Design Process.

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Presentation transcript:

Design Process

THE PROBLEM The process of designing begins when there is a need. Wherever there are people there are problems needing solutions. In some cases the designer may have to invent a product. An example might be a game for blind persons. Other times the designer may change an existing design. (If the handle of a pot becomes too hot to touch, it must be redesigned.) Designers also improve existing products. They make the product work even better. Could the chair in the waiting room of a bus or train station be altered so that waiting seems shorter?

THE DESIGN & PROBLEM-SOLVING PROCESS Redesigning and improving Identifying problems and opportunities Testing and evaluating Framing a design brief Modeling and prototyping Investigation and Research Developmental work Generating alternative solutions Choosing a solution

IDENTIFYING PROBLEMS & OPPORTUNITIES Central to the process of designing is the identification of a problem in need of a solution. This takes careful observation and a critical eye. Example: a physically challenged person who cannot function in a world built for mobile people. This is referred to as the technological situation.

THE DESIGN BRIEF A design brief should describe simply and clearly what is to be designed. The design brief cannot be vague. Some examples of problems and design briefs are listed below: PROBLEM: Physically challenged people find it difficult to open a standard interior door. DESIGN BRIEF: Design a device that will allow p.h. people to move between and within rooms. PROBLEM:   Blind people cannot play many of the indoor games available to sighted people. DESIGN BRIEF:   Design a game of dominoes that can be played by blind people.

Design Brief Con’t PROBLEM:   The handle of a pot becomes too hot to hold when the pot is heated. DESIGN BRIEF:   Design a handle that remains cool when the pot is heated. PROBLEM:   Waiting time in a bus or train station seems too long. There is nothing to do. DESIGN BRIEF:   Modify the seats so that a small television can be attached.

INVESTIGATION Writing a clearly stated design brief is just one step. Now you must write down all the information you think you may need. This is the research and the following needs to be considered: FUNCTION:    A functional object must solve the problem described in the design brief. The basic question to ask is : "What, exactly, is the use of the article and how does it work?“ APPEARANCE:   How will the object look? The shape, colour, and texture should make the object attractive. MATERIALS:   What materials are available to you and what are the costs? Are they affordable? Do the materials have the right physical properties, such as strength, rigidity, colour, and durability?

Investigation Con’t CONSTRUCTION:   Will it be hard to make? Consider what methods you will need to cut, shape, form, join, and finish the material. SAFETY:   The object you design must be safe to use. It should not cause accidents.

DEVELOPING SOLUTIONS Produce a number of solutions (6 thumbnail sketches). Draw or write every idea on paper as it occurs to you. This will help you remember and describe them more clearly. It is also easier to discuss them with other people if you have a drawing. Do a minimum of 6 for each design problem.

Developing Solutions Con’t These first sketches do not have to be very detailed or accurate. They should be made quickly. Record all your ideas. Do not be critical. Try to think of lots of ideas, even some wild ones. The more ideas you have, the more likely you are to end up with a good solution. Sign and date all drawings and ideas.

Choosing a Solution You may like several of the solutions. Eventually, you must choose one. Careful comparison with the original design brief will help you to select the best. Consider: Your own skills. The materials available. Time needed to build each solution. Cost of each solution.

Detailed Drawing Make a detailed working drawing of the chosen solution. The working drawing must clearly show all of the information needed to make your product. A working should include the following: Size Shape Material (include hardware and finishes) Make a Rendering (adding color or shading to your drawing.) Draw a pictorial of an object and make it appear as the finished product. The use of colour and texture is important here.

MODELS AND PROTOTYPES A model is a full-size or small-scale simulation of an object. Architects, engineers, and most designers use models. Models are a further step in communicating an idea. A three-dimensional form helps to understand the idea. A scale model is used when designing objects that are very large. A prototype is the first working version of the designer's solution. It is generally full-size and often handmade. For a simple object such as a pencil holder, the designer probably would not make a model. He or she may go directly to a prototype

TESTING AND EVALUATING Testing and evaluating answers three basic questions: Does it work? Does it meet the design brief? Will modifications improve the solution?

Manufacturing The company is satisfied with the design. It knows that it is marketable (will sell). It must decide how many to make (low volume or high volume mass production). The task of making the product is divided into jobs. Workers train and are specialize in specific jobs. As workers complete their special jobs, the product takes shape. Mass production saves time. Automatic equipment also contributes to manufacturing often in the following ways: Cut and shape materials Weld parts together Spray on final finishes

Source http://www.bergen.org/technology/despro.html Hutchinson, John; Karsnitz, John. Design and Problem Solving in Technology, Delmar Publishers Inc., Albany, NY, 1994