The attached narrated power point presentation attempts a case study exploration of how automobile industry has benefited through the implementation of design thinking and innovation. The material will be useful for KTU second year B Tech students who prepare for the subject EST 200, Design and Engineering.
During the third stage of the Design Thinking process, designers are ready to start generating ideas. You’ve grown to understand your users and their needs in the Empathise stage, and you’ve analysed and synthesised your observations in the Define stage, and ended up with a human-centered problem statement. With this solid background, you and your team members can start to "think outside the box" to identify new solutions to the problem statement you’ve created, and you can start to look for alternative ways of viewing the problem.
The Research is aimed at the study of Royal Enfield Brand in Indian Markets – So far how they have performed and suggestions for them to grab more market share and be profitable. Every year, they have sold modest numbers but despite low numbers, they continue to command a position of respect and awe in the Indian motorcycle market. The objective of the study was to study the different product lines, marketing strategy and Brand Management of Royal Enfield Bullets in Indian market.
1. Bullet riders are mostly Value-Expressive, with an internal locus of control and a strong sense of independence.
2. The company has been cashing in on the iconic status it has and has done little to reinforce its image amongst an exploding two-wheeler market.
3. The pricing of the motorcycle might also be looked upon as conservative.
Royal Enfield has for a while now targeted the youth market with lure of freedom. However, they have done little to reinforce their position. Maybe advertising campaigns targeted at the Value-expressive customer would enable the brand to reap the benefits of its iconic position in a much more productive way. Also, most users find it imperative for the company to improve its After Sales Service and Spares availability.
I delivered this talk at 8012 Design Center. The talk explores what kind of problems agile and design thinking help explore individually, and whether there are opportunities to combine them in solving some kind of problems?
During the third stage of the Design Thinking process, designers are ready to start generating ideas. You’ve grown to understand your users and their needs in the Empathise stage, and you’ve analysed and synthesised your observations in the Define stage, and ended up with a human-centered problem statement. With this solid background, you and your team members can start to "think outside the box" to identify new solutions to the problem statement you’ve created, and you can start to look for alternative ways of viewing the problem.
The Research is aimed at the study of Royal Enfield Brand in Indian Markets – So far how they have performed and suggestions for them to grab more market share and be profitable. Every year, they have sold modest numbers but despite low numbers, they continue to command a position of respect and awe in the Indian motorcycle market. The objective of the study was to study the different product lines, marketing strategy and Brand Management of Royal Enfield Bullets in Indian market.
1. Bullet riders are mostly Value-Expressive, with an internal locus of control and a strong sense of independence.
2. The company has been cashing in on the iconic status it has and has done little to reinforce its image amongst an exploding two-wheeler market.
3. The pricing of the motorcycle might also be looked upon as conservative.
Royal Enfield has for a while now targeted the youth market with lure of freedom. However, they have done little to reinforce their position. Maybe advertising campaigns targeted at the Value-expressive customer would enable the brand to reap the benefits of its iconic position in a much more productive way. Also, most users find it imperative for the company to improve its After Sales Service and Spares availability.
I delivered this talk at 8012 Design Center. The talk explores what kind of problems agile and design thinking help explore individually, and whether there are opportunities to combine them in solving some kind of problems?
Dynamic Roadmap: Combining Strategy and Design Thinking1508 A/S
Our Morgenbooster "Dynamic Roadmap: Combining Strategy and Design Thinking" answering the question: What can strategists and design thinkers learn from each other?
Design thinking as divergent and convergent thinking.
Design thinking : The 5 stage process.
Empathy
Define
Ideate
Prototype
Test
Common design thinking problem.
“companies are accelerating efforts to change their cultures, foster innovation, and serve customers more effectively. Innovation, or "design thinking," is, we believe, something truly important and enduring”
These slides were prepared to introduce district leaders to the design thinking process. The design challenge we worked on during this day-long introduction was to redesign high school media centers. These slides were used to step participants through each phase of the design thinking process.
A summary of the basic principles of design thinking, human centered innovation and its application to strategy. Created by Natalie Nixon of Figure 8 Thinking.
