Industrial Design Overview for Students
Industrial Design Overview for Students
Industrial Design
For engineering technology
Industrial design is a creative approach in designing a product. It covers relationships
among the users of the designed item, the efficient production of the designed item,
and the aesthetic characteristics of the designed item. Industrial design falls within a
broader category of design, which is the professional area of activity concerned a wide
variety of objects and spaces. Consumer appliances, tools, safety equipment, business
machines, furniture, medical equipment, architectural products, and transportation
devices make up a partial list of those areas of specialization in industrial design.
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INTRODUCTION TO INDUSTRIAL DESIGN
Table of Contents
1.0 Introduction to Industrial Design
1.1 History
1.2 Classification
6.0 Ideation
6.1 Brain storming
6.2 Mind mapping
6.3 Idea filtering
1.0 HISTORY
The Industrial Revolution which took place from the 18th to 19th centuries was
a period during predominantly agrarian, rural societies in Europe and America
became industrial and urban. Prior to the Industrial Revolution, which began in
Britain in the late 1700s, manufacturing was often done in people’s homes, using
hand tools or basic machines. Industrialization marked a shift to powered, special-
purpose machinery, factories and mass production. The iron and textile industries,
along with the development of the steam engine, played central roles in the
Industrial Revolution, which also saw improved systems of transportation,
communication and banking. The Industrial Revolution is the name given the
movement in which machines changed people’s way of life as their methods of
manufacture. There were several changes that led to the revolution such as the
invention of machines to do work of hand tools, the use of steam and other power
and adoption of the factory system.
The industrial revolution had been developed from early of the 16th century.
The emergence in Italy and Germany confronted with competitive pressures of
pattern books which were collections of engraving illustrating decorative forms
and motif that could be applied to a wide range of products and its application.
The architects’ and shipwrights’ drawing were developed during the Italian
Renaissance.
Shropshire, England. Abraham Darby I melted the iron ore with coke made from
Coalbrookdale. Shropshire became a centre for industry due to low price of fuel from
local mines. The bridge had been used only for pedestrians and closed for the
vehicular traffic. The first users of steam engines were the coal and iron industries.
They were destined to be basic industries in the new age of machinery. As early as
1720 many steam engines were in operation. In coal mines they pumped out the water
which usually flooded the deep shafts. In the iron industry they pumped water to
create the draft in blast furnaces.
The iron industry benefited also from other early inventions of the 18th century.
Iron was scarce and costly, and production was falling off because England's forests
could not supply enough charcoal for smelting the ore. Ironmasters had long been
experimenting with coal as a fuel for smelting. Finally the Darby family, after three
generations of effort, succeeded with coal that had been transformed into coke. This
created a new demand for coal and laid the foundation for the British coal industry.
The next great steps were taken in the 1780s, when Henry Cort developed the
processes of puddling and rolling. Puddling produced nearly pure malleable iron.
Hand in hand with the adoption of the new inventions went the rapid development of
the factory system of manufacture. Then, in 1828, the Nielson’s hot blast process
for Iron had been founded. The hot blast referred to preheating of air blown into a
blast furnace or other metallurgical process. The hot blast worked by alternately
storing heat from the furnace flue gas in a firebrick lined vessel with multiple
chambers, then blowing combustion air through the hot chamber and also known as
regenerative heating. As a result, the fuel consumption reduced. The hot blast allowed
the use of anthracite in iron smelting to lower the quality coal because less fuel meant
proportionately less sulphur and ash. The hot blast had been invented and patented by
James Beaumont Neilson at Wilsontown Ironworks.
On the sea, Britain dominated the industrialised world both in tonnage and
distance: the British India Steam Navigation Co., established in 1856, became the
largest shipping line in the world, eventually connecting India to South East Asia, the
Far East, the Persian Gulf, Britain, East Africa and Australasia. The emergence of
Britain in the Victorian period as the world's most powerful trading nation was the
direct result of the process of industrialisation that had transformed the country since
the latter part of the 18th century. This economic and social revolution had been
driven by many elements, but the most significant by far was the widespread
application of steam technology. Matthew Boulton had made steam power a practical
reality. It radically improved Britain's core industries, namely the production of
textiles, metalwork and other manufactured goods, and the mining of coal and other
raw materials. By 1820 the potential of the steam engine as a viable source of power
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INTRODUCTION TO INDUSTRIAL DESIGN
for ships and railway locomotives had been realised. Inextricably linked to the process
of industrialisation was the increasingly stratified structure of British society, made in
any case more rigid by the application of the work ethic, a reflection of a revived
Protestant philosophy that had been largely dormant in the pre-Victorian period.
Classification was the order of the day in a society whose values were linked to a well-
defined moral code, fortified by concepts such as 'improvement' and 'self-help'.
The machines of the Industrial Revolution in the 18th and early 19th
centuries were simple, mechanical devices compared with the industrial
technology that followed. Many new products were devised, and important
advances were made in the system of mass production. Changes in industry were
so great that the period after 1860 has been called the Second Industrial
Revolution. New scientific knowledge was applied to industry as scientists and
engineers unlocked the secrets of physics and chemistry. Great new industries
were founded on this scientific advance: steel, chemicals, and petroleum benefited
from new understandings of chemistry; breakthroughs in the study of electricity
and magnetism provided the basis for a large electrical industry. These new
industries were larger and more productive than any industries existing before.
Germany and the United States became the leaders, and by the end of the 19th
century they were challenging Great Britain in the world market for industrial
goods.
The steel and chemical industries used new technology that greatly
increased production. The size of factories increased rapidly, employing more
workers and using more machinery. These industries integrated all stages of
production under a single corporate structure. They bought out competitors and
acquired sources of raw materials and retail outlets. Corporations such as U.S.
Steel and Standard Oil controlled all stages of manufacturing the product, from
mining and drilling to delivering it to the customer. This gave them great
economic power, and the United States government took measures to limit their
monopolies in steel and petroleum.
used in the stock exchanges and on the railway systems. Alexander Graham Bell
patented his telephone in 1876, and networks of telephone lines were built quickly
across the United States.
The telephone became a useful tool for managers to keep in contact with
the widely dispersed parts of their businesses. New methods of management were
devised that stressed central control, planning, and efficient production methods.
One of the leading advocates of "scientific management" was Frederick Winslow
Taylor.
Only Great Britain, the United States, Germany, France, and some parts of
the Scandinavian countries had successfully completed an industrial revolution.
Most of the world's population still worked in primitive agricultural economies.
China, India, and Spain did not begin to industrialize until well into the 20th
century.
Then, the Bauhaus was moved to Dessau in 1925 to 1932 and moved to
Berlin in 1932 to 1933 before was forced to close under pressure of Nazi political
party in 1933. The Nazi government had claimed that the Bauhaus was a centre of
communist intellectualism.
We are addressing the issues about the history of industrial design which is more
focus on the classification section. We choose telecommunication and transportation
which is another classes of industrial design. Compare to other classes the
technology of these classes had changes and revolve quickly in industrial.
1.2.1 Transportation
The flow history of industrial which happened around 1790 to 1890 focuses on
innovations in transportation, technology, and power that include how people
worked, the increment of capacity production and the expand of their products to
the markets.
Transportation is mean by the movement of people and goods from one place
to another place which the word comes from Latin word “transportare”. Trans is
across while portare is to carry. The very first form of transportation is by human’s
foot or also known as “shanks pony”. Below is the timeline of the history of
transportation:
a) Volkswagen Beetle
The new Beetle “Concept 1” had been unveiled in 1994 by Volkwagen at the
North American International Auto Show. It was designed by J Mays that
research for a new American that targeted design revealed a strong customer
emotion for the original beetle. The original beetle was sold in US from 1949 till
1980 and it develops the concept which was deliberately reminiscent of the
original Beetle’s rounded shape. The design has a positive respond and reached
production in 1998 after 20 years of original Beetle was sold in US and 60 years
after the first Beetle was produced in Germany. This design had become the
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INTRODUCTION TO INDUSTRIAL DESIGN
popular design concept and was manufactured in Mexico with water cooled front
mounted engines.
In 1924, the first idea of Beetle was come from Adolf Hitler to solve
Germany’s unemployment problem. The car was designed that have two doors,
capable of transporting four passengers with a speed 100km/h. He also explained
that the engine should have air cooled same as a doctor has his own garage. The
“people cars’ was available to the citizens of Nazi Germany through savings
schemes with prices was almost equal to price of a motorcycle at that time. It was
among a first car engine works without using water. The designs for the
Volkwagen were not finalized until 1938. In 1939 the Volkwagen finally saw the
light but the production of the Volkwagen was ceased because of the Second
World War.
In 1934, the Stuttgart design company, owned and run by Ferdinand Porsche
was given the important task to designing this car within 10 month. The Hitler
was specified the criteria of the cars which are the car must have a top speed of 62
mph, achieve 42 miles per gallon, must have an air-cooled engine and can be
transport 2 adults and 3 children.
