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EST 200, Design Process
MEC
2
Contents
• Design Process.
• Ways to Design.
• Design Process Map.
• Stages of the Design Process.
• Product Life Cycle.
3
Design Process
• To design is to create a new product that
turns into profit and benefits society.
• Ability to design requires both science and
art.
• Art gained by practice and dedication to
become proficient.
• Science learned through a systematic
process, experience, and problem-solving.
4
Design Process
“A sequence of events and a set of
guidelines that helps define a clear starting
point that takes the designer from
visualizing a product in his/her imagination
to realizing it in real life in a systematic
manner without hindering their creative
process”.
5
Design Process
• Two ways to design.
• Evolutionary Change:
- Product allowed to evolve over a
period of time.
- Only slight improvement.
- Done if no competition.
- Limits creative capabilities of the
designer.
6
Design Process
• Innovative Design:
- Emphasis on new products.
- Companies for their slice of market.
- Heavily draws on innovation.
- Creative skills and analytical ability.
- Future designs to base results on the
past.
7
Design Process
• Proficient designers control evolution and
innovation so they occur simultaneously.
• Emphasis is on innovation.
• Designers to test their ideas against prior
design.
8
Design
Process Map
9
Design Process Map
10
Design
Process Map
11
12
Design Process
• Formalize the design process.
• Lean more towards addressing the
problem.
• Postpone the solution to the latter stages
than finding a solution early on and then
try to improve it.
• Design is iterative, require a series of
decisions to move the design along.
13
Stages of Design Process
14
Needs & Market Analysis
Requirements
Functions
Specifications
Conceptualization
Evaluating Alternatives
Embodiment Design
Detailed Analysis & Simulation
Experiment
Marketing
Require
ments
Product
Concept
Solution
Concept
Embodi
ment
Detailed
Design
15
Identifying Customer Needs
• Client Request :
- client submits a request for developing
an artifact.
- client may not express the need clearly.
- client may know only the type of product
he/she wants.
16
Identifying Customer Needs
• Modified Design:
- modification of an existing artifact.
- simplicity and ease of use.
- easy to use products appeal to
customers.
17
Identifying Customer Needs
• New Product:
- focus on profit for the company and
stockholders.
- every product preempted by another or
degenerates into profitless price
competition.
- New products have a characteristic
lifecycle pattern in sales volume and
profit margins.
18
Identifying Customer Needs
• A product will peak out when it has
saturated the market and then begin to
decline.
• Industry to seek out and promote a flow of
new product ideas.
• Patent protection to new products.
19
Market Analysis
• Locate what is already available in the
market and what they have to offer.
• Sources of information:
- Technical and trade journals.
- Abstracts.
- Research reports.
- Technical libraries.
- Catalog of component suppliers.
- Patent information.
- Online resources.
20
Market Analysis
• Information gathered may reveal an
available design solution and the hardware
to accomplish the goal.
• Knowledge of existing products will save
the designer and client time and money.
• Creativity may be directed towards
generating alternatives.
21
Defining Goals
• Define what must be done to resolve need(s).
• Needs should be expressed in functional
terms.
• Definition is a general statement of the
desired end product.
• Difficulties encountered in design may be
traced to poorly stated goals or hastily written
goals.
• Customer needs are not the same as product
specifications.
22
Defining Goals
• Customers will offer solutions.
• Designers must determine the real needs,
define the problem, and act accordingly.
• Designer to clarify client’s design
requirements.
• Objective tree is a tool used by designers
to organize the customer’s wants into
categories.
23
Product Life Cycle
24
Product Life Cycle
25
Product Concept –
Establishing Functions
• Recognizing the generality of the need
statement.
• Recognizing where the problem/need
stands in the whole system.
• Assess what actions the product should
perform during its lifetime and operation.
• Consider the level at which the designer is
asked to work.
• Identify functions instead of potential
solutions.
26
Establishing Functions
• Remain solution neutral, no solution is
referred to at this stage.
