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