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  <front>
    <journal-meta />
    <article-meta>
      <article-id pub-id-type="doi">10.1007/978-3-319-24309-2_19</article-id>
      <title-group>
        <article-title>Will AI ever support Design Thinking?</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Francesca A. Lisi</string-name>
          <email>francesca.lisi@uniba.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dipartimento di Informatica, Universita degli Studi di Bari \Aldo Moro"</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2015</year>
      </pub-date>
      <volume>9336</volume>
      <fpage>23</fpage>
      <lpage>25</lpage>
      <abstract>
        <p>This paper addresses the question of whether AI will ever support Design Thinking, with a focus on Architecture and Urban Planning, by analyzing the current trends of research in AI and related elds. Design was rst considered as a \way of thinking" by Herbert A. Simon [34]. The notion was then applied in engineering design by Robert McKim [27] although a signi cant early usage of the term Design Thinking in the design research literature is due to Peter Rowe [32]. Rolf Faste expanded on McKim's work at Stanford University in the 1980s and 1990s [14], teaching \design thinking as a method of creative action." Design thinking was later adapted for business purposes by David M. Kelley, a Faste's Stanford colleague, who founded IDEO1 in 1991 and the Hasso Plattner Institute of Design at Stanford (aka d.school)2 in 2004. The term has been popularized through several initiatives of the d.school. Design Thinking is especially useful when tackling so-called wicked problems, i.e. problems that are ill-de ned or tricky [6]. In wicked problems, both the problem and the solution are unknown at the outset of the problem-solving exercise. This is as opposed to tame problems where the problem is well-de ned, and the solution is available through some technical knowledge. For wicked problems, the general thrust of the problem may be clear. However, considerable time and e ort is spent in order to clarify the requirements. Therefore, a large part of the problem solving activity in Design Thinking consists of problem de nition [32]. Whereas Problem Solving is at the core of AI research [24] and the interplay between AI and design research has been widely investigated [17], the question of whether machines can design still remains little addressed [11,13]. This paper addresses the question with a particular reference to Design Thinking in the realms of Architecture and Urban Planning. The paper is structured as follows. Section 2 presents Design Thinking as a creative process for Problem Solving. Section 3 clari es the di culties of Design Thinking in Architecture and Urban Planning. Section 4 reports recent advances from the eld of Computational Creativity which could a ect AI research on Design Thinking. Section 5 outlines possible directions of AI research on Design Thinking in Architecture and Urban Planning. Section 6 concludes the paper with nal remarks that re ect my position on the question in hand.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
    </sec>
    <sec id="sec-2">
      <title>Creative Problem Solving with Design Thinking</title>
      <p>Principles. Christoph Meinel and Larry Leifer [28] assert that there are four
rules to Design Thinking:</p>
      <sec id="sec-2-1">
        <title>The human rule all design activity is ultimately social in nature The ambiguity rule design thinkers must preserve ambiguity The re-design rule all design is re-design The tangibility rule making ideas tangible always facilitates communication</title>
        <p>Suitable process models for Design Thinking should follow these principles.
Process. According to the Stanford's d.school, the Design Thinking process
consists of the following 5 steps:</p>
      </sec>
      <sec id="sec-2-2">
        <title>1. Understanding users' needs [EMPATHIZE].</title>
        <p>2. Framing problems as opportunities for creative solutions [DEFINE].
3. Generating a range of possible solutions [IDEATE].
4. Communicating the core elements of solutions to others [PROTOTYPE].
5. Learning from users' feedback to improve solutions [TEST].</p>
      </sec>
      <sec id="sec-2-3">
        <title>These steps are compliant with the aforementioned rules.</title>
        <p>
          At the core of this process is a bias towards action and creation which, if
repeated iteratively, allow the design thinker to re ne his/her initial ideas until
they are considered satisfactory from the point of view of the intended users.
Also, because of Design Thinking's parallel nature, there are many di erent
paths through the phases. This is part of the reason Design Thinking may seem
to be \ambiguous" when compared to more analytical, Cartesian methods of
science and engineering. Design thinkers also use divergent thinking and convergent
thinking to explore many possible solutions [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. Divergent thinking is the ability
to o er di erent, unique or variant ideas adherent to one theme while
convergent thinking is the ability to nd the \correct" solution to the given problem.
