导图社区 工业设计
想了解工业设计的具体情况吗 知道中国的工业设计及世界工业设计的沿袭变革吗 未来的世界是一个设计的世界 了解工业设计让你了解更多
编辑于2020-04-27 20:16:35你想从随机性中发现财富的密码吗?你想从反脆弱中找到投资的机会和成长的法则吗? 人应该做随机性的主宰,而不是被随机性主宰; 脆弱的反义词是反脆弱,投资的两头策略非常值得我们学习
要准确的认识到黑天鹅和灰犀牛的定义和所描述的情况,比如为什么当代黑天鹅的事情越来越多?人们为什么即使知道灰犀牛事件也会选择一种“集体无意识”的态度去忽略它。两本书是同一个作者写的,在思维观点上对于刚接触的人会很耳目一新
文明的建立和现代文明的描述,现代化并不产生普世文明;文明冲突下全球的政治格局是什么样的;信息就是权力,从一个国家到一个小公司,谁掌握了信息并能正确的利用信息,谁就能抓住权力的鞭子,身为个体要有一定的信息分辨能力;硬球政治的含义其实就是毛主席说的团结大多数人,把自己的朋友搞的多多的,敌人的朋友搞的少少的。
社区模板帮助中心,点此进入>>
你想从随机性中发现财富的密码吗?你想从反脆弱中找到投资的机会和成长的法则吗? 人应该做随机性的主宰,而不是被随机性主宰; 脆弱的反义词是反脆弱,投资的两头策略非常值得我们学习
要准确的认识到黑天鹅和灰犀牛的定义和所描述的情况,比如为什么当代黑天鹅的事情越来越多?人们为什么即使知道灰犀牛事件也会选择一种“集体无意识”的态度去忽略它。两本书是同一个作者写的,在思维观点上对于刚接触的人会很耳目一新
文明的建立和现代文明的描述,现代化并不产生普世文明;文明冲突下全球的政治格局是什么样的;信息就是权力,从一个国家到一个小公司,谁掌握了信息并能正确的利用信息,谁就能抓住权力的鞭子,身为个体要有一定的信息分辨能力;硬球政治的含义其实就是毛主席说的团结大多数人,把自己的朋友搞的多多的,敌人的朋友搞的少少的。
工业设计
from the problem to the solution
Design brief and problem definition
Specification of the problem to be solved by identifying the functions that it must carry out, the desired requirements and restrictions involved
Preparation of the list with the schematic aspects of specification and key environmental and ecological aspects to be observed
Environmental and ecological variables
Reformulation of the problem
Revision and redefinition of general problems and tasks defined in biological terms and widely applicable
Questioning how Nature solves the problems or functions that are intended to be solved in the design process
open discussions with biologists and specialists in this field
Selection of solutions
Search for biological models and solutions that meet and solve the challenges presented through literature searches, field observations, or using open discussions with biologists and experts
Solution analysis
Identification and morphological analysis of structures, components, processes and functions of the biological solution, related to the problem at hand
Relating the functions and requirements of the problem with the functions and features of the biological solution
Generate concepts
Development of ideas and concepts (in the form of sketches and 3D models) based on natural models and following the guidelines and principles obtained in the steps of analysis and definition of the biological solution and the problem
Validation
Verification of compliance with the requirements of the problem and validating the gains introduced by the bionic concepts developed through the validation process of the corresponding relationship between the requirements and objectives of the project to achieve the goals established
Selecting the most appropriate concepts for the next step
Bionic approach in design process
Innovation of paradigm for performance features
Conceptual analytical and illustrative images to prove the change
The paradigm shift evidences vary depending on the type of paradigm in question
The organizational level - change from a model of centralized decision-making within the organization to a cooperative, distributed process, performed by multiple elements decision-making
The technical level - the principle of operation, drive technology, the source of energy, among others
Optimization of shape
A comparative approach compared to a conventional product
Reduction of material and weight - analysis from solid modelling
Stability – Analysis of static centre of mass (vector mechanics)
Resistance to the maximum capacity - finite element method and test of prototypes
Storage of objects - quantification of capacity or maximum capacity
Satisfaction of multiple requirements
Check objectively and as much as possible, the level that has been reached for each property implicit in each requirement
Check if the resolution of conflicts between non-compatible properties was carried out on both sides achieving a compromise between the requirements in question
Effectiveness of organization
Comparison between two or more systems with the same function (including the proposed system), but with different methods of organization
Take measured levels during effective operation (real or simulated) of systems (including the proposed system) such as execution time, energy expended, material resources, expenditures, or funds generated
Effective communication
Validation according to the level of communication in question
Passive Communication (triggered by observation) - effectiveness may lie in the overlap between the meaning intended to be incorporated into the product or system by the designer and the signification readings of users or observers (empirical verification)
Active communication (process between a sender and receiver synchronously) - effectiveness evaluated from the overlap of verified posts from the transmitter to the receiver and their outcome in the receiver, which should be in accordance with what was intended by the transmitter (empirical verification)
Detail and finish
