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11MODULE
Different by Design
Teacher Guide
www.FordPAS.org
Different by Design
11MODULE
Ford Motor Company
Cheryl Carrier, Karl Fiegenschuh, Ken Haas, Sherry Mueller, Shelley Nerothin, Bob Pazdzierz,
Paul Poledink, Mike Schmidt, T. A. Sweder, Baback Yazdani, Dan Zablocki
Education Development Center, Inc.
Elizabeth D. Bjork, Kristen Bjork, Anastasia Bogushevskaya, Christine Brown, Bethany Carlson,
Jen Clarke, Jennifer Davis-Kay, Maria D’Souza, Rebecca Gondek, Stacy Grossman, Vivian
Guilfoy, Karen Hlynsky, Tajah Holmes, Ilene Kantrov, Cora Landy, Emily McLeod, Mya Rae
Nelson, Jennifer Sennett, Paul Shiffler, Anne Shure, Sonya Tung
We are particularly grateful to the following consultants, reviewers, and pilot teachers who
provided invaluable suggestions and feedback: Stephen Andrews, William Berry, Diane Brancazio,
Frank Chang, Amy Cupples-Rubiano, Keith Davis, Sharon DeCarlo, Kelly Henderson, Dr. Joseph
Hoffman, Juhani M. Kelvin, Jack Kovach, Jerry Ku, Sarah Madsen Hardy, Roy Moore, Dean Muller,
Liz Oke, Lara Presber, Thomas G. Rosa, Steve Smith, Jesse Southwick, Laura Tracey
We also appreciate the assistance provided by Norman Asper (The College of New Jersey),
William Beaty (amasci.com), The Center for Universal Design/College of Design at North
Carolina State University, Bettina Giemsa (ITEDO), Gary Halada (Stony Brook University),
David Hendrix (The Hendrix Group), Stephanie Karlis (OXO International), Tom Kelly (IDEO),
Michael S. Pritchard (Western Michigan University), Gary Rivlin (Contributing Editor,
Wired.com), Nirali Sanghi (IndiaParenting.com), Diane Schuch-Miller (Greenfield Coalition,
Focus HOPE), Carolyn Upshaw-Royal (NextEnergy), Stephen Yaffe and Greg Sisk (PTC),
and Rebecca Zaranko (Villaware®, a division of Tilia, Inc.).
Copyright© 2004 by Ford Motor Company Fund. Second printing 2008.
Acknowledgements
Printed on recycled paper
Notes: Ford Partnership for Advanced Studies (Ford PAS)
MODULE SEQUENCE
Designing for Tomorrow
Designing for Tomorrow engages students in the process of product design and focuses on key
design issues of the 21st century. Students begin in Reverse Engineering with the challenge of
reverse engineering—analyzing products from the perspectives of consumers and manufacturers.
In Different by Design, students experience the design process themselves, redesigning an existing
product in order to meet specific needs or goals. Finally, in Energy for the Future, students explore
innovative technologies that may transform energy use in this century.
Building Foundations
Module 1—From Concept to Consumer: Building a Foundation in Problem-Solving
Module 2—Media and Messages: Building a Foundation of Communication Skills
Module 3—People at Work: Building a Foundation of Research Skills
Adapting to Change
Module 4—Careers, Companies, and Communities
Module 5—Closing the Environmental Loop
Module 6—Planning for Efficiency
Managing and Marketing with Data
Module 7—Planning for Business Success
Module 8—Ensuring Quality
Module 9—From Data to Knowledge
Designing for Tomorrow
Module 10—Reverse Engineering
Module 11—Different by Design
Module 12—Energy for the Future
Understanding a Global Economy
Module 13—The Wealth of Nations
Module 14—Markets Without Borders
Module 15—Global Citizens
Why are products designed the way they are? How do the people who invent or design products
come up with ideas and develop their designs? How do they balance the needs and wishes of
consumers with the realities of doing business? How can innovations in energy conversion
technology be used to meet future energy needs, given social, ecological, and financial concerns?
In Designing for Tomorrow, you’ll learn the process of product design and explore key design
issues of the 21st century. You’ll begin in Reverse Engineering with the challenge of reverse
engineering: you’ll analyze products from the perspectives of consumers and manufacturers.
In Different by Design, you’ll experience the design process yourselves, redesigning an
existing product in order to meet specific needs or goals. Finally, in Energy for the Future,
you’ll explore innovative technologies that may transform energy use in this century.
Module 10
Reverse Engineering
Module 11
Different by Design
Module 12
Energy for the Future
Ford Partnership for Advanced Studies (Ford PAS)
Designing for Tomorrow
MODULE OVERVIEW
Introduction
Activities at a Glance
Module Planning Calendar
Module Learning Goals
Correlation with Academic Standards and Core Skills
Teaching Suggestions
ACTIVITY 1: THE MARKET DECIDES
Session 1: A Design Challenge/Who Defines Success?