Design thinking encourages divergent thinking to ideate many solutions
(possible or impossible) and then uses convergent thinking to prefer and realize the
best resolution. The \a-ha moment" is the moment where there is suddenly a
clear forward path. It is the point in the cycle where synthesis and divergent
thinking, analysis and convergent thinking, and the nature of the problem all
come together and an appropriate resolution has been captured.
Methods. Although design is always in uenced by individual preferences, Design
Thinking methods share a common set of traits, mainly: creativity, ambidextrous
thinking, teamwork, empathy, curiosity and optimism [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. Methods include
interviewing, de ning user pro les, looking at other existing solutions, developing
prototypes, mind mapping, asking questions like the ve whys and situational
analysis. Higher-order and obscure relationships, typically occurring in wicked
problems, are usually addressed through the use of analogies [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]. An
understanding of the ill-de ned elements of the situation, or the expected results, or
lack of domain-related knowledge for the task, may be developed by correlating
di erent internal representations, such as images [27].
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Design Thinking in Architecture and Urban Planning</title>
      <p>
        Design Thinking has been deeply investigated in Architecture and Urban
Planning since early 1970s. In particular, the work of psychologist, architect and
design researcher Bryan Lawson has contributed to the understanding of the
distinguishing features of Design Thinking with respect to other forms of
Problem Solving [21]. The fame of Lawson arises from an empirical study conducted in
1972 to investigate the di erence between problem-focused solvers and
solutionfocused solvers. He took two groups of students ( nal year students in
architecture and post-graduate science students) and asked them to create one-layer
structures from a set of colored blocks so that the perimeter of the structure
had to optimize either the red or the blue color. However, there were unspeci ed
rules governing the placement and relationship of some of the blocks (incomplete
problem statement). By observing the solution approaches adopted by the two
groups, Lawson found that the scientists are problem-focused solvers whereas
designers are solution-focused solvers [21]. In 1973 Horst Rittel and Melvin Webber
showed that design and planning problems are wicked problems as opposed to
tame problems of science [31]. Later on, Nigel Cross concluded that Lawson's
studies suggest that scientists problem solve by analysis, while designers
problem solve by synthesis [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Actually, Design Thinking uses both analysis and
synthesis. Every synthesis is built upon the results of a preceding analysis, and
every analysis requires a subsequent synthesis in order to verify and correct its
results. Pieter Pauwels, Ronald De Meyer, and Jan Van Campenhout [30]
suggest that creative Design Thinking in Architecture rests on a cyclic combination
of reasoning processes based on abduction, deduction, and induction.
      </p>
      <p>
        Methods and approaches used by architects and urban planners were
extensively described by Peter Rowe in his 1987 book on Design Thinking [32].
In recent years, as a consequence of a number of dramatic scienti c discoveries
(notably, the notion of embodiment from neurosciences ), traditional arguments
such as \nature versus nurture" [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] are rapidly disappearing because of the
realization that just as we are a ecting our environments, so too do these altered
environments restructure our cognitive abilities and outlooks. If the biological
and technological breakthroughs are promising bene ts such as extended life
expectancies, these same discoveries also have the potential to improve in
signi cant ways the quality of our built environments. This poses a compelling
challenge to conventional architectural theory. Drawing upon a wealth of
research, Harry F. Mallgrave [26] argues that architects should turn their focus
away from the objecti cation of architecture (i.e., treating architectural design
as the creation of objects) and redirect it back to those for whom they design:
the people inhabiting their built environments. Mallgrave is the rst to consider
the \human rule" (see Section 2) in architectural terms and to question what
implications the discussions taking place in philosophy, psychology, biology,
anthropology, and neurosciences hold for architectural design.
