The Informed Design Teaching and Learning Matrix
The Informed Design Teaching and Learning Matrix
BACKGROUND
Design experiences play a crucial role in undergraduate engineering education and are increasingly
important in K–12 settings. There are few efforts to purposefully connect research findings on how
people design with what teachers need to understand and do to help K–16 students improve their
design capability and learn through design activities.
PURPOSE
This paper connects and simplifies disparate findings from research on design cognition and presents
a robust framework for a scholarship of design teaching and learning that includes misconceptions,
learning trajectories, instructional goals, and teaching strategies that instructors need to know to
teach engineering design effectively.
The methods aren’t important for your reflection. Just know that a meta-literature review means
their research was actually collecting and analyzing all the existing research in the field to draw
METHOD overall conclusions.
A scholarship of integration study was conducted that involved a meta-literature review and led to
selecting and bounding students’ design performances with appropriate starting points and end
points, establishing key performance dimensions of design practices, and fashioning use-inspired
tools that represent design pedagogical content knowledge for teachers.
RESULTS
The outcome of this scholarship of integration effort is the Informed Design Learning and Teaching
Matrix that contains nine engineering design strategies and associated patterns that contrast beginning
versus informed design behaviors, with links to learning goals and instructional approaches that aim to
support students in developing their engineering design abilities.
CONCLUSIONS
This paper’s theoretical contribution is an emergent educational theory of informed design that iden-
tifies key performance dimensions relevant to K–16 engineering and STEM educational contexts.
Practical contributions include the Informed Design Teaching and Learning Matrix, which is fash-
ioned to help teachers do informed teaching with design tasks while developing their own design
pedagogical content knowledge.
KEYWORDS
engineering design, scholarship of integration, pedagogical content knowledge
INTRODUCTION
Learning progressions are conjectural models that take a stance regarding the nature
and sequencing of skills and ideas that learners should develop over time. They may be
empirically tested through validation studies, cross-sectional studies, and sequential stud-
ies (Duncan & Hmelo-Silver, 2009) to determine the degree to which the underlying
cognitive models hold true in different settings and for different learners. These progres-
sions may serve as templates for designing curricula and assessments (Songer, Kelcey, &
Gotwals, 2009) and help teachers select appropriate learning goals and instructional ac-
tivities (NRC, 2007), better understand what student behaviors or strategies to be watch-
ful for when teaching, enhance their reflective practice, and build in-depth Design PCK.
Learning progressions may also serve as templates for professional development products
(Songer et al., 2009) and guide the evaluation of programs that promise to foster more so-
phisticated thinking about a topic or skill by means of multiple learning experiences over
time (Songer et al., 2007; NRC, 2007).
The “scholarship of integration” (Boyer, 1990) can meet these needs by synthesizing a
broad and unwieldy research base to create a use-inspired framework and tools that can en-
able teachers to construct their own Design PCK. The scholarship of integration is “serious,
disciplined work that seeks to interpret, draw together and bring new insight to bear on
original research . . . fitting one’s own research – or the research of others – into larger intel-
lectual patterns” (Boyer, 1990, p. 19). This requires an integrative and potentially transdisci-
plinary synthesis that can bring together ideas across multiple perspectives. Kezar (2002)
makes a compelling argument that the goal of such work benefits researchers, educators,
and policymakers by pulling together various studies in a comprehensive way that gives
“meaning to isolated facts and putting them into perspective” and overcomes a tendency to
“split knowledge into ever more esoteric bits and pieces.” In the case of engineering design
education, the scholarship of integration may help support dialectic and interactive cycles
that link practical questions about design teaching with research questions about design
learning trajectories (Booth, Colomb, & Williams, 2008). The fruits of such a process could
help educators set more precise learning goals and select from a wider array of instructional
strategies and assessments when creating and implementing design-based activities.
In the following sections we first discuss our scholarship of integration approach and
then present the outcomes of this process: the formulation of the idea of informed design,
the depiction of Design PCK as the Informed Design Learning and Teaching Matrix,
and a review of the research base to support these ideas. We conclude the paper with a dis-
cussion of the Matrix as an emergent instructional theory from which research questions
can be generated and findings can be integrated, including results from testing the efficacy
of different instructional methods, and provide practical examples of how teachers may
use the Matrix to improve their classroom instruction and build their own Design PCK.
This section describes the scholarship of integration approach that was used to articulate
the central notion in this paper of informed design and to create the Informed Design
Teaching and Learning Matrix (Table 1) associated with it. The Matrix presents nine
critical design practices or strategies and provides contrasting pattern statements that jux-
tapose how beginning versus informed designers do them. The table links these items to
lists of learning goals and instructional strategies that teachers may use to support learners
in becoming informed designers.
742 Crismond & Adams
The scholarship of integration has been slower than other forms of scholarship to gain
acceptance as an integral activity in academia. Some reasons for this include the isolation
of the disciplines, the view that interdisciplinary work is risky and located on the margins
of academic endeavors, the difficulty of the task, and a perceived disconnect between the
scientific community, the world of practitioners, and the larger public (Dauphinée &
Martin, 2000; Hofmeyer, Newton, & Scott, 2007; Kezar, 2002). Hofmeyer et al. (2007)
note, however, that this form of scholarship is becoming more central to academic work
because it is better equipped to build interdisciplinary partnerships, develop frameworks
that transcend disciplinary paradigms, and respond to complex, multifocal, contemporary
issues at the individual and societal level. While there are few examples of the scholarship
of integration, a review reveals certain shared attributes or goals. In the biomedical scienc-
es, one scholarship of integration effort focused on making connections across science dis-
ciplines, educating specialists, and placing the work of individual investigators into a larger
context (Dauphinée & Martin, 2000). In business management, this form of scholarship
has helped identify implications for practice that were not effectively communicated in
scholarly publications (Bartunek, 2007). In the health sciences, it has sought to address
how translational medicine, which adapts and converts findings from animal studies to
human studies, gets lost in translation, how an overabundance of information can be pro-
cessed into a useful compendium, and how feedback from clinics can help create and test
novel therapies (Mankoff, Brander, Ferrone, & Marincola, 2004). These examples illus-
trate themes of cycling between research and practice (Booth et al., 2008; Kezar, 2002)
and of moving beyond syntheses towards the creation of use-inspired frameworks. Turns
et al. (2006) identify the following goals for synthesizing research for practical use in the
context of engineering design education: support evidence-based decision making, answer
practical questions of high concern, promote reflective practice, and improve pedagogical
content knowledge in teachers.
A three-phase process for conducting a scholarship of integration study was used in
this paper. This process was based on examples of work in other disciplines
(Dauphinée & Martin, 2000; Kezar, 2009) as well as the concepts of use-inspired de-
sign (Turns et al., 2006), learning progressions (NRC, 2007; Duncan & Hmelo-Silver,
2009), and pedagogical content knowledge (Shulman, 1986). The first phase involves
bounding design performances within generic starting points and end points that are
appropriate learning targets for student designers. These in turn would guide what re-
search to review and how it should be interpreted and compiled. The second phase in-
volves conducting a meta-analysis that acts as a form of discovery in itself (Hofmeyer
et al., 2007), where the intended outcome is a set of key performance dimensions per-
tinent to the selected learning targets (Duncan & Hmelo-Silver, 2009). The third
phase involves representing these performance dimensions as a parsimonious set of
observable patterns that denote progressions in design learning, and incorporating
these patterns into a use-inspired tool for teachers and researchers. This tool aims to
enable teachers to develop their own Design PCK – including their ability to observe
and recognize the highly ineffective practices and habits of mind that beginning de-
signers employ, select learning goals, choose appropriate teaching strategies when
using design tasks, and assess students’ growth in design practices. An additional goal
is to facilitate empirical validation studies that will help in developing an instructional
theory of engineering design for K–16 students. The following paragraphs provide de-
tails of this scholarship of integration approach.
The Informed Design Teaching & Learning Matrix 743
Generating Performance Dimensions STOP! Skim the method but dig into the key performance dimension
Generating performance dimensions of informed designing involves a multidisciplinary
scholarship of integration process to bring together diverse knowledge sources and identi-
fy in a comprehensive way an inclusive set of intellectual patterns (Boyer, 1990). It is a
process of discovery (Hofmeyer et al., 2007) that aims to overcome knowledge isolation
and fragmentation (Kezar, 2002), while managing the trade-offs between simplicity and
parsimony when describing the complexities of learning (Lehrer & Schauble, 2009).
Identifying, reviewing, and uniting the broad literatures of design cognition research is
a nontrivial task. The literature spans many disciplines, making it difficult to navigate,
synthesize, and translate specific findings into recommendations for design teaching.
There are more than 170 peer-reviewed design journals, of which over 30 identify engi-
neering design as a primary subject of interest to their audiences (e.g., Design Studies, De-
sign Issues, Research in Engineering Design, Journal of Mechanical Design, Journal of Design
and Technology Education, Design Theory and Methodology, and Leonardo). Many other
journals treat engineering design as a topic of interest (e.g., Journal of Engineering Educa-
tion, International Journal of Engineering Education, Journal of the Learning Sciences, Cogni-
tion & Instruction, Cognitive Science, Journal of Research in Science Teaching, and Performance
Improvement Quarterly). Three additional challenges of this effort are that syntheses of
design cognition, learning, and teaching are not common, that terminologies from differ-
ent design domains can carry different meanings, and that studies report on a wide range
of ages and grade bands. While there are many useful design textbooks and anthologies,
they often emphasize design techniques (e.g., Dym & Little, 2004; Cross, 2000; Pahl &
Bietz, 1995) over how people learn design, and the anthologies often target design re-
searchers rather than design educators as their primary audience (e.g., Eastman,
Newstetter, & McCracken, 2001; Visser, 2006).
