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EST 200, Generating Design
Alternatives
MEC
2
Contents
• Meaning of ‘Design Alternatives’.
• Design Space.
• Morphological Chart.
• Analogical Thinking.
• Use of Metaphores.
• Method of Games.
• Generating Alternatives.
• Navigating Design Spaces.
3
Meaning of Alternative
• A choice limited to one of two or more
possibilities, as of things, propositions, or
courses of action, the selection of which
precludes any other possibility.
• One of the things, propositions, or courses
of action that can be chosen.
• A possible or remaining course or choice.
4
Design Alternatives
• When a product is available in different
designs where all the designs share the
same components, but the arrangement of
those components is different in different
designs, they are referred as design
alternatives.
(Courtesy : https://www.igi-global.com)
5
Design Space
• An imaginary intellectual region of design
alternatives.
• Contains all the potential solutions to our
design problem.
• Conveys a feel for the problem at hand.
• Large design space suggests a design
domain with a large number of acceptable
designs.
6
Design Space
• Large design space may also suggest a
design problem with large number of
design variables.
• Morphological chart as a formal tool to
generate/define design spaces.
• Morphological chart to populate designs
that perform the functions we specify.
• Analogical thinking - another approach for
generating design alternatives.
7
Morphological Chart
• A matrix in which the leftmost column is a
list of all principal functions that the design
must perform and some key features it
must have.
• List should be of a manageable size.
• All entries should be at the same level of
detail to help ensure consistency.
• List the different means of realizing the
function or feature.
8
Morphological Chart
9
Morphological Chart
• Separate functions from key features.
• Morph chart can quickly become large.
• Avoid losing track of or confusing functions
with key features.
• May create two “design space” models in
two separate charts.
• Design must be fully functional to satisfy
client’s requirements.
• Address all functions on the morph chart.
10
Morphological Chart
• Small number of means suggests that:
- we have a small design space (limited
choices).
- we have not fully explored the available
design space.
• Every function, listed in the leftmost
column must be achieved by the design.
11
Morphological Chart
• Assemble designs by choosing one means
from each row, combine them into a
functional design concept or scheme.
• Functions listed in the leftmost column.
• Means by which each function can be
implemented arrayed along a row to each
entry's right and shaded.
• Some functions may have more means
than others.
• Helps compute the number of potential
designs.
12
Morphological Chart
- Juice Container Design
13
Feasible Design Alternatives
- Juice Container
14
Infeasible Design Combinations
- Juice Container
15
Morphological Chart
• Provides both a tool to develop a design
space and create design alternatives.
• Provides an approach to prune that design
space by identifying and excluding
infeasible, incompatible alternatives.
• Includes key features as well as functions,
not all combinations are feasible designs.
• Apply interface constraints, physical
principles and plain common sense to
exclude infeasible alternatives.
16
Morphological Chart
• List functions and features at the same
level of detail.
• Do not develop highly detailed designs at
the conceptual stage.
• Morph charts to expand design space for
large, complex systems.
• List the principal subsystems in a starting
column and then identify various means of
implementing those subsystems.
• Can create morph charts for subsystems.
17
Use of Metaphors
• A figure of speech used to give depth or
color to the description of an object or
process by likening it to more familiar,
object or process.
• Points out analogies between two different
situations.
• Suggest that there are parallels/similarities
in two sets of circumstances.
18
Analogies
• Very powerful tools in engineering design.
• Direct analogy looks for parallels or
similarities.
• Symbolic analogy draws connections
through some underlying symbolism.
• Fantasy analogy imagines something that
is literally fantastic or beyond belief -
thinking outside of the box.
19
Metaphorical Solutions
• Similar solutions - can look for similar
ideas.
• Contrasting solutions – look for opposite
ideas.
• Contiguous solutions - thinking of
adjoining (or adjacent) ideas, takes
advantage of natural connections between
ideas, concepts, and artifacts.
20
Metaphorical Thinking
• Divergent thinking :
- try to remove limits or barriers, hope to
increase the store of design ideas and
choices.
- “think outside of the box”.
• Convergent thinking :
- narrow our design space, focus on best
alternative(s).
- “stay within our game”.
21
Metaphorical Thinking
• Hybrid thinking :
- Mix divergent and convergent thinking.
