Taken directly from the IBO's "MYP Design Guide":
Every designer may approach a problem in a different way. Depending on their specialism, designers tend to have their own methodology, but some general activities are common to all designers. The design cycle model underpins the design process.
The design cycle model represents the MYP design methodology of how designers develop products. The process is divided into four stages: inquiring and analysing; developing ideas; creating the solution; evaluating. This incremental process allows the designer to go from identifying a design opportunity to the testing and evaluation of a solution. This process leads to the creation of solutions that solve a problem.
It is important to note that, while the design cycle includes several successive stages, the design cycle is an iterative and cyclical process. When using the design cycle, students will often need to revisit a previous stage before they can complete the stage they are currently working on. Solving design problems is not always a linear process.
Criterion A: Inquiring and analysing
explain and justify the need for a solution to a problem for a specified client/target audience
identify and prioritize primary and secondary research needed to develop a solution to the problem
analyse a range of existing products that inspire a solution to the problem
develop a detailed design brief, which summarizes the analysis of relevant research.
Criterion B: Developing ideas
develop design specifications, which clearly states the success criteria for the design of a solution
develop a range of feasible design ideas, which can be correctly interpreted by others
present the chosen design and justify its selection
develop accurate and detailed planning drawings/diagrams and outline the requirements for the creation of the chosen solution.
Criterion C: Creating the solution
construct a logical plan, which describes the efficient use of time and resources, sufficient for peers to be able to follow to create the solution
demonstrate excellent technical skills when making the solution
follow the plan to create the solution, which functions as intended
fully justify changes made to the chosen design and plan when making the solution
present the solution as a whole
Criterion D: Evaluating
design detailed and relevant testing methods, which generate data, to measure the success of the solution
critically evaluate the success of the solution against the design specification
explain how the solution could be improved
explain the impact of the solution on the client/target audience.
For students to develop understandings detailed by the statement of inquiry, and to engage with the project that facilitates this understanding, teachers must present the students with a design situation. A design situation:
is drawn from the statement of inquiry
presents the context of the project
frames the scope of the project in terms of:
the nature of the problem to be addressed, or
an area from which students will identify a problem that needs to be solved.
As students move from year 1 to year 5, the situation will become broader and teachers will provide minimal guidance. Table 11 illustrates both types of design situations.
Table 11
Example design situations
Once students have been presented with the situation, they will need to identify a problem to solve, explain it and justify the need to solve it.
Students may ask the following questions to identify a problem from the situation.
What is the nature of the problem?
Who is it a problem for?
Where is the problem occurring?
What is the cause of the problem?
What effect is the problem having?
Strategies to answer the above questions may include:
identifying a target user by applying brainstorming or mind-mapping techniques
interviewing, surveying and/or polling potential clients
observing, filming and/or photographing users interacting with a product
collecting data from experts to confirm there is a real need for a solution to the problem
seeing the situation from the user’s/client’s point of view (as an example, refer to “Paul Bennett finds design in the detail” at www.ted.com).
My mom’s desk is scattered with pens, pencils and other tools, such as glue sticks, scissors, rulers, tape, hole punchers, staplers, etc., she needs while doing paperwork. Therefore I want to solve this problem for her, by creating a storage device, which she can put on her desk and use to store everything that is momentarily lying across her desk. It shouldn’t take up too much space, but be big enough to store everything that she needs.
This is a photo of her messy workspace:
This problem is caused, because the containers that she is using momentarily are not big enough to hold all of her tools/equipment. A custom made storage device for her needs would be perfect for her.
President of Energy Design and author of "Feng Shui: So Easy a Child Can Do It", writes the following on the topic of a clean work space increasing work efficiency:
“Whether you are working in a huge corporation or a one-person office, there are several benefits to uncluttering and organizing:
Increase productivity and profitability increase
Keep information confidential and secure
Reduce mental overload and stress
Reduce workplace accidents and spills
Save time and improve effectiveness”
(http://www.reliableplant.com/Read/16652/reduce-office-clutter-to-increase-productivity,-efficiency-profitability)
Considering these points, if my mom were to get a custom made storage device, she would be able to get a lot more done in a lot less time. She would be less stressed looking for her stuff and what she needs. There would be less accidents or things falling to the floor as she is searching for a pen. That way she would be done with her work a lot quicker, would be able to complete more on one day, and be much more relaxed overall.
Figure 2
Establishing the problem: Desk tidy
Figure 3
Establishing the problem: Re-launch of a product
Students are encouraged to formulate a list of questions in order of importance that will help prioritize and guide their research. Students will need to identify:
the questions that need to be answered to solve the problem
the relevant data that needs to be collected
where the data will be sourced from
whether sources are primary or secondary
which sources are essential and which are desirable.
The nature of and amount of research required will vary depending on the level and the nature of the design problem/challenge. By the end of the course, students should be able to conduct primary, secondary, qualitative and quantitative research.
Table 13 outlines primary and secondary research tasks that students could carry out to gather the answers to their research questions.
Primary research
(Direct: First-hand research)
All primary research is carried out by the student, who collects his or her own data.
Examples include:
Secondary research
(Indirect: Desk research)
Secondary research involves using data collected by other people.
Examples include:
conducting interviews, surveys and polls with a target audience and/or client
interviewing experts over the telephone
writing letters or emails asking for specific information about a product from a client
observing users interacting within the situation and making notes
analysing products that have things in common with the problem
investigating the work of other designers of existing products
conducting market research such as surveys, questionnaires and interviews through focus groups
experimenting with materials, tools and processes.
analysing data from a website or book
reading accounts of a problem written by another person
analysing articles in magazines, journals and newspapers
downloading data from a marketing website
viewing videos about how to use materials, tools and processes.
