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Lecture 1 - What Is Design

The document discusses the design process and what design entails. It states that design is not just an event, product, or experience, but rather is a process of problem solving, experimentation, and making things better for people. The design process involves identifying problems, brainstorming solutions, developing ideas, testing and redesigning, and sharing solutions. It also discusses key aspects of design like concepts, motifs, research, synthesis, storytelling, strategy, and evaluation.

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0% found this document useful (0 votes)
167 views

Lecture 1 - What Is Design

The document discusses the design process and what design entails. It states that design is not just an event, product, or experience, but rather is a process of problem solving, experimentation, and making things better for people. The design process involves identifying problems, brainstorming solutions, developing ideas, testing and redesigning, and sharing solutions. It also discusses key aspects of design like concepts, motifs, research, synthesis, storytelling, strategy, and evaluation.

Uploaded by

kh267azizi
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Introduction to Design Process Design/Design process

and Programming
WHAT IS DESIGN?
DESIGN IS NOT AN EVENT
DESIGN IS NOT A PRODUCT
DESIGN IS NOT AN EXPERIENCE
According to Google, "design" is both a noun and verb. But that
doesn't help us to know ... because a lot of words are both
nouns and verbs.

Its synonyms listed here lean toward the dominant word as


"plan" -- which is also a noun and verb -- but the word "plan"
doesn't quite accurately capture that look of despair on many
designers' faces when deadlines loom large and you can hear
them all say, "I wished I had planned!!“

What's missing in this definition of "design“?


What's missing in this definition of "design" is
the notion of an emotional connection
grounded in aesthetics, narrative, or
otherwise joy.
DESIGN IS A PROCESS...
DESIGN IS A
METHOD OF
PROBLEM SOLVING
DESIGN IS
CREAT SOMETHING THAT DIDN’T EXIST BEFORE
DESIGN IS CHOOSING
DESIGN IS TESTING
DESIGN IS EXPERIMENTING
DESIGN IS ‘ MAKING THINGS BETTER FOR PEOPLE’
DESIGN is an activity that translate an idea into a
blueprint for something useful
 
Design is focused first and foremost on human
behavior and quality of life
DESIGN IS “ TO MARK OUT ”
 
To design is
to mark out a pattern as a means of making
meaning of an experience.
 
 
 
 
“A design marks out a vision for what can be;
the act of designing is to move with intent to
close the gap between existing conditions
and that vision.” Todd Johnston

 
 
 
 
“Design is a hands-on endeavor of the mind,
body and soul. It is both playful and thoughtful,
and can be highly liberating. “Todd Johnston
 
Why design is important?

q Design  is  every  where.  


q Design  is  fundamental  
q Everything  around  us  is  designed    
But good design isn't simply about the surface.
Aesthetics are important, but only a part of a
bigger picture.
Good design begins with the needs of the user. No design, no
matter how beautiful and ingenious, is any good if it doesn't fulfil a
user need
Finding out what the customer wants is the first stage of what
designers do.
DESIGN PROCESS

d.Thinking  Bootcamp  2009  


d.Thinking  Bootcamp  2009  
Idea generation  
Design  
"All design work seems to have three common
traits:
q There is a message to the work
q The tone of that message
q The format that the work takes
Successful design has all three elements“
Frank Chimero
"Good design adds value
faster than it adds cost.“
Thomas C. Gale
 
It is a combination of analytical accuracy, synthesis
methods & tools, and is based around the "building up" of
ideas.
IDENTIFY THE PROBLEM

q Understanding the problem paves the way for


solving it.

BRAINSTORM

q Coming up with many possible solutions is a


powerful way to begin a project.
q What are some different ways to tackle today’s
challenge?
q Off-the-wall suggestions often spark GREAT
ideas. How creative can you be?

 
IDEATION

q Now it’s time to choose the best solution and plan how
to build it.
q Which brainstormed ideas are really possible,
given your time, tools, and materials?
q What are some problems you need to solve as
you build your project?
q How can a sketch help clarify your design?

TEST, EVALUATE, AND REDESIGN

q Once kids settle on a design, it’s time to build, test, and


redesign it.
q Why is it a good idea to keep testing a design?
q What specific goal are you trying to achieve, and how
will you know if you’ve been successful?
q How does the design meet the criteria for success
presented in the challenge?
SHARE SOLUTIONS

q Presenting one’s work to others is a constructive way


to conclude a project.
q What’s the best feature of your design? Why?
q What were the different steps you did to get your
project to work?
q What was the hardest problem to solve?
q Did you have to do something a few times to get it
to work?
q What If you had more time, how would you improve
your project?
 
