Liao 2020
Liao 2020
Liao 2020
To cite this article: Jing Liao, Preben Hansen & Chunlei Chai (2020): A framework of artificial
intelligence augmented design support, Human–Computer Interaction
Article views: 5
1. Introduction
Artificial Intelligence (AI) is experiencing the third tide. AI has evolved capabilities that are
comparable to humans, such as perceiving objects in images, understanding and responding to
human conversations, playing games, and translating languages. Looking into this prospect, we raise
an interesting question: Could AI plays roles in design ideation, the generic creative process in
design activities?
Previous AI researches are interested in design process models simulating with human reasoning
and problem-solving. Many studies (Fallman, 2003; Gero & Kannengiesser, 2004; Gero, 2006; Kim &
Ryu, 2014; Zimmerman & Forlizzi, 2014) associate design process with an “interact- centric” design
optimization framework (Gero & Kannengiesser, 2006). The design optimization framework con-
siders interaction as a pivot connecting design tools, designers, design problems and design out-
comes (artifacts). Naturally, the connected factors could be explained by the “wicked” nature of
design (Buchanan, 1992; Rittel & Webber, 1973), which points toward certain objectivity (involving
complicated domains, materials, activities, and environments) in human experience. Interactions in
creative activity (such as design tasks) involve multivariate design situations related to the design
process, the designers, and the artifacts (Lubert, 2005; Visser, 2009). The multivariate factors of
design activity can pose great challenges in designing interactions, particularly those aiming for
increasing creative insights (Lubert, 2005). Studies uncovered limitations of traditional
CONTACT Chunlei Chai [email protected] Institute of Industry Design, College of Computer Science and Technology,
Zhejiang University, 502, Zetonglou, 38, Zhedalu, Xihuqu, Hangzhou 310058
© 2020 Taylor & Francis Group, LLC
2 J. LIAO ET AL.
computational tools for these challenges e.g., exploration of tacit knowledge, the framing of problems
(Bernal et al., 2015; Mothersill & Bove, 2018). It is still challenging to support design thinking, where
designers raise questions, change existing solutions and beliefs, and generate new ideas.
Nowadays, AI has entered a “deep learning” age. Powerful computation models contribute to an
novel research area where non-human aspects could promote inspiration (Chen et al., 2019), and co-
creation of novel and meaningful contents (Oh et al., 2018; Fan et al., 2019; Davis et al., 2016).
Recent studies suggest a collaboration with AI could help discover “unexpected design reference”
(Chen et al., 2019; Fan et al., 2019; McDonald, n.d.; Schmitt, n.d.) and provide a content experience
(Oh et al., 2018). These practices suggest the design possibilities of emergent AI technologies in the
HCI context. Nevertheless, we have identified several gaps:
● only a few studies examined computational support for early design stages, where the core
value of design activity inhabits. The origin of creative insights and the sense-making process
remain to be explored.
● the traditional computer-aided design paradigm fails to consider the nature of design problems
(Bernal et al., 2015). Most design methods and tools are not developed in open, dynamic design
situations that reflect the uniqueness and essence of design activity. These methods and tools
suffer from “invariants” of design problems (features of a structured model do not occur in
design problem space).
● Design practices demand theoretical investigations concerning designers and design activity,
more than design and evaluation of AI applications. Computational support for ideation is
dependent on multi–variant factors (Lubert, 2005). An optimal solution for all design situations
may never exist because of the complexity of the cognitive process and individual diversity
(Lubert, 2005).
Broadly, the deep learning AI technology is a method to achieve machine learning (ML). Machine
learning increasingly plays an important role in shaping how users interact and experience technol-
ogy products (Yang, 2018). Both User experience (UX) practitioners and researchers have recently
become more interested in design opportunities involving ML technologies (Dove et al., 2017). As
such ML poses an opportunity in the sense that we could explore how ML might function as
a creative material (Gillies et al., 2016; Kuniavsky et al., 2017). This emergent strand of work within
HCI has spawned the notion of ML as a design material (Dove et al., 2017).
This article focuses on the potentials of AI in early design activities involving creativity and
decision-making. These activities include setting, framing, reframing problems, and initiating, devel-
oping and evaluating design ideas and concepts. We provide a framework describing explicit roles of
AI in design ideation as representation creation, empathy trigger, and engagement. The framework
suggests approaches to assist cognitive patterns in design process. The cognitive patterns of design
representations and design rationales are investigated via an empirical study of 30 designers (although
we only include 26 participants in the end) with concurrent Think-Aloud protocols and behavior
analysis. The study discovers opportunities for AI to support human creativity and decision-making:
AI could provide inspiration, inform design scope and request design actions. The principles and
challenges brought by design complexity and variables of design individuals are also discussed.
The following section will introduce research gaps in an interdisciplinary field of design and AI.