• No fixation on a solution that the customer
provides unintentionally.
• Explore alternatives that can address the
needs and goals.
• Systematic design guides the designer to
a problem-focused design than a solution-
focused one.
27
Product Concept –
Task Specifications
• Designer to list all pertinent data and
parameters that tend to control the design
and guide it towards the desired goal.
• Sets limits on the acceptable solutions.
• Not to be defined too narrowly- designer
will eliminate acceptable solutions.
• Not to be defined too broad or vague - will
leave the designer with no direction to
satisfy the design goal.
28
Solution Concept –
Conceptualisation
• Starts with generating new ideas.
• Designer to review market analysis and
task specifications.
• Requires free-hand sketches for producing
a series of alternative solutions.
• Alternatives not to be worked out in detail
but recorded as possibilities to be tested.
• Alternatives to perform the functions to be
listed in an organized fashion.
29
Solution Concept –
Evaluating Alternatives
• Decision to be made on which
alternative(s) to enter the next, most
expensive, stages of the design process.
• A scoring matrix forces a more penetrating
study of each alternative against specified
criteria.
30
Embodiment Design
• Details not included yet - no dimensions
or tolerances, etc.
• A clear definition of a part, how it will look,
and how it interfaces with the rest of the
parts in the product assembly.
• Concept may remain the same, execution
and parts or the ‘embodiment’ of the
design can change.
31
Analysis and Optimisation
• Synthesis phase of design completed
once a possible solution for the stated goal
chosen.
• Analysis phase begins – known as
detailed design.
• Solution to be tested against physical
laws.
• Manufacturability of the chosen product to
be checked to ensure usefulness.
32
Analysis and Optimisation
• Iterative sequencing with the original
synthesis phase.
• Analysis requires a concept to be altered
or redefined then reanalyzed.
• Design is constantly shifted between
analysis and synthesis.
• Analysis includes estimation followed by
order of magnitude calculation.
33
Analysis and Optimisation
• Estimation:
– educated guess based on experience.
• Order of magnitude analysis:
- a rough calculation of the specified
problem.
- not an exact solution.
- gives the order in which the solution
should be expected.
34
Experiment
• Design on paper transformed to a physical
reality.
• Piece of hardware constructed and tested
to verify the concept and analysis of the
design as to its work ability, durability, and
performance characteristics.
• First to deal with the mock-up, then the
model, and finally the prototype when
entering the experimental stage.
35
Experiment –
Techniques of Construction
• Mock Up:
- least expensive technique.
- provides the least amount of information.
- quick and relatively easy to build.
- constructed to scale from plastics, wood,
cardboard etc.
- to check clearance, assembly technique,
manufacturing considerations, and
appearance.
36
Techniques of Construction
• Model:
- representation of a physical system
through a mathematical similitude.
- to predict behavior of the real system.
- four types of models : true model,
adequate model, distorted model,
dissimilar model.
37
Models
• True model:
- exact geometric reproduction of the
real system.
- built to scale.
- satisfies all restrictions imposed in the
design parameters.
• Adequate model:
- to test specific characteristics of the
design.
38
Models
• Distorted model:
- purposely violates one or more design
conditions.
- violation required when it is difficult to
satisfy the specified conditions.
39
Models
• Dissimilar model:
- no apparent resemblance to the real
system.
- through appropriate analogies.
- accurate information on behavioral
characteristics.
40
Techniques of Construction
• Prototype:
- an idea comes to life.
- constructed, full-scale working physical
system.
- most expensive experimental
technique.
- produces greatest amount of
information.
41
Marketing
• Requires specific information that defines
the device, system, or process.
• Designer to put his/her thoughts regarding
the design on paper for the purpose of
communication with others.
• Communication involved in selling the
idea.
42
Marketing
Documents for communication:
• Flyer:
- contains a list of the special features
design can provide.
- advertisements, promotional
literature, market testing etc.
43
Marketing Documents
• Report:
- detailed device description, how it
satisfies the need, how it works, detailed
assembly drawing, specifications for
construction, list of standard parts, cost
breakdown, and other information.