Making technical drawings for manufacturing, detailed descriptions of components, materials, manufacturing processes and all the considerations adequate to the type and purpose of the project
Construction of prototype and presentation of results
from the bionic solution to the design problem
Solution identification
Observation of natural phenomena and identification of potential solutions or biological properties with outstanding characteristics, eligible for transfer for application to human problems
Analysis the solutions
Analysis and layout of a number of factors that allow perceiving the shape, structure, organization and principles of the solution
Extraction of the fundamental principles that motivate the solution
Reformulation of the solution
Deduction of general principles, obtained in the previous step, in particular and in greater details and considering possible links between the biological behaviour of the solution and mechanical behaviour
Search for a problem
Finding, taking into account the data from the previous step, real problems, existing solutions to optimize or emerging needs that can be met with the bionic considerations identified
Design brief and association principles
Identification and outline of the general and specific principles for the operation of the product, the requirements and constraints of the problem and the ecological and environmental aspects to be considered for subsequent association with properties extracted from the analysis of the bionic solution
Generating concepts
Development of ideas and concepts (in the form of sketches and 3D models) based on natural models and following the guidelines and principles obtained in steps of analysis and definition of the biological solution and the problem
Validation
Verification of compliance with the requirements of the problem and validating the gains introduced by the bionic concepts developed through the validation process of the corresponding relationship between the requirements and objectives of the project to achieve the goals established
Selecting the most appropriate concepts for the next step
Detail and finish
Making technical drawings for construction, detailed descriptions of components, materials, manufacturing processes and all the considerations necessary for the type and purpose of the project
Construction of prototype and presentation of results
Different between industrial design and mechanical engineering design
Industrial design
Design research
Research report+ design brief
Design&evaluate end users
Final report&present
For existing market
o
Context
People and lifestyle
When
What(small personalized)
How(dispense)
Sensory experience(aoma)
o
Who
Why
When
Where
What
Making process
o
People
Type of coffee
Ways to make coffee
Ways to drink coffee
Look
Fun staffs
Markets analysis
Technologies
o
People
Types of coffee
Ways to make coffee
How to enrich experience
For future market
o
Places
Physical/digital
Intuitive interaction
Game
Past/now/future
Sensory experience
o
Context (one the go/ not on the go)
Type (electric vs nonelectric)
Market trend Interactivity
o
Who
What (electronic vs nonelectronic)
Where
How (passive vs active)
Sensory
o
People & lifestyle
5 Senses (visual, sound, smell, touch & taste)
Analysis of existing products
Features (existing, maybe to have)
Mechanical engineering design
Eng. calculation and design
Paper solution
Prototype test, ENG. calculation
Final report & present
Existing market
o
Target user
Type of coffee maker
Size/dimension
o
Target user
o
Target user
Sleek stuffs
Size
o
Target user
Size
Cost
Future market
o
Types of relevant products
Technology (VR)
Size (portability)
o
Types of entertainment & products
o
AR/VR
Portable size + large display
Interactive
o
Type of entertainment
Feature (portable, easy to use)
A product sound design process
Sound analysis
Verbalize
Conversation
Report
Sound examples
Conceptualization
Audiolize
o
Embodiment
Imitate
Sound models
Detailing
Assess sound quality
Questionnaires
Facilitate production
Prototype(with sound)
Design
What is design
the verb
To conceive and plan out in the mind, to have as a purpose: intend, to devise for a specific function or end
the noun
The way something is made, picture of something’s form and structure, decorative pattern, process of designing, scheme, something planned
Nature of design
Design is naturally integrative, not separative
Arts
Sciences
natural
mathematical
behavioral
physical
economical
Engineerings
electrical
civil
chemical
textile
human engineering
Humanities
literature
history
philosophy
mathematics
Professions
Design is intellectually soft, intuitive, informal, and cook-booky
Design as a discipline <Industrial%20design/Design%20as%20discipline.png>
Design as a user-centred, creative development activity driving innovation
Strong analogies with R&D but difficult to identify overlap and incorporate in Oslo or Frascati surveys
Workforce skills and tasks measures
Questions on user methods
Design ladder questions and probes