These gaps motivate a framework of AI for design ideation described in Section 3. Section 4 presents
an observational study of designers’ cognitive processes, which provides empirical evidence relating
to the framework. Significant characteristics in design rationales are identified. Section 5 introduces
three key principles in developing new design support using AI. Section 6 discusses challenges in the
AI-augmented design framework and Section 7 suggests limitations and future work.
HUMAN–COMPUTER INTERACTION 3
Figure 1. Potential AI techniques in supporting design. (a) pixel-to-pixel image translations (b) text-to-image synthesis (c) sketch-
based image editing (d) drawing by what-and-where (e) deep neural style transfer.
4 J. LIAO ET AL.
Figure 2. Limitations of traditional computational tools in design phase of generating tacit knowledge, Bernal et al. (2015).
HUMAN–COMPUTER INTERACTION 5
selective combination skills) and domain-relevant knowledge, thinking styles (e.g., being more or less
detail-oriented), personality traits (e.g., risk-taking, tolerance of ambiguity and uncertainty, open-
ness, perseverance), as well as other factors interact to yield creative potential (Lubert, 2005).
The next section will introduce a framework of AI-augmented design support, which discusses cognitive
strategies in problem formulation, design approaches and principles with the perspective of design
rationality. We associate with designers’ cognitive activities in an empirical study of design ideation. The
study explains and reflects on the framework, and contributes to implications, design principles and
challenges of the framework in a broad context. The details of the study will be introduced in Section 4.
The engineering design emphasizes “close to users” and is much oriented to HCI insights compared with other design domains of
1
images) into insightful representations (e.g., entity patterns, logical representations). In reframe/define
phase, suggestions and references are produced to juxtapose the information from the discovery phase,
for example, informing potential design states by AI’s predictions. Designers are encouraged to imagine
unfamiliar concepts and novel design goals, variables, feelings, and experience.
tools, environments, and external information representations. Changes in a world can affect the
others, e.g., problem formulation connects the designer’s memory to the current situation and design
actions are then taken toward goals in the expected world. Accordingly, design optimization is
pushed forward by such dynamic interactive effects of three worlds of designers, design materials
and design goals. In the empirical study (Section 4.), scenario descriptions are found to occur with
writing/drawing action, which suggests designers’ visual thinking strategy to aid external information
processing (Ware, 2010).
Figure 5. The creativity components and examples of design support with AI. The approach is based on Haritaipan’s taxonomy of
112 design creativity tools in design practice.
Figure 6. The roles of human (hollow arrow) and AI (solid arrow) in design discovery, and (re)framing/definition. Our framework
aligns AI’s creation with human designer’s creation.
design entities could be managed in some ways to facilitate structuring design knowledge.
Random and context-related management is usually handled by probability selection and database
(Hay et al., 2017). Differently, AI allows organizing design entities by mathematical proximity. For
10 J. LIAO ET AL.
Figure 7. Align AI-augmented design support (AADS) and HCI prominence with mothersills’ ontology of AI–involved computa-
tional tools.
3.2.1.2. Create logical representations. The logical representations are typical AI-based design
knowledge. Early AI models have developed logical elements of design (Hatchuel & Weil, 2003;
Gero, 1987, 1990; Maher, 1990). Traditional logical CAD tools often have a very structured way of
automating design optimization, using procedural knowledge and design language which focuses on
geometric relationships and are pre-defined or user prescribed (Bernal et al., 2015; Mothersill &
Bove, 2018). Here, creating logical representations by AI keeps the logical tradition of transmitting
among design states, while variant by enhancing designs with user-guided design inference, i.e. the
structure of design variables is defined by users rather than fixed by computation and algorithms,
and are adjusted during design iterations rather than remain unchanged. Furthermore, if user-
related data become available to AI, it is likely to produce inference from user-generated content
HUMAN–COMPUTER INTERACTION 11
Figure 8. Descriptions of Creativity tools category in design language and AI language. The design language is from Haritaipan’s
taxonomy.
such that design paths are led by users. As such, we could track a history of design states involving
user operations, design artifacts, and information fed into AI. The design history could help build
the relationships among previous ideas, and then help designers decide potential ones to implement.
The implicit intents are significant but may be difficult to capture previously. Now, AI may fit this
condition with contextual signals and situation-aware interactions.
3.2.1.3. Link to existing knowledge. AI extends the ability of computational tools assisting in
connecting diverse design concepts, which is a crucial part in early creative process (Mothersill &
Bove, 2018). Today’s very parametric CAD tools such as SolidWorks neither provide the cognitive
supports in search nor highlight new information that the designer might not have thought of
(Bernal et al., 2015). Traditional computational supports that designers use to find information on
their initial prompt is in the form of the ubiquitous semantic search engines. The computational
mechanism of AI extends the metaphorical search capabilities; therefore, it would potentially help
designers structure the search prompts, and find unexpected information in their search activities,
leading to more novel design solutions (Mothersill & Bove, 2018). The AI can act as “random
triggers” (Haritaipan, 2019) – the creativity supports extensively used in analogical thinking (transfer
12 J. LIAO ET AL.
an idea from one domain to another to generate novel solutions) (Hey et al., 2008). The deep neural
networks allow integrating analogical information into computation, which is a key feature to
encourage divergent thought and idea generation (Gero & Maher, 1993; Mothersill & Bove, 2018).
