open only this page or (why?) put into right framediscover (and recognize & improve) the process you intuitively use while you're Designing Solutions to Solve Problems: What is problem solving? With a broad definition of problem – it's any opportunity to make something better, in any area of life – you are problem solving whenever you are trying to make things better by designing a solution for a problem. This includes almost everything in life, because your problem-solving objective – it's what you want to make better – can be an improved product, activity, relationship, or strategy (in General Design, aka Design) and/or (in Science-Design, aka Science) a better theory about “how things work in the world.” learning by discovering: When you explore the three main diagrams (for General Design) you will discover. You will understand the Problem-Solving Actions that people (you, me, and others) typically use when we are “making things better” by solving problems. These productive Actions are logically organized — so they're easier to understand, and are more effective for helping you improve your problem-solving skills — in my model for Design Process, i.e. for Problem-Solving Process.
your process of recognizing: While you're exploring the diagrams, think about the actions you use (naturally & intuitively) while you are solving problems, and you will recognize that Your Actions are the Problem-Solving Actions you see in the diagrams of Design Process. In this way, your Discovery Learning will become Recognition Learning. learning in easy steps: Using this page will make your process of learning easier than you would expect IF you began by seeing Diagram 3, so you justifiably were thinking “this is too much, it's too complex, and understanding it will be difficult, maybe impossible.” Why will it be easier? Three reasons are because... • instead of the "IF" (with the complex Diagram 3) you will begin with the simpler Diagrams 1 & 2 so you will learn the Actions of Design Process in easy-to-do steps; • and the Actions of Design Process are comfortably familiar because they are Your Actions, they are “familiar old Actions” you will Recognize, instead of “strange new Actions” you must Learn; and the Actions of Design Process are logically organized. { more - why these reasons will make your learning easier and better } |
an option: You can skip what's below and begin exploring the verbal-and-visual diagrams.two wide scopes: Design Process has wide scopes for Problem-Solving Activities that include almost everything people do, and for the Problem-Solving Process that is similar (but not identical) for almost everything we do. { more - why the wide scopes occur and how they're useful for education } two ways to view: This page belongs in a right-side frame (if necessary, put it there) because most of its links open in the left-side frame, and the two-frame format lets you simultaneously see the ideas in both frames. / But if you're viewing on a small-screen tablet or laptop, you can open only this page in the full-width window, so it will be larger. { more tips for viewing }my bio: I'm an enthusiastic educator who earned a PhD in C & I (during life on a road less traveled) by constructing a model for “scientific method” and using this model to analyze “the opportunities for scientific inquiry” in an award-winning biology classroom. Since then I've generalized this model (for Science Process) to form a model for problem-solving Design Process. I enjoy writing about education and discussing ideas with other teachers. { also: improvising conversation & improvising music } { contact-email: craigru57-att-yahoo-daut-caum } |
Your process of discovering begins with Diagram 1 - Define and Solve:
This iterative Cycle (Generate-and-Evaluate) is the essential foundation of Design Process. It's used after you Learn about the Problem-Situation(s), Define your Objective (for what to make better), Define your Goals (for an Optimal Problem-Solution). While you're studying this diagram, think about a Mystery Question by asking “why is there an arrow on the right side of the Cycle to Generate-and-Evaluate?” and maybe asking two related questions. Diagram 2 - Evaluate an Option: Here is my broad definition for an important term: an Experiment is any activity (Mental or Physical) that produces Experiences and lets you make Predictions or make Observations. This is my favorite diagram because it blends art with logic, integrates Design and Science.
