DESIGN PROCESS In Product design
Introduction The design Process a method that structures several steps where the designer establishes a decomposition of the problem being able to create a solution upon those phases stablished, the phases that are structure helps the designer to understand what is required to do.
PHASE 01
DEFINE
What problems are worth solving/understanding? What's worth knowing/experiencing? What constraints need to be considered?
PHASE 02
DATA/INFO COLLECTION RESEARCH
Gather data to start giving you inspiration. Who is this design for? How have other designs addressed similar problems?
PHASE 02 - A
IDEA SEARCHING RESEARCH
Idea Searching has been developed to explore different pathways for identifying ideas and to understand what is being observed and recorded. The process of searching for ideas often begins with a basic understanding of what is needed.
IDEA SEARCHING PHASE 02 - A
Just imagine if it were possible
Sensory issues
Common sense is needed
Development of an idea
Explore and have fun!
Blue sky or reality?
Observations relating to what is actually going on around us and understanding methods for inspiration. Different referencing techniques, the use of scrapbooks, info dumps, notebooks and journals are addressed. Explores questions such as: Why is something done? Why is it the way it is? Why is it needed? What if?
Recognition of empathy in the design process and applying common sense through practical exploration. Examples of product narratives and how design can relate to an individual on a personal level are considered. The importance of boundaries, themes, criteria and objectives are outlined.
Encourages investigation and exploration with form, scale, texture and materials, aiming to challenge conventional thinking. Innovation, experimentation and fun are essential components of idea searching and are explored using different approaches and techniques.
Subtle changes in design can have a significant impact on the way information is perceived. The impact of the senses and the relationship to the design process is introduced and considered. Areas such as product gender, emotion and added values are also explored using examples and case studies. Examines the importance of the refinement of an idea and how to achieve understanding of a product using different critical tools. ‘Less is more’ is contrasted with visual noise, and the views of product designers in the industry are reflected upon.
The issue of the design being a valid proposition is investigated. Areas such as product experiences, brands, and sustainability are explored using a variety of visual examples. The aspect of product logistics is addressed along with the difficulties that still need to be overcome.
PHASE 03
BRAINSTORM/MINDMAP ORGANIZE
Use the data and information you’ve collected to sketch ideas that might solve the design problem What materials are needed to make and prototype small-scale design solutions. Don't forget to get feedback! From the lecturer
BRAINSTORM/MINDMAP PHASE 03 -A
An idea can arrive at any time, but it can also be encouraged. It is often thought that the development of an idea is initiated with a brainstorming session: a process where a trigger term is selected and then associations or related analogous themes are communicated. But such a session relies on individuals having already encountered a diverse range of experiences that are related to the trigger in a direct or indirect manner. The development of an idea usually begins much earlier, although it may remain dormant until there is a suitable verbal or visual catalyst. A brainstorming session is surely, therefore, a vehicle for releasing experiences and stimulating the imagination for future directions or ideas.
PHASE 03 - B
VISUALSTORMING
COLLECTION OF IMAGES visualstorming session should aim to communicate all related thoughts using simple images. All ideas are important at this stage Visualstorming is a image process, which involves the identification of key visuals associated to an initial idea and the subsequent unleashing of creative directions. This visual process, involves the generation of small, thumbnail sketches that are related to, portrait tangential to, an idea.
PHASE Y
Analogous Image research
Content that refers to similar object or systems The referencing of similar objects or systems is useful when addressing particular issues or problems. An analogous item may be targeted at a completely different audience or may appear to be unrelated. However, investigation will reveal that there are relationships, which might be influential and provide direction. The search for analogous products is simple if items can be taken out of context and seen differently.
Analogous Image research PHASE Y
The various features of a laptop that require consideration might include portability, ability to fold up, the screen characteristic and the manner in which information can be input. Understanding competitors and rival products does provide valuable information, but may not provide opportunity to innovate the market. A review of seemingly unrelated products, which perhaps have a single aspect in common, can ignite alternative ideas. To consider portability for a laptop the analogous products that could be considered might be a portable television or radio as these will have similar traits. The issue of folding might involve exploring items such as newspapers or towels, leading to a pathway that considers total flexibility or perhaps a laptop that could be rolled up? Exploring books or a diary layout might instigate a line of thought that propose multiple screens, which can be flipped over or similar. The idea of inputting information might take reference from historical products such as a typewriter or calculator. Analogous products are extremely beneficial at exploring alternative opportunities for conventional products and should always be considered.
