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Design is the creation of a plan or convention for the construction of measurable objects, systems or human interactions (such as in architectural blueprints, engineering drawings, business processes, circuit diagrams, and sewing patterns). Designs have different connotations in different fields (see design discipline below). In some cases, the direct construction of an object (as in pottery, engineering, management, coding, and graphic design) is also considered to use design thinking.

Designing often requires considering the aesthetic, functional, economic, and sociopolitical dimensions of both the design object and the design process. This may involve a lot of research, thought, modeling, interactive adjustment, and redesign. Meanwhile, various types of objects can be designed, including clothing, graphical user interfaces, products, skyscrapers, corporate identity, business processes, and even design methods or processes.

So "design" can be substantive referring to a categorical abstraction of things created or things (design something), or a verb to the process of creation as made clear by the grammatical context.


Video Design



Definition

A more formal design has been defined as follows:

(Noun) object specification, manifested by the agent, intended to achieve the purpose, in a particular environment, using a set of primitive components, meet a set of requirements, subject to constraints; (verb, transitive) to create the design, in the environment (where the designer operates)

Another definition for design is "a roadmap or strategic approach for a person to achieve unique expectations." It defines the specifications, plans, parameters, costs, activities, processes and how and what to do in law, politics, social, environment, safety and economic constraints in achieving that goal. "

Here, "specification" can be manifested as a plan or finished product, and "primitive" is the element from which the design object is compiled.

With extensive denotation, there is no universal language or unifying body for designers of all disciplines. This allows many different philosophies and approaches to the subject (see Ã, § Philosophy and design studies, below).

The designer is called designer , which is also a term used for people who work professionally in one of the many design areas that typically determine which area is being handled (such as a textile designer, fashion designer, product designer , concept designer, web designer or interior designer). The sequence of activities of the designer is called the design process while the scientific study of design is called the science of design.

Another definition of design is planning to create objects, systems, components or structures. Thus the word "design" can be used as a noun or verb. In a broader sense, design is an applied art and technique integrated with technology.

Although the design definition is quite broad, the design has a lot of specifications that are used by professionals in their field.

Maps Design



Design as process

Substantial disagreement exists about how designers in different fields, whether amateur or professional, alone or in teams, produce designs. Kees Dorst and Judith Dijkhuis, both designers themselves, argue that "there are many ways to describe the design process" and discuss "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 "reason-based perspective". Alternative views have been called "reflection-in-action", "evolutionary design", "co-evolution", and "action-centric perspective".

The rational model

The rational model was developed independently by Herbert A. Simon, an American scientist, and Gerhard Pahl and Wolfgang Beitz, two German engineering design theorists. It states that:

  1. the designer attempts to optimize the design candidate for known limits and destinations,
  2. the design process is designed based on planning,
  3. the design process is understood in sequential order sequence.

The rational model is based on rationalist philosophy and underlies the waterfall model, system development life cycle, and many engineering design literature. According to the rationalist philosophy, design is informed by research and knowledge in a predictable and controlled manner.

Sample sequence of steps

Common stages consistent with the rational model include the following:

  • Pre-production design
    • Short draft or Party pris - initial destination design statement (often the beginning)
    • Analysis of current design goals
    • Research - investigate similar design solutions in the field or related topics
    • Specifications - specify design solution requirements for a product (product design specification) or service.
    • Troubleshooting - conceptualizing and documenting design solutions
    • Presentation - presents design solutions
  • Design during production
    • Development - continuation and improvement of designed solutions
    • Testing - in situ tested the designed solution
  • Post-production design feedback for future design
    • Implementation - introducing designed solutions to the
    • environment
    • Evaluations and conclusions - a summary of processes and outcomes, including constructive criticism and suggestions for future improvements
  • Redesign - any or all stages in the design process repeated (with created corrections) anytime before, during, or after production.

Each stage has many related best practices.

Critics of the rational model

The rational model has been heavily criticized for two main reasons:

  1. Designers do not work this way - extensive empirical evidence has shown that designers do not act as suggested by rational models.
  2. Unrealistic assumptions - goals are often unknown when design projects begin, and their requirements and constraints keep changing.

