Product Design and Development

Cards (35)

  • Understanding Good Design
    The concept of good design extends beyond mere aesthetics. To accurately determine whether a design is good, it must be assessed using specific criteria that go beyond subjective aesthetic judgment. This is where the Product Design Specification (PDS) comes into play. The PDS outlines the requirements and objectives that a product must meet. By comparing products against their PDS, designers can objectively evaluate whether a product is well-designed.
  • Example: Citroen 2CV
    The Citroen 2CV, designed by André Lefebvre and Flaminio Bertoni, is an example of a product that met its design specifications. The design brief for the Citroen 2CV was to create a car that could carry four people and 50 kg of potatoes or a keg at a maximum speed of 60 k.p.h with a fuel consumption of 3 liters per 100 kilometers. The car successfully met these criteria, categorizing it as a 'good design.'
  • Criteria for Good Design
    Dieter Rams, a renowned German industrial designer.
    1. Innovative: New ways of solving problems.
    2. Makes a product useful: Fulfills a practical need.
    3. Aesthetic: Visually appealing.
    4. Makes a product understandable: Intuitive and easy to use.
    5. Unobtrusive: Neutral and restrained.
    6. Honest: Does not attempt to deceive the user.
    7. Long-lasting: Durable and timeless.
    8. Thorough down to the last detail: Considers all aspects.
    9. Environmentally friendly: Minimizes environmental impact.
    10. As little design as possible: Simple and essential.
  • Product Analysis in PDS Development
    • Identifying user needs: Understanding what the user requires from the product.
    • Evaluating existing products: Analyzing current market offerings to identify gaps and opportunities.
    • Setting clear objectives: Defining what the new design should achieve based on user needs and market analysis.
    • Testing and feedback: Iteratively testing the design and gathering feedback to refine and improve the product.
  • Critical Assessment and Analysis for New Design Development
    Design is an evolving process, as highlighted by David Pye's observation that design solutions are often provisional and must be continually assessed and improved. Critical assessment of existing products provides valuable insights for developing new or improved products.
  • Product Design Specification
    • Environment: Assess production, use, & disposal impact.
    • Testing: Methods and success metrics for each part.
    • Safety: Standards and legislation.
    • Life Span: Consider tech adv. & market demands
    • Materials: Specify key properties components.
    • Ergonomics: Ensure ease of use (w/user interaction).
    • Aesthetics: Appearance to meet client needs.
    • Performance: Evaluate function compared to existing solutions.
    • Cost: Materials, manufacturing, and labor.
    • Time Scale: Deadline.
    • Size/Weight: Define restrictions, including anthropometric data.
  • Critical Assessment and Analysis for New Design Development
    • Product Analysis: Interact with the product to assess performance in its intended function.
    • Function (Perceived): Conduct task analysis to evaluate performance at each task stage.
    • Task Analysis: Break down tasks into individual stages to examine suitability and improvement areas.
    • Ergonomics: Assess user interaction for comfort and user-friendliness.
  • Critical Assessment and Analysis for New Design Development
    • Aesthetics: Factually analyze design aesthetics, considering forms and inspirations.
    • Materials: Evaluate material choices based on mechanical and physical properties, considering compromises.
    • Manufacture/Process: Assess manufacturing processes and assembly order.
    • Scale of Production: Consider how production scale affects manufacturing methods and materials.
    • Environmental Impact: Evaluate environmental impact during material extraction, use, and end-of-life disposal.
  • Concept Modelling
    • Purpose: Essential for making decisions or proving/disproving predictions.
    • Method Selection: Dependent on the model's purpose.
  • Initial Concept Generation
    • Sketch Modelling: Initial 2D or 3D sketches for client feedback focused on form/aesthetics.
    • Purpose: Early design stage feedback without physical prototype investment.
  • Block Modelling
    • Materials: Lightweight materials like Styrofoam for shaping 3D forms with hand tools.
    • Purpose: Prove theories on mechanisms or show ergonomic features.
    • Resistant Materials: Needed when testing moving parts and reactions to forces.
  • Visual Appearance Models
    • Purpose: Demonstrate aesthetic form and appearance.
    • Materials: Not the same as the final product; avoids investment in complex moulding equipment.
  • Working Prototypes
    • Purpose: Test mechanisms and technical principles.