Session 2: The Product Design Process/Product Review Research
Session 3: Product Review Presentation
Proposing a Redesign
Session 4: Listening to Customer Needs
Session 5: Transportation Idea Generation/Choosing a Product
Session 6: Asking the Right Questions/Plan Your Redesign Tasks
ACTIVITY 2: FROM NEED TO CONCEPT
Session 7: A Study of the Mundane
Session 8: Why So Many?/Knowing the Competition/Measuring Up
Sessions 9 and 10: Creating a Concept
Session 11: Considering Customer Needs for Redesign
Session 12: Redesign Concepts/Quiz 1
MODULE 11:Different By Design
TABLE OF CONTENTST 1
T 1
T 2
T 4
T 6
T 8
T 16
T 18
T 20
T 21
T 22
T 23
T 24
T 25
T 26
T 27
T 29
T 30
T 31
T 32
T 33
ACTIVITY 3: WHICH PRODUCT CONCEPT?
Session 13: Create a Decision Matrix/Comparing Concepts
Session 14: Scoring a Decision Matrix/Scoring Headphones
Session 15: Manny’s Batting Gloves/Is the Concept Worth the Cost?
Session 16: Redesign Decision Matrix
Session 17: Redesign in Minutes
Teacher Information: Creating and Scoring a Decision Matrix
Teacher Information: BestFone Options
ACTIVITY 4: STANDING OUT IN THE CROWD
Session 18: What Is Industrial Design?/Discuss Industrial Design
Session 19: Style vs. Function/Seeking Good Design
Session 20: Limitations of Industrial Design
A Better Player
Session 21: Applying Good Design
Session 22: Applying Good Design/Quiz 2
ACTIVITY 5: PUTTING IT ON PAPER
Session 23: What’s in a Drawing?/Drawing a Not So Ordinary Sponge
Session 24: How Good A Description?
Who Has the Rights?
Session 25: Search the Database
Session 26: Advertising Your Redesign
Session 27: Drawing Your Product
Teacher Information: A Not So Ordinary Sponge
ACTIVITY 6: PUTTING IT ALL TOGETHER
Session 28: Redesign Proposal Preparation
Session 29: Redesign Proposal Presentations
Session 30: Module Test
T 34
T 36
T 37
T 38
T 41
T 42
T 43
T 47
T 49
T 51
T 52
T 53
T 54
T 55
T 56
T 57
T 59
T 60
T 61
T 62
T 63
T 64
T 65
T 69
T 71
T 72
T 73
REPRODUCIBLE MASTERS
Redesign Proposal Assessment
Customer Comments
Need Statement Table Peer Assessment
Dive Watch Benchmarking Table
Idea Generation Skills Assessment
Sample Drawings and Illustrations
Redesign Proposal Presentation Peer Assessment
Presentation Skills Assessment
Glossary
Module Quiz 1
Module Quiz 2
Module Test
QUIZZES AND TEST ANSWER KEYS
REFERENCES
T 74
1.1
1.2
1.3
2.1
2.2
5.1
6.1
6.2
G
Q1
Q2
T
T 75
T 78
MODULE 11:Different By Design
TABLE OF CONTENTSMODULE OVERVIEW
ACTIVITY 1: THE MARKET DECIDESA Design Challenge/Who Defines Success?
The OXO Product Design Process
Product Review Research
Redesign Proposal Guidelines
Product Review Presentation
Proposing a Redesign
Interview with a Landscape Architect
Listening to Customer Needs
Product Need Statements
The Art of Idea Generation
Choosing a Product
Getting Customer Feedback
Asking the Right Questions/Plan Your Redesign Tasks
Extensions
ACTIVITY 2: FROM NEED TO CONCEPTA Study of the Mundane
Knowing the Competition/Measuring Up
A Designer’s Concept
Creating a Concept
Considering Customer Needs for Redesign
Redesign Concepts
Choosing a Concept
Extensions
1
23
5
8
9
12
13
14
16
18
20
21
22
24
25
2627
28
30
32
34
35
36
37
ACTIVITY 3: WHICH PRODUCT CONCEPT?Comparing Concepts
Scoring Headphones
Manny’s Batting Gloves
Is the Concept Worth the Cost?
BestFone Case Study
Redesign Decision Matrix
Redesign in Minutes
Extensions
ACTIVITY 4: STANDING OUT IN THE CROWDWhat Is Industrial Design?
Industrial Design Comparison
Seeking Good Design
The SC Johnson Administration Building: Form vs. Function
A Better Player
Applying Good Design
Extensions
ACTIVITY 5: PUTTING IT ON PAPERWhat's in a Drawing?
Technical Drawings: Methods to Display Shape and Size
How Good a Description?
Who Has the Rights?
