Full 2023 PDT Notes
Full 2023 PDT Notes
Step 4: Research
Research and design activities can be triggered by key words and phrases in the design brief.
Step 5: Visualisations
Brainstorms EG. Mind Maps - quick sketches, mostly small, to nut out and develop ideas to show links or influence from
research. Can be in 3D form, such as model or mock-ups
Step 9: Production
Produce a product or prototype, refining and modifying your work as you go. This needs to be recorded.
- Functionality:
o Functionality: the ability to perform a task as required
o Way of expressing the primary and secondary functions
o Ability for product to do its job/ how It works
o Strength, ease, flexibility, movement
o Reliability: The ability of a product o perform its purpose repeatedly and over a long period of
time, without failure
- Quality:
o Quality: Features and characteristics of a product that bear on its ability to satisfy its stated
purpose or function
o Depends on knowledge and expectations of legal factors, materials, appearance and construction
o Australian/ international standards define benchmarks for quality
o Aspects of quality: reliability, durability, strength
§ Properties and characteristics of materials/suitability for product
§ Ease of use
§ Strength/accuracy of construction
§ Visual and aesthetic appeal
- Design brief:
o Consider user and needs in DB
o Consider how you can tap into people’s emotional reaction to attract them to work
- Analysing products:
o Identify what the human need is + how it has been catered for in the product
o Emotional response to a product
3. Innovation and creativity:
- Not always something new, new approach that is different and better
- Processes that renews something that exists [innovation happens through creativity]
- Can be products, processes, organisations
o Radical innovation:
§ Makes a notable change using enquiry and experimentation
§ Never assuming something is impossible, ignore negativity, give ever idea consideration
o Tame innovation:
§ Change/modification occurred by small amounts or increments
§ Can come from research and development, feedback, new materials/processes
- Design brief:
o Don’t stay too restrictive with requirements [allow room for creativity]
- Analysing products:
o Comparisons with current and older designsà determine where innovation lies
o Identify specific aspects/features that are creative
- Design brief:
o Include requirements about garment aesthetics
o Outline visual aspects that would appeal to the client
o Employ different design elements and principles to enhance your ideas
- Analysing products:
o Deconstruct visual and tactile factors by identifying and describing design elements
- Environmental:
o Air, water, land, animals, plant growth
o Every product we buy consumers these resourcesà negative impacts on the environment
o Conserving and recycling resources and reducing waste
o Product design affecting environment:
§ Material selection (extraction § Distributing methods (reducing transport
and processing) distances
§ Selection of production § Design product for minimal impact when used
processes (creating waste and § Design product for long life
pollutants)
o Product usage affecting environment:
§ Product using energy/fuel is § Washing clothes in cold water rather than hot
carefully maintained (saves energy)
§ Drying clothes on line rather § Washing clothes less often
than dryer § Driving vehicles at speed which uses less fuel
- Economic:
o Economic growth important for nations, companies, individuals
o EG needs to occur without negatively impacting on community or environment
o Enthusiasm for sustainable practices wanes in economic downturns
o Positive environment and social changeà costly
- Supply chain:
o Creating and development of sustainable products means ensuring that their journey to
market is ethical
o Businesses may distance themselves from impacts of products (blame suppliers)
o Responsibility to know:
§ Origins of raw materials
§ Fair treatment of workers
§ Impacts of manufacturing of environment
- Emotional attachment:
o Positive and negative effects
o Goodà sustainable decision, badà ‘high’ of buying something new/ not needed
o Designers, manus etc. play on emotions of consumers
o Want to keep up to dateà purchase spontaneously on whim because of emotional
attachment
- Design brief:
o Include requirements relating to sustainability
o Make choices of product: waste minimisation, disposal of product, efficient production
processes
- Analysing products:
o Look at materials used, construction methods, transport and distribution
o Suggest how product can be more sustainable
o Investigate claims made by company
7. Legal responsibilities:
- Intellectual property
o Property of mind/intellect+ ways it is expressed
o The right to own+ earn from your creations
o Protecting IP
§ Gives the owner the right to stop others copying their idea
o Copyright:
§ Written words or 2D representations
§ Occurs automatically (doesn’t need to be applied)
§ Protects works the express ideas, not ideas/concepts themselves
o Design registration:
§ Protection for the shape and appearance of functional articles, not how a product
functions
§ Design must be ‘new and distinctive’
§ Registration must be obtained before the design is seen publicly
§ Protects products intended for low-volume/mass production
o Patents:
§ Certification or grant or grant of right to a creator assuring the sole right to produce a
product