In 1935, an Austrian engineer that working for the company for less than a
year came up with a design for a flat four engine. The designed was the most
suitable option and same engine design has driven the Volkswagen Beetle for the
last 60 years. Ferdinand Porsche has incorporated some older design within this
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INTRODUCTION TO INDUSTRIAL DESIGN
Hitler was sketched his own design for the Beetle and were completed by
1938. His announced the new name for Volkswagen was the KdF-Wagen (Kraf
durch Freude-strength through joy car)
In 1939, the 150 000 Volkswagen Beetle was producing by the largest
motor factory in Europe per year with plans to expansion by 1942 the production
rate potential was 1.5 million cars per year.
Evolution Beetle
1938
1945
1950
1971
1998
2012
2018
1.2.2 Telecommunication
Telephone takes an important role in our life ever since the day it was created. It
is an instrument designed for the simultaneous transmission and reception of the human
voice. The creation of telephone was started from an accident which gives Alexander
Graham Bell idea to create it. It started in 1870s, two inventors Elisha Gray and
Alexander Graham Bell both independently designed a devices that could transmit speech
electrically. On March 10, 1876, Alexander Graham Bell and his assistant demonstrates
the new instrument by spoke the words “Mr. Watson, come here, I want to see you”.
Even though, Bell and Gray invented the designs almost the same times but Bell won and
got to patented his telephone first. Then, Bell launched the telephone era with the first bi-
directional electronic transmission of the spoken word.
First, before the creation of telephone, Bell started doing experiment by using
telegraph to make improvement to it. Both telegraph and telephone are wire-based
electrical systems, and Alexander Graham Bell's success with his attempt of the idea
from the improvement of telegraph to make a telephone.
Candlestick is telephone that was popular from the 1890s to the 1930s. The
candlestick phone was separated into two pieces which consist of a mouth piece mounted
at the top that act as transmitter and an ear phone act as a
receiver that held to the ear during calling.
The Rotary has been around and become popular since
1914s. The rotary allows for specific number dialing through a
series of pulses that are controlled by a user dial. In 1919, the
first rotary dial entered into the service. This phone has been
invented by John and Charles Erickson, and their partner A.E.
Keith, in 1896.
Picture 2 : The Candlestick
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INTRODUCTION TO INDUSTRIAL DESIGN
Touch-Tone, is a phone that allowed phones to use a keypad to dial numbers and
make phone calls. It was introduced by AT&T in 1963. It was installed first outside of
Pittsburgh in Carnegie and Greensburg, Pennsylvania. The push-button phone replaced
the rotary dial phone which much betters that have a blue box keys on it. Each key would
transmit a certain frequency, signalling to the telephone operator which number you
wanted to call.
In the final design, the Aeron chair was come out with a difference from any
chair that had ever been designed for office or personal use. Bill Strumpf said that
the shape is similar to living organism so he considered the chair to be ‘biomorphic’.
After the designed was confirmed, the Herman Miller employed a team of physical
therapists, ergonomists, orthopaedic and ordinary users to test the new design. The
company has conducted extensive research on the flexible mesh fabric to use on the
chair. Otherwise, that company also tested the properties that repel heat and moisture
and elements such as weight distribution. Furthermore, to make sure the Aeron chair
was suitable and comfortable to various shapes and size of people they used the real
people as a tester to determined sizing and also assembled sampling of 224 peoples.
the objects the data pertains to; as such they generally require the interpretation of the
data gatherer. Their level of reliability compared to other sources varies considerably.
These sources may be hosted on the internet, printed in publications, displayed
through broadcast media, or otherwise disseminated. They are generally available or
at least citable as stable and traceable future references.
Objects
The use of objects as visual aids involves bringing the actual object to demonstrate on
during the speech. For example, a speech about tying knots would be more effective by
bringing in a rope.
Pro: the use of the actual object is often necessary when demonstrating how to do
something so that the audience can fully understand procedure.
Con: some objects are too large or unavailable for a speaker to bring with them.
a) Models
Models are representations of another object that serve to demonstrate that object
when use of the real object is ineffective for some reason. Examples include
human skeletal systems, the solar system, or architecture.
Pros: models can serve as substitutes that provide a better example of the real
thing to the audience when the object being spoken about is of an awkward size or
composure for use in the demonstration.
Cons: sometimes a model may take away from the reality of what is being spoken
about. For example, the vast size of the solar system cannot be seen from a model,
and the actual composure of a human body cannot be seen from a dummy.
b) Graphs
Graphs are used to visualize relationships between different quantities. Various
types are used as visual aids, including bar graphs, line graphs, pie graphs, and
scatter plots.
Pros: graphs help the audience to visualize statistics so that they make a greater
impact than just listing them verbally would.
Cons: graphs can easily become cluttered during use in a speech by including too
much detail, overwhelming the audience and making the graph ineffective.
d)Maps
Maps show geographic areas that are of interest to the speech. They often are used
as aids when speaking of differences between geographical areas or showing the
location of something.
Pros: when maps are simple and clear, they can be used to effectively make
points about certain areas. For example, a map showing the building site for a new
hospital could show its close location to key neighbourhoods, or a map could
show the differences in distribution of AIDS victims in North American and
African countries.
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Cons: inclusion of too much detail on a map can cause the audience to lose focus
on the key point being made. Also, if the map is disproportional or unrealistic, it
may prove ineffective for the point being made.
e)Tables
Tables are columns and rows that organize words, symbols, and/or data.
Pros: Good tables are easy to understand. They are a good way to compare facts
and to gain a better overall understanding of the topic being discussed. For
example, a table is a good choice to use when comparing the amount of rainfall in
3 counties each month.
Cons: Tables are not very interesting or pleasing to the eye. They can be
overwhelming if too much information is in a small space or the information is
not organized in a convenient way. A table is not a good choice to use if the
person viewing it has to take a lot of time to be able to understand it. Tables can
be visual distractions if it is hard to read because the font is too small or the
writing is too close together. It can also be a visual distraction if the table is not
drawn evenly.
f)Photographs
Pros: Photographs are good tools to make or emphasize a point or to explain a
topic. For example, when explaining the shanty-towns in a third world country it
would be beneficial to show a picture of one so the reader can have a better
understanding of how those people live. A photograph is also good to use when
the actual object cannot be viewed. For example, in a health class learning about
cocaine, the teacher cannot bring in cocaine to show the class because that would
be illegal, but the teacher could show a picture of cocaine to the class. Using local
photos can also help emphasize how your topic is important in the audience's
area.
Cons: If the photograph is too small it just becomes a distraction. Enlarging
photographs can be expensive if not using a power point or other viewing device.
g)Drawings or diagrams
Pros: Drawings or diagrams can be used when photographs do not show exactly
what the speaker wants to show or explain. It could also be used when a
photograph is too detailed. For example, a drawing or diagram of the circulatory
system throughout the body is a lot more effective than a picture of a cadaver
showing the circulatory system.
Cons: If not drawn correctly a drawing can look sloppy and be ineffective. This
type of drawing will appear unprofessional.
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INTRODUCTION TO INDUSTRIAL DESIGN
a) Chalkboard or whiteboard
Chalkboards and whiteboards are very useful visual
aids, particularly when more advanced types of media
are unavailable. They are cheap and also allow for much
flexibility. The use of chalkboards or whiteboards is
convenient, but they are not a perfect visual aid. Often,
using this medium as an aid can create confusion or
boredom. Particularly if a student who is not familiar
with how to properly use visual aids attempts to draw on
a board while they are speaking, they detract time and
attention from their actual speech.
If available, whiteboards are good for developing an explanation, diagrams and
simple headings, and for recording interaction with, and comments from, the
audience during brainstorming sessions. Remember that writing on a whiteboard
takes time and that you will have to turn your back to the audience to do so. If using
a whiteboard, you should ensure that your handwriting is legible, aligned
horizontally, and is sufficiently large to be seen by all the audience. Also ensure
that you use non-permanent pens (sometimes referred to as dry-wipe pens) rather
than permanent markers so that your writing can be erased later.
