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The lecture by Dr. Nisha Palagolla introduces multidisciplinary design, emphasizing its nature, methodology, and importance in innovation and venture creation. Key learning outcomes include understanding design processes, the role of creativity, and the steps involved in effective design and innovation. The document outlines the design process, from identifying problems to post-implementation reviews, and distinguishes between design, art, creativity, and innovation.

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Ajith Rajapaksha
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0% found this document useful (0 votes)
25 views34 pages

Lecture 1 Upload

The lecture by Dr. Nisha Palagolla introduces multidisciplinary design, emphasizing its nature, methodology, and importance in innovation and venture creation. Key learning outcomes include understanding design processes, the role of creativity, and the steps involved in effective design and innovation. The document outlines the design process, from identifying problems to post-implementation reviews, and distinguishes between design, art, creativity, and innovation.

Uploaded by

Ajith Rajapaksha
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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LECTURE 1

INTRODUCTION TO MULTIDISCIPLINARY DESIGN,


INNOVATION AND VENTURE CREATION
By
Dr. Nisha Palagolla
28th July 2023

[email protected]
LEARNING OUTCOMES
On successful completion of this lesson, the learner will be able to:

Ø Understand what is design and its multidisciplinary nature.


Ø Describe design methodology and design thinking within
sustainability framework.
Ø Discuss the design process.
Ø Discuss the importance of creativity and innovation in
general.
Ø Discuss predictors and process of venture creation.

2
DESIGN IS EVERYWHERE

Clothing Landscaping
Housing Health

Food Sanitary

Beverages Safety

Education
Communication
Transportation
Furniture
Machinery
Recreation Farming
Cultivation 3
DESIGN IS EVERYWHERE

4
WHAT DESIGN IS?

Ø Design is a modern construct.


Ø Design is a formalized discipline of study.

A discipline of study and practice focused on the


interaction between a person (a user) and the man
– made environment, taking into account aesthetic,
functional, contextual, cultural and societal
considerations.

International Council of Design


5
DESIGN VS ART

ØDesign is problem solving and Art is


expression.
ØDesign and Art can co-exist.
ØDesign is not Art.
ØDesign has to function and Art provokes
thoughts & emotions.
ØArtists are often off-instinct and Designers
are methodical and adopt data-driven 6

processes.
THE PURPOSE OF DESIGN

Ø Things speak through design.


Ø How it looks
Ø How it works
Ø How it solves a problem
Ø Design is a plan for arranging elements in such a way as
best to accomplish a particular purpose (Charles Eames).
Ø Design is the creation of an experience
Ø Design is the process of said creation
Ø Design is the result (what we see, hear, feel)
7

Ø Design is all about purpose


WHAT MAKES A GOOD DESIGN?

Ø Originality
Ø Usability
Ø Functionality
Ø Simplicity
Ø Satisfaction
Ø Appearance
Ø Durability
Ø Reliability
8
Ø Validity
MULTIDISCIPLINARY DESIGN

9
MULTIDISCIPLINARY DESIGN

10
MULTIDISCIPLINARY DESIGN

Human Factor
is crucial for
good designs

11
DESIGN METHODOLOGY

ØThe process of finding the best solution to a


problem.
ØIt depends on a designer’s discipline and the
problem being worked on.
ØDifferent types of design methodologies
may be employed:
Ø Brainstorming
Ø Researching 12

Ø User testing
SUSTAINABLE DESIGNS

13
SUSTAINABLE DESIGNS

ØThe process of finding the best solution to a


problem.
ØIt depends on a designer’s discipline and the
problem being worked on.
ØDifferent types of design methodologies
may be employed:
Ø Brainstorming
Ø Researching 14

Ø User testing
WHAT IS A PROCESS?

ØA series of actions or steps taken in order to


achieve a particular end.

15
PROFESSIONALS AND PROCESSES?

ØEngineers: Engineering design process


ØScientists: Scientific method
ØDoctors: Clinical reasoning process
ØManagers: Decision making process
ØEducators: Teaching – learning process
ØLawyers: Complaint resolution process
16
WHY PROCESSES?

ØIt helps to identify right problems.


ØIt helps to manage complex tasks.
ØIt helps to stay focused on right details.
ØIt helps in honing skills.
ØIt prevents railroading.

17
THE DESIGN PROCESS

1. Identify the problem


2. Define goals
3. Collect data
4. Brainstorming
5. Analyze potential solutions
6. Prototyping
7. Make the decision
8. Communicate the decision
9. Implement and commercialize 18

10. Post implementation review & assessment


1. IDENTIFY THE PROBLEM

Ø Clearly identify:
Ø The background
Ø The scope & nature
Ø and related issues of the problem

19
2. DEFINE GOALS

Ø Clearly define goals:


Ø Set working criteria
Ø Set specifications
Ø Set timeline

20
3. COLLECT DATA

Ø Research & gather data:


Ø Quantitative data
Ø Qualitative data

21
4. BRAINSTORMING

Ø Do not rush this step


Ø Gather ideas: the wider the better
Ø Think out of the box
Ø Never judge or criticize any ideas
Ø No idea is a bad idea – wacky ideas lead
to other good ideas
Ø Document all ideas and combine them to
22
create new ideas – best new idea is at the
fringe.
5. ANALYZE POTENTIAL SOLUTIONS

Ø Analyze most promising ideas


Ø Consider cost-benefit ratio of ideas
Ø Allow the group to clarify them
Ø Have group members’ vote
Ø Ask potential customers to evaluate
Ø Eliminate duplicate ideas
23
6. BUILD & TEST PROTOTYPE

Ø Develop models for the selected solution


Ø Test each model against working criteria
and goals
Ø Compare functionality and performance

24
7. MAKE THE DECISION

Ø Evaluate the prototype:


Ø Is this worth to make?
Ø Does customer really want this or need
some changes, or need something else?
Ø Can this be manufactured in large volumes?
Ø Can this be marketed?
Ø If none of the solutions are ideal, return to
stage 4 or 5 25
8. COMMUNICATE THE DECISION

Ø Document:
Ø Specifications
Ø Measurements
Ø Communicate to all members:
Ø Meetings
Ø Presentations
Ø Drawings
26
Ø Reports
9. IMPLEMENT & COMMERCIALIZE

Ø Final design revisions


Ø Consent from all members
Ø Production

27
10. POST IMPLEMENTATION REVIEW

Ø Review performance
Ø Assess strengths and weaknesses
Ø Comments on future improvements

28
INNOVATION

Ø A new or changed entity realizing or


redistributing value. ISO 56000:2020

29
INNOVATION

Ø The process of translating an idea or


invention into a good or service that creates
value or for which customers will pay.
Ø Innovation involves:
Ø Deliberate application of information
Ø Derive greater or different values from
resources
Ø New ideas are generated and converted 30

into useful products.


SOURCES OF INNOVATION

31
Source: P. F. Drucker. Innovation and Entrepreneurship: Practices and Principles.
New York: Harper & Row Publishers, 1986.
CREATIVITY AND INNOVATION

Ø Creativity: Thinking something new (Novel


ideas)
Ø Innovation: Introduction of something new
(Making the invention into a product form)
Ø Invention: Process of creating something
new.

32
VENTURE CREATION

33
Q&A
34

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