Table 13
Primary and secondary research tasks
Research Plan:
What tourism means to Phnom Penh- I need to do this first because I also need to know why the tourism industry is important in Phnom Penh. Why would we bother with the project if tourism was not important or if we did not know its importance? Therefore, this needs to be done. This information can be found in the ministry of tourism, the internet, books, or some travel agents.
What is and why do we use scale models- I need to find this out secondly mainly because it would be more beneficial to know why we use these models and what they look like, and to find examples and know what I will be creating before I actually do the research about what to do in Phnom Penh. This would be because I would be able start formulating ideas in my head once I do my research. I will also get an idea of what I am creating. To find this information I can use the internet or ask advertising companies.
Read the article as to why Phnom Penh is the second worse city in the world- I need to do this thirdly so that I know what was wrong in the first place so I get a clearer Idea of what I am doing and what I should not include. I can find the article in the Phnom Penh Post and at the National Geographic website.
Find out what there is to do and see in and around Phnom Penh- I need to find this out fourth, so that I know what I will be dealing with, and what I can use in my display, since I would have researched about it already. Knowing what a display area should look like, I can begin formulating some ideas in my head as to what I can do. I can find this information at travel agents, the internet, hotels, tourists, and some tourist magazines.
Looking at examples of booths and other countries advertisements- With all my main research being done at this stage, I can derive further ideas from real life examples. This will provide me with inspiration as to what my final product can look like. This will also be a great transition to the design stage because this will give me my final boost of inspiration. I can find examples on the television, walking around, travel agents, and the internet.
Figure 4
Research plan example: Phnom Penh tourism
Learning a New Language – Creating a Language Learning Tool
To what extent can I enhance the learning experience of others?
Language considered teaching: Spanish
Options for the Subjects and categories to be taught
Parts of the body, Culture, Colours, Shapes, Dialogues, Numbers, Vowels (works well for Spanish), Greetings, Simple Phrases, Basic Vocabulary, Higher leveled vocabulary
Preliminary Questions that come to mind:
How does the learning process vary between different groups or targeted audiences?
How will I have to alter the product to fit with the different groups or targeted audiences?
How will the attention span of different target audience vary? How will this alter my product, will I need special animations or features?
How will the skill level of the target audience affect the product?
Can I possibly use one product that can be advantageous to two targeted audiences?
How will information vary from different sources such as internet versus people versus textbooks
How do people learn second languages best?
Ways of Gathering Information
Through interviews who specialize in teaching people languages, such as the teachers at the school or private tutors of translators outside of the school.
Through papers and different websites advertised on EBSCO
Interviews with people who many not necessarily teach a language, but deal with the selected targeted audience.
Through Internet sources and research studies, for example on how people learn best etc.
Translators (though this may not be a reliable enough source, since translators are often erroneous grammatically)
Vocabulary and phrase books
People who speak the language, such as teachers or outside sources.
Second Language textbooks
Different options for a targeted audience.
Elementary Students, High school students (completely new to the language), High school students (with basics down), Adults and Seniors (completely new to the language), Adults and seniors (with basics down)
Anything else that will help guide people and get them started:
Animations, Videos, Images, Different activities, Music and catchy songs and music videos.
Figure 5
Research plan example: Language learning tool
Figure 6
Research plan example: Instructional video
Figure 7
Research plan example: Jewellery box
There may be a wide range of products that solve similar problems to the one assigned to students. Before beginning to develop a specification and designs, students need to identify existing products that solve a similar problem, could partially solve their problem or could give them ideas on how to solve their problem. Students will need to employ a range of strategies to analyse these products, such as:
identification of and interaction with similar products when out shopping
attribute listing of existing products
SWOT analysis (strengths, weaknesses, opportunities and threats)
functional analysis
aesthetic analysis
graphical disassembly analysis
performance testing of products
evaluation of past student projects
secondary research through product reviews on consumer websites, buying guides or magazines
summary of customer reviews on commercial websites.
Note: Methods could include analysis of a graphic or analysis through sketching of parts.
Figure 8
Attribute listing example: Flash drive
Figure 9
Attribute analysis example: Uncooked and cooked pizza
SWOT analysis Backpack – Frameless
Strengths
Simple design that combines the drawstring and straps onto a single piece of cloth
One main storage compartment, suitable for the general transportation of goods
Comes in varying sizes and different colours
Lightweight – weighs almost nothing
Machine washable – easy to clean and maintain
Opportunities
Weaknesses
Lack of pockets on the inside and outside
Durability – looks as if seams might split when carrying a few weighty goods
Not comfortable – the drawstring straps would not take the weight off the shoulders – injury could occur from shoulder strap pressure
Small load capacity and difficult to put the loaded backpack on
Because the fabric is thin, the bag would not hold its shape and goods could easily get crushed
Fabric not completely waterproof
Threats
Safety – drawstring a safety hazard
Should the fabric tear, you could end up with a hole in the bottom and lose your goods
Reflective materials added for safety at night
Made into fashion accessories – designed specifically for women and no larger than a purse – maybe one strap rather than two
Fabric could be waterproofed
Figure 10
SWOT analysis example: Backpack
Figure 11
Analysis example: Fruit juice packaging
Figure 12
Disassembly analysis example: Video game console controller
Logo analysis
Use a series of guiding questions to complete aesthetic and functional analysis of the work done by a peer
Type of logo:
illustrative logo (clearly illustrates what a company/person does, likes or dislikes)
graphic logo (includes a graphic, often an abstraction, of a company/person does)
font-based logo (a text treatment which represents a company/person)
Shape:
Does it have a recognizable shape?
Is the outline simple?
Is it simple abstract, can be discernible in small sizes?
Type of logo:
illustrative logo (clearly illustrates what a company/person does, likes or dislikes)
graphic logo (includes a graphic, often an abstraction, of a company/person does)
font-based logo (a text treatment which represents a company/person)
Shape:
Does it have a recognizable shape?
