In this module, we will learn what a prototype is, what a product is, what are the differences between the two, what does it take to design a good product, difference between product features & benefits, what is product design, steps involved in product design, principles of good product design, importance of quality in product design, product quality attributes, and a case study.
Hello Budding Tinkerers, Innovators, Product Designers and Entrepreneurs !
Welcome to the Product Design workshop. This is Kiran Kumar, your Mentor. I am associated with Atal Innovation Mission, NITI Aayog, Government of India. I will guide you through the next 5-days of the workshop, during which you get an opportunity to acquire foundational skills in Product Design. In the process, you will also be able to hone your creative thinking & critical thinking skills (key 21st-century skills) and be able to stand out from the crowd !
Before we begin, let's ponder over a few basic questions that will give us clarity on why were are participating in this workshop: As an tinkerer or innovator at your ATL, you must have worked on one or more tinkering / innovation projects. What happened to your project after you completed it? Maybe, you showcased it at a competition, and even won a prize. Beyond that? Hmmm... most likely not much. In fact, most tinkering and innovation projects don't go beyond the competition stage. They just die. The students who worked on it just move on to another project. But, wouldn't it be great if you could take your prototype further along the journey, design & build a full-fledged product, sell it to paying customers and make some money? And, what would you say if you could accomplish all these things while still studying in school?
You might say "I learnt these things in the ATL Tinkerpreneur bootcamp". Well, in the Tinkerpreneur bootcamp, you built a digital product. However, you didn't get to learn product design as such. Moreover, you didn't get to design or build physical products. You will learn just that in this workshop. By combining your learnings from this workshop with that of the Tinkerpreneur bootcamp, you can become a child entrepreneur - designing, building or selling any type of product.
If you say: "Yes, I would like to do just that", then, you have come to the right place ! The Product Design workshop will show you the steps and rigor involved in converting a prototype into a full-fledged product that can be sold in the market. Over the next 5-days (including today), you will learn the art & rigor of designing products using 10 product design principles and 25 product quality attributes.
So, let's get started ! And, let's start "near" before we go "far". We begin with what we already know (i.e., prototypes), and then learn many more things along the way...
A prototype is basically an implementation of an idea. You bring your idea to reality by building a prototype.
A prototype can be a dummy model or a working model. An dummy model of a prototype can be built using simple prototyping resource materials like card-boards, wood, foam, clay, etc. These 'dummy' models may not really work, but are useful to give shape to an idea.
Working prototypes may be built using one or more technological components involving mechanical, electrical, electronics, software, etc. These prototypes are usually capable of demonstrating how the idea works.
A prototype serves multiple purposes:
A prototype helps you validate an idea or innovation. It helps you to know what a solution for a given problem looks like. In effect, it gives shape to your idea.
A prototype helps you validate user's needs before a full-fledged product can be built. That is, once you build a prototype, you can get the users to use the prototype and provide you feedback. This helps you to enhance or refine your prototype further to meet user's needs better.
A prototype helps you to mitigate technological, market or other risks by implementing those features and functionality that are not proven yet, or where there are unknowns, or needs validation from users. This helps you to determine whether or not to invest further time, effort and money.
A prototype helps you to showcase your idea or innovation to prospective customers, investors or at competitions. Instead of merely talking about your idea, you will be able to demonstrate how your innovation looks like and how it works.
A product is nothing but a refined prototype that has gone through a rigorous process of successive refinements to fine-tune its features, functionality and quality to a level where it is ready for use by its customers in the real-world.
A product is a tangible or intangible solution for a user's need. A product solves a problem or addresses a challenge. It may even create and address a desire where none existed before. It brings something new to the world. It is a creative act that finds practical application in the hands of its users. The purpose of a product is to provide physical as well as psychological value and benefits to its users. Here are some examples of products:
A tangible product is one that has physical shape and size. It can be touched and felt. It occupies space in three-dimensions. It may be hand-made, custom-made or mass-manufactured. Examples of tangible physical products are cars, food items, furniture, computers, telephones, etc.
An intangible product is one that does not have physical properties. Digital products such as downloadable music, mobile apps, cloud-based software services or virtual goods used in virtual economies are all examples of intangible products. Insurance policies, tourism packages, etc. are often considered as intangible products though they are delivered to users in the form of services.
Digital products can be sold and bought online via the Internet using computers or mobile devices. A digital product can be built once and sold multiple times by digitally copying the original digital version. Many of you may have learnt how to build digital products during the ATL Tinkerpreneur bootcamp. In this workshop, we will learn more about designing physical products, although the concepts you learn in this workshop can also be applied for digital products.
The primary differences between a prototype and a product are the following:
Purpose: As a prototype is primarily meant to prove a concept, mitigate risks, demonstrate the idea/innovation, get user feedback or raise funding, it is not designed for use in real-life by end-users. It is only meant for use in controlled environments and for a limited duration of time by a few users. However, a product is a solution designed to address specific real-world needs, problems, challenges or desires of its broader user-base. It is meant to be used in real-life environments and to provide value and benefits to its users over longer duration of time.
