The topics listed are addressed through regular lectures, study of references, guest lectures and project work.
Class introduction and logistics; design as a process, and the variety of ways to approach it; What is science and how it links to design; frame the rest of the semester work.
Course Outline and Objectives • Study Assignments, Quizzes, Project, Grades
Thinking about processes and models more deeply; discuss ways to categorize them; posit that a good process should lead to a good outcome.
What is a process? • Why design process models? • Pros and cons of models • Formal process models from design science and other disciplines
Categorization
Design is about making value, i.e., providing benefits. The benefits can be for those for whom we design and for those who do the designing. How do we figure out what the desired benefits are – where someone would find value? What are some processes that enable the surfacing of the design problem, or of desired benefits? What processes can help uncover what will be valuable for someone and why?
Why do we design?
Bug list • The “Why” cascade • User, customer, consumer, society? • Gender, race, nationality, culture, … • Cognitive ethnography • Observing people • The globalization challenge
Who designs? Designer, producer, user, team, crowd, …
Self definition • Self ratings, other ratings • Combining two or more knowledge bases • How to work within a team? • Group collaboration • Bias
Once values are understood, they have to be translated step by step into the final product (another way to define what it means to “design”). On one side we have the customer or user and the environment they exist within. On the other we have the very detailed depiction of the design. How does one lead to the other?
A cascade of mappings: Values >> Attributes >> Characteristics >> Objectives, Requirements >> Variables • Qualitative analysis • Qualitative to quantitative • Requirements management • Business processes
To design means to create something new. How can this process be conceptualized? Is it mechanical? Is it magic? Are there ways to increase the odds of success?
The creative process • Problem representation • Visual thinking • Analogies, idea mapping, brainstorming, heuristics, … • Neuroscience studies • Prototyping
Preferences are the (implicit or explicit) ordering of designs subjective to an individual being designed for. This preference ordering is based on the underlying value of the design and design alternatives to the individual. Understanding and capturing these preferences either qualitatively or quantitatively can help designers increase the value of a design.
Human Cognitive Preference Heuristics • Are Preferences Constructed or Latent? • Stated vs. Revealed Preferences • Rationality and Irrationality • Individual vs Group Preferences • Quantitative Preference Models • Eliciting Preferences: Ranking, Rating, Binary Comparison, Choice
Design as decision making is a dominant design process model. Decision making is relevant to both the consumer/user and the design team. How are decisions made? How are choices made and preferences formed?
Decision analysis • Design optimization • Decision traps •
Group decision making • Arrow’s impossibility theorem and applicability to design
No Class.
Iteration is a fundamental element in the design process that is frequently stated but overlooked in business process models of designing organizations.
Why we need iterations and “getting it right the first time” • Gantt Charts and the tyranny of time • Reflection as a process element • Design structure matrices • Prototyping
A conceptual design must be embodied into a physical entity. Objectives and requirements can typically be evaluated only when a design concept has been embodied. Embodiment involves giving form to the conceptual functionality.
Form and function • Aesthetics • Human factors and Ergonomics • One-of-a-kind and mass production • Universal Design • Materials and manufacturing • Color and texture • Ergonomics • Cognitive ergonomics • Prototyping
Once a design has been embodied, a working prototype is created, physical and/or virtual. Prototypes may not exhibit fully all aspects of the final product. Would the product work as intended? Does it meet the objectives and constraints? Can there be unintended consequences?
Functionality models, physical and virtual prototypes • Learning through failure • Studying bad designs
The ‘final exam’ for a design both before it is launched and after. Do people use it? Are they willing to pay for it? Are they happy? Does the design make the value posited when the design process started?
Marketing models • Product secrets • Consumer behavior • Research events throughout the product development process • From requirements to values.
Student teams present final project results.
What have we learned. How to use Design Science research and knowledge to improve the design process.