Curriculum/DP Design/B2.1 The Design Process

The Design Process | B2.1

Guiding questionHow do designers approach problem-solving?

Overview and teacher commentary will appear here.

The design process is a five-phase iterative framework — Empathise, Define, Ideate and Model, Design a Solution, Present a Solution — that structures how designers move from a user problem to a refined, validated solution. These notes address each learning objective in turn and supplement your classroom materials and textbook; they are not a substitute for them.

The Design Process — B2.1

Students must be able toOutline each stage of the design process (empathize; defining the project; ideation and modelling; designing a solution; presenting a solution).

English

The design process is an iterative, human-centred framework comprising five phases:

  1. Empathise — understand user needs, feelings and behaviour through qualitative and quantitative research. This phase cannot be skipped: research shows that 42% of startups fail due to lack of market need, a direct consequence of insufficient user understanding.
  2. Define — synthesise research into a clear problem statement and design brief with measurable specifications, constraints, budgets and timelines.
  3. Ideate and Model — generate creative solutions using structured tools, then build prototypes at various levels of fidelity to test core concepts.
  4. Design a Solution — develop and refine the chosen concept through repeated model–test–refine cycles, incorporating feedback from users and stakeholders.
  5. Present a Solution — communicate the final design using technical drawings, virtual models and annotated renders, demonstrating how it meets the design specifications.

The process is iterative, not linear. Designers regularly cycle back to earlier phases as new information emerges — re-empathising after a prototype test reveals an unexpected user need, or redefining specifications when a material constraint changes the problem.

中文

设计过程是一个迭代的、以人为本的框架,包含五个阶段:

  1. 共情 — 通过定性和定量研究了解用户的需求、感受和行为。这一阶段不可跳过:研究表明,42%的初创企业因缺乏市场需求而失败,这直接源于对用户了解不足。
  2. 定义 — 将研究综合为清晰的问题陈述和设计简报,包含可测量的规格、约束条件、预算和时间表。
  3. 构思与建模 — 使用结构化工具生成创意解决方案,然后在不同保真度水平上构建原型以测试核心概念。
  4. 设计解决方案 — 通过反复的"建模–测试–改进"循环,整合用户和利益相关者的反馈,开发和完善所选概念。
  5. 呈现解决方案 — 使用技术图纸、虚拟模型和标注渲染传达最终设计,展示其如何满足设计规格。

这个过程是迭代的,而非线性的。随着新信息的出现,设计师会循环回到较早的阶段——在原型测试揭示意外的用户需求后重新共情,或在材料约束改变问题时重新定义规格。

Students must be able toDistinguish between primary and secondary sources, qualitative and quantitative data and how they are used to identify design opportunities, develop an understanding of users and generate ideas for solutions to problems.

English

Research is not a one-off activity at the start of a project — it runs throughout every phase of the design process. Designers collect data to identify opportunities, understand users, generate ideas and validate solutions. Two fundamental distinctions structure all design research:

Primary vs Secondary research:

  • Primary research — first-hand data collected directly by the designer (interviews, surveys, observations). Authentic and context-specific, but time-consuming and costly.
  • Secondary research — data collected by a third party and published for others to use (textbooks, academic journals, government statistics). Faster and cheaper, but may not match your specific context.

Qualitative vs Quantitative data:

  • Qualitative data — descriptive and non-numerical. Captures emotions, motivations and experiences (e.g., "the handle feels slippery"). Tells designers why users behave as they do.
  • Quantitative data — numerical and measurable (e.g., "78% of users failed the task within the time limit"). Enables comparison, benchmarking and target-setting.

Effective design research combines both types: qualitative data explains the problem; quantitative data measures progress toward solving it.

中文

研究不是项目开始时的一次性活动——它贯穿设计过程的每个阶段。设计师收集数据以识别机会、了解用户、产生想法并验证解决方案。两个基本区分构成所有设计研究的框架:

一手研究与二手研究:

  • 一手研究 — 由设计师直接收集的第一手数据(访谈、调查、观察)。真实且针对具体情境,但耗时且成本较高。
  • 二手研究 — 由第三方收集并公开供他人使用的数据(教科书、学术期刊、政府统计数据)。更快、更便宜,但可能与您的具体情境不完全匹配。

定性数据与定量数据:

  • 定性数据 — 描述性、非数值性。捕捉情感、动机和体验(如"把手摸起来很滑")。告诉设计师用户为何有某种行为。
  • 定量数据 — 数值性且可测量(如"78%的用户在规定时间内未能完成任务")。支持比较、基准测试和目标设定。

有效的设计研究将两种类型结合:定性数据解释问题;定量数据衡量解决进展。

Students must be able toApply primary research methods to gather first-hand data (user observations, interviews, surveys, questionnaires, focus groups, material testing and product analysis) and analyse the data to establish user requirements and design specifications, develop a persona and suggest further developments of a solution.