Bear in mind that white background of a whiteboard can cause contrast problems
for people with vision impairment. If you have access to an interactive whiteboard,
you should make sure you know how this works, and practice using it, before your
presentation.
b) Poster board
A poster is a very simple and easy visual aid. Posters can display charts, graphs,
pictures, or illustrations. The biggest drawback of using a poster as a visual aid is that
often a poster can appear unprofessional. Since a poster board paper is relatively
flimsy, often the paper will bend or fall over. The best way to present a poster is to
hang it up or tape it to a wall
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INTRODUCTION TO INDUSTRIAL DESIGN
c) Handouts
Handouts can also display charts, graphs, pictures, or illustrations. An important
aspect of the use of a handout is that a person can keep a handout with them long
after the presentation is over. This can help the person better remember what was
discussed. Passing out handouts, however, can be extremely distracting. Once a
handout is given out, it might potentially be difficult to bring back your audience’s
attention. The person who receives the handout
might be tempted to read what is on the paper,
which will keep them from listening to what the
speaker is saying. If using a handout, the
speaker distributes the hand out right before you
reference it. Distributing handouts is acceptable
in a lecture that is an hour or two, but in a short
lecture of five to ten minutes, a handout should
not be used.
d) Video excerpts
A video can be a great visual aid and attention grabber, however, a video is not a
replacement for an actual speech. There are several potential drawbacks to playing a
video during a speech or lecture. First, if a video
is playing that includes audio; the speaker will
not be able to talk. Also, if the video is very
exciting and interesting, it can make what the
speaker is saying appear boring and uninteresting.
The key to showing a video during a presentation
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is to make sure to transition smoothly into the video and to only show very short
clips.
e) Projection equipment
There are several types of projectors. These include slide projectors, PowerPoint
presentations, overhead projectors, and computer projectors. Slide projectors are the
oldest form of projector, and are no longer used. PowerPoint presentations are very
popular and are used often. Overhead projectors are still used but are somewhat
inconvenient to use. In order to use an overhead projector, a transparency must be
made of whatever is being projected onto the screen. This takes time and costs
money. Computer projectors are the most technologically advanced projectors.
When using a computer projector, pictures and slides are easily taken right from a
computer either online or from a saved file and are blown up and shown on a large
screen. Though computer projectors are technologically advanced, they are not
always completely reliable because technological breakdowns are not uncommon of
the computers of today.
i. PowerPoint
a. Use of PowerPoint and other presentation software is very common when
presenting today. Care should be taken, however, that visual effects do not
detract from the presentation itself. If you do choose to use PowerPoint
try to have a practice run well in advance of a presentation so that you are
confident when giving the presentation itself.
ii. Over-Head Projector (OHP)
a. Displays can be prepared on acetates, both in written and graphic form.
b. They command attention but, as with other visual aids, care must be taken
to talk to the audience and not the screen. OHPs are suitable for both large
and small groups although the machines can be noisy and unreliable and
the projector can obscure the screen. OHPs as a method of presenting have
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Like OHPs, the use of slides has largely been replaced by digital photography
projected using PowerPoint or other presentation software in professional
situations.
f) Computer-assisted presentations
g) Flip charts
A flip chart is a popular, low cost, low tech solution to
recording interactive meetings and brainstorming sessions.
A flip chart can be prepared in advance and is portable; it
requires no power source and no technical expertise. Flip
charts are ideal for collecting ideas and responses from the
audience and are good for spontaneous summaries.
However, if the audience is large, a flip chart will be too
small to be seen by everyone.
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h) Infographics
The most basic way to understand why visual content is so effective on social
media is to consider that the brain processes visual information 60,000 times faster
than text. When we’re scrolling through hundreds (and sometimes thousands) of
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posts, tweets and updates – images are simply easier to digest. Infographics take
this concept to the next level, allowing brands to capture complex pieces of
information and turn them into engaging social media posts. Notice how Charity
World Vision has created a Pinterest board dedicated solely to its infographics. By
doing so, they’re able to share large chunks of information in a single visual post.
Effective information delivery is way of conveying the right messages and thoughts
through a visualize medium to the right user, commonly it will go through three
important criteria which is form, context and content. A proper message is deliver
with an effective manner if it forms is attractive to user, it has an outstanding context
and interesting content. These three elements will be further discussed in the next
subtopic of this assignment.
Form Context
Effective
information
delivery
Content
e) Plan and organize collected information using attractive symbols, fonts and
images.
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i. Sketching
Above shows two types of sketching, difficult to convey message to audience (left)
and clearly convey message to audience regarding the concepts in one’s mind.
Above shows two types goods arranging, the goods are not arrange in proper manner
according to ages or types of diaper, message difficult to convey message to audience
(left) and they used “steps” to bring out their message so that parents can clearly
know that the sizes of baby diapers which placed higher is bigger size.
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INTRODUCTION TO INDUSTRIAL DESIGN
Compare both images, right side will be more attractive and brings out the message
more clearly with images and figures. Black and white with only words will tend to
let read get bored easily and refuse to continue reading the text.
Research has been done through online; we found a few effective successful
organizations have shared their own opinion on effective information delivery.
People are catching on to the ways visuals affect customer responses. Visuals can
help you tell your brand or products story or explain new features and products.
Visuals also have the chance to go viral – it’s easy for people to like, share and
respond to graphic content
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2.3 CONCEPT
All the visual communication form needed to analyse properly first before design
it for the specific audience to make sure that the design is fulfil the audience
background and lifestyle. By this, the designs can only attract the audience and can be
a good design. For example, we can use a large and eye-catching text or images or
even something unusual to make the design interested and attract the audience. There
are some design principles for visual communication we can review: simplicity,
unity, emphasis, readability, organization, balance, accuracy, and clarity.
a. Simplicity: Keep the poster, display, or slide simple. It should not be crammed
full of text or images. If you want to make the massage easier to understand and
recall, the fewer the elements such as text, or image need to put in the page or
screen.
b. Unity: All the visual communication need to compatibility in colour and structure
to enhance the harmony of the design. For example, all the font style or images
need to be showed unity in different posters if they are used for promote same
event or activity. Other than that, use the similar background, text and graphic
image for the slides and connect it with the content.
c. Emphasis: The important information can differentiate and emphasis easily by
using the harmonious materials to create unity in the overall of design. By using
some strategies can help the audiences clarify and catch the main point
immediately such as use some different element to attract their attention or use
some unique sentences that straight to the point. Emphasis will be more effective
if used sparingly, this means that we cannot emphasize all the information, if not,
there will be nothing stands out and the content need to focus will be very wide.
Same as, if we using too many strategies, this will make the audiences become
confuse. There have some consideration elements can used during attract the
attention of audiences to a specific sentence on poster, exhibit or slide.
Animation: Animation or transition "reveals" might draw attention to text or
images on the screen.
Underline, italics, and boldface: Boldface can use for headings, italics for
unfamiliar terminology, and underline for emphasis. Used consistently of
these because it can be excellent attention-getters. Pick one and assign them to
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different jobs but cannot use all of the three indiscriminately, this will make
the audience become confused.
Bullet points: By using bullet-pointed text in posters, exhibits, or computer
slides, it can help readers digest information in a short time. Normally, people
will think that the important message will be presented in bullet points to
make it easy to understand and attract the attention of audiences.
Colour: Certain colours will interpret in specific ways by most people. Using
different colour of the text or images in a page and screen will catch the
attention of audiences immediately. There are two types of colours, which are
warm colour and cool colour. In the Warm colours included reds, yellows,
and blends of those two colours (orange). These colours are related to heat,
fire, and the sun. While for the Cool colours consist like blue and green call
to mind the sky, sea, and wilderness. The following colours can be used
according to the message which are trying to get across to audience:
i. Red is the most dramatic colour. It excites and stimulates people. Red is
often associated with aggressive behaviour, passion, success, and
impulse. Use red sparingly, because it is such a "hot" colour.
ii. Bright yellow often is associated with health and wellbeing. Yellow is
also associated with caution. For example, all traffic signs that pertain to
caution—such as yield signs—are in yellow.
iii. Blues are associated with tradition, orderliness, and stability. Light blues
are associated with cleanliness. Dark blue colours seem to have a calming
effect. Purple is seen as daring, royal, and elegant.
iv. Greens provide a sense of nature and regeneration. Green is used by
many environmental organizations.
v. White is a symbol of purity and innocence in Western countries.
vi. Black usually signifies finality, ending, and death in Western countries.
d. Readability is usually measured in elementary school grade levels. Readable text
uses simple, short sentences and explains unfamiliar words and concepts
carefully. Of course you wouldn't oversimplify or "talk down" to the audience, but
for the most part it's actually more effective for communication to aim a bit lower
than the audience's reading level when communicating complicated information.
In addition to writing the content at or below the educational level of your
audience, try some of these strategies to enhance readability:
Bullet points: In addition to being an emphasis element, bullet points also
help people understand information, especially if the bullet-pointed
information is concise.
Underline, italics, and boldface: Use these to draw attention to certain parts
of your materials, but do not overdo specialized font styles, especially italics.
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2.4 CONTENT
The efficient, engaging and easy to synthesize content have been craved in a
world of exponential information growth. But, successful content is not simply
created from words and pictures thrown together. It is crafted with intent,
understanding and a solid framework.
Visuals able to explain about the message which the words cannot, that is why
infographics are infiltrating external content strategies for deeper audience
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begins to make them elegant. That might be a chart if you’re trying to present
quantitative data, or one of these visuals, if you’re trying to convey a concept.
