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Design Innovation (DI): Design Method Cards (SUTD-MIT IDC)
Method · January 2019
DOI: 10.13140/RG.2.2.17862.32322
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Kristin Lee Wood
Singapore University of Technology and Design
Singapore University of Technology and Design
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SUTD‐MIT International Design Centre
(IDC): DI Design Method Cards
References (Citations) to the Design Method Cards should include the following:
•
•
Foo, D., Choo, P.K., Camburn, B., and Wood, K.L., “Design Innovation (DI): Design Method Cards,” SUTD-MIT International
Design Centre (IDC), 2017 SGMark (Good Mark) Design Award, SUTD, Singapore, idc.sutd.edu.sg, 2018.
Camburn, B.A., Auernhammer, J.M, Hui K., Mignone, P.J., Arlitt, R.M., Perez, K.B., Huang, Z., Basnet, S., Blessing, L.T., and
Wood, K.L. "Design Innovation: A Study of Integrated Practice." In ASME 2017 International Design Engineering Technical
Conferences and Computers and Information in Engineering Conference (IDETC), pp. V007T06A031-V007T06A031. American
Society of Mechanical Engineers, 2017.
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
DESIGN
METHOD
CARDS
DISCOVER
DEFINE
DELIVER
DEVELOP
Created to help anyone design and create
innovatively. The SUTD IDC Design Method
Cards will introduce methods and tools used
in design thinking to help develop projects
through our Discover, Define, Develop and
Deliver framework.
Making the impossible, possible.
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
CARDS LIST
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Y
Z
Aa
Ab
Ac
Ad
Ae
Af
Ag
-
THE 4D METHODOLOGY
User Needs Analysis Methods
Contextual Needs Analysis
User Interviews (Articulated-use) Method
User Journey Map
Videography
Site Analysis
Multi-Sensory Analysis
Scenarios
Empathic Lead User
Semantic Enquiry
Personas
Affinity Diagram Method
System Model (Functional Model)
Activity Diagram
Influence Diagram
House of Quality
Heirachy of Purpose
Design by Analogy (WordTree Method)
Mind Mapping
6-3-5 (C-sketch)
Morph Matrix
TRIZ
Parallel Sketching
Co-creation
Product-Service-System Design (PSS)
Pugh Chart
Real? Win? Worth it?
Risk Management Process
Mockup (Paper prototypes)
Scaled Model
Isolated Subsystem Model
Finite Element Modeling Design (FEM)
Simplified Prototyping Strategy
UR
UR
UR
UR
UR
UR
AN
UR
UR
UR
UNA
INT
MOD
AN
UNA
AN
AN
IDE
IDE
IDE
AN
AN
CG
CG
CG
CS
CS
ASS
PRT
PRT
PRT
PRT
PRT
REFERENCES
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
DESIGN
METHOD
CARDS
DISCOVER
DEFINE
Who are my users?
What are their needs?
What are their reactions?
How do users behave?
How do users feel?
How do they interact with
an object or environment?
How do they feel about
my product?
How do I make sense of
these findings?
Can I define a real person
as my user?
How would my product
fare in different situations?
How did this problem
come about?
Can I define my product
specifications?
DELIVER
DEVELOP
How do I reduce the risk
of failure during delivery?
How do I prototype?
How do I test a concept
before the actual run?
How do I ideate?
How do I think out of the
box?
How do I expand my
current idea?
How do I select the best
concept?
How do I define design
criterias?
How do I give more depth
to my design?
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
Identify & understand
opportunities & needs
collaboratively
through co-creation
with stakeholders
Discover
Opportunity Space
HEART
Interpret &
EYES
re-frame needs
& map them into
activities,
functions &
representations
Define
Ideate & model
concepts based on
identified
opportunities
Develop
Opportunity Statement
MIND
Iteratively prototype
& test concepts &
models with
stakeholders
Deliver
HANDS
Solution
Discover
USER RESEARCH
User Needs Analysis Methods
Alternative methods to discover the voice of
users in order to determine the project
development direction.
INTERVIEWS
QUESTIONNAIRES
Discuss the needs
with a single user;
usually in the
environment of
product, service or
system.1
Develop a list of
criteria relevant to
user’s concerns,
and responses from
users are
organized.1
LIKE/DISLIKE METHOD
BE THE USER
Interview users as
they use the
product, service or
system.1 Ask what
they like and dislike
about the product,
service or system.
Travel to where the
product, service or
system or the
competitor’s
product, service or
system is used, and
act as the user.1
FOCUS GROUPS
Facilitate a session
with a group of
users, typically in a
specialized
environment.1
1
A
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
DESIGN
METHOD
CARDS
Discover
USER RESEARCH
Contextual Needs Analysis
Dictates the context surrounding products,
services or systems to understand and
account for context in the design process.1
DESIGN IN CONTEXT
User satisfaction
with a product,
service or system
attributes depends
on the context it is
in.
How
Where
Who
What
When
Context setting questions
PROCEDURE
1.
Ideate
Interview
Questions:
What do we
need to know
about? Where?
How? and Who?
4.
Form a User
Needs List:
2. Context
3. Interview
Add, delete, and
modify questions
as needed.
While using
product, service
or system in a
realistic context.
Questions
Template:
5.
Form the
Scenarios in
Context:
Translate voice of By combining
user - combine
context answers
and prioritize
to each question.
needs.
Users:
Related Cards
C
1
B
DESIGN
METHOD
CARDS
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
MEASURE CONTEXT AGAINST: KANO DIAGRAM
Satisfied
ce
an
Delighted
Performance
Curve
rm
rfo
Pe ve
d
r
te Cu
ec
p
Ex
Not
Implemented
Fully
Implemented
Basic
Performance
Curve
Not satisfied
5 CATEGORIES OF CUSTOMER PREFERENCES
1. Must-be
Expected and taken for granted
2. One-dimensional
Satisfaction if fulfilled, viceversa
3. Attractive
Satisfaction if achieved, does not
cause dissatisfaction if unfulfilled
4. Indifferent
Neither good nor bad
5. Reverse
High degree of achievement
resulting in dissatisfaction
After defining the context(s) of use, measure the user
satisfaction of a product sevice system against a Kano
Diagram.
Interview with categories to record customer
statements to understand how the products,
services or systems (PSS) are used and can
be improved, uncovering latent needs.1
PROCEDURE
2. Prepare
3. Interview
How the PSS is
used.
Interview forms to
walk users
through a typical
session using the
PSS.
How users
approach, use,
store, conclude
(cleanup/shut
down) the PSS.
4. Observe
5.
1.
Explore
Record
&
Every step in the
process of using
the PSS.
Identify
6.
Combine &
Categorize
Opportunities for Results into a list
improvement.
of user needs
after several
interviews.
1
C
Discover
USER RESEARCH
User Interviews (Articulated-use) Method
DESIGN
METHOD
CARDS
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
EXAMPLE: USER INTERVIEW FORM
Project Name
Customer Data
Customer ID
Interviewer
Willing to follow up?
