Heraclitus & the design studio
Transcript of Heraclitus & the design studio
Aydınlı, S., Akpınar, İ., ‘Heraclitus & the Design Studio’, ITU journal, a architecture, planning, design, 2003, pp.58-72; ISSN: 1304-4583.
Heraclitus & the design studio1
Semra AYDINLI* and Ipek AKPINAR
Istanbul Technical University, Faculty of Architecture, Taşkışla-80191, Taksim-Istanbul
Abstract
In this article, the first year design studio at ITU, where the Heraclitus’ epigrams were questioned and
interpreted in connection with design issues, is introduced. Through the ideas of Heraclitus, students develop
a holistic way of design thinking, considering the dialectics of design. In this studio they are encouraged to
deal with the uncertainties and to manipulate the paradoxes of design issues, and are motivated to transform
their creative thinking into critical thinking. The empathetic way of teaching and learning emerges through
this process helping the students to be creative, have flexible minds, tolerate ambiguity, view things
metaphorically, challenge their assumptions and reverse their expectations.
Key words: first year design studio, holistic design education, discovery of knowledge, critical thinking,
flexible thinking, Heraclitus’ epigrams
Herakleitos ve tasarım stüdyosu Özet Bu makalede Herakleitos’un epigramlarının tasarım sorunlarıyla bağlantılı olarak sorgulandığı ve
yorumlandığı, 2000-2001 akademik yılından itibaren İTÜ Mimarlık Bölümünde uygulanmaya başlayan,
birinci yıl tasarım stüdyosu tanıtılır. Bu stüdyoda benimsenen bütünsel yaklaşım tasarım olgusunu,
tasarımın oluşum mantığını Herakleitos’un epigramları yardımıyla kavrama, her duruma göre değişen
sonuçları irdeleyebilme, esnek düşünebilme becerisi kazandırma üzerine kurgulanır. Her tasarım problemini
kendi içinde değişen ve dönüşen bir örüntü / çerçeve model olarak kabul eden bu yaklaşım, yaratıcı
düşünceden eleştirel düşünceye geçişi açıklayan bir paradigma olarak kabul edilebilir. Söz konusu
yaklaşımın paradigma olma özelliği, özgün tasarım düşüncesinin temelinde yatan metaforik yapısından
kaynaklanır. Son üç yıldır uygulanan birinci yıl tasarım stüdyosunda bütünsel bir tasarım düşüncesi
geliştirmek amacıyla yaratılan intellektüel atmosfer, tasarım problemlerini Herakleitos’un epigramları
yardımıyla çok-katmanlı düşünebilme olanağı sağlamıştır. Bu stüdyoda, öğrencilere tasarımın belirsizlik
ve paradoks içeren sorunları ile başa çıkabilme, onları farklı bağlamlarda dönüştürebilme becerisi
kazandırılır. Öğrencinin daha esnek düşünebilmesine, belirsizlikleri tolere edebilmesine, metaforik olarak
görebilmesine, kabulleri sorgulayabilmesine, beklentilerini tersine çevirebilmesine, yaratıcı olmasına
olanak sağlayan bu süreç sonunda empatik bir süreçle ilerleyen öğrenme ve öğretme şekli ortaya çıkar.
Yaratıcı düşünceden eleştirel düşünceye geçişe izin veren bu stüdyo ortamında, tasarım bilgisinin öğrenciye
iletilmesi yerine, kendisinin sezgi ve mantığını birarada kullanarak her duruma göre değişebilen bilgiyi
keşfetmesi / yakalaması sağlanır.
Anahtar sözcükler: birinci yıl tasarım stüdyosu, bütüncül tasarım eğitimi, bilginin keşfi ( yakalanması),
eleştirel düşünme, esnek düşünme, Herakleitos’un epigramları
* Semra Aydınlı, [email protected] tel : 02122931300 ext : 2254
Introduction Today, the fundamental problem of design
education is to develop more effective learning
and teaching strategies. As Ledewitz puts it:
“The lack of clarity and effectiveness of the
design studio reflects its complexitiy as a
teaching / learning setting. It is characterised by
multiple and sometimes contradictory goals,
implicit theories and inherent conditions of, in
Schön’s words, inexpressibility, vagueness and
ambuigity” (Ledewitz, 1985). In order to face
uncertainty and ambiguity of design issues, in
this study a holistic way of thinking that can be
articulated to account for the dialectics of
teaching and learning is adopted. The dialectics
of teaching and learning emerge in the design
studio through the systematic exchanges
between conceptual and experiential arguments
that require both rational and intuitive
reasoning. In this atmosphere, both the process
and the product simultaneously proceed in a
spiral movement, and coexist completing each
other by asking questions and finding answers
within a comprehensive and open-ended
structure. This is a sort of intellectual
atmosphere created in the design studio that
requires flexible thinking and facilitates the
manipulation of ideas, images and feelings. The
flexible structure of ideas, images and feelings
emerging from the psychological and
philosophical questions, guides students to open
their ‘mental locks’ and to think something
different. Von Oech defines ‘mental locks’ as:
“the right answer, that’s not logical, follow the
rules, be practical, play is frivolous, that is not
my area, don’t be foolish, avoid ambiguity, to
err is wrong, I am not creative” (von Oech,
1998).