§ Can be granted for new, inventive products
§ Is an actual document containing technical drawings, measurements and written
descriptions
o Copying/ using other IP
§ Theft or piracy of someone else’s work
§ Can lead to prosecution, fines, damages, loss of employment
o Acknowledging IP:
§ Acknowledging the sources of your inspiration or aspects you have copied into designs
§ Naming designer, author of publication, title of publication
- Australian + international standards:
o Standards: set out technical specifications or other criteria necessary to ensure that a
material, method or product will consistently do the job it is intended to do
o Periodically reviewed, Aus standards mirror International standards
o ISO sets out standards used globally for ease of manufacturing, trade+ communications
o ISO:9000/1à standards relating t quality management of systems and processes of how a
product is produced, rater than the product itselfà outline mgmt. systems to achieve
standard quality
- Safety of products:
o Product should always be safe to use
o Children’s nightwear needs to be safe to wear when heating
o Developed to cater for almost every type of product
o Marked with standardised tick
- Occupational health and safety:
o Applies to all workplaces
o Must be kept safe for employees, customers, public, injuryà loss of org. reputation
o OH+S act 2004 specify the way duties imposed must be performed
o Safety regulation often changed
- Design brief:
o Acknowledge Ip in design brief and folio
o Developing DBà check whether there is a relevant standard to the product
o Designing productà think about safety of end user, consider product may be used in
unintended way
o Productionà follow OH+S, ensure finished product is safe, do a risk assessment
- Analysing products:
o Acknowledge IP, check if there is a relevant standard
o Suggest ways product can be made safer
8. Materials – characteristics and properties:
- Suitability
o Balancing a number of factors (DB, situation, client, function of product)
o Core of material selection:
§ Characteristics and properties § Availability of materials
§ Cost § Environmental impact (sourcing, production,
§ Aesthetic qualities use, disposal)
§ Ability to be processed
o Most expensive not always the most
suitable
- Characteristics and properties
o How they function in the design
situation
o Hardness, insulation, odour, taste,
feel, shine, colour, elasticity
- Aesthetics
o Colour, texture, sheen, natural,
synthetics, opacity, visual weight
- Compatibility of materials:
o Existing in same place without
harming each other
o Aestheticsà contrast of
colour/texture, visual appeal
o Joining methodsà strong and
durable, research, testing and
awareness of OH+S regulations, can
they be taken apart?
o Proximity of materialsà neither
material should deteriorate due to
proximity
§ Dyed fabric rubs on white
cotton and turns redà white
synthetic doesn’t absorb
colours
o Combining appropriatelyà
properties considered carefully
§ Combining materials to
ensure product viability
required research (flex,
durable, elastic, wash)
- Design brief:
o Include requirements about the
materials (not define them)
o Describe properties/characteristics
à have choice
o Check compatibility of joining,
washing, aesthetics when combining
materials
- Analysing products:
o Identify materials, why they have
been chosen, how suitable they are
9. Technologies – tools, processes and manufacturing methods:
- Information and communication technology used in every aspect of design
- Technologies: hand-held, power tools, complex machinery used in conversion of raw materials and
processes during production
- Conversion techniques:
o Processes required to convert raw materials into useable materials
o Many levels of useability
o Textile fibres come from large variety of sources (natural, synthetic), metals (extracted from
the ground), plastics (variety of sources)
o Many conversion techniques performed by complex computer-controlled
equipmentàreduced cost, high consistency
o Many required a lot of processing to become usable
- Forms of material:
o After conversion material comes in variety of forms
o Plasticàsheets, rods, mouldings, Metalà sheets, rods, bars, Woodà board, Fibreà
yarn, fabric
- Processing methods:
o Method determined by how well a process does the required job, skill level required, time
limit
- In industry
o Most companies outsource manufacturing to factories based on:
§ Location, availability
§ Cost, time
§ Achieved quality
o Manufacturers inform design company of new, efficient processesà better quality/cheaper
product
o Robotic technologies reduced need to specific toolsà respond flexibly to demand
- Design brief
o Consider available technologies that can be operated safely and competently
o Research materialsà knowledge of conversion of raw forms (sustainability)
o Purchaseà form best suited to design (refined forms $$à avoids error
o Some technologies may need to be outsourced
- Analysing products:
o Compare tech with what’s available in workshop
o How is mass production achieved
o Consistent, accurate, quality
Designers and End-users
Designers:
Throughout the product design process, it is crucial that the designer and end-user/s collaborate to produce
an item that is innovative, original, and fulfils the requirements of its audience. Both parties play significant
roles when it comes to creating a new product from scratch and communication between the two is vital for
success.