- ensures that the design is understood and
constructed as intended.
44
Thank You

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Est 200 design process

  • 1. 1 EST 200, Design Process MEC
  • 2. 2 Contents • Design Process. • Ways to Design. • Design Process Map. • Stages of the Design Process. • Product Life Cycle.
  • 3. 3 Design Process • To design is to create a new product that turns into profit and benefits society. • Ability to design requires both science and art. • Art gained by practice and dedication to become proficient. • Science learned through a systematic process, experience, and problem-solving.
  • 4. 4 Design Process “A sequence of events and a set of guidelines that helps define a clear starting point that takes the designer from visualizing a product in his/her imagination to realizing it in real life in a systematic manner without hindering their creative process”.
  • 5. 5 Design Process • Two ways to design. • Evolutionary Change: - Product allowed to evolve over a period of time. - Only slight improvement. - Done if no competition. - Limits creative capabilities of the designer.
  • 6. 6 Design Process • Innovative Design: - Emphasis on new products. - Companies for their slice of market. - Heavily draws on innovation. - Creative skills and analytical ability. - Future designs to base results on the past.
  • 7. 7 Design Process • Proficient designers control evolution and innovation so they occur simultaneously. • Emphasis is on innovation. • Designers to test their ideas against prior design.
  • 11. 11
  • 12. 12 Design Process • Formalize the design process. • Lean more towards addressing the problem. • Postpone the solution to the latter stages than finding a solution early on and then try to improve it. • Design is iterative, require a series of decisions to move the design along.
  • 14. 14 Needs & Market Analysis Requirements Functions Specifications Conceptualization Evaluating Alternatives Embodiment Design Detailed Analysis & Simulation Experiment Marketing Require ments Product Concept Solution Concept Embodi ment Detailed Design
  • 15. 15 Identifying Customer Needs • Client Request : - client submits a request for developing an artifact. - client may not express the need clearly. - client may know only the type of product he/she wants.
  • 16. 16 Identifying Customer Needs • Modified Design: - modification of an existing artifact. - simplicity and ease of use. - easy to use products appeal to customers.
  • 17. 17 Identifying Customer Needs • New Product: - focus on profit for the company and stockholders. - every product preempted by another or degenerates into profitless price competition. - New products have a characteristic lifecycle pattern in sales volume and profit margins.
  • 18. 18 Identifying Customer Needs • A product will peak out when it has saturated the market and then begin to decline. • Industry to seek out and promote a flow of new product ideas. • Patent protection to new products.
  • 19. 19 Market Analysis • Locate what is already available in the market and what they have to offer. • Sources of information: - Technical and trade journals. - Abstracts. - Research reports. - Technical libraries. - Catalog of component suppliers. - Patent information. - Online resources.
  • 20. 20 Market Analysis • Information gathered may reveal an available design solution and the hardware to accomplish the goal. • Knowledge of existing products will save the designer and client time and money. • Creativity may be directed towards generating alternatives.
  • 21. 21 Defining Goals • Define what must be done to resolve need(s). • Needs should be expressed in functional terms. • Definition is a general statement of the desired end product. • Difficulties encountered in design may be traced to poorly stated goals or hastily written goals. • Customer needs are not the same as product specifications.
  • 22. 22 Defining Goals • Customers will offer solutions. • Designers must determine the real needs, define the problem, and act accordingly. • Designer to clarify client’s design requirements. • Objective tree is a tool used by designers to organize the customer’s wants into categories.
  • 25. 25 Product Concept – Establishing Functions • Recognizing the generality of the need statement. • Recognizing where the problem/need stands in the whole system. • Assess what actions the product should perform during its lifetime and operation. • Consider the level at which the designer is asked to work. • Identify functions instead of potential solutions.
  • 26. 26 Establishing Functions • Remain solution neutral, no solution is referred to at this stage. • No fixation on a solution that the customer provides unintentionally. • Explore alternatives that can address the needs and goals. • Systematic design guides the designer to a problem-focused design than a solution- focused one.