Is the outline simple?
Is it simple abstract, can be discernible in small sizes?
Contrast:
Does contrast aid shape-recognition by making the edges between elements clearer?
Does contrast create dynamism?
Compare the brilliance/luminosity of the foreground and the background. The greater the difference, the greater the contrast
Effort:
Does the logo evidence the use of techniques learnt in class? (use of layers, transparency, gradients, effects or filters, fancy typography, tracing complicated shapes, transforming, graphic styles)
Source: Logo Design for Websites
http://www.webdesignfromscratch.com/web-design/logos/
Example of year 3 student work
This is a graphic logo because we can see a graphic, most probably representing something he is proud about and likes. The tango is representative of Argentina because it’s a dance invented in this country, and this student is very proud about his country. We can recognize a shape of two people dancing tango, it represents pride, the colors and the shape are well used to give an impression of elegance. Here it shows the good use of vector drawing technique, so we can say he had applied the techniques learnt in class.
Figure 13
Logo analysis example
At this point, students have collected a great deal of data that requires analysis and summary to inform the design of the solution and be useful. The analysis and summary must be presented in a design brief, a series of detailed paragraphs that present only the useful information.
The brief shouldn’t solve the problem at this stage, but instead outline what the student intends to design to solve the problem, provide answers to each of the research questions, and clarify the essential and desirable features of a solution. It should also state any determined values that the design must meet, such as the following.
When designing a bird house, the student may have researched the size of desired birds and therefore determined the size of the entry hole to the bird house.
When designing a new noodle product, the student may have determined the “base” recipe for making the noodles as part of his or her research.
When designing a web page, the student may have identified certain fonts or images that need to be included.
When designing a video game, the student may have identified particular sprites that he or she will use to represent the main characters in the game.
When writing a design brief
Students should:
Students should NOT:
write large paragraphs of text
include statements that do not relate to solving the problem
make statements without evidence from expert opinion or data
include all of their research within the body of the project.
present information concisely
explain how and why the information is relevant to solving the problem
evaluate the validity of the data
present their research in an appendix
cite all sources of information using appropriate conventions.
Table 16
Guidelines for design brief writing
To prepare students to address strand 4, teachers may consider:
providing examples of good, mediocre and poor briefs
demonstrating how to write a complete bibliography and refer to appendices (or how to use an online citation tool)
providing examples of the school’s preferred convention
working with the school librarian to check the accuracy of bibliographic referencing
providing exercises that develop skills in extracting information from sources to present as a summary.
The Trumpet is not the hardest instrument if you only think about the fingering. Actually getting the sound out of the instrument is the real challenge.
Still beginners really struggle with the fingering. There is a logical system of valves and sounds coming out as well. I learned that from my Trumpet teacher.
There are natural tones where you don’t have to press any button, just lower or increase the number of vibrations (you don’t blow into a trumpet, you basically buzz your lips and then through the vibrations a sound appears) to heighten or lower the sound.
There are three valves. The first valve can lower the tone by one step, the second by half a step and the third by one and a half. In total you can go down by 3 steps (if you press all valves at once).
If kids were taught at a very young age not to just learn the fingering for some of the notes but also the logic behind them. This would really help later, when things get difficult. Also you have different fingering for the first two octaves.
The half step fingerings are as follows (1 stands for valve one, 2 for valve 2 etc.)
0, 123, 13, 23, 12, 1, 2, 0, 23, 12, 1, 2 (first octave) 0, 12, 1, 2, 0, 12, 1, 2, 0, 12, 1, 2, (second octave fingering repeats).
I am sure that a chart for this is available, but I don’t think that kids are being thought this. This may be hard to do but I think kids could be thought this by playing.
It should be easy to read and logically built up. One could for example try to relate it to the scores lines that mark the tones height.
A system like that would be in my eyes a great innovation because it has never been done before and in my opinion greatly increase the young Trumpeter’s fingering.
Figure 14
Poor quality design brief example
After researching the problems my parents have with their bedroom and bathroom, I have decided to design a dressing table for my mom which for her bedroom.
This dressing table will:
Include a mirror large enough for my mom to use when preparing in the morning.
Include special designed accessory holders for the variety of jewellery and accessories my mom has so that they will all be neat, presentable and easy to take off and put on.
Include a place/tray for all the perfume to be able to stand on, which will make it easy for my mom to choose her perfume each day.
Include a few little storage boxes which my mom can place her hair clips in, her hair ties in, and other accessories or products that cannot get tangled up with each other.
Be decorative, so that it really fits in with bedroom and will add to the bedroom being a cosy and warm room.
Have a place for candles where they are safe (from falling and safe to light up) and will add to the look and feel of the room.
be made so that it is very stable, this will be done through constructing the table using the series of joints that I have identified in the research.
include at least one of the colours of the bedroom so that it fits with the bedroom.
be according to the measurements of my mom, so that she will be able to sit down easily and so that her legs are not against the bottom of the table as well as placing everything well so that my mom can easily reach everything and place everything when she used something.
be environmentally friendly because it will be recyclable and so if my parents decide to throw it away after a few years of use, the materials can be used for other projects or making other objects.
be user-friendly.
This project will help my mom save time as well as storage space as well as finishing the design of her bedroom which she wanted to make more cosy and presentable and neat.
Figure 15
Average quality design brief example
Students should be presented with this strand in one of the following situations.
Students have completed objective A and move on to objective B—they have carried out their research and developed a summary of their findings.
Students are presented a design brief from the teacher, which includes a summary of information with enough detail to write their specifications.
What is a design specification?
A specification is a set of considerations, constraints and requirements for a solution: what the solution must or must not have to be successful. A specification is not a description of the outcome. It should demonstrate that students understand the needs of the problem that they have identified. Every aspect of a specification must be specific, measurable, achievable, realistic and testable (SMART).