English

Primary research produces first-hand data that is specific to your design context and your users. Common methods include:

  • User interviews — open-ended conversations that reveal motivations, frustrations and hidden needs. Best for depth over breadth.
  • Surveys and questionnaires — structured sets of questions delivered to many users simultaneously. A Likert scale (e.g., 1–5 ratings) converts qualitative feelings into quantitative scores that can be aggregated and compared.
  • User observation — watching users perform tasks in their natural environment. Reveals behaviour that users cannot or do not report in interviews.
  • Focus groups — facilitated group discussions that generate ideas and surface shared concerns, though dominant voices can skew results.
  • Material testing — physically testing materials for properties relevant to the design (strength, flexibility, weight, durability).
  • Product analysis — systematically examining an existing product for its function, form, user experience and manufacturing method.

Primary data is authentic and directly relevant to your project, but it requires time, access to users and ethical consideration — particularly when working with minors or vulnerable groups.

中文

一手研究能产生针对您的设计情境和用户的第一手数据。常用方法包括:

  • 用户访谈 — 开放式对话,揭示动机、挫折和隐藏的需求。最适合深度而非广度。
  • 调查和问卷 — 同时向多位用户发放的结构化问题集。李克特量表(如1-5评分)将定性感受转化为可汇总和比较的定量分数。
  • 用户观察 — 在用户自然环境中观察其执行任务。揭示用户在访谈中无法或不会报告的行为。
  • 焦点小组 — 有引导的小组讨论,产生想法并揭示共同关注点,但主导声音可能会扭曲结果。
  • 材料测试 — 对材料进行与设计相关的物理性能测试(强度、柔韧性、重量、耐久性)。
  • 产品分析 — 系统地检查现有产品的功能、形式、用户体验和制造方法。

一手数据真实且与项目直接相关,但需要时间、访问用户的渠道和伦理考量——尤其是在与未成年人或弱势群体合作时。

Students must be able toAnalyse secondary data sources (internet-based research, government data and statistics research, university research and literature search) to establish user requirements and design specifications, develop a persona and suggest further developments for a solution.

English

Secondary research uses data collected and published by others. Designers turn to secondary sources to build background knowledge, validate primary findings, and access data at scales impossible to collect directly.

Common secondary sources in design include:

  • Internet-based research — company websites, news articles, industry reports. Fast and free, but quality varies; always evaluate source credibility.
  • Government data and statistics — census data, public health records, safety standards. High reliability, but may lag behind current conditions.
  • University research and literature — peer-reviewed academic papers accessed through databases such as Google Scholar. Rigorous methodology, but technical language can be challenging.
  • Textbooks and standards documents — authoritative subject knowledge and official specifications.

The key limitation of secondary research is relevance: data collected for a different purpose, population or context may not match your design situation. Secondary research should support — not replace — primary research.

中文

二手研究使用他人收集和发布的数据。设计师转向二手资料的目的是积累背景知识、验证一手研究结论,以及获取无法直接收集的规模数据。

设计中常见的二手资料来源包括:

  • 互联网研究 — 公司网站、新闻文章、行业报告。快速且免费,但质量参差不齐;需始终评估信息来源的可信度。
  • 政府数据和统计 — 人口普查数据、公共卫生记录、安全标准。可靠性高,但可能落后于当前情况。
  • 大学研究和文献 — 通过Google Scholar等数据库获取的经同行评审的学术论文。方法论严谨,但技术语言可能较难理解。
  • 教科书和标准文件 — 权威的学科知识和官方规格。

二手研究的主要局限在于相关性:为不同目的、人群或情境收集的数据可能与您的设计情况不匹配。二手研究应辅助——而非取代——一手研究。

Students must be able toIdentify issues, problems and challenges using user-centred research methods and techniques, and identify user needs for specific user groups to understand their experience, motivations and interactions with products and environments.

English

A persona is a research-based fictional character that represents a specific group of end-users. Unlike marketing demographics (age, gender, income), an effective persona captures the full human picture: goals and motivations, frustrations and pain points, behaviours and daily routines, and the context in which they interact with products.

Personas serve two critical functions: they focus the design team on real human needs rather than assumed needs, and they prevent "design by committee" where everyone designs for themselves.

The demographics trap: The chapter warns against relying on demographics alone. Consider two male Europeans born in the late 19th century — both leading professionals and public figures: Albert Einstein and Charlie Chaplin. Their demographic profiles are identical, yet their product needs, preferences and lifestyles differ enormously. Similarly, Marie Curie and Florence Nightingale share a female professional demographic, yet represent vastly different users.