  • 27. 27 Product Concept – Task Specifications • Designer to list all pertinent data and parameters that tend to control the design and guide it towards the desired goal. • Sets limits on the acceptable solutions. • Not to be defined too narrowly- designer will eliminate acceptable solutions. • Not to be defined too broad or vague - will leave the designer with no direction to satisfy the design goal.
  • 28. 28 Solution Concept – Conceptualisation • Starts with generating new ideas. • Designer to review market analysis and task specifications. • Requires free-hand sketches for producing a series of alternative solutions. • Alternatives not to be worked out in detail but recorded as possibilities to be tested. • Alternatives to perform the functions to be listed in an organized fashion.
  • 29. 29 Solution Concept – Evaluating Alternatives • Decision to be made on which alternative(s) to enter the next, most expensive, stages of the design process. • A scoring matrix forces a more penetrating study of each alternative against specified criteria.
  • 30. 30 Embodiment Design • Details not included yet - no dimensions or tolerances, etc. • A clear definition of a part, how it will look, and how it interfaces with the rest of the parts in the product assembly. • Concept may remain the same, execution and parts or the ‘embodiment’ of the design can change.
  • 31. 31 Analysis and Optimisation • Synthesis phase of design completed once a possible solution for the stated goal chosen. • Analysis phase begins – known as detailed design. • Solution to be tested against physical laws. • Manufacturability of the chosen product to be checked to ensure usefulness.
  • 32. 32 Analysis and Optimisation • Iterative sequencing with the original synthesis phase. • Analysis requires a concept to be altered or redefined then reanalyzed. • Design is constantly shifted between analysis and synthesis. • Analysis includes estimation followed by order of magnitude calculation.
  • 33. 33 Analysis and Optimisation • Estimation: – educated guess based on experience. • Order of magnitude analysis: - a rough calculation of the specified problem. - not an exact solution. - gives the order in which the solution should be expected.
  • 34. 34 Experiment • Design on paper transformed to a physical reality. • Piece of hardware constructed and tested to verify the concept and analysis of the design as to its work ability, durability, and performance characteristics. • First to deal with the mock-up, then the model, and finally the prototype when entering the experimental stage.
  • 35. 35 Experiment – Techniques of Construction • Mock Up: - least expensive technique. - provides the least amount of information. - quick and relatively easy to build. - constructed to scale from plastics, wood, cardboard etc. - to check clearance, assembly technique, manufacturing considerations, and appearance.
  • 36. 36 Techniques of Construction • Model: - representation of a physical system through a mathematical similitude. - to predict behavior of the real system. - four types of models : true model, adequate model, distorted model, dissimilar model.
  • 37. 37 Models • True model: - exact geometric reproduction of the real system. - built to scale. - satisfies all restrictions imposed in the design parameters. • Adequate model: - to test specific characteristics of the design.
  • 38. 38 Models • Distorted model: - purposely violates one or more design conditions. - violation required when it is difficult to satisfy the specified conditions.
  • 39. 39 Models • Dissimilar model: - no apparent resemblance to the real system. - through appropriate analogies. - accurate information on behavioral characteristics.
  • 40. 40 Techniques of Construction • Prototype: - an idea comes to life. - constructed, full-scale working physical system. - most expensive experimental technique. - produces greatest amount of information.
  • 41. 41 Marketing • Requires specific information that defines the device, system, or process. • Designer to put his/her thoughts regarding the design on paper for the purpose of communication with others. • Communication involved in selling the idea.
  • 42. 42 Marketing Documents for communication: • Flyer: - contains a list of the special features design can provide. - advertisements, promotional literature, market testing etc.
  • 43. 43 Marketing Documents • Report: - detailed device description, how it satisfies the need, how it works, detailed assembly drawing, specifications for construction, list of standard parts, cost breakdown, and other information. - ensures that the design is understood and constructed as intended.