eye-hand-mind coordination

skills bunched closer, compared to others Spatial skill

shows a strong correlation with eye-mind-hand

coordination skill (R = 0.78) and intrapersonal skill (R

= 0.74)

Another notable finding is the strong correlation

between intrapersonal, interpersonal and verbal skills

(intra to inter R= 0.69; intra to verbal R = 0.60; inter to

verbal R=0.70), suggesting that sensory and

communication skills are strongly integrated with each

other in design On the whole, the strong connections

between these different skills suggests that these

faculties are very much dependent on each other, contrary to Gardner’s hypothesis that the skills are relatively autonomous

LOGICAL 0.48

INTRAPERSONAL 0.74 0.53

KINESTHETIC 0.16 0.35 0.04

EYE-MIND-HAND COORDINATION 0.78 0.5 0.78 0.12

INTERPERSONAL 0.58 0.48 0.69 0.42 0.52 0.55

SPATIAL LOGICAL

INTER PERSONAL KINESTHETIC

EYE-MIND-HAND NATURAL

INTRA PERSONAL MUSICAL

Fig 2 Degree of skill integration among multiple skills of

architectural design students

As a further note, the size of the circles in the figure also shows the content validity of these skills to architectural design based on the scores attained in the ADIAS scales As a subject of future analysis, this may help to understand the degree of skill integration

in relation to the content validity of the scales

5.2 Analyzing Skill Integration at a Task Level in Design

Understanding design skill at a domain level can only provide one part of the picture of creativity To get a more complete picture, skill integration also needs to

be investigated at the task level since, specific design problems demand specific combinations of skills In the study, the design protocols of design tasks for nine students were examined in detail

Currently, protocol studies are used only in experimental setups where a small number of participants are observed in a room and are expected to design a product in a short period of time (2- 4 hours)

We found that this kind of protocol analysis may not

be suitable to our study because the short duration not only diminishes the complexity and quality of

Kinesthetic

Musical

Eye- - Mind Coordination Natural

Logical Verbal

0.48

0.78

0.58 0.53 0.50 0.60 0.50 0.69 0.70

0.52

0.58

0.55

0.58

0.74 0.78

0.52

Hand

Interpersonal

Intrapersonal

Spatial

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The Metaphor of an Ensemble: Design Creativity as Skill Integration 285

architectural design, but also fails to simulate the skills

used in a naturalized setting of practice or an academic

studio The challenge was then to design protocols at a

macroscopic level in the bargain of losing information

at a microscopic level

The nine students were distributed among six

different sections of the architectural studio with

different instructors and similar design problems

(Design task 1: row housing, design task 2: culture

works museum and design task 3: branch library)

Each protocol lasted for approximately one month, and

data collection occurred at least twice a week in

sessions lasting between 5-20 minutes Verbal

information was collected in the form of design

intentions To supplement the verbal information,

design images were recorded using a digital camera

wherever it seemed appropriate These images were in

different media and materials (e.g tracing sheet,

maplitho sheet, study models, etc.) The students were

also asked to keep a log book so that informal sketches

and information could be recorded throughout the

design process

Coding for all skills was done through a codebook

which was devised by the researcher from referring to

substantive data collected from the ADIAS as well as

architectural design literature Coding was done by

three outside coders, who identified specific design

intentions and matched them with appropriate skills

Table 2 shows an example of coding scheme for

interpersonal skill While the second column provides

a brief descriptor for the main scale, the last two

columns show the interpretation of the main scales into

specific architectural design task scales

The coding process is described in reference to

Figure 3 The rows in the codebook show categories

such as illustration, design intent and multiple skills

According to the coder, the intention ‘(5.1) ‘Separate

entry zones for private and public,’ refers to the use of

logical skill (because of an intention that is based on

function and logical analysis) Hence, a tick mark is

placed on the row corresponding to logical skills (‘L’)

The intention ‘(5.2) ‘Separation of entries also created

an open space at the center that could be used as a

courtyard for the community,’ refers to the use of

spatial skill (because the designer is creating a spatial

relation between open and closed elements), as well as

interpersonal skill (because the intention shows a

sensitivity to community) Hence two tick marks are

placed, one for spatial skill (S) and another for

interpersonal skill (I) These two tick marks are placed

on the same column as the first intention but on the

extreme right, because these two intentions are

illustrated by the same drawing

Table 2 Example of coding criteria for interpersonal skill

SKILL (Code) General Description of Skill

SENSITIVTY BEHAVIOR

Intetions/drawings should convey the designer's ability to understand human behavior/ diverse values of design context Ability to role-play and identify behavioral patterns

SENSITIVITY

TO USER NEEDS

Designer should have social sensibility/empathy for variety of user groups/client scenarios, including underprivileged population Intentions/drawings should show socio-cultural sensibility, and sensitivity to universal design issues

ABILITY TO BE SOCIALLY PERSUASUVE

IN DESIGN

Designer should be socially persuasive

in communication of intentions Designer should be parsimonious/elegant in conveying ideas.

