As part of the creative problem solving process – designers research to understand a problem space, apply their own subjective point of view or intuition and create provocations to make sense of incomplete information.
Sensemaking is not about truth and getting it right. Instead, it is about continued refracting of an emerging story so that it becomes more comprehensive, incorporates more of the observed data, and is more resilient in the face of criticism. – Karl Weick
However provocation without activity or movement is useless. The apparently crazy idea is not an end point, but only the first stage. It is what happens next that really makes all the difference. – Edward de Bono
In Discovering Design Ability, Nigel Cross states, some of the relevant information [in a design problem] can be found only by generating and testing solutions; some information, or ‘missing ingredient’ has to be provided by the designers himself …this extra ingredient is often an ‘ordering principle’. These ‘ordering principles’ give people access to new information on the whole and can take on various activities, such as the diagram below for example:
In Theory of Interaction Design, we read 10 articles and discussed the relationship between creativity, knowledge, and strategy. The diagram is an overview of each author’s summary along with my own position.
And what is your perception of it? Can we design for an individual’s perception? Stavros Mahlke, in Visual Aesthetics and the User Experience, thinks we can and should by integrating ‘non-instrumental qualities’ like aesthetic and symbolic aspects and emotional user reactions with traditional user experience interaction design.
It is in our intent, activity and perception where solutions can be created and make sense.