Notes on Design Process and Creativity

  • Step 1: Identify the Problem

    • Recognize and define the problem: Is there a problem? Does a solution exist? What exactly must be solved?
    • Establish needs, criteria, requirements, and other limitations that set boundaries (parameters) of the problem.
    • Parameters define the problem by stating criteria that must be addressed and by excluding non-essential criteria.
  • Step 2: Generate Ideas

    • This is the most creative step.
    • Conceptual methods to elicit ideas:
    • Brainstorming: group idea generation, ideas built upon by others
    • Mental inventory: private search of memory for ideas
    • Combine methods: alternating private idea generation with group brainstorming increases productivity
    • Research: document past approaches to a problem; uncover archetypes (major categories of form used historically)
    • Inspiration sources: history, other cultures, nature; archetypes help pattern ideas (e.g., Mayan rain god Chac Mool as an archetype)
    • Lateral thinking: sideways thinking; challenging normal thought paths; ideas need not be logical—absurd ideas can seed effective solutions
    • Sketches and Notes: record initial ideas as thumbnails, sketch models, and written notations
    • Thumbnail sketches: small, quick visual notes; many may be created before a solution emerges
    • Sketch models: three-dimensional equivalents of thumbnails; use cheap materials to test viability in 3D
  • Step 3: Refine and Analyze

    • First evaluation cycle: assess ideas against problem criteria and parameters
    • Decide which ideas to accept, reject, enlarge, or narrow
    • Present refined versions as more developed drawings, models, or mock-ups
    • Drawings:
    • Presentation drawings: visually engaging for client/viewers
    • Working drawings: measured and schematic; serve as the reference for building the object
    • Models and Mock-ups:
    • Models: 3D representations at smaller scale to visualize form
    • White models: inexpensive internal reference (often paper/foam, unpainted)
    • Full-scale models (mock-ups): provide sense of impact in environment; used for evaluation against real size
  • Step 4: Create the Prototype

    • A working, fully functional version of the object built from the most viable proposal
  • Step 5: Decide

    • Final evaluation cycle: either accept and fine-tune the object or reject the prototype and restart the process
  • Step 6: Implement

    • For sculptors/one-of-a-kind craftspeople: straightforward; decide to sell or exhibit prototypes as final solutions
    • For product designers: must consider production and marketing constraints as key parameters of the original problem
  • CREATIVITY

    • Creativity is a special form of problem solving requiring associative and integrative thinking
    • Associative thinking: leaps between images, places, actions, and ideas via diverse connections; not necessarily logical; can be sensory
    • Integrative thought: synthesizes associations into new combinations addressing the problem
    • Output that survives critical analysis signifies a successful creative act