Patent Illustrations
Patents
Search the Database
Reaching Customers Through Print Ads
Advertising Your Redesign
Drawing Your Product
Extensions
ACTIVITY 6: PUTTING IT ALL TOGETHERRedesign Proposal Preparation
Redesign Proposal Presentations/Extension
FOR FURTHER READING
REFERENCES
3839
41
42
45
47
50
51
52
5354
56
60
63
66
67
68
6970
72
77
78
79
81
83
85
87
88
89
9091
92
93
95
Module Overview
T 1
Notes: INTRODUCTION
In Different by Design, students take on the challenge of redesigning an existing product. They first
consider how the features and functions of a product are directly related to consumer needs. They
learn about the procedures that design teams use to develop products, including the screening and
scoring of potential concepts to find the one that best matches the team’s goal. Students then
complete a basic cost analysis of a product, addressing the economic factors that affect a product’s
development. They learn basic principles of industrial design and consider how such factors as
appearance and user-friendliness may influence both a company’s image and a product’s success.
Students are also introduced to the idea of intellectual property rights, and they conduct searches
for patents. Finally, students learn how to visually represent a design idea to different audiences,
from tradespeople to consumers, using technical drawings and illustrations.
Throughout Different by Design, students work in teams to apply the design tools they’ve learned
to a product of their choice. Teams compare and contrast different brands and models of a similar
product, exploring how each meets customers’ needs. At the conclusion of the module, teams present
a complete plan for a redesigned product. This module teaches students how to think and work like
engineers: They learn techniques used to turn customer feedback into useful design information and
how the creative aspects of the design process can fulfill customers’ needs in unique ways.
Prerequisite Knowledge and Skills
Drafting, Drawing, or Computer-Aided Design: Student should have some background in one
or more of these areas.
T 2
Notes: ACTIVITIES AT A GLANCE
Activity 1: The Market Decides (6 Sessions)
Students are introduced to the design process used to create a new or updated product. They
begin by researching several products to identify the features or aspects that make them successful,
the target market, and recent changes in product design. They then learn techniques—usability
evaluations, warranty feedback, and market research—that design teams use to turn customer
feedback into useful design information in the form of product need statements. At the end of the
activity, students form teams for an ongoing product redesign project and begin to consider the
product needs that their team will address.
Activity 2: From Need to Concept (6 Sessions)
Students are introduced to the creative aspect of the design process, building on the idea that there
is more than one way to meet a customer need. They begin the process of studying competitive
products by comparing and contrasting similar products that accomplish the same task. Students
see the role that customer feedback plays in the design process and that different styles and models
often result from analysis of customers’ needs. Students also learn the method of “benchmarking,”
a systematic comparison of competitive products. In teams, students work to create what product
designers call “product concepts”—different models or ideas for new or redesigned products. Then,
as part of their ongoing Redesign Proposal project, teams apply the methods of function/feature
mapping and benchmarking to develop concepts for the product they are redesigning.
Activity 3: Which Product Concept? (5 Sessions)
In this activity, students learn to use a decision-making tool called a “decision matrix” to display,
screen, and score potential concepts for headphones. Based on a scoring system they develop,
they determine the “top” headphone concept. Students then study basic financial aspects of a
product design project. Teams consider such factors as development costs, production costs,
and sales revenues. By studying two different financial plans, students consider the questions a
company faces when choosing between a short-term, inexpensive development plan and a more
expensive long-term plan.
Activity 4: Standing Out in the Crowd (5 Sessions)
Some products meet customers’ less-tangible needs, and meeting these needs can contribute to a
product’s success. In this activity, students study the properties of a product that industrial designers
consider, such as aesthetics and user interfaces. Students first examine pairs of products to determine
which product has a more successful industrial design. Next, students assess the quality of the
industrial design of a portable music player and use this analysis to create a player with a new
design. Finally, Redesign teams create industrial designs for their products.
Notes:
T 3
Activity 5: Putting It On Paper (5 Sessions)
To make a concept a reality, designers must determine the physical characteristics of a product,
such as length and width, and present these characteristics in ways that will be understood by other
professionals, such as engineers, machinists, and potential investors. In this activity, students learn
how the features and characteristics of a product can be represented by words, technical drawings,
technical illustrations, and advertisements. Students compare the basic characteristics and informa-
tion presented in technical drawings and illustrations. They also learn about the role that patents play
in the design process, and conduct research to see if their product concept has already been patented.
To conclude the activity, Redesign teams create technical drawings or illustrations of their products.
Activity 6: Putting It All Together (3 Sessions)
In this activity, Redesign teams complete their ongoing project. They then present their redesigned
products to the group for review.
T 4
Notes: MODULE PLANNING CALENDAR
Activity 1: TheMarket Decides
A DesignChallenge
Who DefinesSuccess?