The action-centric model

The action-centric perspective is a label given to a collection of interrelated concepts, as opposed to a rational model. It states that:

  1. designers use creativity and emotion to produce design candidates,
  2. Improved design process,
  3. no clear sequence of universal stages - analysis, design, and implementation are contemporary and closely related

The action-centric perspective is based on empirical philosophy and is broadly consistent with agile approaches and amethodical development. Substantial empirical evidence supports the correctness of this perspective in describing the actions of real designers. Like the rational model, the action-centric model looks at design as informed by research and knowledge. However, research and knowledge are brought into the design process through judgment and common sense designers - by designers "thinking on their feet" - more than through a predictable and controlled process established by a rational model.

Description of design activities

At least two views of design activity are consistent with an action-centric perspective. Both involve three basic activities.

In the reflection-in-action paradigm, designers alternate between "framing", "making movement", and "evaluating movement". "Framing" refers to the conceptualization of a problem, ie defining goals and objectives. A "step" is a tentative design decision. The evaluation process can lead to further movement in the design.

In the evolution-crisis implementation framework, designers switch between three titular activities. Photoshoot includes framing and evaluation movements. Implementation is the process of building a design object. Coevolution is "the process by which the design agent simultaneously filters its mental image of the object of design based on the mental picture of its context, and vice versa."

The concept of a design cycle is understood as a circular time structure, which may begin with the thought of an idea, then express it with the use of visual or verbal communication means (means of design), sharing and understanding of expressed ideas. , and ultimately initiate a new cycle with a critical rethink of the perceived idea. Anderson points out that this concept emphasizes the importance of means of expression, which at the same time is a means of perception of any design idea.

College of Design and Social Context - RMIT University
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Design discipline


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Philosophy and design study

There are countless philosophies to guide design as the value of design and its accompanying aspect in modern design varies, both between the various schools of thought and among the designers who practice. Design philosophy is usually to define design goals. A design goal can range from the least significant individual problem solving of the smallest element, to the most holistic and influential utopian goals. The design goal is usually to guide the design. However, conflicts over immediate and small goals can lead to questioning design goals, perhaps to set long-term or better-ended goals. John Heskett, a 20th-century British author of design claims, "Design, stripped down to its essence, can be defined as human nature to mold and create our environment in ways without precedent in nature, to serve our needs and to give meaning to us life. "

Philosophy to guide design

Design philosophy is a fundamental guiding principle that dictates how a designer approaches his practice. Reflection on material culture and environmental issues (sustainable design) can guide the design philosophy. One example is the First Things First manifesto launched in the graphic design community and states "We propose priority reversals that support a more useful, lasting and democratic form of communication - a transition of the mind from product marketing and to the exploration and production of a new kind of meaning. The scope of the debate shrinks: it must grow.Customism runs undeniably, to be challenged by other perspectives expressed, in part, through visual language and design resources. "

In the Sciences of the Artificial by Polymath Herbert A. Simon, the authors assert the design to be a meta-discipline of all professions. "Engineers are not the only professional designers.Everybody designs a program of action aimed at turning the existing situation into a preferred one.The intellectual activity that produces material artifacts is not fundamentally different from that of setting remedies for ailing patient or designing a sales plan new to a company or social welfare policy for a country. Design, once interpreted, is the core of all professional training, it is a major sign distinguishing the professions of science, engineering schools, and schools of architecture, business, education, law and medicine, all centered on the design process. "

Approach to design

A design approach is a general philosophy that may or may not include guidelines for a particular method. Some are to guide the overall purpose of the design. Another approach is to guide the designer's tendency. A combination of approaches can be used if not contradictory.

Some popular approaches include:

  • Design of a sociotechnical system, philosophy and tools for the design of participatory work planning and support processes - for organizational, quality, security, economic and customer requirements in core work processes, quality of people's experience at work and community needs
  • The KISS principle, (Keep it Simple Stupid), which seeks to eliminate unnecessary complications.
  • There is more than one way to do it (TIMTOWTDI), a philosophy to allow multiple methods to do the same.
  • A centrally focused design, which focuses on goals and tasks related to the use of artifacts, rather than focusing on end users.
  • A user-centered design that focuses on the needs, desires, and limitations of end-users of designed artifacts.
  • Critical designs use artefacts designed as criticism or comments embodied in values, morals, and practices that exist in the culture.
  • Design services design or organize the experience around products and services related to product use.
  • Transgenerational design, product and environmental manufacturing practices are compatible with the physical and sensory damage associated with human aging and which limit the main activities of everyday life.
  • Speculative design, speculative design process does not always specify a specific problem to solve, but sets a provocative starting point from which the design process appears. The result is the evolution of fluctuating iterations and reflections using objects designed to elicit questions and stimulate discussion in academic and research settings.
  • Participatory Design (the original co-operative design, now often co-designed) is a collective creativity practice for designing, trying to actively involve all stakeholders (eg employees, partners, customers, citizens, end users) in the design process to help ensure results meet their needs and can be used. Participatory design is an approach that focuses on the design process and procedure and not the design style

