Creating a Design Goal: Problem Definition and Generating Requirements in Product Design, Assignments of Designs and Groups

A part of the Delft Design Guide focusing on creating a design goal. It covers problem definition, using a checklist for generating requirements, and design vision. the importance of a structured problem definition, creating a hierarchy of problems, and using checklists to ensure a complete collection of requirements. It also discusses the aspects involved in product design and the product process tree.

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Delft Desig n Guide | Part 2 | Creating a De sign Go al | Pro blem De finition 2.1
Problem Definition
Keywords
Design goal
Fields of tension
fig. 2.13
Example of a
Proble m Defini tion
(from stud ent
repor t)
What Is a Problem Definition?
What is a problem? What does a problem definition
(see figure 2.13) consist of, and how do goals and
objectives fit in? A problem always has to do with
dissatisfaction about a certain situation. However,
satisfac tion is a relative concept, so problems are also
of a relative nature. A big problem for one person
may not be a problem at all for s omeone else.
An expected situation in the future does not have to
be accepted. You can tr y to do something about it,
by acting now. For defining a problem this implies
that it is not sufficient to describe the existing st ate.
Therefore, we speak consciously of the situation
that someone is or is not satisfied with. As a result,
a description of the situation is a description of a
state plus the relevant caus al model(s), including the
assumed patterns of behaviour of the people and
organisations involved. A situation is only a problem
if the problem-owner wants to do something about
it. This implies that a situation must be conceivable
that is more desirable than the present one: the go al
situation. T he existing situation, however, can also
be formulated in such a manner that a problem doe s
arise.
When Can You Use a Problem
Definition?
A problem definition is usually set up at the end of
the problem analysis phase.
What is t he prob lem?
The prob lem is that in the o pinion of the
company Fu n-Play BV t heir tar get marke t is too
small.
The comp any wants to expan d their t arget
market by developing a toy that can be u sed
on water.
The toy mu st be ab le to be m oved in an d on
water.
The prod uct nee ds to have a driving
mechanis m and a tr anspor tation system
that the u ser even tually co uld use t o get
acquainte d with th e technical aspect of t he
system. A potent ial probl em is that the pro duct
is supposed to attrac t a target group f rom
7 - 11 years. Therefo re the de sign sho uld
communicate to thi s target group.
Who has t he problem?
The main pr oblem is that the company F un-
Play BV thinks that t heir target marke t is too
limited. The company wants to expand into the
European market. In order to do that, b igger
produc t sales need to be achieved. Therefore
the numbe rs of product s need t o be incr eased
by creati ng a new s eries of toys
What are the goal s?
The goal is to des ign a pro duct th at is suit able
for kids betwe en 7 - 11 year s and add resse s
a cert ain play ac tivit y of this group. Ne xt to
that the p roduct needs t o move in o r through
water wit h help of a driving m echanis m or
other transpor tation system. Furthe rmore the
produc t needs to be sui table fo r competition or
game elem ent.
What are the avoidable side effe cts?
Some ef fect s that are create d by this p roduct
have to be avoided. Ne xt to p ollution that the
produc tion cau ses, ef fect s of the u ser have t o
be taken into acco unt, suc h as nois e create d
by the us ers. Al so the space that the pro duct
will occu py in public spaces, which in turn can
create p roblems by not leaving enou gh space
for i.e. sto rage.
Which ways of action are available in
the beginning?
There are a number of conditions tha t need t o
be agree d on bef ore solv ing the p roblem. F or
this prod uct only the foll owing mate rials can be
used: met al, wood and plast ics. Th e deadline
needs to be met i n 14 weeks.
pf3
pf4
pf5

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Delft Design Guide | Part 2 | Creating a Design Goal | Problem Definition – 2.

Problem Definition

Keywords Design goal Fields of tension

fig. 2. Example of a Problem Definition (from student report)

What Is a Problem Definition?

What is a problem? What does a problem definition (see figure 2.13) consist of, and how do goals and objectives fit in? A problem always has to do with dissatisfaction about a certain situation. However, satisfaction is a relative concept, so problems are also of a relative nature. A big problem for one person may not be a problem at all for someone else. An expected situation in the future does not have to be accepted. You can try to do something about it, by acting now. For defining a problem this implies that it is not sufficient to describe the existing state. Therefore, we speak consciously of the situation that someone is or is not satisfied with. As a result, a description of the situation is a description of a state plus the relevant causal model(s), including the assumed patterns of behaviour of the people and organisations involved. A situation is only a problem if the problem-owner wants to do something about it. This implies that a situation must be conceivable that is more desirable than the present one: the goal situation. The existing situation, however, can also be formulated in such a manner that a problem does arise.