There are, however, exceptions to these trends. Kimbell, Stables, and Green (1996)
propose progressions in design capability for a series of specific “facets of performance” (p.
49) that include investigating, planning, modeling and making, design issues, evaluating,
extending knowledge and skill, and communicating. The authors also describe student
performances and teaching approaches for each design facet at four different grade bands.
Similarly, Lawson and Dorst (2009) published a book to help design practitioners learn
about and reflect upon their own development, design educators think about their teach-
ing and students learning, and design researchers connect to a broad body of research.
The following key performance dimensions, which are limited to foundational and
generative ideas and practices (Duncan & Hmelo-Silver, 2009), were identified as central
to doing informed design.
Learning while designing Informed designers are involved in continual learning
(Lawson & Dorst, 2009): learning by doing, learning from brainstorming and prototyp-
ing, learning by iteration and from feedback and failure, learning by noticing and trouble-
shooting, learning by drawing and dialoging with ideas, materials, and people, and learn-
ing from reflection. All of these emphasize the metacognitive and reflective practice
aspects of learning through design (Schön, 1987). One cognitive model of design empha-
sizes that “learning is central and inherent to designing” (Adams & Atman, 2000), in
The Informed Design Teaching & Learning Matrix 745
In this section, we unpack and elaborate upon each of the nine contrasting patterns found
in the Informed Design Teaching and Learning Matrix by providing more detailed de-
scriptions of beginning and informed designers’ strategies, and situating them in the re-
search literature to illustrate their empirical base. The teaching strategies that are briefly
mentioned in the right-most column of the Matrix are also described in greater detail,
with citations provided when available. It should be noted that while some of these in-
structional approaches have undergone empirical testing, others have not, which high-
lights a critical need for future educational research. While we have tried to represent
ideas at a broad level, disciplinary differences in teaching design suggest that not all teach-
ing strategies will be appropriate for all settings and grade levels. On the other hand, some
teaching strategies may be useful in addressing more than one learning goal and Matrix
pattern.
This table links nine design strategies (Column 1) to contrasting pattern titles (across Columns 2 and 3) and statements of how beginning designers (Column 2)
versus informed designers (Column 3) do those strategies, and to relevant learning goals (Column 4) and instructional approaches (Column 5) that teachers can use.
Pattern A. Problem Solving vs. Problem Framing State criteria and constraints from
Define criteria and
design brief in one’s own words
constraints of challenge.
Understand Treat design task as a well- Delay making design decisions Describe how preferred design
Delay decisions until
the Challenge defined, straightforward in order to explore, comprehend solution should function and behave
critical elements of
problem that they prematurely and frame the problem better. Reframe understanding of problem
challenge are grasped.
attempt to solve. based on investigating solutions
Pattern B. Skipping vs. Doing Research Enhance background Do info searches/read case studies
sections.
Pattern D. Surface vs. Deep Drawing & Modeling “Mess about” with given models
Explore and
Use words, gestures, artifacts to
investigate different design
Represent Propose superficial ideas that Use multiple representations to scaffold visualizing solutions
ideas via sketching,
This is a useful table to printout as you read along with your
Ideas do not support deep inquiry of explore and investigate design Do rapid prototyping using simple
modeling solutions, and
a system, and that would not ideas and support deeper materials or various drawing tools
making simple prototypes.
work if built. inquiry into how system works. Conduct structured review of ideas
Crismond & Adams
Continues
TABLE 1. Continued
Pattern E. Ignore vs. Balance Benefits & Tradeoffs Give explanations for design choices
Consider both the benefits Describe/portray pros and cons for all
Weigh Options Make design decisions without Use words and graphics to and tradeoffs of all ideas design options under consideration
& Make weighing all options, or attend display and weigh both benefits before making design Articulate design values and advice
Decisions only to pros of favored ideas, and and tradeoffs of all ideas before decisions. like KISS (Keep It Super Simple)
cons of lesser approaches. picking a design. and human-centered design
Pattern F. Confounded vs. Valid Tests & Experiments Create design advice for others and
Run valid “fair test” experi-
generalizations based on valid tests
Conduct Do few or no tests on proto- Conduct valid experiments to ments to learn how proto-
Do investigate-and-redesign and
Experiments types, or run confounded tests learn about materials, key design types behave and to opti-
product comparisons tasks
by changing multiple variables variables and the system work. mize their performance.
Do tests to optimize performance
in a single experiment.
Pattern G. Unfocused vs. Diagnostic Troubleshooting Follow troubleshooting steps:
Diagnose and troubleshoot observe, name, explain, and remedy
Use an unfocused, non- Focus attention on problematic
Troubleshoot ideas or prototypes based on Do troubleshooting stations/videos
analytical way to view areas and subsystems when
simulations or tests. Do modeling or cognitive training in
prototypes during testing and troubleshooting devices and
troubleshooting
troubleshooting of ideas. proposing ways to fix them.
The Informed Design Teaching & Learning Matrix
Pattern H. Haphazard or Linear vs. Manage project resources Student use design storyboards to
Managed & Iterative Designing and time well. record progression of their work
sections.
Do design in a managed way, Use iteration to improve Give instruction and scaffolding for
Design in haphazard ways ideas based on feedback. project management & design steps
Revise/Iterate where ideas are improved
where little learning gets done, Employ design strategies Encourage taking risks, learning
iteratively via feedback, and
or do design steps once in repeatedly in any order as while iterating, and reflecting on
strategies are used multiple
linear order. needed. how the design problem is framed
times as needed, in any order.
Pattern I. Tacit vs. Reflective Design Thinking Periodically reflect while Keep design diaries and portfolios
designing and keep tabs on Compare/contrast design cases of
Reflect on Do tacit designing with little Practice reflective thinking by
strategies used. approaches used by different groups
Process self-monitoring while working keeping tabs on design
Review to check how well Do computer-supported structured
or reflecting on the process strategies and thinking while
solutions met goals. reflections about design work
749
PERSPECTIVES INTELLIGENTLY
INFORMED DESIGN
FIGURE 1. Mapping the contrasting patterns of the Matrix to key dimensions of informed design.
involve elements and parameters that are only partially determined at the outset of work.
Design tasks can require understandings from an “extensive and unpredictable” range of
disciplines (McCormick, 1993, p. 309), and can swamp designers’ cognitive capacity with
“insoluble levels of complexity” (Alexander, 1964, p. 3). Particularly vexing for some be-
ginning designers is that there is no single right answer to the vast majority of design chal-
lenges. Multiple viable solutions are the norm for ill-defined design tasks in part because
“designers exercise the freedom to change goals and constraints” (Cross, 2001a, p. 82),
where each of many framings of a design problem can have its own optimal solution.
More experienced novice and expert designers approach these problems differently.
Some experts first aim to understand the challenge (Rowland, 1992; Akin & Lin, 1996)
by using “knowledge development strategies” to build rich representations of the unfamil-
iar challenge (Larkin, McDermott, Simon, & Simon, 1980). They attempt to identify key
issues associated with the problem, while scrupulously avoiding making any early design
decisions. Others do their initial explorations of a problem by posing a number of possible
solutions. Both approaches involve problem structuring (Goel & Pirolli, 1992), in con-
trast to problem solving, and involve iteratively formulating and framing the problem
(Adams et al., 2003), exercising a considerable level of freedom in order to explore all the
facets of the challenge (Daly, Adams, & Bodner, 2012), and avoiding making final design
decisions too early. Research of large-scale engineering projects, for example, has shown
The Informed Design Teaching & Learning Matrix 751
that postponing design decisions reduces the amount of redesign work needed to accom-
modate unanticipated changes (Gil, Tommelein, & Beckman, 2004). More generally,
those whom Bereiter and Scardamalia (1993) refer to as “effective learners” know that
identifying what is important in a problem can be hard to discern at the outset, and resist
making decisions too quickly about problems, especially in unfamiliar domains, until
more is known (Bruer, 1993).
Teaching strategies Educators have devised a number of ways to address the begin-
ning designer’s tendency to interpret design problems too simply, frame the problem
superficially, and make design decisions prematurely or treat design as a task of well-de-
fined rather than ill-defined problem solving. As shown in the paragraphs below, ap-
proaches include having students produce functional descriptions of products before
building prototypes, delaying decision making, and helping students do effective prob-
lem scoping.
Comprehending the problem statement Before students start even the most prelimi-
nary work on a design task, they should provide evidence of comprehending the design
challenge’s problem statement, often referred to as a design brief. Many design curricula
ask students to review the design brief and summarize in their own words its key points:
the context of the problem, its main goals, and the key criteria and constraints of the
challenge. Working within constraints while trying to achieve desired product behav-
iors is a “big idea” in design thinking (NAE, 2010) for all grade levels (ITEA, 2000).