Skill in relation to architecture design

To think about and understand another person To have empathy and recognize distinctions among people and to appreciate their perspectives with sensitivity to their motives, moods and intentions It involves interacting effectively with one or more people Sensitivity to and understanding of other people's moods, feelings and point

of view Ability for influencing other people Interest and skill for jobs involving working with people Awareness of one's own ideas and abilities Ability to achieve personal goals

Illustrations

Design Intents

1.1 Separate entry zones for private and public

1a Creating some rhythmic effect in the façade by staggering units on

1b

1.2 Seperation

of entries also creates open spaces in the center which could be used as

a courtyard

Skills M L S P I V N

Coding

Fig 3 Example of coding process

5.2.1 The Case of Laura and Jared

Two individual cases are elaborated here to further illustrate skill integration in design Design student Laura likes to use different architectural strategies in her row-house scheme primarily through formal massing Three strategies of formal massing are demonstrated here As shown in Figure 4 (left) in the first case, Laura explores massing through a juxtaposition of different volumes By using a set of wireframe diagrams, she explores architectural elements of proportion, hierarchy, geometry, etc in the individual units of houses, as well as the row-house complex as a whole

As she proceeds with the design process, she uses volumetric massing for an entirely different purpose, i.e., to explore and clarify functional zoning such as work space vs residence conflicts, community vs

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286 N.S D’souza

privacy so on As shown in Figure 4 (middle), Laura

uses different colors (yellow and blue) to distinguish

these conflicts In the third case shown in Figure 4

(right), Laura uses volumetric massing for another

purpose purely an aesthetic basis to represent visual

weight (heavy vs light) Laura’s design portrays

primarily three design representations: spatial in the

first case (spatial disposition of the volumes), logical

in the second case (functional disposition of the

volumes) and intrapersonal in the third case (sensory

disposition of the volumes)

1

3

3 Computer massing shwing overlaping of ligt v/s dark spaces

2 Functional zoning of different spaces showing alternatives in 3D massing

Design Intent

Skills

Illustrations

Design Intents

1 Trying to model spaces in 3D and schematics sections

Fig 4 Skill integration through massing

Hence, in one design activity of volumetric massing,

Laura uses different skills such as spatial skills, logical

skills and intrapersonal skills One should also note

that these three ideas are not alternatives, but the

continuation of the same idea Laura’s case indicates

that thinking of design not only requires different

skills, but also to making integration between one skill

and the other

1

Skills

Illustrations

Design Intents

1 Initial study of the courtyard space

looking at orientation and geometry

2 Radiating geometry of plan as layers

Design Intent

Fig 5 Skill integration through multiple overlays

Similarly, design student Jared was able to think in

multiple overlays (Figure 5) by using tracing sheets

one below, allowing him to layer ideas and maneuver

fluently through different elements of designing such

as site, landscape, figure ground, built space, floor

plan, etc Jared used overlays to design parts of a

scheme, without losing sight of the overall design By

doing so he was able to engage in analysis and

integration simultaneously As shown in Figure 5, of a

row housing scheme, Jared uses overlays of positive v/s negative spaces, landscape v/s built spaces and circulation v/s habitable spaces Based on the GPA and instructor rating, this group of students was considered most successful and creative Besides Laura and Jared, other creative students displayed some other traits as elaborated below In all these examples, one can see an integration of skill at different levels

5.2.1.1 Ability to use multiple skills

1 3 4

2 Gallery locatec in corner not to disturb privacy of residents

3 Community space situated in directed visual access to main street

4 Massive exterior wall of row-house buffers the reidents from the stret and the light wells in the interiors help residenes to open inwardly into the courtyards

Design Intent

Skills

Illustrations

Design Intents

1 Gallery situated in direct access to main street

Fig 6 Ability to use multiple skills

One of the aspects that distinguished this group of students from the rest is that they were able to utilize multiple skills - spatial, intrapersonal, interpersonal, logical, kinesthetic, verbal and naturalistic In the example of a row house project (Figure 6), one can see the multiple skills for the intentions as coded in the table below in terms of spatial, intrapersonal,

interpersonal, logical and kinesthetic skills

5.2.1.2 Rigorous experimentation with alternatives

1

Design Intent

Skills

Illustrations

Design Intents

1 Excercise in 3D massing for creating and analying different alternatives

Fig 7 Identification and Application of diverse precedents

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The Metaphor of an Ensemble: Design Creativity as Skill Integration 287