Creative designer could add a theme on top of these wire-frames (something
related to the subject matter, perhaps) for something that really strikes a chord with
your audience.
2.5 CONTEXT
There have some possible meaning of context. Context means fixes meaning
which allows us to understand about it. It also parts that precede or follow a passage
or word which translates about how one arrives at an idea and its implications for the
future. It is about the ambient condition which consist the stuff around it that makes it
happen.
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Putting your visuals into context is absolutely critical because the context will
effectively control and influenced the message of the visuals you are want to draw
people’s attention to.
a. Complimentary Images
These three categories of information will set in place the necessary components need
to ensure that the visuals have context and clarity.
As move forward through the visual thinking process, it’s important to keep the
context of the visuals in mind. The following set of questions might allow you to
critically examine the context within which you place your visuals and the message
you are attempting to convey:
Not necessarily need to fulfil all the questions for every visual. In fact, some
questions might not apply to all visuals. However, it’s important to keep them in mind
in order to ensure that all visuals are put into a relevant context that will help
minimize misunderstandings or misinterpretations.
2.6 FORM
Visual communication means that the communication takes place by any visual
aid such as signals, map, chart, poster, and slide, sign etc.
a). Visual symbols: Visual symbols are also used from long ago. For example, pigeon,
tiger and white flag are used as the symbol of peace, brave and alliance respectively.
b). Signal: Signal is use in various situations as the tool of visual communication.
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c). Table, chart, diagram etc: Table, chart, diagram etc. are used in data presentation
DESIGN ELEMENT
1. AESTHETIC
Aesthetics in Design
In design terms, aesthetics is our perception or opinion of an object based on what
we see, feel, hear, smell and even taste. Our opinion could be based on one or all of these
senses.
Aesthetic response is most frequently stimulated by visual information, largely
because the vision system provides data more immediately and at higher rates than do the
other senses. Aesthetic response can also stimulate via senses.
a) Physio-Pleasure
Pleasure derived from the senses from touch, smell, sensual pleasure etc. For
example, the smoothness of a curve in a hand-held product or the smell of a new
car.
b) Socio-Pleasure
Pleasure gained from interaction with others. This may be a 'talking point'
product like a special ornament or painting, or the product may be the focus of a
social gathering such as a vending machine or coffee machine. This pleasure can
also come from a product that represents a social grouping, for example, a
particular style of clothing that gives you a social identity
c) Psycho-Pleasure
Pleasure from the satisfaction felt when a task is successfully completed.
Pleasure also comes from the extent to which the product makes the task more
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pleasurable, such as the interface of an ATM cash machine that is quick and
simple to use. It is closely related to product usability
d) Ideo-Pleasure
Pleasure derived from entities such as books, art and music. This is the most
abstract pleasure. In terms of products, it is the values that a product embodies,
such as a product that is made of eco-friendly materials, and processes that
convey a sense of environmental responsibility to the user.
2. ERGONOMIC
Definition of Ergonomic
Compton’s encyclopaedia defined it as “making sure that the machinery, tools, and
furniture associated with a job fit the workers who do that job is a field of engineering
called ergonomics, or human engineering”. Lastly, Lueder (Ed.) Ergonomics Payoff
defines ergonomic as "Ergonomics is the science of adapting products and processes to
human characteristics and capabilities in order to improve well-being and optimize
productivity."
reach envelope of your forearms. Much of the time, problems with reach are
simply matters of rearranging your work area and moving things closer to you.
This is not exactly a hard concept to grasp; what is difficult is having the
presence of mind to notice and change the location of things that you reach for a
lot. Often it is a matter of habit; you are unaware that you continually reach for
something that could be easily moved closer. Sometimes, the work surface is just
too big, causing you to reach across to get something. One option is just to get a
smaller surface. Another option is to make a cut-out. This way, your reaches are
cut but you still have plenty of space for things.
hand makes this problem better. A slightly more subtle kind of pressure point
occurs when you stand on a hard surface, like concrete. Your heels and feet can
begin to hurt and your whole legs can begin to tire. The answer is anti-fatigue
matting or sometimes using special insoles in your shoes.
Product Designers need knowledge of all these elements. In the case of the design
of a small or simple product, the designer's responsibility may be for all of these
elements. In the case of larger products, such as cars, the designer's responsibility may be
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for aesthetics only; ergonomists and engineers providing the expertise needed for the
other elements.
The best design occurs when all three components are considered together from
the start of the design process. Usually, compromises will have to be made, but
understanding all the issues involved will help to make the most acceptable compromises.
For example, if you are designing a sports car, you will make different compromises from
those that you will make if you are designing a family saloon car.
4. COLOUR FACTOR
b) A colour Gradient
In computer graphics, a colour gradient (sometimes called a colour ramp or
colour progression) specifies a range of position-dependent colours, usually used
to fill a region. For example, many window managers allow the screen
background to be specified as a gradient. The colours produced by a gradient
vary continuously with position, producing smooth colour transitions.
Axial gradients
An axial colour gradient (sometimes also called a linear colour gradient) is
specified by two points, and a colour at each point. The colours along the
line through those points are calculated using linear interpolation, and then
extended perpendicular to that line. In digital imaging systems, colours are
typically interpolated in an RGB colour space, often using gamma
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compressed RGB colour values, as opposed to linear. CSS and SVG both
support linear gradients
Radial gradients
A radial gradient is specified as a circle that has one colour at the edge and
another at the centre. Colours are calculated by linear interpolation based on
distance from the centre. This can be used to approximate the diffuse
reflection of light from a point source by a sphere. Both CSS and SVG
support radial gradients
Complementary colours are any two colours which are directly opposite each
other, such as red and green and red-purple and yellow-green. In the illustration
above, there are several variations of yellow-green in the leaves and several
variations of red-purple in the orchid. These opposing colours create maximum
contrast and maximum stability.
1. Colour as association
Colour can have high emotional and symbolic associations. It can be applied in
design to conjure up soothing emotions or vivid memories to the user. These
associations vary by culture, geography, and generation. These emotions seem to
come from general associations the mind makes with that colour, though long-
term memories. These memories were developed throughout our lifetime through
repetition or specific indelible events.
3. Colour as fashion
4. Colour as identity
Colour can be used to identify the object with a person, a company or a group.
The use of colour for a corporation becomes critical for those with strong brand
recognition. Even a sports team is identified through its application of colour on
helmets and uniforms. Colour can also identify a user or efficiently organize
items.
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9. Colour as harmony
Colour can be used to make a design visually compatible with its environment. A
white kitchen appliance, for instance, is made to blend into and match the kitchen
environment. This application of colour can be used to achieve a quiet, neutral,
harmonious environment and reduce visual chaos. It is also used when a particular
colour and finish is prevalent with other items in the environment. A Band-Aids
bandage, for example, is coloured to match the majority of skin colours.
occurs when we actively scan the environment to locate a specific feature among
many distractors. In this case, colour makes it easier to visually follow the path of
a rail line, speeding up the search process.
colours. The sections form three tracks running through the book, which is
described visually in the table of contents shown above.
Thesis WordPress theme, the large green button (and unusual text) ensures users
won’t ever have to wonder how to save their selections
The 7 Principles
The 7 Principles of Universal Design were developed in 1997 by a working group
of architects, product designers, engineers and environmental design researchers, led by
the late Ronald Mace in the North Carolina State University (NCSU). The purpose of the
Principles is to guide the design of environments, products and communications.
According to the Centre for Universal Design in NCSU, the Principles "may be applied to
evaluate existing designs, guide the design process and educate both designers and
consumers about the characteristics of more usable products and environments.” The
following are the 7 principles and their guidelines.
Figure 1: The design is useful and marketable to people with diverse abilities.
The equitable use products will provide the same means of use for all users that
identical whenever possible; equivalent when not. These products are also avoided
segregating or stigmatizing any users. Besides that, provisions for privacy, security, and
safety should be equally available to all users. Other than that, equitable use principle is
also making the design appealing to all users.
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Figure 2: The design accommodates a wide range of individual preferences and abilities.
Figure 3: Use of the design is easy to understand, regardless of the user's experience,
knowledge, language skills, or current concentration level.
The products use different modes (pictorial, verbal, tactile) for redundant
presentation of essential information. Perception information will provide adequate
contrast between essential information and its surroundings. The product will maximize
"legibility" of essential information. This principle differentiates elements in ways that
can be described such as make it easy to give instructions or directions. The products
should provide compatibility with a variety of techniques or devices used by people with
sensory limitations.
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A design should arranges the elements to minimize hazards and errors such as
most used elements and most accessible elements, and the hazardous elements should be
eliminated, isolated, or shielded. Besides that, the products should provide warnings of
hazards and errors, and also provide fail safe features. Moreover, this principle is used to
discourage the unconscious action in tasks that require vigilance.