Functional descriptions One way to restrain students from making premature design
decisions is to ask them to generate a functional description of what a viable solution
should do to be successful. Such descriptions can be reviewed periodically as students be-
come more familiar with the system they are developing and how to best frame the chal-
lenge they face. This approach supports the function-behavior-structure design process
model proposed by Gero and Kannengiesser (2004). Taking an integrated approach to
linking what a solution needs to achieve (function) with how it is used (behavior) and the
form it takes (structure) is an important attribute of design capability and measure of ef-
fective designing. For example, Turns (1998) noted in one study that senior undergradu-
ate engineers who produced high-quality designs discussed functional features of their
ideas rather than structural features early in their design process.
Problem framing and scoping Probably the greatest reason experienced designers delay
design decision making is their appreciation of the benefits of effective problem framing
and scoping. Simple comprehension of the task is not enough. They understand at the
outset of their work that a design problem’s most critical issues must still be discovered
and identified before they can be solved. This involves reviewing and elaborating on ele-
ments of the problem (Adams & Atman, 2000), identifying and stating user needs, and
articulating implicit assumptions during initial problem framing efforts (Bursic & Atman,
1997, p. 66). Teachers can stimulate “coupled iterations” – iterations that integrate prob-
lem and solution decisions (Adams et al., 2003) – by explicitly asking students early in the
design process about how qualities of their proposed solutions relate to their understand-
ing of the problem. They can then encourage students to review their initial framing as-
sumptions, and update their understanding of the problem as their proposed solutions
evolve through multiple iterations. Some curricula prompt students to review problem
specifications that they had previously summarized and to answer questions they
had raised during earlier efforts at addressing the design problem (Puntambekar &
Kolodner, 2005).
752 Crismond & Adams
described how certain student designers may not use information they gather when mak-
ing their design choices, which suggests that what gets learned through research, like
other forms of learning, can become inert (Whitehead, 1929; Bransford et al., 1989).
Experienced designers do much of their research during early designing, when they
generate concepts and design ideas (Christiaans & Dorst, 1992, p. 135); however, the
need to do research can arise at almost any point in design work. These searches can help
in reviewing relevant product standards, finding instances of products for possible reuse
(Visser, 1995) or as potential exemplars (Rhodes, 1998, p. 134), and analyzing user prefer-
ences (Christianns & Dorst, 1992, p. 135). Research can help in determining methods of
manufacture (Barlex & Wright, 1998, p. 160) and construction (Kuffner & Ullman,
1990), provide details on materials’ physical specifications and costs (Bursic & Atman,
1997), and show how products work and why they are designed as they are (Kuffner &
Ullman, 1990). It can support investigations into constraints and performance parameters
of possible solutions (Ennis & Gyeszly, 1991) and help in articulating issues of safety, legal
liabilities, and maintenance (Bursic & Atman, 1997, p. 70). Information searches, espe-
cially when done using online tools, can involve large quantities of ill-structured informa-
tion that must be processed quickly (Baya & Leifer, 1994).
Studies have shown, however, that information searches are sometimes conducted as a
delaying tactic when groups have reached an impasse (Brereton et al., 1996, p. 334). Less
skillful designers in another study performed searches that were “not organized according
to some intention” (Christiaans & Dorst, 1992, p. 135), while subjects in the same study
who proposed higher quality solutions did more numerous information searches that took
less time to complete (p. 135). Atman et al. (1999) observed a similar pattern among cer-
tain engineering freshmen who spent considerable amounts of time gathering informa-
tion, but left little time to make actual design decisions.
Teaching strategies Curriculum developers and design educators have developed dif-
ferent ways to support students in exploring and doing research that informs their design
work. These include:
Focused information searches Beginning designers regularly conduct fruitless infor-
mation searches; in some cases, their queries fail to fit the formal categories used by
engineering databases (Kimbell, 1994). Teachers can model for students the use of ap-
propriate search terms and emphasize how the discriminating and strategic evaluation
of potential sources for yielding useful data can help. Periodically reviewing the design
brief can constrain and curtail runaway information search efforts (Rhodes, 1998, p.
137) and keep students’ research efforts more focused (Barlex & Wright, 1998, p. 165).
Having students submit a “results table” at regular intervals where search terms and re-
sults are gathered and itemized can provide feedback and formative assessment data
for teachers so that they can adjust instruction while assessing student progress.
Studying prior art Beginning designers can gain much by researching relevant prior art
or “handling collections” (Stables & Rogers, 2001; Kimbell & Stables, 2008) of devices or
systems whose functions approximate requirements noted in the design brief. Expert de-
signers who do not want to “reinvent the state of the art if it already exists” favor this ap-
proach (Cross & Cross, 1998, p. 144), and take the position that “much everyday design
work entails the use of precedents or previous exemplars . . . because the exemplars actually
contain knowledge of what the product should be” (Cross, 1999). Benenson and Neujahr’s
Stuff That Works! curriculum (2002) asks upper elementary students to conduct a scaven-
ger hunt in their shopping-bag design task. Students collect and bring to class a wide
754 Crismond & Adams
range of types of bags that exhibit different uses of materials, handle designs, and joining
and reinforcement methods. Students in teams group the bags according to criteria of
their own choosing, test the bags by loading them until they fail, and then conduct a post
mortem to determine the bags’ strengths and weaknesses before they design their own
shopping bag using a brown-paper lunch bag, string, tape, and other materials.
Writing a product history report Students can do meaningful research when they write a
product history of a device or system (e.g., espresso machine, power drill, or audio record-
er). Such a paper might describe how the selected product works, the context of its devel-
opment (country or company of origin), historical era, and milestones in the product’s
evolution. The inclusion of a product timeline could highlight the advent of new manu-
facturing methods or materials or detail a product’s reconceptualization based on chang-
ing user needs or market trends.
Researching users By doing research on a product’s customers, beginning designers can
build their own mental model of the user. The PIES instructional model (Barlex, 2004)
asks students to investigate and write about the physical, intellectual, emotional, and social
needs of users. Urban and Hauser (1993) describe a range of social science techniques in-
cluding user observations, surveys, interviews, and focus group meetings based on more
comprehensive methods used in industry. Instructional designers using the ADDIE
model (Smith & Ragan, 2005) perform a needs assessment when developing a profile of
potential users. Ullman’s quality function deployment method (1997) relies on surveys,
focus groups, and observations of customers to determine what various users want regard-
ing product features and quality. Role-playing activities can also yield insights about users
as well – including feigning injury to investigate the quality of care in an emergency room
(Brown, 2009, p. 50), wearing glasses smeared with petroleum jelly to mimic the experi-
ences of the visually impaired, or wearing gloves when using kitchen devices to experience
first-hand the challenges the arthritis-sufferers face.
Product dissections and reverse engineering Building a foundation of kinesthetic and
haptic experiences with materials and devices is seen as critical preparation for doing sci-
entific inquiry (Woolnough, 1991), science-based design (Zubrowski, 2009), and engi-
neering-oriented visualization (Scriber & Anderson, 2005). Sheppard and Jenison (1997,
p. 251) had engineering undergraduates build their own experiential base by conducting
product dissections, also known as product teardowns (Sandborn, Myers, Barron, &
McCarthy, 2009). With dissections, students are given time to investigate and use the de-
vices before taking apart and re-assembling them using simple tools. They then describe
how the devices function, make associations and analogies to similar devices, predict the
make-up of unseen subsystems, discuss manufacturing and assembly methods and costs,
and identify science and engineering concepts related to the artifacts and how they work.
Otto and Wood (1998) detail similar steps when describing a reverse engineering and re-
design methodology, and provide details on numerous strategies used in industry that un-
dergraduates also learn to do, including writing ‘black box’ product function descriptions,
conducting customer needs analysis, making various predictions, and performing experi-
ments on key components and the overall product. A recent study found significant pre-
post differences in students’ understanding of system interconnectivity and abilities to de-
scribe reasonable redesign solutions after doing a scaffolded design dissection activity
(Dalrymple, Sears, & Evangelou, 2010).
Case-based reasoning with catastrophic and other examples Another approach to doing
research involves using case-based reasoning (Kolodner, 1994), which can come into play
The Informed Design Teaching & Learning Matrix 755
when students read real-world case studies and, as Lundeberg argues, may make ideas
easier to recall because stories help learners organize and store information (NRC, 2011,
p. 30). Case stories about designing may involve individuals or entire firms and can high-
light various aspects of design thinking that resulted in successful enterprises. However,
insights into good design practice can be especially memorable for students when con-
structed from instances of failed solutions (Bursic & Atman, 1997, pp. 70–71) and from
catastrophic failure cases in engineering (Rendond-Herrero, 1993; Petroski, 1993;
Pietroforte, 1998). Using cases that represent disruptive innovations may also enable
counterintuitive thinking (Garcia, Sinfield, Yaday, & Adams, 2012) that leads to achiev-
ing creative breakthroughs to problems.
limits of short-term and working memory can contribute to design fixation, despite a sub-
ject’s willingness to seek other alternatives (Smith, 1995; Kohn & Smith, 2009). From a
situated cognition perspective, designers’ thinking can become fixedly contextualized
within the boundaries and unquestioned assumptions that arise during problem framing
(Cross, 2001a), when designers can “strongly pre-structure their views of problems”
(Powell, 1987, p. 193). Curriculum or instructor pedagogy may also be a contributing fac-
tor. Early cues or hints from the teacher or illustrations in instructional materials could
lead students to favor some solutions over others. This could result in fixation by novice
and expert designers alike ( Jansson & Smith, 1991; Linsey & Viswanathan, 2010), al-
though this trend was found to be less prevalent in one study involving senior undergradu-
ate industrial designers (Purcell & Gero, 1996). Seen through a constructive-develop-
mental lens, designers may become embedded in and subject to (Kegan, 1982) their initial
design plans, a psychological dynamic that would render certain designers less able to re-
flect objectively upon their proposed ideas. Crismond (1997) noted how expert designers
were well practiced at generating one idea after another and were able to set aside each
idea in turn, in a deliberate act of letting that idea go, so that they could make a fresh start
at proposing yet another qualitatively different approach.