- Think outside the box, but stay within the
game!
• Metaphorical thinking is also related to a
characterization of design.
22
6 – 3 - 5 Method
• Design done in team setting.
• Six team members seated around a table
participate in an idea generation “game,” .
• Each of them writes down three design
ideas in key words and phrases.
• Six individual lists are then circulated past
each of the remaining team members in a
sequence of five rotations of written (only)
comment and annotation.
23
6 – 3 - 5 Method
• Verbal communication or cross talk not
allowed.
• Each list makes a complete circuit around
the table.
• Each member of the team stimulated by
increasingly annotated lists of the other
team members.
• All the participants to comment on each of
the lists.
24
6 – 3 - 5 Method
• The team lists, discusses, evaluates, and
records all the design ideas that have
resulted from a group enhancement of the
individual team members’ ideas in a
common visualization medium (projector,
black board etc.).
• m team members use (m – 1) rotations to
complete a cycle : m – 3 – (m – 1) method.
• Natural upper limit of m = 6 , prefer fewer.
25
C - Sketch Method
• Sketching as a natural form of thinking.
• A team seated around a table.
• Each member sketches one design idea
on a piece of paper.
• Proceeds further as does the 6 – 3 – 5
method.
• Only permissible communication is by
pencil on paper.
26
C - Sketch Method
• Appealing in areas like mechanical design.
• Drawings and diagrams facilitate the
grouping of relevant information.
• Helps people to better visualize the
objects being discussed.
27
Gallery Method
• Team members first develop individual,
initial ideas within the allotted time.
• All resulting sketches posted on a
corkboard/conference room whiteboard.
• Set of sketches serves as the backdrop for
an open, group discussion.
• Questions asked, critiques offered, and
suggestions made.
28
Gallery Method
• Each participant returns to his/her
drawing, suitably modifies or revises it
within a specified period of time.
• Produces a second-generation idea.
• Iterative and progressive.
• Can’t predict how many cycles of
individual idea generation and group
discussion required.
29
Gallery Method
• Proceed until a consensus emerges within
the group.
• Quit when one more cycle will not gain any
new information, when a saturation
plateau is reached.
30
Design Generation
• An exciting goal - directed creative activity.
• Designed to serve a known purpose, not
to search for one.
• Goal may be imposed externally or
internally.
• There is a goal towards which the creative
activity is aimed.
• Creative activity requires work.
31
Design Generation
• Beyond the morph chart, beyond the
team-based tools, what else can be done
to generate design ideas?
• How to usefully navigate, expand or, if
needed, contract the design space?
• Will have to design more subsystems and
components.
• Will have to combine and connect the
subsidiary individual designs.
32
Navigating Design Spaces
• Large design spaces are complex.
• Hundreds or thousands of design
variables must be assigned.
• Design spaces are complex because of
interactions between subsystems and
components.
• Collaboration with many specialists critical.
• Divide and conquer.
• Contract design spaces when too large.
33
Navigating Design Spaces
• For a small or bounded design space, the
number of potential designs is limited or
small, or the number of design variables is
small and they take on values within
limited ranges.
• Design of individual components of large
systems occurs within small design
spaces.
• Expand design spaces when too small.
34
Expanding Design Spaces
• Conduct literature reviews, determine the
state of the art and identify prior work in
the field.
• Conduct a patent search, identify available
technologies, do not reinvent the wheel.
• Benchmark existing products to evaluate
how well they perform.
• Reverse engineering to see how functions
are performed, identify alternate means.
35
Contracting Design Spaces
• Prune or contract design space to make it
more manageable.
• Check for external constraints that affect
the design.
• Invoke and apply constraints while
assessing the presence of external
constraints.
• Freeze the number of features and
behaviors being considered, avoid details
that are unlikely to seriously affect the
design.
36
Contracting Design Spaces
• Impose some order on the list, hark back
to data gathered during problem definition.
• Some particular functions or features may
be more important.
• “Get real!”; apply common sense to rule
out infeasible ideas.
37
Final Word
• Sea of Alternatives at hand.
• Best Alternative?
• Blend possibilities :
- morph charts.
- design generation games.
- information gained from research.
- experience-based judgments.
- gut-level feelings.
38
Final Word
• Think strategically :
- group and reorganize the functions and
the resultant design alternatives.