Date
Type of user (their words)
Question or
Prompt
Customer
Statement
Location
Interpreted
Need
Weight
Activity
INTERVIEW TIPS
Go with the flow
Use visual stimuli and props
Suppress preconceived notions
about the PSS technology
Have the customer
demonstrate
Be alert for surprises and latent
needs
Watch for non-verbal
information
Discover
USER RESEARCH
User Journey Map
A visual interpretation of the overall story
from an individual’s perspective of their
relationship with an organization, service,
product or system (PSS), over time and
across channels.1
PROCEDURE
2. Collect
3. Identify
Review design
Goals for PSS.
relevant user
research for
insights of user
experience.
User touchpoints
and channels.
4. Persona
5.
to depict various
facets of a user
and his or her
experience in a
given scenario.
with lensed ideation to generate
concepts.
1.
Goals
Ideate
6. Affinity
Diagram
to visualise
ideas..
7. Sketch
The user journey.
1
D
DESIGN
METHOD
CARDS
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
KEY COMPONENTS
Persona
Emotional
Response
Timeline of
scenarios
Touch-points
Context or
place
OTHER COMPONENTS
Positive or
wow moments
EXAMPLE: USER JOURNEY MAPS
Supporting
Characters
Discover
USER RESEARCH
Videography
Videography is a data collection tool to
support user studies and user needs method.
It focuses on precise recording and review of
documented footage from user
observations.1, 2
PROCEDURE
Option 1.
Follow the
user as
he/she walks
through the
experience
Option 2.
Set camera
on-scene for
repeated
activities
Review
Record, review
and transcribe
the patterns in
user behavior
and interaction.
1, 2
E
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
DESIGN
METHOD
CARDS
EXPECTED FOOTAGE
User using a product, observing usage
patterns and expressions.
Users navigating a space, observe
line-of-sight, wayfinding cues.
Discover
ANALYSIS
Site Analysis
Site analysis explores the relationship
between operations and the surrounding
environment or infrastructure.
Documentation assists analysis on site.1
PROCEDURE
1.
Select
2. Develop
a data collection template and
The site and
reviewing any existing models
specific process
or features of the of the site.
site to analyse.
3. Identify
Stakeholder
and resource
flowchart
through the site
analysis with
observation or
tools.
Stakeholder
Activity
Location
Fill up data collection template
as you walk through the site
4. Analyze
data to construct
relevant models of the site.
Architectural Idef 0 System Model*
model
Activity Diagram*
Related cards
M, N
1
F
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
DESIGN
METHOD
CARDS
OUTCOMES
Internal structures
User flows
System structures
System flow and checkpoints
EXAMPLE SITE ANALYSIS
Model of user flow within a floorplan
Model of travel distance with a heatmap
This heat map models the path length taken by parcels stored
in each room (square). Each parcel travels from the entrance
(blue line) to the exit (red line). The room colour depicts total
distance traveled by the parcel.
Discover
ANALYSIS
Multi-sensory Analysis
Multi-sensory analysis engages user’s sensory
experience to understand user’s human
experience, memories and emotional
attachment to a product, service and system
(PSS).1
PROCEDURE
Option 1.
Option 2.
Record
Describe
user perception
(qualitative) of
various senses
towards a PSS in a
set time period.
perception of various senses towards a
PSS, through first hand experience.
Best performed on site. Supported by
Videography* or Photography.
KEY COMPONENTS TO CAPTURE
Emotional
Reaction, both
positive and
negative
Visual
What visual
stimulus, note
colour and light
Olfactory
What smells
user react to
and why
Tactile
What is felt by
hand or skin
Auditory
What sounds
indicate when
heard
Related cards:
E
1
G
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
DESIGN
METHOD
CARDS
EXAMPLES OF MULTI-SENSORY ANALYSIS
Olfactory
Acoustic
Aesthetic
Haptic
High
Intensity
Low
Intensity
Template structure of capturing key components in
context.
Heatmap to capture visual pathway of users
Heat map which shows visibility of the rest of the room at a
given point.
Discover
USER RESEARCH
Scenarios
Scenarios are a technique to identify a wider
range of user needs. Users are to react to
perdetermined scenarios and reactions are
observed to discover latent needs.1
PROCEDURE
1.
Ideate
Scenarios
or extreme usage
cases that may
evoke critical
latent needs.
2. Prepare
Present
Scenario Cards
&
scenario cards or
prompts to users
while they are
engaged with
the PSS.
Option.
Combine with
Personas*
User Journey Map*
Multi-Sensory Analysis*
Allowing design
team to discover
user’s POV.
Related Cards:
K, D, G
1
H
DESIGN
METHOD
CARDS
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
TO DISCOVER
Latent needs
Universal design
Pain points and failure modes
More robust design
TEMPLATE STRUCTURE
User Activity 1
User Activity 2
User Activity 3
Scenario
Card
Scenario
Card
Inject the scenarios to
normal activity sequence
Model of presenting scenario cards as users engage PSS.
EXAMPLE SCENARIO: WAITING AT THE CLINIC
In this example, we interject the scenario that the patient
queue number is not called. Describe what happens to user.
Discover
USER RESEARCH
Empathic Lead User
Empathic lead user helps designers to
identify latent needs and build empathy. The
process involves simulation of extreme use
conditions based on observation of
extraordinary users.1, 2
PROCEDURE
1.
Develop List
of extreme conditions through observation
and ideation, which might occur during the
use of a product, service or system.
2. Perform
Simulations
to reproduce
these extreme
conditions in a
controlled
environment.
Real application of a camping tent versus
simulated environment of the camping
tent under hot sun
3. Observe
4. Improve
Of user with the
product, service
or system while
the user is
hindered.
Based on user observations.
Repeat the test to validate
that the problem has been
solved.
Interactions
Design
1, 2
I
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
DESIGN
METHOD
CARDS
TO DISCOVER
Latent needs
Universal design
Pain points and failure modes
More robust design
EXAMPLES: SIMULATING LIMITED MOBILITY AND VISION
Environments
Limited mobility, In a rush
or 1st time user.
Simulation
Wear a glove and use
only one hand.
Design Insights
Obtained from
observing user.
Interactions with ice-cream maker to simulate a condition
where the user has limited mobility
Left: Performing Simulation of extreme sight conditions
(Visual Impairment)
Right: Simple tools that could be used to simulate
challenges with dexterity, vision and hearing
Discover
USER RESEARCH
Semantic Inquiry
Semantic inquiry captures the desired “feel”
of the product, system, or service. The
method is geared towards discovering the
desired emotion, experience, appearance,
feel, layout, and usefulness of a design.1
PROCEDURE
1.
Brainstorm
Feminine
Sleek
Delicate
Light
Elegant
Fast
to ideate descriptive
words related to the
design problem.
Specific
Opposite extremes
2. Form
Feminine
Pairs
Dark
of adjectives that
are of extreme
ends and put
them in a scale
of 1 to 5.