Teaching strategies Effective idea fluency should help designers both explore and ex-
pand the design space in which they are working. One psychometric tool for measuring
the products of idea generation focuses on four features that any collection of design ideas
should contain: novelty, variety, quality, and quantity of ideas (Shah & Vargas-Hernandez,
2002). Recent research has used these metrics to study the effectiveness of certain intuitive
ideation methods to produce collections of design ideas (Vargas-Hernandez, Shah, &
Smith, 2010). A concise review of the different types of approaches for generating many
design ideas can be found in Shah and Vargas-Hernandez (2002, p. 112). These ap-
proaches include provocative stimuli (exposure to new concepts), suspended judgment,
flexible representations (collaborative sketching), changing the frame of reference for see-
ing the problem, incubation, and exposure to example ideas (Shah, Smith, Vargas-
Hernandez, Gerkens, & Wulan, 2003).
Divergent thinking Techniques to help people achieve divergent thinking have been
proposed in various guises and have been described in books that catalog heuristics for
helping people achieve idea fluency through creativity. Among classics in this field are
Adams’s Conceptual Blockbusting (1986), de Bono’s Lateral Thinking (1970), Hayes’s The
Complete Problem Solver (1989), and McKim’s Experiences in Visual Thinking (1980).
Techniques presented in these books include delimiting and proposing alternative views
of the problem, doing idea sketching and visual recall, incubating ideas by stopping work
on a problem for a while, and generating personal and direct analogies.
To help designers explore the space of possible design solutions and facilitate the dis-
covery of novel concepts, Daly et al. (2011) developed an empirically based set of design
ideation strategies (Yilmaz & Seifert, 2011; Daly et al., 2010) called Design Heuristics.
Each heuristic appears on one of 77 strategy cards and suggests a different strategy (e.g.,
convert for second function, utilize opposite surface, nest, and use alternate energy source)
to use for generating ideas. Each card offers an action prompt, an abstract image to repre-
sent the strategy, and two examples that show the application of the heuristic to existing
consumer products. For example, the Utilize opposite surface card shows two examples: an
athletic shoe where the laces wrap around toward the bottom of the shoe to allow better
mobility and a dining chair where the back side is shown to reveal additional storage op-
tions. These divergent thinking strategies were tested in an undergraduate engineering
The Informed Design Teaching & Learning Matrix 757
course, where 48 students were provided with a short information session on the use of the
Design Heuristics, followed by a 25-minute idea generation session and a 20-minute de-
sign debrief session. An analysis of concepts students generated indicates that the Design
Heuristics facilitated exploration of the design space, which includes more original and
more diverse ideas.
Brainstorming One of the hallmark strategies of designers, brainstorming, involves
generating a wide-ranging collection of ideas while deliberately withholding criticisms
and deferring judgment on the quality of those ideas. Ideas may be generated using a wide
range of materials and modes of expression such as sketching, which is linked with the re-
interpretation of design ideas (Gero, 1999). Making analogies can encourage grouping
and connecting ideas in unexpected ways, which may enhance ideation (Ulrich & Ep-
pinger, 1995; Ball & Christensen, 2009; Stacey, Eckert, & Earl, 2009) and lead to the de-
velopment of new products (Perkins, 1997). Kimble and Sables (2007) and Johannson
(2006) note research that supports having designers first brainstorm individually and then
share their ideas with others.
Research has suggested that instructions emphasizing the withholding of criticism are
less effective than stressing the creation of large numbers of ideas in producing more ideas
and more good ideas (Paulus, Kohn, & Arditti, 2011). However, simply asking students to
generate lots of ideas with or without judging them ignores the nontrivial challenge of de-
veloping an ability to brainstorm. Without scaffolding, elementary and middle school
student designers often do not generate multiple solutions when facing design problems
(Welch, 1998; Welch, Barlex, & Lim, 2000). Attempts to mandate idea fluency have
backfired on teachers, especially when such edicts are issued without explaining to stu-
dents the reasons for such a dictate. McCormick, Murphy, and Davidson (1994) describe
cases where teachers required students to include three or four candidate ideas in their de-
sign portfolios, from which students purportedly would select one idea for implementa-
tion. The authors tell how students actually generated the requisite alterative solutions
after completing their design projects that were based on a single idea. They referred to
such student portfolio work as a “veneer of accomplishment.” When, without rationale,
brainstorming is proposed for students to do, they can treat it as a required classroom ritu-
al that they perform superficially, if at all.
Constraint relaxation and “dream designing” At certain junctures in a design project, ex-
pert designers may opt for a time to set aside all limitations – including those imposed by
nature, the design brief, or the client – in order to propose solutions from a fresh perspec-
tive. When asked about such “dream designing” during a post-design interview
(Crismond, 1997), one MIT design professor noted, “At some point in the design process
. . . you just forget about constraints and imagine the thing you are designing in an ideal
world, where limitations like cost and material are not an object.” Practitioners do “con-
straint relaxation” (Moorman & Ram, 1994) in an attempt to decouple the design task
from the circumscribed contexts in which their initial thinking has taken place, with the
aim of harvesting a new crop of ideas that they would not have thought of otherwise.
Later, they then adapt them so that they eventually address the constraints of the original
problem specifications.
Generative database searches Searching trade magazines, journals, and databases can
help designers generate new product ideas (Ulrich & Eppinger, 1995, p. 86; Ullman,
1997, p. 141), although such approaches can be unproductive for beginning designers
(Radcliffe & Lee, 1989, p. 206). Students can benefit from reviewing collections of rele-
vant design elements that can be found in classic works that illustrate the broad range of
758 Crismond & Adams
mechanical elements developed over the centuries ( Jones, 1930) or books that showcase
specialty collections of different paper mechanisms and folding techniques for making
pop-up books (Carter & Diaz, 1999). The Invention Machine software (Derringer, 1996)
uses a case-based reasoning AI engine that is linked to the U.S. Patent Office’s database
and aims to help designers make unexpected yet generative connections and approaches
during conceptual design and hence reduce the likelihood of idea fixation.
Starter vs. final project challenges Design challenges can be structured so that students
are less prone to idea fixation. One such pedagogical approach involves presenting stu-
dents with a starter challenge and then later modifying either the materials used for fabri-
cation (Zubrowski, 2009, p. 326) or changing the task specifications for the final design
task itself. In a cardboard chair design challenge (Goldman, 2002), for example, students
were asked first to build two or three qualitatively different miniature chair prototypes out
of index cards. They were then given two 4-by-8-foot cardboard sheets and asked to pro-
duce, without using glue, fasteners, or tape, a quarter-, half-, and finally full-scale card-
board chair that could support a 150-pound person sitting and leaning back in it. This in-
structional sequence can prevent students from fixating on their initial design ideas,
because by changing the scale of the prototype, the materials that can be used to make it,
or the specifications themselves, students are forced to make fundamental revisions to
their ideas in the face of design challenge requirements that keep evolving.
objects” they were designing, which required “applying basic physical knowledge to con-
crete design-and-build problems” (Miller, 1995, p. 14).
For graphically literate designers, sketching can support visual reasoning and design
thinking in a number of ways by (1) making internal thinking about aesthetics, ergonom-
ics, and mechanics explicit; (2) extending short-term memory so that more complex sys-
tems can be envisioned; (3) enabling problem scoping and solution archiving by enhanc-
ing collaboration and communication; and (4) supporting the designers’ own dialogs with
ideas and their evaluation of imagined solutions (Archer, 1979; Ullman, Wood, & Craig,
1990; Suwa & Tversky, 1997; Heiser, Tversky, & Silverman, 2004; Cardella, Atman, &
Adams, 2006; Goldschmidt, 1991). The inherent ambiguity of sketches can invite design-
ers to explore new directions when designing (Garner, 1989; Fish & Scrivener, 1990).
Sketches of imagined products sometimes act as drawing experiments that allow design-
ers “to test a hypothesis, explore phenomena, and affirm or negate the move” (Schön,
1984).
In design work, modeling can involve building a physical prototype – “an approxima-
tion of the product along one or more dimensions of interest” (Ulrich & Eppinger, 1995,
p. 219) – using easy-to-fabricate modeling materials, like cardboard and duct tape, or
easy-to-assemble structural elements, like LEGOs™. Mathematical models, including
those that are the basis of computer simulations, can represent the problem or potential
solutions and act as cognitive devices to enable thinking (see Visser, 2006). These ap-
proaches can help students visualize their product ideas more easily, especially those with
modest drawing skills (Lemons, Carberry, Swan, & Rogers, 2010), and are viewed by
many engineering educators and researchers as core competencies of effective design
practices (ITEA, 2000).
