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millenniumWAVE technologies
Extracts are from my upcoming book, 2020 Visions: Education for the
21st Century
Updated July 2003
DESIGN PRINCIPLES FOR TEACHERS OF DESIGN
Design is what you do when you don't know the answer, or have the
question
-M. Scott 2000.10.27
A question often asked is, what is design, and how do you teach it?
The reason for addressing this question is that applied design, and the
systematic application of the principles of design, is the basis behind
much of technology education. There seems to be much confusion regarding
teaching design. Many think that following a prescribed "design process"
is all that is required. However, designing is about solving open-ended
challenges for specific situations and/or needs, (i.e. no apparent solutions
at the beginning of the challenge). There are many approaches in solving
design-based challenges, from formal engineering and scientific processes
to rapid prototyping. Design is about testing ideas, failures and successes,
about making rationalized selections or decisions, about compromise and
optimization. I hope the following principles will help you understand
what design is all about.
Our design students at St. Peter High School garnered many national design
awards at Carleton University's School
of Industrial Design High School Design Competition, including 1999's
George J. Klein Medal and the 5th Annual logo design. Congrats to all
my students who have put St. Peter on the map over the years! Just goes
to show you what can happen when you give students a chance, and a relevant
challenge.
What is design?
What is technological design?
Technological design can include the following areas and combinations
thereof:
· architectural design (includes interior design, urban planning,
structural and civil engineering, commercial and residential construction,
business services, etc.)
· electronic design (includes microprocessor computer hardware,
software engineering, consumer electronics, telecommunications, robotics,
etc.)
· industrial design (includes mechanical engineering, manufacturing,
fashion design, consumer design, biotechnology, etc.)
· graphic design (includes communications technology, environmental
signage, broadcasting arts, animation, advertising, marketing, etc.)
Design includes both the built and the bought environment
· And don't forget the study of natural design. (Nature has had
several billion years of testing!)
Design is truly the broad-based integration of art and engineering
· Design combines the study of all areas of technology, of engineering,
science, art, language, business, social studies and mathematics.
Design teaches the 4S's, the "3Rs" of the 21st century:
· problem solving skills
· communication skills
· collaborative skills
· technical skills
Designers have to consider many aspects of a problem:
· aesthetics and function
· safety and reliability
· costs and marketing
· materials: working characteristics, physical and chemical properties,
joinery
· process of production: cost, efficiency, time, project management
· ergonomics; how humans use and interact
· efficient use of technology
Problem solving in design involves:
· developing of specifications, criteria and evaluation of solutions
· development of design proposals, marketing of ideas
· physical testing of ideas
· researching and innovation
DESIGN FOR THE 21st
CENTURY WORLD
We need to consider that design and technological education is to improve
the human condition, rather than superficial styling. Styling has its place,
after all, the best designs won't be bought if they don't have the look,
however; good design should concern itself with solving problems.
Problem solving is the "Prime Driver"
Above all else, design fulfills a need. Design begins with identifying
a problem situation, a need or a change in need.
Design is chasing an idea
A designer, through analysis, investigation and research, begins to synthesize
an idea for a possible solution to the challenge at hand. The process
is then to chase that idea down to see if it works, to test it, to modify
it, to branch out in a different direction, or to reject it altogether
and "go back to the drawing board".
Avoid solutions looking for problems
Many design students already have a "great idea", before they
even thought of the problems it solves or the users who will need it.
The "Design Process"
So many circles, arrows, paths, boxes, charts and diagrams! Seems everyone
has a Design Process. Me too! The problem is, it's
not really a "design process", but a product development process,
a different matter all together. Design takes place before, and throughout,
a product development process. It is true, that like most endeavors in
creativity, there is no one approach in design problem solving. Logical
design processes does not and should not supersede creativity. However,
that said, a beginning designer or student designer could use a little
hand holding by following an established procedure. Most procedures are
common in that there is some analyzing, some synthesizing, and some decision
making, either in a step by step procedure (with positive feedback along
the way), or in an ever tightening circle until the Prime Driver becomes
a solution, or a pointer to a better solution.
Failing
Failure is good. One learns from failure. One learns by taking risks.
Back to the drawing board! T
Design vs. styling
If design is just a styling exercise, nothing is learned.
