1 |
Make
your first decisions about your product |
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The
first stage of product design is the concept stage. This
is where you first start to think about the product and
form ideas about what it will do and what it will look
like.
You
could have a 'brainstorming' session where you generate
ideas for the form and functions of your product. You
can make quick sketches, lists of functions, lists of
parts etc. Don't
rule too much out at this stage and don't go into too
much detail.
You
should check to see whether there are any relevant
standards or guidelines for your product. These may have
a large bearing on your design, especially where safety
features are concerned. (See the topic on product
evaluation for more details.)
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Legal requirements for product design
There are many
British standards that define safety and quality requirements
for a huge range of consumer products, including furniture,
toys, kitchen appliances and garden equipment. For example, BS
3456 (1997) Safety of Household and Similar Electrical
Appliances. Visit www.bsi.org.uk.
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2 |
Decide
who your 'users' are |
You
have a product in mind so you now need to know
who is likely to use it. You may know exactly who it is
aimed at, for example, you may be designing a toy for
young children, or there may be a whole range of users
with different abilities and needs.
A 'user group' is a
group of people who will use your product who have
similar characteristics or who may use it in a similar
way. You might have more than one user group for
your product.
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3 |
Decide
how and where your product is likely to be used |
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You should write a
'task description'. As its name suggests, this is a
description of all the tasks that someone can carry out
with your product. This can be very short for something
like a saucepan, or quite long for a mobile phone, for
example. Whatever you are designing, you should try to
make the description as simple but as complete as
possible, as this will be part of the definition of your
product. Try to carry out a 'task analysis' too, which
again, as its name suggests is an analysis of all the
tasks that someone will carry out. Make sure that you
look into and write down all the steps that someone has to take to use
your product. Again, this will help you to define your
product and might show up any potential problems at a
very early stage.
You may have a use for
your product in mind, but you also need to think about all the ways that your
product might be used carelessly or abnormally. You
should make sure that your product will not become
unsafe in these cases. It will be difficult to insure
against everything that people might do with your
product but you should make a guess and adjust your
design accordingly.
There might be times when
there are other factors to take into consideration. For
example, will your product be used outside, in which
case it might be wet or cold or dark? Can it still be
used safely in these conditions? Does it need to be
waterproof? If your product has buttons, do they need to
be larger or have more
contrasting text to
make them easier to use in the dark?
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4 |
Check
out your competition! |
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Find other products that
are the same or have similar functions or
characteristics to yours. Look around your home or in
your local shops. What features of these similar
products are 'good' and 'bad'? Are they difficult to use
(buttons too small, too complicated to operate...)? Are
they difficult to handle (too big, small, fiddly,
slippery...)?
Ask other people in your 'user groups' what they
think of these products. You might want to use a
checklist if you have lots of users that you can ask.
That way you can see how many of them agreed or
disagreed on whether they liked certain features or
found them easy to use (for more information, see the checklists
topic). Ask them how they might improve the products. If the
product is something that they can use, watch them using
it. Do they have trouble or make any mistakes?
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5 |
Design
your product |
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You
now need to match your product with your users and come
up with some designs. You might need to take into
account your users' body dimensions and their strength -
this is called anthropometry (see the topic on anthropometry
for a full explanation). For example, small children or
people with reduced dexterity such as elderly people
with arthritis, will need larger, chunkier controls,
buttons or handles than quick fingered teenagers!
Don't forget to think
about all your users, including any that might need to
move or maintain your product. If you are designing a
piece of furniture, for example, you might need to think
about how someone will lift or move it to clean around
it.
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6 |
Make
a mock-up of your product |
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This stage is called
'prototyping'. You are making a mock-up or a rough copy of your
product to try out on people, to see if it looks like it
will work and, most importantly, what your users' first
thoughts are. This is a quick, cheap and easy way to
check out your ideas. If you need to change the design
or functions of your product, you can still do so
without taking too much time, or cost.
Make your mock-up full size if you can, out of wood,
card, foam or any other cheap material but make it as
realistic as you can at this stage.
Get people to use your mock-up in as near normal
a way
as possible. Tell them only what they would reasonably be expected to know beforehand, then watch
them using it. Are people using awkward movements or postures to use
your product? Are they having to bend down to see or
reach some part of it? Are buttons, catches or handles fiddly or
difficult to use? (For details on handle design, see the
tools topic.) If people are making mistakes, can you design them
out? For example, floppy disks were designed so that
they only fitted in disk drives one way - in the correct
way.
Are people getting appropriate feedback from your
product? For example, if they press a button, do they
hear a beep or feel a click? If there is no feedback for this sort of action
and there is no other visible sign that something is
happening, they may get frustrated or keep performing
the same action over and over again. For example, if
your computer crashes, you may keep pressing the same
button repeatedly, even though you know that it will
have no effect if it hasn't worked the first time.
If you haven't thought about instructions, now might
be a good time to check out what instructions people
might need. Is it obvious how to use your product? Can
people find all the functions and use them properly? If
you need to provide instructions, they need to be
appropriate to your intended users too in terms of how
they are presented and the language they use. If you
find that you need to provide lots of instructions,
maybe you should think about simplifying your product...
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7 |
Create
your final product design! |
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Now
you can take all that you have learned about your
product and what your potential users think and create
your final design. At this stage you can also think
about the aesthetics - the 'look and feel' - of your
product (for more information, see the aesthetics
topic). Despite your hard work in getting the product to
work properly, it may be the aesthetics that make up people's minds about whether to buy it or not. If you
can get make your product work well and be aesthetically
pleasing, then that's when you get people coming back
for more...!
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