Literature Review of Tim Brown's article on Design Thinking.
Presentation as part of Sydney University Master of Project Management program (Subject: PMGT5875 Project Innovation Management).
Are you constantly coming up short on forward-thinking ideas and prototypes that excite your test audience? Time for a new course of action - Design Thinking! Join us in this complimentary training lesson as we introduce you to the five key factors of The Design Thinking Process and show you how to begin implementing innovative and successful project solutions.
(Last change, July 2: Removed as beyond most teams' scope Eyetracking Study, Clickstream Analysis, Usability Benchmarking; Added Live-Data Prototypes, Demand Validation Test, Wizard of Oz Tests)
For our teams tasked with building products and features for The New York Times, we face a common challenge with many: how do we figure out what’s worth spending our time on?
The answer seems straightforward: test your ideas with real customers, leveraging the expertise of your product, UX, and engineering talent. Figure out the smallest test that you can come up with to test a specific hypothesis, gather data and insights, and keep iterating on it until you know whether the problem is real and your solution will prove valuable, usable, and feasible.
As part of our efforts to adopt such a data-driven, experimental approach to product development, we recently kicked off a product discovery pilot program. Small, cross-functional teams were paired with coaches and facilitators over a six week period to demonstrate how product discovery and Lean Startup techniques could work for real-world customer opportunities at The New York Times.
One of the first things that we learned about the process from our participants was that they wanted a "toolkit" - something to help them figure out what they should be doing, asking or making to get as quickly as possible towards the validated learning, prototypes and user tests that would have the most impact.
To help the facilitate the learning process for our dual-track Agile teams, the Product Architecture team here at The Times (Christine Yom, Jim Lamiell, Josh Turk, Priya Ollapally, and Al Ming) built a "Product Discovery Activity Guide" that rolled up activities, exercises, and testing techniques from all our favorite thought leaders.
This included brainstorming exercises from Gamestorming and Innovation Games, testing techniques from traditional user research, and rapid test-and-learn tactics from Google Ventures, Eric Ries (The Lean Startup), Jeff Gothelf (Lean UX), Steve Blank (Customer Development) and our spirit guide, Marty Cagan (Inspired), among others.
Our goal was to make it a tool not just for learning how to get started, but to be a living document for teams to share knowledge about the process itself. What techniques worked and didn't work? What tactics did they learn elsewhere that might be worth sharing with the rest of the company?
We hope you find it useful, and whether you’d like to share with us what you’re doing with it, or you have suggestions (big or small) to improve it for future product generations, please let us know! (nyt.tech.productarchitecture@nytimes.com)
Al Ming
July 2015
d.school Bootcamp Bootleg, as generously created and offered (under Creative Commons license) by the Stanford d.school: http://dschool.typepad.com/news/2009/12/the-bootcamp-bootleg-is-here.html
Dynamic Roadmap: Combining Strategy and Design Thinking1508 A/S
Our Morgenbooster "Dynamic Roadmap: Combining Strategy and Design Thinking" answering the question: What can strategists and design thinkers learn from each other?
Design thinking as divergent and convergent thinking.
Design thinking : The 5 stage process.
Empathy
Define
Ideate
Prototype
Test
Common design thinking problem.
“companies are accelerating efforts to change their cultures, foster innovation, and serve customers more effectively. Innovation, or "design thinking," is, we believe, something truly important and enduring”
These slides were prepared to introduce district leaders to the design thinking process. The design challenge we worked on during this day-long introduction was to redesign high school media centers. These slides were used to step participants through each phase of the design thinking process.
A summary of the basic principles of design thinking, human centered innovation and its application to strategy. Created by Natalie Nixon of Figure 8 Thinking.
Literature Review of Tim Brown's article on Design Thinking.
Presentation as part of Sydney University Master of Project Management program (Subject: PMGT5875 Project Innovation Management).
Are you constantly coming up short on forward-thinking ideas and prototypes that excite your test audience? Time for a new course of action - Design Thinking! Join us in this complimentary training lesson as we introduce you to the five key factors of The Design Thinking Process and show you how to begin implementing innovative and successful project solutions.