      </p>
      <p>In architectural design, creativity is highly valued. Although several methods
for stimulating creativity are available in the literature, they are rarely formally
present in the architectural design process. Also, the assessment of creativity is
an open issue, mainly due to the lack of an unambiguous disciplinary de nition
of creativity. However, some progress has been done as shown in the next section.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Advances from Computational Creativity Research</title>
      <p>Creativity is a phenomen typically characterized in terms of its product. In
particular, it results in products that are (i) novel, (ii) useful or valuable, and (iii)
non-obvious, unexpected or surprising. Computational Creativity (CC) concerns
the use of computers to generate results that would be regarded as creative if
performed by humans alone. More precisely, the goal of CC is to model, simulate
or replicate creativity using a computer, to achieve one of several objectives:
{ To construct a program or computer capable of human-level creativity.
{ To better understand human creativity and to formulate an algorithmic
perspective on creative behavior in humans.
{ To design programs that can enhance human creativity without necessarily
being creative themselves.</p>
      <p>A prophecy of the advent of CC can be traced back to over 170 years ago,
when Ada Lovelace said of Charles Babbage's Analytical Engine that it \might
compose elaborate and scienti c pieces of music of any degree of complexity or
extent" [29]. However, CC includes not only the arts, but also, e.g., innovative
scienti c theories and engineering design.</p>
      <p>
        Creativity was identi ed as one of the primary goals of AI in the
Dartmouth proposal. However, the pioneers of AI ignored the CC challenges
because they were interested in modeling mental processes rather than building
useful tools. The interest of the AI community in creative machines is now
increasing [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Simon Colton, Ramon Lopez de Mantaras and Oliviero Stock [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]
provide a review of more recent developments in AI research on CC. These
developments build partially on psychological studies, socio-psychological
studies, socio-cultural studies and phylosophical analysis of creativity. In particular,
the work of Margaret Boden has been highly in uential [
        <xref ref-type="bibr" rid="ref3 ref4">3,4</xref>
        ]. Boden's insights
have guided work in CC at a very general level, providing more an inspirational
touchstone for development work than a technical framework of algorithmic
substance. However, notions such as exploratory creativity have been more recently
formalized and operationalized, most notably in Geraint Wiggins' framework for
description, analysis and comparison of creative systems [35].
      </p>
      <p>
        Colton and Wiggins [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] have called CC the \ nal frontier" for AI research.
However, fundamental research should be done to make AI able to face the
challenges of CC. Selmer Bringsjord, Paul Bello, and David A. Ferrucci [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] have
already pointed out the inadequacy of the Turing Test in the case of creative
machines. A better test is one that insists on a certain restrictive epistemic
relation between an arti cial agent (or system) A, its output o, and the human
architect H of A a relation which, roughly speaking, obtains when H cannot
account for how A produced o. This test was called the Lovelace Test in honor
of Ada Lovelace, who believed that only when computers originate things should
they be believed to have minds.
      </p>
    </sec>
    <sec id="sec-5">
      <title>Directions of AI Research on Design Thinking</title>
      <p>In this Section I mention increasingly challenging directions for AI research on
Design Thinking in Architecture and Urban Planning.</p>
      <p>
        Developing intelligent Geographical Information Systems (GIS) and
ComputerAided Design (CAD) systems. An early work on AI in Urban Planning is
INGENS, a prototypical GIS which integrates machine learning tools to assist
planners in the task of topographic map interpretation [25]. It can be trained to
learn operational de nitions of geographical objects that are not explicitly
modeled in the database. Carl Schultz and Mehul Bhatt [33] present a multimodal
spatial data access framework designed to serve the informational and
computational requirements of CAD systems that are intended to provide intelligent
spatial decision support and analytical capabilities in Architecture. Bhatt et al.
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] interpret (structural) form and (artefactual) function by specifying modular
ontologies and their interplay for the Architectural Design domain. They also
demonstrate how their ontological modelling facilitates the conceptual modelling
of requirement constraints in Architectural Design.