Demographics tell you who someone is categorically — not what they need or how they behave. Effective personas require psychographic data: values, attitudes, lifestyle and context of use.

中文

角色模型是一个基于研究的虚构角色,代表特定的最终用户群体。与营销人口统计(年龄、性别、收入)不同,有效的角色模型捕捉完整的人物形象:目标和动机、挫折和痛点、行为和日常习惯,以及他们与产品互动的情境。

角色模型有两个关键功能:让设计团队专注于真实的人的需求而非假设的需求,并防止"委员会式设计"——即每个人都为自己设计。

人口统计陷阱:章节警告不要单独依赖人口统计数据。考虑两位19世纪末出生的欧洲男性——均为各自领域的领导专业人士和公众人物:阿尔伯特·爱因斯坦和查理·卓别林。他们的人口统计资料完全相同,但产品需求、偏好和生活方式却大相径庭。同样,居里夫人和弗洛伦斯·南丁格尔拥有相同的女性职业人口统计,却代表着截然不同的用户群体。

人口统计数据告诉您某人在分类上是谁——而非他们需要什么他们如何行为。有效的角色模型需要心理图像数据:价值观、态度、生活方式和使用情境。

Students must be able toMap a user's journey using a storyboard and identify pain points within that journey that provide design opportunities.

English

User observation involves watching users perform real tasks in their actual environment — a technique that reveals behaviours, workarounds and frustrations that users themselves may not consciously recognise or articulate in an interview.

A storyboard is a visual tool used to map a user's journey through a product experience or task sequence. Like a comic strip, it breaks the journey into discrete frames — each showing the user, their action, their environment and their emotional state at that moment. Storyboards make user journeys visible, shareable and open to critique within the design team.

Pain points are moments in the journey where the user experiences friction, frustration or failure. They are design opportunities: each pain point is a place where a better design could improve the experience. A storyboard is an effective tool for identifying and communicating pain points because it preserves the sequence and context of the problem, not just the problem itself.

中文

用户观察涉及在用户实际环境中观察其执行真实任务——这种技术揭示了用户自己可能无法有意识地认识或在访谈中表达的行为、变通方法和挫折。

故事板是一种视觉工具,用于描绘用户在产品体验或任务序列中的旅程。像漫画一样,它将旅程分解为若干独立的画面——每个画面展示用户、其行动、所处环境以及彼时的情感状态。故事板使用户旅程在设计团队内可视化、可分享且可供批判性评估。

痛点是用户在旅程中遇到摩擦、挫折或失败的时刻。它们是设计机会:每个痛点都是更好的设计可以改善体验的地方。故事板是识别和传达痛点的有效工具,因为它保留了问题的顺序和情境,而不仅仅是问题本身。

Students must be able toAnalyse a range of products that either provides a solution to a problem or can inspire a solution to a problem.

English

Product analysis is a structured examination of an existing product to understand how it solves — or fails to solve — a problem. It is used during both the Empathise phase (understanding the current state of the world) and the Ideate phase (finding inspiration for new solutions).

A thorough product analysis examines:

  • Function — what is it designed to do? Does it do it effectively?
  • Performance — how well does it meet its functional requirements? Where does it fall short?
  • Form and aesthetics — shape, material, surface finish, colour, size. How do these contribute to or detract from the user experience?
  • User interface — how does the user interact with it? Are controls intuitive? Is feedback clear?
  • Manufacturing — how is it made? What materials are used? Could manufacturing explain any design limitations?
  • Target user — who was it designed for? Does it meet that user's needs?

Product analysis produces data that feeds directly into design specifications: what this product does well that must be matched, and where it fails that the new design must address.

中文

产品分析是对现有产品的结构化检查,以了解它如何解决——或未能解决——某个问题。它在共情阶段(了解当前世界状态)和构思阶段(寻找新解决方案的灵感)都会使用。

全面的产品分析检查以下方面:

  • 功能 — 它被设计来做什么?它是否有效地做到了这一点?
  • 性能 — 它在多大程度上满足其功能要求?在哪些方面存在不足?
  • 形式和美学 — 形状、材料、表面处理、颜色、尺寸。这些如何促进或损害用户体验?
  • 用户界面 — 用户如何与之互动?控件是否直观?反馈是否清晰?
  • 制造 — 它是如何制造的?使用了哪些材料?制造过程能否解释某些设计限制?
  • 目标用户 — 它是为谁设计的?它是否满足了该用户的需求?

产品分析产生的数据直接用于设计规格:该产品哪些方面做得好需要匹配,以及哪些方面失败了新设计必须解决。

Students must be able toExplain the nature of a problem by writing a problem statement that clearly defines their design intentions.