The term ‘mental locks’ is also defined as
mental blocks that follow conceptual blocks
(Adams, J., 1986) emphasizing that mental
walls block the problem-solver from correctly
perceiving a problem or conceiving its solution.
According to Adams (1986), to be aware of the
extent of their mental blocks / locks can give the
students the motivation and the knowledge
necessary to modify or avoid such blocks. There
are several ways to overcome mental blocks or
to open the mental locks, being aware of the
extent of conceptual blocks. Mental locks are
obstacles that prevent creative thinking in the
design studio. Particularly in the first year
design studio, students have to develop creative
thinking that leads to a holistic understanding of
design issues that varies its intellectual rigor
from being emotionally, through rationally, to
philosophically based. In order to open the
‘mental locks,’ an integrated first year design
studio at the Faculty of Architecture, ITU is
designated for a discussion milieu, which is an
intellectual atmosphere. In this article, this
atmosphere created in the first year design
studio is introduced through the structural
relations with Heraclitus’ epigrams leading to a
new way of design thinking. Von Oech (1998)
mentions that Heraclitus is the first teacher of
creativity whose “short, polished, pithy saying,
usually in verse, often with a satiric or
paradoxical twist at the end” is called an
epigram (von Oech, 1998). The term epigram is
derived from the Greek word ‘epigramma’
meaning ‘inscription’: a brief, witty, pointed,
often antithetical saying; a short poem, usu.
satirical, the last line of which often contains an
unexpected change of thought or biting
comment (New Webster’s Dictionary of the
English Language). The spirit of the epigram is
in its terse and succinct form: much can be said
with few words. Heraclitus’ epigrams can be
applied to the thinking process of design that
allows the use of the conscious mind to
overpower mental locks. The Greek
philosopher’s 2500-year-old epigrams help to
set up an intellectual atmosphere in the design
studio, where the discovery of knowledge rather
than the transmission of knowledge becomes
significant. The term discovery of knowledge is
used in this article referring to Schön’s term ‘the
discovery of the wobble.’ Schön (1985)
describes this term as knowing-in-action in
which the spontaneous responses to the
phenomena of everyday life, reacting to the
unexpected outcomes, surprises are intuitive
way of going about the task (Schön, 1985).
The first year design studio, integrating design
projects, theoretical design courses, basic design
and visual arts, and a technical drawing course,
were first designated in 2000, at the Faculty of
Architecture, ITU. This design studio aims to
constitute a foundation for upper classes,
focusing on fundamental design issues.
Accordingly, the philosophy of design
education is based on a holistic approach to
design issues, emphasizing the importance of
both the discovery of knowledge and the
transmission of knowledge, an intellectual
atmosphere created in the design studio and
transformation of creative thinking into critical
thinking, all of which to be considered in this
study. This article describes the first year design
studio atmosphere at the Faculty of
Architecture, ITU, in which the students are
able to bring their mental facilities and designer
skills together in epistemic and emotional
dimensions by discussing design issues through
Heraclitus’ epigrams. The influential role of
these epigrams on discussions about the
conceptual, observational and instrumental
applications occurring in this studio atmosphere
are explained in Table 1. It is possible to
constitute the link between such discussions on
design issues and everyday experience, as
Heraclitius’ epigrams are all about life, nature
and the cosmos.
This study calls for the thinking of design issues
in a way that may help resolve a puzzle in
Kuhn’s characterization of the intellectual basis
of revolutionary change in paradigms. Kuhn
proposed puzzle–solutions “that can be proved
to be genuine solutions” (Bird, 2000).
According to Kuhn, “a scientific revolution
requires the replacement of one exemplar by
another” (Kuhn, 1962). This is liable to involve
not only change in theoretical belief but also in
perceptual experience. The intellectual
atmosphere created in the first year design
studio through the Heraclitus epigrams gives
rise to a paradigm shift, a case of learning with
examples, in Kuhn’s term exemplars. Kunh’s
notion of paradigm can be adopted to capture
the design ideas as exemplars in order to frame
and solve a puzzle using a variety of concepts.
In this respect, Heraclitus’ epigrams facilitate
setting up learned similarity relations so that the
puzzle choice is supposed to exemplify the
design issues. This article is therefore
theoretical and makes a major contribution to
first year design studio education, giving the
opportunity of a new way to design thinking and
to organize design knowledge.
A holistic approach to the design
studio In organizing design knowledge according to a
holistic way of thinking, new teaching and
learning strategies assert the primacy of
dialectics of the first year design studio.
Contemporary design education is characterized
by its unifying approach, which gives priority to
seeing, conceiving and understanding as a
whole. A gathering together of knowledge,
experience and practice is not the organic and
integrated whole, but a web of interdependent
relationships including cultural, material,
capital, political and production systems.
‘Holism,’ as a type of active model of
education, necessitates a process of learning
through life experiences. Learning by
experience can be possible through a holistic
approach to design education, having
pedagogical priorities, which enable the student
to easily reach the knowledge s/he needs.