(Last change, July 2: Removed as beyond most teams' scope Eyetracking Study, Clickstream Analysis, Usability Benchmarking; Added Live-Data Prototypes, Demand Validation Test, Wizard of Oz Tests)
For our teams tasked with building products and features for The New York Times, we face a common challenge with many: how do we figure out what’s worth spending our time on?
The answer seems straightforward: test your ideas with real customers, leveraging the expertise of your product, UX, and engineering talent. Figure out the smallest test that you can come up with to test a specific hypothesis, gather data and insights, and keep iterating on it until you know whether the problem is real and your solution will prove valuable, usable, and feasible.
As part of our efforts to adopt such a data-driven, experimental approach to product development, we recently kicked off a product discovery pilot program. Small, cross-functional teams were paired with coaches and facilitators over a six week period to demonstrate how product discovery and Lean Startup techniques could work for real-world customer opportunities at The New York Times.
One of the first things that we learned about the process from our participants was that they wanted a "toolkit" - something to help them figure out what they should be doing, asking or making to get as quickly as possible towards the validated learning, prototypes and user tests that would have the most impact.
To help the facilitate the learning process for our dual-track Agile teams, the Product Architecture team here at The Times (Christine Yom, Jim Lamiell, Josh Turk, Priya Ollapally, and Al Ming) built a "Product Discovery Activity Guide" that rolled up activities, exercises, and testing techniques from all our favorite thought leaders.
This included brainstorming exercises from Gamestorming and Innovation Games, testing techniques from traditional user research, and rapid test-and-learn tactics from Google Ventures, Eric Ries (The Lean Startup), Jeff Gothelf (Lean UX), Steve Blank (Customer Development) and our spirit guide, Marty Cagan (Inspired), among others.
Our goal was to make it a tool not just for learning how to get started, but to be a living document for teams to share knowledge about the process itself. What techniques worked and didn't work? What tactics did they learn elsewhere that might be worth sharing with the rest of the company?
We hope you find it useful, and whether you’d like to share with us what you’re doing with it, or you have suggestions (big or small) to improve it for future product generations, please let us know! (nyt.tech.productarchitecture@nytimes.com)
Al Ming
July 2015
d.school Bootcamp Bootleg, as generously created and offered (under Creative Commons license) by the Stanford d.school: http://dschool.typepad.com/news/2009/12/the-bootcamp-bootleg-is-here.html
Engineering design Engineering design is the process whe.docxYASHU40
Engineering design
Engineering design is the process where by one devises a system, module, or
process to meet desired requirements. Engineering design involves the use of basic science
and mathematics and engineering sciences among others for the new things. Engineering
design has great importance in the history of industry. For good engineering design to occur
there need to be understanding between the client and the designer. There is the designer
user triangle which consists of clients, the user of designed device and the designer. This
triangle helps us to know that the three participants might differ in their interests and these
results in monetary problems when the client demands are not accomplished.
There are different devices which have been made in the past and are very important
for they are used up to date. There are detailed and conceptual forms of designs. The
devices like airplane have been made to ferry goods and humans in air and wheelchairs for
carrying the disabled among other devices. There are vital vocabularies which need to be
defined in engineering design. The terminologies are; design, Engineering design, form,
function, means, objective and constraints which makes the understanding of engineering
design better understood. There are various assumptions which have been made in the
definition of engineering design, with form and function mostly being used.
The designer has some questioning process which derives certain benchmarks
during engineering design. The questioning process has the; clients objectives, metrics to
be used, the function of what will be designed and establishing the requirements of what’s
needed. Engineering designs faces some challenges which are ill regulated and open ended.
In the real sense, for one to have the best design he or she needs to learn it better. Exercise
and paying close attention is the main driving force which makes designers makes
perfection in their work. In early days, for engineering design to occur when had to think
of it and how it should be done.