More importantly, AI’s results are abstract and unconventional, they are likely to trigger “unpre-
dictable inferences” that is valuable for early design activities (Bernal et al., 2015). To achieve these,
design examples generated by AI could be related by context, created from parallel manipulations on
existing examples, and crafted with holistic and diversified transformations.
3.2.2.2. Drive thinking off the context. Design ideation is not always driven by targeted, logical
processes to solve problems defined in the current context. Great design works need to break the
context, propose new problems and insights out of a box of existing knowledge. The random, aimless
perceiving from users is a significant method to acquire inspirations, creative senses in particular
(Köppen & Meinel, 2015). Although user-related inspirations are difficult to capture, they are
suggested to have close relationships with design empathy (Kouprie & Visser, 2009). Design empathy
is a significant methodology in both design activity (Köppen & Meinel, 2015; Kouprie & Visser, 2009)
and HCI practice (Wright & McCarthy, 2008), where one’s feeling and experience are shared with
observer (i.e. designer, researcher). AI could enhance the emotional perceiveness of the observer by
suggesting intuitive results from awkward materials such as users’ statistics and usage trajectory. The
empathy ability to connect designers’ knowledge and experience with users is expected to increase
(Wright & McCarthy, 2008). The enhanced empathy ability will contribute to practical and creative
design thinking which is significant to the nature of the design (Köppen & Meinel, 2015).
Section 4.5.) could engage reflections on the current situation and actions to develop own design
activities in different situations.
Broadly, AI could be incorporated into interactive systems that receive data about what designers
have done, are doing, and recommends actions appropriate in the current design context. The
system should be connected with information sources that designers require to work on a design,
such as design examples, the knowledge base of design features/elements. Apart from WHAT DATA
the system may require, HOW to recommend AI’s prediction can raise interests in the HCI
community. A recent study in Human-AI interaction suggests to passively trigger automatic actions,
provide rich operations, and transfer controls of tools to designers (Oh et al., 2018). AI’s suggestions
can be redundant and tiresome. The paradigm of “user lead, AI suggest with enough details” is
shown to provide a more content user experience while bringing efforts in selecting desired tools
(Oh et al., 2018). The proactive suggestions can reduce redundant actions, but should be carefully
designed to avoid a feeling of intrusion and distracts.
3.2.3.2. Build upon the AI. There are increasingly growing design tools and methods integrated
with AI. Google’s Deep Dream tools enable the user to re-create images and videos based on
individual templates (McDonald, n.d.). Chai et al. show a generative adversarial network (GAN)
can translate a sketch into diverse image contents given design works in the online design commu-
nity (Chai et al., 2018). These examples show AI may reverse the traditional computer-aided
design (CAD) process, where designers create a preliminary idea and CAD tools assist to refine the
idea (“I create, the machine develops”). With AI, the design process can start from AI-generated
content. Designers create a design based on AI-generated content (“Machine creates, I develop”).
The AI-generated results are evaluated and re-designed by designers. A design project of the
paradigm of “machine creates, I develop” is introduced in (Schmitt, n.d.).
indicators of design cognition patterns. Overall, the analysis is hierarchical and retrospective for
reliability and validity.
subjects appear in the experiment environment. This allows designers to have a similar ability to
investigate design context and work on the design task as they usually conduct in practical design
activities. Because we are interested in how designers form and deliver ideas, we used an explicit
problem expression rather than abstract language e.g., “designing a way of supporting” to build
intuitive and common understandings of idea formation and reduce ambiguity in the analysis. To
inspire creativity, we introduce the “SUSPENDED JUDGMENT” component of ideation (Shah et al.,
2003) in addition to experiment requirements. Participants were asked to propose as many as
solutions considering originality, practicality, and feasibility. We provide a pen, a pencil, an eraser
and papers for sketching, which help express ideas and form design solutions in conceptual design
(Buxton, 2007; Landay & Myers, 2001). The experiment brief including the design task and
requirements (detailed in Appendix) are printed in a paper in A4 size.
4.3. Procedure
The experiment lasts 50 minutes, including 5 minutes instruction to be familiar with the design task
and materials, 5 minutes observation of design examples and 40 minutes designing which is
suggested sufficient for concept generation (Tsenn et al., 2014). We follow Bayazit’s three-stage
approach (Bayazit, 1993) to capture and analyze own design activity for methodology transparency
(Pedgley, 2007). We define three phases of the study: observation, protocol and behavior analysis,
and discussion. In observation, we collect raw materials from the participant and the environment
(Figure 10 shows the camera view). In the analysis, these materials are interpreted by the on-site
instructor and design experts. Finally, the interpretations are evaluated and reflected by all members
in discussions, such that the results manifest underlying perceptions, insights about problem-setting,
and aims, approaches, expectations about problem- solving.