3. Search
Images
for
inspirational
images that
capture these
emotional
qualities.
Formal
Modern
Reserved
Specific
Energetic
Masculine
Light
Informal
Classic
Expressive
General
Subdued
4. User
Feedback
Let users rank how they feel about
the product, system, or service in
terms of chosen adjectives.
Feedback Tools:
Pen & paper
Typeform
Survey Monkey
1
J
DESIGN
METHOD
CARDS
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
EXAMPLE OF IDEATION WITH SEMANTIC INQUIRY
Extreme Left
Static
Extreme Right
Dynamic
Survey question using Semantic Inquiry
Image exploring user feedback results
Define
USER NEEDS ANALYSIS
Personas
Good user centered design and empathy can
be achieved by understanding people.
Personas map user behavior patterns into
archetypal profiles, allowing focused study
on the user.1
PROCEDURE
1.
Gather
Information
from interviews or
other forms of data
collection
2. Consolidate
Consolidate behavior
patterns that show
commonalities
3. Present
Personas
in page-length or short descriptions.
Details to be included:
Name
Stock photograph
(to protect identity)
Sketches
Relevant Narrative stories
1
K
DESIGN
METHOD
CARDS
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
EXAMPLE OF AN OCCUPATIONAL PERSONA
Name
Occupation
Age
Wei Liang
Medic
25
Work Detail
Responsible for training newer medics
Needs
Enjoys the excitement of responding to
medical emergencies
Enjoys learning about medial
procedures, and applying that
knowledge outside
Enjoys straightforward, efficient
procedures
Define
INTERPRETATION
Affinity Diagram Method
Affinity analysis is a means to organize or
achieve ‘sense-making’ from a large set of
needs or design concepts. The objective is to
allow meaningful categories to emerge,
rather than to be specified a-priori.1
PROCEDURE
1.
List of
Needs
Work in a team.
Compile a list of
needs interpreted from the
discovery phase.
2. Cards
3. On
the Wall
Write each need
onto a single
card or Post-it
note.
Paste cards on
the wall. (by
yourself or with
your team)
4. Cluster
Cards
As you put cards
on the wall,
cluster them
based on similar
meaning.
Is it similar to any existing cluster ?
YES, add to
cluster.
NO, start
new cluster.
Repeat until all cards are clustered.
Method Logic.
Why
As the cards get clustered in an organic
manner defined by sense. The clustered
cards are placed together by affinity.
Hence the method name called the Affinity
Diagram.
1
L
DESIGN
METHOD
CARDS
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
TEMPLATE STRUCTURE
1
2
Gather customer needs or
ideas in Post-its.
Add ideas one at a time to the wall as per the
procedure.
EXAMPLE OF AFFINITY DIAGRAM
Affinity diagram created by a team of 3 to organize and
categorize needs.
Define
MODELING
System Model (Functional Model)
A system model is a representation of a
product, service or system (PSS) used to
predict or specify its performance under
varying input conditions.1, 2
PROCEDURE
1.
Extract
Information
2. Construct
Input
“Blackbox”
from Discovery
of the system.
methods such as: Define a system
User Journey Map
boundary and
User Interviews
identify all inputs
Site Analysis
and outputs.
3. Expand
Input 1
“Blackbox”
PSS’ intended
function
Output
Input 2
Input 3
“Blackbox”
into individual
and interlinked
sub-boxes by
composing
functions into
sub-functions.
“Blackbox”
PSS’ intended
function
Output 1 Output 2 Output 3
4. Expand
“Blackbox” II
1. Choose a set of the top user
(typically 5 - 10 need)
2. Map user needs to input flows
3. Map each input flow to a function chain
4. Aggregate the function chains into an overall
function model
5. Check and validate the model, identifying
critical and key functions for innovation
Related Cards:
C, D, F
1
M
DESIGN
METHOD
CARDS
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
USED TO DISCOVER
Solution independent model of system
Bottlenecks or pain points
Opportunities for process or functional innovation
EXAMPLE OF SYSTEM MODEL
Controller
Elect. Human Input
(Force/Voice)
Position,
Direction
& Velocity
On/Off
Electromagnetic, Heat
From Convert KE to Heat & KE
Convert action to
command signal
Transmit
signal
Receive
signal
Process
signal
Heat
Electricity
Store Electric
Energy (EE)
Supply
EE
Transmit
EE
Activate
EE
Transmit
EE
Convert EE to
Torque
Change
Torque
Transmit
Torque
Transmit
to Air
Dissipate
Force
Air, Low
Velocity
Motion, Rotation,
Heat & Noise
Air, High Velocity
Obstacle
Convert Kinetic
Energy (KE) to
Heat & Kinetic
Energy
(To Process Signal)
System Model of a Flying Robot
Obstacle
Force & Heat
Define
ANALYSIS
Activity Diagram
An activity diagram is a block diagram of
sequential and parallel activities that captures
user interactions with a product, service or
system (PSS).1
PROCEDURE
1.
Observe or
Hypothesize
the activities and
user interactions
with a PSS. From
setup to disposal
(Full value chain)
2. Record
each step in an
individual
activity block
(post-it note or
digital form).
3. Connect
4. Repeat
these activities
in a single block
diagram with
directed arrows.
process to
validate that the
block diagram is
complete
(preferably with
a new user).
Observation
TO DISCOVER
Automated opportunities
Innovative opportunities
Unnecessary steps taken by the user
Opportunities for new or combined functions
Potential failure modes
1
N
DESIGN
METHOD
CARDS
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
TEMPLATE STRUCTURE
Setup of product, service or system
Interaction 1 (Series)
Interaction 2
(Parallel)
Interaction 2
(Parallel)
Disposal of product, service or system
EXAMPLE ACTIVITY DIGRAM: A FLASHLIGHT
Purchase
Open
Charge
Store
Turn on
Retrieve
Illuminate
Turn off
Dispose
Point at object
Define
USER NEEDS ANALYSIS
Influence Diagram
Influence diagrams (a.k.a. fishbone diagrams
or ishikawa diagrams) are causal diagrams
that show events leading to a specific
problem.1
PROCEDURE
1.
Identify
key relationships among the various parameters (Key
components) below. Look for possible causes that
provide additional insights into the process behavior.
KEY COMPONENTS
People
User who is involved with the event.
Methods
Event process and the specific
requirement for it.
Machines
Equipment to make the event happen.
Materials
Raw materials to produce the final
product, service or system.
Measurements
Data generated from the event to
evaluate the quality of the product,
service or system.
Environment
Data generated from the process
when evaluating the quality of the
product, service or system.
