A FRAMEWORK FOR RESEARCH IN DESIGN COMPUTING
John S Gero and Mary Lou Maher
Key Centre of Design Computing
Department of Architectural and Design Science
University of Sydney NSW 2006 Australia
Ph: +61-2-9351 2328 Fax: +61-2-9351 3031
email:
john@arch.usyd.edu.au
mary@arch.usyd.edu.au
Keywords: CAAD, research, cognitive models, axiomatic
models, conjectural models
1. Introduction
Design computing has often been considered a subset of
computer applications that assist the designer in documenting and
analysing complex designs. As one of many areas in which computer
applications have beeen developed, design computing has relied on
software developers and vendors to implement and market software
with the relevant features and utilities to support some aspects
of design activity. In this paper we consider design computing as
a research area, one in which the results of the research lead to
more than additional computer programs and in fact lead to a
better understanding of designing and computer support for
designing.
Considering design computing as a research area, we identify three sets of goals:
(i) to develop theories, models and methods of designing as a process;
(ii) to use these theories, models and methods as the basis for the development of tools;
(iii) to use these theories, models and methods as the basis
for teaching.
The first set of goals has more to do with design research
rather than strictly design computing research. In order to
achieve the first set of goals, it is sometimes useful to
consider computational models of design as a way of simulating
design processes. However, human designers can also provide the
basis for developing theories, models, and methods of designing.
The second set of goals looks at the implications of particular
theories, models, and methods of designing when considering
computer support or automation of specific design tasks. This set
of goals has a more direct correlation with the majority of
design computing research currently taking place at universities.
The third set of goals brings this understanding of design
processes to bear on how we teach design. Here again, the focus
is not entirely on computer applications for design, but on the
use of computational models and/or cognitive models of design to
inform design teaching.
The Key Centre of Design Computing at the University of Sydney
carries out teaching and research in the area of design
computing. There are approximately 300 undergraduate architecture
students, 60 graduate design computing students, 15-20 doctoral
students, and 10 academic and research staff at the Key Centre.
The framework for design computing research presented here is
based on research that has taken place at the Key Centre over the
last 20 years.
Design computing research can be pursued using a variety of scientific methods, the paradigms that we find to be both useful and distinctive are:
(i) empirically-based research (cognitive models);
(ii) axiom-based research (computational models); and
(iii) conjecture-based research (computational models).
(a) conjectures based on an analogy with cognitive processes; and
(b) conjectures based on an analogy with computational
processes.
Empirically-based research involves the development of
experimental studies of designers that result in cognitive models
of designing. Axiom-based research involves the identification of
a set of axioms and their consequences to derive a logic-based
computational model of designing. Conjecture-based research
involves an analogy between a cognitive or computational process
that leads to a computational model specific to designing. This
paper describes the characteristics of each of the three
paradigms and gives examples of research projects at the Key
Centre that illustrate the approach and preliminary results
obtained through the different paradigms.
2. Empirically-Based Design Computing Research
Empirically-based research uses the experimental paradigm in
which experiments are set up and then data is collected and
analysed to produce a set of results. These results are then used
as the basis of either the development of a hypothesis or the
confirmation of a hpothesis about designing. Typically the
experiments are developed to provide evidence for a particular
theory or cognitive model of designing. Typical approaches
to empirically-based design computing research are: direct
observation of the results of designing; surveys of designers'
perceptions; and protocol studies of individual and collaborating
designers designing. New protocol analysis methods have been
developed and are being applied to produce novel results
concerning the behaviour of designers as they are designing which
has significance for the development of computational tools for
designers.
2.1 Protocol analysis of designers
Protocol studies are a means of obtaining data from verbal
utterances. Designers are asked to "think aloud" while
they are designing. While they are designing they are video- and
audio-taped. The designer's verbal utterances are transcribed.
The transcription is then used, along with design theory, to
develop a coding scheme. The transcription in then coded and
finally analysed. The steps are listed below:
The results of such studies provides grounded insight into the
behaviour of designers as they are designing. These insights form
the basis of the development of computational support tools for
designers.
2.1.1 An experimental study of designers
Designers were asked to carry out a specified design task and
the "talk aloud" method was employed. Each designer was
videotaped and a rich coding scheme was developed based on both
design theory and the need to accommodate the data in the
transcription. The development of the coding scheme is a crucial
aspect of the protocol analysis method. The coding scheme
developed here used five generic categories. The advantage of the
use of categories is that they allow for an additional
confirmation phase in the analysis since they exhibit an
interdependence. The five categories developed were (Gero and
McNeill, 1977):
2.1.2 Protocol analysis results
At a gross level a designer's time can be spent either on
postulating solutions, called structure, or in reasoning about
the function and behaviour of possible or postulated designs.
Figure 1 shows a typical distribution of the time spent between
these two large classes of activities by a designer. It is
interesting to note that it is almost twenty minutes into the
session, for this design, before any structure is proposed.