Teaching strategies Beginning designers’ inability to represent their design ideas accu-
rately or with sufficient detail can contribute to the superficial designs they produce. Ex-
tended instruction in sketching has been proposed (MacDonald & Gustafson, 2004) to
help establish graphical thinking and literacy as a “profound and diverse resource” for stu-
dents to use “at the very earliest conceptual stages and as a final act in the design process”
(Garner, 1989, p. 43). The following are some strategies that address deficiencies in sketch-
ing and drawing and introduce various forms of modeling to enhance design thinking.
Messing about with given models David Hawkins coined the term “messing about”
(2002) to describe a form of careful observation and hands-on investigation of materials
that precedes a child’s more formal scientific investigations. The technological equivalent
of messing about in design appears in curricula such as Learning by
Design™ (Kolodner, Crismond, Gray, Holbrook, & Puntembakar, 1998; Kolodner et al.,
2003) and Project-Based Inquiry Science (Georgia Tech Research Corp. [GTRC], 2010),
where students are given materials and plans for building and then exploring initial proto-
types. Sadler, Coyle, and Schwartz (2000) describe ways to support students’ modest de-
sign skills and background knowledge by providing them with plans for a barely working
yet functional prototype, which they then build, test, and improve upon through iterative
redesign. Having beginning designers fabricate flawed yet working models provides them
with an initial taste of success, yet leaves them plenty of room to improve their devices
over multiple iterations. The instructional sequence described in Zubrowski’s standard
model (2002a) has students first design an initial prototype without suggestions or help
from the instructor, and then build a teacher-supplied model of the same device. After
testing both models, students attempt to synthesize ideas to create an optimal solution.
Goldsmith College’s Richard Kimbell tells how students do the physical equivalent of
760 Crismond & Adams
brainstorming when they rapidly fabricate small-scale prototypes from easy-to-use mate-
rials, which he calls “conceptual making” (Georgia Tech Research Corp., 2004a). All of
these instructional techniques guide beginning designers to explore the design problem
space using a “solution-focused” approach (Lawson, 1979), support them in engaging in
dialogs with the materials they fabricate and use (Bamberger & Schön, 1983), and help
them conduct exploratory discussions and investigations that may make a problem more
tractable (Kavakli & Gero, 2003).
Building before sketching Many instructors ask beginning designers to follow a se-
quence for concept development that expert designers often use: first envision, then
sketch, and then build a model (Constable, 1994; Egan, 1999). Some younger designers
prefer to sidestep sketching in favor of immediately creating a physical model when de-
signing (Welch et al., 2000), in part because of a preconception they hold that says all
drawings must be presentable renderings of finished products (Constable, 1994). Since
students make better sketches after they have seen artifacts similar to their envisioned
prototypes or have such items in hand (Anning, 1997), the standard sketch-then-make
sequence might well be reversed. A study involving eight undergraduate engineering stu-
dents found that doing modeling first with an open-ended design task enhanced students’
visualization of problem solutions and improved their understanding of how the proto-
types worked without requiring additional time to complete their design projects (Lem-
ons et al., 2010).
Virtual drawing and computational modeling Computer-aided design (CAD) software,
including low- or no-cost programs such as Google Sketchup, can enable students to create
and consider details of design plans prior to building prototypes (Crismond, Howland, &
Jonassen, 2011). The use of such systems can aid students’ visualization of plans and has
long been an important goal for undergraduate engineering students (Committee on En-
gineering Design, 1961) and for those in middle and high school settings (Cline & Man-
dinach, 2000). Computer-based simulation and systems modeling programs such as
STELLA (Mandinach & Cline, 1996) can scaffold students’ engineering knowledge and
estimation skills, and enable them to make first-order approximations of a model’s perfor-
mance in the early phases of designing. These approaches, however, carry potential draw-
backs. The precision required in creating CAD drawings (e.g., explicit dimensions and
shapes) runs counter to the kinds of ambiguity in rough sketches that sometimes provoke
novel visual relationships (Goldschmidt, 1991) and promote divergent thinking (Fish &
Scrivener, 1990). These tools also carry with them their own learning curves and cognitive
demands, which can impede students’ causal reasoning about how the products worked,
and their ability to identify problems and communicate effectively about issues with their
designs (Kimbell & Stables, 2008, pp. 203–205).
Descriptions and structured reviews of design ideas Research has shown that both profes-
sional and student designers use verbal descriptions more frequently and in more critically
useful ways when communicating early design ideas than by freehand sketching or com-
puter-aided drawing ( Jonson, 2005). Verbal statements can be more effective than sketch-
ing in supporting designers’ explorations of evolving ideas and may be the most powerful
strategy teachers can recommend for helping students with meager sketching capabilities.
Periodic, structured conversations where students have small-group peer review discus-
sions can help advance students’ design ideas (Kimbell, 2004, p. 137). One such format
developed by Kimbell, Stables, and Green (1996, p. 14) had a significant impact on the
direction of students’ early design thinking and work, and involved each member of a de-
sign team giving a two-minute update to the rest of the group on her or his current project
The Informed Design Teaching & Learning Matrix 761
thinking, including what had been recently accomplished and why. The short presenta-
tion ended with what would be done next, after which the rest of the students gave feed-
back to the presenter.
Artifacts and gestures as stand-ins for drawings Harrison and Minneman (1996)
describe how experienced designers used nearby objects as props when discussing their
designs ideas. Hand gestures may act as stand-ins for objects or drawings and may help
direct the attention of others during design conversations (Heiser et al., 2004; Visser,
2009). Using and making reference to physical prototypes can help clarify and stabilize
meaning making among designers, while supporting the integration of relevant concepts
with these artifacts (Roth, 1995b). Such strategies, which Logan and Radcliffe (1998)
called “artefacting,” may help design team members from different disciplines communi-
cate better with one another.
increasingly complex ways of reasoning about benefits and trade-offs when making de-
sign decisions. When beginning designers propose a new feature or product idea, they
initially would focus only on the positive [P] or negative [N] aspects of that idea but not
both. Each amounts to a separate, single representation set of that design idea, [P] or [N]
(Fischer, 1980, p. 490; Fischer & Bidell, 1998). A more complex way of thinking of the
design idea would involve coordinating or mapping the positive and negative features for
that design [P – N]. As more design ideas get considered and the strengths and weak-
nesses of each get identified and analyzed, a system composed of those ideas can form
[APN – BPN – CPN], making decision making among design options more thorough and
thus informed. Until students can coordinate the benefits and trade-offs of design ideas
they are considering, they will need support in doing this aspect of informed design
thinking.
Teaching strategies Research in judgment and decision making suggests two broad
approaches for helping people make informed choices, both of which may be applicable
when doing design. A reasoning-based approach would support decision makers in using
qualitative verbal arguments to articulate rationales for different alternatives they are con-
sidering. A second approach involves teachers presenting students with graphic represen-
tations of decisions based on formal, value-based models. Such systems quantify alterna-
tives by assigning values and weights to different factors, which are then aggregated to
make a final choice (Shafir, Simonson, & Tversky, 1997).
Explanation-based designing With this approach, teachers scaffold students’ thinking
about the benefits and trade-offs of different design options by regularly asking them to
provide explanations for their design decisions, including description of both the posi-
tives and negatives of different choices. Students can also use experiment-based design
advice or science and engineering principles to explain and support decisions they have
made. McKenna, Linsenmeier, and Glucksberg (2008) found that student designers in a
senior capstone course were more likely to support their design decisions with explana-
tions based on computational and analytical evidence than were students in a freshman
design course.
Decision diagrams In the Nuffield Design and Technology curricula, the Chooser Chart
is a highly visual and iconic rendering of a standard decision matrix (Barlex & Givens, 1995,
p. 50; see Figure 2). The chart supports students’ design thinking by representing and ag-
gregating the full range of design alternatives, with each option (row) scored using one to
four bullets for each of the criteria noted at the top of the chart’s columns. Students arrive at
a design decision regarding what option to use either by totaling the number of bullets for
the criteria they have selected as high priority or by simply eye-balling the chart for the op-
timal collection of bullets. Students can also be asked to create their own chooser charts,
based on research and tests they conduct.
The House of Quality diagram (Figure 3) is among a number of sophisticated decision
matrices that help designers translate user needs and preferences into measurable product
performance outcomes (Hauser & Clausing, 1988). Final design decisions are based on
totals of summed weighted or raw scores. Some experienced designers avoid slavishly fol-
lowing the calculated ranking these charts generate, holding that gut-feeling impressions
can be just as important for considering product feasibility (Ullman, 1997, p. 155) and
making design choices. Despite these differing views, the very act of having students cre-
ate decision charts or matrices may help them further develop their ideas by articulating
priorities and judging anticipated performances for a range of design alternatives.
The Informed Design Teaching & Learning Matrix 763
FIGURE 2. Nuffield’s Fastenings Chooser Chart helps students reason about the competing features of
different garment fasteners.
Design values and guidelines Design values permeate and impact designing; they influ-
ence both how designers initially perceive and frame the task and how they evaluate ideas
and complete their projects (Bucciarelli, 1984). These values can address issues related to
product quality, including designing for reliability, manufacture and assembly, and design-
ing for sustainability (McDonough & Braungart, 2002; McLennan, 2004; Ullman, 1997).
