By the end of this unit you should have developed a knowledge and understanding of:
the stages of a range of design processes in order to apply personal judgement and relevant criteria in the appraisal of products and systems
the stages of the design processes used in the NEA
how to demonstrate the development of a prototype from design proposals
how different design methodologies are used by designers in the corporate world when designing products
the cyclic nature of the iterative design process
A design process is a system that organises how a prototype (in a school or college) or a product (in the commercial world) is developed. There are several different design process models that can be used but they all begin with the identification of a design problem (needs or wants of a specific user or target market).
Design activity begins as a result of identifying a problem sometime referred to as a ‘situation’. Designers may identify the problem themselves, but it is more likely that it will be given to them by the client or marketing department. Regardless, it will be the designer’s job to provide a creative solution to that problem. They may also identify an opportunity to design a product or service that will be beneficial or potentially lucrative.
Design is a process which is often described as ‘solving a problem’ but this is not the only reason. Design is a process that advances us from a situation which is less than ideal, to another which is more advantageous for the client or user.
There are several reasons we undertake a process of design but generally we are developing a solution from one of these starting points:
When we need to solve a problem or to improve an existing product or situation.
One example of a product that was designed to solve a problem is the fire extinguisher. Fire extinguishers were invented to help people safely put out fires in their homes, businesses, and other buildings. Before the invention of the fire extinguisher, people had to rely on buckets of water or other primitive methods to try to control fires, which often resulted in more damage and injury. The fire extinguisher was designed specifically to address the need for a safer and more effective way to put out fires, and it has become an essential tool for fire prevention and control.
When we use design for enterprise or invention such as merchandise to sell or an idea for a new product which could be lucrative.
One example of a product that was designed to take advantage of a market opportunity is the smartphone. In the early 2000s, mobile phones were becoming increasingly popular, but they were limited in their capabilities. At the same time, advances in technology were making it possible to create devices that were more powerful and feature-rich. Smartphones were developed to meet this demand, offering users a wider range of features such as internet access, GPS, and high-quality cameras, in a single device. Smartphones quickly gained popularity and have become ubiquitous in many parts of the world, as they offer a convenient and versatile way to communicate and access information. The development of smartphones demonstrates how companies can identify market opportunities and create products to meet the needs and desires of consumers.
To satisfy the wants of the consumer for a new or improved products.
One example of a product that was designed because of consumer want is the sport utility vehicle (SUV). In the late 20th century, there was a growing demand for vehicles that offered more space and versatility than traditional sedans, but were still suitable for everyday use. SUVs were developed to meet this demand, offering consumers the ability to transport larger groups of people and more cargo, as well as the option to drive off-road or in inclement weather. SUVs became popular because they offered consumers the ability to meet a variety of needs with a single vehicle. This demonstrates how companies can design products to fulfill consumer wants and desires in order to meet a specific market demand.
*Activity
Note down 3 products you can think of that address Need, opportunity and want. For each example, explain why it falls in that catagory.
Following the identification of a design problem/situation, the next step is to investigate the context in order to formulate a design brief.
This is a detailed document that sets out what is to be designed. It may contain some specific requirements and design considerations, but it will guide the designers to provide the client with what they ultimately require. A brief can include:
a description of the problem or need or opportunity (situation)
images, details and information about the context
an explanation of why a product needs developing to solve the problem
details of the user, client or target market
Once the problem has been identified in the brief, designers can analyse the problem; breaking it down into various sections where they can consider the various aspects of the project such as materials, target market, aesthetics etc.
This is often done through the use of mind maps.
The analysis will ultimately ask questions that the designer may not know such as ‘how much should it cost?’ and ‘what materials would be best to use?’ Even an experienced designer will need to do some research in order to ensure that they are armed with all the necessary information to proceed with the design process. They may need to do further research during the design process, but they will need some information in order to produce or agree a product design specification.
With a design brief you will have a better understanding of the situation or problem to be (re)solved, but you still need to research into the needs, wants and values of your user and target market or to find out more about what products, materials and components are already available.
Usually the most productive methods are primary research techniques. Essentially, this is research you undertake yourself which is specific to the design project you are undertaking. It has greater value as it is specific to the task.
Secondary research, while still relevant, is often best used to gain a general idea of what is on the market or to use existing data relevant to your project. Its ‘generic’ nature can lack direct relevance to your own design project.
Sometimes, designers may need to carry out research into materials, construction methods and finishes so that they can select the most appropriate ones to use in a project. Designers are not always material experts so it is vital to carry out such practical investigations in order to fully understand the potential, and possible limitations, of a material, component or process intended for use in the manufacture of a product
They may also need to test materials. Refer to Unit 1.1/2 for more information on materials testing.