Session 1
Activity 1
The ProductDesign Process
Product ReviewResearch
Session 2
Activity 1
Product ReviewPresentation
Proposing aRedesign
Session 3
Activity 1
Listening toCustomer Needs
Session 4
Activity 1
Transportation IdeaGeneration
Choosing aProduct
Session 5
Activity 1
Asking the RightQuestions
Plan YourRedesign Tasks
Session 6
Activity 2: FromNeed to Concept
A Study of theMundane
Session 7
Activity 2
Why So Many?
Knowing theCompetition
Measuring Up
Session 8
Activity 2
Creating a Concept
Session 9
Activity 2
Creating aConcept
Session 10
Activity 2
ConsideringCustomer Needsfor Redesign
Session 11
Activity 2
RedesignConcepts
Quiz 1
Session 12
Activity 3: WhichProductConcept?
Create a DecisionMatrix
ComparingConcepts
Session 13
Activity 3
Scoring a DecisionMatrix
ScoringHeadphones
Session 14
Activity 3
Manny’s BattingGloves
Is the ConceptWorth the Cost?
Session 15
T 5
Notes:
Activity 3
Redesign DecisionMatrix
Session 16
Activity 3
Redesign inMinutes
Session 17
Activity 4:Standing Out inthe Crowd
What Is IndustrialDesign?
Discuss IndustrialDesign
Session 18
Activity 4
Style vs. Function
Seeking GoodDesign
Session 19
Activity 4
Limitations ofIndustrial Design
A Better Player
Session 20
Activity 4
Applying GoodDesign
Session 21
Activity 4
Applying GoodDesign
Quiz 2
Session 22
Activity 5:Putting It OnPaper
What’s in aDrawing?
Drawing a Not SoOrdinary Sponge
Session 23
Activity 5
How Good aDescription?
Who Has theRights?
Session 24
Activity 5
Search theDatabase
Session 25
Activity 5
Advertising YourRedesign
Session 26
Activity 5
Drawing YourProduct
Session 27
Activity 6:Putting It AllTogether
Redesign ProposalPreparation
Session 28
Activity 6
Redesign ProposalPresentations
Session 29
Module Test
Session 30
T 6
Notes: MODULE LEARNING GOALS
The following is a summary of the learning goals for Different by Design. The academic standards
and core skills referenced are directly taught and assessed in this module. The table provides
a number and/or letter designation for each skill and standard that corresponds to the full
text of the standards and skills, available on the Ford PAS Web site.
