Reflections
This week was all about design research and the use of prototypes. The intension of the two lectures was to give an idea on how design technologies, prototypes and artifacts can contribute to research. In particular, it was stressed how important the idea creation and the use of prototypes is, especially for a technical driven research. Therefore, the week was helpful for me to get to know the process of designing research and developing prototypes, topics I have not had knowledge about before.
The questions we had to ask ourselves are how we actually have to come up with ideas, how we then filter and validate them, and how we communicate ideas in the end. The most important step in coming up with a high-value idea is to focus on the problem. In particular, there is a difference between a problem and the real problem of a situation. Our teacher exemplified this by setting two people in the woods, when suddenly a bear comes into the scene. Since the bear conveniently is hungry and certainly a faster runner, the two have a problem now. As the lecturer pointed out though, the real problem is not who can run faster, but who can outrun the other person.
Transferred to the design process, it is more important to define the actual problem than to follow the first thought of solution that comes into your mind. Ninety per cent of our time should therefore be taken to find the real problem while ten per cent of the time should be focused on finding a solution.
What I deducted from this particularly is the connection between the real problem and the idea. A great idea actually works, because it complements the real problem with or without knowing it.
So, how do you come up with a potentially great idea? You have to find a real pain point first, meaning a real problem that needs solving. If the market and the timing is right in addition, you have to check if the idea is able too stand strong when further pursued. I compared these criteria on inventions, which we clearly still benefit of today and which were designed out of genius ideas: the TV remote control (1955), the Microwave oven (1955), the Jet Airliner (1958), the Industrial Robot (1961), the Communications Satellite (1962) or the LED (1962), just to name a few (Hutchinson, 2005). Although market situations tend to change quickly, it is apparent that these inventions are still profitable and the products used on a daily basis.
In order to prove that an idea or certain method works, you have to demonstrate its feasibility with the proof of concept, which mostly includes the development of a prototype. As I have already formulated the roles of prototypes in my first theme post, I will just shortly focus on their most important qualities: prototypes are a "first, typical or preliminary model of something, especially a machine, from which other forms are developed or copied" (Oxford Dictionaries, 2015). They typically present different stages during a design development, always representing the current perspective of the designer. Since prototypes continuously question the design decisions, they provoke to gain more knowledge and with that are able to direct the research process.
The questions we had to ask ourselves are how we actually have to come up with ideas, how we then filter and validate them, and how we communicate ideas in the end. The most important step in coming up with a high-value idea is to focus on the problem. In particular, there is a difference between a problem and the real problem of a situation. Our teacher exemplified this by setting two people in the woods, when suddenly a bear comes into the scene. Since the bear conveniently is hungry and certainly a faster runner, the two have a problem now. As the lecturer pointed out though, the real problem is not who can run faster, but who can outrun the other person.
Transferred to the design process, it is more important to define the actual problem than to follow the first thought of solution that comes into your mind. Ninety per cent of our time should therefore be taken to find the real problem while ten per cent of the time should be focused on finding a solution.
What I deducted from this particularly is the connection between the real problem and the idea. A great idea actually works, because it complements the real problem with or without knowing it.
So, how do you come up with a potentially great idea? You have to find a real pain point first, meaning a real problem that needs solving. If the market and the timing is right in addition, you have to check if the idea is able too stand strong when further pursued. I compared these criteria on inventions, which we clearly still benefit of today and which were designed out of genius ideas: the TV remote control (1955), the Microwave oven (1955), the Jet Airliner (1958), the Industrial Robot (1961), the Communications Satellite (1962) or the LED (1962), just to name a few (Hutchinson, 2005). Although market situations tend to change quickly, it is apparent that these inventions are still profitable and the products used on a daily basis.
In order to prove that an idea or certain method works, you have to demonstrate its feasibility with the proof of concept, which mostly includes the development of a prototype. As I have already formulated the roles of prototypes in my first theme post, I will just shortly focus on their most important qualities: prototypes are a "first, typical or preliminary model of something, especially a machine, from which other forms are developed or copied" (Oxford Dictionaries, 2015). They typically present different stages during a design development, always representing the current perspective of the designer. Since prototypes continuously question the design decisions, they provoke to gain more knowledge and with that are able to direct the research process.
Hutchinson, A., 2005. The Top 50 Inventions of the Past 50 Years [online]. Popular Mechanics. Available: http://www.popularmechanics.com/technology/gadgets/a341/2078467/ [Accessed at 11 Oct. 2015].
Oxford Dictionaries, 2015. prototype: Definition von prototype im Oxford Dictionary (Amerikanisches Englisch) [online]. Available: http://www.oxforddictionaries.com/de/definition/englisch_usa/prototype [Accessed at 11 Oct. 2015].
Oxford Dictionaries, 2015. prototype: Definition von prototype im Oxford Dictionary (Amerikanisches Englisch) [online]. Available: http://www.oxforddictionaries.com/de/definition/englisch_usa/prototype [Accessed at 11 Oct. 2015].