Analytical approaches linking these elements and measures of innovation outcomes – to identify the outlier radical, design driven innovators
Design as a link between the innovation activity of the firm and the market
New or improved attributes probing
Innovation activities – design category
Questions on user methods
An organisation or business capability, with an emphasis on the skills resources and strategies required for innovation which are currently underplayed in the Oslo Manual
Design ladder questions and further probes
Workforce measures – design competences in managers
Specializations in Design Discipline
classified
Form
Function
Production
Education
Types of design
Engineering design
It is concerned with applying various techniques and scientific principles to the development and analysis of basic functional features of systems, devices, etc
Industrial design
It designates an independent design effort by the individual (consultant) with combined abilities in areas such as product design, styling, and engineering
Process design
It is usually concerned with the type of design that restricted to the design of components, tools, equipment, etc
Visual design
It is concerned with the appearance features of an item
Product design
It is associated with specifically those items that are ultimately to be sold to consumers
Industrial design
Industrial Design is a creative activity whose aim is to determine the formal qualities of objects produced by industry. These formal qualities include external features but are principally those structural and functional relationships, which convert a system to a coherent unity both from the point of view of the producer and the user. Industrial design extends to embrace all aspects of human environment, which are conditioned by industrial production
Industrial Designer’s Tools and Techniques
Ideation
quick impulsive drawing technique used to gather numerous ideas quickly
Model making
using one's hand or tool to shape a material into the desire shape
Computer programming
Auto-Cad (used to draw technical drawings),
Rhino (mostly used for 3-d modeling and rendering, and also does dimensioning but not as precise as auto-Cad or pro-E)
Pro-E (able to do both technical drawing and 3-D computer modeling)
Illustrator (for quick 2-d design layouts
Alias (complex 3-d modeling and rendering)
Working as a Consultant or in an Organization
Core Characteristics of Industrial Product Design
quality
quantity
identity
method
Goals of ID
Utility
Appearance
Ease of maintenance
Low costs
Communication
Design Criteria in Industrial Product Design
Functional Criteria
Physiological Criteria
Environmental Criteria
Communicational Criteria
Psychological Criteria
Perceptional Criteria
Socio-Cultural Criteria
Sensitive Quality (Criteria)
Explanatorily Criteria
Technological Criteria
Material Criteria
Production Criteria
Economic Criteria
At the Consumers’ Level
At the Producers’ Level
At Macro-Level
Assessing the quality of ID
Quality of the user interfaces
Emotional appeal
Ability to maintain and repair the product
Appropriate use of resources
Product differentiation
Languages of Design
Semantic
Graphical
Analytical
Physical
Design problem
Characteristics of Design Problems
There is no definitive formulation of the problem
Any problem formulation may embody inconsistencies
Formulations of the problem are solution-dependent
Proposing solutions is a means of understanding the problem
There is no definitive solution to the problem
Types of Design Problems
Selection Design
Configuration Design
Parametric Design
Routine Design
Original Design
Redesign
Design Ability
Creativity and intuition
Recognition that problems and solutions in design are closely interwoven
The need to use sketches, drawings, or models of various kinds as a way to explore the problem and solution together
How a Successful Designer Acts
clarified requirements, by asking sets of related questions which focused on the problem structure
actively searched for information, and critically checked given requirements
summarised information on the problem formulation into requirements and partially prioritized them
did not suppress first solution ideas; they held on to them, but returned to clarifying the problem rather than pursuing initial solution concepts in depth
detached themselves during conceptual design stages from fixation on early solution concepts
produced variants but limited the production and kept an overview by periodically assessing and evaluating in order to reduce the number of possible variants
Design Method
Creative Methods
Brain Storming
No criticism is allowed during the session
A large quantity of ideas is wanted
Seemingly crazy ides are quite welcome
Keep all ideas short and snappy
Try to combine improve on the ideas of others
Synectics
Direct Analogies
Personal Analogies
Symbolic Analogies
Fantasy Analogies
Enlarging the Search Space
Transformation
Random input
Why? Why? Why?