The specification should be directly connected to the design brief. Writing a specification can be a difficult job if the design brief is not well researched and written. If a solution or design fails to meet an aspect of the specification, it can be considered that it has not met the criteria for success.
Students will need to refer back to the specification throughout the project, particularly when developing ideas and evaluating the solution.
When writing a specification, students should consider including details addressing the aspects in table 18.
Table 18
Aspects to consider in a design specification
Table 19 demonstrates poor and good examples of design specifications. Remember that these should be specific, measurable, achievable, realistic and testable.
Table 19
Poor and good design specification examples
To help students think about the importance of good design specifications, teachers may want to use the following activity.
Write the name of an everyday product on a piece of paper, hand it to the student and ask them to write two sentences to describe the product. Each sentence should start with “The product must...” Once they have done this, they read the first sentence out to their peers. The peers should be able to determine what the product is.
If the product is not determined, they should read out the second sentence and allow peers another chance.
If the specifications are specific enough to the product, they should be able to determine what the product is.
Example A:
Sentence 1: The product must provide a mechanical advantage to the user in order to remove corks from a bottle.
Sentence 2: The product must grip a cork firmly.
Example B:
Sentence 1: The product must be able to translate any value from one currency to another
Sentence 2: The product must update currency exchange rates in real-time to give an accurate conversion
Example A is a corkscrew, example B is an App for calculating currency exchange.
Figure 16
Design specifications exercise
Teachers may also help students understand the importance of a specification using the following strategies.
Give students a product and ask them to write a single specification for it. Peers then try to guess what the product is. If they fail, another specification is written until their peers identify it correctly.
Ask students to select a product and write a specification for the device. Students then look up the real specification online and compare it to their own.
Give students a final product. They must work backwards to create a specification by answering a few questions related to the product.
What was the problem to be solved?
What questions may the designer have asked to be able to design the product?
What do you think the design specifications of that product include?
What other questions could have been asked to enhance the effectiveness of the product?
Changing specifications during a unit of work
Students may have opportunities to develop their specification further as they continue through the unit of work. Whether students modify their specification should be taken into account by the teacher, and the final version of the specification should be incorporated into the assessment of students’ performance.
Changes in a specification should be justified through additional research that students may need to conduct as a result of finding that an aspect of a specification is not appropriate.
For both digital and product design, a natural starting place when designing is with a pencil and sheet of paper, developing rough sketches of potential solutions. Students should be encouraged to focus on getting the basic building blocks of ideas sketched out in short, concentrated bursts. These initial ideas should focus on generating a range of different solutions to the problem.
Students should then identify which initial ideas should be developed further. This could be done through a range of strategies, including:
further, more detailed sketches that start to develop ideas with direct reference to the specification
detailed annotation that allows students to explore and communicate their own thinking through annotation
making of simple card and CAD models and simulations used to test ideas and ensure they meet the specification.
Figure 17
Design development example: Russian revolution
Figure 18
Design idea development examples
Figure 19
Design idea with annotation and evaluation example
Figure 20
Initial sketched idea example: Animated website
Figure 21
Initial sketched idea example: Animated child’s book introduction
Figure 22
Design development example: Table
Figure 23
Design development example: Textile
Figure 24
Developing a pattern example: Pair of shorts
Figure 25
Storyboard example: Video design
Figure 26
Design ideas example: Presentation about deforestation
Throughout the course, teachers should ensure that students have the opportunity to practise different strategies and techniques to communicate and develop ideas. This opportunity can be planned and recorded as part of the subject overviews in the “Content” section.
Table 23 describes examples of strategies and techniques to communicate and develop ideas.
Table 21
Communicating and developing ideas
Figure 27
Card model example: Key ring
Figure 28
Card model example: Home
What does it mean to develop an idea? How do I present this information?
Designers do not come up with a single, static idea that solves all aspects of a problem; designs are developed over time in an iterative fashion. Students should record their iterative development through design sketching, modelling, refining and testing. This is all part of design development.
A range is not quantifiable. The number of ideas students will create depends on the complexity of the problem, age, level of experience and time. When students ask how many ideas they should generate, the simple answer is: as many as it takes to solve the problem and to develop a design that meets all of the design specifications.
When developing their design ideas, students must always be working towards the goal of designing a solution to the problem, for which the requirements have been defined through the design specification. Therefore, they must work towards developing at least one design to meet the specification.
Students should develop, or refine, every detail, including:
the exact size and shape of individual components
the required and/or available materials
how the components fit together to create the whole
the required and/or available tools and equipment
aesthetics (colour, texture, shape, form, line, balance, finish)
how the user will interact with the solution
aspects relating to safety and accessibility.
What is a feasible idea?
A feasible idea is an idea students could successfully make independently in the given time, with their skills, and with the resources at their disposal.
Students can include ideas in their design folio that do not achieve all specifications successfully, but these ideas should lead to feasible ideas through design development or be constructively criticized through annotation to highlight weaknesses and suggest improvements.
To ensure that ideas are feasible, they may need to be tested using mock-ups or models.
Depending on the type of project, students can use mock-ups or models to prove concepts or test whether their ideas or solutions will work. This is part of the development of ideas. Students should explain why they are making the mock-up or model and how it has helped them solve any design problems. They should provide evidence of their development by photographing the mock-ups or models and include the results of testing as evidence in the design folio. Students should also clearly state how this testing has informed further development of the designs.
The following questions may help students reflect on their design ideas.
Do I need to do more research to complete my design? For example, how do I join one part of my design to another?
Does the school have the resources (tools, machinery, hardware, software or materials) to make the design?
Do I have the skills to make this design? Can I gain the skills to make this design?
Will I have to get any resources myself? If so, where and when?
Will I be able to make this design in the time available?
