Design Fundamentals
Dr B
bc@cut.ac.zw
Overview
• Overview of course
• Course Outline, Presentations, Tutorial Tasks and
assignments will be made available on CUT’s Learning
Platform
• Session 1 Exploring Design - What is design, followed by a
Practice Design Exercise
• Session 2: Understanding Users - Design Research,
Sourcing Design Ideas, Understanding the needs of people
living in Zimbabwe and rest of Africa
• Session 3 From Design to Innovation - a step by step
approach of a design process followed by translating
approach in the context of the needs of people in Zimbabwe
and rest of Africa
• Session 4 Environmental Design
Session 1
• What is design - fields of design, underlying design
dimensions
• Design and Innovation
• Practical Exercise
• Concept Design - identify at least 3 problems or needs in
Zimbabwe that could be addressed by a designed innovation
• Tutorial I Emphasis on defining the problem
• Tutorial 2 Carry out further research to understand the
nature of the problem
• Tutorial 3 Glean design insights and frame a solution
Tutorials
• Concept Design - identify at least 3 problems or needs in
Zimbabwe that could be addressed by a designed innovation
• Tutorial I Emphasis on defining the problem
• Tutorial 2 Carry out further research to understand the
nature of the problem
• Tutorial 3 Glean design insights and frame a solution
Functional Design
• There has been a shift in the design field from the distinctly
narrow fields of industrial design, graphic design, interior
design and architecture.
• The field is now interdisciplinary.
• Each field of design has also created design methods and tools
to suit its own professional needs.
• These tools and methods have been used to create products that
have enabled people to adapt to changing environmental
conditions (Wasserman, 2004).
• A functional design brief seeks to produce tools that serve a
purpose when used in an appropriate context.
Traditional Design Rationale
• The traditional design rationale is rooted in Sullivan’s 1896
principle which stipulates that the form of a product follows its
function (Archer, 1984). This design principle means that the
form of a product should emerge from its functional purpose
(Krippendorff, 2006).
• The design of the tools should be shaped by how it will be used.
• “Artifacts can be redesigned with respect to their intrinsic
structure as well as with respect to specific situations of use.”
(Nardi, 1996, p.85)
• Human beings have been actively designing their environment
and how to interact with the natural surroundings to eke out a
better living from time immemorial.
What is Design?
• “Design is man’s first step towards the mastering of his environment. The act of
designing is carried out in a wide variety of contexts.” (Luckman, 1984, p.83)
• “As human beings, we continuously create things that help form the basis of the
world as we know it. When we create these new things – tools, organisations,
processes, symbols and systems – we engage in design. To come up with an
idea, and to give form, structure and function to the idea, is at the core of design
as a human activity.” (Nelson & Stolterman, 2003, p.1)
• Different societies have evolved at different rates. Every society has developed
innovative ways to deal with local problems. Other societies have progressed
much faster than others to master the environment.
• Creativity fosters innovations and is central in any society’s development.
• These innovations should contribute to improving local economies and
livelihoods
Meeting People’s Needs
• “The design process serves people’s need. Design, by definition, is the
act of creative problem solving. It is the creation of a sense of order in
response to an identified need. ” (Lussow, 1984, p. 5)
• Investigations have to be undertaken to find a solution to a problem.
• “To design is to orient oneself to a problem. This involves gathering
proper information, observing basic function and utility, considering
human factors and selecting suitable structure, form, materials and
methods.” (Lussow, 1984, p.57)
Designing Usable Tools
• Meeting a need is one critical design dimension that puts design as a
problem solving activity.
• Norman (1988) puts it all in a nutshell. He states that designs should be
driven by people’s needs and their interests. Users should find these
products usable in everyday life and they should understand how to use
them - it should be easy for them to know how to use them (Norman,
1988).
• There are bounded consequences that should be the outcome of the
design process.
• “Purposeful seeking after solutions rather than idle exploration. Design
begins with a need. The product is a means for fulfilling that need. It is
a tool. ” (Archer, 1984, p.59)
The Design Process
• There is a beginning and an end in the design process, then
an evolution of the tool, then another new tool is conceived
and it replaces the old.
