Application Research on Hand Painted of Product Design

2012 ◽  
Vol 235 ◽  
pp. 314-318
Author(s):  
Yan Qun Wang ◽  
Bing Chen Zhang ◽  
Han Wu

Hand painted of product design is not a pure creation of art painting. It is a technique method to organize and visual the product design which meets with consumer’s needs with guidance of design thinking and methods. It can rapid expresses design ideas, and examine design project and convey the true effect of the product design. As a designer the basic language of expression, hand painted run through the design process. It plays an important role to enhance the designer thinking. The using of hand painted in product design include enrich the accumulation of design, Inspire design, communication design, depiction of real emotion. It plays an important role to enhance the designer thinking.

2021 ◽  
Author(s):  
Shuva Chowdhury

Bringing the designer’s concept to the non-design expert’s communicative level requires a significant understanding of the communication media. Primarily the design communication depends on the type of the tools used. Virtual tools with their pre-set operability limit the designer’s ways of interaction with the artefacts. This article proposes a framework for designers to interact with non-design experts through an enhanced communicative media. The design framework indicates steps of design thinking to develop the interface by understanding both the virtual artefacts’ perceptual affordance to the users and the design task. The paper discusses about projects tested in three different scenarios, urban design, architecture, and product design. It concludes with the arguments on designers’ role as authors of the system design.


2017 ◽  
Vol 25 (3) ◽  
pp. 212-228 ◽  
Author(s):  
Damien Fleche ◽  
Jean-Bernard Bluntzer ◽  
Ahmad Al Khatib ◽  
Morad Mahdjoub ◽  
Jean-Claude Sagot

Today, product design process is facing a market globalisation led by distributed teams. The international market context, in which industrial companies evolve, leads design teams to work in a large multidisciplinary collaborative context using collaborative practices. In this context, product design process is driven by the integration and optimisation of stakeholders’ collaboration. Thus, to facilitate collaborative steps, new management strategies are defined and new information systems can be used. To this end, we have focused our article on the topic of collaborative product design project management. We have underlined the necessity to use quantitative and non-intrusive indicators during the management of collaborative design phases besides subjective evaluations. Tracking these indicators is performed in parallel to the existing approaches in order to evaluate the performance of collaborative design project. Moreover, these indicators can show the impact of the collaboration steps on the design project evolution. The computation of proposed indicators is based on precise metrics which details the completeness of the computer-aided design model and its evolution depending on the used collaborative tools and the project milestones. This computation uses the importance of each computer-aided design model part and the transformation rate of each part of the computer-aided design model.


Author(s):  
Matthew Ian Bates ◽  
David Brown ◽  
Wayne Cranton ◽  
James Lewis

This paper documents an investigation evaluating if adult offenders can benefit from a facilitated serious-games design project as part of their probation program. Research has observed a participatory design group of adult offenders working with their probation managers and a PhD researcher to create a new serious-game for use by the probation service. A voluntary participant group of six male offenders was observed over a five week design process using the game authoring software Game-Maker. Weekly meetings have allowed participants to learn basic game authoring skills and share design ideas within a multi-disciplinary team. Investigators have observed the amount and type of assistance required by participants when interacting with new software, the range and suitability of ideas communicated by participants, and the ability of participants to convert their ideas into functional media. This paper presents qualitative results from this exploratory field study and compares the results to previous investigations with secondary school children.


Author(s):  
K. Behdinan ◽  
M. Fahimian ◽  
R. Pop-Iliev

 Abstract – This paper introduces a top down, system-engineering approach to develop a quantifiable and systematic tool, referred to as Design Readiness Level (DRL), to gauge design at each stage of product development. It is developed to facilitate communication between different stockholders of a design project and to address the complexities arising during all the phases of product design, from initiation to completion. The design process as one of the pillars of DRL has been studied thoroughly and is categorized into nine stages to reflect the technical flow in product development. The design stages are iterative at any level from 1 to 9 and have distinctive deliverables at the end of each stage. The deliverables simplify and characterize the assessment of the design from the technical point of view. Developing a comprehensive DRL metrics that encompasses all the stockholders’ perspectives in a design is a work in progress.