A designer is someone that can come up with a viable solution to a problem by working through the stages of
the design process. For designers to create the best solutions to a problem, they need to carefully assess the
end-user's needs. For VCE, we primarily observe designers whose viable solution is a functional and visually
appealing 3D product.
There are many things that designers do such as:
- Brainstorm/mind-map: refining ideas, creating visualisations, and exploring the design elements
and principles
- Experiment: trying something new, making prototypes, and learning from trial and error
- Organisation: communicating with end-user/s, time management, budgeting, planning time to
research, managing materials, and always asking for feedback
- Research: investigating information is relevant to the product (materials, end-users, ergonomics,
etc.)
- Creative and lateral thinking
- Understanding the context and requirements of a project: developing a design brief (with
constraints and considerations) and using the product design factors to create an innovative solution.
End-users:
Can be an individual or a specific group of people who will most likely use the product. The end-users
address their wants, needs, and ideas with a designer and work together to create a solution.
The end-user's role includes:
- Providing as much feedback and/or advice to the designer to help them improve the product
- Communicating with the designer on aspects such as aesthetic features, function, materials, etc.
- The intention to use the finished product created by the designer
Methods of exploring the product design factors as specified by the client or identified for a
used group through the use of appropriate market research:
- Designer must be certain that their creation will solve DB problem
- Designers can: examine the market place, understand new tech, predict new tech, draw on experience,
listen to complaints
There are many different methods of conducting market research and this information can be separated into
quantitative or qualitative data.
- Quantitative = data focuses on numerical responses, such as numbers that can be counted, scored,
or measured.
- Qualitative = data on the other hand focuses on descriptive information.
Secondary sources: on the other hand come from researching information that has already been
published by others. Some examples are:
- Researching materials that could be used by looking at published information about their properties
- Looking through legal documents such as patents
- Identifying similar products online
Market research in development helps designers develop a product that functions better
and is more innovative than current products on the market.
The Design Brief:
Once relevant information has been gathered, it is possible for designers to create a design brief. A design
brief is a written statement outlining the context of a design problem and its requirements (constraints and
considerations). An outline of context briefly describes the problem or the need to be met. Your outline of
context should be easy to understand so you can keep referring to it later in the design process.
The role, purpose, structure and components of a design brief, including a situation or
context and constrants and considerations:
COMPONENTS:
- Outline of context
When making an outline of context, check that it defines a design problem rather than a description or
solution to a product as this can limit creativity. This should include the who, what, when, where, why, and
how of a product as well as its end-user.
THE ROLE:
- DB: Outline the design problem and requirements, parameters and considerations
- Context: explains problem to be solved, what appeals, who will use it, where it will be used, how often,
when
- Constraints: Explains aspects that can’t be changed, boundaries, limitations
- Considerations: Considered, harder to define, require research
PURPOSE:
- ContextàHave background information of the context and problem, requirements, priorities,
expectations
- Constraints àoutline needs that must be fulfilled
- Considerations àOutline wants that could be filled
Evaluation criteria:
The evaluation criteria provide a way for you to assess how well you have met the requirements from your
design brief. They are always written in the form of questions and allow the designer to evaluate the final
product to see if it has met its intended needs. When making evaluation criteria, the questions should always
come from the design brief you constructed.