In conclusion, during the evolution of the engineering design, one had to make the
drawings first of what he or she needed to make, one could have blue prints or flow chart
as it was the case in Kansas City. Designs for manufacturing and concurrent engineering
are very important in the engineering designing. For excellent designs to be made, one
needs to be excellent in their management.
Product design
For businesses to remain active and having market, it needs to design new products every
time to attract and maintain customers. There are some companies which have been involved in
the product designing of various things. The likes of companies like; The Ford Motor Company,
the Raychem Corporation, the Microsoft Corporation and the Xerox corporation among others.
During the product design, there are some of the product development task which needs to ...
Product design in its broadest sense includes the whole development of the product through all the preliminary stages until actual manufacturing begins.The process focuses on figuring out what is required, brainstorming possible ideas, creating mock prototypes, and then generating the product. however, that is not the end of the process.
The attached narrated power point presentation explains the principles process and frame work of design thinking. The material also mentions a few applications of design thinking. The material will be useful for KTU second year students who prepare for the subject EST 200, Design and Engineering.
Slides from MIDI 2013 Keynote, June 24th 2013 - http://midi.pjwstk.edu.pl/programme.html, paper available at http://www.academia.edu/3773648/Design_isnt_a_Shape_and_It_Hasnt_Got_A_Centre_Thinking_BIG_About_Excellences_in_Post-Centric_Interaction_Design
Design and its objectives; Design constraints, Design functions, Design means and Design from; Role of Science, Engineering and Technology in design; Engineering as a business proposition; Functional and Strength Designs. Design form, function and strength; How to initiate creative designs Initiating the thinking process for designing a product of daily use. Need identification; Problem Statement; Market survey‐customer requirements; Design attributes and objectives; Ideation; Brain storming approaches; arriving at solutions; Closing on to the Design needs.
Project: An Exercise in the process of design initiation. A simple problem is to be taken up to examine different solutions
Student will be able to learn the basic concepts of deign thinking along with 5 phases of Design Thinking Process. This PPT covers the following topics: Introduction to design thinking, Need for design thinking, Design and Business, The Design Process, Design Brief, Visualization, Four Questions & Ten Tools, Explore
STEEP Analysis, Strategic Priorities, Activity System, Stakeholder Mapping, Opportunity Framing.
Similar to EST 200, Design Thinking in Automobile Industry (20)
The attached narrated power point presentation explores the electromagnetic spectrum classification, attempts to explain the need for modulation and process of analog modulation. The material will be useful for KTU first year students who prepare for the subject EST 130, Part B, Basic Electronics Engineering.
EST 130, Transistor Biasing and Amplification.CKSunith1
The attached narrated power point presentation explains the need for biasing in transistor amplifiers and the different biasing arrangements used in transistor circuits. The material will be useful for KTU first year B Tech students who prepare for the subject EST 130, Part B, Basic Electronics Engineering.
The attached narrated power point presentation explains the construction, working and applications of bipolar junction transistors. The material will benefit KTU first year B Tech students who prepare for the subject EST 130, Part B, Basic Electronics Engineering.
The attached narrated power point presentation reviews the construction, working and applications of shift registers built using D Flipflops. The material will be useful for KTU second year students who prepare for the subject CSL 202, Digital Laboratory.
The attached narrated power point presentation explains the construction, working and applications of PN Junction Diodes. The material will be useful for KTU first year students who prepare for the subject EST 130, Part B, Basic Electronics Engineering.
The attached narrated power point presentation explains the methods of oral and written communication which the design engineers use to communicate with the clients or the audience. The material will be useful for KTU second year B Tech students who prepare for the subject EST 200, Design and Engineering.
The attached narrated power point presentation reviews the construction, working and timing diagrams of ring and johnson counters as well as asynchronous and synchronous up, down, up/down and decade counters using popular flipflop ICs. The material will be useful for KTU B Tech second year students who prepare for the subject CSL 202, Digital Laboratory.
EST 200, Designing Triggers for Behavior ChangeCKSunith1
The attached narrated power point presentation mentions Shikakaeology,the Japanese method for behavioral change. The material will be useful for those who aspire to become design engineers.