Figure 1. Typical
plot of distribution of time spent on function and behaviour
(light), as against structure (dark), for an experienced designer
(Gero and McNeill, 1997).
Considerable detail about various aspects of designers' behaviour can be determined using the protocol analysis method. Figure 2 shows the spectrum of design event lengths across a typical design session. What is surprising is the very short duration of each design event. Without experiments with human designers such information would not become available.
Figure 2. Spectrum of
coding design event lengths (Gero and McNeill, 1997).
2.2 An experimental study of computer-mediated
collaborative design
We developed an experimental study of computer-mediated
collaborative design (CMCD) based on the methodology of protocol
studies and analytical coding schemes to understand the
difference in the documentation that results from a designer
working alone as compared to designers involved in CMCD. In this
study we borrow the idea of coding and analysing the data of the
collaborative session from protocol analysis techniques, but we
do not consider the data to be the verbal utterances of the
subjects. Since we are not trying to reconstruct the
collaborative design process, but to understand how the
designers document their designs differently when collaborating,
the verbal utterances would not provide the correct data. Rather,
we have taken the data to be the information that has been saved
as working files on the computer to document the design.
2.2.1 The CMCD experiment
The experiment includes two design sessions for each
participant. In each session, designers document their designs
using the computer. In the first session we established base data
for each designer by asking him to design alone. In the second
session we asked two designers to design collaboratively. During
session 1 each designer is asked to work on Design Problem 1
(DP1) on their own for approximately two hours. During session 2,
a pair of designers is asked to collaboratively solve Design
Problem 2 (DP2), again for approximately two hours. DP2 is a
similar type of problem to DP1, but with a different brief. In
both sessions the designers use drawing packages, CAD systems,
and video conference whiteboards to present their designs.
The data collected from the experiment is a derivative of the
documentation produced during the two sessions. We coded and
analysed the documented designs for structure and semantic
content. The structure of a design is generally described by its
geometry. Geometry is that part of a design in which a shape is
formalised. Formal representations of geometry provide the logic
and expressiveness of a mathematical language. For example, space
configuration, orientation of the elements and thickness of walls
are typical properties formalised in a geometric representation.
However, geometry does not say anything about the purpose of the
structure until the functions of design elements are described
explicitly. The semantic content includes "reasons of
choice". Semantics are a fundamental part of a collaborative
session. Whereas image and shape can be visualised and pointed
out with cursors, purpose, function and performance cannot be
indicated until they find a formalisation in a drawing, i.e.
until they are described explicitly.
We developed a two level coding scheme: one using a
data-driven approach and the second a hypothesis- or
expectation-driven approach. Using the data-driven approach, the
elements of the documented designs have been counted and
categorised according to their text and geometry content. Using
the expectation-driven approach, we classify the categorised
elements as "semantics" or "structure". We
define the semantics elements as those which document the purpose
of the design element and the structure elements to be those that
document the geometry of the design element.
2.2.1 The CMCD results
When considering the amount of documented
design semantics, we found that both the single designer and the
collaborative designers recorded very little semantics. We also
found that the amount of semantic information documented is less
than the amount of geometry, as illustrated in Figure 3.
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a. Team 1 |
b. Team 2 |
c. Team 3 |
Figure 3. Comparing documented semantics and structure for all designs.
The data we collected in this experiment was the documented
designs. Additional data that was not collected and analysed was
the verbal utterances of the designers. A significant amount of
design semantics was communicated in conversation. Based on our
observations of the designers while collaborating we found that
due to the intensive information exchange via video conferencing
between the parties during a CMCD session, a valuable amount of
the semantic information is left undocumented. Designers
described their design semantics verbally, through video and
audio channels, and this information is not included in the final
design document.
The methodology of establishing two sessions for each designer
to compare the effect of collaboration on design activity is a
general methodology that can be applied to other studies. We
found that by establishing base data for each designer, we could
isolate the effect of collaboration on the resulting design
documentation. Other applications of this methodology could be
the study of the design process, the effect of negotiation, and
the establishment of design styles.
3. Axiom-Based Design Computing Research
Axiom-based research produces computational models of design through the identification of a set of axioms and the logical consequences of the axioms. This approach to design computing research involves:
For example, an axiomatic logic-based shape representation
allows for the uniform representation of shapes with or without
curved boundaries, the consequences of which are representations
of complex shapes that can be manipulated with logical
implications (Damski and Gero, 1996). Consider the universe of
discourse as the space defined in Figure 4. The axiom is that the
space can be divided into two complementary spaces.