Learning GoalsActivityNational
Academic Standards
Core SkillsHow
Assessed
1.1 Determine the aspects of a product’s design that areimportant to consumers, producers, and other stakeholder groups.
1.2 Analyze customer feedbackto determine product features.
1.3 Apply appropriate techniques for idea generation in a team.
2.1 Given a set of productneeds, generate severaldesign concepts for a product.
2.2 Survey competitive productsto analyze their features.
3.1 Analyze product conceptsto identify which concepts todevelop further.
3.2 Assess the financial outlook for a new productdesign, including development,production, and marketingcosts.
3.3 Use decision-makingmethods to choose amongseveral desirable options.
McREL: 14ISTE: 1dITEA: 3, 6, and 13
NRC: U5NBEA: MGT 4McREL: 14 and 19ITEA: 11
NCTE/IRA: 4NCEE/Pitt: 3bISTE: 2d
NRC: U5 and E1McREL: 14ISTE: 1aITEA: 10 and 11
McREL: 14ISTE: 1aITEA: 10 and 11
McREL: 14ISTE: 3bITEA: 10 and 13
NCTM: 1.3, 6.2, 9.1,and 10.1NBEA: COMP 6and ENTP 3
NCEE/Pitt: 3bISTE: 4d
1
2
3
B3: Use LogicalReasoning
B2: Solve Problemsand Make Decisions
B4: Think CreativelyC4: Guide OthersE4: PracticeLeadership Skills
B4: Think Creatively
D3: Learn ThroughResearch
B2: Solve Problemsand Make Decisions
B1: Use Math toSolve Problems andCommunicate
B2: Solve Problemsand Make DecisionsC1: Cooperate withOthers
Quiz 1
Test, ProductAssessment
Self-Assessment
ProductAssessment
Quiz 1
ProductAssessment
Quiz 2
Self-Assessment
T 7
Notes:Learning GoalsActivity
National Academic Standards
Core SkillsHow
Assessed
4.1 Identify and describe thesuccessful use of industrialdesign techniques.
4.2 Use industrial design techniques to create a uniqueidentity for a product.
5.1 Create a technical drawingof a product to scale.
5.2 Create visual representationsof a product that are appropriatefor specific audiences.
6.1 Create a redesign propos-al for a product.
6.2 Design and deliver aneffective presentation of aproduct redesign proposal,including visual representations.
McREL: 19ITEA: 9
McREL: 14 and 19ITEA: 10 and 11
NCTM: 3.3, 3.4,9.1, and 10.3McREL: 12 and 13
McREL: 13ITEA: 11
McREL: 14ITEA: 9 and 11
NCTE/IRA: 4NCEE/Pitt: 3cISTE: 2b
A3: Interpret andConvey IdeasVisually
B4: ThinkCreatively
A3: Interpret andConvey IdeasVisually
A3: Interpret andConvey IdeasVisually
B4: ThinkCreatively
A3: Interpret andConvey IdeasVisuallyA4: Speak SoOthers CanUnderstand
Quiz 2
Test, ProductAssessment
ProductAssessment
Test, ProductAssessment
ProductAssessment
PeerAssessment,Self-Assessment
4
5
6
Notes:
T 8
English Language Arts: Standards for the English Language Arts
National Council of Teachers of English (NCTE) and the International Reading Association (IRA)
4. Adjust spoken, written, and visual language to communicate effectively with a variety of
audiences and for different purposes.
5. Write and use different writing process elements appropriately to communicate with different
audiences for a variety of purposes.
7. Gather, evaluate, and synthesize data from a variety of sources to communicate a particular
purpose or to a particular audience.
CORRELATION WITH ACADEMICSTANDARDS AND CORE SKILLS
The following standards and core skills include those that are directly taught and assessed in
Different by Design (and appear in the Learning Goals) as well as those that students apply in the
course of their work in the module—work that helps students achieve the standards and master the
skills. This list provides a brief description of each standard and skill, along with the number and/or
letter designation that corresponds to the full text of the standards and skills, available on
the Ford PAS Web site. Note: As national standards are revised periodically, check the
Ford PAS Web site to obtain the most up-to-date list for Different by Design.
8. Gather and synthesize information and create and communicate knowledge, using a variety
of technological and information resources.
11. Participate as knowledgeable, reflective, creative, and critical members of a variety of
literacy communities.
English Language Arts: New Standards Performance Standards, English Language Arts
National Council on Education and the Economy (NCEE) and the University of Pittsburgh (Pitt)
1. Reading
1c: Read and comprehend informational materials and produce written or oral work that
summarizes information.
Notes:
T 9
2. Writing
2a: Write a report appropriate for a purpose, audience, and context, with an organizing structure,
appropriate facts and details, and a sense of closure.
3. Speaking, Listening, and Viewing
New Standards Performance Standards: English Language Arts (continued)
4. Conventions, Grammar, and Usage of the English Language
4a: Habitually understand the rules of the English language in written and oral work, selecting
appropriate structures and features of language and demonstrating control of grammar,
paragraph structure, punctuation, sentence construction, spelling, and usage.
7. Functional Documents
7a: Critique functional documents, demonstrating awareness of such strategies as visual appeal,
the logic of the sequence in which directions are given, and anticipation of possible reader
misunderstandings.
7b: Produce functional documents appropriate for an audience and purpose; organizing and
conveying information and ideas accurately; including relevant details; anticipating readers’
problems, mistakes, and misunderstandings; and employing effective word choices.
4b: Analyze and revise work to clarify it or make it more effective in communicating the intended
message for a particular purpose, audience, and context.
3a: Participate actively in one-on-one conferences or interviews with adults by initiating new
topics, asking and answering questions, and confirming understanding by paraphrasing.
3b: Participate actively in group meetings, displaying appropriate turn-taking behaviors, offering
and soliciting comments or opinions, responding appropriately, giving reasons, and expanding
on responses when asked.
3c: Prepare and deliver a presentation that shapes information to achieve a particular purpose
and to appeal to the interests and knowledge of audience members.
Notes:
T 10
3. Geometry
3.1: Analyze characteristics and properties of two- and three-dimensional geometric shapes and
develop mathematical arguments about geometric relationships.
3.2: Specify locations and describe spatial relationships using coordinate geometry and other
representational systems.
3.3: Apply transformations and use symmetry to analyze mathematical situations.
3.4: Use visualization, spatial reasoning, and geometric modeling to solve problems.
5. Data Analysis and Probability
5.1: Formulate questions that can be addressed with data, and collect, organize, and display
relevant data to answer them.
5.2: Select and use appropriate statistical methods to analyze data.
5.3: Develop and evaluate inferences and predictions that are based on data.
6. Problem-Solving
6.2: Solve problems that arise in mathematics and in other contexts.
6.3: Apply and adapt a variety of appropriate strategies to solve problems.
8. Communication
8.2: Communicate mathematical thinking coherently and clearly to peers, teachers, and others.
8.3: Analyze and evaluate the mathematical thinking and strategies of others.
9. Connections
9.1: Recognize and apply mathematics in contexts outside of mathematics.
9.2: Recognize and use connections among mathematical ideas.
10. Representation
10.1: Create and use representations to organize, record, and communicate mathematical ideas.
10.3: Use representations to model and interpret physical, social, and mathematical phenomena.
