Design is the planning that lays the basis for the
making of every object or system. It can be used both as a
noun and as a
verb and, in a
broader way, it means
applied arts and
engineering (See design disciplines below). As a
verb, "to design" refers to the process of originating and
developing a plan for a product, structure, system,
or component with intention. As a noun, "a design" is used for
either the final (solution)
plan (e.g.
proposal, drawing, model, description) or the result of
implementing that plan in the form of the final product of a design
process. This classification aside, in its broadest sense no other
limitations exist and the final product can be anything from
clothing to
graphical user interfaces to
skyscrapers. Even
virtual concepts such as
corporate identity and cultural
traditions such as celebration of certain holidays are sometimes
designed. More recently, processes (in general) have also been
treated as products of design, giving new meaning to the term
process design.
The person designing is called a
designer, which is also a term used for people
who work professionally in one of the various design areas, usually
also specifying which area is being dealt with (such as a
fashion designer,
concept designer or
web
designer). Designing often requires a designer to consider the
aesthetic,
functional, and many other aspects of an object
or a process, which usually requires considerable
research,
thought,
modeling, interactive
adjustment, and re-design.With such a broad
definition, there is no
universal language or
unifying institution for designers of
all disciplines. This allows for many differing philosophies and
approaches toward the subject. However, serious study of design
demands increased focus on the design process.
Design as a process
Design, as a process, can take many forms depending on the object
being designed and the individual or individuals participating.
Defining a design process
According to
video game
developer Dino Dini, in a talk given
at the 2005 Game Design and Technology Workshop held by
Liverpool JM University,
design underpins every form of creation from objects such as chairs
to the way we plan and execute our lives. For this reason it is
useful to seek out some common structure that can be applied to any
kind of design, whether this be for video games, consumer products
or one's own personal life.
For such an important concept, the question "What is Design?"
appears to yield answers with limited usefulness. Dino Dini states
that the design process can be defined as "The management of
constraints". He identifies two kinds of constraint, negotiable and
non-negotiable. The first step in the design process is the
identification, classification and selection of constraints. The
process of design then proceeds from here by manipulating design
variables so as to satisfy the non-negotiable constraints and
optimizing those which are negotiable. It is possible for a set of
non-negotiable constraints to be in conflict resulting in a design
with no solution; in this case the non-negotiable constraints must
be revised. For example, take the design of a chair. A chair must
support a certain weight to be useful, and this is a non-negotiable
constraint. The cost of producing the chair might be another. The
choice of materials and the aesthetic qualities of the chair might
be negotiable.
Dino Dini theorizes that poor designs occur as a result of
mismanaged constraints, something he claims can be seen in the way
the video game industry makes "Must be Fun" a negotiable constraint
where he believes it should be non-negotiable.
It should be noted that "the management of constraints" may not
include the whole of what is involved in "constraint management" as
defined in the context of a broader
Theory of Constraints, depending on
the scope of a design or a designer's position.
Redesign
Something that is redesigned requires a different process than
something that is designed for the first time. A redesign often
includes an evaluation of the existent design and the findings of
the redesign needs are often the ones that drive the redesign
process. Some authors nevertheless suggest that from the
evolutionary point of view the functionality, and even the
aesthetic sophistication of artifacts is best understood as a
result of redesign rather than design, as all successful artifacts
are outcomes of cumulative improvements.
Typical steps
A design process may include a series of steps followed by
designers. Depending on the product or service, some of these
stages may be irrelevant, ignored in real-world situations in order
to save time, reduce cost, or because they may be redundant in the
situation.
Typical stages of the design process include:
- Pre-production design
- Design during production
- Development – continuation
and improvement of a designed solution
- Testing – in situ testing a designed
solution
- Post-production design feedback for future designs
- Redesign – any or all stages in the design process repeated
(with corrections made) at any time before, during, or after
production.
These stages are not universally accepted but do relate typical
design process activities. For each activity there are many
best practices for completing
them.
Philosophies and studies of design
There are countless philosophies for guiding design as the design
values and its accompanying aspects within modern design vary, both
between different schools of thought and among practicing
designers. Design philosophies are usually for determining design
goals. A design goal may range from solving the least significant
individual problem of the smallest element, to the most
holistic influential
utopian
goals. Design goals are usually for guiding design. However,
conflicts over immediate and minor goals may lead to questioning
the purpose of design, perhaps to set better long term or ultimate
goals.
Philosophies for guiding design
A design philosophy is a guide to help make choices when designing
such as
ergonomics, costs, economics,
functionality and methods of re-design. An example of a design
philosophy is “dynamic change” to achieve the elegant or stylish
look you need.
