Approaches to Product Design in Kenya: Is Design Practice Universal?

Author(s):  
Krista M. Donaldson ◽  
Sheri D. Sheppard
2012 ◽  
Vol 271-272 ◽  
pp. 787-790
Author(s):  
Rong Biao Yu

Through the analysis of design ethics principle and content, the design concept of humanism, sustainable development and harmonious are applied to the Touch mouse product design practice, and analyzed the its positive significance in market research, product design positioning, concept sketches design, computer aided industrial design and shell structure design, effectively avoid the appear of various product function, complex modelling, large energy consumption and pollution mode, so as to design a fashion practical and green environmental protection Touch type new mouse, and provide a high quality IT products for consumers. Finally, the goal of balance and harmony between the people, resources and environment is realized.


Author(s):  
Muireann McMahon ◽  
Tracy Bhamra

Today there is an impetus on professional designers to practice in a responsible and ‘sustainable' manner, with equal emphasis on society, economy and environment (Fletcher & Dewberry, 2002). This is an enormous challenge as the competencies needed to develop these types of holistic solutions are extremely complex. This chapter describes a Pedagogical Innovation in the discipline of Product Design regarding the important role international collaborative projects can play in introducing these competencies into design practice. Iterative cycles of Action Research describe three such projects. A brief over-view of the project logistics is followed by an analysis of the participant experiences. The findings show that building capacity for sustainable design, through collaboration, is not a simple or ‘one size fits all' approach. The research learning advises on how future projects should be structured and delivered and how the competencies acquired could bring about a change in designers behaviours towards a more sustainable future.


2011 ◽  
Vol 201-203 ◽  
pp. 1147-1150
Author(s):  
Teng Wen Chang ◽  
Sei Wo Winger Tseng

Generative design system is a complex system that often focus on the technical and complex details thus away from building a system from the product designer’s thinking patterns. In addition, by focusing on the mechanism, the system is hard to construct and difficult to use for practical situation. Horizontal/vertical design thinking patterns are often used in product design practice, thus how designers make decision affect the generation reasoning. With the cognitive design researches on design thinking patterns, two research stages (experiment and implementation) are conducted and policy/generation rules are discovered during the experiment with 30 5-year design experts as focus group. An experimental system called thinking pattern-based generation system, a.l.a. ThinkGen is developed for testing the hypothesis.


Author(s):  
Vicky Lofthouse

This paper proposes that there is a need to prepare undergraduate design students to be responsible practitioners when they enter the workplace. The multi-faceted approach adopted by the Design School at Loughborough University to achieve this is presented. The paper outlines and reflects on the differences between the idealistic environment provided within an educational setting and the actual situation in the design industry, where there is little evidence of mainstream sustainable design practice. The paper concludes that it is valuable to provide students with a range of skills that support sustainable design thinking, even if they are not currently required by the design industry because doing so turns the students into informed individuals with the potential to lead the next generation of design practitioners.


Author(s):  
Keith Phelan ◽  
Crystal Wilson ◽  
Joshua D. Summers

In recent years, there has been a significant push towards “Design for X” (DFX) in modern engineering design practice. One such category that has received a large amount of attention is design for manufacturing. When conducting design for manufacturing, a common tool to assist in the design process is design for a series of design for manufacturing guidelines. While the use of these guidelines, as well as other DFX guidelines, has been shown to be effective, little research has been done with the intent to standardize the guidelines or make them more readily available. In this paper, the authors propose a Design for Manufacturing database tool to assist in the instruction of design for manufacturing guidelines. The development of the database model is discussed, as well as the interface that is used to interact with the database. The tool is then evaluated and conclusions are made with regards to the effectiveness of the database and any future work to increase the functionality. One major addition that is discussed is the adaptation of the database for use in industry, and not just in education, to assist in the engineering design process.


2020 ◽  
Vol 179 ◽  
pp. 02107
Author(s):  
Wenming Liu ◽  
Penghui Chen

The unique aesthetic characteristics of the fractal pattern are analyzed and discussed, and the aesthetic features of the fractal pattern are used to practice the appearance design and decorative pattern design of the ceramic tea set. Through the practice of product design based on fractal ideas, a set of effective and feasible ideas and methods for applying fractal ideas to product design were explored, which broadened product design ideas and tried new possibilities for product design.


2020 ◽  
Vol 3 (2) ◽  
pp. 191-202
Author(s):  
Resna Rosmayanti ◽  
Edi Hendri Mulyana ◽  
Elan Elan

ABSTRACT  This study aims to determine the ability of children on conservation thinking. The type of research that is used is Design Based Research conducted by Face To Face with the subject of the researcher. The research model is Reeves model, where the research was conducted in two trials. Subjects in this study were five children aged 5-6 years. Instrument used is the observation sheet (check list) and documentation. Then the research procedure consists of 4 stages namely 1) identification and analysis of the problem, 2) product design development, 3) product testing, and 4) product reflection ABSTRAKPenelitian ini bertujuan untuk mengetahui kemampuan anak pada berpikir konservasi. Jenis penelitian yang di gunakan yaitu Desain Based Research yang dilakukan secara Face To Face dengan subjek peneliti. Model penelitiannya yaitu model Reeves, dimana penelitian ini dilaksanakan dalam dua kali uji coba. Subjek dalam penelitian ini adalah lima orang anak yang berusia 5-6 tahun  . Instrument yang digunakan yaitu lembar observasi (check list) dan dokumentasi. Kemudian prosedur penelitiannya terdiri dari 4 tahapan yaitu 1) identifikasi dan analisis masalah, 2) pengembangan desain produk, 3) uji coba produk, dan 4) refleksi produk 


2010 ◽  
Vol 37-38 ◽  
pp. 185-189
Author(s):  
Han Ning Zhang ◽  
Ji Feng Xu

Based on the analysis of Maslow’s hierarchy of needs, this study explored the method of product design which takes five levels of human needs as a starting point. By combining with the dual attributes of modern Chinese furniture on industrial product and cultural product, this research proposed a design model of modern Chinese furniture based on hierarchy of needs, which can provide with cross-references to design practice.


Author(s):  
Hannah CARDALL ◽  
Bryan HOWELL

Trends in design manifest in many ways, from fads in form or production to themes or topics explored. These trends are often generated within the design community, but also reflect local and global culture. To identify meta-trends in contemporary design culture, we worked with nine student researchers to gather data seen during an academic trip to Dutch Design Week in 2017. The results indicated growing interest in four central themes: identity, globalization, technology, and production. From these themes, nine trends were outlined; social engagement, production consciousness, design for agency, material innovation, humanist design, humanity and technology, re-interrogating history, speculative design, and questioning the role of design practice itself. We noted a shift from narrative-driven to experiential designed objects and a change from individual expression toward communal experience. We also observed a discipline in flux as designers struggle with these large themes, objecthood, and the role of the designer.


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