1
O
DESIGN
METHOD
CARDS
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
TO DISCOVER
Root Causes
Insights for interventions to resolve identified problems
Identify variables to explore within testing
TEMPLATE STRUCTURE
Machines
Methods
People
Problem
Primary
cause
Secondary
cause
Materials
Measurements
Environment
EXAMPLE INFLUENCE DIAGRAM: ATM MALFUNCTION
Machines
Methods
Mechanical
failure
Wrong PIN
Software bug
Out of
cash
People
Wrong card
type
Unable to
read balance
Wrong bank
ATM
Malfunction
Power outage
Card damage
Server down
Materials
Measurements
Environment
Define
ANALYSIS
House of Quality
House of quality is used to translate user
needs into quantified specifications to meet
design requirements.1,
PROCEDURE
1.
Refer to
User needs
Developed in
define stage.
“What is to be done”
“What can the
product, service or
system provide to
the users”
2. Determine
Priority
Metric
3. Translate
User Needs
into measurable
design requirements.
“How can it be done
(i.e., how it may be
measured)”
User Needs
Need 1
Need 2
Need 3
Need 4
Need 5
Need 6
...
of user needs
relatively on
scale of 1-5 or
1-10.
1
1
1
1
1
1
1
Scale
2345
2345
2345
2345
2345
2345
2345
One need may be
translated into
multiple requirements (i.e., metrics)
Need
in terms of a label and
specification value.
4. Determine
5. Benchmark
6.
of design
requirements to
user needs and
the strength of
the relationship.
Perform
qualitative
competitive
benchmarking.
Capture feelings
of user..
Set design
requirement
targets and
select areas for
improve- 1
ment.
Relationship
Strong Correlation
Weak Correlation
No Correlation
Set Targets
P
DESIGN
METHOD
CARDS
SUTD-MIT
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TEMPLATE STRUCTURE
4.
Fill this secondary matrix
with a pair-wise
comparison between each
individual functional
requirement. Add a ‘+’ if
the requirements
complement each other
and add a ‘-’ if they
conflict
Correlation
Matrix
3.
2.
WHAT
User
Requirements
1+2+3+4+5
Importance Rating
1.
HOW
Functional
Requirements
Relationship
Matrix
6.
5.
User Targets
and Ratings
TARGETS
How Much
Pick a single metric and set a
target performance value
To use the House of Quality (Quality Function
Deployment), move through the template from left to
right. Through the Relationship Matrix, you define the
Functional Requirements which is then benchmarked with
a Correlation Matrix. Design Requirement targets can
finally be set.
Define
ANALYSIS
Heirachy of Purpose
The hierarchy of purpose is an approach to
help in scoping a design problem statement.
It helps the design team consider root causes
and to re-write the problem statement in a
quantitative format.1
PROCEDURE
1.
Problem
Statement
Write down your
problem in the
following format:
“To Increase or Decrease
the metric from baseline
to desired level”
2. List
3. Specific
4. The
List 4 or more
specific problem
statements from
step 1.
Review the list,
ensure problem
with the
appropriate level
of complexity is
chosen.
more
List 4 or more
general problem
statements from
step 1.
Problem
Right
Complexity
TO DISCOVER
The root cause
By quantifying design problem
metrics of success
The appropriate
level of complexity
may depend on
factors such as your
team size or what is
practically
changeable.
1
Q
DESIGN
METHOD
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Innovation Ready Design
TEMPLATE STRUCTURE
Original Design Statement
General design statement(s)
[Metric(s)] and [Target(s)]
Original design statement(s)
[Metric(s)] and [Target(s)]
Specific design statement(s)
[Metric(s)] and [Target(s)]
EXAMPLE HEIRACHY OF PURPOSE: FACTORY YIELD
Original Design Statement:
To improve the processor yield in a factory by 5%.
Increase EBITDA by 20%
Decrease particle defects by 40%
Decrease particle defects by 40%
Decrease particle defects by 40%
Increase quarterly revenue by 5%
Improve factory output by 4%
Improve yield in factory by 5%
Increase filter standards by 20%
Increase total company revenue by 15%
In this case we have a number of possible angles from
which to attack the problem. For instance, a small team of
engineers might have better success to be given the
problem of decreasing particle defects by 40%. The
hierarchy gives a number of options for scoping a
problem and also provides a bigger picture of the
problems at hand.
Develop
IDEATION
Design by Analogy (WordTree Method)
Design by analogy, is a process of
transferring design solutions across different
design domains (a.k.a. design by metaphor).1,
2, 3
PROCEDURE
1.
Formulate
the Design
Problem
Statement.
2. Decompose
into keywords,
functional
elements and
problem
descriptors.
3. Restructure
Keywords
Problem
descriptors
Functional
elements
5.
Problem
Use any of the
following
methods to aid
the process of
problem
restructuring.
Design
problem
Statement
Generate
Ideas
6-3-5*(for
restating problem)
WordNet
Functional Basis
Thesaurus
4. Analogous
Solutions
Use these new
terms to search
for analogous
solutions in other
domains using
any of the
following tools.
Related Cards:
T, X
Ask Nature
Patent Database
TRIZ Principles
Search Engine
Personal Experience
1,2,3
R
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DESIGN
METHOD
CARDS
USED TO
Discover novel solutions
Bypass design conflicts
Leverage on existing innovative solutions
Increase quantity of solutions
EXAMPLE ANALOGY: FLOW TRANSPORT PATTERN
Using fractal patters found in the nature to minimize flow
transport resistance.
Develop
IDEATION
Mind Mapping
It is an ideation method that is analogous to
human memory. Ideas are organized in a
hierarchical structure with individual ideas
under categories which in turn map to a topic
(design problem).1
PROCEDURE
1.
Design
Problem
Design Problem
Start with a
design problem
(2 or 3 words) at
the center of a
sheet of paper.
2. Categories
or white board or mind mapping
software (i.e., XMind, Coogle).
Ideas
3. Grow
Category
Ideas
Ideas
Category
Record ideas
under categories.
Each category is
connected to the
design problem.
Ideas
Design Problem
Ideas
Category
Ideas
Ideas
Category
Ideas
4. Review
5. Reorganize
Review mind
map for
categories with
few ideas and
expand on them.
the mind map
after an initial
ideation session,
so that it is more
meaningful and
readable.
Mindmap
by adding more
categories and
ideas. The facilitator is to lead
the team in this
growth process.
Mind mapping helps
to explore the breadth
of the design space.
1
S
DESIGN
METHOD
CARDS
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
TEMPLATE STRUCTURE
Idea
Sub-category
Idea
Category
Idea
Idea
Idea
Idea
Category
Specific
Design
Problem
Category
Idea
Idea
Idea
Category
Idea
Idea
General
Specific
EXAMPLE MINDMAP: SMOOTHER VEHICLE RIDE
Collision
Avoidance
Active
Suspension
Acceleration
Suspension
Braking
Self-driving
Systems
Change
Controls
Change
Car
Smoother
Vehicle Ride
Change
Person
Clothing
Driving Style
Ergonomics
Tyres
Frame
Seats
Change
Road
Surface
Slope
Develop
IDEATION
6-3-5 (C-sketch)
C-sketch, is a graphical, team based ideation
technique for generating solutions to design
problems and opportunities. 6 designers
generate 3 graphical representations of their
ideas with 5 total passes of their paper.1, 2
PROCEDURE
1.