Why is "annotation" important?
Annotation is vital for students to communicate the thinking behind their ideas and how that thinking develops. This is why annotation is so important. Simply sketching ideas will not clearly communicate them, as other people looking at these ideas may not interpret them correctly. Teachers may ask the following questions to support students in writing their annotation.
How did you come up with the idea? Did something influence your thinking?
What materials do you think should be used, and why? Are the materials available?
How could the idea be made? What tools, equipment and processes would you use?
Could the design be made in the time available and with your skills?
Would it cost too much?
Is it safe?
Do you think your client would like the idea?
Why did you choose this colour/texture?
Other elements students should incorporate into their annotation include: how one idea led to another; how they could improve/develop their design ideas; whether they need to do more research, for example, into materials; and whether the client thinks their ideas are suitable.
Do all ideas need to be evaluated against the specification?
When designing, students should develop their ideas towards meeting the design specification, resulting in their final design meeting the criteria. Students should constantly consider the design specifications as they design and reflect this in their annotation. An evaluation of the final design against the specification should be included as part of the design’s selection.
Correct interpretation of design ideas
The correct interpretation of design ideas is vital for clear communication of ideas between a designer, client, target audience and manufacturer.
Students are assessed on the quality of their design communication through strand 2, encompassing their sketching, modelling, refinement, development, testing and annotation of designs. If the teacher cannot determine or interpret the design, it is not sufficiently represented and the design thinking has not been clearly articulated.
Students will need to combine their design sketching, mock-ups and models, CAD and annotation to clearly articulate their ideas.
Presenting the chosen design
When presenting the final chosen design, students must provide a clear image of that design, which clearly shows its details and features. This image should be presented as a final illustration, separate to any developmental work.
For product design, students create a clear, well-presented illustration of the final chosen design that highlights details such as colour, form, texture, proportion, how the solution functions and all its features.
For digital design, students create a clear, well-presented illustration of the final chosen design that highlights details such as colour, form, fonts, layout, how the solution is interacted with and its features.
Figure 29
Final design presentation example: TV advertisement
Figure 30
Final design presentation example: Drawing
Figure 31
Final chosen idea examples (showing development)
Presentation of the chosen design
This is the chosen design, because it is the most sophisticated, simple and does not have an inelegant box shape that a lot of the other designs had. It does not look as crowded as a lot of the other products would have looked like, and its simplicity fits well into the situation it will be made for.
In the first section of this document, the chosen design is compared against the design specifications. All the essentials and most of the desirable specifications are fulfilled.
Figure 32
Final design presentation example: Desk tidy
Figure 33
Final design presentation example
Selecting and justifying the chosen design
When working with a client or target market, feedback is a vital source for selecting a design to take forward for prototyping. Students should formulate questions, which could be delivered in the form of an interview or survey, to find out which design their client likes the best and why. They then summarize findings in a written statement.
The questions should focus on gaining feedback related to the aspects of the specification that have qualitative/subjective parameters. Students should recognize that clients may change their minds at this point, and therefore the specification; they may have to redevelop their chosen idea.
Students will also need to critically evaluate the chosen idea against each specification and justify how the chosen design satisfies the specification. If the design does not meet the design specification, it needs further development—or the specification needs redevelopment
Example 1
In figure 34, the student can choose to disregard design C, which meets the design specifications, and continue to develop designs B and D. Design D is developed further to meet the design specifications fully. However, design B needs much more development to meet the design specifications.
Figure 34
Selecting and justifying the chosen solution
If the teacher informs the student that design D cannot be made due to the unavailability of a resource, the student can then either develop design B further to incorporate the required change or change the design specification so that the existing design can meet it.
Example 2
In figure 35, the student assigns a quantitative rating of how well each design meets each of the design specifications. Design 2 seemed more likely to be chosen because it received the highest rating from peers. However, feedback from the client indicated that the design was not preferable.
Designs can be further developed to improve their weak ratings against particular specifications, but when designs are developed for a particular client as opposed to a target audience, after the design has been developed to fully meet the design specifications, the client has the final choice.
Figure 35
Evaluation of designs against specifications: Feedback from peers
The results from figure 35 show that design 2 received the highest overall rating (13/20) and therefore should be refined further and chosen.
Why do I need a planning drawing/diagram?
Typically, designers will develop their ideas and create detailed drawings/diagrams for a manufacturer to create a final prototype/sample/model. To get the correct solution created to the correct specification, designers must communicate their final chosen solution to a manufacturer very clearly. Planning diagrams and drawings are communication tools that are essential for good design.
When designing solutions to problems, students need to ensure that they have a very clear idea of what they will create. There is often a great difference between the “idea” and the “realized solution”. To ensure that the idea and realized solution are the same, students should consider all aspects of creating the product. Through the development of design ideas, students should have identified:
which materials will be required (digital or tangible, standard or customized components, and so on)
which tools and processes will be used (hardware, software, techniques and so on)
the size, tolerances, position (layout) and assembly of components
the overall visual appearance.
These elements must be defined clearly through planning drawings or diagrams that are sufficient for someone else to follow.
What modes and media are appropriate for planning drawings/diagrams?
Digital design
Product design
Details of components (identification of standard components, size/scale, material, finish, etc)
Sectional and exploded views
Orthographic projections/working drawings (conventions/standards, scale, units of measurement) and a cutting list
Circuit diagrams/printed circuit board layout
CAD/freehand/instrumental
Nets/developments and patterns
Ingredient lists and recipes including decoration details/plating-up design
Details of components (identification, size/scale, colour, fonts, etc)
Screenshots demonstrating visual layout
Storyboards
Web trees and details of identified components (text, images, fonts, audio, video, sprites) to be used
Layouts/templates designed by the student
Interface layouts
Detailed sketches (graphic design models)
Table 24
Appropriate modes and media for planning drawings/diagrams
Standard components/raw materials/ingredients, whether physical or digital, need to be identified. Where students select a standard (pre-made) component, they must consider how the standard component will be combined with any components that they need to create themselves.
