Research Methods in Design Education
Research Methods in Design Education
To cite this article: Jesvin Puay-Hwa Yeo (2014) An overview of research methods in visual
communication design education, International Journal of Design Creativity and Innovation, 2:1,
51-62, DOI: 10.1080/21650349.2013.794720
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International Journal of Design Creativity and Innovation, 2014
Vol. 2, No. 1, 51–62, [Link]
1. Introduction
There is a consensus among educational researchers on the growing importance of
research in higher education in the field of art and design (Newbury, 1996a; Yee, 2010).
Yee (2010) states that the emergence of “a number of major international conferences
dedicated to doctoral research reflects the growing interest in the nature of research and
practice of the field” (p. 2). The understanding and application of research theory and
research methods have become essential elements in research-based design management
universities (Kennedy, 1997). The design practice in visual communication design
education shifted from an emphasis on training in traditional vocational courses to a focus
on research being integral to the course, signaling a transformation in higher education in
design. The design practice in visual communication design education has become more
reflexive and multidisciplinary, in the sense that it now seeks an understanding of research
methodologies, in both classical disciplines and cultural studies, as one of the key
components that allow creativity to flourish (Bennett, 2006).
Concurrently, the challenge for design education is to move the teaching of practical
design skills only to equipping a graduate with lifelong learning skills to succeed in the
*Email: jesvinyeo@[Link]
ever-evolving design industry. Brown (2012) said, as “the world’s problems have become
more complex, the traditional design process has been challenged” (p. 18). Brown goes on
to emphasize that designers need to learn scientific methodology because it enables
designers “to ask more of the right questions, come up with better hypotheses, design
effective experiments and most importantly, share our learning” (p. 20).
One possible way to enhance design practice is to provide the know-how of conducting
research, as a positive addition to the design students’ skill set; research study also
“enhances their physical output as it expands their creative freedom” (Bennett, 2006,
p. 13). As defined by Khoury and Khoury (2009), “research is an insightful method for the
generation of meaningful design” (p. 837). This further supports the rationale that our
future designers need to be equipped with research knowledge to be innovative in design.
With the increase in the number of students opting for courses in art and design
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(Hockey & Allen-Collinson, 2000; Newbury, 1995; Yee, 2010), it is important to inculcate
in the students the value of research study and its relevance to the design field. With
reference to the intake of art and design students, Newbury (1995) mentions that “certainly
in the United Kingdom . . . the number of research students registered for higher degrees
has more than doubled in the last five years” (p. 53). The art and design departments in
universities have also expanded rapidly in recent years, certainly in the UK (Newbury,
1995, p. 53) and in Singapore, the knowledge and skills to conduct research have become
necessary components in undergraduate and graduate programs (Bennett, 2006). Hence,
this article seeks to provide an overview of the use of methods in research projects in the
field of design education, particularly in visual communication design, and highlights their
importance to this field.
unambiguously” (2002, p. 81). Yee (2007) counters that the process of asking questions in
design is often hidden, carried, and adapted, whereas research has to be open, rigorous, and
replicable. Instead of focusing on the differences, Newbury (1996b) lists four common
criteria of research that apply to any field of study, including art and design. He asserts that
regardless of the academic discipline, research ought to be systematic, rigorous, critical,
reflexive, and communicable. Yee (2007) affirms this by referring to Archer’s (1995)
definition of research as a “systematic enquiry whose goal is communicable knowledge”
(p. 6), before going on to identify suitable methods for practice-based research such as
Action Research (McNiff, 1988) and Reflective Practice (Schön, 1987).
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collective” were the most commonly associated with this kind of knowledge.
Design, as a practical discipline, often produces tacit knowledge. Schön (1987)
describes this as “knowing-in-action,” which a professional performs intuitively and can
be observed from the patterns of his/her behavior. Schön also recognizes the use of
“reflection-in-action” as a thought process of professionals where they stumble upon an
unpredicted outcome in the middle of a task, become aware of it, analyze its effect and
respond by making changes to their actions. Rust (2004) had linked tacit knowledge with
research by illustrating how tacit contributions to design inquiry can help to create
knowledge and establish a research model for both design and natural sciences.
The current trend seems to favor “reflective enquiry into practice” (Yee, 2007) for the
study of visual communication. Loughran (2002) puts reflective inquiry into practice in the
context of “purpose, framing, and articulation.” By distinguishing a problem or situation
that forms the purpose of the research at the onset, students can frame (and reframe) the issue
as their perspectives change in the course of the design process, all the while recording their
thoughts and decisions for further and deeper reflection. Schön (1992) observes that “the
designer constructs the design world within which he/she sets the dimensions of his/her
problem space, and invents the moves by which he/she attempts to find solutions” (p. 142).