Figure 4. A space
divided into two halfspaces, labelled hs(a) and -hs(a).
The following can be defined or inferred from the axiom:
Figure 5. Miro's Girl in
a Hat.
The girl's hat is defined by:
![]()
The girl's head and body is defined by:
![]()
From such representations we can carry out a variety of shape
and topological computations even though the original shapes are
difficult to represent numerically.
4. Analogy-Based Design Computing Research
The development of theories, models and methods of designing
often relies on identifying an analogy with other processes. This
research paradigm starts with a relevant computational process or
cognitive model of design and develops a specific computational
model of design. Some examples of computational models based on
an analogy with cognitive models of design include: case-based
design (design based on precedents; representation of cases
including multimedia representations); design prototypes
(knowledge chunking); graphical emergence (emergence of shapes,
objects, semantics and style from drawings); design by analogy
(between domain analogies in particular); and qualitative
reasoning in design (qualitative representation and reasoning
about shapes and spaces). The development of computational models
of designing need not rely entirely on cognitive models of
designers, there is the potential to identify an analogy with
other computational processes and apply them to a design domain.
This type of research borrows heavily from computing fields such
as AI and Operations Research to produce specific computational
models of design; for example: evolutionary systems (genetic
engineering and co-evolution); and neural networks (emergence
models).
4.1 Case-based design
Case-based reasoning provides design support by reminding
designers of previous experiences that can help with new
situations. As designers, we learn to design by experiencing
design situations. This is reflected in the way we teach students
to be designers: engineers are taught to have analytical
capabilities and then learn to design in professional practice,
architects are taught through exposure to a range of design
experiences in the studio. We learn to analyze through the use of
formal methods, but creating a new design requires previous
experience, or at least, exposure to another's design
experiences. As a cognitive model of design, case-based reasoning
provides the basis for a computational model of design, as
illustrated in Figure 6.
Case-based reasoning as a support environment for conceptual design is attractive for two reasons:
1. the knowledge is represented as design cases that can be proprietary and/or familiar to the designer, and
2. the knowledge as case memory can be maintained and updated automatically with the use of the system.

Figure 6.
Computational model of design as case-based reasoning.
The application of case-based reasoning to structural design, eg CASECAD and CADSYN (Maher et al, 1995), has shown that the development of these case-based reasoning systems has to take into consideration a formal representation of design cases and the knowledge needed to adapt the design.
4.1.1 Case representation and retrieval
Design cases can be represented using the attribute-value formalism, widely used in supporting design problem solving using Artificial Intelligence techniques. New design problems are described using the same formalism: attribute-value pairs that describe requirements on the features of the new design. Additional information might also be part of a case representation, such as graphical representations, text annotations, etc. (eg., see (Maher and Balachandran, 1994). This additional information helps the user's understanding of a design case, rather than being useful for automated reasoning. In order to facilitate more flexible and efficient memory retrieval (eg., see (de Silva Garza and Maher, 1996)), we categorise the attributes used to describe the memory items into four classes: context, function, behaviour, and structure (a scheme adapted from Gero's design prototypes (Gero, 1990)).
Determining the relevance of a design case to the current problem-solving situation requires matching the attribute-value pairs in the problem specification with those contained in the design cases. An indexing tree organisation facilitates this matching process and the subsequent retrieval of relevant design cases from memory. Typically all design cases that share a subset of the problem specification are retrieved and then one or more of these cases is selected for adaptation.
4.1.2 Case adaptation
We have tried a number of approaches for design case adapation, including rule-based value substitution and constraint satisfaction (Maher et al, 1995). More recently we have been exploring the use of a genetic algorithm to perform design case adaptation. Genetic Algorithms (GAs) (see (Goldberg, 1989) provide an alternative to traditional search techniques by simulating mechanisms found in genetics. Three notions are borrowed from biological systems:
the phenotype, which can be a living organism for biological systems or a design solution for design systems;
the genotype, which is a way of representing or encoding the information which is used to produce the phenotype; and
the survival of the fittest, which determines whether a
genotype survives to reproduce.
In GA systems the genotype is usually represented as a binary
string whose length varies with each application. For example, a
genotype may look like: 001001101. The genotype representation
allows combination or mutation to occur in order to construct
better strings. Some measure of fitness is applied to each string
after combination and mutation to determine which strings
participate in generating the next generation of the population.
A simple genetic algorithm considers a population of n strings
and applies the operators: reproduction (or selection),
crossover, and mutation in order to create the next generation.
Reproduction is a process in which strings are copied according
to their fitness function. Crossover is a process in which the
newly reproduced strings are mated at random and each pair of
strings partially exchanges information. Mutation is the
occasional random alteration of the value of one of the bits in a
string.
In design case adaptation, the initial popoulation is the set
of retrieved cases represented as genotypes. The attribute-value
representation of cases is reinterpreted and used in the context
of our genetic algorithm as follows. We consider the attributes
used in the description of a case to be equivalent to genes.
Thus, the collection of attributes used to describe a specific
building corresponds to the building's genotype. The values that
are associated with each attribute in the description of a case
represent the structural or behavioural embodiment, in a specific
building, of a general design feature. We thus consider the set
of attribute values that make up a case description to be a
phenotype.
Our genetic algorithm operates on individual
buildings' genotypes by randomly mating and mutating them,
detecting any changes in the corresponding phenotypes,
determining if any of the resulting phenotypes is good enough to
represent a solution to the problem being solved, and repeating
the process if not. Each phenotype is a potential solution to the
design problem being solved. New potential solutions to the
problem are generated through the transformations of known
phenotypes.
4.2 Shape emergence
Emergence is the process of making properties, which were
previously only implicit in a representation, explicit. In the
visual domain it is a common human process (Gottschaldt, 1926;
Granovskaya et al, 1987). Figure 7 clearly demonstrates the
phenomenon. If the right-hand figure is drawn using a CAD system,
its representation will be that of six objects located in
geometrical space. However, for humans the dominant features are
the central star and triangles. None of the features seen by the
human observer can be "seen", ie, are represented by
the CAD system.