According to the holistic approach, the
dialectics of design, which are contradictory and
complementary at the same time – science and
art, learning and teaching, conceptual
understanding and sensual perception,
rationality and intuition, technology and nature,
etc. - co-exist simultaneously and in relation to
each other. This co-existence, beyond making a
synthesis, necessitates, in Adorno’s words, a
‘negative dialectic’ relationship; that is,
opposite concepts create a whole by disposing
one another in a togetherness while reserving
their autonomous values and staying separate
from each other. An educational strategy
constitutes the spine of this work, which is
proposed so as to handle today’s design
problems with their endless complex and
contradictory issues in a flexible way of
thinking and in an open-ended dialectical
relationship.
Holism in which “everything is connected to
everything,” provides the main philosophical
challenge to the mechanistic way of thinking. In
this respect, a profound change in our world
view from the dualistic conception of Descartes
and Newton to a holistic view (Capra, 1983) has
begun to influence the design issues. The
holistic approach is grounded in both rational
thought and intuitive sensibility within the
framework of possibilities and limitations
provided by modern society (Capra, 1983).
According to the holistic approach to design
education, proper formulas cannot be
generalized; each parameter changes in relation
to its context. Having had both rational and
intuitive processes, and both respecting the
pragmatic and poetic power of design issues, the
‘both / and’ way of thinking has an influential
role on learning and understanding. In short, the
‘both / and’ way of thinking deals with the
objectively defined variables and an individual’s
subjective knowledge based on intuition. In this
respect, design is considered as a matter of both
the actual-physical properties of reality and the
perceived-experienced phenomena. This
approach provides students the awareness of
their own relationships with natural and built
environments, reasoning both in intuitive and in
logical ways. To achieve an interactive
relationship of intuitive and logical reasoning,
an atmosphere is created in an ‘empathetic’ way
of teaching and learning.
In the first year design studio, students can be
educated in a form of knowledge that generates
empathy and understanding rather than power
and control. The atmosphere created in the
design studio allows both students and
instructors to act since they are energy receivers
in capturing the reciprocal relationship between
the whole and the parts, in both general and
particular issues (Laura and Cotton, 1999). In
this atmosphere, teaching and learning strategies
suggest that both students and instructors should
be engaged in “reflection-in-action” (Schön,
1985), as Ledewitz puts it, “a process of trying
to articulate and evaluate our understanding of
design” (Ledewitz, 1985). Schön defines the
notion of “reflection-in-action” as a dynamic
knowing process consisting of strategies of
action, understanding of phenomena, ways of
framing the problematic situations encountered
in day-to-day experience (Schön, 1985). In
particular, encouraging students in the design
sudio to engage in reflection-in-action can help
to eleborate experiential knowledge and build
bridges to conceptual knowledge. The
reflection-in-action inherent in the activity
requires different kinds of design thinking to be
integrated. This dynamic knowing process
necessitates a studio atmosphere where the
dialectics of teaching and learning is essential
for creative thinking and its transformation into
critical thinking. Although the notion of
teaching and learning are opposing activities,
according to holistic approach, they are
considered as a whole in which they
reciprocally influence and determine each other,
creating the empathetic atmosphere in the
design studio.
Within the empathetic way of the teaching and
learning atmosphere, Heraclitus’ epigrams
motivate students to express themselves and
energize themselves through visual and verbal
communication forms. Goldschmidt (1994)
mentions the reciprocal relations between visual
and verbal communication ways as follows:
“the oscillation of arguments which brings
about gradual transformation of images ending
when the designer judges that coherence has
been achieved.” Similar oscillation occurs
through the ‘both / and’ way of thinking in the
design studio. This phenomenon is also
represented by the reciprocal relationships of
logical and intuitive knowledge, of verbal and
visual language, of freedom and limitation, of
affective and cognitive development, and of
creative talent and technical competence. These
dialectics have similar meaning structures with
Heraclitus’ epigrams, which give some clues to
understanding the essence of architecture
through the everyday life phenomena. 2500
years later Heraclitus’ ideas still retain their
freshness, relevance and power to stimulate
creative thinking. His message is: “Wake up and
pay attention to what is happening around you
and within you, and then act on what you have
found” (von Oech, 1998). For two years,
similar stimulating propositions are brought
about in the first year design studio by which
the students become aware of the essence of
architecture, cultivate their ideas, and eliminate
their prejudices. They are encouraged to ‘think
something different’ which means to come to
see things in new ways. In this atmosphere,
design problems are focused on issues of
thinking, feeling, seeing and remembering
which need a way of articulating the metaphor
of ‘seeing differently.’
Within this experiential learning process which
has been applied to the first year design studio
since 2000, the students become familiar with
ways of framing the puzzle-solutions through
the metaphorical meanings of Heraclitus’
epigrams. Thinking of design problems in
puzzle-solving process enables the possibility of
seeing solutions in such a way that the unknown
design issues might be connected with the
known phenomena of everyday life experiences.
It is possible to examine student projects in
relation to discussion themes concerning each
epigram in Table 1, and to see how the students
are able to grasp indeterminate forms of design
knowledge that cannot be transmitted through
conventional techniques. Heraclitus’ epigrams
therefore help students to see how the clues
relate to each other and to the whole, developing
a more unified mind.
Discovery of knowledge versus
transmission of knowledge In the design discourse of the 1950s and the
1960s, the design knowledge was characterized
by relatively fixed and limited rules. Design was
a problem-solving activity involving “well-
structured and ill-structured problems,” where
transmission of knowledge used to dominate the
design studio (Goldschmidt, 1996).
