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DEsign engineering
section
PD
DE
SECTION 1:identifying requirements
Before launching into this section it is useful to know that you should already have knowledge in the following:
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the importance of exploring design contexts
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how to carry out market research
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user and stakeholder needs , wants and requirements
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how important the consideration of usability is
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Inclusive design, ergonomic and aesthetic consideration
1.1 What can be learnt by exploring contexts that design solutions are intended for?
A context > this is what surrounds a project. It may be the situation, scenario or a problem.
who - what - when - where - why - how
Who > this is a key consideration when designing any product. you must think of the user and what their requirements (needs and wants) are.
this section explores
how and why we explore the things around us when approaching a solution for a problem.
Contexts
stakeholders
usability
users can be split into categories,
each with very different needs and wants
Primary user / key stakeholder
secondary user / wider stakeholder
tertiary
user / wider stakeholder
I need food, water, shelter, clothes and oxygen (and healthcare and education)
i want... everything additional to what you 'need' (a new phone, a car with heated seats, a kfc, the latest bradford city kit...)
Think about the following users and what their requirements might be for a range of different scenarios:
How about using a mobile phone?
where > the context, environment, place or places - indoors or outdoors?
why > why is a solution required? why has a solution not already been created?
whEN > at what times of the day, week or year does the user require a solution? how often do they require it?
HOW > how will a solution be implemented? how will you create a solution? what needs considering?
1.2 what can be learnt by undertaking stakeholder analysis?
What is a stakeholder? Anyone who may come into contact with the product or have a 'stake' in it. it can be observed in layers - each group of stakeholders should be considered differently, they have different needs/ wants and different experiences with products:
core
group
direct
stakeholder
wider
network
core group > the main person using the product.
direct stakeholder > other people who also come into contact with and use the product.
wider network > people who will have mess contact with the product, but whose contact should still be considered.
you can find out about your stakeholders by completing:
qualitative research = based on opinions and users senses
quantitative research = collects measurable data
remember you need to find out about the W/W/W/W/W/H
speak to focus groups to find out about thoughts or feelings on ideas, situations or products.
complete your primary and secondary market research to find out about the stakeholders and context.
Consult fashion or trend forecasters to explore what the future holds
Are you talking directly to your user? This is known as user centre design and has a host of advantages including regular feedback and input. If you take this approach you need to consider the following:
specify the context - specify the requirements - create designs/ prototypes - evaluate
similar to UCD, participatory design involves the user in the design and development of products or engineered systems.
if dealing with a range of stakeholders (not just the user) you need to consider their involvement. it can be approached using an 'influence-interest' chart.
primary research = in depth, first hand exploration
secondary research = using research completed by someone else
Examples:
interviews
focus groups
surveys
website feedback
social media
product repair analysis
product recall analysis
customer service analysis
level of influence
level of interest
monitor
keep satisfied
keep informed
manage closely
Anchor 1
working out what to look at > SWOT analysis
Strengths - weaknesses - opportunities - threats
when analysing situations, products or even solutions, you need to explore each area of swot. the areas can support each other in a variety of ways:
Examples:
strengths - you can develop strengths and turn them into opportunities (S-O)
weaknesses - identify weaknesses and build on them as opportunities (w-o)
strengths - identify strengths to combat weaknesses (s-w)
weaknesses - identify weaknesses and build on them to reduce the potential of it being a threat (w-t)
Strengths = Positives/ advantages
Weaknesses = negatives/ disadvantages
Opportunities = potential
Threats = difficulties
From advice and feedback, to funding and finance, Who can help you move in the right direction?
Focus groups
Qualitative observations
Trend/ fashion forcasting
Market research
enterprise
Enterprise
Entrepreneurship
Commercial partnerships
Venture capitalists
Crowd funding
1.3 how can usability be considered when designing prototypes?
A successful product must have a positive impact on a users life. how is that achieved?
usibilitY > when you solve a problem, you must consider how easy the outcome is to use. this is known as usability and can include the consideration of:
Ergonomic design > designed to fit the human form
aesthetics > its appearance (style/ theme/ influence)
'good design'-
user interface >how we interact with products (usually electronic based)
Something should be easy to understand and use. look at these Simple examples:
Which is easier to read?
this one
this one
this one
this one
this one
this one
this one
software user interface (how an electronic product functions)
Whether its your phone, a laptop or tablet, we are always navigating something digital. some things are easier to navigate and understand than other - this is all to do with User interface (UI)
Time to test your knowledge. Click on the link below and enter the room ncbdtone
log into memrise and then click below
test your section 1 key terms understanding here
Design Technology @ NCB
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