See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/330337542 Design Innovation (DI): Design Method Cards (SUTD-MIT IDC) Method · January 2019 DOI: 10.13140/RG.2.2.17862.32322 CITATIONS READS 0 153 4 authors, including: Bradley Camburn Kristin Lee Wood Singapore University of Technology and Design Singapore University of Technology and Design 31 PUBLICATIONS 137 CITATIONS 508 PUBLICATIONS 8,710 CITATIONS SEE PROFILE Some of the authors of this publication are also working on these related projects: Complex Systems Design and Management View project 3D Printing and Makerspace Culture View project All content following this page was uploaded by Kristin Lee Wood on 12 January 2019. The user has requested enhancement of the downloaded file. SEE PROFILE 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 INTERNATIONAL DESIGN CENTRE (IDC) Innovation Ready Design 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 CARDS SUTD-MIT INTERNATIONAL DESIGN CENTRE (IDC) 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 SUTD-MIT INTERNATIONAL DESIGN CENTRE (IDC) Innovation Ready Design 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 DESIGN METHOD CARDS SUTD-MIT 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 CARDS SUTD-MIT 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 METHOD CARDS SUTD-MIT INTERNATIONAL DESIGN 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 SUTD-MIT INTERNATIONAL DESIGN CENTRE (IDC) Innovation Ready Design 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 SUTD-MIT INTERNATIONAL DESIGN CENTRE (IDC) Innovation Ready Design 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 METHOD CARDS SUTD-MIT 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 DESIGN 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 SUTD-MIT INTERNATIONAL DESIGN 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 SUTD-MIT INTERNATIONAL DESIGN CENTRE (IDC) Innovation Ready Design 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. 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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. 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(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. 1. Otto, K. N., and K. L. Wood. 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Jensen, et al., "A Systematic Method for Design Prototyping," Journal of Mechanical Design, 2015. 1. Zorriassatine, F., Wykes, C., Parkin, R., & Gindy, N. (2003). A survey of virtual prototyping techniques for mechanical product development. Proceedings of the institution of mechanical engineers, Part B: Journal of engineering manufacture, 217(4), 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 View publication stats