Figure 36
Orthographic drawing example: Toy
Figure 37
Cutting list template example
Figure 38
Assembly drawing example: Chair
Figure 39
Development example: Wall-mounted bike stand
Figure 40
Parts list example: Jewellery box
Figure 41
Manufacturing requirements example: Fashion product
In objective C, the role of the student switches from designer to prototype-developer or manufacturer. Objective C focuses on the realization or creation of a solution to a problem.
One of the most difficult aspects of design is to take an idea from paper and create a product that someone can interact with: a solution to a problem. In objective B, students developed planning drawings and/or diagrams to clearly depict what they are making. In this first strand of objective C, students detail how they will make their solution.
By constructing a logical plan that details the steps required to make a solution, students will demonstrate their knowledge and understanding about how solutions can be made.
What are resources?
Resources can be categorized in two ways: materials and tools.
It is simple to identify tangible materials such as hardwood, nylon or cornstarch; however, it can become more problematic to determine digital materials. When identifying digital materials, students should consider text, fonts, images, audio, video, animation, sprites and icons.
For digital design, tools include both software and hardware (input, processing and output devices). For product design, tools include hand tools, machinery, CAD software and CAM hardware.
Quality control and assurance
Quality assurance covers all materials from design to documentation. It includes the regulation of quality of raw materials, assemblies, products and components, services related to production and management, and inspection processes.
Quality control manifests itself in the development checking and testing of systems to ensure that products or services are designed and made to meet or exceed specifications.
Examples of plans
Flow diagrams
Figure 42
Simple flow diagram examples
Step-by-step plan
Figure 43
Step-by-step plan template
Figure 44
Step-by-step plan example
Gantt chart/slippage chart
A Gantt chart is a project-management tool used to provide an overview of a process. The Gantt chart plots divide the manufacture of a product into small tasks. It indicates the time estimated for each of these tasks and the resources required. It does not provide a detailed set of instructions, but instead is an overview to self-assess progress with a project. Students should be encouraged to indicate when each task is complete.
Figure 45
Simple Gantt chart example
Figure 46
Gantt chart example
A slippage chart goes one step further than the Gantt chart in that it has room below each task to mark when it was completed (in green), allowing students to identify when they are behind in their plans and take action to get back on schedule.
Figure 47
Slippage chart example
Storyboard
Figure 48
Storyboard example: Making a box
Figure 49
Storyboard example: Stop-motion animation
Figure 50
Storyboard example: Advertisement
Figure 51
Storyboard example: Cyberbullying awareness TV advertisement—Year 2
Recipes
Figure 52
Recipe example
Patterns
Figure 53
Pattern example: Dress
Teachers may use the following strategies to prepare students to develop an understanding of the importance of a specification when creating a product.
In year 1, present students with a list of jumbled-up tasks with missing vocabulary that they have to arrange in the correct sequence and complete the missing vocabulary from a word bank.
Give students incomplete plans that they must follow and complete to create a product.
In year 3, swap the plan of one student with another. Each must follow the plan written by the other student to create a product. Compare the resulting products with the designs and have the students develop their plans further based on the outcome of the product.
The following questions can help students consider their planning.
Does your plan contain a sequence of logical steps?
Is the use of resources explained clearly?
Have you made sure you have enough time to complete your product?
Have you given time for practising or learning a new skill?
Have you allowed extra time in case something goes wrong?
Have you considered alternative ways of creating the solution?
Have you planned for testing at appropriate times in the manufacturing process?
To determine the correct level of technical skill a student is operating at, teachers need to consider the complexity of skill demonstrated as well as the level of guidance that the teacher needs to provide the student for him or her to complete the task.
When determining the complexity of skill demonstrated by a student, a number of indicators can be considered.
Accuracy of the solution: Have all parts been made as detailed in the plan? Have all parts been made accurately?
Final aesthetic quality of the solution: Has the student given appropriate attention to detail, considering the final overall look and feel of the solution?
Assembly of the solution: Do all components fit together or combine as detailed in the plan?
When determining the level of guidance and support needed, teachers should consider that students:
can be given initial guidance and demonstrations by the teacher
can practise the processes as required
must work independently when making the solution, if they are to achieve the higher levels
should demonstrate safe working practices.
For digital design, the level of technical skill demonstrated can be shown through the functionality of the assembled solution. For product design, the level of technical skill demonstrated can usually be shown through the functionality and the final finish of the assembled solution.
Students demonstrate that the planning process was sufficiently thorough if the final product matches the planning drawing and no changes were made to the plan, in whatever form it was presented. If the drawings/diagrams and the plan match what has been made, then students have followed the plan.
If a student does not follow the plan, it will usually result in the solution not fully meeting the specification and/or matching the design detailed in the drawings/diagrams.
As students implement their plans, they will often come to a point where they will have to modify the plan or the design. They need to ensure that they detail and justify any changes that they make during the creation process.
If students do not make any changes to their product or plan, this strand does not have to be addressed with evidence. However, if any changes are made, students must address this strand.
There are two main changes and modifications I have made to my original idea:
The hole on the edge of the small wooden pieces (used for the numbers) used to help lift the pieces was originally a square of dimensions 15mm x15mm. Nevertheless, I have found a better solution that is easier to create and is more practical. I will instead create a circle of radius 10mm. This will be done using a bench drill which is easier and faster than cutting it in a square shape using a saw, especially since I will be creating 20 pieces of these.