Other forms of investigation
There are a wide range of other investigations designers could use:
meeting with client or user group
interviews with a focus group made up of members of the target market
talking to ‘experts’ or specialist who can offer key advice
investigating the work of others
investigating historical influences
identifying current trends
identifying design constraints
using British Standards
analysis of anthropometric data
consideration of relevant social, moral, cultural and environmental factors
Mood or inspiration boards are a way of setting out the theme or feel of the project. It is not always specific research but rather a collection of themes, colours, materials and shapes etc. that give the designer a starting point for generating relevant ideas.
Inspiration boxes and job bags with product samples, swatches, sketches and cuttings from magazines can also be useful in communicating the main themes and styles of the project and can be used by the client or designer.
Handling collections are collections of products, materials, components and other objects that can literally be handled for research or discussion. These can be used to generate new ideas, to get a feel for what already exists on the market (or has historically) and for critical analysis to see how products can be improved or repurposed.
There are many ways in which designers can generate ideas. One method that professional designers and students alike may start with is a mind map.
One of the main methods that can be used to develop ideas is to discuss designs with a client. This should be an integral part of the design process in industry and in your NEA.
The best way to do this is to sketch or model initial concepts and then obtain feedback on these before proceeding with the design. The feedback should be noted so it can be referred to during further development of the design.
This is another aspect linked to User Centred Design (UCD) covered in Unit 2.1 especially if the client is also likely to be the user.
After carrying out an investigation and analysing research, it is possible to develop a product design specification. This is a list of requirements that a design must meet and was covered in more detail in Unit 1.8.
It is useful to refer to Pugh’s plates and a simplified version:
Environment (consider impact on the environment; 6 R’s etc.)
Testing (consider how it will be tested)
Safety (consider all relevant safety standards)
Product life span (consider how long the product should last: see durability)
Materials (consider the key materials properties including manufacture)
Ergonomics (consider how the product will interact with users/humans)
Aesthetics (consider form, shape, proportion etc.)
Performance (consider how well the design must function)
Product cost (consider the cost of all restrictions; materials, labour, manufacture)
Time scale (consider the project deadline)
Size and weight (consider all size and weight restrictions)
Maintenance (consider how the product will be maintained/repaired)
This is a technique developed by Edward De Bono as a method of improving creative discussion about ideas.
Thinking hats
Each colour represents a different way of looking at things. The groups take it in turns to wear each hat so that they can analyse the idea from different viewpoints.
White represents fact and essential information. A pragmatic approach.
Red represents feelings and emotions, appeals to needs and wants.
Yellow encourages only positive thoughts about an idea or concept.
Black is the opposite and negative ideas about the idea is encouraged.
Green is for creativity and encourages innovative and unusual ideas.
Blue is for directing the discussion and directing users to change hats.
Purple in the diagram assumes the owner who is both committed and invested in the meeting output and project outcome, but may have difficulty switching perspectives because they own return on the investment.
Ultimately this system gives a sense of structure and order to a meeting of creative and strategic minds.
Another method of developing ideas is the SCAMPER technique:
Substitute: change materials, components, finishes etc.
Combine: mix ideas or parts together
Adapt: alter the design, use parts of another, change function etc.
Modify: change the shape of the design or part of it
Put to another use: is there an alternative use for the design or component?
Eliminate: remove and reduce parts. Simplify the design
Reverse: turn the design inside out or upside down
This takes the basic SCAMPER technique and adds Magnify and Rearrange to the possible methods for generating design ideas.
Magnify: focus on a particular area of part of the design to accentuate
Rearrange: move or preposition elements to produce a new design
Artificial intelligence (AI) is the ability of machines to perform tasks that would normally require human intelligence, such as learning, problem solving, and decision making. AI can be classified into two types: narrow or general. Narrow AI is designed to perform a specific task, while general AI is designed to perform a wide range of tasks. AI has the potential to transform many industries and is already being used in a variety of applications, including virtual assistants, self-driving cars, and image and speech recognition.
Methods of illustrating ideas are covered in Unit 1.14 but the following is a summary of techniques that can be used in the design process:
isometric drawings used to sketch out ideas with a more technical look. Horizontal edges at 30 degrees.
one-point perspective to show building or room interiors
two-point perspective to show object more realistically
exploded views to show how more complex assemblies are made up of components
marker rendering to represent colour, texture and surface finish
sectional views to show the cross section of objects or to reveal internal details
orthographic projections to show the final design from the front, end and plan views
flow charts to show the sequence of events
3D CAD to give a photorealistic impressions of the final product
2D CAD for cutting parts out on a CNC router or laser cutter
isometric drawings
one-point perspective
two-pont perspective
exploded views
marker rendering
sectional views
orthographic drawings
Flow charts
2D CAD
3D CAD