Analogous adj. Comparable in certain respects. Analogy n. A comparison between one thing and another made for the purpose of explanation or clarification
PHASE 03 -C
THUMBNAILS
All ideas are important at this stage A thumbnail sketch is a visual representation that is unpretentious and aims to capture the essence of a proposal or idea. The depiction is usually considered and the result of a conscious thought, unlike a doodle, which tends to be less intentional and more abstract – the result of a subconscious or absent mind. The scribbles and marks of a doodle need to be carefully placed in context due to their transcendental nature. It may be interesting, but it is unlikely to be as beneficial as a thumbnail interpretation of an idea, as concentration was not applied when it was produced.
PHASE 04
TARGET USERS Position your product Identify your costumer by telling the public who are they? What social class is the product to be integrated? What is the age of your user?
PHASE 04 - A
TARGET MAPPING Position your product
To understand the potential of a proposed product or to appreciate what is required, it is necessary to understand the structure of a community or population and to recognize attitudes and beliefs. Critical analysis of research can identify emerging and potential markets and provide directional indicators to inform judgement. Understanding a market and recognizing how an individual or target audience wants to be perceived is attained through the compilation and organization of a body of research. The intelligence obtained should be presented in a logical and instantly recognizable manner and, where possible, should avoid the portrayal of complicated statistics, language and imagery. Any information communicated needs to be clear, concise and focused for it to be useful in the comprehension and formulation of targeted proposals.
PHASE 05
DEVELOP IDEAS INITIAL SKETCHING What materials are needed to make and prototype small-scale design solutions. Don't forget to get feedback! From the lecturer
PHASE 08
DEVELOPMENT
Refinement of the sketching and idea. Create around 10 to 20 sketch doodles that will illustrate quickly your vision of the product. Don't forget to get feedback! From the lecturer
PHASE 09
DEVELOPMENT
Final idea refined and properly Rendered. From the 10 to 20 sketch doodles that illustrated quickly your vision of the product select one and take it to this stage of refining the idea and create more depth in your sketches and information about your idea. Don't forget to get feedback! From the lecturer
PHASE 10
DEVELOPMENT
Generating technical drawing Creating the technical requirements and measuring of the product is crucial to understand the Human factor related to the object. Don't forget to get feedback! From the lecturer
PHASE 11
DEVELOPMENT Product Integration Create a composition that can illustrate the product in a real environment Don't forget to get feedback! From the lecturer
PHASE 12
FINAL DESIGN
Product Integration Does your design solve the original problem? Does your design consider the constraints and criteria in the define step?
PHASE X
MODEL MAKING
Creating the scale prototypes Executing and making several tests and developments of a prototype
PHASE Y
SUSTAINABLE DESIGN
Creating a sustainable vision of the product Develop a mentality to create environmentally friendly product. This can be executed in several way or by materials or by introducing to the market new product that can help a society or person in a determined environment or need
PHASE Z
Design Drafting
Creating the technical drawing and requirements In this phase the student should start to research and create measures for the product to be created. Executing orthogonal views and perspective views that can illustrate clearly the product for manufacturing. The execution of this step is crucial for the execution of the model/prototype.
PHASE W
Product Design Poster
Presentation of the product in a A2 Paper This should retain information from the idea to the final product.