Divide Paper
into 3 sections.
2. Session
Ideate
1:
Take 15 minutes where each design
team member sketches 3 diverse
ideas with brief text labels in
regions of their paper.
3. Pass
&
Improve
Pass paper to the member next to
you at the end of 1st session.
Improve on the ideas or sketch an
entirely new idea for 10 minutes.
Repeat until the papers return to the
owners.
4. Discuss
Refine
&
Discuss and refine solutions.
Additional guidelines include: no
judgment or negatives; no talking
until step 4; seek diversity in the 1st
session.
1, 2
T
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METHOD
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INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
EXAMPLE 6-3-5: HAND DRILL DESIGN
Session 1:
Actuator switch
Actuator switch
Bit storage
Battery
Spring
chuck
Hand
grip
Battery
Battery
cavity/latch
Spring
chuck
Bit
Epicyclic
Hand
grip
Motor
Bit
storage
Screw
chuck
Bit
Actuator
Switch
Worm
drive
Motor
Hand
grip
Battery
First pass:
Bit storage
Bit
storage
Rotary
joint
Power Level Display
Hand
grip
Actuator
Battery switch
Carty
strap
Battery
Handle
Improvements made to sketch from 1st session after the
first pass, same process to build upon one another with
each subsequent pass.
Develop
ANALYSIS
Morph Matrix
Morph matrix is an ideation and concept
selection method. Multiple concepts are
provided for each function rather than for the
entire design. It allows structured search of
the design space.1
PROCEDURE
1.
Identify all
Functions
of a product,
service or system
from the System
Model* or design
concepts.
2. List
Functions
=
+
+
Identifying functions or modules of a
screwdriver through decomposition.
3. Solutions
the Right
to
or modules down Fill the columns to the right with
the first column
solutions for the function or module
of the matrix.
in that row. Ideas can come from
concept generation methods.
4. Map
5. Combine
Map the range of
solutions per
each function to
a classification
scheme.
into diverse
concept variants
that seek to
satisfy the
specification of
product, service
or system.
Ideas
Related Cards:
M
1
U
DESIGN
METHOD
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INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
OUTCOMES
Clear problem decomposition
Broad exploration of design space
Compose new design module combinations
TEMPLATE STRUCTURE
Concept 1
Concept 2
Function 1
Function 2
EXAMPLE MORPH MATRIX: WATER BOTTLE
Function/module
Concept 1
Material
Plastic
Concept 2
Metal
Container
Cylinder
Pouch
Lid
Integrated
Removable
Spout
Sunken
Sport Type
Hand Grip
Textured
Flat
Develop
ANALYSIS
TRIZ
TRIZ, Russian acronym for the theory of
inventive problem solving, is a method to
resolve design conflicts by providing a set of
general principles (40 principles) to direct
innovative ideas (meta-analogy).1
PROCEDURE
1.
Identify
design conflicts
of the product,
system, or
service.
2. Select
TRIZ
Feature
Decide which TRIZ feature to
preserve and which to improve
(list at back of card).
3. Identify
4. Ideate
Identify the TRIZ principles for
breaking your conflict with the TRIZ
matrix (from the list of design
principles).
using the
suggested TRIZ
principles.
Conflict
Solutions
EXAMPLE: DESIGNING A CARDOOR
Before:
The force required to close
doors was found to be too
high for users in order to
create a complete seal
around the door.
Conflicts:
Shape & force of Intensity
Rubber Door Seal before using TRIZ
1
V
DESIGN
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CENTRE (IDC)
Innovation Ready Design
After:
The parameter change
principle was used to make
the door seal robust by
changing its flexibility using a
hollow cross section that still
makes the door easy to open.
Parameters:
Parameter change
Preliminary action
Door Seal after using TRIZ
Thermal expansion
Composite materials
TEMPLATE STRUCTURE
Worsening features
Improving features
Parameters of product,
system, or services 1
Parameters Parameters
of product, of product,
system, or system, or
services 1 services 2
Parameters
of product,
system, or
services 3
+
-
Parameters of product,
system, or services 2
8, 15
-
+
-
Parameters of product,
system, or services 3
8, 15
-
+
*The full matrix can be found online, e.g. www.triz40.com.
TRIZ 40 PRINCIPLES
Segmentation
Taking out
Local quality
Asymmetry
Merging
Universality
Russian dolls, “nesting”
Anti-weight
Preliminary anti-action
Preliminary action
Beforehand cushioning
Equipotentiality
“The other way round”
Spheroidality - curvature
Dynamics
Partial/excessive actions
Another dimension
Mechanical vibration
Periodic action
Continuity of useful Action
Skipping
Blessing in disguise
Feedback
Intermediary
Self-service
Copying
Cheap short-lived objects
Mechanics substitution
Pneumatics and hydraulics
Flexible shells and thin
films
Porous materials
Color changes
Homogeneity
Discarding and
recovering
Parameter changes
Phase transitions
Thermal expansion
Strong oxidants
Inert atmosphere
Composite materials
Develop
CONCEPT GENERATION
Parallel Sketching
Parallel sketch is a design ideation tool to
enable rapid development of many variations
on a design. A basic template or cell is
preloaded to structure and accelerate
ideation.1
PROCEDURE
1.
Define
the basic optical
framework of
your product,
system, or
service.
From left to right: The bottom, top and
front views of a ring (the product)
2. Create
3. Sketch
Create a number
of empty
templates using
the framework
from step 1.
Try to sketch at
least 5 or more
different ideas
on the
templates.
Templates
5.
5
4. Review
Sketches
and try to create
new “very
different” ideas,
sketch it on the
template.
Repeat
Repeat all the
steps until you
have populated
the matrix,
repeat as
needed.
1
A printed out template from step 1
as a Matrix
W
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DESIGN
METHOD
CARDS
EXAMPLE PARALLEL SKETCHING: RING
Sketches of variants on matrix template.
Original Method by Mr. An from Huangshan City.
Develop
CONCEPT GENERATION
Co-creation
In co-creation or co-design, the person who
will eventually benefit from the design
process is included as a member of the
design team. They play an active role in the
project development.1
PROCEDURE
1.
Establish
the most
important
challenges and
pain points.
2. Brainstorm
3. Iterate
Use brainstorm
methods to solve
these challenges.
on the solution
concepts
generated.
Collectively
KEY COMPONENTS
Quick Improvement
Cycles
Quick improvements of concepts.
Inclusion of multiple stakeholders.
Breaks traditional roles and fixation.
Extract user needs upfront.
Problem-Solution
Linkage
Connect need finding to solutions
directly.
Higher accuracy in need finding.
Keep the design team ‘grounded’.