• Never mind all the alternatives.
• Pick the winner.
• Resources (time, money, man power etc.)
are rare.
39
Thank You

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EST 200, Generating Design Alternatives

  • 1. 1 EST 200, Generating Design Alternatives MEC
  • 2. 2 Contents • Meaning of ‘Design Alternatives’. • Design Space. • Morphological Chart. • Analogical Thinking. • Use of Metaphores. • Method of Games. • Generating Alternatives. • Navigating Design Spaces.
  • 3. 3 Meaning of Alternative • A choice limited to one of two or more possibilities, as of things, propositions, or courses of action, the selection of which precludes any other possibility. • One of the things, propositions, or courses of action that can be chosen. • A possible or remaining course or choice.
  • 4. 4 Design Alternatives • When a product is available in different designs where all the designs share the same components, but the arrangement of those components is different in different designs, they are referred as design alternatives. (Courtesy : https://www.igi-global.com)
  • 5. 5 Design Space • An imaginary intellectual region of design alternatives. • Contains all the potential solutions to our design problem. • Conveys a feel for the problem at hand. • Large design space suggests a design domain with a large number of acceptable designs.
  • 6. 6 Design Space • Large design space may also suggest a design problem with large number of design variables. • Morphological chart as a formal tool to generate/define design spaces. • Morphological chart to populate designs that perform the functions we specify. • Analogical thinking - another approach for generating design alternatives.
  • 7. 7 Morphological Chart • A matrix in which the leftmost column is a list of all principal functions that the design must perform and some key features it must have. • List should be of a manageable size. • All entries should be at the same level of detail to help ensure consistency. • List the different means of realizing the function or feature.
  • 9. 9 Morphological Chart • Separate functions from key features. • Morph chart can quickly become large. • Avoid losing track of or confusing functions with key features. • May create two “design space” models in two separate charts. • Design must be fully functional to satisfy client’s requirements. • Address all functions on the morph chart.
  • 10. 10 Morphological Chart • Small number of means suggests that: - we have a small design space (limited choices). - we have not fully explored the available design space. • Every function, listed in the leftmost column must be achieved by the design.
  • 11. 11 Morphological Chart • Assemble designs by choosing one means from each row, combine them into a functional design concept or scheme. • Functions listed in the leftmost column. • Means by which each function can be implemented arrayed along a row to each entry's right and shaded. • Some functions may have more means than others. • Helps compute the number of potential designs.
  • 12. 12 Morphological Chart - Juice Container Design
  • 15. 15 Morphological Chart • Provides both a tool to develop a design space and create design alternatives. • Provides an approach to prune that design space by identifying and excluding infeasible, incompatible alternatives. • Includes key features as well as functions, not all combinations are feasible designs. • Apply interface constraints, physical principles and plain common sense to exclude infeasible alternatives.
  • 16. 16 Morphological Chart • List functions and features at the same level of detail. • Do not develop highly detailed designs at the conceptual stage. • Morph charts to expand design space for large, complex systems. • List the principal subsystems in a starting column and then identify various means of implementing those subsystems. • Can create morph charts for subsystems.
  • 17. 17 Use of Metaphors • A figure of speech used to give depth or color to the description of an object or process by likening it to more familiar, object or process. • Points out analogies between two different situations. • Suggest that there are parallels/similarities in two sets of circumstances.
  • 18. 18 Analogies • Very powerful tools in engineering design. • Direct analogy looks for parallels or similarities. • Symbolic analogy draws connections through some underlying symbolism. • Fantasy analogy imagines something that is literally fantastic or beyond belief - thinking outside of the box.
  • 19. 19 Metaphorical Solutions • Similar solutions - can look for similar ideas. • Contrasting solutions – look for opposite ideas. • Contiguous solutions - thinking of adjoining (or adjacent) ideas, takes advantage of natural connections between ideas, concepts, and artifacts.
  • 20. 20 Metaphorical Thinking • Divergent thinking : - try to remove limits or barriers, hope to increase the store of design ideas and choices. - “think outside of the box”. • Convergent thinking : - narrow our design space, focus on best alternative(s). - “stay within our game”.
  • 21. 21 Metaphorical Thinking • Hybrid thinking : - Mix divergent and convergent thinking. - Think outside the box, but stay within the game! • Metaphorical thinking is also related to a characterization of design.
