Design for the Developing World: Common Pitfalls and How to Avoid Them

2016 ◽  
Vol 138 (3) ◽  
Author(s):  
Amy E. Wood ◽  
Christopher A. Mattson

Engineers face many challenges when designing for the developing world, which are not typically encountered in other design circumstances, such as a lack of understanding of language, culture, and context. These challenges often prevent engineers from having a sustained impact as they design for resource-poor individuals. In this paper, reports from 41 engineering projects in the developing world were analyzed, and common pitfalls were identified. The data came from Failure Reports from Engineers Without Borders (EWB) Canada and from the authors' own field reports. After the pitfalls are described, the authors present a visual tool called the Design for the Developing World Canvas to help design teams that are developing manufactured products to avoid these common pitfalls. This canvas can be used throughout the product development process as part of regular design reviews to help the team evaluate their progress in advancing the design while avoiding the pitfalls that engineers commonly face.

Author(s):  
Hugh E. McLoone

Editor's Note: Our attitudes make a difference as we participate in the product development process and meet challenges that arise for us individually or for the team. The author offers 10 lessons learned about attitudes and how they have helped or hindered efforts to create superior user experiences and industry-leading products. Previous articles by Hugh McLoone in this Ergonomics in Design column have covered other aspects of leadership, including schedule constraints, decision making, communication, and teamwork. Questioning the design of an existing product – or even the research on which it is based – can help design teams find new ways to succeed.


2015 ◽  
Vol 794 ◽  
pp. 532-539 ◽  
Author(s):  
Frederic Diels ◽  
Stefan Rudolf ◽  
Günther Schuh

Many companies are exposed to the challenge to fulfill constantly growing heterogeneous costumer requirements and simultaneously deliver the highest quality standards for their products. One way to face these challenges is the highly iterative product development approach. The content of this approach is the division of the current development process in many short and iterative sub processes (sprints). This procedure enables a regular involvement of the customer in the development process and an early validation of the development status which jointly results in costumer-specific and marketable products. As a consequence of this short-cycled approach the requirements for the practiced process of development projects change fundamentally. However, most companies do not know how this new short-cycle development process has to look like for their daily project work. This is due to the fact that most published papers just deal with the description of how the highly iterative methods look like, however, without considering the challenges an implementation in a producing company involves. This paper aims at the presentation of a standard approach for the handling of highly iterative product development projects.


2021 ◽  
Vol 1 ◽  
pp. 2267-2276
Author(s):  
Camilla Arndt Hansen ◽  
Michael Deininger

AbstractPrototypes can be used to create value in all phases of the product development process. Prototyping strategies that determine how prototypes are developed should therefore be considered for the prototyping process as a whole. In this paper, we analyse how partitioning strategies were used by ten novice design teams to navigate their prototyping processes during a three-week mechatronic development project. Using the ‘ProtoMapping’ method, their prototyping strategies were visualized and five different types of strategies identified. Four of the ten teams formally planned how to divide their product into modules that could be prototyped in parallel or planned when to integrate prototypes to test the full product. Still, the ProtoMaps showed that most of the teams used some partitioning strategies during their project even when they did not formally decide to do so. Novice designers should be supported in making such strategies for the prototyping process deliberately. Therefore, prototyping tools should be expanded to support not only individual prototyping activities but also the prototyping process.


2019 ◽  
Vol 3 ◽  
pp. 1532
Author(s):  
Jan Hennigs ◽  
Alison Parker ◽  
Matt Collins ◽  
Ying Jiang ◽  
Athanasios Kolios ◽  
...  

Urban sanitation in growing cities of the Global South presents particular challenges, like the speed of their growth, the high population density, and, often, the lack of existing wastewater infrastructure. This led to the Bill & Melinda Gates Foundation’s Reinvent The Toilet Challenge, a call to develop novel, non-sewered sanitation technologies, which sparked the development of various inventions, like the Nano Membrane Toilet. Complex technologies like this entail an extensive product development process, including various iterations of prototype tests. While there is an abundance of literature discussing how to build prototypes, and the optimal number of tests, there has been little focus on how to plan, communicate, and conduct tests, especially in a product development endeavour of this complexity. Multiple aspects of testing prototypes are reviewed. A visual test planning tool is proposed that encompasses the entire product development process and can be used to plan and communicate prototype tests for the Nano Membrane Toilet to ultimately achieve compliance with international standards.


Author(s):  
Andrea CAPRA ◽  
Ana BERGER ◽  
Daniela SZABLUK ◽  
Manuela OLIVEIRA

An accurate understanding of users' needs is essential for the development of innovative products. This article presents an exploratory method of user centered research in the context of the design process of technological products, conceived from the demands of a large information technology company. The method is oriented - but not restricted - to the initial stages of the product development process, and uses low-resolution prototypes and simulations of interactions, allowing users to imagine themselves in a future context through fictitious environments and scenarios in the ambit of ideation. The method is effective in identifying the requirements of the experience related to the product’s usage and allows rapid iteration on existing assumptions and greater exploration of design concepts that emerge throughout the investigation.


Sign in / Sign up

Export Citation Format

Share Document