Figure 10. A participant was formulating design concepts in the experiment. The participant wrote down lists of factors of design
solutions to reexamine design issues and investigate new directions.
16 J. LIAO ET AL.
● Phase I (Data Collection) Collect data on designers’ thinking and archive this in an unstruc-
tured and unanalyzed form. We collected sketches produced by 4 participants in the pilot study
as design examples to be used in the formal experiment. The design examples help build
understandings of the design task. The rest of the 26 participants were invited in the same
conceptual design task with formalized instructions. The instructions were appropriate to
concurrent Think-Aloud requirements as well as responses from participants in pilot study.
We recorded the design process and sketches of the 26 participants as raw materials for analysis
(a sketch example is shown in Figure 11).
● Phase II (Protocol Analysis and Behavior Analysis) Analyze data by a hierarchical proce-
dure. We followed the concurrent Think-Aloud protocol in the analysis of participants’
aims, methods, actions in the design process. Participants were asked to speak out every-
thing in mind, including what they are concerning, thinking, doing, and feeling. We
involved two design experts of averaged 7 years’ experience in coding the individual design
process and reflecting how findings (in both pilot and formal experiment) indicate parti-
cipant’s design trajectory. The criteria and examples of design process code are shown in
Figure 12.
● Phase III (Knowledge Structuring) Present findings and discuss their wider validity and
implications. We involved the experiment instructor and a Ph.D. candidate who has 9-years
of design research experience in data interpretation and evaluation. They have access to
protocol analysis results and behavior records produced in Phase II. The instructor parti-
cipated in design experiments and supervised transcription of verbal recordings and align-
ment with videos. The Ph.D. candidate supervised the design process code and its
implications. The results and findings are presented with all members to validate our
understandings.
Figure 11. An example of sketches produced in the experiment. The words recorded when sketching is: “There is a telescopic rod
at the elbow, and the telescopic rod has a groove after it extends. The measurement of pressure can be used to adjust the height
of the context and the angle of placement to support the elbow. It will ease the shoulders and improve comfort ”.
HUMAN–COMPUTER INTERACTION 17
Figure 12. The criterion of process coding and example code of independent and integral design concept words.
● fact analysis & problem-finding as Analysis (A): exploring and analyzing problems;
● idea-finding as Generation (G), including idea generation G1: propose factors or descriptions of
the idea, and sketching as G2: creating a sketch of the idea;
● idea-developing as Evaluation (E): looking back, verifying and relating the idea to others.
The process code of 26 participants (Figure 14) indicated that the design process can iterate with
certain patterns. In the case study of the most productive participant (F02), we observed three
patterns in the generation of ideas:
We classified the first two types of ideas as “new concept”, and the third one as “developed
concept”. Then, the identified ideas were divided into normal ideas and two categories of concepts:
the new concept and the developed concept based on patterns of process code. The associated
previous concepts to a developed concept were annotated in parentheses (Figure 16). In total, the
participant proposed 17 new concepts and 4 developed concepts. We evaluated the number of design
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concepts rather than the design ideas since a concept is complete to resolve a design situation. The
concept was denoted as Ci where i is the temporal order of concepts (the abandoned concepts were
not labeled). The annotations of the design process and concept generation of F02 are shown in
Figure 16.
4.5. Results
4.5.1. Patterns of design rationality
We are interested in design concept generation and the transformation of design ideas into design
concepts since the research aims for design ideation rather than cognitive ideation. We examined design
rationality patterns by both qualitative and case study. The generic characteristics were found in
qualitative analysis. Design ideation strategies were investigated in the case study. The criteria of
Figure 13. The duration of different design phases in the experiment. The experiment lasts 50 minutes.
Figure 14. The design process of 26 participants annotated by think-aloud protocol and Howard’s model. The blank denotes
a participant remains silent and does not perform any action during an interval.
HUMAN–COMPUTER INTERACTION 19
Figure 15. Ideas and design concepts created by 26 participants. F02 is the most productive participant, proposing 32 design ideas
and 22 design concepts. F07 is the most efficient participant, proposing 30 design ideas and 26 design concepts.
Figure 16. The annotation of the design process (proc.) and concept outputs (out.) for the most productive designer (F02).