Figure 5: The design minimizes hazards and the adverse consequences of accidental or
unintended actions.
This principle is used to allow user to maintain a neutral body position. When
doing some tasks, use reasonable operating forces and minimize the repetitive actions.
The low physical effort design should be minimized the sustained physical effort.
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Figure 6: The design can be used efficiently and comfortably and with a minimum of
fatigue.
Figure 7: Appropriate size and space is provided for approach, reach, manipulation, and
use regardless of user's body size, posture, or mobility.
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The design will provide a clear line of sight to important elements for any seated or
standing user. This principle is used to ensure that make reach to all components
comfortable for any seated or standing user. Other than that, the design should
accommodate variations in hand and grip size and provide adequate space for the use of
assistive devices or personal assistance.
Whichever names are used, advocates for such design are looking to enable all of
society to function at the highest level possible, asking the following questions:
Why are we designing for a small segment of the population, leaving out millions
of others?
Why place our older adults or our younger-aged people with disabilities in
institutions when appropriately designed environments will delay or prevent
institutionalization?
Why limit the lives and contributions of persons with frailties or disabilities when
simply building “visitable” homes could allow them to interact with their friends
and relatives in the same way as others?
The following figure shows the human centred design pyramid. As summarised
by the model, human centred design consists of a series of questions and answers which
span the spectrum from the physical nature of people’s interaction with product, system
and service to the metaphysical. Designs whose characteristics answer questions and
curiosities which are further up the pyramid would be expected to offer a wider range of
affordances to people, and to embed themselves deeper within people’s minds and daily
lives. In particular, a product, system or service which can introduce a new meaning into
a person’s life would be expected to offer ample opportunities for commercial success
and for brand development, as historic examples such as Ferrari sports cars or Apple
Ipods seem to suggest.
Human centred design tools can be classified based on their intended use. The
most basic form of tool consists of facts about people such as anthropometric,
biomechanical, cognitive, emotional, psychophysical, psychological and sociological data
and models. Such items of information, which are often treated as matters of ergonomics
or human factors, provide basic factual statements regarding the abilities and limitations
of humans. Such tools define the boundaries within which to operate, and usually act
more to inform the human centred design process than to drive it. Some human centred
design tools consist instead of methodologies and techniques for interacting with people
in such a manner as to facilitate the detection of meanings, desires and needs, either by
verbal or non-verbal means.
4.2 PERCEPTION
For example, vision involves light striking the retina of the eye, smell is mediated by
odour molecules, and hearing involves pressure waves. Perception is not the passive
receipt of these signals, but is shaped by learning, memory, expectation, and attention.
Perception can be split into two processes. Firstly processing sensory input which
transforms this low-level information to higher-level information such as extracts shapes
for object recognition. Secondly processing which is connected with person's concept and
expectations (knowledge), and selective mechanisms (attention) that influence
perception. Perception depends on complex functions of the nervous system, but
subjectively seems mostly effortless because this processing happens outside conscious
awareness.
The whole process in which a meaning is derived from a product appearance can
be summarized in two steps (Figure 10). First, when consumers see a product appearance,
consumers perceive certain physical properties that together make up the design of the
product such as colour, shape, and texture. For example, refrigerators are rectangular and
have a smooth, shiny white surface. Second, certain combinations of colours, materials
and other physical aspects give a product a look that can be described by a certain
appearance attribute (Brunswick, 1952). For example, a DVD-player that is angular,
metallic-looking and is made of a smooth material is perceived as modern. Attributes are
considered to be more abstract than separate physical aspects (Kaul & Rao, 1994;
Snelders, 1995; Veryzer, 1999; Geistfeld, Sproles, & Badenhop, 1977). The appearance
attributes together provide the consumer with an overall impression of the product.
Further, they are more actionable and informative than physical properties for designers
to use in briefings or product evaluation studies. In briefings, these attributes can be a
way of making clear to designers what is expected from them. In product evaluation
studies, it can be assessed whether consumers do actually perceive the meanings that the
designer intended to design in the product using appearance attributes.
When processing such stimuli, humans respond by exhibiting behavioural reactions in the
form of experiences, actions and evaluations.
4.3 INTUITIVE/INTUITION
Intuition is ability that without the need for conscious reasoning, and in
immediately you get what you want. In precise explanation, intuition is known as when
the knowledge of the user is sufficient to perform task and the outcomes are as expected
and desired. (Bres, 2014)
There are some guidelines for a simple and intuitive design which include
eliminate unnecessary complexity, be consistent with user expectations and intuition,
accommodate a wide range of literacy and language skills, arrange information consistent
with its importance, and provide effective prompting and feedback during and after task
completion.
Honest terminology makes product and experience more likely to fulfil user
expectation. (Monses, 2014). An intuitive product can quickly pick up by user natural
movements and translate that movement into action. The learning duration is only about
few second to literate to operate the product, and this made it drastically efficient when
compared with a non-intuitive product.
4.4 FLEXIBILITY
Flexibility of a design implies that how easy the design can accommodate the
changes. A design must be flexibility in use which means that accommodate a wide range
of individual preferences and abilities. The guidelines for a flexible design include
provide choice in method of use, accommodate right-handed or left-handed access and
use, facilitate the user’s accuracy and precision, and provide adaptability to the user’s
pace.
Product flexibility for future evolution can be distinguished from other product
attributes such as changeability, re-configurability, adaptability, and robustness.
Changeable systems are defined as “those systems whose configurations can be changed,
altered, or modified with or without external influence after the system has been deployed
(Ferguson et al., 2007).” Reconfigurable systems are a subset of changeable systems that
are capable of specific, repeatable transformations, often involving changes of state
during deployment (Ferguson et al., 2007; Siddiqi and De Weck, 2008; Singh et al.,
2009). Similarly, adaptable systems are often defined as a specific type of reconfigurable
system that is capable of changing its configuration without external intervention after it
has been deployed (Fricke and Schulz, 2005; Ross, Rhodes and Hastings, 2008). Whereas
reconfigurable systems research is generally focused on modifying the configuration of a
product or system as it is being used, the research presented in this paper is focused on
redesigning a product to meet changing needs and requirements that cannot be met in any
other way. When a product is redesigned over time, it is said to evolve (Ferguson et al.,
2007; McManus and Hastings, 2006) — a type of change that is facilitated by flexibility
or the ability of a system to be changed easily to meet new requirements or objectives.
(Ferguson et al., 2007; McManus and Hastings, 2006; Roser and Kazmer, 1999; Ross,
Rhodes and Hastings, 2008; Saleh, Hastings and Newman, 2002; Thomke, 1997)
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A product that is flexible for future evolution has physical attributes that make it
faster and easier to redesign it into a future product offering. The manner in which the
components of the product are physically oriented relative to each other, the interfaces
between them, and the form of the components themselves are important factors that
determine whether a design is flexible enough for future evolution (Palani Rajan et al.,
2004). This type of product redesign is particularly challenging because it often takes
place after a design has been finalized and launched, and manufacturing tools and
processes have been established. To support this evolutionary process, design tools are
needed for quickly and economically innovating and selecting designs that are flexible
enough to accommodate unanticipated future changes.
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MARKET FEASIBILITY
Market feasibility identifies whether the product or service is viable within the
competitive environment of the industry or marketplace. The study needs to identify and
assess individual opportunities, and provide rationalization to proceed with that
opportunity, or assess other alternatives. The study needs to include the total market
potential and incorporate customer opinions regarding the particular service or product.
ii. Low market growth – This result in firms having to struggle for a slowly growing
market share.
iii. High fixed costs – When an industry has high fixed costs (the cost of getting into
and staying in the business), then players need to look for efficiencies in the size
of their operation to achieve economies of scale and increase their potential
profit.
iv. Perishable goods – These are required to be sold quickly, and cannot be
inventoried for long. This may lead to price cutting and other competitive
dynamics, as businesses may need to unload large volumes of the same product
around the same time.
v. Limited exchange costs – This has to do with the cost to the customer of
exchanging or switching products or services.
ii. Opportunity and Issue Analysis - analyzes the major external opportunities
and threats to the company and the internal strengths and weaknesses of
the company, along with a discussion of key issues facing the company.
iii. Goals and Objectives - outlines major company goals and the marketing
and financial objectives.
iv. Marketing strategy - provides the company's marketing strategy statement,
summarizing the key target buyer description, competitive market
segments the company will compete in, the unique positioning of the
company and its products compared to the competition, the reasons why it
is unique or compelling to buyers, price strategy versus the competition,
marketing spending strategy with advertising and promotion, and possible
Research and development and market research expenditure strategies.
v. Sales and Marketing Plan - outlines each specific marketing event or
action plan to increase sales. For example, it may contain a summary of
quarterly promotion and advertising plans, with spending, timing, and
share or shipment goals for each program.
product creates a separate market for that product, to the extent that they are
able to do so through marketing activities and demand.
vii. Branding
Branding is one of the most important factors influencing an item's success
or failure in today's marketplace. A brand is a combination of name, words,
symbols, design, reputation and association. It identifies a product and/or its
company and differentiates it from competition.