The relationship between the design brief, evaluation criteria, research and product design
development activities
• Design brief (context+ CC) sets out problem needing to be solved
• Shows client/end user wants and needs
• Requirements established
• Sets down in writing the specification for both parties (client and designer)
• Priorities worked out (details of the design brief + expectations of finished product)
• Constraints and considerations weighted to determine which needs are evaluated on
• Designer follows product design process after this
• Often begins with research and idea experimentation
AOS 2: Product development in industry
Research and Development (R&D):
What is R&D?:
R&D is scientific and technical research that explores and improves materials, mechanisms, manufacturing
systems, and much more. To create high quality end products, there needs to be a high level of proficiency
in design, and R&D is often what will give a company an advantage over others in their field. R&D is
scientific and technical, usually about the product, what it is made of or how it can be made. The Australian
Bureau of Statistics (ABS) website defines R&D as: “systematic investigation or experimentation involving innovation or
technical risk, the outcome of which is new knowledge, with or without a specific practical application, or new or improved
products, processes, materials, devices or services.”
Forms of R&D: The activities that are classified as R&D differ from company to company, but they are
related to developing either new products or new knowledge. According to the Australian Tax Office, R&D
activities must be core or supporting. Core R&D activities must be experiments; they can take place in a
laboratory or on a factory floor and are for the purpose of discovering new knowledge (not already
available). Supporting activities are not experiments but are those activities that directly link to core
activities, i.e. inform the experiment.
- inventing or developing new materials or new uses for materials (e.g. lighter, stronger, warmer, more elastic)
- looking at materials developed in other fields (e.g. food and medicine) and determining their suitability
- developing new equipment and machinery
- developing new ICT (writing the code and testing) in design and product manufacture.
- It is important to note that market research and market testing are not considered R&D by the Australian Tax
Office for tax incentives, as methods used are not normally experiments.
- Use the link for a clear guide on R&D activities and those which are not eligible, and search for The R&D
Tax Incentive - A Guide to Interpretation' published by AusIndustry.
- Experiments that take place in a lab and are for the purpose of discovering new knowledge
- Inventing or developing new materials so they have more desirable qualities (e.g. lighter, stronger, more
insulation properties)
- Looking at materials in other fields (medicine, food) and seeing if it Is compatible for the product (suitability)
- Developing new equipment, machinery and/or ICT to aid product development
Planned Obsolescence:
What is obsolescence?
Obsolescence is when a product becomes obsolete. This is for various reasons, such as when it:
- is no longer useful or useable
- is out of date cannot be used with current technology is replaced by another product that is more
efficient.
Planned obsolescence: Planned obsolescence refers to a strategy employed by manufacturers to
intentionally design and produce products with a limited lifespan or a planned expiration date. The goal
behind this approach is to encourage consumers to repurchase or upgrade their products more frequently,
generating consistent sales for the company.
Planned obsolescence is considered to be inbuilt, i.e. it is in the design. There are three types of planned
obsolescence:
- Functional
- technical
- style
Planned obsolescence is when manufacturers design a product to be obsolete within a few months or a few
years. Manufacturers have a vested interest in making a product that has a limited life - a consumer will then
buy another to replace it. However, this type of approach can be blamed for some very negative impacts on
the environment and society. Consequently, more and more designers want to or are being encouraged to
think sustainably and to follow a strategy such as those outlined under 'Sustainability models' (sometimes led
by consumer demand for more sustainable products).
- miniature circuitry in fabric that can create materials capable or carrving dvnamic messages. graphics or
multicoloured surfaces
- fabrics that detect changes in heat or heart rate
- fibres filled with silver to be used to create bandages for burns
- plastics such as polycarbonate that are flexible, strong and easily dyed
- metals that can be moulded like plastic, made from alloys of zirconium, nickel, titanium and copper
- wood/plastic composites made from plastics, such as those found in old carpet fibres, and low-grade wood waste
- various crops that can be processed into fabric, such as sov, bamboo and corn
- carbon fibre - a light, flexible and extremely strong material that is usually used in a composite with other
materials: used in biccles and planes, etc.