Counter-Planning
The Creative Process
Recognition is the first realization or acknowledgement that a problem exists
Preparation is the application of deliberate effort to understand the problem
Incubation is a period of leaving it to mull over in the mind, allowing one's subconscious to go to work
Illumination is the (often quite sudden) perception or formulation of the key idea
Verification is the hard work of developing and testing the idea
Rational Methods
Clarifying objectives
Method: Objectives tree
Aim: Clarify design objectives, and sub-objectives, and the relationships between them
Establishing functions
Method: Function analyses
Aim: Establish the functions required, and the system boundary, of a new design
Setting requirements
Method: Performance specification
Aim: to make an accurate specification of the performance required of a design solution
Determining characteristics
Method: Quality function deployment
Aim: Set targets to be achieved for the engineering characteristics of a product, such that they satisfy customer requirements
Generating alternatives
Method: Morphological chart
Aim: to generate the complete range of alternative design solutions for a product, and hence to widen the search for potential new solutions
Evaluating alternatives
Method: Weighted objectives
Aim: Compare the utility values of alternative design proposals, on the basis of performance against differentially weighed objectives
Improving details
Method: Value engineering
Aim: to increase or maintain the value of a product to its purchaser while reducing its cost to its producer
The design leader role
Clarify where they wish to go
Define desired futures for them
Demonstrate what those desired features might be like
Develop design strategies that help them get there
Turn the desired future into reality
Design thinking
Design thinking is a structured process to find solutions to complex human problems
Risk assessment
Explore
Identify challenges, users and empathise
Ideate
Brainstorm solutions
Create
Prototypes and testing
Evolve
Ramp up, learn, and improve
Design thinking evolution
pre 1960s
Eminence of industrial design
1960s
Emergence of scientific approach to design through computer science
1970s
Notable rejection of design method
1980s
Rise of human-centred design and design-centred business management
1990s
Organisational learning and creating nimble businesses
21st Century
Shift from product fields to business sector and service design
A designer’s mindset
Human centered
Collaborative
Optimistic
Experimental
Industry requirements for a industrial designer
proficient design skills
contextual understanding
design knowledge
planning and integration capabilities
design expression and aesthetic literacy
From five dimensions
Negotiation
Problem solving
Acceptance of responsibility
Interpersonal skills
Project management
basic skills required for effective design leadership
Envisioning the future
Manifesting strategic intent
Directing design investment
Managing corporate reputation
Nurturing an environment for innovation
Training for design leadership
Interview questions about ID
What do you think about your role as a designer
What do you assess as important qualifications and knowledge for a designer
What knowledge, skills and experiences acquired during your education has been useful in you work
Critique of the course/study
Important competencies and qualifications
overall understanding of projects
to have entered the “design mind set”
mastering the design process
knowing design methodology
to be able to systemize and organize
to be able to sell ideas or concepts
to be able to have an overview over work, projects and information
to be able to manage and complete a project
to be able to collaborate
communication
negotiation
Theory of Inventive Problem Solving (TRIZ)
Engineering parameters
Weight of moving object
Weight of nonmoving object
Length of moving object
Length of nonmoving object
Area of moving object
Area of nonmoving object
Volume of moving object
Volume of nonmoving object
Speed
Force
Tension, pressure
Shape
Stability of object
Strength
Durability of moving object
Durability of nonmoving object
Temperature
Brightness
Energy spent of moving object
Energy spent of nonmoving object
Power
Waste of energy
Waste of substance
Loss of information
Waste of time
Amount of substance
Reliability
Accuracy of measurement
Accuracy of manufacturing
Harmful factors acting on object
Harmful side effect
Manufacturability
Convenience of use
Repairability
Adaptability
Complexity of device
Complexity of control
Level of automation
Productivity
Invention principles
Segmentation
Extraction
Local quality
Asymmetry
Combining
Universality
Counterweight
Cushion in advance
Equipotential
Inversion
Spheroidality
Dynamicity
Partial or overdone action
Moving to new dimension
Mechanical vibration
Periodic action
continuity of a useful action
Rushing through
Convert harm into benefit
Feedback
Mediator
Self service
Copying
Inexpensive short lived object for expensive durable one
Replacement of a mechanical system
Pneumatic or hydraulic construction
Flexible membranes or thin film
Use of porous materials
Changing the color
Homogeneity
Rejecting or regenerating parts
Transformation of the physical or chemical states of an object
Phase transformation
Inert environment
Composite materials
The actual design process
Examination of the product
User profile
Possible tasks
Planning contents
Planning the communication of written instruction
Design the visuals
Colors and text size
Numbering and highlights
Producing the printed and multimedia instructions
Evaluation based on standards
Diagnostic testing
Dialogue analysis
Error observations
Refine instructions
A recommended design process <U:\Private\Industrial design\A recommended design process.png>
Simplicity in laws
To reduce
the simpler way to achieve simplicity is by means of a conscious reduction
To organize
organization makes a system of many look like a system of few
Time
time economy transmits simplicity
Learning
knowledge simplifies everything
Differences
simplicity and complexity need one another
Contexts