Figure 7. A object and a
composite object, made of six copies of the single object, which
exhibits strongly emergent shapes.
From the work of the Gestalt psychologists and more recently
that of the cognitive psychologists, it is possible to construct
computational models of shape emergence based on concepts drawn
from their research. Humans appear to distinguish foreground from
background in their reading of shapes. In order to emerge shapes
which were not previously represented a process which manipulates
the foreground and background can be constructed. What is done is
to take the primary or originally represented shape and
"unstructure" it so that it now becomes part of the
background, producing an image composed of unstructured shapes
only. A structuring process is then passed over this background
to emerge foregrounds which may include both the primary shape
and newly represented shapes. Gero and Yan (1993) have developed
such a process based on a new representation, infinite maximal
lines, along with a structuring process. Figure 8 outlines the
overall process.

Figure 8. A process model
of shape emergence (Gero and Yan, 1993).
The concepts behind shape emergence can be extended to emerge
shape semantics, where the shape semantics are derived from
visual patterns of shapes. Since these patterns were not
originally represented they are emergent when there is a
computational process which can find and represent them. From
seeing drawings, various visual patterns are perceived by the
human viewers. Designers can find different visual patterns from
what was intended to be drawn. The newly discovered visual
patterns may play a crucial role in developing further ideas in
the same design if the designer is willing to adapt the visual
pattern which was not there at the moment of drawing. Regardless
of adaptability, visual patterns from shapes are defined as shape
semantics when the patterns match the criteria for predefined
labels, such as visual symmetry, visual rhythm, visual movement
and visual balance. Figure 9 shows the facade of the Mosque of
Djenne, in Mali. The human viewer can readily observe such shape
semantics as reflectional symmetry, translational symmetry,
balance and rythym in this facade.

Figure 9: Various visual
patterns can be perceived by the human viewer in the Mosque of
Djenne, in Mali, rebuilt in 1905 (from Dethier, J., (1982), Down
to Earth, Thames and Hudson, London, cover page).
Gero and Jun (1998) have developed a computational model of shape semantic emergence which is based on three processes:
In order for shape semantics to exist there needs to be some
form of structured regularity in the overall image. Object
correspondence is the process which locates regularity of shape
repetitions. Grouping locates regularity of groups of shapes,
whilst the final process is hypothesis-driven and attempts to
find known regularities amongst the groups of shapes, Figure 10.

Figure 10. Process
model for shape semantic emergence which includes shape emergence
as a subprocess (Gero and Jun, 1998).
Figure 11 shows a screen dump of an implementation of the
process outlined in Figure 10, the initally drawn image is shown.
Figure 12(a) shows that an emergent shape has been found. Figure
12(b) shows that the shape semantic reflectional symmetry has
been found.