The * denotes the generation of the concept involves in describing the usage scenarios.
a design concept differentiate from design ideas was detailed in the description of function, structure or
behavior of a computer table to a specific problem, or a sketch illustrating those descriptions. The most
frequent sentences participants use and provide a burst of inspirations are categorized as follows:
4.5.2. Self-answering
● “What kind of function or experience do I expect?” (F04)
● “Whether there is anything that can be improved” (F04)
● “Can it be like … or?” (M02, F04)
● “What can be combined with a computer table?” (F04)
● “Who will use a computer table?” (M01)
● “How to make this computer table … (e.g., lighter or more convenient)” (M06, M07)
20 J. LIAO ET AL.
Several observations can be concluded from Figures 13 and 14. First, most participants dominantly
prefer sketching, which is consistent with the significance of formulation experience in design
process (Dix & Gongora, 2011). Within 26 participants, 21 of them spend the most time on
sketching. The other participants, M05, F09, M08 presented a dominate of speaking out their
ideas in framing problems, and M02 described and proposed design solutions. In additions, it is
straightforward that mechanical design students (M10, M13, F12, and F13) spent a significant
majority of time on sketching, while M02 and F07 (Industry design) preferred proposing ideas by
words and M05 (Art design), F09 (Product design), and M08 (Mechanical design) show a slight
tendency in analysis phase.
An interesting finding is, a sufficient sketching time does not always lead to good design results.
When comparing the design outcome (Figures 9–15) and period time of design process (Figure 13), we
found that mechanical design participants (ideas: 16.38, concepts: 8.63, transform efficiency: 52.7) spend
the most time on sketching, and their averaged proposed concepts surpass participants in art design
(ideas: 11.67, concepts: 4.67, transform efficiency: 40.0) and product design (ideas: 18.5, concepts: 7.25,
transform efficiency: 39.2). However, design ideas and concepts proposed by mechanical design
participants are not as many as industry design participants (ideas: 18.91, concepts: 12.45, transform
efficiency: 65.8). Considering education of design expertise, it is reasonable since the ability to form
design concepts is considered to be one of the most core skills of an industrial designer, while
mechanical design, product, and art design are interested in the mechanism, functionalities or esthetics.
The solutions proposed by designers in these areas can be described in very detailed, compared with
industrial designers yielding incomplete and abstract design outcomes.
In the analysis of participants’ behaviors and concurrent Think-Aloud documents, we found that
descriptive and imaginary thinking is critical to efficient design ideation. Descriptive thinking refers
to depicting a design situation to find potential problems. The imaginary thinking, for example, can be
brainstorming a map of potential design directions (M01, F02, F04, F07). Besides, aimless thoughts lead
to many “new concepts” (< G >). The moments of idea generation, thinking of “irrelevance” is a feasible
way to explore problems, options, and possibilities of improvements. Participants questioned the ground
of existing understandings, or randomly linked to distant design attributes and evaluate the possibilities.
HUMAN–COMPUTER INTERACTION 21
The process of “aimless” probing may not always contribute to new ideas but can inspire problem
background and underlying factors. This process, known as memory retrieval, is a critical method to gain
new ideas in design ideation from a problem or solution previously learned in daily experience.
In the case study on the most productive designers (F02), we found a great number of ideas coming up
with the scenario description. The most productive participant described the usage scenario in propos-
ing 12 new concepts (C1, C2, C5, C7, C10, C11, C13, C16, C17, C18, C19, C21) and 2 developed concepts (C6,
C9) (Figure 16). The scenario descriptions occurred in each of the concepts that thereafter produced
developed concepts, i.e. C2, C5. Particularly, the concept generation happened in fact analysis and
problem-finding (A) and idea-finding (G). Some examples of scenario descriptions are:
● “ … what if I use a keyboard without using hands, for example, some programmers often use
Ctrl+C (copy operation) and Ctrl+V (paste operation). I can ‘save’ these operations by using
pedals. I step my left foot on (a pedal) is Ctrl+C, and step my right foot on (a pedal) is Ctrl
+V … ”
● “ … how to enhance privacy? That should be (like) other people cannot see the screen. Here are
(screen) lights … I can wear glasses so that I am the only one to access the screen contents …
The screen may not always need to be private (in this way). For example, when I go to the
washroom, a shading board unfolds and comes down … ”
● “ … here is a cuckoo, connected with a telescopic rod. When I use a computer for a long time,
the cuckoo will jump out and call ‘cuckoo, cuckoo, don’t play anymore’ … ”
Interestingly, the most productive designer (F02), encountered fixation situations more frequently
than the others. And many ideas and design concepts are created under such a hard situation, during
the designer trying to overcome it. In total, F02 fell into two fixations (4–9 min, 24–26 min) in the
experiment. The participant began to write down a list of factors of design solutions when falling
into design fixation. This helps the participant continue to propose new concepts again. We observed
a burst in idea generation after the designer outlining factors at 27 min (proposing two solutions in
a minute). It seems that the participant explored design solutions by creating a list of vague factors
and then specifying each factor or combination of factors to develop mature concept prototypes.