EST 200, Communicating Designs GraphicallyCKSunith1
The attached narrated power point presentation mentions the methods adopted by design engineers to communicate their designs. The material focuses on graphical methods of design communication. The material will be useful for KTU second year B Tech students who prepare for the subject EST 200, Design and Engineeirng.
The attached narrated power point presentation mentions the different materials used for the construction of semiconductors. It offers structural and energy level explanation on the properties exhibited by the semiconductor materials. It also throws light on the structure and behaviour of a PN junction and use of PN junctions in active electronic components. The material will be useful for KTU first year students who prepare for the subject EST 130, Part B, Basic Electronics Engineering.
The attached narrated power point presentation explores the merits and limitations of team work in design thinking. The material will be useful for KTU second year B Tech students who prepare for the subject EST 200, Design and Engineering.
EST 200, Design Thinking in a Work Place.CKSunith1
The attached narrated power point stresses the need for introducing design thinking practices in a work place. The material will be useful for KTU second year B Tech students who prepare for the subject EST 200, Design and Engineering.
The attached narrated power point presentation explains the construction and working of RS, D, JK, T and JK Master Slave Flipflops using Logic Gates. The material will be useful to KTU second year B Tech Computer Science and Engineering students who prepare for the subject CSL 202, Digital Laboratory.
EST 200, Convergent and Divergent ThinkingCKSunith1
The attached narrated power point presentation explores the various aspects and activities in divergent and convergent thinking and the necessity of divergent and convergent thinking in the design thinking process. The material will be useful for KTU second year B Tech students who prepare for the subject EST 200, Design and Engineering.
The attached narrated power point presentation explores the implementation and benefits of design thinking at a work place. A few case studies are also included. The material will be useful for KTU second year B Tech students who prepare for the subject EST 200, Design and Engineering.
The attached narrated power point presentation discusses the different types of active components used in electronics engineering and the methods to identify active electronic components. The material will be useful for KTU first year B Tech students who prepare for the subject EST 130, Part B, Basic Electronics Engineering.
The attached narrated power point presentation explains the working of multiplexers and demultiplexers and familiarises oneself with popular multiplexer, demultiplexer and decoder ICs. The material will be useful for KTU second year B Tech students in Computer Science and Engineering who prepare for the subject CSL 202, Digital Laboratory.
The attached narrated power point (with audio) presentation mentions the constructional features, different types of inductors, their ratings, methods for testing and precautions for handling. The material will be useful for KTU first year B Tech students who prepare for the subject EST 130, Part B, Basic Electronics Engineering.
The attached narrated power point presentation explains the process of decision making for evaluation of design alternatives. The material will be useful for KTU B Tech second year Electronics and Communication Engineering students who prepare for the subject EST 200, Design and Engineering.
The attached narrated power point presentation explains the methods for generating design alternatives in design process. The material will be useful for KTU B Tech second year students in Electronics and Communication Engineering who prepare for the subject EST 200, Design and Engineering.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
7 Alternatives to Bullet Points in PowerPointAlvis Oh
So you tried all the ways to beautify your bullet points on your pitch deck but it just got way uglier. These points are supposed to be memorable and leave a lasting impression on your audience. With these tips, you'll no longer have to spend so much time thinking how you should present your pointers.
4. 4
“Design Thinking is a discipline that
uses the designer’s sensibility and
methods to match people’s needs with
what is technologically feasible and
what a viable business strategy can
convert into customer value and
market opportunity.”
- Brown
5. 5
Design Thinking
• A methodology that imbues the full
spectrum of innovation activities with a
human-centered design ethos.
• A discipline that uses the designer’s
sensibility and methods to match people’s
needs with what is technologically feasible
and what a viable business strategy can
convert into customer value and market
opportunity.
6. 6
Design Thinking
• Combines the three spaces of innovation -
technical feasibility, human desirability and
economic viability to a holistic team-based
approach.
• Adapting design principals and cognitive
styles to business management.
• Design Thinking in organizations varies
along specific elements - the mindset,
team diversity, process, tools and
environment.