      </p>
      <p>
        Pushing the \human rule". As mentioned in Section 3, Mallgrave promotes a
user-centered design approach in Architecture. But how to make AI systems for
Design Thinking compliant with the \human rule"? This can be achieved by
applying AI techniques for sentiment analysis, opinion mining and preference
learning. A recent attempt in this direction is the proposal of an approach to rank
buildings through the automated analysis of Flickr metadata on the Web with
the aim of measuring the public perception of particular building types (airports,
bridges, churches, halls, and skyscrapers) [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. Learning from user preferences
is also central in a very recent AI application to a problem relevant in Urban
Planning, i.e. the de nition of an integrated touristic plan for urban areas [23].
Towards creative systems. The pioneer of CC in Architecture was John Frazer,
whose work - as a student - on CAD and \intelligent environments won an
Architectural Association prize as early as 1969. With his wife Julia Frazer, he went
on to provide more elaborate computer-generated (and eventually interactively
evolved) designs for buildings and urban centres [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. He investigates the
fundamental form-generating processes in Architecture, considering architecture as a
form of arti cial life, and proposing a genetic representation in a form of
DNAlike code-script, which can then be subject to developmental and evolutionary
processes in response to the user and the environment. After Frazer, other
researchers have taken inspiration from nature in order to enhance CAD systems
with some creative capabilities [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. Creative CAD systems are intended to go
beyond the abovementioned intelligent CAD systems since they aim at machine
creativity rather than at machine-supported human creativity [22]. Ashok Goel et
al. [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] envision that the next generation of knowledge-based CAD systems will
be based on cognitive accounts of design, and will support collaborative design,
conceptual design, and creative design.
      </p>
    </sec>
    <sec id="sec-6">
      <title>Final remarks</title>
      <p>In this paper I have addressed the question of whether machines can design.
This capability is intertwined with the ability to autonomously pursue a Design
Thinking process, e.g., the one suggested by the d.school and brie y described in
Section 2. So, the original question can be reformulated as to whether AI will ever
support Design Thinking, meaning both the process and all the reasoning tasks
involved in the process. Available AI techniques - notably those developed in the
areas of sentiment analysis, opinion mining and preference learning as mentioned
in Section 5 - can support the steps [EMPATHIZE] and [DEFINE] in the process.
As for the last two steps in the Design Thinking process (i.e., [PROTOTYPE]
and [TEST]), rapid prototyping is now possible with 3D-printing technologies
which have been developing at an amazing pace. Neri Oxman, architect and
founder of the Mediated Matter group at the MIT Media Lab,3 argues that
digital fabrication is ushering in a third era of construction technology. There are
still many limitations, such as the range of materials you can use, the maximum
size you can print at and the speed of the process. However, as testi ed by the
pioneering work of engineer Enrico Dini with his architectural-scale 3D-printer
D-Shape,4 in the near future we might print not only buildings, but entire urban
sections. So, the communication of the design solutions to the users will become
easier and faster than it is nowadays. Last but not least, in order to ful ll the
requirements of a machine capable of Design Thinking, it is necessary to cover
also the central step of the process, namely [IDEATE]. This implies that one
such machine, besides being intelligent, should be also creative.</p>
      <p>
        Current research in AI testi es a great e ort towards the development of
creative machines. So, as opposed to Pauwels et al. [30], I am not skeptical
about the possibility that AI could support Design Thinking, even in challenging
domains such as Architecture and Urban Planning. Good news come also from
the eld of CC. According to Boden [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], high levels of creativity result from the
transformation of a conceptual space. In [35], Wiggins mentioned that Boden's
transformational creativity could be achieved computationally by extending his
framework so that search could range over the possible traversal and evaluation
functions, as well as the conceptual spaces de ned by each such choice. Such an
extension would correspond to instatiating the design processes, more precisely
the phases of divergent thinking. So it is very likely that next-generation AI
systems will include more and more of the processes peculiar to Design Thinking,
resulting also in an augmented perception of their creativity.
      </p>
      <p>Summing up, I am enclined to think that creative machines for Design
Thinking in Architecture and Urban Planning could be obtained by equipping
upcoming mega-scale 3D-printers with software that combines the facilities of a CAD
system with the automated inferences of AI-based reasoning engines and the
generative capabilities of CC tools.
3 https://www.media.mit.edu/people/neri
4 http://www.d-shape.com/index.htm</p>
    </sec>
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