Similarly, other productive designers were observed to create a mind-map like preliminary solu-
tions back and forth during designing, or keywords at the beginning of the design process. An
example of lists of factors to overcome design barrier is shown in Figure 10.
22 J. LIAO ET AL.
4.6. Implications
Providing stimuli and widening scope could promote design ideation by eliciting and organizing
psychological representations and design scenarios while calling for design actions could overcome
design barriers and contribute to delightful design experience. The externalized psychological
representations allow designers to share and experience feelings of another person and adopt the
current situation from new perspectives of design problems (Köppen & Meinel, 2015). In other
words, these representations echo designers’ empathy of users, which effectively leads to sense and
knowledge of design (Köppen & Meinel, 2015). The patterns of design rationale also show design
ideation is well-organized by designers’ prompts of design operations. For example, designers ask
themselves questions to clarify design goals, potential candidates, and aspects related to users. The
prompts avoid designers stuck in exhausted thinking, increase feelings of confidence and lead more
creative and productive outcomes.
For AI as representation creation, creating a list of factors about design solutions can yield
a burst of ideas and concepts, uncovered by the case study on the most productive designer. Besides,
one of the significant strategies – imaginary thinking should be supported. The research in cognitive
psychology and design thinking has shown that the generation of external representations via
sketching and inner representations by imagination are instrumental in design problem solving
(Goldschmidt & Smolkov, 2006). These lists of factors (can be considered as the “Concept Structure”
in our framework) described imaginary representations of cognitive paths to be developed during
design. With the externalization of cognitive paths, most well-developed design outcomes are created
along a cognitive path during sketching. Designers created Concept Structure at the very beginning
of design, and utilize to guide design optimization. Also, designers are observed to develop Concept
Structure during design to break design barriers and to inform design states. If AI assists in
externalizing such imaginary representations, not only design performance rated by quantity and
quality as well as subjective design experience could be improved.
For AI as empathy triggers, the other strategy – descriptive thinking should be supported.
Describing design scenarios can create design stimuli to inform design ideation when the working
environment lacks external information. Designers try to construct a story rich in potentials and
frame assumptions to break design space limited to the current context. In the study, design
scenarios are found to occur with design empathy thinking when designers encounter design
barriers. Several designers expressed their feeling and hope highly related to problems being
considered and solutions to be proposed, e.g., a computer table that do massage when they tired
of generating ideas. It is likely that designers put themselves into the design task, i.e. via
“meditation-self” (Kim & Ryu, 2014) or “empathy” (Köppen & Meinel, 2015; Wright &
McCarthy, 2008). Also, scenario descriptions suggest the current situation and inform designers
what can be done, helping designers develop ideas again (e.g., F02). On the contrary, participants
(e.g., M02-04, F05, F06 of the same expertise) do not describe scenarios rest till the end of the
experiment when get stuck on existing ideas, contributing much fewer ideas and concepts
compared with F02. These findings suggest that imaging what design could be is more critical
to create a design in an existing scope. The descriptive thinking could be assisted by AI to explore
“what design could be” and “What a design serves for”. This would encourage innovation and
yield more design outcome fitting in real situations rather than assumed ones (McDonagh &
Thomas, 2010).
For AI as engagement, it requires to trade-off design performance with individual diversity in
planning and initiating design actions. Our study suggests design expertise can lead to diverse design
goals, problem definitions, methods to solve problems, in addition to the design experience and
individual differences identified in previous studies (Bonnardel & Marme`che, 2005; Lubert, 2005).
Some participants spent majority time on sketching, but sufficient sketching time does not guarantee
good design quality which suggests sufficient time on completing a design may not result in a better
design outcome. Rather, spending more time on querying about possibilities of design and trying to
HUMAN–COMPUTER INTERACTION 23
develop novel considerations lead to higher transformation efficiency from ideas into design con-
cepts (Figure 9). Meanwhile, we identified substantial expertise differences in design strategy and
style. Even for mechanical design and industrial design that have a common focus on engineering,
designers are different in interests of design elements. Generally, mechanical design prefers struc-
tural analysis and functionalities, while the industrial design is intended for creative thinking and
human factors e.g., friendly usage, ergonomics. AI could learn to satisfy complex design strategies
and styles of designers while supporting to maximize design performance.
5.2. Knowledge-driven
AI produces outputs independent of domain-relevant rules. The processing of materials, data
representations, and optimization goals used in training an AI model are the only dependent source.
It suggests a path to domain-independent design. Still, AI-augmented design supports are dependent
on AI’s prediction on the given condition e.g., current context, a design target, design entities. One
may question: what condition should be given to AI? How to provide AI with an appropriate
condition in the context of design?