The human-centered innovation approach, for example, aims to have designs simultane-
ously meet the needs of desirability, viability, and feasibility (Brown, 2009). Simplicity is
another powerful design value relevant to many fields of design, since simpler systems
tend to be more robust and reliable than are more complex ones. Trade magazines and
books on design admonish both beginning and expert designers to avoid “creeping fea-
tures” (Ullman, 1997) and “feature creep” (Kemper, 2003), and buttress such advice with
764 Crismond & Adams
FIGURE 3. The House of Quality diagram graphically depicts different user preferences, product features,
and their relationships to one another (from Dym & Little, 2004).
descriptions of the dire consequences of creating designs that are overly complicated.
Teachers use various forms of the acronym KISS (keep it super simple) to promote ele-
gance, parsimony, and simplicity in their students’ design work.
Emotions and their role in design decision making Weighing benefits and trade-offs of
various design options is necessary to an informed designer’s thinking, but it is not suffi-
cient for making decisions. Findings from cognitive neuroscience studies point to the es-
sential role that emotions play in decision making. In Damasio’s study of a brain tumor
patient named Eliot (2005), damage during surgery to an area of this person’s prefrontal
cortex led to his complete loss of emotion, and with it any ability to function with friends,
family, and work. People who suffer from such a condition, when asked to make a simple
decision such as choosing between two dates for an appointment, are known for spending
extended periods of time “enumerating reasons for and against each of the two dates” and
conducting “a tiresome cost-benefit analysis, an endless outlining and fruitless comparison
of options and possible consequences,” yet are incapable of making a choice (Lehrer,
2010).
While a mystique regarding the role intuition plays in an expert’s decision making
should be avoided (Alexander, 1964, p. 6), incorporating both analytical insights and incli-
nations for some options over others based on one’s feelings should be considered as a
teaching strategy when supporting students in their design thinking. In his teaching of the
The Informed Design Teaching & Learning Matrix 765
Electromagnets, Coyle, 2001) ask students to plan and conduct controlled scientific experi-
ments where they identify a single product feature to vary, fix all other variables, and then
determine which product performance outcomes to measure and how (see
Harlen, 2001). Such plan-and-investigate tasks can be preceded by students having
whiteboarding discussions that build upon the KWL chart (What do you know? What do
you want to know? What did you learn?; Ogel, 1986) – where students list facts, ideas, and
learning issues related to investigating the impact key design variables have on a system’s
performance (Kolodner et al., 2003).
The following are types of investigations students can do to build the system and de-
vice knowledge they need to address design challenges in an informed way.
Experiment-based design advice Students can use results from tests that they conduct
on their prototypes to formulate experiment-based design advice that describes the im-
pact of altering single design variables on a product’s performance. Students report these
application-ready findings from their tests as design advice, also referred to as design rules-
of-thumb (Crismond, 2001, p. 796; Crismond, Camp, Ryan, & Kolodner, 2001; Kolodner
et al., 2003; Kolodner et al., 2004; Crismond, 2011), to help other classmates with their
own design planning and decision making. Such findings act as intermediate abstractions
(White & Frederiksen, 1993) that link science ideas and the concrete realities of particular
mechanisms and products and how they work.
Investigate-and-redesign task One form of technological investigation is the I&R task
sequence (Crismond 1997, 2001), which begins with a novel design task (Hawkins, 1990)
where students examine unfamiliar devices to try to identify them and describe their func-
tions. In the analyze devices step, students take multiple instances of the same product and
then use physical and engineering science concepts to explain how they work and make
predictions about their comparative performances on a given task. In the ideal feature step,
students list preferred functions of an ideal version of the device while disregarding issues
such as cost, feasibility, or customer appeal. They then plan an experiment that compares
different brands of the device being analyzed, do the conceptual redesign of the product, and
end by reflecting on the processes they used in doing this work.
Product comparisons Conducting a Consumer Reports-styled experiment that compares
different brands of the device, or product comparison, can build an understanding of key
product features and performance behaviors needed to do the informed redesign of a de-
vice (Crismond, 2001). Students doing product comparisons can report on how different
devices use different approaches to perform the same task and can elaborate on how differ-
ent user needs and preferences were addressed by different brands of the same device. Such
work may also enhance analogical transfer of solutions to the current design problem, while
helping students gain insight into science and engineering principles (Loewenstein,
Thompson, & Gentner, 1999). For teachers, device selection is critical in devising an effec-
tive product comparison activity: the design approaches and performances of candidate
items of the same product type need to be sufficiently different to make the comparison in-
teresting to students, while still illuminating key design problems and issues.
problematic areas of their potential solutions and products while doing effective diagnostic
troubleshooting.
Some designers will not abandon their design ideas, even after running many tests and
design iterations that clearly demonstrate a plan’s ineffectiveness. Beginning designers can
look uncritically, in a coarse-grained, undifferentiated, and unfocused way, at their plans
and prototypes’ performances when troubleshooting these designs. They can generate and
test hypotheses about them at random ( Johnson, 1988), while not actively looking out for
worrisome patterns when testing prototype performance. This can result in them seeing
and describing as “satisfactory” what an experienced designer would call a “flawed perfor-
mance.” These designs are thus inoculated from change, despite numerous design itera-
tions, and can end up looking strikingly similar to concepts that were proposed from the
very beginning.
Design-based troubleshooting shares a number of traits with classical troubleshoot-
ing, the latter being a form of moderately ill-defined problem solving that involves an
attempt “to isolate fault states in a system and repair or replace the faulty components in
order to reinstate the system to normal functioning” ( Jonassen & Hung, 2006, p. 26). A
competent technician charged with fixing an existing product that is broken possesses
conceptual models and skills that include system and device knowledge, appropriate
domain knowledge, and awareness of a system’s physical layout and topography, as well
as knowledge of relevant procedures for troubleshooting the product and testing for po-
tential faults ( Jonassen & Hung, 2006). Topographic knowledge (Rasmussen, 1984)
involves an understanding of a device’s physical structure, which guides practitioners in
locating sources of particular problems. Functional knowledge speaks to how the system
works and how subsystems and their components interact. Domain knowledge ad-
dresses the science and engineering principles that explain the product’s basic functions
(e.g., Hooke’s law for the return spring of a water pistol’s trigger; Newton’s laws of mo-
tion for model car’s acceleration). While such ideas and practices alone are not sufficient
for effectively diagnosing faults ( Jonassen & Hung, 2006; Morris & Rouse, 1985), they
can enable practitioners to transfer troubleshooting skills to new settings (MacPherson,
1998), which can also be helpful when troubleshooting an evolving design concept or
prototype.
When the process of design-based troubleshooting occurs during conceptual design
and the artifact does not yet exist in a testable form, informed designers must run mental
simulations of how the envisioned device or system might work. They need to imagine a
“sequence of salient events in causal order” (Mioduser, Venezky, & Gong, 1996) in order
to make a feasibility judgment and to predict sources of poor product performance (Ull-
man, 1997; Adams et al., 2003). When testing physical prototypes, design-based trouble-
shooting involves actively looking for critical events and patterns of behaviors that diverge
from this mental model. These harbingers of lackluster performance or abject product
failure help to differentiate well-conceived products from those that need tweaking and
those plans that should be discarded. When faults or flaws are noticed, observers zoom
their attention in and then out when examining the system’s performance. Such narrow-
ing and focusing of attention helps practitioners isolate faults by reducing the complexity
of the system being considered. This lessens the load on working memory, which in turn
can improve troubleshooting performance (Axton, Doverspike, Park, & Barrett, 1997).
Informed designers also use case-based reasoning to recognize patterns of current system
performance based on similar cases they have encountered and can use causal reasoning to
follow anomalous events backwards to one or more root causes, which may reside in the
768 Crismond & Adams
Teacher modeling of troubleshooting Teachers can show students how to employ diag-
nostic troubleshooting strategies by modeling for students how they analyze poorly func-
tioning devices themselves. An instance of such coaching can be found in the Design in the
Classroom Web site (GTRC, 2004b) when a student appeared not to be attending to nota-
ble performance flaws when testing a model parachute. The technology education teacher
in the video, after noticing that the student was not watching the parachute’s descent care-
fully, modeled how to make more pointed observations:
“Watch it as it falls, from the beginning to the end.”
(Student releases her parachute; it partially collapses midway during descent.)
“See where it stops floating slowly, and then changes speed. So you want to
figure out why it’s doing that.”
Teacher comments and questions can help shift a student’s analytical perspective and
way of looking so that it includes broadening or zooming out attention in order to assess
overall product performance when needed, and narrowly focusing or zooming in attention
in order to conduct detailed critiques of specific subsystems and explore their connections
to other parts of a device.
FIGURE 4. An example of a published design model that depicts engineering design as a linear process.
Cited by Kimbell (1994, p. 334).
770 Crismond & Adams
design tasks: that neither the problem nor the goals are well defined and that there are
many ways to frame a problem, multiple plausible solutions, and no stopping rules other
than a designer’s judgment (Cross, 1992; Goel & Pirolli, 1992; Grant, 1992). In actual
practice, designers cannot work in a linear fashion, since practices that often appear as a
final step in design process models, such as evaluation (Kimbell, 1994) or communication
(Mosborg et al., 2005), occur repeatedly throughout the process. Overall, experienced de-
signers combine problem structuring and solving in an iterative process (Adams et al.,
2003; Ennis & Gyeszly, 1991; Lawson & Dorst, 2009), self-monitor their progress, flexi-
bly adapt to new insights (Adams, 2001), chunk strategies together to reach viable design
goals (Atman et al., 2007), and strategically and opportunistically deviate from a step-by-
step design process as needed (Ball & Ormerod, 1995).