In the original plan, the snake was supposed to be painted on the top 600 x 420mm wooden piece, with the holes for the number pieces being in it. Nevertheless, I have found a better solution which is to cut out the snake (with the dimensions listed in the ‘Parts list’ page) and create the holes in the snake itself. This would not only make the product more attractive, it would additionally make its creation more practical and easier since it would be easier to rotate the snake than the whole board when creating the holes.
Figure 54
Changes made to design example: Educational toy"
On the home page…
The link has moved from the very bottom to almost near the top, I had done this for aesthetical reasons. The quote, instead of having it centered, it is now flushed right, this was because I needed to create more of a visual balance. Other than that, it appears the same in the design as it does in the final product.
Design Solution
Figure 55
Changes made to design example: Website
Figure 56
Changes made to design example: Making a box
Modification to my Design
Now that I have made a plan to follow and thought about all the materials, tools I am going to use and how much time the project is going to take, some features of my design changed.
To start with, I changed the thickness of the circle of the sun which is where I am going to locate the clock mechanism. This is because the part of the clock mechanism that has to be drilled through the material is 6cm long. So, it is going to take a long time to drill a whole about 14cm deep on an 18cm thick material. I thought it would take less time drilling a whole about 2 cm deep on an 8cm thick material
Now that I thought about how long it is going to take to create stickers, I decided make more Number Stickers. Before I made the plan, I thought it would take the longest time to create the stickers on the vinyl cutter; however, I realized it actually doesn’t. I was going to only make four stickers: 12, 3, 6 and 9. But, since it doesn’t take so much time creating them, I decided to make all twelve stickers. I also realized that while I am waiting for the stickers to be cut out by the vinyl cutter, I could be using the time and start working on the next step which is putting the clock mechanism on to the clock design.
The last change I have made is to use spray paint for one or two parts. If I use paint, I have to paint several coats and dry them. Same goes for spray paint; however, if you compare the time on how long it takes to paint and spray a material once, to spray paint takes less time.
Figure 57
Modifications to a design example
Changes made / Justification
First we were going to make a cushion and a doll but when we realized we won’t have time for both we only made the cushion.
In the cushion we were going to use these skills: Buttoning and unbuttoning (we used it), fasten and unfasten Velcro (we used it), zip and unzip zippers (we didn’t use it because the zipper was too big for our cushion), tie shoelaces (we couldn’t use them because the girl in the cushion was too small).
We were going to do worms to put your finger inside them but instead we did butterflies.
The sky was going to be blue but when we found a red fabric we used it instead because it was funnier and more colourful.
We were going to make some trees but instead we made some flowers because it was more colourful.
The bottom part of the cushion was going to be green for the grass but as we didn’t found as much as we wanted we only putted some pieces of grass.
When we sew the upper part of the cushion we thought of putting zippers there but at the end the zippers didn’t fit and they were hard to sew and because of that we used buttons.
Figure 58
Changes made to design example: Textile cushion
I made a change from my original design which was adding in images of the months of the year instead of just writing out the word like what I did with the English translations. I changed this once again to help keep the students attention as there were not a lot of pictures included so they might have trouble focusing. I also decided to give the outer layer of the English translation a different colour as I felt that it needed some colour as well as there was a lot of the Spanish side but not a lot of the English side. Aside from these corrections, the rest of the slide followed my design.
Design
Solution
Figure 59
Changes made to the design example: Language learning software
A digital design product will be presented as either an executable file or readable file.
A product design outcome will be presented as a set of photographic images, which must show detail and scale.
Figure 60
Presentation of website solution example
Figure 61
Presentation of a product from all angles example: Key ring
Figure 62
Presentation of a product from different angles example: Table
Figure 63
Presentation of a fashion product example
Figure 64
Presentation of a product example: Earphone cable holder
Figure 65
Presentation of a product example: Stationery organizer
Testing methods
An effective and authentic measure of a design solution means that the student has tested against every aspect of the design specification. These tests can be classified as follows.
Expert appraisal
A person considered an expert in the use of similar products is presented with the solution, given time to interact with the solution and then interviewed on aspects of its success. The expert has particular knowledge and skills that allow him or her to make judgments on the success of the solution. The expert may be the client.
Field trial
A field trial is a test of the performance of a solution under the conditions and situation in which it will be used. For example, an interactive information point (developed in HTML) for a museum exhibit may be tested by the exhibit visitors in the museum, structured as a user trial or user observation.
Performance testing
The performance of a solution is tested under the conditions in which it would normally be used. Quantitative data is collected through a variety of tests such as:
destructive tests assessing impact strength or flammability
cyclic tests
measurement of physical properties such as weight and size
timed tests for web pages to load
ease of navigation through an interactive story, game or website.
User observation
The user is presented with the solution and is set a task to achieve with little or no guidance. The user’s interaction with the solution is observed and recorded.
User trials
The user is presented with the solution and guided on how to use it. The user is asked questions as he or she interacts with the solution or is given a survey to complete. User trials may include focus groups.
The design of interview or survey questions needs to be targeted to draw out responses that assess the solution against the specification.
Collecting data
Both types of data collected through testing are considered primary sources of data.
Qualitative data deals with quality and is data gathered as descriptions. This data tends to be subjective and can be converted to a numerical value, eg “I like the overall shape of the solution, it fits my hand well, I would give it a 9 out of 10 for comfort” or “The layout of the webpage looks intuitive, it looks easy to navigate and the use of negative space makes it clear. I would rate the clarity of the page as 8 out of 10.”
Tests that can be used to obtain qualitative data include:
using a questionnaire to find out if the target audience likes the look of a product
surveying students to find out which parts of a video game they found too easy and which were too difficult
working with a taste panel to find out if a target audience likes a food product
interviewing an expert after he or she has interacted with a solution
performing a user trial by giving a toy to children to play with and observing reactions.
Quantitative data deals with quantity and is gathered as definite values, typically a numerical value. This data is objective and can be measured, eg “All information in the database has to be a maximum of 3 clicks away” or “The overall cost of the materials can be no more than €45.”