Functionality: A prototype usually has limited features and functionalities since it is important to showcase or validate only a few core features and functionalities initially. However, a finished product usually has many features and functionalities that are implicitly or explicitly expected by its users. For e.g., a prototype of a vacuum cleaner may demonstrate how effective it is in cleaning the dust, while the product version of the vacuum cleaner may have many additional features such as remote controlling ability, dust-bin 'full' indication, etc.
Build: A prototype is usually built gradually with features and functionality added incrementally. It may also be built by hand with minimal or no automation involved. Generally, prototype development moves from basic to intermediate to advanced level. At each level, the complexity and sophistication of the prototype advances. Prototypes may be built using pretotyping techniques and using prototyping resource materials such as wood, foam, clay, plastic, etc. Prototypes can also be built using 3D computer aided design (CAD) tools, 3D printers, specialized technologies, machines and tools. The choice of the materials used and technique employed depends on the purpose of the prototype. However, most products are mass-manufactured in large quantities after the product design has been finalized. Automated processes, techniques and machines are often used to manufacture physical products. Mass manufacturing may not apply to intangible digital products though. Digital products are mass-replicated instead of mass-manufactured.
Quality: A prototype is designed with minimal quality. It may not be able to withstand the working environment in which the final product would be put to use. For e.g., the prototype of a mobile phone may not be water-proof, while the final version of the same mobile phone may be built to withstand water ingression. Similarly, a vacuum-cleaner prototype may not be built for durability (the ability to withstand rough usage), while the product version of the same vacuum cleaner may be built for durability.
Any product worth its name must meet the following three conditions:
Desirable: The product will be desired by people if it addresses a user's need, problem, challenge, want or desire. Otherwise, no one will buy the product.
Feasible: It should be possible (or feasible) to build the product using stable or mature technologies so that it is usable by its users. Otherwise, the product may not meet user's quality expectations and consequently will fail in the market.
Viable: It should be possible (or viable) to commercialize and sell the product to paying customers who find it valuable and derive benefits from using it.
Are any of the below products usable? Well, if a product is not usable, it will not be valuable to users. As a result, the product will fail.
Which of the below products are possible to build with mature technology? If a product is built with unstable or not-sure-mature technologies, users will not be able to make effective use of it. As a result, the product will fail.
How many customers will find the below products valuable for the cost involved in using them? A product that does not offer value at an affordable price will find it difficult to gain widespread acceptance.
So, how do we design a product that is successful in the market? Check out this simple example...
Desirable: I need a handy and easy-to-use product that can help me clean furniture in my home effectively
Feasible: An air-suction pump is a mature & effective technology for sucking dust from furniture surfaces
Viable: An affordable hand-held Vacuum cleaner is very valuable and useful product for the user
Features are the “tools” you use within a product to complete a set of tasks or actions.
Benefit is the "value" that a user gets from using the product.
In the case of Umbrella, the user needs a weather proof (feature) product to protect self from rain or shine (benefit). So, "weather-proof" is the feature that gives the benefit of "protection".
In the case of the music player, the user needs 2 GB of storage space (feature) in order to have a collection of 2000 songs (benefit) at his or her finger-tips. So, "storage-space" is the feature that gives the benefits of "playing many many songs".
In the case of ice cream, the user needs a gluten-free (feature 1) and organic (feature 2) ice cream to enjoy a healthy (benefit 1) and guilt-free ice cream (benefit 2). So, "gluten-free" and "organic" are the features that gives the benefit of "health" and "guilt-free enjoyment".
In the case of the wax lamp, the user needs non-toxic (feature 1) wax lamp that burns for 30 hours (feature 2) to fill the home with warm, cozy and inviting scent (benefit). So, "non-toxic" and "30-hours of burn" are the features that gives the benefit of "good feeling through warm, cozy scent".
A product's first and foremost function is to address its users' need. A product designer has to build necessary features, functionalities and capabilities in the product to address those needs. If a product does not provide adequate features and functionalities expected by the user, or if the users do not value the features and functionalities provided by the product, then the product has failed in its primary purpose. Secondly, the user should derive benefits from using the product. If the benefits are insignificant or none, then again the product has failed in its purpose.
It is important to build a product that addresses users' needs adequately and provide desired benefits in using the same. So, start by identifying your target users and dive deeper to understand their needs, wants, desires, pain-points, problems and challenges before designing your product. You cannot offer a product to all users as different users have different needs. It is important to identify your target users by segmenting users on the basis of demographics, age, gender, personal preferences, usage needs, occupation, income, or other criteria. This helps you to focus the design of your product to serve the needs of a specific user group.
While identifying users who will use your product, it helps to bear in mind that there can be "direct" and "indirect" users for any product. The "direct" users can be further split into two groups - "core" users and "non-core" users. The core users are your end-users or customers who buy and use the product first-hand. They expect the product to do what it promises to do. A product primarily caters to the needs of its core users. So, we generally focus our energies on understanding their needs alone. However, we often overlook the non-core users. These users often come in many shades, including the product installer, the product repair & maintenance staff, staff who transport the product from the showroom to your home, the product administrator who manages the overall product operation, etc. We need to take into account the needs and expectations of these indirect users in designing products. Otherwise, product installation, repair, maintenance and transportation tasks will become very challenging. Lastly, the "indirect users" of the product are typically senior executives who may not use the product directly, but depend on the information and reports produced by the product indirectly. So, we need to build suitable capabilities in the product that can provide the required information to these indirect users. If we miss the needs of the direct and indirect users, the product will likely fail in the market.
