Foundations of Design Innovation and Design Thinking
Fundamental Tools for Detecting Design Opportunities
To identify potential design opportunities, several analytical frameworks are utilized to evaluate the internal and external environment of a project. The PEST Analysis is used to identify emerging trends by examining political, economic, social, and technological factors that may affect a product or company. The SWOT Analysis (FODA in Spanish) identifies the strengths, opportunities, weaknesses, and threats of a company or market, allowing for the development of appropriate strategic responses. Competitor Analysis serves as a valuable method for discovering potential market opportunities and identifying specific market niches. Finally, Drucker's Paradigm of Change allows for an analysis of the past, present, and future of a company, exploring how design can respond to different dimensions to find new opportunities.
Contextual Drivers for Design Opportunities
Design opportunities are often driven by shifts in the broader context of society. In the Social Context, demographic changes, shifts in family structures, and new consumer values or work patterns lead to alternative lifestyles, which in turn drive the demand for new products and services. In the Political Context, concerns regarding the environment, alternative economies, democratic systems, and crimes including copyright lead to legislation that fosters more sustainable thinking. Market Forces involve the differentiation and innovation of products, focusing on ease of use, personalization, and ecological lifestyles; the consequence is that new technologies and diversified markets allow for better satisfaction of client needs. In the Technological Context, developments such as wearable technology, advanced communication systems, smart materials, and intelligent companies lead to a rise in electrical products and innovations in materials.
Innovation, Invention, and Research Methodologies
There is a fundamental economic distinction between innovation and invention. Invention is the process that transforms money into knowledge, whereas Innovation is the process that transforms knowledge into money. Innovation can be categorized into three levels: Radical, Incremental, and Discontinuous. Furthermore, it is classified into four types: Product/Service, Process, Organizational, and Marketing.
Research for product design involves observing people, asking questions, and seeking information to generate solutions within the User Experience (UX) framework. Scientific Research is the systematic study of materials and sources to demonstrate facts and reach new conclusions. In contrast, Design Research is concerned not with what currently exists, but with what should exist. Research for design is categorized into: "About Design" (focusing on history, theory, and context), "How to Design" (focusing on innovative design methods), and "For Design" (focusing on experimental practice). Research types are divided into Primary Research, which involves seeking information through original methods and experiments, and Secondary Research, which involves the compilation of existing data.
The Design Thinking Process and Phases
The Design Thinking process is a methodology used to solve complex problems and involves the following six phases:
Immersion/Empathy: This phase involves "putting oneself in the client's shoes" and walking in their world. It involves three stages: Understanding, Observation, and Recording. Tools include ethnographic studies, photo/video diaries, shadowing, "a day in the life," tracking personal belongings, future forecasting, trend identification, scripts, and product autopsies.
Analysis/Definition: This phase focuses on processing the collected information. It involves Classification (using insight cards), Categorization (organizing information chronologically, alphabetically, or by facts), and the Definition of Needs to find concrete ideas about what the client expects.
Ideation: This is the process of finding ideas to solve the needs of the created personas. Methods include Brainstorming (team participation), SCAMPER, and Analogies (transferring an idea from one context to another).
Prototyping: This phase turns ideas into reality. Techniques include freehand drawing, technical drawing (to communicate with the team), and maquettes, which allow for a three-dimensional view of a design to check usability, functionality, ergonomics, proportions, and form. Prototypes are classified as Alpha Prototypes (esthetic and functional models) and Beta Prototypes (used to evaluate actual manufacturing processes and materials).
Testing/Proof: A crucial stage to identify significant improvements, solve failures, or address deficiencies. Techniques include CAD models, check-lists, external decisions, user interviews, mock-up evaluations, voting, and task analysis.
Implementation: The final stage of the iterative process.
User Centricity and Hidden Needs
Designing effectively requires understanding hidden user needs, which are categorized as Physical, Social, Identity, Communication, and Emotional. In the analysis phase, designers also look at hidden requirements such as behaviors, desires, dreams, reality, and specific stakeholders or contact people. To represent these users, designers create "Personas" (fictional characters) characterized by their gender, income, education, and purchasing power. Users are classified into four types: Direct, Indirect, Expert, and Extreme.
Systematic Ideation and Requirement Analysis
The SCAMPER method is a structured ideation technique consisting of seven steps: Substitute (), Combine (), Adapt (), Modify (), Propose another use (), Eliminate (), and Reorder (). During the analysis, qualitative information is converted into Requirements, while quantifiable solutions are known as Metrics. The PUGH Matrix and the Saaty Matrix (which categorizes requirements as Mandatory, Desired, or Complementary) are used to select the best concept. Hierarchizing requirements involves a paired comparison to establish their relative importance.
Detailed Classification of Design Requirements
Design requirements are categorized into eight specific areas to ensure a comprehensive final product:
Use Requirements: Includes practicality, convenience, security, maintenance, proper handling, anthropometry, ergonomics, transport, and perception.
Function Requirements: Focuses on finishes, resistance, versatility, reliability, and mechanisms.
Structural Requirements: Covers the number of components, union (structural requirement), casing, center of gravity, structure, durability, and resistance.
Technical-Productive Requirements: Includes labor, production scale, normalization, standardization, prefabrication, material/process savings, production lines, raw materials, tolerances, quality control, manufacturing processes, packaging, and stowage.
Economic or Market Requirements: Involves supply, demand, price, profit, distribution media and channels, packaging, life cycle, and competition.
Formal Requirements: Addresses originality, style, surface, color, and materials.
Identification Requirements: Includes printing, location, and perception.
Legal Requirements: Pertains to patents and norms ().
In a Table of Requirements, the "Requirement" is the design aspect to consider, the "Need" is what the user requires, the "Determining Factor" is the law or principle (Norm) governing the design, "Quantification" refers to the metrics like dimensions or resistance, the "Mechanism" refers to pieces and couplings, and the "Solution" is the optimal result for the project.
Questions & Discussion
Q: What is the difference between a maquette and a final design?
A: A maquette is a tool that allows the designer to see a bidimensional design in three dimensions, specifically to test usability, ergonomics, and proportions before final production.
Q: How is information classified in the analysis phase?
A: Information is typically sorted in three ways: Alphabetically, Chronologically, or by Facts.
Q: What are the types of hours billed in the design process?
A: The types of hours include Creative, Management, and Scientific.