    • Materials: Range of materials and components; may not resemble the final product.
    • Adjustability: Mechanisms can be adjusted to finalize dimensions and movements.
  • Rapid Prototyping
    • Technology: Increased availability allows 3D block models to be created from 3D CAD models.
    • Materials: Thermosetting polymers and resins.
    • Testing and Replication: CAD models tested prior to printing; multiple iterations can be made quickly.
  • Working with a Variety of Materials Summary
    • Method Choice: Depends on time and facilities; CAD software and rapid prototyping technology can be cost prohibitive.
    • Benefits: Allows design testing using computer-based facilities like FEA and CFD; simulates tooling situations and component production issues.
  • Accuracy of Production
    • Design Development
    • Concepts must be suitable for production.
    • Simple geometric forms increase ease of manufacture.
    • Reduces machining complexity.
    • Enhances production accuracy and repeatability.
    • Geometric Forms
    • Use of standard forms is not critical.
    • Accurate, fully dimensioned drawings are necessary for effective component combination.
    • Dimensional Accuracy
    • Must align with available production facilities.
    • CAD drawings can be highly precise, but practical machinery limits must be considered.
  • Aesthetics, Ergonomics, and Anthropometrics
    • Aesthetics
    • Visual appeal features: shape/form, size, proportion, color, texture.
    • Donald Norman's Emotional Design
    • Feel-good products are easier to deal with and produce harmonious results.
    • Balance between aesthetics and function is crucial for commercial success.
    • Aesthetics assessment is subjective.
  • Aesthetics, Ergonomics, and Anthropometrics
    • Shape and Form
    • Shape: 2D profile of a product.
    • Form: 3D physical appearance.
    • Use of geometric shapes and forms aids in creating producible and functional products.
    • Design movements like art deco and modernism show the evolution of producible designs.
    • Tangential Alignments
    • Essential for minimal and aesthetically pleasing forms.
    • Key for aerodynamics and eliminating surface blemishes.
  • Symmetry and Asymmetry
    • Symmetry
    • Aids inclusivity for handheld products for both left- and right-handed users.
    • Adds visual balance to a product.
    • Asymmetry
    • Adds interest to design.
    • Focuses attention on specific aspects of a design.
  • Proportion
    • Definition
    • Relationship of size between different elements of an object (e.g., width vs. height).
    • Proportionality of key features, controls, or elements within a design.
    • Aesthetic Impact
    • Proportions greatly affect the aesthetics of a product.
    • Golden Ratio
    • Ratio of 1:1.61803398875.
    • Produces visually pleasing proportions.
    • Used in architecture, art, and design for centuries.
  • Anthropomorphism
    • Definition
    • Design elements reflecting human body and face proportions.
    • Examples
    • Anna G corkscrew by Alessandro Mendini.
    • 1915 Coca-Cola bottle.
    • VW Beetle front view.
  • Colour and Texture
    • Importance of Colour
    • Critical for aesthetic appeal.
    • Techniques for combining colours:
    • Complementary Colours: From opposing sides of the colour wheel.
    • Analogous Colours: Next to each other on the colour wheel.
    Symbols and Ideograms
    • Instructive Symbols
    • Important for appealing to a diverse global market.
    • Avoid language barriers.
    • Standardised symbols improve understanding, especially for children.
    • Colour Associations
    • Red: Stop, danger, heat, warning.
    • Green: Go, environmentally friendly.
    • Blue: Cold.
    • Yellow and Black: Warning, danger (seen in nature and signage).
  • Ergonomics
    • Definition
    • Scientific study of people and their working conditions (also called human factors).
    • Consideration of how we interact with products using all senses.
    • Interaction and Comfort
    • Assess if operation causes discomfort or stress.
    • Example: Scissors designed for specific tasks:
    • Large Fabric Scissors: Long blades for long cuts, handles angled for wrist comfort.
    • Small Fabric Scissors: Small blades for intricate cuts, symmetrical handles for easy handling.
  • Ergonomics
    • Design Considerations
    • Range of sizes of possible users (anthropometric data).
    • Range of differing abilities (concerning all senses).
    • Movements and forces in relation to the product.
    • Shape and form of user interaction areas.
    • Appropriate materials, color schemes, and symbols.
    • Examples of Ergonomic Design
    • Car Dashboard:
    • Designed to keep driver focused on the road.