It will be easier to understand Diagram 3 after you first see all three diagrams simultaneously, so you can get a “big picture overview” that shows you how they all fit together. Below is most of Diagram 1 (its bottom part has been removed) and all of Diagram 2 and most of Diagram 3 (the same bottom part has been removed). Where is Diagram 2 in Diagram 1 ? Where is Diagram 1 in Diagram 3 ? Where is Diagram 2 in Diagram 3 ? How do the “extra parts” of Diagram 3 (its left & right sides) answer the Mystery Question? (by explaining why 1 has a right-side arrow)
Diagram 3 - a model for Design Process:
In Diagrams 1 & 3, the word "Cycle" shows that you can choose the option of using an iterative Cycle to let you improve an Option with Guided Generation when critical Evaluation motivates-and-guides creative Generation by revising the Old Option so it's a closer match with GOALS. { using a Cycle is optional, as explained in Action-Sequences } re: the questions "Where is Diagram X in Diagram Y ?", most of Diagram 2 is inside “the gray box” of Diagram 1 , and 3 is basically a combination of 1-plus-2 or in the language of mathematics, 1 + 2 = 3. But it's only "basically" (not exactly) because 3 contains many new ideas. You can search for them (and use hints for finding 22 new ideas) in another page that lets you simultaneously see the 3 full-diagrams, including “bottoms” for 1 & 3. open only this page or (why?) put into right framethe flexibility of Design Process options for actions: The next section describes Action Sequences that people often use while we are solving a problem. These sequences – that are possible because we have Options for Actions – illustrate how people use a problem-solving process that is similar for almost everything we do, but is not identical, because our Problem-Solving Actions can be combined in many different ways by different people to solve different problems. / analogies for flexibility include roadmaps & flowcharts, music theory, a carpenter's tool belt, Lego bricks, and figure skaters: two kinds of skaters: When you coordinate your Problem-Solving Process by making Action-Decisions about “what to do next” your flexible improvising IS analogous to the flexible goal-directed improvising of a hockey skater, but IS NOT like the rigid choreography of a figure skater. When people are solving problems, we often use... three common Action-Sequences These occur because they're functionally useful. You know that they help you make progress toward solving a problem, so when you're deciding “what to do next” the Sequences naturally occur, and you already are using them. Therefore instead of learning them you can just recognize that "Your Actions [in the Sequences] are the Problem-Solving Actions you see in the diagrams for Design Process." one kind of Quality Check: Below, first look at only the left-side diagram. It shows the central part of Diagram 3 (without the text at top & bottom) so the Actions begin with GENERATE Options. In the unshaded region, follow the downward flow of action-verbs — Generate, Choose, Evaluate, DO by imagining to make, compare — and you're seeing a common Action Sequence. Why is it commonly used? Think about each pair of actions, and you'll see the logical motivation: when you're making Coordination Decisions, Generate logically leads to Choose (i.e. Generate ➞ Choose), then Choose ➞ Evaluate, and so on. Notice how each Action leads to the next Action. Why? Because when a person does one Action, they often think “I can make progress (toward Solving the Problem) if I use the results of this Action to do my next Action.” / Then in the region that is lightly shaded (to show that it's optional) follow the left-side arrow upward — compare ➞ use ➞ revise ➞ Generate (to complete a Design Cycle with Guided Generation) — in a continuation that is done often, but not always. another kind of Quality Check: Now study the right-side diagram. It shows another possibility when you reach a branch point. Your decision to Evaluate This Option is followed by another decision; you can choose to Evaluate with either kind of Quality Check, with Predictions (as in left-side diagram) or with Observations (in right-side diagram). These two Quality Checks are analogous. In both you do similar verb-Actions in similar Action Sequences (Generate ➞ Choose ➞ make ➞ compare) because you have similar logical answers when asking “how can I make progress? what should I do next?”