The answer to the first question is related to the knowledge-driven principle. The knowledge
discussed here is not only traditional design knowledge that consists of knowledge representations,
languages of designers, sketches as well as multimedia materials (Manzini, 2009). The outcomes
generated by AI could be a new form of design knowledge: design materials along with computation
and management of them. An example of the new design knowledge is text-to-image synthesis
(Figure 1b) where images can be generated from oral descriptions of design ideas. The AI model
produces knowledge in a reverse direction of inference, where a concrete design example (a picture)
that is traditionally produced in the end, is first vectorized into a more abstract representation
24 J. LIAO ET AL.
aligned with texts. Then, the AI model infers from an uncertain space where creativity normally
generates.
The new understanding of knowledge may suggest unexplored space in design and HCI. Many
concepts in AI considerations, e.g., variable optimization, knowledge discovering are related to pivotal
concepts in HCI and design fields. The knowledge, described as deep, iterative reflections of under-
standing of people, problem, and context around a situation that researchers feel to improve
(Zimmerman & Forlizzi, 2014), specify what designers think and act, and the related changes of design
states. From this perspective, the knowledge-driven could be explained as encouragements of (re)
framing design problems and (re)define the border of contexts in iterations. The optimization toward
a preferred state allows designers to understand the current state and suggests an improved future state
in addressing under-constrained problems (Zimmerman & Forlizzi, 2014; Zimmerman et al., 2007).
A knowledge-driven design approach that cooperates with AI in design is suggested in (Schmitt, n.
d.). Firstly, a neural network is trained with a large scale of in-domain materials (e.g., chair images) to
generate many estimations of the potential desired design outcome. Then, human designers select
several estimations as an archetype – a design example – and recreate archetypes into final concepts
delivered in sketch and physical models. As for the requirements of the initial materials for training,
machine learning community has established large-scale image datasets containing universal knowledge
about the world, e.g., Microsoft Common Objects in Context (MS-COCO) dataset (Lin et al., 2014); for
the narrow knowledge domain such as textile design, a great number of fine-grained chair descriptions
and images are easy-accessed in online design community e.g., Behance (Chai et al., 2018).
Certainly, AI-generated design outcomes can far from “good” solutions produced in the human-
only design process. The generated contents may not contribute to a new design but could be refined
in collaboration with the designer incrementally. At minimal, these outcomes can provide designers
intuitiveness of what a design probably be, as suggested in our framework. The “intuitive” features of
design behavior are frequently found in design activity and are the most effective and relevant to the
intrinsic nature of design (Cross, 2001).
(1) transform an idea/concept into numerical representation, e.g., pixel values of an image. The
numerical representation brings mathematical meanings to a concept or an idea and makes
them computable;
(2) compute the proximity of the idea (compared to human analogical thinking of relating an
aspect/context to another one);
(3) transform the hidden proximity to original representation space (e.g., text, image) which can
be perceived and assessed by human designers.
During the reconstruction process, the design representations are produced at different abstrac-
tion levels (tacit or implicit) and can be used to broaden and narrow design scope in design process.
HUMAN–COMPUTER INTERACTION 25
6. Challenges
AI has the potentials to support conceptual design activities, being able to increase understanding of
design situations but also empower abilities to carry out design actions. However, its adoption and
use in practical scenarios are challenging. The practical usage and attitudes of computation tools are
also central interests in HCI studies of creativity and intellectual ability (Lubert, 2005). We will
discuss the challenges of AI augments on predominant considerations: Trust, Learnability, Usability,
and Acceptance. These considerations are raised when we formulated design space with involve-
ments of AI: (1) individual difference in tolerance of design ambiguity and uncertainty can lead to
variant acceptance; (2) design traits, expertise and experience levels collectively affect the ways of AI
intervention; and (3) design-friendly systems raise higher requirements on adaptation to users.
design situation. With inappropriate automation, designers can be confused to perform design
actions (Oh et al., 2018), and could be constrained to derive creative insights.
Broadly speaking, this challenge is a key in collaboration of human and AI, determining the
criterion of WHO controls in communication between AI and human (Färber, 2016). HCI
researches lead to many solutions to this challenge. The first category is on system awareness,
including guidelines of increasing feedback to provide a global control to users (Amershi et al.,
2019), interactive visualization tools to enhance user’s sense-making of data (Sherkat et al., 2019) and
to increase users’ confidence of the system (Wang et al., 2019).
Another feasible approach is to increase AI’s engagement with users in the system. Engagement is
a significant factor in experiential system design (Jacques, 1995). Generally, a feeling of control
increases the focus on system and efficiency, leading to a satisfactory experience i.e. immersive
working. Besides, design ideation highlights the value in process of associating designers with design
objects and environments (Goel & Pirolli, 1992; Zeisel, 1984). The value of design is generated in
hand-on crafting of materials and formulation of problems, during describing, planning, retro-
spection and analyzing for shifting existing environment and presenting design objects in a form
to guide construction. The experience of design also has particular impacts on design quality
(Zimmerman et al., 2007).