Goldschmidt considers design problem solving
as follows: “Design problems are ill structured
because one never has sufficient information in
the initial state and because the properties of the
goal state are never fully specifiable in advance,
and therefore, many different goal states are
conceivable and acceptable. This turns
designing into an indeterministic process which
is difficult to model and even more difficult to
prescribe” (Goldschmidt, 1996). However,
Ledewitz (1985) defines problem-solving as we
understand it today as, “a dialectic between pre-
conceived solutions and observed facts”. Kuhn
(1962) draws attention to this paradigm shift as
follows: “the traditional problem-solving
strategies of science, philosophical reflections
on them, and the institutional, social, and
educational contexts need to be enriched to
solve the problems that our science-based
industrial civilisation has created.”
Correspondingly, ‘puzzle-solving’ is a key term
in Kuhn’s philosophy of science that he uses to
frame a world change thesis in terms of a
perceptual conception of world. In such a
concept, perceptual changes follow paradigm
changes which follow patterns of discovery.
Similar remarks may be made about the
discovery of uncertainties in design issues
which are varied and require separate discussion
can be grasped through concrete exemplary
puzzle solutions. For this reason, indeterminate
forms of design knowledge cannot be
transmitted; and they are difficult to perceive
and impossible to grasp with the conscious
mind. Discovery of knowledge is always from a
point of view in contemporary education; and it
supplies an ontological ground on the
transmission of knowledge.
The transmission of knowledge assumes a
distinction between the knower and the known;
that is between the subject and the knowledge;
whereas the emergence of the discovery of
knowledge requires the co-existence of both
object / known and subject / knower in that they
both define and complement one another. The
reciprocal relationship between the knower and
the known requires openness and sensitivity
along with affective and cognitive development.
The dynamic relationship between two
contrasting but completing concepts of
discovery of knowledge can be grasped through
concrete examplary puzzle-solutions.
Heraclitus’ epigrams can be considered as a
case of learning with exemples, in Kuhn’s term,
‘exemplars’. The Greek philosopher Heraclitus
is an almost exact contemporary of the Chinese
thinkers, Confucius and Lao-Tzu, and the Indian
contemplative the Buddha (Robinson, 1987)
whose ideas are based on continuous cyclical
fluctuation. Heraclitus also mentions about a
process of continual flow and change. The idea
of cyclical patterns is introduced by Tao who
mentioned the archetypal polar opposites - yin
and yang - which explain the dynamic interplay
as follows: “the two poles that set the limits for
the cycles of change: the ‘yang’ having reached
its climax retreats in favor of the ‘yin’; the ‘yin’
having reached its climax retreats in favor of the
‘yang’. The dynamic interplay of these two
archetypal poles is associated with many images
of opposites taken from nature and from social
life. These opposites do not belong to different
categories but are extreme poles of a single
whole”. According to Tao “nothing is only yin
or only yang. Underlying the fundamental
rhythm of the universe, all natural phenomena
are manifestations of a continuous oscillation
between two poles; all transitions are taking
place gradually and in unbroken progression.
Hence, the natural order is one of dynamic
balance between yin and yang” (Capra, 1983).
A similar dynamic balance may occur in the
human mind, which is capable of two types of
knowledge, or two modes of consciousness:
rational and intuitive. Chinese philosophy has
always emphasized the complementary nature
of intuitive and rational, representing the
archetypal pair, yin and yang.
Today, dualism between rational and intuitive /
the cognitive and affective development in
design education is rejected, and design
knowledge based on a network of complex and
contradictory issues must go beyond mere
description and limited constraints of the
Cartesian world view. Generally speaking,
design problems are set up with misconceived
paradoxes between abstract subjects and a
material world of objects, having an
indeterminate form. Accordingly, the
transformation of the linear and syntagmatic,
combined with a certain network of thought of
modernism into a spiral which is paradigmatic,
multidimensional and open–ended necessitates
experiencing various ways of obtaining
knowledge. In parallel to this paradigm shift,
the discovery of knowledge can be
characterized through a non-linear progression
having multiple cycles. It provides the
resolutions of many issues simultaneously, since
it structures a problem holistically and leads to
puzzle-solving. The discovery of knowledge
provides students a certain feel for puzzles, an
intuition for solutions and sense of rightness of
answers. The open-ended aspect of discovery
of knowledge help students build the kind of
flexible knowledge needed for design issues and
make connections with puzzle-solving.
On the other hand, Linzey (2000) designates
how students perceive lots of raw data
constantly, bombarding them during the first
year design studio as the problematic of design
education. In order to be able to think about
these raw data in relational terms, architectural
design is at least partly about discovering,
forming and consolidating relations between
material things (Linzey, 2000). In this context,
emphasis is given to the experiences of the real
world constraints in connection with design
issues. Having an open-ended potential, the
discovery of knowledge becomes fundamental
in understanding the relations and the
connections between the experienced
phenomena and the existing design problems. In
this regard, the discovery of knowledge takes its
roots from experiential knowledge in which
students develop knowledge for themselves
according to their requirements. Discovery of
knowledge also provides special kind of
awareness, and challenges the students’
misconceptions with appropriate questions and
evidence, breaking the students’ ‘mental blocks’
or opening the ‘mental locks” as described by
von Oech. Because of its contextual and flexible
character, the discovery of knowledge can be
easily transformed into new conditions and can
be adapted to frequent changes. Flexibility in
design knowledge means that the ideas should
be floating, not anchored to any possession of
meaning. The discovery of knowledge is
therefore considered as a source of inspiration,
practical constraints or criteria for evaluation.