what lies in the simplicity’s periphery is definitely non peripheral
Emotions
more emotions is better than less
Confidence
in simplicity we trust
Failure
some things may never be simple
Singleness
simplicity is to subtract the obvious and to add meaning
Distancing
more seems like less simply by going far, far away
Opening
opening means simplicity
Energy
use less, win more
Information and information theory
Transform data to information
Organizing data
when confronted with a set of grades these must be numerically ordered
Data description
when comparing two or more sets of grades these should be referred in the same scale
Interpreting data
upon seeing punctuation tests in a graphic way one must bear in mind that the visual representation is an interpretation in full respect to numerical tests
Information structure
Bits and Bytes/Signs
Symbols
Data
Information
Meaning
Knowledge
Tacit
Explicit
Perception
Meaning
The way to measure probabilities
Applied to things where it is possible to acquire certainty
It is not sufficient to weigh only one or another argument, but it is necessary to investigate all that may arrive at our knowledge and that is appropriate to prove things
One must not consider only arguments that prove something but also those that can lead to an opposite conclusion, so that it becomes clear which one has a bigger weight
In order to judge universalities, remote and universal arguments are enough. However to conjecture about specific things, we must add closer and special arguments if available
In the uncertainty we must cease all our actions until we have more clarity and, if we have to choose between two possibilities we must make the option for the one that may seem more appropriate, safer, wiser or at least more probable, even if none is
What is useful and not prejudicial must be preferred over what has never been useful and is always prejudicial
Human actions must not be evaluated according to the outcome, as, sometimes, imprudent actions have a better result, while reasonable actions may lead to worse results
In our judgments we must be careful before allowing things getting a bigger weight than they deserve, nor to consider something as less probable than something absolutely certain, nor imposing to others the same opinion
Once total exactitude can rarely be achieved we consider as absolute certainty only what is morally correct through need and personalized desire
To investigate the System of Beliefs
Which beliefs do we have?
How do beliefs interrelate?
How do beliefs relate to our feelings and actions?
Which beliefs we have is heavier?
Until how far in past are our beliefs recognizable?
Where did we achieve our beliefs? Did we create them or did we inherit them?
Did we experience big changes in our System of Beliefs? How did that happen?
Is it possible to draw a diagram of a specific cluster of Systems of Beliefs, ideas, feelings or actions?
Engineering
a knowledge of the mathematical and natural sciences, gained by study, experience, and practice, is applied to the efficient use of the materials and forces of nature
Functions of Engineering
to find solutions to problems experienced in a complex industrial-social system
to provide public services with highest reliability, quality, and safety at a lower cost
to increase the pleasures of life
Raw Materials of Engineering
Engineering Technology
manufacturing methods
experience
manipulations
Mathematics
Natural Sciences
life and space sciences
earth sciences
physics
chemistry
Engineering Sciences
electrical theory
fluid and solid mechanics
material sciences
thermodynamics
Miscellaneous
economics
information theory
psychology
literature
communications
Engineering design
Engineering design is the activity in which various methods and scientific principles are used to decide the selection of materials and the placement of these materials to develop an item that fulfills specific requirements
Designing the product
Producing a useful item
Producing a physically realizable product
Producing an item with economic worth
Designing the artifact function
Reducing the cost
Developing a new way
Lowering hazard
Reducing inconvenience
Meeting competition
Developing the market
Meeting social changes
Functions associated with Engineering Design
Manufacturing Functions
Commercial Functions
Engineering Functions
Quality Assurance Functions
Research Functions
Economics of Engineering Design
The competitive products’ prices
Material cost
Labor cost
Production overhead costs
The percentage of the total market for the demand of the product
The size and the type of the total market
The price/sales relationship
Engineering Design Knowledge
General Knowledge
Information that most people know and apply without regard to a specific domain
Domain-specific Knowledge
Information on the form or function of individual objects or a class of objects
Procedural Knowledge
the knowledge of what to do next
Process Knowledge
designer uses three types of knowledge
Knowledge to generate ideas: comes from experience and natural ability
Knowledge to evaluate ideas: comes from experience and formal training
Knowledge to structure the design process: comes from a dual setting of academic environment and, at the same time, in an environment that simulates industrial realities
ID in additional
Influence factors
Materials
Production process
Business strategy
Prevailing social
Commercial
Aesthetic attitude
The role of designer
Form
Function
Usability
Physical ergonomics
Marketing
Brand development
Sustainability
Sales
Design process
User research
Sketching
Comparative product research
Model making
3D software
Prototyping
Testing
Industrial design in product development
The creation of products that attain and reach beyond style
The integration and application of new technology
Activities that enhance or create new markets
Activities that enhance and guard brands
Industrial design in innovation
Incremental innovation – improvement
Variety innovation - styling/restyling
Radical innovation new capability
Industrial design in discussion
Are the criteria used in industrial design consistent with the business strategy goals?