With greater reflection being put into words, there is a lot more knowledge that can be
gleaned from the design practice, as “designers put things together and bring new things into
being, dealing in the process with many variables and constraints, some initially known and
some discovered through designing” (Schön, 1987, pp. 41– 42).
Glanville (2003) and van Schaik (2000, 2003) claim that Reflective Research is an
effective approach for design research, as it requires students to reflect on their research
process through “abstraction of themes, testing and re-abstracting—a distillation”
(Glanville & van Schaik, 2003, p. 37). Also, by reflecting on their own work, students can
not only understand how they themselves do things, but also magnify their knowledge and
ability through a line of questioning that probes deeper into their area of research and helps
them crystallize their thoughts. Through Reflective Research, Glanville and van Schaik are
more concerned about the “how” than the “what” of a research process, as they find that
design is a process more than an outcome, and therefore is more revealing when studied
throughout its various stages of activity. Similarly, Yee (2007) has used Reflective
Research to understanding her own practice, especially on research projects that involved
multidisciplinary research teams.
countries and at master’s or doctoral levels. According to the reviews, most of these
studies focused on developing appropriate models of practice in research education and
training (James, 2003; Jonas & Chow, 2008; Marshall & Newton, 2000; Saikaly, 2005;
Schön, 1992; Sevaldson, 2000; Soares & Pombo, 2010; Yee & Bremner, 2011). The
proposed models included imaginative approach, reflective practice or inquiry,
“designerly” method, design as research, interpretation approach, bricolage method, and
visual research methods.1 Mimoso (2011) states that as the research training in “art and
design is at a formative phase” (p. 4), there is a need to devise alternative methods for art
and design research, especially since it is practice led. She further urges that it is important
to develop a language of research for communication between researchers in art and
design disciplines, as well as to demonstrate their research process and findings to other
academic disciplines.
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Allison (1992) set out seven general categories of research methods used in art and
design: historical, philosophical, experimental, comparative, descriptive, naturalistic, and
practical. Yee (2010) and Gray and Malins (1993) identify the first four as being “classic”
research methodologies widely accepted in the research community, whereas the last three
are more closely related to artistic practice than scientific research.
Unlike science, the humanities often refer to metaphysics (such as theology,
philosophy, and ethics) and the arts (such as literature, art, and music). Noting the
subjective nature of the arts, Archer (1995) outlines the value of art research as
expression in appropriate media; creative reflection on human experience; the qualitative
interpretation of meaning in human expression; judgements of worth; the exploration of truth
values in text; the categorisation of ideas, people, things and events; and the tracing of, and
commentary upon, the provenance of ideas, people, things and events. (p. 8)
Some of the common qualitative methodologies used by social science researchers that
are also appropriate for art and design researchers are phenomenological, hermeneutic,
axiological, ethnographic, holistic, naturalistic, descriptive, experiential, and dialectical
strategies (Gray & Malins, 1993).
necessity uses available materials to create new objects from existing ones” (p. 3). Gregory
Bateson (Kanu, 2009) uses the analogy of a pair of binoculars to explain the concept,
likening it to looking at the same thing through different lenses, giving the subject a wider
range of perspectives.
However, there is another camp of research scholars (Jones, 1980; Lawson, 1990) who
are against borrowing existing research methodology from the sciences and humanities.
As Cross (1999) puts it, “we do not have to turn design into an imitation of science, nor do
we have to treat design as a mysterious ineffable art” (p. 7). Gray and Malins (1993) have
identified distinct research procedures used in the design field that can be seen as rigorous
– invention, selection, synthesis, analysis, development, refinement, and resolution. They
observe that most design methods are based on a structure that broadly covers “collection
of data (visual, written, oral), selection, analysis and synthesis, testing against known
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visual and performance norms, human reactions and responses, and compromise with
regard to context, function, ergonomics, manufacturing & material constraints” and still
leaves scope for “human intuition, emotion and invention” (p. 8).
“research processes are iterative, reflective, interpretive and dialectical” (Saikaly, 2005,
p. 9). A good example are the “cultural probes” by Gaver, Dunne, and Pacenti (1999), a
creative method for doing research through design that enables the researcher to look for
ways to open new spaces for design.