Mathematics: Principles and Standards for School Mathematics
National Council of Teachers of Mathematics (NCTM)
1. Number and Operations
1.3: Compute fluently and make reasonable estimates.
Notes:
T 11
Science: National Science Education Standards
National Research Council (NRC)
Unifying Concepts and Processes
U2: Understand evidence, models, and explanation.
U5: Understand form and function.
E. Science and Technology
Business Education: National Standards for Business Education
National Business Education Association (NBEA)
Career Development
CD 2: Utilize career resources to develop a career information database that includes
international career opportunities.
E1: Develop abilities for technological design.
Economics: Voluntary National Content Standards in Economics
National Council on Economic Education (NCEE)
2. Understand that effective decision-making requires comparing the additional costs of alternatives
with the additional benefits.
7. Understand that markets exist when buyers and sellers interact, which determines market
prices and thereby allocates scarce goods and services.
14. Understand that entrepreneurs take the risks of organizing productive resources to make
goods and services and that profit is an important incentive that leads entrepreneurs to
accept the risks of business failure.
Communications
COMM 1: Communicate in a clear, complete, concise, correct, and courteous manner on
personal and professional levels.
COMM 2: Apply basic social communication skills in both personal and professional settings.
COMM 3: Incorporate appropriate leadership and supervision techniques, customer service
strategies, and personal ethics standards to communicate effectively with various business
constituencies.
COMM 4: Use technology to enhance the effectiveness of communication.
Notes:
T 12
Engineering: Standards for Engineering Education
Mid-continent Research for Education and Learning (McREL)
12. Understands the techniques, tools, and technologies related to the production of technical drawings
13. Understands applications of technical drawing skills.
14. Use the design process to solve problems.
National Standards for Business Education (continued)
Information Technology
IT 4: Use various input technologies to enter and manipulate information appropriately.
Computation
COMP 1: Apply basic mathematical operations to solve problems.
COMP 4: Use common international standards of measurement when solving problems.
COMP 6: Use mathematical procedures to analyze and solve business problems.
Entrepreneurship
ENTP 3: Apply economic concepts when making decisions for an entrepreneurial venture.
Management
MGT 4: Develop personal management skills to function effectively and efficiently in a
business environment.
Marketing
MKT 1: Recognize the customer-oriented nature of marketing and analyze the impact of
marketing activities on the individual, business, and society.
MKT 3: Analyze the influence of external factors on marketing.
19. Understand the interrelationship of manufacturing and society.
IT 8: Gather, evaluate, use, cite, and disseminate information from technology sources.
MGT 10: Analyze financial data influenced by internal and external factors in order to make
short-term and long-term decisions.
Notes:
T 13
Technological Literacy: Standards for Technological Literacy
International Technology Education Association (ITEA)
3. Understand the relationships among technologies and the connections between technology
and other fields of study.
6. Understand the role of society in the development and use of technology.
Educational Technology: National Educational Technology Standards
International Society for Technology in Education (ISTE)
1. Creativity and Innovation
1a. Apply existing knowledge to generate new ideas, products, or processes.
2. Communication and Collaboration
2a. Interact, collaborate, and publish with peers, experts, or others employing a variety of digital
environments and media.
2b. Communicate information and ideas effectively to multiple audiences using a variety of media
and formats.
2d. Contribute to project teams to produce original works or solve problems.
1d. Identify trends and forecast possibilities.
3. Research and Information Fluency
3b. Locate, organize, analyze, evaluate, and ethically use information from a variety of sources
and media.
4. Critical Thinking, Problem-Solving, and Decision-Making
4b. Plan and manage activities to develop a solution or complete a project.
4c. Collect and analyze data to identify solutions and/or make informed decisions.
4d. Use multiple processes and diverse perspectives to explore alternative solutions.
6b. Select and use applications effectively and productively.
6. Technology Operations and Concepts
9. Understand engineering design.
10. Understand the role of troubleshooting, research and development, invention and innovation,
and experimentation in problem-solving.
11. Apply the design process.
13. Assess the impact of products and systems.
Notes:
T 14
Core Skills
Based on Equipped for the Future (EFF), National Institute for Literacy (NIFL), SCANS 2000,
The Secretary’s Commission on Achieving Necessary Skills, U.S. Department of Labor, and
Linking Leadership to Instruction, Leadership for the 21st Century, Virginia Board of Education
A—Communication Skills
A2—Convey Ideas in Writing: Determine writing purpose, organize and present information with
appropriate usage and spelling, seek feedback, and revise to enhance effectiveness.
A3—Interpret and Convey Ideas Visually: Interpret and construct visual representations,
including symbols, pictures, graphs, blueprints, schematics, flow charts, and concept maps.
A4—Speak So Others Can Understand: Determine communication purpose; organize and relay
information, paying attention to proper usage, pace, and gesture; and monitor comprehension.