7. 7
Mindset
• Described by personality traits (e.g.
empathy, integrative thinking and
collaboration) inhibited by design thinkers.
• Also called by designers as “the way of
thinking”, “thinking as a designer” or
“design attitude”.
• Design Thinkers to balance intuitive and
analytical thinking with abductive logic
than being traditional.
• To focus on the customer needs.
8. 8
Empathy Map
• A collaborative visualization used to
articulate what we know about a
particular type of user.
• Externalizes knowledge about users to
create a shared understanding of user
needs and to aid in decision making.
• Provide a glance into who a user is as a
whole.
• Best used from the very beginning of the
design process.
9. 9
Empathy Map
• Provide a deep understanding of end
users.
• Are not chronological or sequential.
• Reveals any holes in existing user data.
• Reflect the mindset of a design thinker.
• Can capture one particular user or can
reflect an aggregation of multiple users.
• Aggregated empathy maps represent a
user segment.
12. 12
Team Diversity
• Multidisciplinary team approach.
• May business experts, engineers and
visual designers.
• Collaboration within the team increased by
different perspectives and backgrounds.
• Team members to hear and appreciate
different opinions and viewpoints.
13. 13
Process
• Steps to be carried out by a designer to
create good design.
• Four steps - analysis of the problem,
designing the solution, the implementation,
and the evaluation of the solution.
• Analysis, design, implementation and
evaluation carried out and sequenced
differently in different contexts.
15. 15
Tools
• Toolkit, tools or ideation techniques, which
can be used in each specific process step.
• Around 39 tools found used by Design
Thinking teams.
• Majority of tools used in “empathize” or
“define” stage.
16. 16
Environment
• Environment to be flexible, portable and
inspiring.
• May purposely avoid own offices for a
Design Thinking project to enhance their
creative capability by an unknown and
inspiring environment.
• Use of movable flipcharts and tables to
create spaces needed to work efficiently
together.
• Materials for reference and to build
prototypes to be provided to the teams.
17. 17
Automotive Design
• Partly deals with the visual appearance of
vehicle exteriors.
• Perception of the vehicle depends heavily
on the design.
• Automotive designers to use their
experience to make sure the appearance
of the vehicle fulfills requirements, such as
those of the users, those related to market
and sales, technologies changes, etc.
18. 18
Automotive Design
• Design Engineers to develop the visual
appearance (exterior design) or aesthetic
aspect of the vehicle.
• Design Engineers to consider engineering
and business constraints, such as
technical package, hard points, platform
requirements, category, portfolio
considerations, etc.
• Visible design to be one of the most
powerful contributors to the branding and
marketing of a vehicle.
19. 19
Role of Design Engineers
• To cater to the increased expectations of
vehicle quality, reliability, safety and utility
and survive in the hyper-competitive
business environment.
• Automotive industry determined to ensure
a steady stream of product and technology
options that is developed on the basis of
the company’s sense of where the market
is headed.
20. 20
Role of Design Engineers
• Task of the design team split into three
main aspects:
- exterior design.
- interior design.
- color and trim design.
• Design focuses not only on the isolated
outer shape of automobile parts, but also
on the combination of form and function,
starting from the vehicle package.
21. 21
“Automotive design is the consideration of
aesthetics during the product development
of an automobile. This consideration
extends to all areas of the product readily
visible to the customer: metal, glass,
wheels, lamps, mirrors, grilles, badges and
other adornments on the exterior, and all
items of visible soft trim; seats, door trims,
instrument panel and controls; steering
wheel, switches, radio, console, etc. on the
automobile interior.”
- Clements and Porter (2006).
22. 22
Aesthetics
• Implies visual appearance, perceived
attractiveness.
• Explores new ways of seeing and of
perceiving the world.
• Study of sensory or sensory-emotional
values, sometimes called judgments of
sentiment or taste.
• Deals with the nature of beauty, art, and
taste, and the creation and appreciation of
beauty.
23. 23
Styling and Aesthetics
• Designer to use skills in applying aesthetic
treatment to the development of form to
enhance the “appeal” factor of a product or
vehicle.