Iterative design, represented in design process models as feedback loops or check-and-
reflect points within and across subtasks, is considered an “integral feature” and “natural
attribute of design competency” (Adams et al., 2003). It has been described as involving
multiple analysis-evaluation-synthesis cycles where an understanding of the task simulta-
neously coevolves with developing a solution (Archer, 1979; Lawson & Dorst, 2009) as
“cycles of proposal, testing, and modification of an evolving design” (Smith & Tjandra,
1998), global and local iterative cycles ( Jin & Chusilp, 2005) and goal-directed transition
behaviors (Adams & Atman, 2000). From our own experiences, we refer to iterations as
“another pass,” “the next version,” or even “starting over.” For it to work well, iteration in
design must engage meaningful learning, where improved solutions grow out of an evolv-
ing understanding of the problem, and new insights and information get continually as-
similated into a designer’s understanding of the design task (Adams, 2001; Adams et al.,
2003; Schön, 1983; Ullman, Herling, & Sinton, 1996; see also Patterns A and I).
Iterations may occur spontaneously, such as reacting to a particular dilemma or oppor-
tunity, strategically, such as planning to revisit and review prior design decisions about the
problem, or as part of an overall design approach. The outcomes of iterative designing can
be modifications to a problem, solution, or design plan, or simultaneous coupled iterations
(Adams, 2001). For each adjustment made, the designer must not only analyze the effects
of the change but also reevaluate the design task. Iterative problem scoping cycles (see
Pattern A) result in reformulating problem requirements and modifying and adapting to
changing perceptions of the design problem or constraint migration (Chandresekaran,
1992), which has been associated with the development of more creative solutions (Akin,
1994; Akin & Lin, 1995). Solution revision cycles (see also Patterns C, E, F, G, and H)
may occur because a solution failed to work or satisfy one or more design requirement, or
new requirements emerged during the evaluation of a solution (Braha & Maimon, 1997;
McGinnis & Ullman, 1992).
The use of iteration strategies constitutes effective design practice (Adams et al., 2003)
and supports learning by allowing the designer to continually revisit and reflect upon each
aspect of the design task (Braha & Maimon, 1997; Bryson, Bereiter, Scardamalia, & Joram,
1991). Doing iterative designing has been found to play a significant role in the quality of
final design solutions and involves “incrementally and simultaneously advancing upon both
a representation of the problem and a final solution” (Adams et al., 2003, p. 286). In a com-
parative study where engineering freshmen, seniors, and practicing professionals were
asked to do the conceptual design of a playground, increased time spent iterating (Adams
et al., 2003; Adams, 2001) was associated with higher quality design solutions to a statisti-
cally significant degree.
The Informed Design Teaching & Learning Matrix 771
variety of strategies in design thinking in various contexts (Barlex & Wright, 1998), which
can help students realize the power and utility of iterative design. Teachers themselves can
illustrate the role that iteration plays in design or any other design strategy through direct
instruction, offering comments on student projects, or modeling such behavior using a
flawed prototype or product. In one freshman year engineering course at Purdue where it-
erative designing was consistently scaffolded across multiple design tasks, there was a sig-
nificant pre- and post-difference in the increase in importance that students attributed to
the role iteration plays among a set of 23 design strategies and activities (Adams & Fral-
ick, 2010).
Risk-taking and iteration Some students can be overly cautious when designing and
need support in taking risks with their design ideas. In a meta-analysis of studies that ex-
amined the risk-taking tendencies of males and females in a variety of contexts, large gen-
der differences were noted when intellectual risk-taking was involved (Byrnes, Miller, &
Schafer, 1999, p. 378). Kimbell describes research that showed notable differences in the
design work of male and female U.K. design and technology students, with girls outper-
forming boys in reflective tasks like investigating and evaluating ideas while boys were
better at idea generation and development (Kimbell & Stables, 2008). Kimbell also
noted that girls seemed to take fewer risks with their plans and ideas than boys
(GTRC, 2004d). Design instructors have encouraged risk-taking by offering students
case studies and personal anecdotes where accepting and building upon failure proved
a viable pathway for improving design ideas. A well-publicized motto of the product
design firm IDEO builds upon this idea: “Fail often in order to succeed sooner”
(Kelley, 2001, p. 232).
Metacognitive thought is closely linked to design decision making (Kimbell & Perry,
2001) and is associated with higher levels of design performance and product quality
(Adams & Atman, 2000). Informed designers reflect on the viability of the plans they
propose and the lessons learned from past design efforts – both of which are manifesta-
tions of their own mental models of the system they are developing (Elmer, 2002). These
ideas are common themes in studies of how designers engage in reflective practice and
learn through design (Adams et al., 2003; Dorst & Lawson, 2009; Schön, 1984; Valken-
burg, 1998).
Teaching strategies Early research of children designers’ computer programming in
Logo reported improvements in students’ reflectivity and metacognitive thinking (Clem-
ent & Gullo, 1984), although such gains were limited to the contexts in which students
had originally worked (Pea & Kurland, 1984). Middle school students who used Georgia
Tech’s Learning by Design™ curriculum were found to perform metacognitive thinking
better than students in control classes who did no designing (Kolodner et al., 2003). The
following are some of the approaches that have been created to support students’ design-
based reflective thinking.
Design diaries and portfolios Design portfolios can play a variety of roles in scaffolding
students in their design work, even though some students maintain that they find keeping
design diaries, journals, and portfolios distasteful, and do so only to enable their instruc-
tors to assess their work (Welch & Barlex, 2004). The paper-and-pencil Design Diary in
the Learning by Design™ curriculum provided students with single-page worksheets that
supported them in reflecting on what they knew and needed to learn while generating
questions in the Problem Understanding sheet (see Pattern A), reviewing what they
learned from early investigations in the Messing About section (see Pattern D), and
combing through results of fair-test experiments (see Pattern F) in the Design Tests pages
(Kolodner et al., 2004). Some portfolio systems act as a sketchbook to support creative
idea production and reflection, or as a job bag to aid students in scheduling and monitor-
ing the progress of design work; others help students showcase their ideas for final presen-
tations (Welch, Barlex, & Taylor, 2005). Portfolios can also help students recall and evalu-
ate key events in their individual and group design work, construct explanations for design
decisions they have made, and articulate their values in engineering practice (Dunsmore,
Turns, & Yellin, 2011, p. 338). Keeping portfolios can help learners describe details of
their own process (Sobek & Jain, 2007), construct and articulate their own philosophy of
design (Hirsch & McKenna, 2008), and make evidence-based claims about how they are
prepared for future practice (Turns et al., 2010).
Compare and contrast design cases Numerous groups have engaged students in review-
ing transcripts, videos, or samples of their own or others’ design work to support reflective
thinking in design. Students have done design tasks reported in published research, com-
pared and contrasted their design practices with those used in the reported studies, and
then reflected upon and discussed differences and similarities (Turns et al., 2003). Stu-
dents can achieve highly insightful observations and reflections on what strategies and be-
haviors contribute to design success and failure by reviewing videos showing other design
teams at work (e.g., video segments from the PBS show Design Squad; Purzer, 2010) or
watching clips of another team doing the same design task that the students have just
completed (see GTRC, 2004e). Students’ understanding of design has improved after
coding verbal protocols of individuals designing a playground for various design behav-
iors, and then later engaging in inter-rater reliability discussions (Scott et al., 2001) and
774 Crismond & Adams
DISCUSSION OF CONTRIBUTIONS
The Informed Design Teaching and Learning Matrix is the product of a scholarship of
integration for engineering education that links a broad-based and multidisciplinary
scholarship of design cognition with an emerging scholarship of teaching and learning in
engineering design. Some of the challenges faced by this scholarship of integration effort
include (1) simplifying the scale and complexity of the cross-disciplinary design research
landscape, (2) formulating learning goals and gathering design strategies that have been
used to help designers learn to design, and (3) fashioning a use-inspired tool to enable
teachers to develop their own Design PCK and help students become informed designers.
Below, we summarize the key points related to the theoretical and practical contributions
of this effort and note limitations that open up opportunities for further research and de-
velopment.
We see two major audiences for this paper and its scholarship of integration approach.
For researchers, the Matrix contributes to educational theory the notion of informed de-
sign and key performance dimensions that students may achieve during their formal edu-
cation in K–16 settings. The Matrix also acts as a framework for enabling researchers to
(a) situate existing research findings related to engineering design cognition and studies of
the impact of various instructional methods on student design learning; (b) identify gaps
The Informed Design Teaching & Learning Matrix 775
in the field’s current research base; and (c) connect and situate results from future engi-
neering education research as well as validate and improve the current Matrix and educa-
tional theory of informed design.
For teachers, the Matrix may be helpful in building their own Design PCK and im-
proving their classroom practice when using engineering design activities. The Matrix
helps do this by directing teachers’ attention to common design misconceptions and habits
of mind of beginning designers, suggesting performances that students might achieve as
informed designers, and then compiling for teachers learning goals linked to instructional
strategies that are relevant to the patterns noted in the Matrix.
design capabilities to offering a palette of viable learning goals and effective teaching
strategies, from which formative and summative assessments can be devised. This theory
may stimulate new research questions on pedagogical and teacher professional develop-
ment issues, such as “Which teaching practices best support specific elements of design
learning?” “What workshop and other experiences support teachers in developing their
own in-depth Design PCK?”
