Product Design and Development: Technical Principles
Requirements for Product Design
Learning Outcomes
- Understanding the design, development, and manufacture of products to meet specification criteria and fitness for purpose.
- Understanding how critical assessment leads to new designs.
- Critically assessing products and developing new design proposals.
- Working with various materials to produce creative and original products that satisfy the target market.
- Developing inclusive product designs.
- Ensuring accuracy of production.
- Considering aesthetics, ergonomics, and anthropometrics in product design.
Introduction to Product Development and Improvement
- Good design is often confused with aesthetics; however, practicality is crucial.
- Products that look attractive but are impractical may not sell well.
- Examples: Philip Starck's Hot Berta kettle and Juicy Salif lemon squeezer.
Product Design Specification (PDS)
- A set of criteria to follow when designing a product.
- Products are assessed against the PDS to evaluate their success and determine if they represent 'good design'.
- Consider Dieter Ram’s 10 principles of good design.
Specification Criteria
- The PDS requires clear, testable criteria based on investigation and research.
- Stuart Pugh’s ‘total design’ emphasizes the importance of the PDS.
Common Elements in a Product Design Specification
- Environment: Consider the product's impact on the environment (6 R’s - Reduce, Reuse, Recycle, Rethink, Refuse, Repair).
- Testing: How the product will be tested.
- Safety: All relevant safety standards.
- Product Life Span: How long the product should last (durability).
- Materials: Key material properties and manufacturing considerations.
- Ergonomics: How the product interacts with users.
- Aesthetics: Form, shape, proportion, etc.
- Performance: How well the design functions.
- Product Cost: Cost of materials, labor, and manufacturing.
- Time Scale: Project deadline.
- Size and Weight: Restrictions on size and weight.
- Maintenance: How the product will be maintained/repaired.
Critical Assessment of Design
- Design is constantly evolving; David Pye describes it as an "improvisation, a lash-up, something inept and provisional."
- Design is transitory and evolves to meet current needs.
- Critically assessing current and historical products guides the development of future products.
- Society and consumer needs change over time.
Critical Analysis of Designs
- Analyze your own design work and existing commercial designs.
- Use the same criteria as the Product Design Specification (PDS) for product analysis.
User Centred Design (UCD)
- Focuses on the end user at all stages of the design process.
- Contrasts with mass-produced items based on generic research.
- The user is part of the research, consulted on design concepts, and involved in initial testing.
- The product should perfectly fit user needs.
- A designer’s perception of a problem may differ from the user's.
- Empathetic design: Designers experience the situation or problem themselves.
Concept Modelling
- Used in early stages of ideation to assess development potential.
- Can be quick models or more detailed and functional.
- Software like SketchUp is useful for quick model ideas.
Initial Concept Generation
- 2D or 3D sketch modelling (CAD or physical materials) to get client feedback before investment.
- Sketches can identify ideas with development potential.
Block Modelling
- Used after sketch modelling as 'proof of concept' or to explore form/function.
- Materials: Blockboard, Foam board, and Styrofoam.
Visual Appearance Models
- Focus on the product's visual appearance.
- Physical or virtual models demonstrate the final appearance.
- Modern CAD software generates photorealistic renders.
Working Prototypes
- Made before production to test functionality, ergonomics, and criteria for further development.
Non-Working Prototypes
- Have the appearance of the finished product for aesthetic and ergonomic evaluation.
- Do not necessarily function.
- Examples: portable medical dock and extending bike rear rack.
Rapid Prototyping
- Uses CNC machinery like 3D printers and laser cutters for fast prototyping.
- Can go from concept to prototype in hours instead of weeks.
Accuracy in Production
- Inaccurate products will fail commercially and may be dangerous.
- Designs must be suitable for production.
- Simple geometric forms increase ease of manufacture.
- Accurate, fully dimensioned drawings are necessary for effective component combination.
Dimensional Accuracy and Tolerance
- The level of accuracy must align with production facilities.
- CAD drawings can have accuracy to 8 decimal places, but machinery may not replicate this.
- CAM machinery can manufacture precisely, but a working tolerance is factored in.
- Working tolerance: Acceptable deviation that allows the product to function.
- Handmade wooden furniture has greater tolerance, while microchips require great accuracy.
Aesthetics
- Products that make you feel good are easier to deal with and produce harmonious results (Donald Norman).