We start with something that called Design Research

1.Design Research:

q Is to acquire a view of the world,


q To interact with end users in order to understand
their needs and desires
q To understand what opportunities there are for
design improvements changes.
Design Research Could potentially lead to:

q The discovery of hidden desires


q potentially vital design insights
2.Synthesis

After we have gathered a significant amount of data and


insights, we then proceed to synthesis in order to understand
the relationships within data, from which we extract
meaningful insights.
Synthesis is:

q combination or
composition, in particular.

q the combination of ideas


to form a theory or system

q Interpretive
q It is to the individual
q Which means that each
person who synthesizes
the data will most likely
end up with different
results, which is the
beauty of synthesis
3.Storytelling in Design

After the synthesis, we continue with the iterative process of


design where we make things, form scenarios, stories in
visual forms, and storyboards.

We illustrate interaction over time, how people grow with the


product, and how they relate to it. The purpose of the story is
how time plays a role.
4.Strategy

As these stories get refined, you design


q wireframes
q product sketches
q service road maps
q journey maps

that all become a blueprint that help visualize our design.


Jim Antomopoulos
5.Evaluation

For the last stage, we reach the evaluation, where we test


the things we have created to understand people behavior
and people needs.
 
Research:
Contextual Design (ethnography), Mapping, Storytelling,
Cultural Probes

Synthesis:
Theory of Change, Reframing method, Concept Mapping
(zoom Semantic), Insight Combination

Ideation:
Brainstorming principles, Building up other people's ideas,
mapping ideas

Design & Iteration:


Products Sketches/wireframes, Scenario Planning, Journey
Maps, Use Cases, Bodystorm, Service Blueprint
 
 
q Initial ideas
q Try different ideas
q Learn from your Mistakes
q Try again
NUM NUM- NADAAA
concepts, motif, theme
Concepts

q A general notion or idea


q An idea of something formed by mentally combining
all its characteristics or particulars; a construct.
q A directly conceived or intuited object of thought.
q A 'holiday' is a concept.
q A 'seaside holiday' is more specific.
q There can be yet more detail: a beach holiday, a
yachting holiday, a bird-watching holiday, an
adventure holiday, etc.
The value of concepts is that we can use them to
'breed' ideas.

q Concepts can be categories of functions or an


assembly of things or activities.
q An 'activity' is a concept.
q A 'game' is a more specific concept.
q 'Football' is yet more specific.
q The match between two specified teams is the
actuality.
 
 
 
A design concept is an idea for a design.

q It is a general idea for the drawing. it help to know and


identify all the process under taken in the design
process.
q Concepts play a key role in the development of
innovative design solutions for many Designers.

q Concepts are used to frame some general design


approach.
 
 
For instance a design concept for a website might sounds
like

"It will be mostly dark muted colors with some orange


highlights, and use the theme of circles that will be
repeated throughout the site".
It is usually accompanied with a design mockup, which is a
representation of the idea that isn't fully finished or
implemented the way the final product will be.

For instance a mockup for a web design might be a


screenshot instead of a rendered webpage.
A mockup for a business card might be a few versions of
the design idea printed out on a sheet of paper instead of
the final run of printed
Motif
q Latin: Movere (v) motivus (n)

1.A dominant theme or central idea.


q motif [moh‐teef], a situation, incident, idea,
image, or character‐type or any element of a
work that is elaborated into a more general
theme. Like resurrection, love, Desolation,etc…

2.A design or designed image that is repeated over


and over with little to no differences.
q Repeated unit to create visual rhythm.
Designing, as a creative process, begins with you

q A design project, as an expression of need or desire,


begins with a user, or client.

q The process of transforming a client’s needs and


desires into a physical, visible, space or object, begins
with you.
To be a creative designer :

q you must have interests,


q you must have experiences that enrich your interests,
q you must accumulate appropriate knowledge and
skills that help you conduct the creative processes
involved in designing.
The beginning point of a design exploration is open to your
own individual interests and thoughts.

q how you begin a design exploration is substantially up to


you.

