A design is a plan or specification for the construction of an object or system or for the implementation of an activity or process, or the result of that plan or specification in the form of a prototype, product or process. The verb to design expresses the process of developing a design. In some cases, the direct construction of an object without an explicit prior plan (such as in craftwork, some engineering, coding, and graphic design) may also be considered to be a design activity. The design usually has to satisfy certain goals and constraints, may take into account aesthetic, functional, economic, or socio-political considerations, and is expected to interact with a certain environment. Major examples of designs include architectural blueprints, engineering drawings, business processes, circuit diagrams, and sewing patterns.
The person who produces a design is called a designer, which is a term generally used for people who work professionally in one of the various design areas—usually specifying which area is being dealt with (such as a textile designer, fashion designer, product designer, concept designer, web designer or interior designer), but also others such as architects and engineers. A designer's sequence of activities is called a design process, possibly using design methods. The process of creating a design can be brief (a quick sketch) or lengthy and complicated, involving considerable research, negotiation, reflection, modeling, interactive adjustment and re-design.
Substantial disagreement exists concerning how designers in many fields, whether amateur or professional, alone or in teams, produce designs. Kees Dorst and Judith Dijkhuis, both designers themselves, argued that "there are many ways of describing design processes" and discussed "two basic and fundamentally different ways",both of which have several names. The prevailing view has been called "the rational model", "technical problem solving" and "the reason-centric perspective". The alternative view has been called "reflection-in-action", "co-evolution", and "the action-centric perspective".
The rational model was independently developed by Herbert A. Simon,an American scientist, and Gerhard Pahl and Wolfgang Beitz, two German engineering design theorists. It posits that:
The rational model is based on a rationalist philosophyand underlies the waterfall model, systems development life cycle, and much of the engineering design literature. According to the rationalist philosophy, design is informed by research and knowledge in a predictable and controlled manner.
Typical stages consistent with the rational model include the following:
Each stage has many associated best practices.
The rational model has been widely criticized on two primary grounds:
The action-centric perspective is a label given to a collection of interrelated concepts, which are antithetical to the rational model.It posits that:
The action-centric perspective is based on an empiricist philosophy and broadly consistent with the agile approach – by designers "thinking on their feet" – more than through the predictable and controlled process stipulated by the rational model.and amethodical development. Substantial empirical evidence supports the veracity of this perspective in describing the actions of real designers. Like the rational model, the action-centric model sees design as informed by research and knowledge. However, research and knowledge are brought into the design process through the judgment and common sense of designers
At least two views of design activity are consistent with the action-centric perspective. Both involve three basic activities.
In the reflection-in-action paradigm, designers alternate between "framing", "making moves", and "evaluating moves". "Framing" refers to conceptualizing the problem, i.e., defining goals and objectives. A "move" is a tentative design decision. The evaluation process may lead to further moves in the design.
In the sensemaking–coevolution–implementation framework, designers alternate between its three titular activities. Sensemaking includes both framing and evaluating moves. Implementation is the process of constructing the design object. Coevolution is "the process where the design agent simultaneously refines its mental picture of the design object based on its mental picture of the context, and vice versa".
The concept of the design cycle is understood as a circular time structure,which may start with the thinking of an idea, then expressing it by the use of visual or verbal means of communication (design tools), the sharing and perceiving of the expressed idea, and finally starting a new cycle with the critical rethinking of the perceived idea. Anderson points out that this concept emphasizes the importance of the means of expression, which at the same time are means of perception of any design ideas.
Philosophy of design is the study of definitions of design, and the assumptions, foundations, and implications of design. There are also countless informal or personal philosophies for guiding design as design values and its accompanying aspects within modern design vary, both between different schools of thought[ which? ] and among practicing designers. Design philosophies are usually for determining design goals. In this sense, design philosophies are fundamental guiding principles that dictate how a designer approaches his/her practice. Reflections on material culture and environmental concerns (sustainable design) can guide a design philosophy. An example is the First Things First manifesto which was launched within the graphic design community and states "We propose a reversal of priorities in favor of more useful, lasting and democratic forms of communication – a mindshift away from product marketing and toward the exploration and production of a new kind of meaning. The scope of debate is shrinking; it must expand. Consumerism is running uncontested; it must be challenged by other perspectives expressed, in part, through the visual languages and resources of 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.