    • Uses audible and visual stimuli for important alerts (e.g., low fuel).
    • Office Chair:
    • Adjustable heights for different users.
    • Focus on comfort for prolonged use, with aesthetic driven by functionality.
  • Design Considerations for Control Interfaces
    • Guidelines for Control Design
    • Minimize unnecessary user movement to reach controls.
    • Ensure controls are easy to grip to reduce joint strain.
    • Consider larger grips.
    • Enhance grip with elastomer overmouldings or texture applications.
    • Controls should be easily accessible and operable.
    • Avoid overly flush surfaces for better usability in the dark.
  • Design Considerations for Control Interfaces
    • Guidelines for Control Design
    • Optimize the pressure required for control operation.
    • Use varying shapes and sizes for tactile identification.
    • Labels should be large, clear, and contrasting in color.
    • Include tactile markings for partially sighted and blind users.
    • Display important information in multiple ways: sounds, symbols, lights, textures.
  • Anthropometrics
    • Definition
    • Scientific measurements of the human body used in design and construction.
    • Considerations
    • Account for varying sizes and abilities.
    • Collect data on height, weight, shoe size, arm length, grip strength, head circumference.
    • Data Usage
    • Data presented in graphical formats.
    • Aim for inclusivity, though extremes can be challenging.
    • Design to accommodate the 95th percentile to be more inclusive.
    • Example: Door frame height should accommodate up to the 95th percentile, causing issues for only the largest 5% of the population, who may need specialist products.
  • Inclusive Design
    • Definition
    • Design of products accessible to and usable by as many people as possible without special adaptation.
    • Incorporates User-Centered Design (UCD) to accommodate a wide range of users considering size, age, gender, background, and ability.
    • Empathic Design
    • Designers emulate restrictions faced by users to better understand their needs.
    • Example: Ford used a ‘third age suit’ to simulate older users' mobility and visual impairments during the development of the Ford Focus.
  • Inclusive Design
    • Grip Types
    • Precision Grip
    • For small, intricate movements with less force.
    • Ideal diameter: 8–16 mm.
    • Example tools: pencils, paintbrushes, scalpels.
    • Power Grip
    • For larger force requirements using forearm strength.
    • Ideal diameter: 30–50 mm.
    • Example tools: screwdrivers, hammers, utility knives.
    • Use of ridges or indentations and TPE overmoulding can enhance grip.
  • Inclusive Design
    • Hand Tool Design
    • Requires understanding of inclusive design to prevent stress on joints and inefficiency.
    • Example: Right-handed scissors have specific ergonomic shapes, while improvements could include textured grips and elastomer overmouldings.
    • Design Principles for Hand Tools
    • Avoid prescriptive finger grips; use gentle curves for multiple gripping positions.
    • Use average measurements to be more inclusive.
    • Ensure thermal insulation for comfort in various environmental conditions.
  • Inclusive Design
    • Key Considerations
    • Inclusive design aims to minimize the need for specialist products by accommodating as many users as possible.
    • Balance between functionality and accessibility is essential for effective product design.
  • Key Terms
    • Ergonomics: The study of people and their working conditions.
    • Aesthetics: The features that make it visually appealing.
    • Anthropometrics: The use of scientific measurements of the human body in design and construction.
    • Task Analysis: The study of individual tasks performed by consumers to allow for successful product development.
  • Key Terms
    • User-Centered Design (UCD): The use of the end user throughout the design process to ensure the product is focused on their actual needs.
    • Inclusive Design: Designing products that will allow the maximum number of possible users to successfully use the product without discomfort.
    • Empathic Design: Simulating conditions experienced by potential users to assist with the development of successful products.
  • Key Points
    • Objective Testing: All aspects of a Product Design Specification (PDS) must be objectively tested; quantitative data is essential for consistency.
    • User Involvement: Involving the potential end user at all stages of the design process is vital to guide the product’s development.
    • Task Analysis: Allows designers to identify issues with existing products or prototypes.
  • Key Points
    • Appearance Factors: A product’s appearance is affected by shape/form, size and proportion, colour, and texture.
    • Empathic Design: Essential for designing for users with differing abilities; involves taking part in task analyses while emulating user restrictions.
    • Modelling: Used to help make decisions or to prove/disprove predictions.