- Many new materials are patented or trademarked. Examples are:
- Recopol™ - a solid material made from e-waste such as computer casings, telephones and printer cartridges
- Poron® - cushion material used in shoe soles that is cushioning, flexible and breathable
- SPS MAX - used by Blundstone in the soles of boots. It includes XRD® Extreme Impact Protection, a
lightweight, thin and breathable cushioning material that's engineered for repeated impact and shock absorption
- Kevlar® - a bulletproof fabric, developed by Dupont, that is also used in jeans for motorbike riders, chainsaw
operators, etc
Lean manufacturing:
Lean manufacturing is a process which aims to improve the manufacturing process, reduce costs any waste.
Waste can come in many forms, such as time, movement, errors, or doubling up on tasks. There are many
methods we can use to implement lean manufacturing methods in our manufacturing industry.
Lean manufacturing methods include:
- Catering to actual demand, not just to projected demand: this means that you only
manufacture what is needed which helps to prevent a surplus of products. Not only do you give the
customer what they want, you are also helping the environment because wasteful excess stock is not
produced.
- Using low volume production: manufacturers are in full control of the amount they produce and
can increase to larger amounts if necessary. Low volume production allows for flexibility and can
adapt to change if an issue were to arise, thereby reducing waste.
- Being efficient and organised: examples could be using IT systems or having a clean
environment to increase efficiency.
- Cell production: having different teams (cells) focus on a certain aspect in the production process
as well as working together can reduce waste.
Cradle-to-cradle concept (C2C): Cradle-to-cradle is a recycling plan for when a product reaches the
end of its life. It aims to reuse the materials that were originally in the product to reduce the amount of
potential landfill waste. There are two main options for C2C production: biological recycling (where
materials are composted) or technical recycling (where materials are reused/recycled). C2C influences the
design of a product as materials must be carefully selected (reusable or biodegradable) to avoid the product
ending up in landfill and polluting the environment. In the manufacturing stages, C2c generally does not use
toxic chemicals as they are harmful and harder to reuse. Just like LGA, scientific support and effective
labelling of materials can also influence marketing of the product and be a selling point for customers.
Design for disassembly (DD): Design for disassembly is when we consider how each part of a product is
joined and look at it as an overall piece. When using DfD as a sustainability framework, the goal is to use
minimal material, non-permanent joints, label each piece for easy disassembly, and make sure that the
product is easy to repair. Since the product will be disassembled at the end of its life, each piece needs to
come off easily and be identified accurately for future use. DfD influences the design of a product as it
restricts the number of different materials used and the paints/finishes allowed in the product for easy
recycling. Using DfD in the manufacturing stages means that permanent joints such as glue are avoided, and
each part is labelled carefully so it can be reused once the product is no longer useful. In the marketing area,
promoting recycling and careful notation of labeling individual materials can help the product stand out in
the market.
Use of R&D by ‘Outerknown”: Utilising research and development, Outerknown collaborates with various
partners, including Fair trade, Textile Exchange, Fair labour association and Sustainable Apparel Coalition to explore
innovative materials and manufacturing techniques that minimize environmental and ethical impact while
maintaining high-quality standards, “sustainability and style run hand-in-hand”
Examples: Since 2019 Outerknown has adapted the highly disposed item carpeting as a recycled fibre in their
collection. After extensive research throughout 2018 into carpeting it became noted that 3.5 BILLION pounds of
carpeting every year in the U.S. alone and the majority gets landfilled or incinerated, and less than 5% is currently
recycled. By using regenerated nylon, Outerknown help keep waste out of our ocean and landfills, they cut back on
fossil fuels as virgin nylon is derived from petroleum. The final product they use is 100% regenerated, 100%
regenerable, without any quality lost in the process.