Some of these approaches include:
Design can broadly be applied to various fields such as art, engineering and production.
Today, the term design is generally used for what was formerly called the applied arts. The new term, for a very old thing, was perhaps initiated by Raymond Loewy and teachings at the Bauhaus and Ulm School of Design (HfG Ulm) in Germany during the 20th century.
The boundaries between art and design are blurred, largely due to a range of applications both for the term 'art' and the term 'design'. Applied arts can include industrial design, graphic design, fashion design, and the decorative arts which traditionally includes craft objects. In graphic arts (2D image making that ranges from photography to illustration), the distinction is often made between fine art and commercial art, based on the context within which the work is produced and how it is traded.
To a degree, some methods for creating work, such as employing intuition, are shared across the disciplines within the applied arts and fine art. Mark Getlein, writer, suggests the principles of design are "almost instinctive", "built-in", "natural", and part of "our sense of 'rightness'."However, the intended application and context of the resulting works will vary greatly.
In engineering, design is a component of the engineering process. Many overlapping methods and processes can be seen when comparing Product design, Industrial design and Engineering. 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". The increasingly scientific focus of engineering in practice, however, has raised the importance of more new "human-centered" fields of design. 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" (probably in contradiction to the origin of term "engineering – engineer" from Latin "in genio" in meaning of a "genius" what assumes existence of a "mind" not of an "atom").
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 processes although a working knowledge of such processes is usually expected of designers. In some cases, it may be unnecessary 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" (in contrast to "design process" mentioned above) is 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.
Software architecture refers to the fundamental structures of a software system and the discipline of creating such structures and systems. Each structure comprises software elements, relations among them, and properties of both elements and relations. The architecture of a software system is a metaphor, analogous to the architecture of a building. It functions as a blueprint for the system and the developing project, laying out the tasks necessary to be executed by the design teams.
A software company is a company whose primary products are various forms of software, software technology, distribution, and software product development. They make up the software industry.
The Rational Unified Process (RUP) is an iterative software development process framework created by the Rational Software Corporation, a division of IBM since 2003. RUP is not a single concrete prescriptive process, but rather an adaptable process framework, intended to be tailored by the development organizations and software project teams that will select the elements of the process that are appropriate for their needs. RUP is a specific implementation of the Unified Process.
Software development is the process of conceiving, specifying, designing, programming, documenting, testing, and bug fixing involved in creating and maintaining applications, frameworks, or other software components. Software development is a process of writing and maintaining the source code, but in a broader sense, it includes all that is involved between the conception of the desired software through to the final manifestation of the software, sometimes in a planned and structured process. Therefore, software development may include research, new development, prototyping, modification, reuse, re-engineering, maintenance, or any other activities that result in software products.
Product design as a verb is to create a new product to be sold by a business to its customers. A very broad coefficient and effective generation and development of ideas through a process that leads to new products. Thus, it is a major aspect of new product development.
Computer-aided production engineering (CAPE) is a relatively new and significant branch of engineering. Global manufacturing has changed the environment in which goods are produced. Meanwhile, the rapid development of electronics and communication technologies has required design and manufacturing to keep pace.
Design and technology (D&T) is a school subject offered at all levels of primary and secondary school in England. It is used so children develop a range of designing skills and technology skills for example, using media to design their project and a saw to cut items. It first appeared as a titled subject in the first National Curriculum of England, Wales and Northern Ireland in 1988. D&T, or a similar form, has been taught in many countries around the world such as India, United States, Australia, New Zealand, Ireland, Malta, China, South Africa, France and Finland. Many international schools teach design and technology. As a school subject it involves students in designing in a practical context using a range or materials and media. It is also a university course in many countries, including Australia, Canada, the US, Singapore, South Africa, Netherlands and New Zealand, both for the preparation of teachers and for general education in areas such as industrial design. Some of the UK universities which deliver courses include: Brighton, Sheffield Hallam, Goldsmiths, University of London and Greenwich.