Good design satisfies many needs
Good design solutions usually satisfies criteria from many problem areas,
such as:
· function
· ergonomics
· "usable" use cycle
· cost effective manufacturing/assembly/packaging processes
· cost effective transportation/shipping
· cost effective retail display
· easy and effective maintenance procedures
· marketing and cost/perceived value
· satisfy relevant industry standards and laws
· aesthetics or appeal
· overt benefit to the consumer/purchaser
· dramatic difference from existing solutions
The process of making
One must consider the impact of process on design, how will this product
be created, manufactured, built, delivered, whatever. Making a custom
item is fine (and is what we usually end with in schools), but usually
is not the last step. There is much to learn about mass producing the
idea.
Communication first
We must not forget that before something can be made, a lot of communications
between co-workers, experts, clients, manufacturers, etc. must be accomplished.
A good designer has to be able to illustrate and discuss and present their
ideas, and this is no trivial matter.
A note about the Digital Nation
The 21st century citizen lives in a different world than we do. It's a
whole new ballgame with a whole new set of rules. It’s an age where
a good designer is a wired designer. We are in the midst of Jeremy Rifkin's
Age of Access, and soon will be moving on to the Age of Experience, where
our lives, and the experiences that make up that life, are neatly packaged
for us. The Digital Nation needs relevancy, needs opportunities to explore,
needs the space to break down the rules and redefine what’s up.
Let 'em rip!
Beam me up, Scotty!
FOR TEACHERS OF DESIGN
Teaching design is not easy. It relies on a lot of subjective criteria,
keeping tabs on students at all different levels and needs, and constant
gathering of resources. Sure would be a lot easier to have all of them
make the same key chain, bookshelf or bike rack. Don’t fall into
that rut!
Do not panic!
Design is a far reaching and all encompassing subject area. There are
no experts, mostly informed and talented individuals really. It is subjective...teach
the students how to rationalize and critique, and you are on your way.
NEED
All design challenges comes from identifying a need, or change in needs
of some group, usually in some situation. Students might flounder if they
are given a challenge to “design a flashlight”, for example,
but can be really focused if they have to “design a flashlight that
can be used by joggers at night in an urban environment”.
Design is not drafting
Many people think that drafting is design. Drafting is just one component,
and one tool, in the process of designing. I can't imagine teaching students
to draft jigs and fixtures and houses when they haven't learned what they
are designing. Drafting is one of the last steps before manufacturing,
not the first step. Kind of like teaching calculus before you have a use
for it!
The consumer
Teaching students how to be better consumers is a good way to start to
analyze design, good design will follow. (Thanks for this particular insight
goes to Prof. Brian Burns, Carleton University's School of Industrial
Design). Note that it is a rare product indeed that is invented...almost
everything is innovated from preceding ideas. “Invention is a flower,
innovation is a weed” – Bob Metcalf, founder of 3Com.
Relevancy
The design project must be relevant to the student's needs and experience.
As a suggestion, have students analyze the everyday:
· around the home
· games and toys
· sports
· around the school
· tools
· around the neighbourhood
· pets
· parent's professions
· trends and fads
Significance
The design project must be significant, it must have a rationalized purpose
and never should be treated as a make-work time filler. Smaller projects
can certainly be used as “skill builders”, to teach certain
skills such as drawing, sketching, fabricating, modeling for example.
With an end goal of solving a significant challenge, students can readily
see where they are heading and why they need to do what you are asking
them to do.
Avoid vacuums, kitchen sinks and little black boxes
Students can't design in a vacuum, they need to see what was done before,
what the rationale is, what their experience gives them. Another tendency
is for students to throw everything into the design, such as the built
in jacuzzi and surround sound in the portable chair. Also avoid the "black
box", such as "well, you put it on your tail pipe and it eliminates
pollution and creates energy and world peace" type of solution.
Setting it all up
The design brief is a short description of the problem to solve that you
give to students. This includes:
· the background and rational of the challenge, including the needs
analysis
· the task to perform (statement of what will be done (i.e. “We
will design a system of planters for wheelchair bound senior citizens”)
· the deliverables (reports, sketches, models, illustrations, etc.)
· the timeline restrictions
Record everything, throw away nothing
Always.