Designing methods

The design method is a broad area that focuses on:

  • Explore possibilities and constraints by focusing critical thinking skills to research and define problem space for existing products or services - or creation of new categories (see also Brainstorming)
  • Redefining the specifications of design solutions that can lead to better guidelines for traditional design activities (graphics, industry, architecture, etc.);
  • Manage browsing, defining, artefact creation continuously over time
  • Create possible prototype scenarios, or solutions that gradually or significantly improve an inherited situation
  • Trendspotting; understand the trend process.

What can museum exhibit design teach us about UX design?
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Terminology

The word "design" is often considered ambiguous, as it is applied in various contexts.

Design and art

Today, the term design is broadly related to applied art as initiated by Raymond Loewy and the teachings at the Bauhaus and Ulm School of Design (HfG Ulm) in Germany during the 20th century.

The boundary between art and design is blurred, largely due to various applications both for the term 'art' and 'design' length. Applied art has been used as an umbrella term to define the areas of industrial design, graphic design, fashion design, etc. The term 'decorative art' is a traditional term used in historical discourse to describe craft objects, and also sits inside an applied art umbrella. In graphic art (making 2D drawings ranging from photography to illustration), distinctions are often made between visual art and commercial art, based on the context in which the work is produced and how it is traded.

To some extent, some methods of creating jobs, such as using intuition, are shared across disciplines in applied art and art. Mark Getlein, the author, suggests the design principles are "almost instinctive", "built-in", "natural", and part of our "truth" sense. " However, the intended application and context of the resulting work will vary greatly.

Design and techniques

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 the design as: "To conceive or fashion in mind; create," and "To formulate the plan" , and define the technique as: "Deployment scientific and mathematical principles for practical purposes such as the design, manufacture and operation of efficient and economical structures, machinery, processes, and systems. " . Both are a form of problem solving with the obvious difference being the application of "scientific and mathematical principles". However, an increasingly scientific scientific focus in practice has increased the importance of the newer "human-centered" design areas. How much science is applied in design is the question of what is considered "science". Along with the question of what science considers, there is the social science versus the natural sciences. Scientists at Xerox PARC made a difference in design versus technique on "moving minds" versus "moving atoms" (possibly contrary to the origin of the term "engineers" of the Latin "in genio" in the sense of what "genius" assumes existence of "mind" not "atom").

Design and production

The relationship between design and production is one of planning and execution. In theory, the plan should anticipate and compensate for potential problems in the execution process. Design involves problem solving and creativity. Instead, production involves a routine or pre-planned process. A design may also be a mere plan that does not include production or engineering processes although the working knowledge of such a process is usually expected by designers. In some cases, it may be unnecessary or impractical to expect a designer with the multidisciplinary knowledge required for such a design to also have detailed, detailed knowledge of how to produce the product.

Design and production are intertwined in many creative professional careers, which means problem solving is part of the execution and vice versa. As the cost of rearrangement increases, the need to separate design from production also increases. For example, a high-budget project, such as a skyscraper, requires a separation (design) architecture from construction (production). Low-cost projects, such as a local print party party invitation leaflet, can be rearranged and printed dozens of times at the low cost of multiple sheets of paper, a few drops of ink, and less than an hour of publisher desktop payments.

This is not to say that production never involves problem solving or creativity, or that design always involves creativity. Designs are rarely perfect and sometimes repetitive. The imperfections of a design can assign production positions (eg production artists, construction workers) by leveraging creativity or problem-solving skills to compensate for what is neglected in the design process. Likewise, the design can be a simple repetition (copy) of a known pre-existing solution, requiring little, if any, creativity or problem-solving skills from the designer.

Process design

Source of the article : Wikipedia

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