Design for Excellence or Design For Excellence, are terms and expansions used interchangeably in the existing literature, where the X in design for X is a variable which can have one of many possible values. In many fields X may represent several traits or features including: manufacturability, power, variability, cost, yield, or reliability. This gives rise to the terms design for manufacturability, design for inspection (DFI), design for variability (DfV), design for cost (DfC). Similarly, other disciplines may associate other traits, attributes, or objectives for X.
A concept of design science was introduced in 1957 by R. Buckminster Fuller who defined it as a systematic form of designing. He expanded on this concept in his World Design Science Decade proposal to the International Union of Architects in 1961. The term was later used by S. A. Gregory in the 1965 'The Design Method' Conference where he drew the distinction between scientific method and design method. Gregory was clear in his view that design was not a science and that design science referred to the scientific study of design. Herbert Simon in his 1968 Karl Taylor Compton lectures used and popularized these terms in his argument for the scientific study of the artificial. Over the intervening period the two uses of the term have co-mingled to the point where design science may have both meanings: a science of design and design as a science.
Design methods are procedures, techniques, aids, or tools for designing. They offer a number of different kinds of activities that a designer might use within an overall design process. Conventional procedures of design, such as drawing, can be regarded as design methods, but since the 1950s new procedures have been developed that are more usually grouped together under the name of "design methods". What design methods have in common is that they "are attempts to make public the hitherto private thinking of designers; to externalise the design process".
Design thinking refers to the cognitive, strategic and practical processes by which design concepts are developed. Many of the key concepts and aspects of design thinking have been identified through studies, across different design domains, of design cognition and design activity in both laboratory and natural contexts.
Model-driven engineering (MDE) is a software development methodology that focuses on creating and exploiting domain models, which are conceptual models of all the topics related to a specific problem. Hence, it highlights and aims at abstract representations of the knowledge and activities that govern a particular application domain, rather than the computing concepts.
Social design is the application of design methodologies in order to tackle complex human issues, placing the social issues as the priority. Historically social design has been mindful of the designer's role and responsibility in society, and of the use of the design process to bring about social change. Social design is a critical discipline that challenges the pure market-orientedness of conventional design practice, and attempts to see past this into a more inclusive conception of design. Often this means social design will prioritize for user groups and people who are marginalized.
The engineering design process is a common series of steps that engineers use in creating functional products and processes. The process is highly iterative - parts of the process often need to be repeated many times before another can be entered - though the part(s) that get iterated and the number of such cycles in any given project may vary.
The following outline is provided as an overview of and topical guide to thought (thinking):
The following outline is provided as an overview of a topical guide to design:
Design science is an outcome based information technology research methodology, which offers specific guidelines for evaluation and iteration within research projects.
In the field of architecture an architectural plan is a design and planning for a building, and can contain architectural drawings, specifications of the design, calculations, time planning of the building process, and other documentation.
Systems-oriented design (S.O.D.) uses system thinking in order to capture the complexity of systems addressed in design practice. The main mission of S.O.D. is to build the designers' own interpretation and implementation of systems thinking. S.O.D. aims at enabling systems thinking to fully benefit from design thinking and practice, and design thinking and practice to fully benefit from systems thinking. S.O.D. addresses design for human activity systems, and can be applied to any kind of design problem ranging from product design and interaction design, through architecture to decision making processes and policy design.
The Function-Behaviour-Structure ontology – or short, the FBS ontology – is an applied ontology of design objects, i.e. things that have been or can be designed. The Function-Behaviour-Structure ontology conceptualizes design objects in three ontological categories: function (F), behaviour (B), and structure (S). The FBS ontology has been used in design science as a basis for modelling the process of designing as a set of distinct activities. This article relates to the concepts and models proposed by John S. Gero and his collaborators. Similar ideas have been developed independently by other researchers.
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