1
X
DESIGN
METHOD
CARDS
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
EXAMPLE SCHEDULE FROM CO-CREATION EVENT
8.00 - 9.00 AM
Check-in & Breakfast
9.00 AM
Day 2 Kickoff
9.50 AM
Break into Tracks
10.00 AM
Team Pitches
11.00 AM
Find Team Formation
12.00 PM
Lunch
12.00 - 7.00 PM
Hacking
5.00 PM
Dinner
5.30 - 730 PM
Pulse checks
7.30 PM
End of Day 2
Schedule a hackathon to understand how each
stakeholder is affected by a problem
DURING CO-CREATION PROTOTYPING
The design team working along stakeholders for the next
generation atomic force microscope (AFM), a
collaboration between LEGO and Tsinghua University
Develop
CONCEPT GENERATION
Product-service-system Design (PSS)
Product-service-system design emphasizes
the relationship between products and
services in developing a sustainable
competitive advantage.1, 2, 3
PROCEDURE
1.
Customer
Needs
2. Material
Needs
3. Service
Needs
Identify
customer needs.
Identify customer Identify
material
customer service
(product) needs. needs.
4. Production
5. Providing
5.
Identify means
of producing
products.
Identify means
of producing
products.
Develop a
business model.
6.
Service
Business
Model
Customer
Validation
Validate with
customers.
1, 2, 3
Y
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DESIGN
METHOD
CARDS
OBJECTIVES
Structure interactions among stakeholders.
Understand the deeper value that is being provided.
Develop a sustainable ‘ecosystem’.
Customer View
TEMPLATE STRUCTURE
Needs
What are the customer needs?
Value
What does the customer perceive as valuable?
Deliverables
What is delivered to the customer?
Life-cycle Activities
What are the overall life-cycle activities connecting
“resources”?
Design Layers
Actors
Who are the actors, stakeholders, and business units involved
in life-cycle activities?
Core Products
What are the core products, systems, or services?
Periphery
What is the backstage equipment, which is not directly visible
to the customer, and what are the peripheral system?
Contract
What are the conditions that have to be mentioned, fixed, or
expressed by the contract?
Finance
What is the underlying cost structure and cash flow model?
Optional Layers
What are the optional layers to emphasize specific
characteristics and effect zone in a PSS
Develop
CONCEPT SELECTION
Pugh Chart
A pugh chart is used to compare design ideas
against design criteria. It can be used to
assist in design concept selection.1
PROCEDURE
1.
Design
Criteria
2. Select
Datum
List design criteria from design
problem and User Needs Analysis.*
Ideate design solutions and list them
across the first row (template at
back of card).
a
this design
should be a
common
solution to the
design problem.
3. Rate
in
Comparison
Rate how well each
alternative design meets
design criterion relative or
compared to the datum as
a team.
up
Ratings
Datum Design Design
Design
1
2
0
++
-
Use a scale centered at zero with
a range from negative to positive,
e.g. ---, --, -, 0, +, ++, +++
4. Sum
5. Attack
the
Negatives
for each alternative across the
design criteria.
This score can
guide design
selection.
of each design
alternative.
Improve and
combine best
features from
each design.
Related Cards:
A
1
Z
DESIGN
METHOD
CARDS
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
TEMPLATE STRUCTURE
Design Criteria
Alternative Design Concepts
Design
Design
Design
Concept Concept Concept
1
2
3
DATUM
Design Criterion 1
Design Criterion 2
Design Criterion 3
Design Criterion 4
Design Criterion 5
Total +
Total Total
EXAMPLE PUGH CHART: COFFEE GRINDER
Design Criteria
Alternative Design Concepts
Removable Removable
Chamber
Blade
Scraper
Removable
unit
Cost
0
+
+
--
Store Grinder
0
++
+
0
Put in Beans
0
0
-
0
Cleanable
0
0
-
0
Total +
0
3
2
0
Total -
0
0
2
2
Total
0
3
0
-2
Develop
CONCEPT SELECTION
Real? Win? Worth it?
Real? Win? Worth it? is a strategy to manage
risk and reward. The method provides a way
to rapidly assess the marketability of an
innovation.1, 2
PROCEDURE
1.
Questioning
Start from a clear description of a design concept or a
set of concepts. Ask whether the concept(s) meet the
requirements below. The concept(s) that pass the
requirements can be explored further.
Is it Real?
Is the market real?
Is the product, service or
system real?
Can we win?
Can the product, service, or system
be competitive?
Can our company be competitive?
Is it worth doing?
Will the product, service, or system
be profitable at an acceptable risk?
Does launching the product, service,
or system make strategic sense?
OUTCOMES
Concept filtering
Market viability
Competitiveness
Risk assessment
1, 2
Aa
DESIGN
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INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
TEMPLATE STRUCTURE
Is it real?
Can we win?
Is it worth
doing?
EXAMPLE: COMMUNICATON DEVICE
Real
Keypad Phone
Headset
Flexible Phone
Holographic Conference
Win
Worth It
Deliver
ASSESSMENT
Risk Management Process
Risk management process is a proactive
approach to mitigate risk during project
management. It helps to recognize and
manage events that threaten the likelihood of
a project’s success.1
PROCEDURE
1.
Identify
Risks
Are the requirements stable or
risky?
Does the design depend on
unrealistic or optimistic
assumptions?
Is the schedule dependent upon
the completion of other
projects?
Are quality considerations
incorporated in the design?
Identify a list of
possible risks through
brainstorming,
problem identification
and risk profiling:
2. Rate
it
4. Risk
Mitigation
List each of the risk concerns on
the assessment form then rate
the likelihood and impact.
3. Probability
Impact x Probability x Detection Difficulty
= Risk Value
Matrix
Major Risk
Moderate Risk
Likelihood
Create a probability
and impact matrix.
Manage risks by
identifying the most
critical concerns
from the matrix.
Develop a risk
mitigation
strategy
Minor Risk
1
Impact
Ab
DESIGN
METHOD
CARDS
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
EXAMPLE: SYSTEM INTEGRATION RISK MATRIX
Risk Event
Likelihood
Impact
Detection
Difficulty
When
Interface
Problems
4
4
4
Conversion
System Freezing
2
5
5
Start-up
User Backlash
4
3
3
Post
installation
Hardware
Malfunctioning
4
5
5
Installation
Table showing failure modes and risk assessment
Major Risk
5
User
Backlash
Likelihood
4
Interface
problems
Moderate Risk
3
Minor Risk
2
System
Freezing
1
Hardware
Malfunction
1
2
3
4
5
Impact
Matrix showing risk assessment
Risk Event
Response
Who is in
charge?
Contingency Plan
Trigger
Nils
Interface
Problems
Mitigate: Test Prototype
Work around until
help comes
Not solved
within 24
hours
System
Freezing
Mitigate: Test Prototype
Reinstall OS
Frozen after
1 hour
Emmy
User
Backlash
Hardware
Malfunctioning
Mitigate: Prototype
Demonstration
Mitigate: Select reliable
vendor
Transfer: Warranty
Increase Staff
Support
Call from top
management
Eddie
Order
replacement
Equipment
fails
Jim
Table showing risk mitigation strategy
Deliver
PROTOTYPING
Mockups (Paper Prototypes)
The goal of mockup prototyping is to
emulate the function or form of a design. In
particular they are used for communication
and to prototype interaction. They are easy
to construct and modify.1
PROCEDURE
1.