But criteria are useless unless they are
transformed into ideas and images. The
discovery of knowledge therefore calls for both
to ‘come to know’ and to ‘learn’ that represents
different ways of expressing similar ideas. The
psychological term ‘learn’ is based on the actual
processes through which people acquire
knowledge; and the philosophical term ‘know’
is about exploring the nature, limits and validity
of knowledge, rationality and inquiry.
Therefore, Heraclitus’ epigrams in the design
studio may provide the students to come to
know and be aware of the essence of design
issues, forcing students beyond their thinking
patterns so that they look at what they are doing
in a fresh way. Referring to the theoretical
insights of Heraclitus’ epigrams, it is possible to
grasp the indeterminate nature of design
knowledge as being complex, obscure, vague
and ambiguous. During the discussions in the
first year design studio, students are motivated
to make associations and connotations between
the epigrams and everyday experience. And so,
the reciprocal relationship between teaching and
learning encourages them to grasp the discovery
of knowledge. In this reflective teaching
strategy, the role of the instructor may be that of
an intellectual stimulator, a coach, a group
facilitator, a resource person or a counselor.
Intellectual atmosphere created in the
first year design studio Taking the discovery of knowledge as a given,
the pedagogical priorities in design education
depend on leading the students into an
understanding of what they are doing; guiding
them to the resources that are available and to
the wealth of different approaches, and
encouraging their puzzle-solving capacities
through inquiry and innovation. The design
studio is therefore regarded as a place where
students expand their ideas and obtain important
insights and knowledge with the language of
design issues. A stable combination of such
behavior patterns and milieu creates the
intellectual atmosphere in the design studio,
being both formal and informal, traditional and
progressive, authoritarian and democratic. Such
a dialectic nature of the studio requires a
shifting balance in roles while the instructor
moves from one side to the other. In order to
stimulate interest and emphasize the role of
Heraclitus’ epigrams in discovering and
understanding design knowledge, first, students
are motivated to think about the intensive
meaning of “a glass of water which is half full.”
This maxim is seen both as half full and half
empty, depending on how they want to look at
it; whether they choose to consider some
statements as resources or constraints. Students
get lessons from this dictum when constituting
their holistic way of thinking, which requires
approaching design problems both in the
general / abstract and also the particular /
concrete. In this atmosphere design knowledge
may be obtained in response to questions
acquired in connection with the epigrams;
discovery of knowledge therefore results from
asking new questions. The intellectual
atmosphere created in the design studio actively
helps students question and criticize sources of
information and to learn to derive their own
conclusions from the available evidence. By
tracing their beliefs and values in relation to
epigrams, students are in a better position to
learn and examine the validity of design
knowledge. In the first year design studio, thus
discovery of knowledge is both learned
objectively and experienced subjectively. It is
both well defined and open-ended, which can be
grasped in both rational and intuitive reasoning.
A dynamic shifting balance between these
opposing but completing concepts, pushes
students to see things in new ways. Heraclitus’
epigrams, therefore, enable students to be
flexible in thinking about design issues within
these opposing but complementary concepts,
which may give an opportunity to transform
their creative thinking into critical thinking.
The important feature of the intellectual
atmosphere created through Heraclitus’
epigrams is that, while the discovery of
knowledge changes, its internal structure
remains constant; that is, each epigram
represents the student’s best effort to solve the
puzzle in terms of what s/he understands at that
point.
To advance an experiential awareness of an
intellectual atmosphere, a set of experimental
exercises relating to the Heraclitus’ epigrams
are implemented in the first year design studio
at Istanbul Technical University. First, students
are asked to experience the cultural city center
of Istanbul - Beyoğlu as a ‘pattern’ and to
uncover the hidden meanings of cultural values
and social structures. In order to understand the
deep meaning of ‘pattern’ they are motivated to
understand the environment by reasoning the
epigram: “the cosmos speaks to us in patterns.”
Discussions on epigrams relating to their
experiences guide students to transform their
creative thinking into critical thinking. This
transformation process facilitates student’s
ability to represent the narratives of Beyoğlu
which brings into existence mental diagrams of
their conceptualizations about the first design
project. As seen in Table 1, the reflections of
epigrams on the design studio can be considered
as exemplars which consist of some solutions to
puzzles concerning design issues. A large
variety of inside and outside studio experiences
involves the functions of memory, anticipation,
imagination and fantasy, grasping multiple
meaning layers.
From creative thinking to critical thinking Today, the innovations in design require unique
configurations of multiple meanings throughout
the disciplines concerning both man and the
environment. A greater flexibility of ideas,
which keep changing and evolving, is required
for the age of pluralism where the creation that
can bring us novelty, the joy of discovering
what is different and unique through subtle
combinations. According to Osborn (1954)
creative thinking is “the imaginatively gifted
recombination of known elements into
something new.” Although this defination is still
valid, creative thinking in the contemporary
design world must be based on knowledge
gained from various fields and disciplines.