• Stylist as a specialist in the process of
developing engineering design.
• Stylists to use intuitive processes, “private”
form (i.e., designer’s individual
interpretation) and graphic languages (i.e.,
designer’s visual linguistic interpretation).
24. 24
Styling
• Design managers to control the styling
process through a number of management
intervention points which provide a precise
objective framework for the process.
• Contradictions between designer and
design manager in relation to decisions on
form may become an issue once design
interpretations are subjective.
25. 25
Form
• Visual appearance of automotive design.
• Hard to standardize “form” or to generalize
what constitutes form in any all-inclusive
manner.
• Characteristics of form are subjective.
• Interpretations to depend on the use of
form language, defining meaning
(semantic aspects), facts (pragmatic
aspects) and structure (syntactic aspects).
26. 26
Form
• Interpretations to depend individual
perspectives and the area of specialisation
of the designer.
• Designer’s perceptions depend on his/her
background training, such as whether it is
within art or science.
• Form development is skills driven and
implicit.
27. 27
Form Elements and Features
• Automotive designers to communicate
using visual language to illustrate the
characteristics of form.
• Visual elements are point, line, shape/
plane and volume.
• Features of form include accelerate line,
hollow, concave, convex, etc.
• Components are elements such as
headlamp, radiator grill, bumper, fender,
etc.
28. 28
Form Designing
• Manual Designing and Hand Sketching.
• Computer Aided Design – 2D and 3D.
• 2D CAD for exterior design of
automobiles.
• Automated Morphing Systems (AMS) - a
powerful software tool for facilitating and
generating visually compelling and fluid
form transformations.
30. 30
Automated Morphing Systems
Shape Averaging
Car to Tear Drop
Shape averaging produces a series of novel shapes that fit
between two typical shapes representing different meanings.
31. 31
Design Thinking and Innovation
• Design Thinking in practice to generate
innovations.
• Team able to come up with new ideas.
• Innovation - idea, practice, or object that is
perceived as new by an individual or other
unit of adoption.
• Perceived newness of the idea for the
individual determines his or her reaction to
it.
32. 32
Design Thinking and Innovation
• Innovation = invention + exploitation.
• Invention process covers all efforts aimed at
creating new ideas and getting them to work.
• Exploitation process includes all stages of
commercial development, application, and
dissemination, including the focusing of ideas or
inventions towards specific objectives,
evaluating objectives, downstreaming research
and/or development results, and the eventual
broad-based utilization, dissemination, and
diffusion of technology-based outcomes.”
33. 33
Design Thinking and Innovation
• Innovation encompasses major stages
namely creativity (invention) and
innovation implementation (exploitation).
• Creativity - development of new ideas.
• Creativity essential to produce invention.
• Innovation implementation - introduction
and practical application of new and
improved products, services, and ways of
doing things at work.
34. 34
Design Thinking and Innovation
• Team’s innovativeness - extent to which
the team is able to generate innovations
though the application of Design Thinking.
• Innovative if the team generates new and
creative ideas and are able to implement
the outcome.
39. 39
Organizational Environment
• Organizational encouragement,
supervisory encouragement, work group
support, freedom, resources, challenging
work positively associated with creativity.
• Workload pressure and organizational
impediments obstruct team’s and
individual’s creativity.
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Organizational Environment
• Organizational encouragement - an
organizational culture that encourages
creativity by fair judgments of ideas and
recognition for creative thoughts.
• Supervisory encouragement - supervisor
supports the team and acts as a role
model at work.
• Work group support - group to
communicate well and be committed to the
work they do.
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Organizational Environment
• Resources - providing the team with
sufficient resources such as materials,
time, money and information.
• Challenging work - team member to have
the feeling to work hard on challenging
tasks.
• Freedom – team member to have a sense
of control over one’s work.
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Organizational Environment
• Organization impediments - apparent if the
organization hinders creative thoughts by
internal politics, bureaucracy, rigidity and
overemphasis on the status quo.
