Author Archives: Anthony Hutton

DES 809 Entrepreneurship – 2011

There will be five lectures and three assignments. Lectures will take place at 9.15 on Thursday mornings over the first six weeks of semester.

Module contents

wk 1 Introduction: The idea of business and the entrepreneur. The elements of an elevator pitch

wk 2 Customer lists

wk 3 Marketing and strategy: Intercept the strategic vector

wk 4 Writing week

wk 5 People and money

wk 6 Presentations of business plans and elevator pitches

There will be 3 Assignments

1. Customer lists (30%)

2. Product description / Strategic vector (40%)

3. Elevator pitches (30%)

Design Dialogues: more about drawing

In class today we discussed:

Why Designers draw

Sometimes build quality and craftsmanship are simply a “design goal” all by themselves.

Take a look at this: The Studley tool chest http://www.foylearts.com/ahutton/?p=651

We discussed how ideas form in a sketch book and why one sketch leads to another. We looked at approriate levels of sketch detail. We examined sketch doodles.  We discussed why a certain quantity of sketch is critical.

SCAMPER

Substitute

Combine

Adapt

Modify

Put to another use

Eliminate

Reverse

Why do designers draw?

Art Drawing versus Design Drawing.

There are two types of drawing: drawing stuff that you can see in front of you (a form of recording) and drawing stuff that you imagine.

Drawing from sight (where the object is front of you) is mostly associated with Science and Art.

Drawing from imagination (where the object is an idea in your head) is mostly associated with Design tasks.

Designers give form to things. That process is a process of creation.

So why do designers draw?

1.      To get an idea that is in your head out of your head so that you can think of another idea.

2.      To store an idea so that you can refer to it later.

3.      To help resolve a partially formed idea. Ideas are often incomplete – drawing the incomplete idea out helps to resolve the unfinished parts of the idea. By putting down what you know you can fill in the blanks.

4.      To get another idea. Once an idea is drawn its presence on paper helps to evoke another idea.

5.      To act as a guide while you are manufacturing the artefact.

6.      To show other people to get their help and viewpoints about your idea.

7.      To maintain a record of ideas enabling you to understand your own idea developmental progress.

Why are people who can draw sometimes called creative?

Drawing is particularly useful when you are trying to bring something into being. It acts as a tool that helps you solve problems. As you draw  you partially evaluate ideas as the ideas appear on the paper and more ideas are sparked in the brain leading the designer into idea spaces not previously envisaged. In this contest a “creative leap” can occur. Thoughts, drawing skill, the drawings themselves  and an evaluation process feed each other enabling greater, wider, deeper perhaps creative exploration of the problem to be solved than could have been possible without drawing.

 

DES320 Evocation, thinking and drawing project

Evocation, thinking and drawing:

chargerblock.jpg

Every laptop has an associated power block. Often the laptop is very nicely designed but the power block is often a disappointment. What shape should a power block be?

Considerations and constraints.

Why is a power block the size that is? What is in a power block? How hot does a power block get? Are there any legal issues regarding power blocks? How is the cable management handled? What should a power block look like? What colour should a power block be? What grade of cable is used? How strong should the unit and the connections be? How long should it last? Should the block survive after the laptop has been dumped? How much does the block cost? How heavy is the block? How quickly does the block recharge the laptop battery? How long is the cable? Are all blocks the same – in terms of performance?

DES320 Design Dialogues 2011 – Introduction and plan

Lecture series: Design Dialogues 2011

Wk 1    Introduction, What is design? What is evocation? – set evocation project

Wk 2    Problem solving drawing

Wk 3    Principles of Design 1

Wk 4    No lecture – working week

Wk 5    How to measure – hand in project 1, set design and build project

Wk 6    Prototyping and models

Wk 7    Drawing is the key – tutorials

Wk 8    Principles of Design 2

Wk 9    Understanding requirements – hand in project 2, set Interaction Design project

Wk 10  Ethnographic design research

Wk 11  Clichés and good tricks

Wk 12  Principles of Design 3

Wk 14 Final hand in

The lectures will run along side three short projects

1. Evocation, thinking and drawing

2. Design, creativity, ambition and building

3. Interaction Design – whats your number?

The marking scheme will be based on performance in the project work with the spread of marks being allocated in the following proportions

10        Attendance

20        Project 1

30        Project 2

40        Project 3

The three projects are designed to promote a deeper understanding of design methods and challanges. The projects will help you develop design skills and will also test your design abilities.