Creative thinking therefore requires an outlook
that allows the individual to search for ideas and
play his/her knowledge and experience (von
Oech, 1998). That is, it involves imagining
things in a fresh light, questioning assumptions,
and discovering connections among various
phenomena which is supported by observation,
perception, discrimination and imagination. The
essence of creativity is therefore to be found in
integration on a new layer of previously
unrelated structures of consciousness (Aydinli
and Yalcin, 2002). In this respect, creative ideas
are the result of a combination of previous
mental images and creative thinking generally
consisting of the shifting of attributes from one
combination to another. The implementation of
ideas, the interplay of variables, the
organization of constraints, the alternation
between proposals and evaluations are brought
together in order to frame these shifting
relations within a pattern.
In this regard, an intellectual atmosphere created
in the design studio paves the way for creativity
through discovery of knowledge and the use of
the shifting mechanisms of the mind. In a
general sense, everyone approaches design
issues bringing different experiences,
knowledge and attitudes, with different reasons
for the assessment of some works over others in
the studio. Depending on the individual
differences and shared commitments with the
explanations, critical thinking occurs through
pragmatic, semantic and syntactic reasoning in
the form of verbal / conceptual and visual /
representational expression. It proceeds
throughout the articulation of ideas as a
response to a question, and representation of
these responses in some form for group
discussions. Uluoglu (2000) emphasizes that
“group crits are valuable in demonstrating to
students that there are very typical issues and
problems in design, although their appearances
may be different in concrete architectural form.”
As Uluoglu puts it: “critiques in the studio may
take different forms, like individual desk crits,
group crits and juries. Here, the critiques are
thought to serve two purposes: one is to
communicate with the individual student and
live in his/her world, the other is to bring the
student face to face with others’ ideas to see
each other’s worlds” (Uluoglu, 2000).
On behalf of critical thinking, a design process
can be considered as both a puzzle-solving
activity and an interpretive search for an
appropriate answer. Approaching a design
process this way may help to develop an
articulated schema, looking at the subject from
various perspectives. It leads to thinking in
dialectics, understanding generality and
particularity, grasping denotative and
connotative codes, obtaining well-defined and
open-ended knowledge simultaneously. The
dynamic interplay between these two
complementary poles makes critical thinking
flexible and open to change (Aydinli and
Yalcin, 2002). Students, therefore, can explore
the ways of broadening the range of aesthetic
experience by creating their own principles that
are working under the surface to give coherence
to the discourse or argument. As the creativity
neccesitates the maniplulation and
recombination of experience, students should
develop a much more flexible and sensitive
understanding of the differences among various
types of value judgments. The main problem
confronted in finding a consensus on criticism is
its validity / reliability. Criticism is a type of
reasoning that involves and requires connection
with other areas of human knowledge. In
transforming creative thinking into critical
thinking, expression that requires creativity
focused on bringing something new into
existence); performance which is the process of
re-creation that transforms the ideas into
experience and response are some key concepts
that create the intellectual atmosphere in the
design studio. In this atmosphere, the
transformation of creative thinking into critical
thinking cultivates an aesthetic sensibility,
enabling students to develop their capacity for
expression in design education.
In the case of the first year design studio these
paradigmatic relations seem to be particularly
close, since the discussion themes of Heraclitus’
epigrams in connection with the design
problems of the first year design studio, as being
the ‘exemplars’, consist of a solution to a puzzle
concerning design issues. Students are able to
transform their creative thinking into critical
thinking through these ‘exemplars’ which have
both the function of evaluation of puzzle
questions along with their solutions and the
function of concept formation. Thus Heraclitus’
epigrams can be considered as the concept-
forming exemplars when they are discussed in
connection with the design issues within the
intellectual atmosphere created in the design
studio. Heraclius’s epigrams as being the
concept-forming exemplars have a potential of
enabling the students to think from different
points of view and in different contexts – the
process of ‘what if.’ Asking ‘what if’ is an easy
but powerful way to open the ‘mental locks’ and
to grasp the situation and to think something
different. ‘What if’ questions necessitates the
use of another thinking tool - stepping stones -
which are simply provocative ideas that
stimulate students to think about other ideas
(von Oech, 1998). For instance, in Table 1, the
reciprocal relationship between the student
projects and discussion themes of Heraclitus’
epigrams gives an idea how the intellectual
atmosphere can be created by making
connections between conceptual knowledge and
experiential knowledge. In this atmosphere, first
each epigram is discussed verbally, and then
connected to a design problem and finally
becomes alive visually throughout the design
project. While discussing the theoretical insights
of the epigrams, students are guided to various
ways of thinking and learn to be flexible in the
design process. And so the teaching design
becomes something more than a mere
transmission of knowledge. This approach has a
profound influence on developing creative
thinking in design education, since the
discussions about epigrams lead the students to
be aware of what they are doing, and guide
them to the resources that are available to the
wealth of different approaches, and encourages
their puzzle-solving capacities.
