1.16 - Design Strategies

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  • Created by: E
  • Created on: 07-11-20 09:24
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  • 1.16 - Design Strategies
    • Collaboration
      • Common, more people give more ideas and from different perspectives.
        • Talk other users and designers.
      • SCAMPER Design Process
        • Substitute - consider different materials, componets etc
        • Combine - could you take sucsessful parts of other ideas and combine them?
        • Adapt - incorporate a different technology or function?
        • Modify - change the asthetics, shrink or sepand it?
        • Put - to another use, 2nd or third finctions
        • Eliminate - is the design overthought, can you ake a part of it away?
        • Reverse - upside/down approach, look at the design completely differently?
    • User-Centered Design
      • Puts users needs at the centre of every decision.
        • Ensures design doesnt go off at a tangent.
        • Common for Web-apps, more likey to keep app if it feels natural and predicatable.  This comes from feedback throughout the design process.
        • How to do it.
          • Use User requierements as the base for your design ideas
          • Getting the user to model simply a starting point
          • Using 3d moddeling to get user feedback
          • Using anthropometric data to influence design choices
        • This can cause it to take longer as you have to regually interact with users to get their ideas and opinions
  • Use a Flowchart:
    • Start Backwards
      • What is the output (aim)
        • What is  the process? - how is it goint to achieve the output.
          • What are the imputs?
    • What is the output (aim)
      • What is  the process? - how is it goint to achieve the output.
        • What are the imputs?
    • Systems Thinking
      • 1.16 - Design Strategies
        • Collaboration
          • Common, more people give more ideas and from different perspectives.
            • Talk other users and designers.
          • SCAMPER Design Process
            • Substitute - consider different materials, componets etc
            • Combine - could you take sucsessful parts of other ideas and combine them?
            • Adapt - incorporate a different technology or function?
            • Modify - change the asthetics, shrink or sepand it?
            • Put - to another use, 2nd or third finctions
            • Eliminate - is the design overthought, can you ake a part of it away?
            • Reverse - upside/down approach, look at the design completely differently?
        • User-Centered Design
          • Puts users needs at the centre of every decision.
            • Ensures design doesnt go off at a tangent.
            • Common for Web-apps, more likey to keep app if it feels natural and predicatable.  This comes from feedback throughout the design process.
            • How to do it.
              • Use User requierements as the base for your design ideas
              • Getting the user to model simply a starting point
              • Using 3d moddeling to get user feedback
              • Using anthropometric data to influence design choices
            • This can cause it to take longer as you have to regually interact with users to get their ideas and opinions
      • Used to solve complex problems
      • Effective way to consider user interaction and functions. For either the whole product or just one part.
      • Looks at how each stage contributes and ffeds back to the system.
      • Break it down into simple stages.  What are the options at each stage.  Ask user the stages they would ewant to go through.

Comments

Donlyn

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ZachariyMarchman

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