Another aspect that distinguished this group of

students from others was their ability to produce

multiple alternatives As seen in the Figure 7 one can

see an experimentation with different formal strategies

for a row housing layout

5.2.1.3 Verbal articulation of ideas and reflection

This group of designers was also more verbally

articulate than others in their design ideas

demonstrating good oral skills and or written skills

Example in Figure 8 shows the designer interacting

with the design problem of a row house design project

by writing notes on how individual units negotiate the

slope of the site, showing high level of verbal skills

1 2

2 Reflecting on adjacency of spaces

Design Intent

Skills

Illustrations

Design Intents

1 Verbalizing and reflecting upon the

negotiation of slopes

Fig 8 Verbal articulation of ideas and reflection

5.2.1.4 Identification/application of diverse precedents

This group of designers also applied and identified

diverse precedents in their design In Figure 9 of a

museum project, one can see use of different

precedents for sectional organization

1

3

Design Intents

1 Using a precedent for sectional organization of spaces (Cite, HK

2 Exploring a second precendent, NewMuseum of Contemporary Art, NY

3 Exploring a third precedent -New Academic Building Cooper Union

Design Intent

Skills

Illustrations

Fig 9 Identification and application of diverse precedents

5.2.1.5 Changing strategies based on project needs

This group was cognizant of the changing nature of

design problems across different projects and adapted

their design strategies accordingly The change in

strategies for the three projects can be demonstrated in

Figure 10 Reading from right to left, in the first

project of a row house, the designer uses a generative module and its formal logic for design (logical skill) in the second project of a museum she is influenced by her personal experience of a museum (intrapersonal/interpersonal skill) and in the third library project she uses an tree analogy as a form generator (naturalistic/intrapersonal skill) skill This change in strategy demonstrates that the designer is cognizant of the changing nature of design problems across the three projects and adapts accordingly

1 3

3 Using nature and vegetation as an analogy to create form

Design Intent

Skills

Illustrations

Design Intents

1 Visualizing row house massing through formal composition

2 Inspiration from personal experience in City Museum, St Louis

Fig 10 Changing strategies according to project needs

5.2.1.6 Extensive use of analogies/metaphors

Most designers used high degree of analogies/metaphors In Figure 11 the designer uses a

‘sand-crab’ and a ‘flower’ metaphor for the spatial organization of a row-house design project

1

2 Site layour anaologous to "flower" -keeping in mind how the flower opens to terrain and the slope of the site

Design Intent

Skills

Illustrations

Design Intents

1 "Sand-crab" imagery of row house units attempts to 'grab' open space

Fig 11 Use of analogies/metaphors

6 Conclusions

In summary, the findings suggest that designers use multiple skills in their designs, and creative designers are able to perform skill integration much more effectively than others The metaphor of the ensemble helps us to understand that it is not necessarily a specific skill or the number of skills the designer uses and integrates that makes a solution more creative

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288 N.S D’souza

Rather, how the skills are integrated in answer to a

specific design problem is what forms a basis for

creativity The metaphor of the ensemble helps us

view creativity can as a continuous ‘creative

performance’ (Sternberg, 1988) rather than a onetime

creative act

The findings show that creative designers are

cognizant of the changing nature of design contexts

and are more deliberate in choosing specific skills and

that creativity can occur at different levels in

architectural design As proposed by Klein (1997), the

findings also show that integration can occur between

within singular skills or multiple skills In some ways

it is the moment of insights when one can find, what

Nagai and Taura (2006) characterize as ‘thematic

relations’ between skills that can form the basis for

creativity

The findings imply that one cannot assign absolute

value to skills in design, but that in different contexts,

different skills may be more valuable than the others

When design skills are considered as a composite,

rather than as isolates, and situated rather than

absolute, they allow for flexibility in action and afford

room for creativity, as different combinations of skills

may lead to different design products Design, from

the viewpoint of creativity, can then be considered as

an ensemble of different skills, emergent from the

specificity of the situation in which the designer

operates This study has several limitations from the

use of one single studio and an academic setting to the

interpretive nature of the design process However, it

provides useful insights into the nature of skill

integration as a basis for creativity at a domain and

task level which may require further exploration

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