In the process of transforming creative thinking
into critical thinking, Heraclitius’ epigrams
motivate and energize students in seeing,
thinking and representing visual and verbal
communication forms. For instance, in Table 1,
the discussion themes about epigrams explain
how the students develop critical thinking that
leads to re-thinking existing solutions for design
issues; and how they create puzzle-solutions
that are essential for grasping the unique
configurations and innovations. The process of
seeing, thinking, creating and reasoning through
Heraclitus’ epigrams may provide certain
modifications of ambiguous ideas emerging in
the first year design studio. Although the
principles may be hard to detect and to
formulate in acceptable criteria according to a
holistic approach to design, epigrams help
students to understand assumptions and some
principles that call for support and examination.
Learning to explore and to communicate ideas
by means of epigrams, students structure their
thought process around observational and
theoretical knowledge systems with free
abstraction. This studio atmosphere encourages
students to adopt a frame of mind in which they
tolerate ambiguity, view things metaphorically,
challenge their assumptions, reverse their
expectations, and probe below the surface for
hidden meanings (von Oech, 1998). All the
epigrams explained in connection with the
design issues in Table 1 can be considered as
exemplars for a case of learning design in the
first year design studio
Conclusion There is a distance between everyday life /
reality and design ideas / possibilities.
Heraclitus’ epigrams, forcing students to think
something different, guide them to make
connections between the design problems they
confront and their everyday experience. On the
other hand, the complex issues of the
demanding profession call for a holistic
approach in design education, consisting of
opposing concepts that have to exist
simultaneously and that complete one another.
Heraclitus offers a set of criteria having
opposing values so as to be flexible in critical
thinking that can be adopted to design issues.
Heraclitus’ epigrams, which provide a new way
of thinking about design, may encourage
students to put on their ‘creative thinking cap’
and come up with their own decisions by
discovering, forming and consolidating
relations. For instance, in discussing the
Heraclitus’ epigram: ‘you can’t step into the
same river twice,’ it may cause students to
realize that their state of mind can never be the
same again, and that their own interpretations
change accordingly. Students may continue to
take on new and fresh meanings while they
respond to the design issues that require
connections between nature, culture,
technology, power relations and values. These
epigrams also may help students to rethink their
own relationships with the world through a
radical vocabulary of architectural terms.
Students, therefore, will be aware of the things
that can relate to each other with semantic
variety. Once students learn how to focus on
relations, they will identify these relational
concepts with design issues. As they become
aware of their own intellectual potential, they
will make new relations between familiar
things. By focusing on Heraclitus’ epigrams, a structure
of ideas has emerged spontaneously from the
empathetic way of the teaching and learning
atmosphere created in the first year design
studio at the Faculty of Architecture, ITU. Since
2000, the essence of this studio atmosphere
based on the metaphorical thinking has
motivated students to articulate and to
manipulate the understanding of design issues in
connection with the epigrams. The final
exhibition of the student projects and the
general reviews have demonstrated that how the
students were given a technique to handle, how
to think of and talk about the ways that things
operate, how they change, and how objects
relate to other objects. Since Heraclitus’
epigrams in this studio experience have
functioned as physical metaphors, the
metaphorical thinking had introduced new ideas
by explaining them in terms of more familiar
concepts. And each epigram can therefore be
exemplified a distinct way of thinking and a
paradigm of puzzle-solving. An important
contribution of Heraclitus’ enigmatic style may
be that it forces students to change the way they
think. Generally speaking, this study may
contribute to the development of pedagogical
approaches to the first year design studio.
Notes 1The shorter version of this paper was presented at
the Third International Design Conference on
design history and design studies entitled “mind
the map,” co-organized by ITU and Kent
University in Istanbul in July 2002.
2 The student projects exemplify the following
first year design studios:
2000-2001 Academic year: S. Aydınlı,
A. Dener, H. Kahvecioğlu,
Y. Demir, H. Şengün,
2001-2002 Academic year: S. Aydınlı,
I. Akpınar, M. Aksoy, A. Sıkıçakar
2002-2003 Academic year: S. Aydınlı,
I. Akpınar, A. Sıkıçakar, B. Gürgen,
H. Şengün, B. Numan
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Table 1. Reflections of epigrams on design studio2
Heraclitus’ Epigrams
Interpretations
1. The cosmos speaks to us in patterns
Since the cosmos reveals its secrets to us in patterns, pay
attention and grasp all types of information in relation to
each other.
Student projects that represent the
narratives of Beyoğlu
Discussion themes concerning Epigram 1
While understanding architecture, you have to use all of
your senses to discover new “patterns”. Find a “pattern” in
whatever you look at of your surroundings. Try to
recognize similarities, cycles, arrangements, series,
processes, flows and behavior between the everyday
experiences and design problems that you confront.
When experiencing Beyoğlu, try to discover the
architectonics narrating the meaning layers, and to explore
different ways of seeing. Using all senses to uncover the
hidden meanings of Beyoğlu, you will notice
“coincidental” issues that fit into the whole pattern.
Beyoğlu is a place where the cosmopolite diversity having
rich cultural values and a certain social structure, creates a
unique atmosphere in Istanbul - a sense of place created in
the actual world where everything is bound to and
conditioned by everything else…
What story does Beyoğlu tell you throughout its patterns?
Try to find out its narrative that occurs within time-space
relations, experiencing various layers simultaneously.