TECHNOLOGY FEASIBILITY
5.1 Introduction
Analysis about technical mostly using during develop process or in manufacturing
process to create new product. In this analysis, engineering aspect very important
to decrease leak of production time and also can improve quality of product.
Therefore, the new technology provides in engineering field to get better result in
process, can reduce time or cost and get the good environment in working place.
The purpose of technical analysis is get more feasibility in process of system. It
means the inputs required in this process very important and available to
organization. However, the likely use for facilities in manufacturing process is
size, technology, location and etc. This method can detect what weakness can
improve in this system or process. The fields of the technical study can be
determined as follows: -
i. Method of Production
v. Technical arrangements
x. Environmental aspects
ii. Availability of markets for outputs of each method and the expected prices for
these outputs.
iii. Various efficiency factors such as the expected increase in one additional unit of
fertilizer or productivity of a specified crop per one dune.
i. Determination of tools and equipment needed for the project such as drinkers and
feeders or pumps or pipes …etc.
The most important factors that determine the selection of project location are the
following:
ii. The impact of the project on the environment and the approval of the concerned
institutions for license.
iii. The costs of transporting inputs and outputs to the project's location (i.e., the
distance from the markets).
ii. Process and performance guarantees in terms of plant capacity, product quality and
consumption of raw materials and utilities.
Technical analysis must define the materials and utilities required, specifying their
properties and setting up their supply programmer. Material inputs may be
classified into 4 broad categories:
i. Raw materials classified into :( Agricultural products, Mineral products, Livestock
forest products, and Marine products)
ii. Processed industrial materials and components. (Represent important inputs and
Analysis should cover the total requirement, sources, prices etc.)
iii. Auxiliary materials and factory supplies chemicals, packing materials, oils, grease
etc.
ii. Calculated on the basis of installed capacity, technical conditions of plant, shift
pattern, down time for maintenance and holidays.
ii. Site refers to Specific area or piece of land where the project would be set up.
v. Proximity to market
x. The site selection would depend on the cost of site. Two or three alternative sites
must be considered and evaluated with respect to cost of land and cost of site
preparation and development.
v. The equipment required may be classified into the following types: Process,
Mechanical, Instruments, Control, Internal transportation, Others
Difficulty in transport
v. Communication layout
v. Location
6.0 Ideation
In this industrial design there are several processes to start designing a product. The
primary process in design is ideation where it is to generating, communicating with new
ideas and developing which is a creative process. It can be shown in many ways such as
visual, concrete or abstract. To get the actual of a product is by the compression of an
ideation a combination of all the innovation. This ideation is a priority of designing
process on practical and theoretical. In ideation there are also several important elements
that it takes in consideration such as creativity, idea, design and innovation.
Idea is the main of creating an ideation it is image representation of some object. It also
shows the concept that can present the product. Idea is to create symbolic concepts that
reflect to show the understanding of the project. It shows the idea arises that lead to
innovation in a spontaneous event.
Creativity is also important in ideation this is to produce a great idea with extra ordinary
human thinking. Creative will happened in a phenomenon that is something new and
valuable is created. The product that is made must be intangible was it is a combination
of many idea combinations with fact such as scientific theory on a physical object. This
creative concept covering many relations such as creative ability, creative thinking and
mental health.
There several methods to get ideation to produce a good product based on a crazy and
illogical idea. The methods are divided into 3 elements which are:-
a) Brainstorming
b) Mind Mapping
c) Idea Filtering
Brainstorming
Ideation
Mind Mapping
Idea Filtering
This is a technique that shows more effective way to help us to get idea. Thus it
also improves and record new information. Hence it enhances our creativity in problem
solving with support. This way can help us quickly identify and help us understand the
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structure of our subject more deeply. This helps us to put our idea like a piece of puzzle
to form information that fits together. It also helps us to recall our brain on our discussion
with our group members. This also allowed us to comprehend, create more new ideas and
build connection based on our finding. Through the use of colors, images and words,
mind mapping encourages students to begin with a central idea and expand outward to
more in-depth sub-topics.
There is much useful information by using this technique. This technique may help us to
generate many ideas without logical explanation. So it will make us easier to choose idea
to design a product to manufacture. Some of the useful things in mind mapping are:-
Ease great idea and better understanding between ideas and concepts.
1) Start with concept or idea and start choosing the topic or idea.
3) Create branches that each represent a single word that relates to the main topic.
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5) Then break new branches under the first branches as a sub branches.
7) In addition can put some images and sketches it should be helpful for
brainstorming.
This mind maps is visual aid that used by diagram used to organize information in a
proper way. It is often create around the main topic to produce a greater product design.
In other word the mind mapping is also called as a spider diagram that is similar to a
concept in the 1970 which is “idea sun bursting”.
a) Concept Maps
b) Modelling Graphs
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This technique in mind maps in focusing on only one word or idea. This is also based on
the tree structure denoting relationships with a central governing concept. It is a diagram
that suggests the relationship with concepts. It also shows in graphical tool that ease the
designer, engineers and others used to organize structure knowledge.
The pattern of making concept map is represent by ideas and information in boxes that is
connected with label, arrow through the branching hierarchical structure.
This modelling graph is another additional way to produce ideas. This technique is by
using the “Unified Modelling Language” known as UML diagram or a semantic network.
It is structured element with line connecting object to produce relationship. This method
is to generated for the field of software engineering that is to provide a standard way to
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visualize design system. UML is to motivate to get a standardize desire that disparate
notational systems that approaches to software.
6.2 Brainstorming
Brain storming is a technique that involved a group creativity designed to generate the
information, ideas and opinions between members. It also known as a method of problem
solving that consists of 4W IH. It is who, where, when, why and how. 4W 1H can be use
to define the problem which consider who involved, where the problem occurred, when it
occurred, why and how to solve the problem. Basically, the brainstorming will define the
problem not the solution. The information, ideas and opinions will be expressed through
the discussion between members and all the information, ideas and opinions will be
collected and selected. Usually the brainstorming was conducted in 30 minutes where the
ideas and opinion will be expressed spontaneously.
There are variations in the brainstorming which is Nominal group technique, Group
passing technique, Team idea mapping method, Directed brainstorming, Guided
brainstorming, Individual brainstorming and Question brainstorming.
For Nominal group technique, the members that involved will be asked to write their
idea without tell their name. The ideas will be collect and selected from each group. From
the ideas, it also can be divided as a subgroup which is it can be categorized such as the
member can work on the color required in a product. Another group may work on the
size, and so forth.
Meanwhile, Group passing technique is the technique that required each person in the
group to write down one idea on piece of paper and then it will pass to next person. From
the idea, the person can add their thought, ideas, problem solving and so on. It will take
longer, but it allows individuals time to think deeply about the problem.
Guided brainstorming session is the brainstorming that releases the participant under
the constraint of perspective and time. It allows the participant to stimulate the critical
and creative thinking in an engaging, balanced environment. The participants are asked to
accepted the different mindset in period of time and describe their ideas into mind map.
For the unanswered question for previous brainstorming, it will give the priority to
discuss for the next brainstorming.
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Question brainstorming is the method of the brainstorming that have the question to be
solve and discuss but the participant doesn’t have to come up with immediate answers
and short term solutions. These methods are using to ensure that the participant has an
answered that contributed to the future action plan.
Brainstorming can be considered as a performance tool that can help the productivity in
the production line. The ideas and information can be transfer to the individual to
improve the skill. Some ideas and information in the brainstorming cannot be criticism
but give the ideas and opinion to improve it. In the brainstorming, it can test the
participant to produce their ideas and opinion which can be accepted.
The brainstorming also can give the Training, motivation, and personality as
determinants of the effectiveness of brainstorming groups and individuals. Brainstorming
also consider for the time travel which is the problem that occurred in the future. It is
depending on the participant to make sure how they can deal with the problem. The
brainstorming also helps the participant to facing the problem in a different place. The
brainstorming considers that the attribute change which is has a different gender, age,
race, and intellect can exposed the participants to a new spectrum of thinking that was
subconsciously.
We also can use the SWOT Analysis to make brainstorming become effective. With
SWOT Analysis we can determined what are the Strengths, Weaknesses, Opportunities
and Threats. The analysis will open up to ideas that may not be aware before.
There are several step of brainstorming rule. First is Defer judgment. The participant will
never know where a good idea is going to come from. The key is making everyone feel
like they can say the idea on their mind and allow others to build on it. Second,
Encourage wild ideas. Wild ideas can often give rise to creative leaps. In thinking about
ideas that are wacky or out there we tend to think about what we really want without the
constraints of technology or materials. Third, build on the ideas of others. Being positive
and building on the ideas of others take some skill. In conversation, we try to use a polite
word which is use ‘and’ instead of ‘but’. Lastly, Stay focused on the topic. Try to keep
the discussion on target.