Approaches to design
A design approach is a general philosophy that may or may not
include a guide for specific methods. Some are to guide the overall
goal of the design. Other approaches are to guide the tendencies of
the designer. A combination of approaches may be used if they don't
conflict.
Some popular approaches include:
- KISS principle, (Keep it Simple
Stupid, etc.), which strives to eliminate unnecessary
complications.
- There is more
than one way to do it (TIMTOWTDI), a philosophy to allow
multiple methods of doing the same thing.
- Use-centered design, which
focuses on the goals and tasks associated with the use of the
artifact, rather than focusing on the end user.
- User-centered design, which
focuses on the needs, wants, and limitations of the end user of the
designed artifact.
Methods of designing
Design Methods is a broad area that focuses on:
- Exploring possibilities and
constraints by focusing critical thinking skills to research and
define problem spaces for existing products or services—or the creation of new
categories; (see also Brainstorming)
- Redefining the specifications of
design solutions which can lead to better guidelines for
traditional design activities (graphic, industrial, architectural,
etc.);
- Managing the process of exploring,
defining, creating artifacts continually over time
- Prototyping possible scenarios, or
solutions that incrementally or significantly improve the inherited
situation
- Trendspotting; understanding the trend process.
Philosophies for the purpose of designs
In
philosophy, the abstract noun "design"
refers to a pattern with a
purpose. Design
is thus contrasted with purposelessness,
randomness, or lack of
complexity.
To study the purpose of designs, beyond individual goals (e.g.
marketing,
technology,
education,
entertainment,
hobbies), is to question the controversial politics,
morals,
ethics and
needs such as
Maslow's hierarchy of needs.
"Purpose" may also lead to
existential questions such as
religious morals and
teleology. These philosophies for the "purpose of"
designs are in contrast to philosophies for guiding design or
methodology.
Often a designer (especially in commercial situations) is not in a
position to define purpose. Whether a designer is, is not, or
should be concerned with purpose or intended use beyond what they
are expressly hired to influence, is debatable, depending on the
situation. In society, not understanding or disinterest in the
wider role of design might also be attributed to the commissioning
agent or client, rather than the designer.
In
structuration theory,
achieving consensus and fulfillment of purpose is as continuous as
society. Raised levels of achievement often
lead to raised expectations. Design is both medium and outcome,
generating a
Janus-like face, with
every ending marking a new beginning.
Terminology
The word "design" is often considered ambiguous depending on the
application.
Design and art
Design is often viewed as a more rigorous form of art, or art with
a clearly defined purpose. The distinction is usually made when
someone other than the artist is defining the purpose. In
graphic arts the distinction is often made
between
fine art and
commercial art.
Applied art and
decorative arts are other terms, the latter
mostly used for objects from the past.
In the realm of the arts, design is more relevant to the "applied"
arts, such as architecture and industrial design. In fact today the
term design is widely associated to modern industrial product
design as initiated by
Raymond Loewy
and teachings at the
Bauhaus and
Ulm School of Design (HfG Ulm) in
Germany during the 20th Century.
Design implies a conscious effort to create something that is both
functional and aesthetically pleasing. For example, a graphic
artist may design an advertisement
poster.
This person's job is to communicate the advertisement message
(functional aspect) and to make it look good (aesthetically
pleasing).
The distinction between pure and applied arts is not completely
clear, but one may consider
Jackson
Pollock's (often criticized as "splatter") paintings as an
example of pure art. One may assume his art does not convey a
message based on the obvious differences between an advertisement
poster and the mere possibility of an abstract message of a Jackson
Pollock painting. One may speculate that Pollock, when painting,
worked more intuitively than would a graphic artist, when
consciously designing a poster. However, Mark Getlein suggests the
principles of design are "almost instinctive", "built-in",
"natural", and part of "our sense of 'rightness'." Pollock, as a
trained artist, may have utilized design whether conscious or
not.
Design and engineering
Engineering is often viewed as a more
rigorous form of design. Contrary views suggest that design is a
component of engineering aside from production and other operations
which utilize engineering. A neutral view may suggest that design
and engineering simply overlap, depending on the discipline of
design. The
American
Heritage Dictionary defines design as:
"To conceive or
fashion in the mind; invent," and
"To formulate a
plan", and defines engineering as:
"The application of
scientific and mathematical principles to practical ends such as
the design, manufacture, and operation of efficient and economical
structures, machines, processes, and systems.". Both are forms
of problem-solving with a defined distinction being the application
of "scientific and mathematical principles". How much science is
applied in a design is a question of what is considered "
science". Along with the question of what is
considered science, there is
social
science versus
natural science.