Author(s):  
Song Li ◽  
Yan Li ◽  
Wenqiang Li ◽  
Chen Chen

During product design process, conventional case-based reasoning (CBR) has shown significant applications in coping with new problems by recalling and reusing solutions in old context. However, conventional CBR still lacks effective methods to assist designers in generating creative design solutions of identified problems during modification stage. To make up for this deficiency, an extended CBR (ECBR) method characterized by two retrieval stages is proposed in this paper. The former retrieval stage is aimed to retrieve the most similar source case for design reusing, and the latter one is designed to assist designers in searching for relevant function units to generate creative design ideas for final design solution. A five-tuple knowledge model of product case is presented. It includes both specific design information for design reusing and abstract function units for generating creative design ideas. To effectively organize these case information, a hierarchy knowledge model of case base is established. It consists of case type layer, product case layer, and function unit layer. A corresponding retrieval strategy is presented to deal with different retrieval goals. To improve the performance of ECBR method in modification stage, the substance-attribute-function-cause analysis model and TRIZ tools are integrated together to aid problem analysis and problem-solving of retrieved product case. Finally, a new product conceptual design process is proposed based on ECBR method and the conceptual design of a smokeless barbecue equipment is employed as an example to verify the feasibility and effectiveness of ECBR method.


2014 ◽  
Vol 687-691 ◽  
pp. 1950-1953
Author(s):  
Suo Li

With the rapid popularization of the Internet, great changes have taken place in human life. Network represents a new way of exchange of information, and network-based visual communication media is a form of media, it is the development of visual communication design that brings changes in the design process, affecting the design style, design thinking, showing magical personality style.


Author(s):  
Han Hee Choi ◽  
Mi Jeong Kim

Design fixation has been described as a lack of flexibility in relation to a limited set of design ideas. This study empirically sought to use different strategies to overcome various forms of design fixation. As strategic approaches to negating design fixation, a digital world that has no physical limitations was selected as a thinking expansion motif and an abstract task was given as a design problem. It was anticipated that combining limitlessness of the digital world with an abstract design task would break design fixation, leading to a creative design process. The results supported the usefulness of the adopted strategies. The combination of the digital context and the design task overcame participants’ design fixation and encouraged the creative design process by generating thinking expansion. Further, combining ‘Team Based Learning’ and an ‘abstract design task in a digital context’ led to natural brainstorming and problem solving that exhibited co-evolution. In conclusion, the digital context is one of promising strategies that could be used as a thinking motif to expand students’ design thinking and promote ‘creativity’ in education.


2013 ◽  
Vol 365-366 ◽  
pp. 1259-1265
Author(s):  
Bang Chun Wen ◽  
Xiao Peng Li ◽  
Shu Ying Liu ◽  
Wei Zhou Wang ◽  
Zong Yan Wang

The A new design method of the products named Top-layer Design has been proposed in this paper. From the view of the point of the system engineering, the planning of product design makes the product design qualities improve to a great extent. Besides the understanding of the client requirements, the design planning of products, the so-called 7Ds: Design ideas, Design environments, Design objective, Design process, Design contents, Design methods and the Design quality evaluation, should be considered completely and planned systematically.


2013 ◽  
Vol 278-280 ◽  
pp. 2265-2268
Author(s):  
Bi Ju Yin ◽  
Yan Xiong ◽  
Yan Li ◽  
Xiang Long Li

Analogical reasoning is a common way to produce design concept, but there are less researches of design thinking based on the analogical reasoning. This paper constructesd a kind of design thinking schema based on the analogical reasoning (DTSBAR), pointing out the general flow of the thinking mode, with discussing the general characteristics of analogy mapping and analogy inference reasoning process. The design process of portable pencil sharpener proved effectiveness of this design thinking patterns. The research would be helpful to understand the designer's design thinking rules, and to promote the production of design innovation.


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