How are the decisions co-ordinated?
Who is responsible for ensuring co-ordination?
Is the customer experience of products consistent and coherent?
Is customer perceived value being optimised?
What will be the expectations and values of our customer base in 5 or 10 years?
How might our product lines have to change?
What will be the impact of new technologies?
Who is responsible for anticipating the future shape of our products and services?
Sequence of Design Framework
Observation and Collection - to provide - Knowledge and Information.
Assimilation - a tangible way to see – New Ideas and Propositions
Synthesising - to create options for – New configurations and Specifications.
Exploiting - to produce an efficient process to make – New Goods and Services
Front end innovation
a product innovation project passes to real development
What: the description of the project to be developed
Why: what is the strategy behind this new product development?
Who: describes the human resources necessary to perform the development
When: describes the timing of the project
How: describes all the product requirements regarding the new development
Front End functions
Product definition
To define new business cases
Lower possible risks and reduce uncertainty
To decide on projects and products
To plan projects
To process and communicate information
The Front End in an innovation process
The new concept development model
Opportunity identification
Opportunity analysis
Idea genesis
Idea selection
Concept and technology development
Stage-gate systems
Stage 0 – Idea / Discovery
Stage 1- Scoping / Preliminary Assessment
Stage 2 – Build Business Case
Stage 3 – Development
Factor 1 Strategic Fit and Importance
Alignment of project with our business’s strategy
Importance of project to the strategy
Impact on the business
Factor 2 Product and Competitive Advantage
Product delivers unique customer or user benefits
Product offers customer/user excellent value for money
Differentiated product in eyes of customer/user
Positive customer/user feedback on product concept
Factor 3 Market Attractiveness
Market size
Market growth and future potential
Margins earned by players in this market
Competitiveness - how tough and intense competition is (negative)
Factor 4 Core Competencies Leverage
Project leverages our core competencies and strengths in: technology
production/operations, marketing, and distribution/sales force
Factor 5 Technical Feasibility
Size of technical gap (straightforward to do)
Technical complexity (few barriers, solution envisioned)
Familiarity of technology to our business
Technical results to date (proof of concept)
Factor 6 Financial Reward versus Risk
Size of financial opportunity
Financial return (NPV, ECV, IRR)
Productivity Index (PI).