• It is a never-ending process (Nelson et al, 2003). There is no
permanency in design. Something new appears and
gradually phases out the old.
• The process of design is a continuous effort in every facet of
life as changes do occur all the time in human existence.
Changing World
• “Our world, both natural and as made by people is in a state
of flux.
• Everything, including ourselves, is involved in this process
of change.
• Through the passage of time, new things are created. They
grow. They mature. They gradually become obsolete or die.
• We can see these life cycles everywhere.” (Lussow, 1984,
p.17)
Characteristics of a Design Activity
• There are some key words that signify the nature of a design
activity:
• “Exploring, making discoveries, inventing, innovating and
designing. New ideas and things that improve our lives
create progressive change.” (Lussow, 1984, p.17)
• These key words are self-explanatory. The output of such
designed solutions is all around us - from technology
gadgets, to buildings, to things that we use in the home
(Norman, 1988).
Deterministic Impact of an Innovation
• “A technical innovation suddenly appears and
causes important things to happen. Whether the
new device seems to come out of nowhere or
from the brain of a genius like Gutenberg or
Whitney, the usual emphasis is on the material
artifact and the changes it presumably effects.”
(Marx & Smith, 1996, p. x)
Technological Innovations (TIs)
• The industry has been noted for churning new models and features
with so much rapidity and with different twists and turns in the
fortunes of the major players. The inspiration to design these
innovations has emanated from many sources – for example the
research and development labs of various mobile manufacturers such
as Motorola, Nokia, Samsung and Apple. Market trends and people
have also popularised the use of these features, further inspiring
innovations to make the features work better.
• Technological determinism (TD) - Pure technological
Innovations
• Social Construction of Technologies (SCOT) - people’s usage
patterns influencing the design of new innovations
What is an Innovation?
• Innovations are a hallmark of new technologies
and they drive technological developments.
• The process of realising a technological
innovation is complex.
• It starts with conceiving an idea that will define
the problem to be solved. A solution is found
which takes the form of a product that has some
value in society (Lundstedt & Colglazier, 1982).
Pure Innovations
• There is a brand of technologies called ‘pure technological innovations’ (TI)
(Brooks, 1982).
• These innovations radically change everything and are a result of scientific
discoveries.
• The successful use of such ‘pure’ technological inventions will also birth
supporting technologies and social adaptations before the technology is fully
exploited (Brooks, 1982).
• New technologies such as the Internet and mobile phones are just some examples.
They are both pure technological innovations that have also created other industries
to realise their full exploitation in everyday life.
Design and Innovation
• There is a distinct element of doing something using new
ways that drives the design of new tools.
• “Designing is visualising, getting new ideas and putting
things in new ways. To design is also to plan, to layout, to
arrange, to make selections.” (Luckman, 1984, p.83)
• Imagination unleashes innovative design ideas.
• “Design is the ability to imagine that-which-does-not-yet
exist, to make it appear in concrete form as a new,
purposeful addition to the real world.” (Nelson et al, 2003,
p.10)
Art and Science in Design
• There are two elements that characterise a design activity – innovation
and creativity.
• They are both artistic and scientific in their sources of inspiration and
realisation when a designed solution is eventually made available for
use in everyday life.
• Innovation is an action-oriented process and is a result of creative
inquiry and thinking that is reflective (Nelson et al, 2003).
• Designed solutions should therefore display a wave of innovation, a
touch of creativity, while keeping and adhering to the traditions of the
art of design, that is, form follows function (BBC News, 2009)
• The creators of designed innovations do not necessarily possess full
knowledge of the likely impact of their designs in society.
Practical Exercise - Think Design
• Think design in almost anything that will improve living. Nurturing design
thinking and practice in the age of new ICTs where ordinary users are
socially constructing the tools to suit their purposes will open creative
opportunities to design ground-breaking artifacts.
• We should never stop looking for new ways to improve the quality of life. The
following are some “think design questions” that can start the process of
design (Lussow, 1984):
• キ Is there a need for something?
• キ How would you fulfil this need?
• キ Should you design and make it?
• キ What are the most important factors to be considered in the
design of the object?
• キ Look at existing things around you. Observe their basic
function or utility. Can you improve them? Should you redesign
them?