q you can do almost anything at the very beginning of a


design exploration, and it can work for you as a way to
get into the complexities of a project.
for example, to design a portfolio/graphics page layout,
you could:

q spill ink on a piece of paper and let it run into a variety of


shapes as gravity, and the absorption of the paper
determine
q draw out a regular, geometric grid, of half inch squares.
q draw out an irregular geometric grid.
q draw out a set of lines that seem to be of the moment,
gestural, and not necessarily ‘rational’.
How you begin is up to you, but to be a good designer you
must have interests in the things that make up the world of
design

what kinds of things catch the attention of designers?

q Space Quality: How the designed space works with the


user needs and requirements.

q materials: in terms of all the qualities that make different


materials interesting, and beautiful.
q geometry: the application of various shapes, the
relationships between objects, the clarity of ‘pure’ forms
(circle, sphere, square, cube, pyramid, equilateral
triangle) or combination of them to create crazy forms.

q size and scale: the play between very small and very
large in objects and in spaces

q color: the richness that is created by experiencing colors


used in a purposeful relationship; colors that speak of an
important ‘reality’, such as a regional material (red tile
roofs of the southwest)
To do a complex activity at a high level, to do it really well,
takes an unreasonable effort!

q it seems pretty clear that our ability to learn, and achieve


high levels of skill in complex activities requires a great
deal of regular, repeated, and focused effort.

q it may seem like too much effort sometimes, but such is


life.

q if you want to be good at something there seem to be


no ‘easy’ way to get there. the exception to this thought
is that such work can seem ‘easier’ if you enjoy it, and if
doing it seems to happen in a pleasant, enjoyable way.
when you are working on a design project you have to use
all of your powers of concentration, creative thought, and
enthusiasm.

q a design project is a setting in which decisions have to


be made, at every step of the project.

q you must train yourself to step forward, and offer an


answer, a proposal, to any question that is revealed. if
you do this, you will discover that you have more
knowledge than you thought, and you will impress those
around you with your skill, and your discipline specific
abilities.
Resources

REFERENCES

q Hawkes, D. (1996) The Environmental Tradition. Studies in the architecture and the environment. E&F
Spon, London.
q John Heskett (2005) , Design: A Very Short Introduction , ISBN-13: 978-0192854469
q Alan Pipes (2008), Introduction to Design (2nd Edition), ISBN-10: 0132085119
q mech.hku.hk/bse/interdisciplinary/  
q whatisdesign.net/post/
q forbes.com/sites/victorhwang/2014/02/11/what-is-design-unlocking-the-genius-within-says-expert/
q startupsthisishowdesignworks.com/
q DesignCreativity, Powerpoint, Mathew Ziff
q hackdesign.org/lessons/1
q Norman Potter, (2002) , What Is a Designer: Things, Places, Messages
q Frank Chimero, The Shape of Design
q tc.pbskids.org/designsquad/pdf/parentseducators/DS_TG_DesignProcess
q waag.org/sites/waag/files/public/media/publicaties/design_thinking_process_guide-by-nc
q 2.mae.ufl.edu/designlab/Lab%20Assignments/EML2322L-Design%20Process
q uwex.edu/ces/dairymod/cowhousing/documents/planninganddesignfortransitioncowhousing.pdf
q dschool.stanford.edu
q eventora.com/en/Events/designprocess
q Kenneth Bordens, Bruce Barrington Abbott, Research Design and Methods: A Process Approach
(2013), ISBN: 0078035457
Resources

REFERENCES

q Design Thinking: process and methods manual by Robert A. Curedale


q cod.edu/people/faculty/pearson/Images/2201-concept.pdf
q Design Methods 1: 200 ways to apply design thinking (Volume 1) by Robert Curedale
q Karl Aspelund(2010) , The Design Process, 2nd edition, ISBN-10: 1563678721
q Steven Johnson (2011), Where Good Ideas Come From
q Inside Today's Home, by Nissen, Faulkner, and Faulkner, pp 193
q buterastudios2.blogspot.com/2007/09/studio-final-concept-statement.html
q ehow.com/how_5233205_write-interior-design-concept-statement.html
q smallbusiness.chron.com/design-concept-statement-3544.html
q Designing Interiors, by Kilmer and Kilmer, pp 167
q "Concepts in Architecture", by Tim McGinty
q hubpages.com/hub/How-to-Write-an-Interior-Design-Concept-Statement
q Shaping Interior Space 2nd Ed. August 21, 2007,by Roberto J. Rengel (Author), ISBN-13: 978-1563675188

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