Scientists
at Xerox
PARC
made the distinction of design versus engineering
at "moving minds" versus "moving atoms".
Design and production
The relationship between design and
production is one of planning
and executing. In theory, the plan should anticipate and compensate
for potential problems in the execution process. Design involves
problem-solving and
creativity. In
contrast, production involves a routine or pre-planned process. A
design may also be a mere plan that does not include a production
or engineering process, although a working knowledge of such
processes is usually expected of designers. In some cases, it may
be unnecessary and/or impractical to expect a designer with a broad
multidisciplinary knowledge
required for such designs to also have a detailed
specialized knowledge of how to produce
the product.
Design and production are intertwined in many
creative professional careers, meaning
problem-solving is part of execution and the reverse. As the cost
of rearrangement increases, the need for separating design from
production increases as well. For example, a high-budget project,
such as a
skyscraper, requires separating
(design)
architecture from (production)
construction. A Low-budget project,
such as a
locally printed
office party invitation
flyer, can
be rearranged and printed dozens of times at the low cost of a few
sheets of paper, a few drops of ink, and less than one hour's pay
of a
desktop publisher.
This is not to say that production never involves problem-solving
or creativity, nor that design always involves creativity. Designs
are rarely perfect and are sometimes repetitive. The imperfection
of a design may task a production position (e.g.
production artist,
construction worker) with utilizing
creativity or problem-solving skills to compensate for what was
overlooked in the design process. Likewise, a design may be a
simple repetition (copy) of a known preexisting solution, requiring
minimal, if any, creativity or problem-solving skills from the
designer.
Process design
"Process design" (in contrast to "design process" mentioned
above) refers to the planning
of routine steps of a process aside from the expected result.
Processes (in general) are treated as a product of design, not the
method of design. The term originated with the industrial
designing of chemical processes. With the increasing
complexities of the
information age,
consultants and executives have found the term useful to describe
the
design of business
processes as well as
manufacturing
processes.
See also
Design disciplines
Commerce
Applications
|
Communications
Scientific and mathematical
|
Physical
|
Design approaches and methods
Other design related topics
Design organizations
Design tools
|
Design as intellectual property
Impact of design
|
Studying design
Designs for the future
|
External links
Footnotes
- See dictionary meanings in the Cambridge Dictionary of American English, at
Dictionary.com (esp. meanings 1-5 and 7-8) and at
AskOxford (esp. verbs).
- See dictionary meanings at Dictionary.com, esp. meanings 10-12. Note that meaning
no. 9 in the same entry is the product of a design
process.
- This is sometimes seen in religion. In the Old Testament or Torah, God arranges
how the Jewish Passover should be observed. Also
consider Jehovah's Witnesses' observance of
The Memorial, they being a religious body that began in
1879.
- College of Design, Bachelor of Fine Arts, Graphic Design, Iowa State
University. (Mission statement, 2nd paragraph, from "Analytical
thought ..." ).
- Judith E. Sims-Knight, Richard L. Upchurch and Paul Fortier,
A Simulation Task to Assess Students’ Design
Process Skill (Introduction, 4th paragraph, line 4)
- Michl, Jan (2002). "On Seeing Design as Redesign: An
Exploration of a Neglected Problem in Design Education." In:
Scandinavian Journal of Design History 12:7-23; online at:
http://www.designaddict.com/essais/michl.html
- Cross, N., 2006. T211 Design and Designing: Block 2, page 99.
Milton Keynes: The Open University.
- Ullman, David G. (2009) The Mechanical Design Process, Mc Graw
Hill, 4th edition
- Holm, Ivar (2006). Ideas and Beliefs in Architecture and
Industrial design: How attitudes, orientations and underlying
assumptions shape the built environment. Oslo School of
Architecture and Design. ISBN 8254701741.
- Mark Getlein, Living With Art, 8th ed. (New York:
2008) 121.
- American Psychological Association (APA): design. (n.d.). The
American Heritage Dictionary of the English Language, Fourth
Edition. Retrieved January 10, 2007, from Dictionary.com website:
http://dictionary.reference.com/browse/design
- American Psychological Association (APA): engineering. (n.d.).
The American Heritage Dictionary of the English Language, Fourth
Edition. Retrieved January 10, 2007, from Dictionary.com website:
http://dictionary.reference.com/browse/engineering
- Examines the role of embedded behaviour in human
environments.
- Concerns the existence and construction of mathematical set
systems that have specified numerical properties.
- Actively involving users in the design process.
- Draft and other forms of modelling.
- Includes economic, environmental and
political issues.