a different kind of Check: The middle diagram shows how you “use Science-Design during General Design” when you are surprised because Predictions are not matched by Observations. When this happens, an Evaluative Comparison (of Predictions & Observations) can help you decide how closely your personal Theory about “how the world works” (and thus “what will happen”) matches “how the world really works” (and “what really does happen”) in a Reality Check. After this Sequence (make-and-make ➞ compare) you can decide whether to continue (use ➞ revise) and Generate a Revised Theory. What is (and isn't) shown in the diagrams of Design Process, e.g. in Diagram 3? Based on your experiences with these Action Sequences, you should be able to answer this question: Why is an Actions-Diagram like a “superimposed time-lapse photo” but not a snapshot photo? other options: Of course, you also can do other kinds of Action-Sequences. For example, instead of deciding to Evaluate An Option, as in these three Check-Sequences, you might want to Generate Multiple Options (as in a creativity-stimulating strategy of Brainstorm-then-Edit) and delay Evaluation until later. This would involve a simple decision to “continue Generating Many Options” instead of “Evaluating One Option.” / Many other kinds of Action Sequences also are possible, and each of these can be useful in some problem-solving situations. But these three Action Sequences are the most common. making decisions at branch points: These three Action-Sequences (and others, like Brainstorm-then-Edit) illustrate how people use creative-and-critical thinking in many different ways while we are trying to solve problems and make things better. When you use these diagrams for problem solving it's analogous to using a map for traveling (by driving, biking, walking, or riding a bus) when you move to a new city. An external map gives you an accurate “big picture overview” of the city's physical geography and your options for traveling; this helps you form your own internal map (your mental map that's a mental model, is a mental representation) for cognitive geography. A physical map helps you learn your options when you're moving from one place to another; similarly, using Diagram 3 as a "flowchart map" will help you understand your options-for-Actions at the branch points where you can choose the paths you will travel in your problem-solving journey. But in both cases, usually the map-using is temporary. After awhile, with experience you'll KNOW the physical geography of the city (and your options-for-traveling), and with practice you'll KNOW the cognitive geography of problem solving (and your Options-for-Actions). And because you already have done a lot of problem-solving practice in your past, instead of learning new strategies-for-process you can – by doing metacognitive reflections on your “process of thinking” – be recognizing your old strategies-for-process and connecting your process-experiences (old & new) with the process-principles in Design Process. In this way you will improving your ability to... skillfully coordinating your process: You coordinate your Problem-Solving Process when you ask “what is the best way to make progress in my process?” and decide “what to do next” and do this Action. How? To make skillfully effective Action-Decisions you combine cognitive-and-metacognitive awareness of your process (of “where you are” and “where you want to go” in your process, and when you're at a branch point) with conditional knowledge about your Options-for-Action (by knowing what the Options are, and what each Action can do, and the conditions when a particular Action can be useful). In two of the three common Action Sequences, if you choose to use a Quality Check by asking "revise Option?" to complete a Design Cycle, you are using... Guided Generation: You are motivated to ask "revise Option?" because you want to Generate a New Option that has a closer match between its Actual Properties (in your Predictions or Observations) and the Desired Properties (that are your GOALS for an Optimal Solution). During this process of critical-and-creative Guided Generation you are using critical Evaluation to motivate-and-guide your creative Generation. How? Your Quality Check provides guiding when you notice the differences between Actual Properties (of This Option) and Desired Properties (in your GOALS) so you ask “what is unsatisfactory, and how can these deficiencies be improved?” Your answers will help guide your critical-and-creative thinking when (for example) you use a creative strategy of “trying out” multiple New Options in quick iterative Cycles of Generation-and-Evaluation in which you “Generate-Evaluate-Generate-Evaluate...”.* During these repeating Cycles of Design you typically Evaluate by using Mental Experiments — because they're quick-and-easy, compared with Physical Experiments — and this is why Predictions-Based Quality Checks are the most common kind of Action Sequence. { although Mental Experiments are more common, Physical Experiments can be more important. } {* five kinds of strategies for creatively Generating Options } / Do you see how this paragraph answers the mystery-questions by explaining why-and-how we use Guided Generation? The Design Question: When you compare an Option's Actual Properties (either Predicted or Observed) with the Desired Properties that you have defined as Your Goals for an Optimal Solution, why is this comparison called a Quality Check? Because you're asking “how high is the Quality?” (with Quality defined by your GOALS) when you ask “how close is the match?” You can think of either question — “how high...” or “how close...” or both — as The Design Question (aka The Engineering Question) that you ask for Evaluation during General Design (aka Design). The Science Question: You can be motivated to compare Predictions with Observations – in a Reality Check – in two ways. Maybe your Main Objective is to intentionally test a Theory, so you're doing a project for Science-Design. Or maybe you unintentionally notice the comparison during a project for General Design, and you notice a mis-match between Predictions & Observations, so you answer “yes” when asking “am I surprised?” with The Science Question.