A5—Listen Actively: Attend to oral communication, clarify purpose, use listening strategies,
monitor comprehension, and integrate information with prior knowledge.
B—Thinking and Decision-Making Skills
B1—Use Math to Solve Problems and Communicate: Understand and communicate using
mathematical representations; solve problems, using mathematical concepts and quantitative,
algebraic, or geometric procedures; and verify reasonableness of results.
B2—Solve Problems and Make Decisions: Identify problems, understand root causes,
generate and evaluate consequences of alternative solutions, and establish criteria for
evaluating effectiveness.
B3—Use Logical Reasoning: Discover rules or principles underlying relationships among
objects or situations, draw conclusions, apply to new situations, and evaluate correctness
of conclusions.
B4—Think Creatively: Use imagination, combine ideas or information in new ways, reshape goals to
reveal new possibilities, and make connections between seemingly unrelated ideas.
B6—Plan: Set and prioritize goals; develop an organized approach; prepare budgets, schedules, and work
plans; track and monitor progress; and evaluate effectiveness.
C—Interpersonal Skills
C1—Cooperate with Others: Interact with respect for others’ ideas and contributions, seek and
offer clear input, and adjust actions in order to jointly accomplish a task.
C2—Advocate and Influence: Define objectives, gather facts to build a case, assess and take
into account others’ interests and resources, present a clear case, and revise it in response
to feedback.
T 15
Notes: Core Skills (continued)
C4—Guide Others: Assess needs, knowledge, and skills of colleagues; arrange opportunities
for learning that take into account the learner’s strengths, skills, and learning styles; evaluate
performance and provide feedback; seek feedback; and revise learning strategies.
D—Lifelong Learning Skills
D3—Learn Through Research: Pose questions to be answered, use multiple approaches to find
information, and organize, evaluate, analyze, interpret, and report on findings.
D4—Use Information and Communications Technology: Use computers, the Internet, and other
technology tools to acquire, process, and manage information, and learn and practice skills.
E–Leadership Skills
E3–Developing Leadership Skills and Practices: Working with others, develop a vision,
set goals, and facilitate the development of additional leaders.
E4–Practice Leadership Skills and Practices: Working with various people, motivate others,
take initiative, communicate effectively, make decisions, and manage resources.
Notes:
T 16
TEACHING SUGGESTIONS
Classroom Visitors
Student presentations of their redesigned products in Activity 6 provide an opportunity to invite
design professionals and/or educators to visit the class and act as an audience. These people
can provide feedback from the perspective of business and higher education that
will help students continue their design work. For ideas about locating potential visitors
and speakers, refer to the Ford PAS Web site. Contact business or university
representatives to schedule a visit at least a month before beginning the module.
Coordinated Learning Experiences
Coordinated Learning Experiences (CLEs) are community-based, real-world experiences directly
connected to what students are learning in Different by Design and may include
classroom speakers and visits from experts in the field, mentoring and job-shadowing
experiences, and worksite and campus tours. For suggested CLEs to enrich your
students’ learning experiences, go to the Ford PAS Web site.
A suggested CLE for Different by Design is a visit to a design firm and/or a manufacturing facility,
which will help students see how the knowledge they learn and the skills they master in this module
apply to potential career choices. If there is not enough time for a worksite visit, invite a speaker from
one of the following professions to talk to the class about the design aspects of his or her work:
• Commercial or industrial design (likely to be found at an engineering or architectural firm
or large corporation)
• Graphic design
• Interior design
• Architecture
• Engineering
• Landscape architecture
CAD Software
Several extensions throughout this module direct students to develop drawings using CAD
(computer-aided design) programs. For schools that wish to obtain one, a CAD software program
is available to Ford PAS teachers through PTC. Go to the Ford PAS Web site for details
about obtaining PTC Pro/DESKTOP software and learn about the resources available
for teaching students how to use it.
T 17
Notes: Redesign Proposal Project
Throughout Different by Design, students work in teams on a proposal to redesign a product in
order to increase its safety or accessibility or to improve its performance in some other way. After
choosing a product, students do the following:
• Gather customer feedback and analyze it to determine customer needs
• Develop several product concepts and use a scoring process to select the best one
• Apply the principles of good industrial design to their product
• Create a technical drawing or illustration and a print ad for their redesigned product
• Present their proposal for the redesigned product to the class and classroom visitors
Throughout the module, students keep a Design Log to document their design process.
Materials from Home
This module requires a variety of readily available materials, so use the school bulletin board to
request that students and other school staff help by bringing them in from home. You’ll need to
gather these materials in advance of the sessions for which they are needed.