Tests that can be used to obtain quantitative data include:
timing users who are tasked with finding a particular piece of information on a website
measuring a product to ensure it is the correct size and within weight limits
beta-testing interactive media to find bugs
running performance tests to determine the strength of a product
checking the capacity of a storage device
counting the number of hits on a website over a set period of time.
Test – comparison with existing product
Existing product
Advantages of my product
My product
Disadvantages of my product
My product looks more interesting and colourful
There are more spaces to put larger objects
My product does not need extra spaces around the sides (to open the drawer etc.)
My product would be easier to hold accessories that are needed to be hanged (necklaces would not be tangled)
My product displays the accessories more clearly, as it is not kept inside the drawers.
There are less places to keep the accessories
The existing product is more organised
The existing product has a mirror which would be convenient to try on the accessories
The accessories/holder would be covered by dust as it is not kept inside
The existing product uses mainly of soft materials which would not scratch the accessories
From the above table comparing my product and the existing product, it can be seen that my product has both advantages and disadvantages. Although it can be seen that most of the disadvantages are based on the quality of the product, such as the mirrors, problems with dust, scratches, which I think that as a teenager those problems would not matter as much as adults, as we do not have much of expensive accessories. Therefore I think that my product already suits with the age of my target audience.
Figure 66
Comparing the product against existing products in the marketplace and noting strengths and weaknesses
From the surveys, I can conclude that my product met most of my design specification. My product has three sections for putting different writing utensils and all sections are at least 11cm deep. Every section can stored more than 20 pencils and I have a drawer that can put more than 3 erasers. My product is made out of plywood and is joined well using glue and nails. I finished my product in time (10 create classes). For my fourth design specification (The design theme must be aesthetically pleasing to a female teenager around 14 to 16 years old, the colour theme will be plain solid colour), 6 people said it looks excellent and 5 said it looks good. Some like its simplicity and they said that the colour theme and popsicle sticks make the product looks pretty. However some also say that it is a little bit too plain and not very attractive.
What most students like about my product is its function and how it can stored many stationary. They also like the design: circular form and decorations (popsicle stick).
What they said can be improved id the drawer because it looks a bit small and it didn’t fit well, therefore it is hard to pull out. They also said I should make each sections less deep and wider because it is quite hard to pull the pencils out. They also said to change the colour theme from white to yellow or add more colour in the front (because it is too simple).
Figure 67
Feedback from users example
When critically evaluating the success of a solution, students must objectively judge the solution against the specifications. This objective evaluation comes from analysing the data gathered by carrying out the tests designed.
Students must analyse this data and make conclusions that identify strengths and weaknesses of the solution, along with opportunities for further development.
Figure 68
Testing against the design specifications template
Test against design specifications
Figure 69
Recording the results of tests against the design specifications example
How can students identify how the solution could be improved?
Through the objective evaluation of their solution, students should have identified weaknesses in their solutions. These weaknesses provide opportunities for further development and allow students to consider how they would refine their solution further.
Students can suggest these improvements in many forms, including:
written text—paragraphs or tables
diagrams and charts
annotated photographs/screenshots of the prototype
sketches.
Figure 70
Presenting possible improvements to a solution examples
Strengths
Weaknesses
Improvements
If I had a chance to redo this dish, I would definitely have done this twice and used the first time as a learning experience to fix all my mistakes and not repeat them again such as the thickness of the pasta cream sauce. I will also try and practice basic skills such as boiling at home beforehand so I can perform it correctly in school. I think I just need to cook more to get more experience with these sort of things which will lead to a perfect dish. Since pasta is eaten quite often, maybe next I would try and create my own dish that will excite my target audience a bit and give them something different to what they usually have.
Taste of the dishes
The taste of both the dishes were excellent according to all of my target audiences. The pasta had a creamy flavour with juicy mushrooms, mock chicken which adds to the texture and soft spinach which balances out the dish. The salad had a wide range of vegetables which when eaten provide a crunchy experience for our tasters, but when combined with the sour of the lemon and thickness of the feta cheese, it tastes very sublime.
Nutrients in the dishes
The nutrients in the dish ranged from protein, carbohydrates, vitamins, minerals to dairy products. Even though the dish was for a vegetarian, it provided a sufficient amount of nutrition which is what an athlete needs in order to perform.
Organization and Time-management
We organized the cooking fairly and equally so that we could be efficient when cooking the dishes as well as have time to clean up as we go. This really benefitted us at the end because we finished just on time, even though we encountered a few problems during the end. When we faced any problems, we immediately fixed them and got on with the cooking to save time and also finish on time.
Appearance and texture of the pasta dish
The appearance and texture of the pasta was not that great as we would have liked it to be. The design clearly wanted our pasta to be surrounding the sauce, but a minor mistake made us change the appearance so I am disappointed. The texture, consequently, was also ruined due to our poor quality sauce which was too thick. We were hoping to fix that mistake from the first time, but unfortunately, it did not work out the second time either.
Cooking errors
We did not identify some things correctly such as when the water was actually boiling because we accidentally put the pasta in non-boiling water so we need to be more focussed to fix that.
Figure 71
Presenting possible improvement to a solution example
Figure 72
Suggested improvements example: Clock
Figure 73
Suggested improvements example: Ornamental clock
To identify or predict the impact that a solution will have on a client or target audience, students must refer to the original problem, the design brief, the specification and the evaluation. Students should use these aspects to draw conclusions about how well the design brief has been met. These conclusions may be presented in written form, as a list or as a table.
The following questions may help students to explain the impact of the solution of the client or target audience.
To what extent has the client’s or target audience’s problem been solved?
How does this solution improve the client’s or target audience’s situation?
To what extent has the design brief been met?
Are there any negative effects this solution could have?