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the meaning of White Boxes: In this page and the HomePage, sections inside a white box (like those here & above) are especially important for understanding the special “added value” of using Design Process for education.the Two Wide Scopes of Design Process: what? Design Process (that is Problem-Solving Process) has a wide scope for Problem-Solving Activities because problem solving includes almost everything we do. It also has a wide scope for Problem-Solving Process because most people use a Problem-Solving Process that is similar (but is not identical) for almost everything we do, and this intuitively-natural process is accurately described by my model for Design Process (for Problem-Solving Process). why? Brief “explanations for why” are in the Page Introduction, and detailed explanations are below, for Activities and for Process. so what? The two wide scopes (for PS-Activities & PS-Process) are educationally useful because they — along with the logical organization of Design Process (including its logical integrating of General Design with Science-Design) — let us show students how Design Process promotes transfers-of-learning (between areas & through time), and this can motivate students so they will want to pursue their own personal education when they build bridges from school into life so they get direct benefits by improving their abilities (to learn & perform) plus indirect benefits by improving important attitudes, in their motivations (for wanting to learn) and their confidence (in being able to learn, with a growth mindset). The wide scope of PS-Activities gives teachers the option of choosing to use Design Process (or not use it) for most of what they do in the classroom, with options ranging from improving basic skills-for-learning to creatively designing a wide variety of fun-and-useful activities. [iou - @cmex-quote from #broad] the wide scope of our Problem-Solving Activities: what? With educationally-useful broad definitions, a problem is an opportunity to make things better in any area of life, and problem solving happens when we do make something better. / Yes, this differs from a common perception that a problem always begins with “a bad situation” because with my definition your feelings about the current now-situation could range from dismal thru lukewarm and wonderful to awesome. If your actions produce a “move toward a better place” anywhere within the wide range — whether it's a change from dismal to lukewarm, or from wonderful to awesomely spectacular — it's problem solving because the situation has become better. { This also leads to a broad definition for the designing that is problem solving – because I treat them as synonyms (in most ways) – e.g. when I say Design Process is Problem Solving Process, and describe the "what?" below, and throughout the website. } why? People solve problems because we want to make things better. Or we want to avoid letting things get worse, because we can make things better by increasing quality or maintaining quality, by either promoting a helpful change or resisting a harmful change. what? We begin a Design Project (it's a Problem-Solving Project) by asking “what problem do we want to solve? i.e. what do we want to make better?” With this decision, we Define an Objective by choosing to design (to invent or modify or find, or find-and-modify) a better product, activity, relationship, and/or strategy (in General Design) and/or (in Science-Design) a better explanatory theory to answer questions about “how things work in the world” and thus “what happens & why it happens” to help us understand the how-what-why of reality. These objectives – extending far beyond traditional “design fields” – include almost everything we do in life. { more about the wide variety of objectives that include metacognitive Self-Regulation } what? The main reason that it's "almost everything we do" is because we design-and-use a strategy many times every day, in many ways. In fact, you do this every time you make a decision. Two common strategies are... • metacognitive self-regulation and • asking “what is the best use of my time now? and later?” in a strategy for wisely using your time, and – because “time is the stuff life is made of” (Ben Franklin) – doing this is wisely using your life. the wide scope of our Problem-Solving Process and the descriptive accuracy of Design Process: These two claims are described in the introductory overview for Two Wide Scopes: "most people use a Problem-Solving Process that is similar (but is not identical) for almost everything we do, AND this intuitively-natural process is accurately described by my model for Design Process (for Problem-Solving Process)." To see the similar process and descriptive accuracy, compare The Actions of Design Process — first in Diagrams 1-3 and then in the Action Sequences — with Your Actions in your memories of how you solve problems. Probably you will think “These Problem-Solving Actions (in Design Process) are My Problem-Solving Actions (in My Life)” so your Discovery Learning becomes Recognition Learning. This recognition will happen for you and for others, due to the similarity-of-process in general human problem solving, and because... Design Process accurately describes Our Process: A model for problem solving should accurately describe the process that people actually do use (intuitively & naturally, and also with conscious intention) while we are solving problems. Design Process is basically (although not completely) an accurate description for... problem solving with conscious and/or subconscious: iou – during late-October I'll continue learning about our wonderful whole-brain system that combines conscious cognition with subconscious processing. I'll briefly summarize the basics here, and will add details elsewhere. But AFAIK – based on what I now know – the typical operating of our whole-brain system (including our subconscious processing) is also (like our sub-system of conscious cognition) described accurately with Design Process. / I also will explain why "basically" isn't "completely" because it's simplistic (but in ways that are useful for education) compared with the actual super-complexity that occurs in our conscious or subconscious, and in their combination. some educational benefits of descriptive accuracy: When students get Problem-Solving Experiences and then Reflect on their Experiences, they will observe themselves doing the Actions of Design Process, and this recognition helps them use a Process-of-Inquiry to discover Principles-of-Inquiry, with Experiences + Reflections ➞ Principles. This is one way to help students learn more from their problem-solving experiences by developing-and-using Strategies for Thinking. They will gain many kinds of benefits, because Design Process can be used for cognition-and-metacognition that will improve the problem solving & self-regulating they use in school and in other areas of life.