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Brainstorming can be close up between employee and employer which they are meeting
up in the meeting to express their ideas and thought and they act as one team.
The facilitator in the brainstorming can guide the participant to choose which have a
better solution for the problem. If they are come up with the ideas, they will choose and
list down the ideas that can help them to achieve their goals.
Figure 10 shows that the activity conducting in the brainstorming. The ideas and opinion
were recorded and presented. They were elaborated the idea and selected the idea for
submission. Exchanging the idea may reduce the time of solving problem. They will
come up with the solution and variety ideas. The participants have to think outside of the
box which is their ideas can be list as crazy idea, good and bad ideas. The participants
need to give the visual for their idea which can be accepted or not. In this brainstorming,
there are a lot of opposite opinion. They usually discussed the idea in their team and
accepted the idea that can give the benefits to them.
Conceptual Design
Conceptual design is the very first phase of design, in which drawings or solid
models are the dominant tools and products. The conceptual design phase provides a
description of the proposed system in terms of a set of integrated ideas and concepts
about what it should do, behave, and look like, that will be understandable by the users in
the manner intended. Conceptual design services include industrial design that defines
both the aesthetics and functionality of the product, and prototype manufacture.
Since the emergence of design thinking as a vehicle for business and research
development, many conventionally trained aesthetic designers have wrongly been called
upon to support organizations with workshops pertaining specifically to business or
process development in the incorrect assumption that all design is equal in this capacity.
This has resulted in a large shadow being cast over the role of design in business and
development and questions being asked about the value of design as a tool for business
and research development.
This image shows various early stage sketches. The emphasis here is on speed and
getting multiple ideas down on paper. The sheet shows techniques including; silhouettes,
hand drawn pen sketches, digital stylus sketches and even a white board sketch. Anything
goes at this stage.
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other cognitive responses in at least three ways. Aesthetic response is rapid, usually
within seconds of exposure to the artifact. Aesthetic response is involuntary, requiring
little if any expenditure of cognitive effort. Aesthetic response is an aggregate assessment
biased either positively (e.g., beauty or attraction) or negatively (e.g., ugliness or
repulsion) and not a nuanced multi-dimensional evaluation. For example, consider a
brochure for a new financial service, say a mutual fund. The graphic design of the cover
of the brochure may evoke an aesthetic response— an immediate, involuntary sense of
attraction— but the prospectus detailing the securities held in the mutual fund is not
likely to do so.
While the service may be quite appealing and preferred over other alternatives,
this assessment of preference is likely the result of a deliberate analytical process over an
extended time period and will probably include a balancing of elements of like and
dislike. The response to the prospectus takes significant time, requires effort, and it is
multidimensional, and so for my purposes is not an aesthetic response. Aesthetic response
is most frequently stimulated by visual information, largely because the vision system
provides data more immediately and at higher rates than do the other senses.
Nevertheless, aesthetic responses can be stimulated via senses other than vision.
For example, consider the response to the sound of a recording of Aretha Franklin; the
feel of a warm whirlpool; the taste of a chocolate truffle; the smell of spoiled meat; the
acceleration of a rollercoaster in a sharp turn. We typically think of the aesthetics of an
artifact as distinct from its function. Two different hammers might perform the task of
driving nails
Equally well and yet they may evoke different aesthetic responses in the user.
Why then do aesthetics matter in design? Let me cite three reasons, giving a preview of a
theory of aesthetics to follow. All other things equal, most users will prefer a beautiful
artifact to an ugly artifact, even in highly functional domains such as scientific
instruments. Thus, beauty can be thought of as “just another attribute” in a user’s
evaluation of preference, alongside durability, ease of use, cost, and safety. In this
respect, the aesthetic quality of an artifact is an important factor in providing a satisfying
user experience, the prime motive for design. Second, the aesthetic response to an artifact
is usually the first response to the artifact. First impressions matter and overcoming an
initial aesthetic repulsion is a substantial challenge for the designer, better avoided in the
first place.
Third, beauty may serve as a signal for unobservable attributes of quality, much
as a brand does for products and services. In such cases, beauty itself is less important
than what else the observer may infer from an exhibition of beauty. So far I have avoided
the question of why one artifact may be perceived as more beautiful than another. This
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question has been posed more generally for centuries by philosophers attempting to
explain beauty across the domains of art, literature, music, landscapes, architecture, and
the human body. Eighteenth-Century philosophers David Hume and Immanuel Kant
(Gracyk, 2003) wrote about aesthetics and engaged the fundamental question of the
extent to which aesthetic quality is absolute and universal or dependent on context.
Although the philosophy and psychology of aesthetic judgments is more nuanced today,
this basic tension between universal standards and relative assessment remains
prominent. I believe that the most grounded theory of universal aesthetic judgment
derives from evolutionary psychology, and I review that perspective here. I then discuss
the perspective that aesthetic judgments are derived from specific human experience and
cultural context. After providing a brief review of these two perspectives, I synthesize
them into the beginnings of a theory of aesthetics for design. Finally, I turn to the
problem of how to design beautiful artifacts.
Evolutionary Aesthetics Most significant human adaptations evolved over the past
100,000 generations (2-3 million years) and so haven’t changed much since the dawn of
modern civilization. This fact has led to the observation that we live in a modern world,
but are equipped with a stone-age mind. The evolutionary perspective is that aesthetic
responses must have provided reproductive advantage to our ancestors, or as summarized
more formally by Thornill (2003): “Beauty is the moving experience associated with
information processing by aesthetic judgment adaptations when they perceive
information of evolutionary historical promise of high reproductive success.” The classic
example of evolutionary aesthetics is that humans on average find symmetry attractive in
potential mates. And in fact, even today, facial symmetry is correlated with reproductive
health, and so it is plausible that rapidly detecting and being attracted to facial symmetry
is an aesthetic judgment adaptation that could have led to relatively higher reproductive
success (Thornhill and Gangestad 1993).
Despite the ambitious section heading, let me state clearly from the outset that I do not
have a fully formed and comprehensive theory of aesthetics in design. Nevertheless, I
offer some fragments of a theory, which I do think are useful in providing insights and in
guiding practice.
The phenomena we lump together into aesthetic response are actually the result
of many different cognitive mechanisms.
These cognitive mechanisms operate on basic sensory inputs and on symbols
derived from these inputs and from memory. ƒ
The cognitive mechanisms that we consider aesthetic have short time constants
and may be superseded by a more deliberate formation of preference based on
analysis over longer time periods
Some important and significant aesthetic responses are vestigial adaptations for
detecting physical features that were useful in an evolutionary sense.
Other important and significant aesthetic responses are adaptations that operate
on symbols derived from learning, experience, and cultural context.
The container must hold hot liquids. Note: we might have said "cup" instead of
"container," but that may have carried unwanted connotations regarding capacity
(e.g. a mug holds more than a cup).
Innovative design always develops in tandem with innovative technology, and can never
be an end in itself.
b) Good design is functional
Useful design fills its intended function – and likely both a primary and secondary
function. A useful design solves problems and through its design it optimizes a given
functionality.
f) A good business
Assuming a product is designed to sell; a good design does well in the competition and
stands out in a competitive market. A good business means a positive profit, why a good
design sells well.
“Products and their design should be both neutral and restrained, to leave room for the
user’s self-expression. Products fulfilling a purpose are like tools and are neither
decorative objects nor works of art.”
In order to create a great design, so the best way is we truly need to consider the
design review and critique. The first thing that we need to understand is the meaning of
the design review and the design critique in order to apply it in the industrial design. This
two are the different thing that important in Industrial Design. It is the method that going
to be used on this subject.
It will start by discussing a bit about the design review. It is commonly being a
communication approach that generally involved between all of the members of the
design team, included management and the customer. This is because in order to get a
perfect review. The product technical status will have provided by the management team
and the customer. Meanwhile, the valuable feedback information that involves design
issues will be received by the design team.
To ensure that all contributory factors and reasonable design options have been
considered
To ensure that the design meets the requirements.
On the design team must be an accurate, concise overview of the design to-date
and the facilitation of productive discussions. This to ensure that the design can be
produced tested, installed, operated and maintained in a manner that is acceptable to the
customer.
The reviews that had been categorised into two types which is in formal or
informal. This is depending who are participates. In the design project those individuals
directly involved an informal review. In the design, who are not directly involved with
formal reviews include applicable subject matter expert but can review and comment on
the design.
Technical. Technical reviews involve subject matter experts and deal with
technical issues.
Project reviews. Project reviews will include a summary of the technical review
in addition to a survey of the status of the budget, schedule and resources.