English

The first and most critical step in moving from Empathise to Define is writing a clear problem statement. A problem statement answers: who is experiencing what difficulty, in what context, and why does it matter?

A well-formed problem statement:

  • Names the specific user group (not "users" in general)
  • Describes the specific challenge or pain point
  • States the context where the problem occurs
  • Does not prescribe a solution (a statement beginning "we need to build…" is a solution statement, not a problem statement)

Design intention is the goal the solution must achieve, derived directly from the problem statement. Clear design intentions make subsequent decisions — about materials, features and form — much easier to justify: a feature either serves the design intention or it doesn't. Without a precise problem statement, every design decision becomes arbitrary.

中文

从"共情"过渡到"定义"阶段的第一步,也是最关键的一步,是撰写清晰的问题陈述。问题陈述回答:谁在什么情境下遇到了什么困难,为什么这很重要?

一个完善的问题陈述:

  • 指明具体的用户群体(不是泛泛的"用户")
  • 描述具体的挑战或痛点
  • 说明问题发生的情境
  • 规定解决方案(以"我们需要建造……"开头的陈述是解决方案陈述,而非问题陈述)

设计意图是解决方案必须实现的目标,直接从问题陈述中得出。清晰的设计意图使后续的决策——关于材料、功能和形式——更容易证明是合理的:一个功能要么服务于设计意图,要么不服务。没有精确的问题陈述,每个设计决策都将变得随意。

Students must be able toConstruct design specifications based on primary and secondary research that communicate the essential and desirable success criteria of the redesigned product.

English

A design brief is the formal document produced at the end of the Define phase. It translates the problem statement into actionable direction and aligns all stakeholders — client, designers, engineers and manufacturers — around what the solution must achieve.

A design brief typically includes:

  • Problem statement — the context and user need being addressed
  • Design intentions — the overarching goals of the solution
  • Specifications — measurable success criteria (e.g., "must fit users aged 6–12 using 5th–95th percentile hand dimensions")
  • Constraints — non-negotiable limits (budget, materials, manufacturing methods, regulatory standards)
  • Timeline — key milestones and deadlines

Specifications are divided into essential criteria (must be met; non-negotiable) and desirable criteria (would improve the product but are optional and can be traded against cost or time). Without clear specifications, it is impossible to evaluate whether any design iteration has succeeded.

中文

设计简报是在"定义"阶段结束时产生的正式文件。它将问题陈述转化为可操作的方向,并使所有利益相关者——客户、设计师、工程师和制造商——对解决方案必须实现的目标达成共同理解。

设计简报通常包括:

  • 问题陈述 — 所解决的情境和用户需求
  • 设计意图 — 解决方案的总体目标
  • 规格 — 可测量的成功标准(如"必须适合使用第5至第95百分位手部尺寸的6至12岁用户")
  • 约束条件 — 不可妥协的限制(预算、材料、制造方法、法规标准)
  • 时间表 — 关键里程碑和截止日期

规格分为基本标准(必须满足;不可妥协)和期望标准(会改善产品但属可选项,可以与成本或时间进行权衡)。没有清晰的规格,就无法评估任何设计迭代是否成功。

Students must be able toApply ideation techniques to develop a range of diverse and appropriate ideas that address a problem statement and respond to design specifications.

English

The Ideation phase asks designers to generate as many diverse, creative solutions as possible before evaluating any of them. Several structured tools help prevent mental blocks:

  • Brainstorming — rapid, uncritical generation of ideas in a group. The rule: no evaluation during generation. Quantity before quality.
  • Mind mapping — a radiating diagram that branches from a central concept. Useful for exploring connections and revealing overlooked areas.
  • SCAMPER — a checklist of directed questions: Substitute, Combine, Adjust, Magnify/Minify, Put to other uses, Eliminate, Reverse/Reorder. Each letter is a thought trigger applied to an existing solution to generate variants.
  • Six Thinking Hats (Edward De Bono) — six coloured hats representing different thinking modes: White (facts), Red (emotions), Black (critical), Yellow (positive), Green (creative), Blue (process). Separating thinking modes prevents groups from mixing criticism with creativity.
  • TRIZ — systematic innovation methodology based on 40 inventive principles derived from analysis of thousands of patents. Useful for technical problems with conflicting requirements.
  • Morphological analysis (Zwicky box) — a grid of design parameters (rows) against possible solutions for each parameter (columns). Every intersection represents a different combination; unexpected combinations reveal novel solutions.
中文

构思阶段要求设计师在评估任何方案之前尽可能多地生成多样化的创意解决方案。几种结构化工具有助于防止思维障碍:

  • 头脑风暴 — 在小组中快速、无批判性地产生想法。规则:在生成阶段不进行评估。数量先于质量。
  • 思维导图 — 从中心概念向外辐射的图表。用于探索联系,揭示被忽视的领域。
  • SCAMPER — 一套定向问题清单:替代、组合、调整、放大/缩小、改变用途、消除、颠倒/重排。每个字母是应用于现有解决方案以生成变体的思维触发器。
  • 六顶思考帽(爱德华·德·波诺)— 六顶代表不同思维模式的彩色帽子:白色(事实)、红色(情感)、黑色(批判性)、黄色(积极)、绿色(创意)、蓝色(过程)。分离思维模式可防止团队将批评与创意混淆。
  • TRIZ — 基于对数千项专利分析所得的40条发明原理的系统性创新方法论。适用于具有相互冲突要求的技术设计问题。
  • 形态分析(茨威基盒) — 设计参数(行)与每个参数可能解决方案(列)的网格。每个交叉点代表不同的组合;意想不到的组合揭示新颖的解决方案。

Students must be able toCompare their ideas with the design specifications and user needs as they refine their solutions.

English

Iterative evaluation means systematically comparing each design idea against the design specifications and user needs — not once, but repeatedly as ideas evolve. At each stage, designers ask:

  • Does this idea meet all essential criteria? If not, it cannot proceed.
  • How well does it meet the desirable criteria?
  • Which specific aspects need to change to better satisfy user needs?
  • Which of several competing ideas best balances the full set of requirements?

Design matrices (decision matrices) formalise this process: specifications are listed as rows, ideas as columns, and each cell receives a weighted score. The matrix makes trade-offs visible and defensible against stakeholder challenge.

Iterative evaluation drives targeted refinement: weak areas are identified with enough precision that the next iteration can address them specifically. This is far more efficient than building a complete prototype and discovering at that point that a fundamental specification has not been met.

中文

迭代评估意味着系统地将每个设计想法与设计规格和用户需求进行比较——不是一次,而是随着想法的演变反复进行。在每个阶段,设计师会问:

  • 这个想法是否满足所有基本标准?如果不满足,则无法继续。
  • 它在多大程度上满足期望标准?
  • 需要改变哪些具体方面以更好地满足用户需求?
  • 在几个竞争性想法中,哪一个最能平衡完整的需求集?

设计矩阵(决策矩阵)将这一过程正式化:规格列为行,想法列为列,每个单元格得到加权分数。矩阵使权衡可见且可在面对利益相关者质疑时加以辩护。

迭代评估推动有针对性的改进:弱点被足够精确地识别,以便下一次迭代可以针对性地解决它们。这比构建一个完整的原型后才发现不满足基本规格要高效得多。

Students must be able toDemonstrate iterative development of a design using the model, test, refine cycle.

English

The model–test–refine cycle is the engine of the Design a Solution phase. Rather than developing a finished product in a single pass, designers move through repeated loops:

  1. Model — build a version of the solution at an appropriate level of fidelity
  2. Test — put the model in front of real users or subject it to performance tests
  3. Refine — use the data from testing to identify specific improvements
  4. Return to step 1 with a better-informed model

This maps onto the PDSA (Plan-Do-Study-Act) cycle from quality management: Plan what to test and how; Do by building and running the test; Study what the data shows; Act by implementing changes before the next cycle.

Stakeholder feedback — from clients, users and technical experts — is incorporated at every cycle. Each iteration reduces uncertainty. A product that has been through five test–refine cycles is far better aligned with real user needs than one developed in a single extended phase.

中文

建模–测试–改进循环是"设计解决方案"阶段的引擎。设计师不是一次性开发完成品,而是通过反复循环推进:

  1. 建模 — 在适当的保真度水平上构建解决方案的版本
  2. 测试 — 让真实用户使用该模型或对其进行性能测试
  3. 改进 — 使用测试数据识别具体改进点
  4. 以更充分的信息回到步骤1

这对应质量管理中的PDSA(计划-执行-研究-行动)循环:计划要测试的内容和方式;执行构建和运行测试;研究数据显示的内容;行动在下一个循环之前实施改进。

利益相关者反馈——来自客户、用户和技术专家——在每个循环中加以整合。每次迭代都降低不确定性。经过五个测试–改进循环的产品,比在单一漫长阶段开发的产品更符合真实用户需求。

Students must be able toCreate feasible models of an intended solution at appropriate levels of fidelity that generate performance data when tested with end-users.

English

A prototype is a physical or virtual model built to test a specific aspect of a design before committing to full production. Prototypes are categorised by fidelity — how closely they resemble the final product.