Outerknown strives for innovation throughout their brand, with the motivation to change the unethical fashion
industry. In 2021 Outerknown opened an unique market sustainable materials and an hopeful future for our
environment, launching their 100% recycled hat brims. This product uses discarded fishnets which pollute our seas
and helps reduce the 3.2 million plus pounds of plastic in the ocean. Around 8 million metric tons of plastic enter the
global ocean every year, and around 10% comes from the fishing industry. Regrettably, much of this material ends up
in the environment, as many landfills in developing regions are privatized and costly. Unfortunately, today’s synthetic
nets break down into microplastics and continue to do what they were designed to drift along and trap sea life.
Outerknown’s partner Bureo collect, clean, and process nets into pre-production NetPlus® pellets that are 100%
recycled and 100% traceable. By swapping virgin plastic for NetPlus Outerknown lowers their carbon emissions while
keeping fishing nets from polluting our ocean.
How do these method of R&D lead to design innovation during the product development process:
Through continuous research, experimentation, and collaboration, Outerknown aims to push the boundaries of
sustainable fashion and create clothing that combines style, functionality, and environmental responsibility. Outer
known sees no sustainable efforts as out of reach and takes any possible measure to ensure they brand is always
evolving in an positive direction. Their R&D efforts enable them to stay at the forefront of sustainable apparel and
contribute to the overall advancement of the industry.
New and Emerging technologies: Outerknown uses emerging technologies and or materials to manufacture or
incorporate into their products: Recycled Fabrics: Outerknown leverages advanced recycling techniques to
transform post-consumer waste, such as plastic bottles or discarded garments, into high-quality textiles. The benefits
of the emerging technologies and materials for Outerknown (manufacturer) and their customer (end-user) are
- Enhanced Brand Reputation: Outerknown's adoption of sustainable materials distinguishes them as an
eco-conscious company, appealing to environmentally conscious consumers. By showcasing their commitment
to sustainability, they attract a growing market segment that values ethical and sustainable fashion.
- Improved Comfort and Quality: Sustainable materials often offer superior comfort, breathability, and
durability, providing customers with high-quality garments. Outerknown's use of such fabrics ensures that
their products not only align with their environmental ethos but also meet customers' expectations for comfort
and longevity.
The importance of MARKET RESEARCH for Outer known: One method of market research used by
OuterKnown, a clothing company founded by professional surfer Kelly Slater, is conducting customer surveys and
feedback collection. This approach helps OuterKnown to determine the end-users' needs during the product
development process. OuterKnown may start by designing a questionnaire or survey to gather valuable insights from
their target market. They can distribute these surveys through various channels, such as their website, social media
platforms, or email newsletters. The survey questions are carefully crafted to extract information about customer
preferences, needs, and expectations related to clothing and fashion.
Planned obsolescence in outerknown: As for Outterknown, it is a clothing company founded by professional surfer
Kelly Slater and designer John Moore. The company places a strong emphasis on sustainability and ethical practices in the
fashion industry. Outterknown aims to create durable, high-quality garments that are designed to last. Outterknown has
been recognized for its commitment to sustainability and transparency. They prioritize using eco-friendly materials,
implementing fair labor practices, and minimizing their environmental impact. As such, it is unlikely that Outterknown
deliberately employs planned obsolescence in their products, as it would contradict their core values and sustainable
approach to fashion. However, products that have purchased by consumers can be returned to the company for resale or
the fabric will be upcycled into another product that may be of a more current style.
Sustainability: A sustainability system/model utilised by Outerknown influences the product the product
development – Product Lifecycle Analysis: The sustainability system employed by Outerknown involves analyzing the
entire lifecycle of their products, from design to disposal. This analysis helps identify areas where improvements can be
made, such as reducing energy consumption during manufacturing or implementing take-back programs for recycling
or repurposing used garments. By considering the entire product lifecycle, Outerknown aims to create products with a
reduced environmental impact.
Scale of Manufacturing: It's important to note that Outterknown's specific manufacturing strategies may vary, and
they may employ a combination of different scales depending on the product type, market demand, and their
commitment to sustainability and ethical practices. For example, Outterknown has been known to use low-volume
production for certain collections or specialized garments that are produced in limited quantities, such as a small batch
of sustainably made denim jeans. But have also adopted mass or high-volume production for its core clothing lines,
producing significant quantities of t-shirts, hoodies, or other popular items to meet market demand.