(1) human perceive and process information by patterns whereas machine by rules, data and
algorithms;
(2) human know and holistically learn object, can figure out even if some parts are missing or
distorted; whereas machines can easily fail in such cases.
The two variances identify basic differences between the human and AI from a perspective of
information processing. For AI related design tasks involving a large amount of external informa-
tion, these variances could help identify potential challenges in schema development of computa-
tional supports as well as design evaluation. Also, having a clear understanding of the boundary will
be helpful to guide empirical investigations in design practice with AI applications. In other words,
HUMAN–COMPUTER INTERACTION 27
the two variances can be considered when designing with a specific focus on design target, problem
type or environment.
7.1. Limitations
The limitations of traditional computational tools (Bernal et al., 2015; Mothersill & Bove, 2018)
indicated a future of design instruments: supporting cognitive moves of design. This future is a place
where opportunities for AI arise. We acknowledge that the framework is limited to computational
methods with texts and images and a major design thinking style. The rationality and principles
behind these methods are discussed in our framework and can be transferable to a broad context in
HCI and design domains.
and interrelated (Russell, 1989), and are affected by the working environment (Spector & Fox, 2005).
Computational tools may not cover all factors of human emotional experience.
7.1.3. AI as engagement
Designers use different styles of thinking across design stages and individuals. The empirical study is
limited to concurrent design outcomes derived via divergent thinking, a style of thinking that allows
many new ideas of being generated (Colzato et al., 2012). Divergent thinking is dominant in the early
stages of design process where designers aim for opening creative potentials (Runco, 2010). Another
component of human creativity remains to be investigated, i.e. convergent thinking (Colzato et al.,
2012) which involves select design direction and focus on generating one possible solution to
a particular design problem.
Besides, we have not investigated subjective responses from designers because this research
emphasizes to explore the theoretical ground for AI-augmented design supports more than to design
or to evaluate a specific AI-augmented design tool. The novel findings of subjective feedbacks are
likely to be discovered in a variety of design and evaluation of design supports with AI across
different design situations, while it is not the aim of this work. A study alone may fail to provide
holistic understanding of designers’ subjective responses due to multi–variant interaction factors
(Lubert, 2005) and the complex nature of design (Buchanan, 1992).
different goals and contexts. Future research could investigate design practice and evaluation of the
three potentials of AI-augmented design support in particular design areas, scenarios, and designers
with specific experience, thinking style, and personality. Also, comparisons between the AI-
augmented design framework with traditional approaches can be examined.
7.2.4. Property
AI-augmented design activities include many contributors: designers of the main design task, AI model
designer and architect, engineers that implement AI model, communities that hold data resource used
to train AI model, workers that collect, clean and annotate data, and organizations that develop and
maintain AI computation framework. These stakeholders collectively contribute and yield design
outcomes. The division of design value could raise economic and ethical debates. Future work could
discuss ownership, interests of design outcomes and legal liability among these stakeholders.
In summary, many researchers studied the design process and Artificial Intelligence. However,
our study is distinguished by looking back roles of new AI advances and applications in early design
activity that involves conceptual and high-order intellectual human works. We propose a framework
to suggest potentials of AI in sense-making, problem (re)framing, and decision making during the
early stages of design activity. The framework focuses on what and how AI empowers designers’
cognitive ability rather than design actions in sketching and modeling.
Acknowledgments
We would like to thank all participants attending the experiments and several researchers of Zhejiang University
providing suggestions on transcription and annotation of recordings of individual’s design process. The researchers
include Jia-nan Lou (experiment instructor), and three design experts of Danni Shen, Min Zou and Qifei Wu.
Funding
This work was conducted at Institute of Industry Design, College of Computer Science and Technology in Zhejiang
University, and was supported by Zhejiang Province Public Welfare Technology Research Program [LGF18F020005]
and National Natural Science Foundation of China [31900768].
Notes
We include 10 minutes of preparation when summarizing the duration of design phases. Although designers do not
generate any outcome in practice with design materials and observation of design examples, their working styles and
traits could be exposed in this period.
Background
This work studies design cognition models, design research views, Artificial Intelligence (AI) based design theory and
empirical evidence in design activity. The empirical study involves experienced designers in different areas of
industrial, mechanical, product and art. We take a non-romantic, user-oriented view of design process to discover
opportunity of AI in design activity.
Notes on contributors
Jing Liao ([email protected], https://www.researchgate.net/profile/Jing Liao7) studies computational design, machine
learning and neural networks at the College of Computer Science and Technology of Zhejiang University, China
30 J. LIAO ET AL.
Chunlei Chai ([email protected], https://person.zju.edu.cn/en/id) studies design cognition, innovation design and
human engineering at the Institute of Industry Design of Zhejiang University, China. He is the corresponding author
of this article.
ORCID
Jing Liao http://orcid.org/0000-0002-2948-5043
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