Low-fidelity (lo-fi) prototypes:

  • Made from quick, cheap materials: cardboard, paper, foam, tape
  • Built in hours; cost almost nothing
  • Test core concepts and spatial relationships, not finish or performance
  • Purpose: "fail fast, fail cheap" — expose fundamental problems before investing in higher-quality models

High-fidelity (hi-fi) prototypes:

  • Closely resemble the final product in appearance and, ideally, function
  • May use the actual intended materials and manufacturing processes
  • Generate meaningful performance data: task completion rates, error rates, user satisfaction scores
  • Purpose: validate that the refined concept meets specifications before production begins

The sequence is always lo-fi to hi-fi: only invest in expensive prototyping once a concept has survived lo-fi testing. Every prototype exists to generate test data that feeds the next iteration.

中文

原型是在正式投入全面生产之前,为测试设计的某个具体方面而建造的物理或虚拟模型。原型按保真度分类——即它们与最终产品的相似程度。

低保真(lo-fi)原型:

  • 用快速、廉价的材料制成:纸板、纸张、泡沫、胶带
  • 几小时内完成;几乎不花费成本
  • 测试核心概念和空间关系,而非表面处理或性能
  • 目的:"快速失败,低成本失败"——在投资更高质量的模型之前暴露根本问题

高保真(hi-fi)原型:

  • 在外观上,理想情况下在功能上也与最终产品非常相似
  • 可能使用实际预期的材料和制造工艺
  • 产生有意义的性能数据:任务完成率、错误率、用户满意度评分
  • 目的:在生产开始之前验证改进后的概念是否符合规格

顺序始终是从低保真到高保真:只有在概念通过低保真测试后,才投资昂贵的原型制作。每个原型的存在都是为了产生测试数据,以推动下一次迭代。

Students must be able toCreate detailed drawings of components and assembled products that communicate dimensions, scale and assembly details.

English

Technical drawings (also called engineering or working drawings) are the formal language of manufacturing — they convey exact dimensions, tolerances, materials, scale and assembly instructions to manufacturers anywhere in the world.

Key conventions include:

  • Orthographic projection — three views (front, side, top) drawn at right angles to each other on the same sheet, showing exact dimensions. The standard in engineering and manufacturing.
  • Dimensions — all critical measurements annotated in millimetres (or specified units), including tolerances (acceptable ranges) for manufactured components.
  • Scale — the ratio of drawing size to real size (e.g., 1:10 means the drawing is ten times smaller than reality). Always stated on the drawing.
  • Assembly drawings — show how components fit together, with part numbers linked to a bill of materials.
  • Detail drawings — zoomed views of complex features that would be unclear at full scale.

Without accurate technical drawings, the gap between a prototype and a manufactured product cannot be closed. Every dimension becomes a specification that manufacturing must achieve.

中文

技术图纸(也称为工程图纸或工作图纸)是制造业的正式语言——它们向世界各地的制造商传达精确的尺寸、公差、材料、比例和装配说明。

主要惯例包括:

  • 正交投影 — 在同一页上以直角绘制的三个视图(正面、侧面、顶面),显示精确尺寸。这是工程和制造领域的标准。
  • 尺寸 — 所有关键测量值以毫米(或指定单位)标注,包括制造零件的公差(可接受范围)。
  • 比例 — 图纸尺寸与实际尺寸的比率(如1:10表示图纸比实际小十倍)。始终在图纸上注明。
  • 装配图 — 显示组件如何组合在一起,零件编号与物料清单相关联。
  • 详图 — 对于在全尺寸下不清晰的复杂特征进行放大显示。

没有精确的技术图纸,原型与制造产品之间的差距无法缩小。图纸上的每个尺寸都成为制造必须实现的规格。

Students must be able toCreate virtual representations of a solution, highlighting key usability features, and explain how it meets the design specifications and achieves the design intentions as a proposed solution or as an improvement to an existing product.

English

The Present a Solution phase is the designer's opportunity to communicate the full value of their work to clients, stakeholders and users. An effective presentation goes beyond "here is what it looks like" — it tells the story of the design: the user problem, the research journey, the key design decisions, and the evidence that the solution meets its specifications.

Tools for presenting solutions include:

  • Virtual representations — CAD renders, 3D models and animated walkthroughs that show the product in realistic environments and demonstrate how it functions
  • Annotated renders — visual labels pointing to specific features and explaining their function or design rationale
  • Appearance prototypes — physical objects made to look like the final product, useful for client presentations and user testing
  • Usability testing evidence — task completion data, user quotes and satisfaction scores demonstrating that the solution has been validated with real users

An effective presentation clearly states the user need being addressed, shows how key features directly respond to specific design specifications, and acknowledges limitations with a plan for future refinement. The goal is not to sell the design but to demonstrate that it is evidence-based and can withstand scrutiny.