Figure 11. The
primary shape as input in AutoCAD.
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(a) |
(b) |
Figure 12. (a)
Discovering emergent shapes; (b) discovering and using
reflectional symmetry based on the emergent shapes (Jun and Gero,
1997).
Shape semantics play an important role in organising
decisions, providing order, and generating final form in
visually-oriented design. They appear to have a special role in
architectural design in particular. Architecture reflects its
main design concept through visual organization of structures.
Visual organization of structures is shown as visual semantics of
the design and is perceivable to designers. However, current
computer-aided drawing, computer-aided drafting and
computer-aided design systems prevent the discovery of visual
shape semantics. Inadvertently such systems have enforced
fixation so that it is not surprising that they are not used in
the early stages of architectural design.
4.3 Design exploration as co-evolution
The search space for design is usually ill-defined and is accompanied by ill-defined goals. Hence, part of a design process is to search for the definition of the problem. Exploration has been defined verbally as "a problem is never final" (Logan and Smithers, 1993), "new dimensions are created during the process" (Gero, 1994) and "the design focus always changes" (Maher, 1994). The design problem, or what the designer is looking for, is reformulated in response to intermediate solutions, and co-evolves with the design solution.
A formal model of exploration has been developed, as illustrated in Figure 13, as the interaction of problem space and solution space (Maher and Poon, 1996). The problem space (or the functional requirements) is represented by P, and the solution space is represented by S. Exploration is defined as a phenomenon in design where P interacts and evolves with S over time.
This model of exploration has the following characteristics:
1. There are two distinct search spaces: Problem Space and Design Space.
2. These state spaces interact over a time spectrum.
3. Horizontal movement is an evolutionary process such that
a. Problem space P(t) evolves to P(t+1), P(t+2), and so on;
b. Solution space S(t) evolves to S(t+1), S(t+2), and so on.
4. Diagonal movement is a search process where goals lead to
solution. This can be "Problem leads to Solution"
(downward arrow) or "Solution refocusses the
Problem" (upward arrow).

Figure 13.
Problem-design exploration model.
The problem space P(t) is the design goal at time t and S(t) is the solution space which defines the current search space for design solutions. The solution space S(t) provides not only a state space where a design solution can be found, but it also prompts new requirements for P(t+1) which were not in the original problem space, P(t). This is represented by the dashed upward arrow from design space S(t) to problem space P(t+1). The upward arrow is an inverse operation where S(t) becomes the goal and a "search" is carried out in the problem space, P(t+1), for a "solution". This iterative relationship between problem space and design space evolves over time.
This model of exploration depicts an evolutionary system, or
in fact, two evolutionary systems. The evolutionary systems are
the problem space and the solution space. The evolution of each
space is guided by the most recent population in the other space.
This model is called co-evolution and provides the basis for a
computational model of design exploration. The basis for
co-evolution is the simple genetic algorithm where special
consideration is given to the representation and application of
the fitness function so that the problem definition can change in
response to the current solution space.
5. Summary and Directions for Design Computing Research
This paper has described a framework within which design computing research is carried out. The three paradigms which have proven to be most useful are:
(i) empirically-based research (cognitive models);
(ii) axiom-based research (computational models); and
(iii) conjecture-based research (computational models).
(a) conjectures based on an analogy with cognitive processes; and
(b) conjectures based on an analogy with computational
processes.
A number of research projects from the Key Centre of Design
Computing, University of Sydney, have been presented as vehicles
for each of these paradigms. Each of the projects uses one of the
paradigms listed. The conduct of research for each of the
projects is different and in some cases quite different.
Empirically-based design computing research looks like
experimental cognitive science research. Axiom-based design
computing research looks like mathematical/logic research.
Conjecture-based design computing research looks like theoretical
engineering research. Thus, design computing research spans a
range of research paradigms. What both the projects and the
framework of paradigms imply is that design computing research
has now reached a level of maturity that allows it to operate as
a sub-discipline of design science rather than as simply a means
of producing software packages. In this it contributes directly
to the three goals enunciated in the Introduction. It is one of
the primary means of developing theories, models and methods of
designing as a process. It uses these theories, models and
methods of designing as a process as a basis for the development
of design tools, and is beginning to use the theories, models and
methods as a basis for teaching (although this has not been
presented in this paper).
What directions are open for design computing research? Not so
much what projects should be pursued rather what strategic
directions may yield results which inform us about designing and
produce processes of value. As empirically-based research
produces more results, we should have a greater understanding or
how human designers design. Such knowledge will have implications
for both how information technology can be interfaced with human
designers and, perhaps more importantly, provide new conjectures
for design computing research to explore in order to provide the
foundation for more useful tools for designers. Similarly, as the
other approaches yield insights into designing they may provide
the foundation for novel tools.
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