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millenniumWAVE technologies
Extracts are from my upcoming book, 2020 Visions: Education for the
21st Century
Updated 01.08.09
DESIGN PRINCIPLES FOR TEACHERS OF DESIGN
Design is what you do when you don't know the answer, or have the
question
-M. Scott 2000.10.27
A question often asked is, what is design, and how do you teach it?
Since design pretty well encompasses everything humankind does, I guess
the question is valid and needs to be addressed. Another reason for addressing
this question is that applied design, and the systematic application of
the principles of design, is the basis behind teaching technology. Here
in Ontario, (and most everywhere else for that matter), there seems to
be much confusion regarding teaching design. Everyone is a "designer
wannabe". Everyone thinks they are teaching design if they force
students to "use the design process". Unfortunately, many teachers
miss the boat. Design is about solving open ended challenges for specific
situations and/or needs, (read: no apparent solutions at the beginning
of the challenge). Design is about testing and failure and success, about
rationalized selections, about relevance. I hope the following principles
will help educators understand what design is all about.
Our design students at St. Peter High School garnered many (more than
any other school in Canada) national design awards at Carleton University's
School of Industrial Design High
School Design Competition, including 1999's George J. Klein Medal and
the 5th Annual logo design. Congrats to all my students who have put St.
Peter on the map over the years! Just goes to show ya what can happen
when you give students a chance, and a relevant challenge.
What is design?
Technological design includes the following areas:
- architectural design (includes interior design, urban planning, structural
and civil engineering, commercial and residential construction, etc.)
- electronic design (includes microprocessor computer hardware, software
engineering, consumer electronics, telecommunications, robotics)
- industrial design (includes mechanical engineering, manufacturing,
fashion design, consumer design, biotechnology, etc.)
- graphic design (includes communications technology, environmental
signage, broadcasting arts, animation, advertising, marketing, etc.)
Design includes both the built and the bought environment
And don't forget the study of natural design. (Nature has had several
billion years of testing!)
Design is truly the broad-based integration of art and engineering
Design combines the study of all areas of technology, engineering, science,
art, language, business, society.
Design teaches the 4S's, the "3Rs" of the 21st
century:
- problem solving skills
- communication skills
- team work skills
- technical skills
Designers have to consider many aspects of a problem
- aesthetics and function
- safety and reliability
- cost and marketing
- materials: working characteristics, physical and chemical properties,
joinery
- process of production: cost, efficiency, time, project management
- ergonomics; how humans use and interact
- efficient use of technology
Problem solving in design involves:
- developing of specifications, criteria and evaluation of solutions
- development of design proposals, marketing of ideas
- physical testing of ideas
- researching and innovation
DESIGN FOR THE 21st
CENTURY WORLD
One of the important books I had to read in art school was Victor Papanek's
Design for the Real World (1971). (In fact it probably was the prime
reason I lost my taste for "fine art"). Papanek's contention was
that we should be designing to improve the human condition, whereas the
design profession seemed to be more concerned with superficial styling.
Styling has its place, after all, the best designs won't be bought if they
don't have the look, however, for me, good design should concern itself
with solving problems.
Problem solving is the "Prime Driver"
Above all else, design fulfills a need. Design begins with identifying
a problem situation, a need or a change in need.
Design is chasing an idea
A designer, through analysis, investigation and research, begins to synthesis
an idea for a possible solution to the challenge at hand. The process
is then to chase that idea down to see if it works, to test it, to modify
it, to branch out in a different direction, or to reject it altogether
and "go back to the drawing board".
Avoid solutions looking for problems
It seems design newbies for the most part already have a "great idea",
before they even thought of the problems it solves or the users who will
need it.