Ideate a List
of potential
information the
model should
provide to the
design team.
2. Ideate
Sketch
and
the form or layout of the mockup,
typically using low cost, readily
available materials and reusing
components from other designs
when possible.
3. Construct
4. Identify
then act out the
selected
interactions to
answer key
questions.
for further,
high fidelity,
prototyping.
Mockup
Areas
Appearance
Interaction
Abstract Functions
OUTCOMES
Can be constructed with only high level knowledge of
the product, service or system, in early design stages
Enables intuitive interactions between design
member and model
Enables high level concept refinement
Identify latent user needs
1
Ac
DESIGN
METHOD
CARDS
SUTD-MIT
INTERNATIONAL
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CENTRE (IDC)
Innovation Ready Design
TYPES OF MOCKUPS
Product
System
Service
Mockups
EXAMPLE MOCKUPS: WORKSHOPS
Mockup prototype for an
energy usage monitoring
system
Designers using a mockup
to share ideas for
microscope stage assembly
Deliver
PROTOTYPING
Scaled Model
A scaled prototype is either much larger or
smaller than a typical prototype. It is usually
converted to the human scale for ease of
interaction.1
PROCEDURE
1.
Identify Key
Parameters
2. Employ
Scaling
10
1
of the system
that the model
should emulate.
Eg., form, kinematics,
dynamics, stability
methodologies
to reproduce this
behavior at the
desired scale.
Geometric scaling
Buckingham Pl
theorem
Empirical similitude
3. Construct
4. Evaluate
and use validation tests to
ensure that the simulation is
accurate.
the Model.
Scale Model
BENEFITS
Reduced construction time
Reduced construction cost
Enables iteration
Enables parallel testing of key systems
Enables intuitive interactions between design
member and model
1
Ad
DESIGN
METHOD
CARDS
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CENTRE (IDC)
Innovation Ready Design
TEMPLATE STRUCTURE
Full Scale Design
Scaled Model
EXAMPLE SCALE MODEL: ARCHITECTURE MODEL
Example of a scaled prototype where the architectural
design can be examined in detail
(relative to a full scale model)
Deliver
PROTOTYPING
Isolated Subsystem Model
Isolated subsystem models are typically a
one-to-one or high fidelity prototype where a
single subsystem (or group of subsystems) is
explored in isolation.1
PROCEDURE
1.
Identify
Subsystems
Identify key subsystems
that are either drivers of
performance or less well
understood than other
subsystems.
&
Outputs
Electrical
contact
y
x
Light
Bulb
Subsystem
2. Inputs
3. Prototype
List inputs and
outputs to this
subsystem from
the full system.
Prepare the prototype of the
isolated subsystem, simulate
external outputs and supply these
to the model.
Simulate
&
Eg., bench top testing, CAD models with
boundary conditions, component testing
4. Evaluate
Evaluate the
subsystem
performance and
record the
results.
1
Ae
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DESIGN
METHOD
CARDS
OUTCOMES
Reduced construction time
Reduced construction cost
Enables iteration
Enables parallel testing of key system
Reduction of risk
EXAMPLE: ELECTRICAL VEHICLE DRIVE TRAIN
Prototype to test the performance of an electric drive
train subsystem (motorized wheel).
Deliver
PROTOTYPING
Finite Element Modeling Design (FEM)
Finite Element Modeling (FEM) is a simulation
approach. It can be used to model structural,
thermal or fluid flow properties of a design
through discretization.1
PROCEDURE
1.
Critical
Behaviour
Determine the
critical behavior
to model.
2. Generate
CAD
Generate a simplified CAD model of
the product, or system removing
irrelevant geometric details.
Geometrical details
Interfaces
Material properties
e.g. vibrational modes,
yield strength
3. From
CAD
Model,
4. Test
Run
Develop Finite
Element Mesh
with appropriate
material
properties.
Impose boundary conditions
and loads expected in various
operating conditions.
5. Analyse
6.
Run appropriate
analysis.
results across
different design
concepts.
Study &
Compare
1
Af
DESIGN
METHOD
CARDS
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
TEMPLATE STRUCTURE
t
K
Z, w
P
J
J
s
Y, v
X, u
M
N
r
The mesh is based on a network of discrete elements.
Linewarised equations describe the relationship
between each node
EXAMPLE FEM: LOUDSPEAKER HOUSING ANALYSIS
Finite element modeling (FEM) of a loudspeaker driver
housing
Left: CAD model of the housing
Right: Results of the analysis, showing stress experienced by
the loudspeaker housing when in enclosed car
Deliver
PROTOTYPING
Simplified Prototyping Strategy
The simplified prototyping strategy is a tool
for planning a prototype effort. It enables
increase of performance without substantial
increase in cost or time.1
PROCEDURE
1.
Identify
the main
objective of the
prototype.
e.g. user satisfaction,
feasibility.
2. Divergent
3. Increased
Ask if divergent
exploration
required?
Is an increase in
performance
required over the
initial design?
Exploration
Test multiple concepts
in parallel.
Performance
Plan to iterate, test
and refine the design.
4. Reduce
Cost & Time
Select among the following to
reduce cost and time.
Virtual simulation models* if the system behavior can be easily
modeled.
Isolated subsystem model* as one subsystem is critical or new to the
team, test in isolation.
Mockup* as the overall concept is more important than performance
details.
Scaled model* to validate the scaled subsystem tests as the design
can very large or very small.
Related Cards:
Ac, Ad, Ae
1
Ag
DESIGN
METHOD
CARDS
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
TEMPLATE STRUCTURE
PARALLEL CONCEPTS (C)
Scaled/Full Size
C 3I 1
Isolated/Full System
C1 I3
C 2I 1
C 2I 2
C1 I1
C1 I2
C1 I3
Virtual/Physical
Relaxed/Full Requirements
ITERATIVE EVOLUTIONS (I)
The prototyping strategy space has several variables. An individual
prototype might be scaled, full-sized, virtual or physical, et cetera. A
prototyping strategy can consists of multiple iterations or concepts
tested in parallel.
EXAMPLE STRATEGIC PROTOTYPING: MEDICAL DEVICE
The first iteration of a
relaxed requirement
(mockup*) prototype
for medical scanner to
test user interaction.
REFERENCES
A
B
C
D
E
F
G
H
I
J
K
L
M
1. Otto, K. N., and K. L. Wood. "Product design: techniques in
reverse engineering and new product development." (2001).
1. Green, Matthew G., et al. "Frontier design: a product usage
context method." ASME 2006 International Design Engineering
Technical Conferences and Computers and Information in
Engineering Conference. American Society of Mechanical
Engineers, 2006.
1. Otto, K. N., and K. L. Wood. "Product design: techniques in
reverse engineering and new product development." (2001).