Transferable skills students can learn from design projects:
· research skills
· team work
· visualization
· sketching and illustration
· modeling
· testing
· computer related technology
· using technology to solve problems (technological literacy)
· properties of materials
· the process of analyzing
· the process of critiquing
· marketing
· project management
· 3D drawing and CADD
· informed consumerism
· informed producers
· business practices
· industry standards, laws and regulations
· community involvement
· environmental concerns
Some thoughts on using computers...
· yes, the computer lies
· the computer slows process
· the computer divorces us from reality
· the computer is one of the best tools we have
How to judge aesthetics
As they say, beauty is in the eye of the beholder, and it is difficult
to accept a student’s work if it is not of your own taste. However,
as a teacher, you define the criteria for a good design solution, and
your assessment of a good solution relies on the student’s ability
to rationalize and describe their solution to the criteria:
· does it make sense for the user/situation as defined?
· how well does it meet the design criteria?
· most important: can the designer rationalize their design decisions?
Make and build, make and build, make and build
The secret to learning
On sketching
Sketching is a talent, students need to be trained how to visualize, use
abstraction, put it down on paper. It is difficult to describe solutions
without visualization and sketching/drawing/illustration.
On visualization
Visualization is a talent, students need to be trained to see. The real
clue to innovation is to see in one's mind's eye.
Conceptual blockbusting
There are many ways to remove the barriers to creativity…you have
to break the ice. Try speed sketching, word associations, etc.
Humour works
Another secret to learning. And by the way, did I mention it must be fun?
GO BEYOND THE ORDINARY
Push the envelope. Dream the incredible. Do the impossible. That is how
we got to the moon, built cities, drove societal progress. It is all about
motivation.
Beam me up, Scotty!
SCOTTY'S PRODUCT DEVELOPMENT
MODEL
Every source on teaching design has a graph or chart or step-by-step
directions to describe how to go about designing something. Design challenges
can go wrong if there is an ill-defined problem situation at the outset,
if students are required to produce a minimum number of ideas, (there
is only a need for one...the Prime Driver), and if drafted drawings are
expected before students had a chance to build hands-on to learn what
it is they are drawing.
Teachers:
- don't expect students to sit still to sketch and draw and draft endlessly
at the beginning of the project
- get students to model... work with clay and paper and wood and scrap...
you have to build enthusiasm and excitement at the beginning or you'll
kill it before it had a chance to live.
- don't expect three or five or ten ideas, expect at least one...studies
show designers work at one idea then will work on others if the first
one doesn't fly.
- make it a BIG thing. Make it WOW! Instill the motivation to take on
the project and make it their own. Stand back and watch the learning
happen in front of your eyes.
PLANNING STAGE
PROBLEM SITUATION IDENTIFICATION
- WHAT, WHY, WHO
- what is the purpose here?
- what is the problem, why is there a problem, who needs a solution?
- research, conceptualization, group think, brainstorm
SET GOALS, NOTE CRITERIA
- HOW and WHEN
- consider resources, materials, funds, time constraints
- discuss goals with clients, users, investors
- refine solutions, more thumbnails, models
EVALUATE, TEST, SELECT AND IMPLEMENT SOLUTIONS
- brainstorm, sketch, doodle, thumbnails, roughs, models
- group discussions, decisions
- block out solutions with models, test: Does this work? Why? Why Not?
- pin down solution(s)
- feedback to other stages
SELL THE IDEA(S)
- polish, and layout solution(s), comp drawings
- present ideas to users, management, clients, investors
- feedback to other stages
PRODUCTION STAGE
IMPLEMENT
- develop engineering details, prototypes
- fabricate solution
- evaluate process, verify, modify if necessary
- monitor production: is there a better way?
- feedback to other stages
POST PRODUCTION STAGE
EVALUATE AND PRESENT
- analyze and conclude, report results
- refine ideas for further work
- feedback to other stages
- present to user groups, clients, etc.
© Michael A. Scott 1997
Beam me up, Scotty!
SIX PHASES OF A PROJECT
- ENTHUSIASM
- DISILLUSIONMENT
- PANIC
- SEARCH FOR THE GUILTY
- PUNISHMENT FOR THE INNOCENT
- PRAISE AND HONOUR FOR THE NON-PARTICIPANTS
(source unknown)
Beam me up, Scotty!
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