The "Design Process"
So many circles, arrows, paths, boxes, charts and diagrams. Seems everyone
has a Design Process. The problem is, it's not really a "design process",
but a product development process, a different matter all together. Design
takes place before, and throughout, a product development process. (OK,
so I have one too!) It is true, that like most endeavors
in creativity, there is no one approach in design problem solving. Logical
design processes does not and should not supercede creativity. However,
that said, a beginning designer or student designer could use a little
hand holding by following an established procedure. Most procedures are
common in that there is some analyzing, some synthesizing, and some descision
making, either in a step by step procedure (with positive feedback along
the way), or in an ever tightening circle until the Prime Driver becomes
a solution, or a pointer to a better solution.
Failing
Failure is good. One learns from failure. One learns by taking risks.
Back to the drawing board! This is OK until the final design of course.
Design vs. styling
If design is just a styling exercise, nothing is learned.
Good design satisfies many needs
Good design solutions usually satisfies criteria from many problem areas,
such as:
- function
- ergonomics
- "usable" use cycle
- manufacturing processes, assembly
- transportation/shipping
- maintenance
- marketing and cost
- standards and law
- aesthetics
The process of making
One must consider the impact of process on design, how will this product
be created, manufactured, built, delivered, whatever. Making a custom
item is fine (and is what we usually end with in schools), but usually
is not the last step. There is much to learn about mass producing the
idea.
Communication before manufacturing
I think many educators forget that before something can be made, a lot
of communications between co-workers, experts, clients, manufacturers,
etc. must be accomplished. A good designer has to be able to illustrate
and discuss and present their ideas, and this is no trivial matter.
A note about the Digital Nation
The 21st century citizen lives in a different world than we do. It's a
whole new ballgame with a whole new set of rules. Its an age where a good
designer is a wired designer. We are in the midst of Jeremy Rifkin's Age
of Access, and soon will be moving on to the Age of Experience, where
our lives, and the experiences that make up that life, are neatly packaged
for us. The Digital Nation needs relevancy, needs opportunities to explore,
needs the space to break down the rules and redefine whats up. Let 'em
rip!
Beam me up, Scotty!
FOR TEACHERS OF DESIGN
Teaching design is not easy. It relies on a lot of subjective criteria,
keeping tabs on students at all different levels and needs, and constant
gathering of resources. Sure would be a lot easier to have all of them
make the same keychain, bookshelf or bike rack. Somebody shoot me if I
ever fall into that rut.
Do not panic!
Design is a far reaching and all encompassing subject area. There are
no experts, mostly informed and talented individuals really. It is subjective...teach
the students how to rationalize and critique, and you are on your way.
Design is not drafting
Many tech educators think that drafting is design. Drafting is just one
component, and one tool, in the process of designing. I can't imagine
teaching students to draft jigs and fixtures and houses when they haven't
learned what they are designing. Drafting is one of the last steps before
manufacturing, not the first step. Kind of like teaching calculus before
you have a use for it!
The consumer
Teaching students how to be better consumers is a good way to start to
analyze design, good design will follow. (Thanks for this
particular insight goes to Prof. Brian Burns, Carleton University's School
of Industrial Design). Note that it is a rare product indeed that
is invented...almost everything is innovated from preceding ideas.
RELEVANCY
The design project must be relevant to the student's needs and experience.
SIGNIFICANCE
The design project must be significant, it must have a purpose and never
should be treated as a make-work time filler.
NEED
Have students analyze the everyday:
- around the home
- games and toys
- around the school
- tools
- around the neighbourhood
- pets
- parent's professions
- trends and fads
Limit the variables
Constraining the project creates more room for creativity. I learned a
lot about painting from my art teacher who made us paint with one colour.
Avoid vacuums, kitchen sinks and little black boxes
Students can't design in a vacuum, they need to see what was done before,
what the rationale is, what their experience gives them. Another tendency
is for students to throw everything into the design, such as the built
in jacuzzi and surround sound in the portable chair. Also avoid the "black
box", such as "well, you put it on your tail pipe and it eliminates
pollution and creates energy and world peace" type of solution.
Setting it all up
The design brief is a short description of the problem to solve
that you give to students. This includes:
- the background
- the tasks to perform
- the deliverables (reports, sketches, models, illustrations, etc.)