However, the legacy of Strand’s position (1998), which reported that design research is
not considered a genuine research activity because it lacks “original and systematic
investigation” and is not “verifiable publicly through publication and peer review” (p. 7),
although much improved is still an issue. So, in order for design research to gain
recognition from the academic body, the focus should not be only on what type of research
methods are more suitable for the domain of design research, but also on knowing how to
conduct formal/academically valid research procedures (the “how” of design research), so
that “original” ideas can be derived from the research process and subsequently used to
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3. Conclusion
The purpose of this study was to provide an overview of research methods in visual
communication design education and the debates on the research methodologies most
suited for communication design education. The review of research methods in visual
communication design education identified three key tenets:
(1) Knowledge and skills in research can be viewed as a key intangible asset for
design practice (Glanville & van Schaik, 2003; Schön, 1983, 1987; Yee, 2007).
(2) Design research (i) has to be systematic as it is carried out in a methodical and
organized manner; (ii) should be rigorous as it is carried out in a domain that
requires the application of precise and exacting standards; and (iii) is an inquiry as
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The above indicates that the knowledge and research skills at all levels of
communication design education should start from the basics, i.e., how to conduct
research in a step-by-step manner with precision and rigor. Design students should not be
overwhelmed with different research approaches, either traditional or alternative methods.
Papastergiardis (2002) has also stated “the main problem with developing a research
culture in an art school is not to do with the angst of creativity, but with the structure of
research” (p. 9).
Furthermore, Saikaly (2003) has stated that contributors from other scientific
disciplines, such as Herbert Simon, have led to the reconsideration of the epistemological
and methodological issues of design research (p. 10). Thus, further studies in this field
should focus on the main steps of research – such as identifying research topics and
research questions, selecting relevant contexts and subjects, collecting relevant data,
analyzing and interpreting data, and discussing and presenting findings – to seek an
understanding on whether the process of research can influence students’ achievement in
terms of creative output and design process.
In addition to enhance creative output and design process, user-centered design that
characterized as a multi-stage problem solving process is another possible area for future
study in design research. User-centered design whether done for users, by users, or with
users (Norman & Draper, 1986) is a design philosophy and approach that places users at
the center of the design process from the stages of planning and designing the system
requirements to implementing and testing the product (Baek, Cagiltay, Boling, & Frick,
2008). User-centered design approaches including Participatory Design (inspired by
Cooperative Design) which all stakeholders such as users are actively involved in the
design process as co-designers by empowering them to propose and generate design ideas
that addresses their specific needs (Schuler & Namioka, 1993); and Contextual Design is
another user-centered design process which incorporates ethnographic methods for
gathering data from users which are relevant to the design of a system or a product (Beyer
& Holtzblatt, 1998). Above all directions that proposed for future studies, the process of
research needs to be continually and systematically investigated and studied as being
fundamental to conducting design research.
International Journal of Design Creativity and Innovation 59
Note
1. The imaginative approach, also known as research imagination, is about having a broad view of
a topic; being open to ideas regardless of how or where they originated; questioning and
scrutinizing ideas, methods and arguments regardless of who proposes them; playing with
different ideas in order to see if links can be made; following ideas to see where they might lead
(Hart, 1998, p. 30).
The reflective practice or inquiry involves thoughtfully considering one’s own experiences in
applying knowledge to practice while being coached by professionals in the discipline (Schön,
1996). It focuses on design as an inquiry rather than design as a problem-solving.
Designerly method refers to the practice-based research procedures conducted by the designer,
in which the mode of problem solving is “solution-focused,” and the mode of thinking is
“constructive” (Cross, 1982).
Design as research is a research process initiated for the purposes of enriching or modifying
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aspects of a particular profession. The process is influenced by Schön (1992), where he observes
that “the designer constructs the design world within which he/she sets the dimensions of his/her
problem space, and invents the moves by which he/she attempts to find solutions” (p. 142).
Interpretation approach employs interpretation as a method to build a new rationality:
constructing material culture, holding as a reference the user, ultimate recipient for the projected
product. Specifically, understanding (material or immaterial culture) through dialectics among
and within all players (people, context, culture, complexity of factors, and time) and abduction
(logical inference, reasoning to evaluate, and explain through the process of attribution of
meaning; Soares & Pombo, 2010, p. 1).
The bricolage method consists of combining methods from the social sciences, humanities, and
hard sciences to derive a suitable model of inquiry (Yee & Bremner, 2011).
Visual research methods are a form of research that uses drawings, photography, and other
visual forms to produce visual representations (studying society by producing images), to
examine pre-existing visual representations (studying images for information about society), or
to collaborate with social actors (people) in the production of visual representations (Banks,
1995).
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