• Workload pressure - includes distractions
from work and unrealistic expectations.
• Time limits - Ideas need time to settle
down, have to be re-considered and
further developed.
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Team Climate
• Innovative and open team climate
significantly increases creativity and
innovation.
• Focus on shared objectives and vision,
group participation and safety, task
orientation and support for innovation.
• Vision – team commitment to the project’s
objectives.
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Team Climate
• Participative safety - interaction between
individuals in a non-threatening climate.
• Task orientation - shared concern
regarding high quality outcomes.
• Support for innovation - enacted support.
• Relationship between team climate and
innovation stronger for research teams
than for development teams.
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Team Climate
• Research teams have a greater scope for
novel ideas and team climate increases its
importance.
47. 47
Team Collaboration
• Multi-disciplinarity is important.
• Teams to profit from the combination of the
sum of the individual capabilities through
interaction, communication, debates and
idea exchanges.
• Brainstorming to “go for a quantity” of
ideas.
• Production blocking, social loafing,
evaluation anxiety and conformity and
downward norm setting as potential
problems in face-to-face brainstorming
sessions.
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Leadership
• Management styles of leaders influence
the creative outcome of teams.
• Design Thinking teams influenced by the
leadership styles of their principals.
• Transformational leader to positively
influence team’s outcomes.
• Transactional leader to diminish innovative
capabilities of teams.
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Transformational Leadership
• Enhances project progress and
innovativeness.
• Active support to the team.
• Project leader expects the team to be
creative.
• Project leader sets realistic project goals.
• Transformational leaders are visionary,
inspiring and committed to the project
team.
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Transactional Leadership
• Leaders do not trust the team.
• Leaders may overly monitor the teams by
setting up two teams for the case that one
fails.
• Project leader skeptical towards the
project outcome.
• Project leader do not appreciate the
outcomes.
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Laissez-faire
• An absence of a leader or carelessness of
the leader.
• A loose coordination of activities instead of
a specific project leader.
• No expectations of the project leader
towards the result of the project.
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Motivation
• Intrinsic Motivation – “do something from
within”, a positive influence.
• Extrinsic Motivation - overemphasis on the
deliverables, the individual adhered to
specifications and limitations, a negative
influence.
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Design Transformation
• Rethinking, and thinking outside the box.
• Shift from classic car design to a user-
centered, holistic and unique vehicle
experience design.
• Users to experience a car than drive it.
• Growing preference to use cars ‘as-a-
service’ solely when required.
• Different cars for different purposes?
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Design Transformation
• Nicolas-Joseph Cugnot invented steam-
powered vehicle in 1769.
• Carl Benz applied for the patent for first
gasoline- powered vehicle in 1886
• 117 years to introduce gasoline engine in
a vehicle!
• The first step towards modern era of
automobiles that we see today!
• Start of a move towards the design and
aesthetics of the cars!
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Design Transformation
• Cars of 1900-30 mostly “open” by design,
but built for comfort, little more safety,
speed, and reliability.
• Cars with long hood, big wheels, high
ground clearance.
• Car racing with improved cars.
• Racing force engineers to think about
other contributing factors such as
aerodynamics, light and strong materials,
and safety.
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Current Scenario
• Driven by the customers as the ‘social
currency’* is changing the face of the
automobile industry.
• Social networks and the internet has led
on to an increased customer-to- customer
interaction.
• Customers know what they want and they
know how and where to get it.
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Comments
“Design thinking is as much about mind
shift as it is about innovation. And even
though implementation might take a
couple of years to find its ground, the
solutions brought about by design
thinking shall prove to strengthen
relevance, application and most
importantly sustainability in the coming
days.”
67. 67
References
• Your prescribed text books and online
resources.
• Ellen Simon, “The Application of Design
Thinking in Automotive Industry - An
Exploratory Study”, Master Thesis,
University of Twente, 2015.
• https://www.youtube.com/watch?v=ZV88n
YG6zsE
• https://www.youtube.com/watch?v=w6OBf
7ngMI4
• https://www.youtube.com/watch?v=4nTh3
AP6knM