Low-volume production can bring several sustainability benefits and challenges for both the manufacturer,
Outterknown, and its end-users. Here's a description of one social, one economic, and one environmental
sustainability benefit and problem associated with low-volume production:
Lean Manufacturing: Lean manufacturing methods can benefit the product development process of Outterknown,
a clothing company, Lean manufacturing methods benefit the product development process of Outterknown by
reducing waste, improving quality, accelerating time-to-market, enhancing collaboration, promoting flexibility and
adaptability, and reducing costs. These benefits result in a more efficient and effective product development process,
leading to better products and higher customer satisfaction. Other key benefits:
Reduced Waste - Faster Time-to-Market - improved Quality - Enhanced Collaboration - Flexibility and Adaptability -
Cost Reduction
Social Sustainability Benefit: Unique and Customized Products: Low-volume production allows Outterknown to
offer unique and customized products to its customers. This creates a sense of exclusivity and personalization,
enhancing the overall shopping experience and customer satisfaction.
Benefit: By providing unique and customized options, Outterknown promotes individuality and self-expression,
enabling customers to feel a stronger connection with the brand and their clothing choices.
Economic Sustainability Problem: Higher Production Costs: Low-volume production often involves higher
production costs compared to mass production. This is primarily due to the need for more manual labour, specialized
equipment, and a less efficient production process.
Problem: The higher production costs associated with low-volume production can lead to increased prices for the
end-users. This may limit accessibility to Outterknown's products for certain consumers, potentially making
sustainable and ethical clothing less affordable for a broader audience.
Environmental Sustainability Benefit: Reduced Waste and Overproduction: Low-volume production helps
minimize waste and overproduction. Since products are made in smaller quantities, there is less likelihood of excess
inventory or unsold items, reducing the environmental impact associated with textile waste.
Benefit: By adopting low-volume production, Outterknown can better align production with demand, reducing the
need for large-scale manufacturing that can contribute to overconsumption and the generation of textile waste. This
supports the company's commitment to environmental sustainability and reduces its carbon footprint.
UNIT 4 AOS 1: Product analysis and comparison
Evaluating commercial products:
The word attributes is interchangeable with features and refers to the characteristics and qualities
of a product. When evaluating a product the first thing that consumers, designers and manufacturers need to
do is define the attributes or features that the product should or could have. Note that the distinction
between 'need' and 'want' is important, as it helps prioritise what is essential.
The attributes or features of a product can be defined by the product design factors.
Different attributes of a product include:
- its primary function, and the secondary functions that add to or enhance it
- how it performs or operates (functions), its reliability and quality
- its user-friendliness or how it suits the user's need, ergonomic and safety features
- whether it is innovative - a really new type of product
- how it appeals to the user visually, tactilely (to touch) and aesthetically, etc.
- the materials used and how suitable they are for the target market (or end-user)
- its environmental, social and economic impacts
- its cost/value, timing on the market
- the quality of its construction.
-
Soft vs hard attributes: The attributes of a product are sometimes categorised as soft relating to the
subjective, more aesthetic, perception-based and philosophical aspects of design -and hard, or relating to the
functional, utilitarian and measurable aspects of design.
Prioritising attributes:
the product type: For some types of products, function and quality are critical and are what the product is
judged by. For others, the aesthetics or look of the product is of a higher priority.
the user: What you want from a product will depend on what sort of person you are. The needs and desires
of the user change depending on their background, income or willingness to spend, values, tastes and life
stage.
Manufacturers, on the other hand, want products that not only function well but can create a profit for
the company. They also want to construct a brand with high credibility and become well known in the
industry:
- function well
- create a profit
- are efficient to make
- create and retain brand credibility and style become popular.
It is the designer's role to recognise these different and sometimes conflicting priorities and seek to balance
and satisfy them as best they can. Products that are successfully designed achieve that balance between the
needs of the customer and the needs of the manufacturer and retailer.
