The Process

This page documents the activities that the eight teams engaged in during their design process.  While design is never a simple linear path, each of these "phases" represent critical activities that the team must engage (and re-engage) in during their journey.  The links below will take you to examples of actual student findings, reports, documentation, and video that were used as a basis for designs in the class.

 

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Need-Finding is about inducing the underlying need.  The goal is to gather a sufficient quantity and variety of data to understand both users and non-users, to analyze the data and articulate your findings, and then to advocate for your users' needs throughout the design process.  We seek to not "lead the witness" but rather to keep them focused on educating us about the underlying issues that form the core of a need.  Here are some examples of survey, video, and observational data gathered by teams for the remote project.  Benchmark data from competing products can also be valuable at this stage.  This activity lies at the intersection of marketing research and anthropology.

 
Observing

>Listeners in action 1<
>Listeners in action 2<

 

Surveying

>Survey X<

>Results X<

>Needs Survey Y<


Interviewing

>S8.avi<


Benchmarking

>Benchmark<

>Bench Summary<

>Benchmark Analysis<

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Needs-Analysis is an attempt to specify the needs that have been observed, and then creating an analytical "hierarchy of needs" that helps the design team focus and prioritize their efforts through subsequent phases.  The needs-analysis is constructed in a subjective manner, but it must become an objective set of metrics (with units assigned) to help the team understand if and when it has met its design goals.  At this point the team is still exploring in order to try to establish who might be their ideal "target" user.
 

Needs Hierarchy

>Hierarchy X<

Needs Metrics
>Metrics Y<

Correlations

>Correlations Y<

   

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Product Specification gets very specific about articulating the range of allowable units (i.e., the specification) that will be achieved in the final product.  Once these ranges are established it sets up a set of overlapping constraints within which the team will design.  Though this may seem "constraining" at this early point in the process, the problem that the team often has at this point is not what to design, but what not to design.  Clear objective specifications help the team as they negotiate subjective tradeoffs that must be made in the ongoing process.  Teams often revisit the competitive benchmark information (particularly cost, size, features, and complexity) at this point to ground and validate their emerging "point of view." Note that in order to do this in a meaningful way, the team will have had to establish (either explicitly or implicitly) an intended market. 

Product Specs
>Final Specs<

 

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Concept Generation is deciding what to design, now that you know what not to design.  The goal is to break free of conventional approaches by keeping focused on the users needs and your point of view.  Creativity and perseverance is required for the team to negotiate effective solutions to the ongoing tension between the cost-, marketing-, technology-, and user-centric approaches to the design process. 

Concept Generation
>
Screening Matrix<

Concept Selection
>Final Concept Selection<
>BT Concept Gen Report< )
Example Concept Sketches

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Prototyping is a process that should happen concurrently with concept generation and all subsequent phases.  We don't treat the prototype as a technical artifact, rather we view a prototype is simply a mechanism to test ANY critical technical or business decision that arises.  In this view, a business plan is as legitimate a prototype as a working technical model.  Early prototypes can take the form of simple verbal descriptions and/or sketches.

   
Verbal & Sketch Prototypes
(Cheap and Quick)

 

   

Physical Prototypes
(Cardboard, Clay,
Thermo-Formed plastic)

       
Functional Prototypes
(circuitboard with Switches;
CNC-Milled Delrin Plastic)
           

"Product Realization"

   
     

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Market Testing  is a putting the various concepts in front of potential customers and remaining open to constructive (and non-constructive) feedback.

All In One

Moon

Bolt

Music Box

Lizard

Winmote

Sonic Boom

Zapper

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This site was last updated 02/19/04