Improvement of the industrial design process by the creation and usage of intermediate representations of technology, "TechCards"

Author(s):  
Ioana Ocnarescu ◽  
Frédérique Pain ◽  
Carole Bouchard ◽  
Améziane Aoussat ◽  
Dominique Sciamma
Author(s):  
John A. Gershenson ◽  
Larry A. Stauffer

Abstract In this paper, we present a taxonomy of manufacturing issues used in the design process. The purpose of this taxonomy is to serve as a checklist of issues about manufacturing that can be considered during the product definition process. Such a taxonomy helps designers to incorporate manufacturing considerations in conceptual and detail design. In this paper, we also present the taxonomy’s development. A study was conducted to improve our initial taxonomy by soliciting reviews from experienced, practicing engineers. In this way, we hope to assure that the taxonomy is useful in an industrial design context.


Author(s):  
Silas DENZ ◽  
Wouter EGGINK

Conventional design practices regard gender as a given precondition defined by femininity and masculinity. To shift these strategies to include non-heteronormative or queer users, queer theory served as a source of inspiration as well as user sensitive design techniques. As a result, a co-design workshop was developed and executed. Participants supported claims that gender scripts in designed artefacts uphold gender norms. The practice did not specify a definition of a queer design style. However, the co-design practice opened up the design process to non-normative gender scripts by unmasking binary gender dichotomies in industrial design.


Author(s):  
Azhari Amri

Film Unyil puppet comes not just part of the entertainment world that can be enjoyed by people from the side of the story, music, and dialogue. However, there is more value in it which is a manifestation of the creator that can be absorbed into the charge for the benefit of educating the children of Indonesia to the public at large. The Unyil puppet created by the father of Drs. Suyadi is one of the works that are now widely known by the whole people of Indonesia. The process of creating a puppet Unyil done with simple materials and formation of character especially adapted to the realities of the existing rural region. Through this process, this research leads to the design process is fundamentally educational puppet inspired by the creation of Si Unyil puppet. The difference is the inspiring character created in this study is on the characters that exist in urban life, especially the city of Jakarta. Thus the results of this study are the pattern of how to shape the design of products through the creation of the puppet with the approach of urban culture.


Author(s):  
Michael Barrett

In 2018, interviewing Peter Haythornthwaite for a small contribution to the book, ‘Design Generation’1 (by Michael Smythe; published in support of an Objectspace exhibition of the industrial designer’s work), the designer ventured on to the subject of beauty and its importance to his design process. It seems fitting to start here with that idea, because while beauty’s role in design is little discussed today, Haythornthwaite saw how objects of beauty make everyday use a delight.


Author(s):  
Matthias Teine

Our economies and societies are changing, with significant effects on each individual, as they have to cope with increasingly complex and unpredictable working lives. Therefore, innovative digital learning applications that respond to their end user's needs and desires become inevitable. Whilst relying on user-centered design structures, the participatory design methodology provides a promising approach towards the creation of such a new generation of digital learning applications. After thoroughly outlining the research undertaking's rationale and following to a theoretical discussion, the author gives insights into the results of problem-centered interviews with digital learning and user experience experts that build the basis for the creation for a prototypical participatory design process. These findings primarily confirm the recent literature and provide, complemented by the created process, a sound basis for further theory-oriented, scientific discussions but application in practice as well.


Author(s):  
Yujing Yang ◽  
Natalie Brik ◽  
Peter de Jong ◽  
Milene Guerreiro Goncalves

AbstractFraming is a crucial skill for connecting problem and solution spaces in the creative design process, both for individuals and teams. Frames are implicit in individuals’ cognitive thinking, but the creation of shared frames plays a vital role in collaborative design. Many studies have attempted to describe the framing process, but little is still known about how to support designers in framing, specifically in teams. This paper addresses this gap, by exploring the connection between sketching and framing within interdisciplinary teams. Following a qualitative and explorative approach, we have investigated the process and outcome of five interdisciplinary teams. We identified that sketching assists in the creation and elaboration of frames. Furthermore, in tandem with discussion and reflection, sketching helps increase the chance of a frame to survive within the design process. Our findings have practical and educational implications for improving the creative design process in interdisciplinary teams.