Certainty of financial estimates
Level of risk and ability to address risks
Stage 4 – Testing & Validation
Stage 5 – Launch
Post Launch Review / Post-Implementation Review
Activity in front end innovation
Concept development
Idea screening
Opportunity identification and analysis
Scoping
Concept definition
Project evaluation
Product & portfolio strategy
Concept generation
Pre-technical evaluation
(Preliminary) investigation
Business plan concept
Business analysis
Market opportunities
Technological opportunities
Deliver winning solution
Project & process planning
Feasibility
Drives and barriers for sustainable design
Internals
Drives
Management’s sense of responsibility
Business opportunities
Innovational opportunities
Risk Management
Long-term survival
Competitive advantage
Improvement of product and product quality
Improvement of brand image
Cost reduction
Environmental impact reduction
Energy efficiency
The need for innovative power
Barriers
No clear or lack of environmental benefits
Lack of acquisition of tangible benefits
Conflict with functional product requirements
Not perceived as responsibility
No alternative solution available
Lack of management’s commitment
Extra costs
Shortage of short-term benefits
Lack of understanding of sustainable design tools
Lack of acquisition of tangible benefits
Externals
Drives
Governmental Regulations / Legislation
Increase awareness of the public / Public pressure
Customer needs and demands
Growing pressure from different stakeholders
Market competition / Being ‘fashionable’
New market opportunities
Cooperation with supply chain partners
Development of external assessments (labels, standards…)
Availability of subsidies
Growing amount of knowledge
Industrial sector initiatives
Barriers
Lack of interest from consumers / Lack of market demand
Consumers not willing to pay (extra) for it
Commercial disadvantage
Doing the right thing vs. doing things right
The operational level is all about eco-efficiency or doing the things right
The strategic level focuses on eco-efficiency or doing the right thing
Earth Charter
I - Respect and care for community life
Respect Earth and life in all its diversity
Care for the community of life with understanding, compassion and love
Build democratic societies that are just, participatory, sustainable and peaceful
Conserving Earth's bounty and beauty for present and future generations
II - Ecological Integrity
Protect and restore the integrity of Earth's ecological systems, with special attention given to biological diversity and natural processes that sustain life
Addressing the prevention of environmental problems as the best method of environmental protection and in case of insufficient recognition, taking preventive measures
Adopt patterns of production, consumption and reproduction that safeguard Earth's regenerative capacity, human rights and the welfare of communities
Encourage the study of ecological sustainability and promote the free exchange of knowledge and its application
III - Social and economic justice
Eradicate poverty as an ethical, social and environmental problem.
Ensure that economic institutions at all levels promote human development in an equitable and sustainable manner.
Affirm gender equality and equity as prerequisites to sustainable development and ensure universal access to education, health care and employment
Defend, without discrimination, the right of everyone to a social and natural environment, by promoting human dignity, bodily health and spiritual well-being, with special attention given to the rights of indigenous peoples and minorities
IV - Democracy, nonviolence and peace
Strengthen democratic institutions at all levels, and provide transparency and effective governance to ensure inclusive participation in decision making and access to justice.
Integrate knowledge, values and skills for a sustainable way of life into formal education and lifelong learning
Treat all living beings with respect and consideration
Promote a culture of tolerance, non-violence and peace
Industrial design research in Flanders
Six domains
Feasibility and manufacturability
how can we make certain products or services, and is it even possible with our knowledge of technology and materials?
Human centered design
how do people interact with products? Who are the end users, and is the product useful for this group? How is the product experienced by the users?
Economical approach in design
innovation of new business- and software models
Sustainable design
research that focuses on sustainable environments as well as a sustainable society
Methodology design
how do we innovate? How to enlarge the chances of success in an innovation cycle? How can we manage innovation in an early stage of the process?
Future design
what does a product mean today? How does it work and function in our society? Can we expect new techniques and visions?
The problem/solution cycle
Front end
Tech transfer
The future
a multidisciplinary future
Shift from product to service
The future is open source
The future will follow the demands of society
Methodology research
Co-design. ‘Let the users find the right solution for the problem’
Service design
Involving users
Prototyping
Social media
Commitment of stakeholders
Back end design
Business model
Relation to industrial design
Service design is not just about services
Solution space is huge & complex
UCD has become established practice
From one to multiple touchpoints
Spotlight on provider
Industrial design is a competitive edge for manufacturing
Global Competition and the Importance of Innovation
Design Thinking’s Impact on Product Success
Empathy
Learning about the audios for whom you are designing
Define
Redefine and focus your question based on yout insights from the empathy stage
Ideate
Brainstorming and coming up with creative solution
Prototype
Building a representation of one or more of your ideas to others
Test
Return to your original user group and testing your ideas with feedback
The Rise of Apple
Customer Demand for a Better User Experience
The Internet of Things
Process of industrial design
Design Process(10 steps)
Brainstorming
market research
Prototyping
Questionnaire design
Sensory Perception in Design
Visual perception and website design
Auditory perception and sound models
Tactile perception, hapticinterfaces
Design applications of sensory perception
Human Factors Theory -Design for Safety and Efficiency
Fitts' Law
Latency
Physiology and cognition
Ergonomics and anthropometrics
Design Applications, Interactive Design and the Internet
Aircraft user interfaces
Internet telerobotics
Sustainable design
Specific case