2. Knowing many things does not
teach insight
Erase former knowledge in order to manipulate the existing
knowledge – past experience
Student project that represent the
concept of manipulation
Discussion themes concerning Epigram 2 Play with what you know…. Knowledge is the stuff from
which new ideas are made. Creativity requires an attitude
that allows you to play with and manipulate your
knowledge so that it takes on new meanings. This is an
attitude where you don’t see each fact as a separate bit of
knowledge but rather as a link in a chain of ideas.
What different ways can you think about what you know?
In what different contexts can you put your issue? Use
your “forgettery”…Henry Miller once said that his
“forgettery” was just as important to his success as his
memory. Without the ability to temporarily forget what
you know, your mind remains cluttered with ready-made
answers, and you never have an opportunity to ask new
questions…In order to open your mental locks, you have to
empty your mental cup…
Try to be flexible with the rules…
3.You cannot step into
the same river twice
Update your assumptions about what is “real” and find a
solution appropriate for the problem you encounter
Student project that represents the
concept of time and space relations
Discussion themes concerning Epigram 3
Things may be similar to the way you have experienced
them in the past, but they are never exactly the same.
Similarly, architecture is a language to be understood
accordingly; getting involved with a particular issue
changes both its meaning and form. Since design is a
matter of both physical properties of setting and
experienced phenomena, design discourse is contextual,
changing according to its situation. Therefore, you should
be aware of how to deal with the design issues changing
accordingly. A flowing river constantly changes its content
and shape. The world of yesterday is not quite the same as
the world of today or the one of tomorrow. Being aware of
the existing pattern which is dynamic and open to change;
you can easily update design knowledge in accordance
with time-space relations.
Transforming the habitual way of looking at and seeing the
environment and the design problem into a ”new”, you will
be updating your knowledge.
4. Everything flows
Focus on change dealing with design issues
Student project that represents the
concept of
continuity and change
Discussion themes concerning Epigram 4
All things, including those you think are quite stable, are
continually changing, developing and transforming over
time… things flow at different rates (von Oech, 1988). So
you need to notice the rate at which change is taking
place….
In fact, it is sometimes impossible to see the changing
forms obvious in architecture.
In experiencing the main axis from Taksim to Karaköy,
you discover the paths that you wander… throughout
Beyoğlu axes and paths interweave, the main axis flows
within time-space relations having various layers. Change
and transformation of the mental matrix in Beyoğlu give
rise to new combinations having a dynamic relational
structure.
Try to understand the “flow” of your issue…Try to put
things in sequence. Do you need to change your point of
view to see the change? If everything is changing then we
need to appreciate the present because soon it will be gone.
In experiencing the natural environment you will notice the
relations and paradoxes that come up with more ideas.
5. On a circle, an end point can
also be a starting point
Always reframe the situation…
Student project that represents the
concept of ambiguity
Discussion themes concerning Epigram 5
The relativity of the set of values enables us flexibility in
thinking….
Heraclitus gave an example:
Is the beach the end of the ocean or the beginning of the
land?
Is water the end of ice or the beginning of vapor ....
This shows that a thing, idea or issue can be framed in a
variety of different ways depending on one’s point of view.
Using different words and concepts to reframe a situation
is a vital creative on thinking skill. It gives you flexibility
in the way you approach the world (Oech, 1988).
Similarly, it is possible to ask if the end of the constraints
or the beginning of freedom today, defines design?
What is design? Is architecture science or art?
6. A wonderful harmony arises
from joining together the
seemingly unconnected
Learn how to connect the unconnected ideas into a whole
leading to creative thinking
Student projects that represent the
dialectics of design issues
Discussion themes concerning epigram 6
Much of what you call thinking is your ability to connect
ideas together. You are forced to make the connections of
previously unconnected ideas that stimulate your thinking,
that make you go “aha!”…
Judith Wechsler, an art historian, speaks of “the ‘aha’ that
accompanies the discovery of a connection or an
unexpected but utterly right realization in art and science.”
Abercrombie emphasizes that her view is “the response our
logically determined surprises will evoke: our initial ‘oh?’
will become ‘aha’” (Abercrombie, 1984).
Thinking the opposite of what is expected can also be an
effective strategy in the design process…
You shouldn’t limit your problems to too small an area;
you don’t have to look in other fields that they are not
related.
As a strategy for creative thinking, to be specialized in a
subject is dangerous because it can lead to the attitude that
it’s not my area.
7. The doctor inflicts
pain to cure suffering
Be aware of the existence of reversible and opposite ways
of thinking
Student projects that represent
reversible thinking
Discussion themes concerning epigram 7
Do the opposite…Reverse your viewpoint….
Sometimes the best way to reach an objective is to use the
reverse of the apparently “logical” approach.
Try to look at what you are doing in a reverse manner.
Design proceeds within contradictions…It operates in the
space between real and imaginary; inside and outside….
Think of each random thing as a stimulant to your
imagination; dialectic mutuality of exchange between
perception and imagination creates a dynamic atmosphere
in the design studio.
During the reviews in the design studio, sometimes
students are upset when their project is refused; this causes
pain but is necessary to improve the overall work.
You cannot see the good ideas behind you by looking
twice as hard at what’s in front of you…(von Oech,1988)