PHASE T
CAD Design Poster
Execution of the project in 2D and 3D In this phase you can use any software from Autodesk Inventor, Autodesk Fusion 360, Solid works. This examples of software’s are given since they are driven for the manufacturing
PHASE T
Product Design DFM/ DFA Design
Design for manufacturing and design for assembly
DFM Guidelines For Product Design FASTENING GUIDELINES Use the minimum number of total fasteners Maximize fastener standardization with respect to fastener part numbers, fastener tools, and fastener torque settings Optimize fastening strategy Make sure screws are standardized and have the correct geometry so that auto-feed screwdrivers can be used Design screw assembly for downward motion Minimize use of separate nuts Consider captive fasteners when applicable Avoid separate washers Avoid separate lockwashers
ASSEMBLY MOTION GUIDELINES Design for easy, foolproof, and reliable alignment of parts to be assembled Products should not need any tweaking or any mechanical or electrical adjustments unless required for customer use If adjustments are really necessary, make sure they are independent and easy to make Eliminate the need for calibration in manufacture; if not possible, design for easy calibration Design for easy independent test/certification Minimize electrical cables; plug electrical subassemblies directly together Minimize the number of types of cables and wire harnesses
PHASE K
Product Design CX Design
Costumer Experience Design
PHASE K
Product Design CMF Design
Color, Materials, Finish is an area of industrial design that focuses on the chromatic, tactile and decorative identity of products and environments
PHASE G
Product Design UI/UX Design
User interface and User Experience design normally in product design approaches the product application or software interface in detriment to the user experience. This process will evolve several knowledges applied to the conception of this digital interface that belongs to the physical product
PHASE H
Product Design Material Engineering Creation and development of new materials
PHASE J
Product Design Manufacturing Processes Identifying the best process for manufacturing a determined part of the product.
PHASE L
Product Design Packaging Design
For a full development of the product the designer should create the appropriated package for the product that is going to the shelves.
PHASE M
Product Design Modular Design
The product design can create several products for retail, including modular shelves in Hyper markets, Shading systems for outdoors, computer modules, and industrial products
PHASE N
Product Design Electrical product design
In this phase the designer needs to create the schematics for the electrical components and then place them in the shell design of the product. With this its possible to visualize all the parts, components and bodies of the specific product in question
PHASE O
Product Design
Packaging design Illustrations This requirement normally is applied in products that have a product user manual or for assembly or for explanation of the functionality of the product
PHASE L
Product Design THE HUMAN FACTOR
The requirement in this phase is to correlate the product to the Human. Depending on the product you can feature different relations in the human Behaviour or environment
Product Design PHASE L - A
THE HUMAN FACTOR Sitting Chair - Boys (Front)
Product Design PHASE L - A
THE HUMAN FACTOR Natural Group Spacing Standing
PHASE O
Product Design (SD) SERVICE DESIGN Designing a service for the costumers and user
PHASE O
Product Design
MOOD BOARDS – Product semantics Semantic panels - The importance of product semantics has been to create products with improved usability and likability to increase their chance of success
PHASE P
Photoshop tutorial
How to remove the white from the drawings Example in how to remove white or other color from the Sketches that the student has scanned or even a photo from a sketchbook
Photoshop tutorial PHASE P - A
How to remove the white from the drawings Double click your background layer in the layer pallet (to make it into a standard layer) Choose Selection -> Color Range Click in the white area of the image Bring the fuzziness up around 90
Click OK Hit DELETE and there you go!
Photoshop tutorial PHASE P - A
Example for product designers in how to present Thumbnails images
Image Thumbnail Example. This image is a .png This Is a technique used by several Designers in the industry to eliminate any color range Background that you do not need In your product design presentations
Photoshop tutorial PHASE P - A
Example for product designers in how to present Thumbnails images
Image Thumbnail Example. This image is a .png This Is a technique used by several Designers in the industry to eliminate any color range Background that you do not need In your product design presentations
What are the qualities you are looking for in a student to become a great designer ? Students have to be a great storyteller. People are buying great stories and designers are the one who puts stories in the products. And they have to explain transparently. Products shouldn’t be just stylish and trendy. I want students to understand the power of story when designing products/services.
PHASE XY
Product Purpose What is product purpose?
The purpose of a product is often isolated as being a physical function, but there is substantially more to the purpose of a product than this particular aspect of function. Appreciation of functionality needs to be understood at many different levels and not simply the inherent use. Products that are able to combine a variety of functions are capable of appealing to a broader audience. Beauty, fun and brand awareness are some of the functions that may be associated with a design in addition to the practical elements.
PHASE XY
Photo Diary
What is Photo Diary purpose?
The photo diary is useful for recording and understanding a particular experience, such as the problems encountered by a commuter waiting for public transport and then appreciating the issues of the ensuing journey.
PHASE XY
Understanding a Problem What is a Problem in product design?
Developing a product requires an understanding of the user to appreciate their position and situation. Everybody is different and everybody has their own agenda for doing things a certain way, which may not be through choice. An affinity with the user needs to be developed so that responses to problems can be suitably tackled.