1. Hanington, Bruce, and Bella Martin. Universal methods of design:
100 ways to research complex problems, develop innovative ideas,
and design effective solutions. Rockport Publishers, 2012.
1. Otto, K. N., and K. L. Wood. "Product design: techniques in
reverse engineering and new product development." (2001).
2. Buur, Jacob, Thomas Binder, and Eva Brandt. "Taking video
beyond ‘hard data’ in user centered design." Participatory design
conference. 2000.
1. Francis, Richard L., Leon Franklin McGinnis, and John A. White.
Facility layout and location: an analytical approach. Pearson
College Division, 1992.
1. Barrett, Peter. "Creating Sensory-sensitive Creative Spaces."
(2010): 187-192.
1. Buchenau, Marion, and Jane Fulton Suri. "Experience
prototyping."Proceedings of the 3rd conference on Designing
interactive systems: processes, practices, methods, and techniques.
ACM, 2000.
1. Hanington, Bruce, and Bella Martin. Universal methods of design:
100 ways to research complex problems, develop innovative ideas,
and design effective solutions. Rockport Publishers, 2012
2. Lin, J., & Seepersad, C. C. (2007, January). Empathic lead users:
the effects of extraordinary user experiences on customer needs
analysis and product redesign. In ASME 2007 International Design
Engineering Technical Conferences and Computers and
Information in Engineering Conference (pp. 289-296). American
Society of Mechanical Engineers.
1. Hanington, Bruce, and Bella Martin. Universal methods of design:
100 ways to research complex problems, develop innovative ideas,
and design effective solutions. Rockport Publishers, 2012.
1. Otto, K. N., and K. L. Wood. "Product design: techniques in
reverse engineering and new product development." (2001).
1. Otto, K. N., and K. L. Wood. "Product design: techniques in
reverse engineering and new product development." (2001).
1. Otto, K. N., and K. L. Wood. "Product design: techniques in
reverse engineering and new product development." (2001).
2. Hirtz, J., Stone, R., McAdams, D., Szykman, S., and Wood, K., “A
Functional Basis for Engineering Design: Reconciling and Evolving
Previous Efforts,” Journal of Research in Engineering Design, Vol.
13, No. 2, March 2002, pp. 65-82.
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
N
O
P
Q
R
S
T
U
V
W
X
Y
1. Otto, K. N., and K. L. Wood. "Product design: techniques in
reverse engineering and new product development." (2001).
1. Ishikawa, Kaoru (1976). Guide to Quality Control. Asian
Productivity Organization.
1. Otto, K. N., and K. L. Wood. "Product design: techniques in
reverse engineering and new product development." (2001).
2. Hauser, John R., and Don Clausing. "The house of quality." (1988):
63-73.
1. Otto, K. N., and K. L. Wood. "Product design: techniques in
reverse engineering and new product development." (2001).
1. Linsey, J.S., Markman, A., and Wood, K.L., “Design by Analogy: A
Study of the WordTree Method for Problem Representation,” ASME
Journal of Mechanical Design (JMD), Vol. 134, No. 4, DOI:
10.1115/1.4006145, 2012.
2. Fu, K., Murphy, J., Otto, K., Yang, M., Jensen, D., and Wood, K.L.,
“Function Based Design-by-Analogy: A Functional Vector
Approach to Analogical Search,” ASME Journal of Mechanical
Design (JMD), Vol. 26, No. 1, 2014.
3. Fu, K, et al. "v Design: An Overview Investigating Open
Questions From the Broader Field of Design-by-Analogy." Journal
of Mechanical Design 136.11 (2014): 111102.
1. Wood Kristin, Christina White, and Dan Jensen. "From
brainstorming to C-sketch to principles of historical innovators:
ideation techniques to enhance student creativity." Journal of
STEM Education 13.5 (2012): 12.
2. "Concept Generation Tools - Mind Mapping." YouTube. SUTD-MIT
International Design Centre, 21 May 2015. Web. 7 Jan. 2016.
<https://www.youtube.com/watch?v=qYIQWTlmnhY>.
1. Shah, Jami J., et al. "Collaborative Sketching (C Sketch)—An idea
generation technique for engineering design." The Journal of
Creative Behavior 35.3 (2001): 168-198.
2. Linsey, J., Clauss, E., Kortoglu, T., Murphy, J., Wood, K. L.,
Markman, A., “An Experimental Study of Group Idea Generation
Techniques: Understanding the Roles of Idea Representation and
Viewing Methods,” ASME Journal of Mechanical Design, Vol. 133,
No. 3, 031008 (15 pages), DOI:10.1115/1.4003498, 2011.
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reverse engineering and new product development." (2001).
1. Otto, K. N., and K. L. Wood. "Product design: techniques in
reverse engineering and new product development." (2001).
2. Stan Kaplan, ‘An Introduction to TRIZ, the Russian Theory of
Inventive Problem Solving’, Ideation International, Inc., 1996.
1. Original method by Mr. An from Huangshan City.
1. Sanders, Elizabeth and Stappers, Pieter. “Co-creation and the
new landscapes of design”. CoDesign. Taylor & Francis Ltd, 2008.
1. Vijaykumar, A.V.G., Komoto, H., Hussain, R., Roy, R., Tomiyama, T.,
Evans, S., Tiwari, A. and Williams, S., 2013. A manufacturing
framework for capability-based product-service systems design.
Journal of Remanufacturing, 3(1), pp.1-32.
2. Lindahl, T. S. M. (2009). Introduction to Product/Service-System
Design.
3. Yoon, B., Kim, S., & Rhee, J. (2012). An evaluation method for
designing a new product-service system. Expert Systems with
Applications, 39(3), 3100-3108.
REFERENCES II
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1. Otto, K. N., and K. L. Wood. "Product design: techniques in
reverse engineering and new product development." (2001).
2. Pugh, Stuart. Total design: integrated methods for successful
product engineering. Addison-Wesley, 1991.
1. Day, G. S. (2007). Is it real? Can we win? Is it worth doing.
Harvard business review, 85(12), 110-120.
2. Ulrich, K. T., & Eppinger, S. D. (2012). Concept selection. Product
Design and Development, 5th ed. Philadelphia: McGraw-Hill/Irwin,
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1. Project Management Institute, A Guide to the Project
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reverse engineering and new product development." (2001).
1. B. Camburn, B. Dunlap, T. Gurjar, C. Hamon, M. Green, D.
Jensen, et al., "A Systematic Method for Design Prototyping,"
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survey of virtual prototyping techniques for mechanical product
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513-530.
1. Camburn, B., Dunlap, B., Gurjar, T., Hamon, C., Green, M., Jensen,
D., ... & Wood, K. (2015). A Systematic Method for Design
Prototyping. Journal of Mechanical Design, 137(8), 081102.
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
SUTD-MIT
INTERNATIONAL
DESIGN
CENTRE (IDC)
Innovation Ready Design
DESIGN
METHOD
CARDS
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