  • 22. 22 6 – 3 - 5 Method • Design done in team setting. • Six team members seated around a table participate in an idea generation “game,” . • Each of them writes down three design ideas in key words and phrases. • Six individual lists are then circulated past each of the remaining team members in a sequence of five rotations of written (only) comment and annotation.
  • 23. 23 6 – 3 - 5 Method • Verbal communication or cross talk not allowed. • Each list makes a complete circuit around the table. • Each member of the team stimulated by increasingly annotated lists of the other team members. • All the participants to comment on each of the lists.
  • 24. 24 6 – 3 - 5 Method • The team lists, discusses, evaluates, and records all the design ideas that have resulted from a group enhancement of the individual team members’ ideas in a common visualization medium (projector, black board etc.). • m team members use (m – 1) rotations to complete a cycle : m – 3 – (m – 1) method. • Natural upper limit of m = 6 , prefer fewer.
  • 25. 25 C - Sketch Method • Sketching as a natural form of thinking. • A team seated around a table. • Each member sketches one design idea on a piece of paper. • Proceeds further as does the 6 – 3 – 5 method. • Only permissible communication is by pencil on paper.
  • 26. 26 C - Sketch Method • Appealing in areas like mechanical design. • Drawings and diagrams facilitate the grouping of relevant information. • Helps people to better visualize the objects being discussed.
  • 27. 27 Gallery Method • Team members first develop individual, initial ideas within the allotted time. • All resulting sketches posted on a corkboard/conference room whiteboard. • Set of sketches serves as the backdrop for an open, group discussion. • Questions asked, critiques offered, and suggestions made.
  • 28. 28 Gallery Method • Each participant returns to his/her drawing, suitably modifies or revises it within a specified period of time. • Produces a second-generation idea. • Iterative and progressive. • Can’t predict how many cycles of individual idea generation and group discussion required.
  • 29. 29 Gallery Method • Proceed until a consensus emerges within the group. • Quit when one more cycle will not gain any new information, when a saturation plateau is reached.
  • 30. 30 Design Generation • An exciting goal - directed creative activity. • Designed to serve a known purpose, not to search for one. • Goal may be imposed externally or internally. • There is a goal towards which the creative activity is aimed. • Creative activity requires work.
  • 31. 31 Design Generation • Beyond the morph chart, beyond the team-based tools, what else can be done to generate design ideas? • How to usefully navigate, expand or, if needed, contract the design space? • Will have to design more subsystems and components. • Will have to combine and connect the subsidiary individual designs.
  • 32. 32 Navigating Design Spaces • Large design spaces are complex. • Hundreds or thousands of design variables must be assigned. • Design spaces are complex because of interactions between subsystems and components. • Collaboration with many specialists critical. • Divide and conquer. • Contract design spaces when too large.
  • 33. 33 Navigating Design Spaces • For a small or bounded design space, the number of potential designs is limited or small, or the number of design variables is small and they take on values within limited ranges. • Design of individual components of large systems occurs within small design spaces. • Expand design spaces when too small.
  • 34. 34 Expanding Design Spaces • Conduct literature reviews, determine the state of the art and identify prior work in the field. • Conduct a patent search, identify available technologies, do not reinvent the wheel. • Benchmark existing products to evaluate how well they perform. • Reverse engineering to see how functions are performed, identify alternate means.
  • 35. 35 Contracting Design Spaces • Prune or contract design space to make it more manageable. • Check for external constraints that affect the design. • Invoke and apply constraints while assessing the presence of external constraints. • Freeze the number of features and behaviors being considered, avoid details that are unlikely to seriously affect the design.
  • 36. 36 Contracting Design Spaces • Impose some order on the list, hark back to data gathered during problem definition. • Some particular functions or features may be more important. • “Get real!”; apply common sense to rule out infeasible ideas.
  • 37. 37 Final Word • Sea of Alternatives at hand. • Best Alternative? • Blend possibilities : - morph charts. - design generation games. - information gained from research. - experience-based judgments. - gut-level feelings.
  • 38. 38 Final Word • Think strategically : - group and reorganize the functions and the resultant design alternatives. • Never mind all the alternatives. • Pick the winner. • Resources (time, money, man power etc.) are rare.