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These two reviews can be combined into a single meeting however the agenda of
the meeting should be such that subject matter experts are only required to be present
when appropriate.
There are different type of reviews and it been combined into a single review. All
of this are the design review method that can be conducted and each of it has certainly
used in the certain situation. These are a sample of the different design review that can be
conducted such as:
If we do not plan it perfectly we will be failed to achieve our objective and this
situation will be same in the design review. The timing is important in the design review
but it dependent on various considerations including the magnitude of the project,
development schedule or the status. A design review should begin approximately a month
prior for the preparation to the review meeting starting the first action by setting a
meeting date and appoint a chairperson for the review.
A package that depends on a number of items is the design review that including
the type of reviews being held as well as the magnitude of the project. The current state
reflects the package of the design and project progress. For instance, as Current Product
Development Specification (PDS) were relevant engineering data such as calculations,
simulations t results, and any other analyses performed, drawings, breadboards,
paradigm, cost and schedule status and projections.
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There is certain aspect to conduct the design review. The time period a design
review depends on the budget or schedule and if it does not support a comprehensive
review, an abbreviated version is still more beneficial than no review at all. Not every
aspect of the design and the design process must be presented but only the implication
item or because it is important needs to be reviewed. In design review for the agenda of
meeting time, it contains such as:
Introduction,
Purpose and process
Background
Detailed reciprocal discussion of the product
Discussion of the project
The wrap-up.
The meeting time should be focusing on the synergistic discussion about the
product with the purpose of resolving any outstanding issues including obtaining answers
to questions, confirming assumptions made, and receiving feedback respecting the
design.
Critiques will also help them broaden their communication skills as a designer, as
there is always the opportunity to articulate why we did, what we did or to better explain
our idea to the reviewer if they don’t see it as clearly as we do. A good critique can
involve both positive and negative feedback, which can be tricky to navigate. For this
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design critique, there is some rule in order for good critiques such as identify design
owner, designate a facilitator, restated project goal, leave with a task list and etc. This
entire rule is a guideline for conduct the design team.
This design critique is also a corrective step for the designers which allow them to
think in a different way to reach the common ground such as compromising on visual
versus the technological requirements. The critique is actually allowed the team to
achieve the project ultimate goal.
As we can see in the figure 1 above show that an ideal design process will follow
the objective. In realistic, the design process will be strayed away from the main
objective. As a solution, the feedback information helps the project team to follow back
their objective although a bit curves in the middle journey of the design process.
As for the designer, a good design critique can allow the others team member to
help, teach, and guide when there is weaknesses or confusion. It is also make the team
member focus on the design problem by discussing bigger ideas and strategy; familiarize
colleagues, managers, and clients with the design process. It is also can identify the
problem by responding as a team and also distribute responsibility for developing
creative output plus it helps building the team trust and must eliminate devastating ego
among the designer and other team members.
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After knowing a bit about the design review and the design critique, both of this
actually an important thing that needs to consider in planning and running the project that
includes the involvement of project team, management and also the customer.
The focus of the alteration should be on the design of the avant-garde product, not
on physically changing an existing object. The sustainability of products and design
scheme to understate negative impacts by using reprocess materials may be one strategy.
Designer should develop their own designs that improve on or adapt an existing design
(with at least three points of difference) so that it suits their design context. Possible
sources of products to be modified:
Designers need to analyse the existing product to help them pinpoint what they
will retain and those aspects that could be altered and improved. Aspects that may be
modified:
Designers need to consider at least one change that will improve the
environmental/social impacts of the existing product. The following are some examples:
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• The materials may be changed (e.g. locally grown timber, recycled plastic or
re-used fabric).
• The amount of materials reduced (while still retaining adequate strength).
• Joining methods may change to make it easier to separate materials at the
product’s disposal stage.
• The durability of the product may be increased for longer product life.
a) Quality Modification
Quality modifications relate to a product's dependability and durability and
usually are executed by alterations in the materials or production process employed.
Reducing a product's quality may allow an organization to lower the price and direct the
item at a larger target market. The quality of a product may give a firm an advantage over
competing brands and may allow the firm to charge a higher price because of increased
quality. Or the firm may be forced to charge more because of higher costs to achieve the
increased quality.
b) Design Modification
Design modifications alter the aesthetic and sensory appeal of the product, such as
its taste, texture, sound, and appearance. Such modifications can act to differentiate
products in the marketplace, such as BMW cars have an immediately recognizable style.
c) Performance Modification
Performance modification is the improvement of system performance. This is
typically a computer system. The motivation for such activity is called a performance
problem, which can be real or anticipated. Most systems will respond to increased load
with some degree of decreasing performance. A system's ability to accept higher load is
called scalability, and modifying a system to handle a higher load is synonymous to
performance tuning. Systematic performance modification follows these steps:
• Assess the problem and establish numeric values that categorize acceptable
behaviour.
• Measure the performance of the system before modification.
• Identify the part of the system that is critical for improving the performance.
This is called the bottleneck.
• Modify that part of the system to remove the bottleneck.
• Measure the performance of the system after modification.
• If the modification makes the performance better, adopt it. If the modification
makes the performance worse, put it back the way it was.
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A physical and functional requirement envelope has been defined in which a part
must fit and perform as a design is being formulated from the conceptual level to the
detailed level. A designer must design or select a part or assembly for use within the
constraints of this envelope. There are many alternative ways to design a part to meet
requirements within this envelope.
The design of a custom part or selection of a new part may be the most optimal
approach to meet product requirements from the designer's point of view. However, it
may not be the best overall approach for the company. Product cost and quality may be
negatively affected by the development of specialized items that require specialized
capabilities or prevent efficient manufacture and procurement.
The engineer would determine the characteristics of the item that is needed and
identify similar parts that are available through retrieval. One of these parts may function
equally as well or there may be a non-critical specification (e.g., tolerance, finish,
dimension, etc.) on an existing part that could be changed to suit both needs. If the
existing designs were not satisfactory, the design data could be used to facilitate the
design of a new part, particularly with computer-aided design tools. This approach can be
extended to identify existing tooling and fixtures which also might be used, avoiding
additional re-design.
assembling products. Through standard product modules, a wide variety of products can
be assembled from a more limited number of modules, thereby simplifying the design
and manufacturing process. By simplifying and standardizing designs, establishing
design retrieval mechanisms, and embedding preferred manufacturing processes in the
preferred part list, design and production efficiencies are enhanced.
The designer can be sharing the works when it makes feel vulnerable and present
a rationale design that was made. There are some of the good feedbacks of the design
such as the designer can ask specific questions to gather some information. Identify what
the customer want to figure out exactly what they like. The designer must ask the
customer questions even if it is seeming absurd even the designer is understanding what
the other person saying, because the potential of misunderstand will happen at an
opportune time then to prevent later on when becomes a costly inconvenience.
The designer can also use some specific instance of websites or animations of
finishing product because it is to understand particular hesitation. It is not easy to figure
out the solution of the problem because it can take for several examples to understanding.
To opens up communication and assist people about the goals of the project by asking
some suggestion to approaching the project in the same view. If the some of the problem
that’s not fixed it will become a common thread. A critique is important because the
design improved and the goal is achieved. When the members of the project are sharing
information and perceptivity, it will make the value of the project goes up. A critique can
assist us to navigate both complex processes and projects. The advisable are able to do,
the more can be collaborate effectively, make increases of creative output.
There are 9 rules in a productive design critique. Sometimes the design critique
can be unpleasant and distributed. From this design critique where among team members
gets together and reviews a design a product. This can take a longer time and can lead to
inefficient outcomes. There are some of the guidelines to prevent some of the difficulty
and to make more efficient and focused.
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For the rule number 1 until number 4 is must be done before the review process
starts. From this stage, the goals of the project have identified and directly put it on the
board with the design. The function of the facilitator might not have needed if there is no
feedback being given during meeting.
From the meeting, this can improve the ability of the team members to think and
give an idea for the design. It is made process of project more creative for some structure.
These critique can active to teach of non-designer about what is going on, so they can
help to solving the problem situations of other kinds.
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There is nothing important than having additional sets of eyes look at what we
have design. Design critiques are not the only way to make that happen, but it is a very
good way of doing that. Although design reviews can be painful, we should implement
the same rule that guides brainstorming, which anyone can bring up anything, and there
are no wrong statements. Some may not agree, but everything is a valid opinion. On a
design team, everybody should submit their designs for critique. It is important for
everyone to experience the feeling of their design being put under an electron
microscope.
Experiencing this yourself helps you to provide better and more nuanced feedback
when you review others design. It is not about pride, it is about understanding what
others consider good or worth improving. It may sound easy, but it is painful. If you are a
good designer, you care. You already care when at the idea stage or when you have just
created rough sketches. You will feel pain during the critique, but what you get from the
experience is evidence about whether you are on the right track and maybe even some
helpful direction.