Product design is the process of imagining, creating, and iterating products that solve users’ problems or address specific needs in a given market. The key to successful product design is understanding the end-user customer, the person for whom the product is being created. Product designers attempt to solve real problems for real people by using empathy and knowledge of their prospective customers’ habits, behaviors, frustrations, needs, and wants.
Here are 10 principles of a good product design. Watch the video to learn more about each principle:
Craft a product vision to build a common understanding of “what we are trying to build and why.”
Come out with a product strategy that defines a product’s journey through a series of achievable goals towards the product vision.
Call out the product's value proposition: what it is, who it’s for, and when and where it will be used.
Define the key success criteria so that you have clear goals to achieve with the product.
Conduct user research, market and competition research to understand what your users and the market actually need and what is already out there.
Conduct user analysis to identify features & functionalities that need to be implemented in the product.
Construct customer journey maps, day-in-the-life scenarios, storyboards, user stories, and ideate to come up with the product design. Use sketching or wireframing techniques to illustrate the product design.
Use paper, cardboard, foam, clay, wood or other materials to prototype the design.
Conduct in-house as well as end-user tests to validate the design and gather feedback from users.
Gather metrics on how users are using the product post-launch so that you can use the insights to improve the product design further.
Watch the below videos to understand the importance of quality in building products.
Video from Motilal Oswal that illustrates how poor quality hurts
Video that illustrates with a few examples the high cost to be paid for poor quality
Most innovators focus all their energies on designing and implementing features and functionalities in a product. However, they often overlook key expectations of users. When we dig deeper, we understand that users not only expect the product to do what it says it does, but additionally expect the product to be simple to operate, safe to use, be durable, be reliable, etc. These expectations can be expressed in terms of attributes such as simplicity, safety, durability, reliability, etc. They represent how well the product works and influence product quality. If the attributes aren't implemented in the product, users may get disappointed or dissatisfied. They may consider the product to be of inferior quality. We therefore refer to these attributes as "product quality attributes" since quality is an expression of how well the product performs its function or job.
For e.g., from the perspective of a user, the product quality attributes of a car can be: simplicity (how simple is it to use/drive the car), performance (how fast does the car run), capacity (how many people can the car carry), efficiency (how fuel-efficient is the car), safety (how safe is the car to travel), etc. If a product doesn't meet these basic quality attributes sufficiently well, it falls short of the user's implicit or explicit expectations, and ultimately fails in the market. So, it is the job of the product designer to understand users' implicit and explicit expectations well and translate them into one or more quality attributes. These attributes can then be baked into the product such that they become intrinsic capabilities of the product.
In today's demanding marketplace where several products compete with each other, a product that doesn't satisfy its users' needs or quality expectations sufficiently well stands no chance of succeeding. A quality product also helps maintain customer satisfaction and loyalty while reducing the risk and cost of replacing faulty goods. A great product not only addresses the implicit expectations and explicit needs of users, but also delights the user with “Wow” factors !
Below is a list of 25 product quality attributes that product designers and engineers routinely employ in designing and building a variety of products in diverse disciplines and industry verticals:
Utility
Usability
Aesthetics
User Experience
Performance
Durability
Safety
Reliability
Availability
Modularity
Extensibility
Configurability
Customizability
Personalizability
Manageability
Maintainability
Scalability
Portability
Security
Compatibility
Interoperability
Standards compliance
Regulatory compliance
Smartness
Sustainability
In the rest of this workshop, we will delve into several product quality attributes and learn how to build a successful product that not only meets user needs, but also addresses user's quality expectations. We will do so with the help of a product case study. The product we will consider for the case study is a "Work Chair" - one that is used in offices, meetings rooms or at homes.
Work Chair at a Study Table
Work Chairs at an Office Desk
Work Chair in a Meeting Room
Here are 6 reasons why you should design or build a product:
Express your creative talent
Commercialize your innovation
Learn the ropes of Entrepreneurship at an early age
Make money while still studying in school
Solve problems and add value to people around you
Make a positive impact on the world with your creation
Now, let's learn the art of designing by actually attempting it...
Watch the video of Water Wheel product. Design an improved version of the Water Wheel by incorporating at least 4 Principles of Good Product Design learnt today.
Sketch your design on paper or create a 3D design using TinkerCAD 3D Designer or TinkerCAD CodeBlocks tool.
Incorporate any 4 principles of good product design you have learnt today to a product of your choice. Sketch the product design on paper - showing how you have incorporated the attributes.
Designing products with good Utility value
Designing products with good Usability
Designing products with good Aesthetic appeal
Designing products that provide better User Experience
Designing products with High Performance
Designing products that are Durable & Sturdy
Designing products the are Safe to use
Designing products that are Customizable