When Can You Use a Problem

Definition?

A problem definition is usually set up at the end of the problem analysis phase.

What is the problem? The problem is that in the opinion of the company Fun-Play BV their target market is too small. The company wants to expand their target market by developing a toy that can be used on water. The toy must be able to be moved in and on water. The product needs to have a driving mechanism and a transportation system that the user eventually could use to get acquainted with the technical aspect of the system. A potential problem is that the product is supposed to attract a target group from 7 - 11 years. Therefore the design should communicate to this target group.

Who has the problem? The main problem is that the company Fun- Play BV thinks that their target market is too limited. The company wants to expand into the European market. In order to do that, bigger product sales need to be achieved. Therefore the numbers of products need to be increased by creating a new series of toys

What are the goals? The goal is to design a product that is suitable for kids between 7 - 11 years and addresses a certain play activity of this group. Next to that the product needs to move in or through water with help of a driving mechanism or other transportation system. Furthermore the product needs to be suitable for competition or game element.

What are the avoidable side effects? Some effects that are created by this product have to be avoided. Next to pollution that the production causes, effects of the user have to be taken into account, such as noise created by the users. Also the space that the product will occupy in public spaces, which in turn can create problems by not leaving enough space for i.e. storage.

Which ways of action are available in the beginning? There are a number of conditions that need to be agreed on before solving the problem. For this product only the following materials can be used: metal, wood and plastics. The deadline needs to be met in 14 weeks.

Delft Design Guide | Part 2 | Creating a Design Goal | Problem Definition – 2.

How to Use a Problem Definition?

Starting Point The starting point of a problem definition is the information gathered in the problem analysis stage. The different aspects surrounding the design problem have been analysed and should be taken into account in the problem definition. Expected Outcome A structured description of the design problem, with the goal of creating an explicit statement on the problem and possibly the direction of idea generation. Also, a problem definition clearly written down provides a shared understanding of the problem and its relevant aspects.

Possible Procedure Answering the following questions will help to create a problem definition: 1 What is the problem? 2 Who has the problem? 3 What are the goals? 4 What are the side-effects to be avoided? 5 Which actions are admissible?

Tips and Concerns

  • When analysing problems there is always a tension between the ‘current situation’ and the ‘desired situation’. By explicitly mentioning these different situations you are able to discuss the relevance of it with other people involved in your project.
  • Make a hierarchy of problems; start with a big one and by thinking of causes and effects, divide this problem into smaller ones. Use post-its to make a problem tree.
  • A problem can also be reformulated in an opportunity or ‘driver’. Doing this will help you to become active and inspired.

References and Further Reading Roozenburg, N.F.M. and Eekels, J. (1995) Product Design: Fundamentals and Methods , Utrecht: Lemma.

Roozenburg, N. and Eekels, J. (1998, 2nd ed.) Product Ontwerpen: Structuur en Methoden , Utrecht: Lemma.

Problem Definition

Watch interview with René Bubberman (Fabrique) via the OpenCourseWare version of this guide: http://ocw.tudelft.nl

Delft Design Guide | Part 2 | Creating a Design Goal | Checklist for Generating Requirements – 2.

When Can You Use a Checklist for

Generating Requirements?

Checklists are useful when devising a first list of requirements (see ‘Design Specificaction (Criteria)’ in this section), at the end of the analysis stage in the design process.

How to Use a Checklist for Generating

Requirements?

Starting Point The starting point of using checklists is formed by the information found in the analysis of the design problem, the context of the design problem etc.

Expected Outcome The outcome of using checklists for generating requirements is a first list of requirements, which contains redundant requirements.

Possible Procedure 1 Search for the appropriate checklist. 2 Use the checklist to generate as many requirements as possible. 3 Work systematically through the checklist. Do not skip any of the points on the checklist. 4 Follow the procedure indicated in section 2.1.11.

Tips and Concerns

  • Use more than one checklist; checklists complement each other.
  • More practical guidelines for developing design requirements can be found in: Cross, N. (1989) Engineering Design Methods , Chichester: Wiley.