中文

呈现解决方案阶段是设计师向客户、利益相关者和用户传达其工作全部价值的机会。有效的呈现不仅仅是"这是它的外观"——它讲述了设计的故事:用户问题、研究旅程、关键设计决策以及解决方案满足规格的证据。

呈现解决方案的工具包括:

  • 虚拟表现 — CAD渲染、3D模型和动画演示,在真实环境中展示产品并演示其功能
  • 标注渲染 — 指向特定功能并解释其功能或设计理由的视觉标签
  • 外观原型 — 制作得像最终产品的物理对象,适用于客户演示和用户测试
  • 可用性测试证据 — 任务完成数据、用户引语和满意度评分,证明解决方案已通过真实用户验证

有效的呈现清晰地陈述所解决的用户需求,展示关键功能如何直接响应特定设计规格,并承认局限性,提出未来改进计划。目标不是推销设计,而是证明设计有证据支撑,能够经受审查。

Ten questions covering the five-phase design process, research methods, ideation tools and iterative development. Select one answer per question, then check all at once.

1. According to the chapter, what percentage of startups fail due to lack of market need?

2. Which of the following is an example of primary research?

3. The SCAMPER technique is used primarily during which phase of the design process?

4. A Likert scale questionnaire is designed to collect:

5. Which of the following best describes the purpose of a design brief?

6. In the Six Thinking Hats method, which hat is associated with feelings and emotions?

7. The PDSA cycle (Plan-Do-Study-Act) is an example of:

8. A morphological analysis (Zwicky box) helps designers to:

9. Which statement correctly distinguishes primary from secondary research?

10. Why does the chapter warn against relying on demographics alone when developing personas?

Paper 2 structured questions require extended written responses. Use the sample answers and mark scheme notes to practise and self-assess.
4 marks

Explain the difference between primary research and secondary research in the context of product design. Give one example of each.

Show sample response

Primary research involves the collection of first-hand data directly from sources relevant to the design context. This data is original and has not been interpreted by anyone else. An example is designers gathering anthropometric measurements directly from a proposed user group — the data is specific to those users and that context.

Secondary research involves the collection of data provided by a third party, such as information from textbooks, academic journals, market reports or government databases. An example is referencing a national anthropometric database rather than measuring users directly. Primary research provides authentic, context-specific data but takes time and money. Secondary research is faster and cheaper but may not perfectly match the specific design context and can become outdated.

6 marks

Describe three different creativity and ideation tools from the chapter. For each tool, explain how it helps designers generate innovative solutions.

Show sample response

1. SCAMPER: An acronym for Substitute, Combine, Adjust, Magnify/Minify, Put to other uses, Eliminate, Reverse/Reorder. This tool helps designers by providing a structured checklist of "thought triggers." For example, a designer might ask "What can I eliminate?" or "What happens if I reverse the order of operations?" This prevents designers from getting stuck and ensures they consider multiple angles systematically.

2. Six Thinking Hats (Edward De Bono): Each coloured hat represents a different thinking mode — White (facts), Red (emotions), Black (negative/critical), Yellow (positive/optimistic), Green (new ideas), Blue (big picture/management). This tool helps teams separate different types of thinking so they do not mix criticism with creativity. Using only the Green hat, the team generates ideas without negative judgment; switching to Black hat allows evaluation.

3. Morphological analysis (Zwicky box): A visual grid that organises design parameters as rows and possible solutions for each parameter as columns. The chapter illustrates this with a bread example: flour types, leavening methods, shapes, crust types and baking methods. Every intersection of a row and column represents a different combination, revealing novel solutions that emerge from mixing parameters in unexpected ways.

5 marks

A design team has collected the following feedback from user interviews about a new kitchen faucet: "The handle is stiff," "I like the brushed nickel finish," "The spray button is hard to find," "It looks expensive," and "Installation took three hours." Categorise each piece of feedback as either qualitative or quantitative. Then explain why both types of data are necessary for effective product design.

Show sample response

Categorisation:

  • "The handle is stiff" → Qualitative (describes a quality or feeling)
  • "I like the brushed nickel finish" → Qualitative (expresses preference)
  • "The spray button is hard to find" → Qualitative (describes a usability difficulty)
  • "It looks expensive" → Qualitative (perception or aesthetic judgement)
  • "Installation took three hours" → Quantitative (numerical measurement of time)

Why both types are necessary: Qualitative data tells designers the "why" behind user behaviour — it reveals emotions, frustrations, preferences and motivations. The qualitative feedback above tells the team that users value aesthetics but struggle to find the spray button and experience the handle as stiff. Without qualitative data, the team would not know why users are dissatisfied. Quantitative data provides measurable, comparable numbers. The three-hour installation time is an objective metric that can be benchmarked against competitors and used to set measurable improvement targets. Together, qualitative data identifies the problem and quantitative data measures progress toward solving it. Using only one type would leave the design incomplete.