Proposed methodology for toy design
Strength
With the implementation of this step, one gets a very comprehensive view of the stages of child development
Given the focus of activities that contribute to the development of specific capabilities of the child, the methodology can be used many times by various designers giving rise to very diverse projects
The use of metaphors opens up almost unlimited possibilities. The simultaneous use of more than one metaphor is intended to prevent that a metaphor may predominate and the subject may become too literal if using only one metaphor. The crossing and the combination of several metaphors is a way of stimulating creativity, enhancing innovativeness of results
Considering the initial proposed methodology of the concept generated is a way to avoid that the project goes much forward before judging its relevance, which contributes to increase the efficacy of the methodology and to reduce costs ( for example in prototyping), and time spent by the designer, or by the design team, in creating the toy
Weakness
Once you start the development of this methodology with a focus on literature, from the standpoint of design activity, creativity is a bit on standby as it is not part of the realization of sketches. Instead of only collecting data from literature, it might be more stimulating and creative to simultaneously consider the relevance of designed objects to interact with children
Since the methodology focuses on specific activities related directly to child development, the results may be relevant only to a very narrow age span, challenging the duration of the interest of the child in the toy over an extended period, which may undermine the objectives of sustainability
If the designer is not careful, the project may become too literal in relation to the metaphor, so the designer must be aware and avoid over-literalness
The focus on specific activities and sensory-motor skills as well as on differentiation into age groups may not be possible given that the concepts generated have been from the outset (in Step 2) directed to a specific activity focusing on one age group and supporting the development thereof
Activity
Review the stages of physical, cognitive, sensor-motor, social and emotional development of children to meet real needs rather than needs related to passing fashion or driven by the markets
Given the context of the design project being developed, carry out exploration activities that may contribute to the development of the child in one or more of the spheres covered above
Generate concepts for one or more activities that can underpin the creation of toys or recreational objects, directing creativity to issues that foster awareness of environmental sustainability in an educational manner
Do not waste materials, energy, food
Respect ecosystems
Preserving the planet for future generations
Adopt the idea of the three R's - Reduce, Recycle, Reuse
Strengthen the relationship between economics, technology, society, politics and the environment
Enter the challenge of "moving from concept to action
Recover and develop values and behaviors such as trust, mutual respect, responsibility, commitment, solidarity and initiative
Evaluate the toy or playful object concepts triggered in the previous stage against a set of requirements generally applicable to toys or playful objects (e.g. low toxicity, safety against injury) and select those that satisfy the general requirements and are configured as original proposals, potentially motivating their use by children (selected according to different age groups), and that satisfy in an obvious manner the support of one or more activities that promote the development of psychosocial and sensory-motor skills as well as physical ability
Set, based on knowledge of the context of child development, a specification of the concept selected in order to guide the design process of the toy or playful object. At this stage market objectives should be considered including cost, packaging, distribution and consideration may also be given to objectives of a different nature, including sustainability
Designing to minimize the ecological footprint of the product, material or service, that is, reduce the consumption of resources including water and energy
Designing to take advantage of renewable energies (solar, wind, hydro or wave), instead of using nonrenewable natural capital such as fossil fuels
Designing to enable separation of the components of the product, material or service at the end of their lifecycle in order to encourage recycling or reuse of materials and, or, of the components
Designing to eliminate the use of toxic or hazardous substances for humans and other life forms in all stages of the life cycle of the product, material or service
Designing to engender maximum benefits to the intended audience and to educate the client and the user and thereby create a more equitable future
Designing to use locally available materials and resources whenever possible (think globally but act locally)
Designing modularly to encourage and allow sequential purchases, as required and according to financial availability, in order to facilitate repair and reuse and improve functionality
Designing to create more sustainable products, materials and services for a more sustainable future
Review the existing product market, including environmental and social features
Developing a picture of the profile outlined by the environmental impact of the new product
Proceed to the development of the detailed concept and produce prototypes enabling testing under controlled conditions of safety, initially with adults and ensuring no hazard is presented by the prototypes when seeking to involve children in their use
In this process the results of usability testing can motivate changes to the project description and a new iteration of design refinement and testing, reiterating until the development team is satisfied with the results or the resources allocated to the development have been exhausted
Development of production processes and of release, distribution, and marketing documentation
Expert system
Knowledge database
This database stores such knowledge as empirical rules, analyzed cases, parameters, and other information used while reasoning
Developer interface
The developer interface allows experts and system developers to modify the knowledge database and reasoning engine from external resources
User interface
describe questions through a user-friendly operation
Reasoning engine
This engine uses information from the knowledge database to diagnose questions asked by users and search for suitable solutions