2013 ◽  
Vol 318 ◽  
pp. 174-176 ◽  
Author(s):  
Ren Qiang Lin ◽  
He Li ◽  
Meng Ma ◽  
Wen Wang

At present, many domestic and international products' design are promoted the design concept based on the user experience or user awareness. It has been generally aware of the industrial design is no longer just belong to the narrow shape and design areas, therefore a correct understanding of user experience and user awareness is very necessary, whereas in the study of design theory, a lot of people have user experience mixed with user awareness as one concept, it's a truth that the both are closely linked, while there are certain differences between them, if they are mixed together, it will not only narrow us thinking play space, but also disable to achieve greater breakthroughs in the design process of innovation, on the contrary if the correct understanding and reasonable use of the both and furthermore transplanted into the design of the product, for the current field of industrial design, it is a huge reform and innovation.


Author(s):  
Alexander N. Brezing ◽  
Manuel Lo¨wer

It is generally accepted that superior products result from a balanced consideration of both “technology” and “aesthetic design”. Nonetheless, the gap between the two professions of the “design engineer” and the “industrial designer” has not been bridged since their origination in the course of industrialization [7]. One possible approach to enhance the collaboration of both disciplines is to teach the basics of the respective other’s. In Germany, the main work following this approach of trying to prepare engineers for design collaborations is the VDI guideline 2424 (“The Industrial Design Process”) [21], which was worked out and released in three parts from 1984 to 1988 by a group of engineering design researchers and industrial designers. As no accepted industrial design theory could be identified at that time, the authors of the guideline tried to apply some of engineering design methodology’s proven methods taken from the VDI guideline 2221 [19] that seemed to fit to industrial design. That approach ultimately failed, as the authors of the guideline had to conclude themselves in the opening remarks of its last part [21]. Even if the guideline is still officially in use for the lack of a replacement, it is hardly used in engineering education. Since then however, accepted theoretical approaches have been produced by industrial design research that allow for the definition of an interdisciplinary theory on product development. This paper introduces these approaches and arranges them together with models of engineering design methodology to serve as a basis for a design theory that explains both domains’ competences and responsibilities. A function-oriented product model is set up that illustrates existing interdependencies by classifying a technical product/project according to the relative importance of its technical function (engineering’s competence) on the one hand and its semiotic functions (industrial design’s competence) on the other. The realization of industrial design’s competence as signification and the organization of its devices according to the model of semiotic functions explain existing organizational problems of interdisciplinary design practice. It is demonstrated why industrial design cannot proceed according a purely technical design process such as the one defined in the VDI guideline 2221 and what implications that has on interdisciplinary design projects.


2011 ◽  
Vol 308-310 ◽  
pp. 72-76
Author(s):  
Jing Feng Li ◽  
Xi Zhang

As an advanced design idea nowadays, to realize body’s healthy movement, healthy industrial design (be called HID for short) pursues user’s “health, happiness and joy”, Different types of limits will be treated dynamically for this goal during the whole design process. The adjustable limit will be treated by changing the subjective reason leading to it, while the un-adjustable limit will be treated by optimizing user’s behavior and producer’s structure, material, color etc.


Author(s):  
Pinar Cartier ◽  
Aysem G. Basar

  Designers see culture as a starting point for designing meaningful products that appeal to users. Culture has a dynamic structure that is constantly affected by social changes. This research examines how socio-cultural factors are perceived, analysed and transferred by design students.  The design process is aimed to identify the complex or challenging and on the contrary clearly understandable aspects. In the first stage of the research, the ideas of the established cultural images, culturally influential designs and designers who use culture as a starting point were determined through 24 industrial design students. The ideas of the students were asked about design and identity in a particular geographic area, they were also asked to explain their ideas about traditional forms and draw forms of them by sketches. The results are presented together with visual examples. The common points of how the culture-oriented design approach is used by designers in the product design process and the frequent mistakes, approaches and examples of projects in this process are revealed.   Keywords: Keywords: Industrial design, education, material culture, design  


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