4 marks

Explain why the chapter warns that "relying on demographics alone" when developing personas is problematic. Use the examples of Albert Einstein and Charlie Chaplin in your answer.

Show sample response

The chapter warns that relying on demographics alone is problematic because people with identical demographic profiles can have profoundly different needs, tastes and behaviours. The chapter provides the example of a male demographic profile: European nationality, born in the late 19th century, leading professional in their field, public figure, cultural icon. Based on demographics alone, Albert Einstein (physicist) and Charlie Chaplin (actor and comedian) would be grouped together as the same "user." Yet their product preferences, lifestyles and needs would differ enormously — Einstein might prioritise quiet, functional workspaces while Chaplin would value expressive, theatrical environments.

Demographics tell you who users are categorically, but not what they need or how they behave. Effective personas require richer psychographic data: goals, motivations, frustrations, daily activities and context of use. Without this additional layer, a persona based on demographics alone risks designing for an average that no real person represents.

6 marks

Analyse how the iterative nature of the design process (model–test–refine cycles) helps designers avoid the 42% startup failure rate due to lack of market need mentioned in the chapter. Refer to low-fidelity and high-fidelity prototyping in your answer.

Show sample response

The 42% failure rate due to lack of market need occurs when companies build products nobody wants — typically because they developed in isolation without testing assumptions against real users. The iterative design process directly prevents this by forcing designers to test assumptions repeatedly rather than investing in a complete product first.

Low-fidelity prototyping (cardboard, paper sketches, foam models) allows designers to test basic concepts within hours at negligible cost. If users say "I don't understand where the handle goes" or "This doesn't fit my context," the team has wasted almost nothing. They discard the cardboard and try a different configuration. This "fail fast, fail cheap" approach ensures bad ideas are eliminated before costly resources are committed.

High-fidelity prototyping (functional models resembling the final product) comes later, after the core concept has already survived multiple rounds of lo-fi testing. Hi-fi prototypes generate meaningful performance data — task completion rates, error rates, user satisfaction scores — that lo-fi testing cannot. If problems are found at this stage, they can still be addressed before mass production at manageable cost.

The iterative cycle (PDSA) ensures every round of feedback drives refinement, then another round of testing. Each iteration reduces the risk of building a product the market does not want. A concept that has survived five user-testing cycles with genuine feedback at each stage is fundamentally less likely to fail due to lack of market need than one developed without iteration.

1Interaction Design Foundation – "Design Thinking"

Free article providing a clear overview of the five-phase design thinking process with real-world examples. Search: "Interaction Design Foundation design thinking five stages".

2YouTube – "SCAMPER Technique Explained" (MindTools channel)

Three-minute animated video showing how to apply each letter of SCAMPER to real problems. Search: "MindTools SCAMPER technique YouTube".

3Edward De Bono's Six Thinking Hats – Quick Reference

Printable one-page summary of each hat's purpose and typical questions. Search: "Six Thinking Hats quick reference cheat sheet".

4TRIZ – "40 Inventive Principles" (triz40.com)

Free list of all 40 TRIZ principles with examples for students exploring systematic innovation. Search: "TRIZ 40 inventive principles triz40".

5CB Insights – "Why Startups Fail" (original report)

Short article explaining the research behind the statistic that 42% of startups fail due to lack of market need. Search: "CB Insights why startups fail top reasons".

6Google Scholar (scholar.google.com)

Free search engine for academic papers. Teaches students how to conduct secondary research literature searches. Search: "Google Scholar" or navigate directly to scholar.google.com.

7SurveyMonkey – "How to Write a Likert Scale Question"

Practical guide with good and bad examples for students designing their own questionnaires. Search: "SurveyMonkey how to write Likert scale question".

8Baidu Baike – 设计思维 (Design Thinking)

Chinese-language reference covering the five-phase design process. Search: "百度百科 设计思维".

9YouTube – "Persona Development in UCD" (Nielsen Norman Group)

Nielsen Norman Group's four-minute video on creating effective, research-based personas. Search: "NNgroup persona development UCD YouTube".

Linking Questions

  • What ergonomic considerations are important to be able to engage successfully with the design process? (A1.1)
  • How do design technology students ensure they engage with user-centred research methods? (A2.1)
  • To what extent are the goals of the design process aligned with the goals of a user-centred design (UCD) process? (B1.1)
  • To what extent does the model, test, refine cycle require full engagement with modelling and prototyping at several levels of fidelity? (B2.2)
  • Which aspects of the design process require engagement with material selection? (B3.1)
  • How do the requirements of the design process ensure students are addressing the responsibility of the designer? (C1.1)
  • Why is product analysis and evaluation important in the design process? (C3.1)
  • To what extent does the design process require the exploration of design for manufacture strategies? (C4.1)