New products:
When a product becomes old', our values around it start to change. We will now look at the life cycle of a
product and see how these values change overtime. Users of new products will typically value function,
originality, and innovation, and may have a stronger emotional connection to the product than they would if
it were old. Manufacturers meanwhile may value aesthetic (eye-catching) features or unique selling points
that allow them to sell the new product at a highly profitable price.
Old products:
Once a product has lived on the market for a long time, users expect it to be reliable and have 'evergreen'
features. By this time, the product may become obsolete and users will look for an innovative alternative on
the market. Manufacturers will most likely create another similar product with new technologies integrated
into its design.
Qualitative - descriptive information about experiences or stories, usually sourced from individuals or
small groups; provides complex data that is hard to classify, but provides a detailed picture; the information
is usually subjective. It is usually written statements that take a long time to interpret for the purpose of
identifying and evaluating trends.Methods of qualitative data include:
- Talking to people and observing how they interact with the product
- Constructing in-depth interviews with people to see the pros and cons of a product
- Asking a wide range of open-ended questions to maximise data on the product (e.g. What are things
you dislike about the product? Do you have any problems using it?)
Quantitative - numerical information sourced from a large number of people; simple data that is easy to
classify and useful for generalising trends; it is measurable, objective and can be tested. Quantitative data can
be easily presented in graphs and charts.
- Materials: the characteristics and properties used, and their durability and suitability for the
product's main function.
- Design: the design of a product though its ergonomic features, comfort levels, performance, and
function.
- Aesthetics: the form, texture, and shape of a product.
- Finishes: the type of finish in both texture and appearance of a product.
- Construction/joining methods: the way a product is constructed which can impact durability,
strength, or accuracy.
- Certification: that cover quality or environmental and social concerns. Such certification means
that the products, the materials they are made from or the manufacturer's systems have been assessed
and meet recognised standards. This provides evidence that these products are 'good' in those areas,
and can be used as a basis for making comparisons with other products.
A poorly made product will likely become defective sooner and end up in landfill more quickly, which costs
money for the consumer as they must replace it. Not only does this have negative consequences for
companies and their brand reputation, but it also creates substantial environmental problems, especially for
non-renewable or non-recyclable materials. Manufacturers are also disadvantaged as they may have to recall
a product because of its poor quality, making them lose large amounts of money.
Economic:
When you walk into a store, you may notice some products at insanely cheap prices. If something looks too
good to be true, you may want to consider researching the brand and their practices. Manufacturers can
take advantage of workers and pay them low wages. This is especially common in developing countries.Such
practices will usually result in high profit due to worker exploitation, however, it will cause great economic
impact later down the track, leading to social and environmental problems. To ensure economic
sustainability, there should be transparent finances and a fair pay for all workers. Although a product may
cost more, this ensures everyone in the production process is not disadvantaged.
Social:
As a customer, you can change the life of workers by purchasing ethically made products. When workers are
forced to work long hours without a break in an unsafe environment, this causes a risk to the worker's health.
Therefore, we must be careful about the products we buy, as purchasing from a company that puts their
workers in dangerous conditions effectively supports that company's exploitative business practices, creating
an endless, unfair cycle.
We also need to consider where a product is produced, as some developing countries do not have the same
high safety regulations that developed countries do. In some developing countries, workers are not trained
properly and may have to deal with toxic chemicals or dangerous equipment. There are also instances where
cultural land is purposely harvested for natural resources, impacting the people's everyday life and traditions.
When things are done correctly, there can be a positive side to social sustainability. Companies that want to
be associated with a strong positive social sustainability critically choose the materials they use, and some
may 'give back' to the community.
Comparing products:
To compare products effectively, it is helpful to begin with set criteria. The criteria need to be based on:
- the context
- the user
- the user's requirements
- the attributes of this product type that would suit their needs.
- Use the product design factors to assist you in creating the criteria.
To compare products against the criteria you have developed, you need to make judgements about how
each of the products satisfy the criteria. You need to have evidence or reasoning to inform and support your
judgements.
Most conclusions can be made by a visual comparison of the products, but important information to have
for a comparison would include:
information that allows you to judge each product's quality
- relevant specifications such as size and capacity
- the price
- the materials, where the product was made, etc.