- the timeline
Record everything, throw away nothing
Always.
Skills students need to learn, can learn from design:
- research
- team work
- computer related tasks
- human interaction with technology
- properties of materials
- the process of analyzing
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- marketing
- visualization
- project management
- sketching and 3D
- illustration, drafting and CADD
- use-cycles
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- manufacturing
- law and regulations
- community involvement
- environmental concerns
- electronics
- testing procedures
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Some thoughts on using computers
- yes, the computer lies
- the computer slows process
- the computer divorces us from reality
- the computer is one of the best damn tools we have, and one of the
worst
How to judge aesthetics
- does it make sense?
- does it meet design criteria?
- most important: can the designer rationalize their design decisions?
Make and build, make and build, make and build
The secret to learning
On sketching
Sketching is a talent, students need to be trained how to visualize, use
abstraction, put it down on paper. Engineers should be fired if they can't
draw.
On visualization
Visualization is a talent, students need to be trained. The real clue
to innovation is to see in one's mind's eye.
Conceptual blockbusting
There are many ways to remove the barriers to creativity
you have
to break the ice. Try speed sketching, word associations, etc.
Humour works
Another secret to learning. And by the way, did I mention it must be fun?
GO BEYOND THE ORDINARY
Enough said.
Beam me up, Scotty!
SCOTTY'S PRODUCT DEVELOPMENT MODEL
Every source on teaching design has a graph or chart or step by step
directions to describe how to go about designing something. So as to not
feel alone, I hereby provide mine, which I developed when I started teaching
back in 1992. Teachers of design make a serious mistake if they ill-define
the problem situation at the outset, if they demand a minimum number of
sketches or ideas, (there is only a need for one...the Prime Driver),
and if they expect drafted drawings before students had a chance to build
hands-on to learn what it is they are drawing.
Teachers:
- don't expect students to sit still and sketch and draw and draft endlessly
at the beginning of the project
- get students to model... work with clay and paper and wood and scrap...
you have to build enthusiasm and excitement at the beginning or you'll
kill it before it had a chance to live.
- don't expect three or five or ten ideas, expect at least one...studies
show designers work at one idea then will work on others if the first
one doesn't fly.
- make it a BIG thing. Make it WOW! Instill the motivation to take on
the project and make it their own. Stand back and watch the learning
happen in front of your eyes.
PLANNING STAGE
PROBLEM SITUATION IDENTIFICATION
- WHAT, WHY, WHO
- what is the purpose here?
- what is the problem, why is there a problem, who needs a solution?
- research, conceptualization, group think, brainstorm
SET GOALS, NOTE CRITERIA
- HOW and WHEN
- consider resources, materials, funds, time constraints
- discuss goals with clients, users, investors
- refine solutions, more thumbnails, models
EVALUATE, TEST, SELECT AND IMPLEMENT SOLUTIONS
- brainstorm, sketch, doodle, thumbnails, roughs, models
- group discussions, decisions
- block out solutions with models, test: Does this work? Why? Why Not?
- pin down solution(s)
- feedback to other stages
PRESENTATION STAGE
SELL THE IDEA(S)
- polish, and layout solution(s), comp drawings
- present ideas to users, management, clients, investors
- feedback to other stages
PRODUCTION STAGE
IMPLEMENT
- develop engineering details, prototypes
- fabricate solution
- evaluate process, verify, modify if necessary
- monitor production: is there a better way?
- feedback to other stages
POST PRODUCTION STAGE
EVALUATE
- analyze and conclude, report results
- refine ideas for further work
- feedback to other stages
© Michael A. Scott 1997
Beam me up, Scotty!
SIX PHASES OF A PROJECT
- ENTHUSIASM
- DISILLUSIONMENT
- PANIC
- SEARCH FOR THE GUILTY
- PUNISHMENT FOR THE INNOCENT
- PRAISE AND HONOUR FOR THE NON-PARTICIPANTS
(source unknown)
Beam me up, Scotty!
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