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PHILOSOPHIES AND STUDIES OF DESIGN

There are countless philosophies for guiding design as its values and accompanying aspects within modern design vary, both between different schools of thought and among practicing designers. Design philosophies are usually needed for determining design goals. A design goal may range from solving the least significant individual problem of the smallest element to the most influential goals. They are usually for guiding design. However, conflicts over immediate and minor goals may lead to questioning the purpose of design, perhaps to set better long term or ultimate goals.

A designer (especially in commercial situation) is not in a position to define purpose. Whether a designer is, is not or should be concerned with purpose is debated, depending on the situation.

A design philosophy is a guide to help make choices when designing such as ergonomics, costs, economics, functionality and methods of re-designing. An example of a design philosophy is ‘dynamic change’ to achieve the elegant or stylish look you need.

A design approach is a general philosophy that may or may not include a guide for specific methods. Some are to guide the overall goal of the design. Other approaches are to guide the tendencies of the designer. A combination of approaches may be used if they don’t conflict.

Some popular approaches include:

· KISS principle (Keep it simple stupid), which strives to eliminate unnecessary complications;

· TIMTOWTDI (There is more than one way to do it), a philosophy to allow multiple methods of doing the same thing;

· Use-centered design, which focuses on the goals and tasks associated with the use of the artifact, rather than focusing on the end user;

· User-centered design, which focuses on the needs, wants and limitations of the end user of the designed artifact.

Design methods are a broad area that focuses on:

· Exploring possibilities and constraints by focusing critical thinking skills to research and define problem spaces for existing products or services, or the creation of new categories;

· Redefining the specifications of design solutions which can lead to better guidelines for traditional design activities (graphic, industrial, architectural);

· Managing the process of exploring, defining, creating artifacts continually over time;

· Prototyping possible scenarios or solutions that incrementally or significantly improve the inherited situation;

· Trend spotting: understanding the trend process.

2. Some designers are discussing the constraints they work under. Read their comments and match them to the constraints:

Technical requirements, ergonomics, fuel consumption, laws, customer demands, brand identity, recycling, production requirements.

a) I can’t design any grill I want – it has to look the same on all our cars so people will recognize the brand.

b) I have to make sure that attractive seats are also comfortable and customers have enough legroom.

c) I have to take safety regulations into account, so I can’t put a big metal part on the bonnet which may injure pedestrians.



d) I have to take the size of the engine and other technical parts into account.

e) I can’t use any material I want, no matter how attractive. I have to know if we can use it again.

f) The car has to be as streamlined as possible, so it doesn’t need so much fuel.

g) If the customers want cup holders inside the car, I have to put them in.

h) Sometimes I think of a really great shape for the bonnet and the production guys tell me the metal can’t be formed like that.

3. Find one adjective in each group and make up sentences with them:

1. Foreigner, faster, designer 4. Larger, dinner, summer

2. Better, farmer, paper 5. Word, worse, world

3. Water, corner, higher 6. Daughter, shorter, letter


Date: 2015-12-17; view: 1214


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