As an example of this work, a grades 4–5 science cluster teacher recently used the Ma-
trix after developing initial lesson plans for an instructional unit from the NSF-funded
curriculum series, Engineering Is Elementary (Museum of Science, 2009). This curriculum
employs a five-step design process model of Ask, Imagine, Plan, Create, and Improve.
The Catching the Wind: Designing Windmills module asks students to redesign a blade
configuration for a model windmill so that the model generates the maximum torque.
The teacher first developed a two-page lesson plan and then, in consultation with author
Crismond, reviewed the Matrix with reference to this plan. An analysis of the recorded
and transcribed collaborative session revealed the following sequence of activities: (1) the
teacher explained to Crismond his lesson plan and key planning decisions; (2) Crismond
gave an overview of key points from the Matrix of Informed Design; (3) both aligned the
five strategies from the EiE curriculum’s design process model to those in the Matrix (e.g.,
Ask mapped to Patterns A and B, Imagine mapped to Pattern C, etc.); (4) the teacher
identified objectives from the Matrix’s learning goals column to include in a revised lesson
plan (e.g., a revised emphasis on using design as a context for doing controlled experi-
ments (Pattern F) and troubleshooting (Pattern G)); and (5) the teacher selected tech-
niques from the Matrix’s teaching strategies column that he felt met his students’ learning
needs. For a final project, the teacher implemented the lessons and collected formative as-
sessment data that focused on students’ troubleshooting thinking and that helped him to
make adjustments to daily instruction.
High school students The Matrix has been used with high school engineering and
physics students to do direct instruction about the differences between beginning and in-
formed designers and to support class discussions of those behaviors (Crismond & Peterie,
2011). Students rated themselves along the beginning-informed design continuum for
each of the Matrix’s patterns and provided evidence for those ratings based on their recall
of recently completed design project work (Figure 5). These activities not only provided
formative assessment data that helped the instructor better understand students’ grasp of
specific design strategies and their concepts of informed designing, but also afforded stu-
dents with an opportunity to “self-evaluate and reflect” (McTighe & Wiggins, 2004, p.
214) upon their own growth towards becoming informed designers.
College students In a first-year undergraduate engineering course, author Adams
used the Matrix to scaffold design learning as her students worked in teams on increas-
ingly complex and large-scale design tasks. She presented the Matrix and repeatedly re-
ferred to its language and ideas to help students understand how design is different from
closed-ended engineering problem solving and self-assess their own growth as informed
designers. Students also used the Matrix to help them critique and predict the strengths
and weaknesses of other design teams seen in video segments from the PBS program De-
sign Squad (see also Purzer, 2010). In class, students discussed their observations of what
they saw as effective and ineffective design strategy use and mapped these to the Matrix’s
descriptions of beginning and informed designing.
Another study, also conducted in a first-year engineering program, suggests that the
Matrix has promise as a tool for direct instruction and student self-assessment. A pre- and
post-test survey was administered to 115 engineering freshmen, who were asked to rank
from a list of 23 design activities what they felt were the most and least critical activities for
producing high-quality designs (Adams & Fralick, 2010). By semester’s end, there was a
significant shift in awareness of the ambiguity inherent in design tasks and the need for
adopting an iterative approach to design (Pattern H). In the pre-activity survey, students
778 Crismond & Adams
FIGURE 5. Modified Matrix table filled with students’ own examples of acting as beginning or informed
designers. In this table, the language associated with each Matrix pattern (column 1) was modified to make
it more accessible to students.
were more likely to identify iteration as one of the least important design activities for
producing solutions of high quality, citing iteration as an “inefficient use of time,” a “waste
of time,” and how good teams “shouldn’t have to iterate much.” Students’ post-activity re-
sponses in effect moved iteration from the least important to one of the most important
design activities. Students wrote of how iteration “continuously makes the design better”
and is an “extremely useful process that allows you to re-look at different aspects of your
design and decide what to improve on.” One student explained how “having a plan is im-
portant, perhaps vital, but so is being flexible with the plan and being able to adapt to the
current circumstances of the project.” There were also significant shifts in students’ recog-
nition of the centrality of problem formulation strategies (Patterns A, B, and H) such as
understanding the problem, gathering information, and identifying constraints (e.g., “an
insufficient problem statement can derail a project and can cause delays later in the
project”).
have a place in undergraduate cornerstone engineering courses (e.g., West, Flowers, &
Gilmore, 1990) – have not been included in this version of the Matrix.
The scope of the Matrix has, by design, been constrained to K–16 instructional set-
tings. Its primary audiences include K–12 STEM educators, engineering educators at the
undergraduate level, and potential early career professionals or graduate students. How-
ever, much of the research represented in this paper does not address the special concerns
or learning issues of K–2 students. This limitation represents not only a gap in the field of
engineering education but also a significant opportunity since, for example, it is quite un-
clear whether these younger students can frame design problems effectively or use ab-
stractions found in systems thinking to understand how everyday products work. Since
the Matrix spans childhood education to early adult education, future studies would need
to target issues that bridge different learners in different contexts. Also, it is quite possible
that some K–16 students have considerable design experience and have engaged in deep
reflection such that their learning trajectories may extend beyond that of informed de-
signing. While this does not suggest that the information contained in the Matrix is in-
correct, it does highlight the need for research to support adjusting Matrix end points
closer to expertise. Finally, the Matrix was designed to help teachers reflect on and devel-
op their own Design PCK but does not represent or fully articulate what makes up any
teacher’s Design PCK. Such an endeavor would require dedicated studies on what K–16
teachers understand about design knowing and learning, and this shapes their instruc-
tional approaches using design tasks.
CONCLUSIONS
The outcomes of this scholarship of integration process include the articulation of the
idea of informed design upon which the Matrix is based. The Matrix table acts as a guide to
help teachers identify, diagnose, and explain some of the highly ineffective design habits
of students. It also aims to help teachers formulate pragmatic learning goals and compile a
suite of teaching activities and techniques to use or adapt as needed. Critically, the Matrix
is the place from which teachers can formulate their own formative assessment tasks, and
it can help them implement evidence-based adjustments to their day-to-day instruction.
The Matrix aims to be a first-generation construct of the Design PCK that teachers need
to know and develop to be effective users of design tasks with their students.
With these complementary tools in hand, an emergent instructional theory for teach-
ing informed design was proposed, and the use of the Matrix as a conceptual framework
for placing and locating disparate and separate research findings was also suggested. The
Matrix may also serve as a place where new findings from studies on the effectiveness of
the teaching remedies and the results from longitudinal studies that follow students’ learn-
ing of engineering design over large tracks of time can be integrated. Also, descriptions of
beginning designers and the steps they follow towards becoming informed designers
could be revised, refuted, or validated. Such data could lead to the honing and refining of a
series of detailed learning progressions statements for engineering design that will make
effective teaching with design activities a more achievable goal for teachers.
Helping support informed teaching with engineering design activities is an ultimate
goal of this work. This would include helping teachers to (a) look for and notice inef-
ficient behaviors and habits of mind of beginning designers, (b) select realistic learn-
ing objectives that aim to improve particular design behaviors or address one or more
780 Crismond & Adams
of the seven performance dimensions of informed design, (c) create viable formative
assessments tasks to assess students’ growth in engineering design practice, and (d)
coach students in using the Matrix themselves to guide their design actions and sup-
port meaningful reflective practice. Such practices can represent a significant shift
from seeing instruction in engineering design as teaching projects to creating design-
based learning experiences that provide students with opportunities to engage in “ap-
proximations of practice” (Grossman et al., 2009) and even experiment with provi-
sional identities as future designers and engineers.
The Informed Design Teaching and Learning Matrix, as with any building (see Brand,
1994), can learn and adapt through feedback. Comments and questions regarding this
paper and its contents may be sent to David Crismond, City College of New York, 138th
St. & Convent Ave., NAC Building 6/207b, New York, NY 10031, or emailed to
dcrismond@ccny.cuny.edu. Feedback might include (1) applications, how have you used
the Matrix in your classrooms or in teacher professional development settings; (2) feed-
back, what worked well and poorly when you read or used the Matrix; (3) gaps, what seems
to be missing in the Matrix’s current collection of patterns and misconceptions and for-
mulations of starting points and endpoints; and (4) teaching techniques, what goals and
strategies of instruction reported in the literature might be included in the Matrix.
ACKNOWLEDGEMENTS
Insights for this paper grew out of work on an NSF-funded teacher professional develop-
ment project, Design in the Classroom (ESI 99-86854), which supports teachers’ use of de-
sign tasks with their students, an NSF-funded project on the continuum of design exper-
tise (ROLE 01-25547), and an NSF CAREER grant exploring cross-disciplinary
approaches to thinking and learning (EEP-0748005), and an NSF IEECI collaborative
project (08-36008 and 08-35949) that led to the creation of the Design Compass. The au-
thors wish to thank all of those who have provided feedback as the Matrix developed, in-
cluding those at talks at national conferences at ASEE, ITEA, and AERA. Special thanks
go to Craig Adams, David Barlex, Terry Bennett, Woodie Flowers, Ed Goldman, Mor-
gan Hynes, Richard Kimbell, Matt Peterie, Doug Steinhoff, and Jennifer Turns for feed-
back and suggestions for improving this work.
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