iou – October 2-5 (and beyond, because the iou won't be fulfilled for awhile) I'll add an "appendix" about the broad definitions that I use for Design Process; why? because the broad generality is beneficial by making the two scopes be wide, and in other ways. But... this broad-ness (a benefit) can clash with definitions that are more precise (also a benefit), but... we can use this tension to promote productive student thinking about one aspect of empathy-based communication when we ask "what exactly do you mean? what are your definitions?" We'll look at the educational utility of choosing to use broad definitions for problem and problem solving & designing (as above) and education – experiments – theory & model – and maybe more.
combining models: iou – during October 3-5, here I'll briefly describe how Design Process can be combined with other models-for-process, in direct applications (like teaching SRL-with-DP and using DP during POE) and indirect applications like supplementing the concepts of Design Process with the concepts of d.school (emphasizing the values of empathy and of developing & using "mindsets" that make your PS-Actions more effective). |
learning Design Process will be easier than you expect: Initially you could justifiably think “Diagram 3 is complex and will be difficult to understand,” but learning will be easier-and-better than you think because... you will learn the model in easy-to-do steps: Learning is easier because you begin by understanding the simpler Diagrams 1 & 2,* then seeing how these “logically fit together” to form Diagram 3. the problem-solving process is logically organized: Learning is better because, reinforcing our intuitive common sense, scientific research shows the benefits of organizing knowledge. / The apparent “initial complexity” of Design Process becomes actual “eventual simplicity” when students understand how the actions combine to form a logically organized problem-solving process. And when they recognize their own problem-solving process in Design Process. Both of these factors – organization and familiarity – help their model-understanding and their model-using become psychologically intuitive for them. three questions will help you answer the Mystery Question: What? In the 1st Diagram ("Define and Solve"), why does The Cycle have arrows on both sides? It's easy to understand its left-side arrow (from Generate to Evaluate) — stop reading and “think about why” if you want to self-discover the reasons — because you must Generate An Option before you can Evaluate This Option, and you should Evaluate an Option before you actualize it with Actions. But there is... • a mystery question: Why does the cycle have a right-side arrow, from Evaluate to Generate? Think about this, and then ask... • a similar question: While you're exploring Diagram 2 ("Evaluate An Option"), ask yourself “after I Compare Predictions with Goals in a Quality Check and decide that the quality-of-matching isn't fully satisfactory, what is a useful next action?” And continue by asking... • a related question: The right side-side arrow points from Evaluate to Generate. Therefore, ask “after I critically EVALUATE an Old Option, how can this help me creatively GENERATE a New Option?” All of these are basically the same question. You can answer it with your own thinking, then confirm what you have discovered in the 3rd Diagram that is followed by my brief explanation. And a detailed explanation is in a detailed explanation. a strategy for instruction: A teacher can use these three questions to “guide the discoveries” of their students, to produce an optimal level of challenge that lets them have more fun and get more satisfaction during their process of learning-by-discovering.
my favorite verbal-and-visual representation...
When the 3 Elements (P & O, G) are used in 3 Comparisons (in 2 Quality Checks for Design, and 1 Reality Check for Science) this leads naturally to the Evaluations that we intuitively use for Design & for Science, including Science-during-Design. This logical integrating of Design-with-Science in the diagram* will help students understand how they can improve the logical integrating of Design-with-Science in their thinking when they internalize this logic with experience in problem solving. They will get this problem-solving experience when they practice using the diagram's comparative Evaluations for General Design (aka Design) and for Science-Design (aka Science) by using comparative Quality Checks (to ask The Design Question) and using a comparative Reality Check (to ask The Science Question). { * Design and Science are logically integrated in Design Process; by contrast, most other models-for-process describe either Design or Science, but not both. } { more about connections between Design and Science }
open only this page or (why?) put section into right frame
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