References and Further Reading Roozenburg, N.F.M. and Eekels, J. (1995) Product Design: Fundamentals and Methods , Utrecht: Lemma. Roozenburg, N. and Eekels, J. (1998, 2nd ed.) Product Ontwerpen: Structuur en Methoden , Utrecht: Lemma. Jones, J.C. (1982) Design Methods: Seeds of Human Futures , Chichester: Wiley. Hubka, V. and Eder, W.E. (1988) Theory of Technical Systems: A Total Concept Theory for Engineering Design , Berlin: Springer. Pahl, G. and Beitz W. (1984) Engineering Design: A Systematic Approach , London: Design Council. Pugh, S. (1990) Total Design: Integrated Methods for Successful Product Engineering , Wokingham: Addison Wesley.

Delft Design Guide | Part 2 | Creating a Design Goal | Design Vision – 2.

Design Vision

Keywords Subjective

fig. 2.16 Example of a Design Vision (from student report)

What Is a Design Vision?

According to the description in the Dutch dictionary ‘van Dale’ vision means ‘The way in which someone judges, considers matters (or things), consideration, view, opinion’. A vision in the context of product design provides us with a personal, inspiring image of a new future situation created by a designer or a group of designers and/or other professionals. This new future situation may directly concern the new product itself (features, functions etc.), but also the domain and context within which the product will be used, the user(s), the usage (or interaction) of the user(s) with the product, the business or other aspects related to the product design. A design vision includes: (1) an insight into or understanding of the product-user-interaction-context system; (2) a view on the essence of the problem: “which values are to be fulfilled?”; and (3) a general idea or direction about the kind of solutions to be expected. A strong, convincing vision is often well-founded by arguments based on theories and facts, and is often communicated effectively by using images, text and other presentation techniques. A design vision should be sharable and inspiring. As it is the result of the use of theories, facts and arguments, it should be an ‘objective’ interpretation.

When Can You Make a Design Vision?

An explicit vision on the product (to be designed) supports you, the designer, during your search for ideas and the final design. It provides a design direction and thus helps you steer the product design process. This process is supported by many aspects that are influenced by factors such as the opinions of clients, users, team members, producers etc. Therefore a vision (on something - to be specified) should be created in an early stage of the design process.

How to Make a Design Vision?

Starting Point The starting point of a design vision is a personal vision on the design problem.

Expected Outcome The expected outcome is a written statement of a design vision or design philosophy.

Possible Procedure A design vision usually does not ‘come out of thin air’ but is a result of thorough analyses, creative thoughts and personal experiences in design, as well as experience of life in general. The elective course ViP of the master courses provides a specific approach for it (see also section 1.6). A vision development approach is also incorporated in the 2nd year of the Bachelor course ‘Fuzzy Front End’ and Strategic Product Innovation.

Possible Procedure 1 List as many requirements as possible. Roozenburg and Eekels state that in order to arrive at a complete design specification, different points of view can be taken into account (see ‘Checklists for Generating Requirements’ in this section). Choose one, or several, of these points of views (stakeholders, aspects, or process tree) to help generate requirements. You can also use checklists, for example Pugh’s checklist (see figure 2.14). 2 Make a distinction between hard and soft requirements (i.e. between quantifiable requirements and wishes). 3 Eliminate requirements which are in fact similar or which do not discriminate between design alternatives. 4 Identify whether there is a hierarchy in requirements. Distinguish between lower-level requirements and higher-level requirements. 5 Put requirements into practice: determine the variables of requirements in terms of observable or

quantifiable characteristics. 6 Make sure that the programme of requirements fulfils the following conditions: a. each requirement must be valid b. the set of requirements must be as complete as possible c. the requirements must be operational d. the set of requirements must be non-redundant e. the set of requirements must be concise f. The requirements must be practicable.

Tips and Concerns

  • Be careful: do not make the possibilities for your design too limited by defining too many requirements.
  • Distinguish between measurable requirements and non-measurable requirements.
  • Give your requirements numbers in order to be able to refer to them.

References and Further Reading Roozenburg, N.F.M. and Eekels, J. (1995) Product Design: Fundamentals and Methods , Utrecht: Lemma. Roozenburg, N. and Eekels, J. (1998, 2nd ed.) Product Ontwerpen: Structuur en Methoden , Utrecht: Lemma. Cross, N. (1989) Engineering Design Methods , Chichester: Wiley.

initial design brief

identify hierarchy

eliminate similar requirements

distinguish hard & soft requirements

list requirements

How to

Design Specification

(Criteria)

Delft Design Guide | Part 2 | Creating a Design Goal | Design Specification (Criteria) – 2.

Watch interview with Oscar Toetenel (MMID) via the OpenCourseWare version of this guide: http://ocw.tudelft.nl