- Aesthetic properties appeal to our senses, primarily sight.
- How an object looks and feels affects emotional connection.
- Design elicits an emotional response, influencing consumer purchases.
- Consider how designs will appeal to the target market.
Aesthetic Properties
- Shape and Form: Contribute to a product's appeal.
- Symmetry: Common in product design, especially in modern industrial design (e.g., Apple products).
- Asymmetry: Can make a product seem playful or quirky.
- Proportion: How mass or form is distributed, creating a sense of weight or accentuating form.
- Golden Ratio: Considered proportionally perfect and visually pleasing.
- Anthropomorphism: Designs reflect the human body, creating an emotional connection.
- Colour: Vital for aesthetics, especially for established brands.
- Symbols: Instructive symbols are standardized to avoid language barriers.
Ergonomics
- The study of how humans interact with their environment and objects.
- Successful products are ergonomically designed.
- Evaluate ergonomics by listing pros and cons to identify areas for improvement.
Anthropometrics
- Derived from "Anthropology" (the study of humans) and "Metrics" (measurement).
- The study of human data, including height, weight, and field of vision.
- Provides data to design products ergonomically.
Percentiles in Anthropometric Data
- Instead of "average," data is referred to by percentiles.
- The 50th percentile is generally considered the average.
- Designers aim to fit between the 5th and 95th percentiles for accessibility.
The Measure of Man and Woman: Human Factors
- A book considering every aspect of human data.
Ergonomists
- Professionals who ensure products are ergonomically sound.
- They design:
- Products: Computer mouse or chair.
- Systems: Food production facilities to maximize productivity and reduce accidents.
- Environments: Car or aircraft interiors for comfort and safety.
Influence of Ergonomics on Design
- Critical for product success.
- Factors:
- Colour: Used in power switches and dashboards.
- Lighting: Correct level for screens and environments.
- Sound: Important in phones and navigation systems.
Comfort
- Influenced by size, materials, shape, sound, light, and temperature.
- Adjustability is key for individual optimization.
Effectiveness and Safety
- Ergonomics ensures safe and productive use.
- The working triangle in kitchen design reduces distance traveled.
Health
- Bad ergonomics lead to bad posture and health issues like curvature of the spine and RSI.
- Good ergonomics are essential for long-term use or important tasks.
Examples of Ergonomics
- Bad Ergonomics: Examples of products that could be considered poorly designed from an ergonomics perspective.
- Good Ergonomics: Examples of products that could be considered well-designed from an ergonomics perspective.
- Game Controllers: Nintendo pioneers ergonomic game controllers.
Intentionally Bad Design
- Katerina Kamprani designed a collection of deliberately inconvenient products.
Inclusive Design
- Developing products for diverse groups (disabled/able-bodied, young/old).
- Changes for disabled users can benefit able-bodied users.
- Designers use techniques to experience disabilities.
- Use data, observation, and work with disabled users (UCD).
Adapted Products
- Products changed to meet the needs of disabled users.
- Designers aim to make products as ambiguous as possible.
Designing for Other Groups
- People in the 95th percentile need XXXL clothing and adjustable car features.
- Products for specific groups (high chairs, motorcycle helmets).
- Exclusivity based on physical appearance or wealth is questionable.
Designing for Children
- Children are generally in the 5th percentile.
- Designers consider their smaller sizes and abilities.
Designing for the Elderly
- Adults fit into the 50th percentile.
- Elderly have limited physical ability, requiring adapted products.
Summary
- Anthropometrics: Study of human data.
- Ergonomics: Study of humans in their environment.
- Percentiles: Percentage of people in a category; 50th percentile is ‘average’.
- Modern products are ergonomically designed.
- ‘The Measure of Man and Woman’ for anthropometric data.
- Inclusive design for large user groups.
- Elderly have specific physical needs.
- Products require a Product Design Specification (PDS).
- Concept designs communicated via 2D/3D forms.
- Visual models and virtual prototypes develop ideas before production.
- Modelling techniques assess form/function.
- Aesthetic properties appeal to the market.
Revision Notes
- Understand considerations for product design and development.
- Use a PDS and UCD.
- Refer to aesthetic properties for customer appeal.
- Understand basic anthropometric data.
- Consider use by the 5th to 95th percentile and inclusivity.
- Critically analyze products.