At the beginning of the module, in Session 1, request that students start bringing in a variety of clock
radios, TV remotes, cell phones, and wristwatches for Session 8. However, be aware that some problems
might occur, such as students requesting that their families buy new items, using a family member’s
cell phone to make numerous calls, or losing the family’s items. Since it’s likely that many households
have items that they no longer use, specify a preference for old, discarded items. Broken and outdated
versions of these products may also be found at thrift stores and yard sales. An alternative option for
those students who don’t have access to such items would be to have them bring in pictures of these
devices from magazines or catalogs along with the accompanying specifications.
For Session 19, students will need to bring in a variety of portable music players. As with the
materials needed for Session 8, have students and school staff bring in old, discarded items, or
have students use pictures of the players.
Module Overview
Have you ever seen an innovative new product and thought, “How do people come up with
these things?” or said to yourself, “Why didn’t I think of that?” In most cases, the people who
invent or design products don’t just wake up in the morning with a great idea for a product.
These product designers work hard to develop their designs. They research customers’ needs
and current products, and try to envision potential needs that customers might not be aware
of themselves.
In Different by Design, you’ll experience the product design process firsthand. You’ll redesign a
product based on information you gather from peers, market research, and your own
personal experience with the product. Using the same process a product designer uses,
you’ll redesign a product in a way that directly addresses customers’ needs. You’ll take into
consideration such factors as cost, competition, and the development of a unique design.
Once you’ve redesigned your product, you’ll prepare to introduce it to a variety of audiences.
Throughout this module, you’ll analyze and compare some existing products. For example, have
you ever noticed that light switches—whose only function is to turn lights on or off—come in a
variety of forms, from levers to buttons to knobs? Is there a clear reason for these differences
in design? Is any one of these switches better from the user’s standpoint? You’ll also consider
products that designers have made expressly for the purpose of being different, either by giving
the product a distinct appearance or by adding features that competitors don’t offer. By the
end of this module, you’ll understand what goes into the design of new products, and have
a good sense of what it’s like to work in design professions.
Module 11: Different by Design • Overview • 1
ACTIVITY 1:The Market Decides
T 18
Notes: ACTIVITY OVERVIEW
Students are introduced to the design process used to create a new or updated product. They
begin by researching several products to identify the features or aspects that make them successful,
the target market, and recent changes in product design. They then learn techniques—usability
evaluations, warranty feedback, and market research—that design teams use to turn customer
feedback into useful design information in the form of product need statements. At the end of the
activity, students form teams for an ongoing product redesign project and begin to consider the
product needs that their team will address.
Sessions 1–6
Before You Teach
No advance preparation is necessary for this activity.
Materials Needed
Sessions 1 and 2 • Computers with access to the Internet and a printer (at least one computer
for each team)
Session 2 • Chart paper and markers
Session 3 • Copies of RM 1.1 Redesign Proposal Assessment
• Chart paper and markers
Session 4 • Copies of RM 1.2 Customer Comments (one copy for each student;
assign each team one set of comments)
• Copies of RM 1.3 Need Statement Table Peer Assessment (one copy
for each student)
Session 5 • Chart paper and markers
T 19
Notes: VOCABULARY
Critical
Customer needs
Focus group
Infrastructure
Limitations
Mundane
PERT chart
Physical characteristics
Present tense
Product need statements
Qualitative
Quantitative
Technical knowledge
Universal design
ACTIVITY 1:The Market Decides
INTRODUCTION
What makes a product successful? Who decides? Thousands of new products are introduced
every year. Some sell fairly well, others don’t find a market and disappear without a trace,
and a few become extremely popular, generating large profits for the companies that design
and produce them. Why do some products succeed and others fail? In this activity, you’ll
learn about some of the characteristics that define successful products and explore the role
that customers play in the design of these products. You’ll also learn how to incorporate
customer feedback into the product design process, and you’ll begin a project to redesign a
product yourself.
Learning Goals
� Determine the aspects of a product’s design that are important to consumers, producers,
and other stakeholder groups.
� Analyze customer feedback to determine product features.
� Apply appropriate techniques for idea generation in a team.
Module 11: Different By Design • Activity 1 • 2
FOR YOUR GLOSSARY
Customer needs
Focus group
Product need statements
Qualitative
Quantitative
Universal design
T 20
Notes: SESSION 1
A DESIGN CHALLENGE [Whole Class/Teams]
Have students develop a list of the products they use every day and then group these products
into categories.
Possible Answers: Categories might include personal care products (such as
toothbrushes and hair dryers), clothing (such as shirts and shoes), school supplies
(such as backpacks, pens, and pencils), work-related items (such as computers and
desks), cooking or food-related items (such as utensils and blenders), and home
electronics (such as VCRs, computers, and music players).
Divide the class into teams and assign each team one of the product categories. Have each team
choose one product in its category that is in need of some improvement and suggest improvements
in its design.
Discuss the process of creating new designs, using the questions in the Student Guide.
Possible Answers to Question 1: The designers might not have considered the
ramifications of design choices, tested enough prototypes of the product, or
spent enough time observing customers using the product. The designers might
also have decided to make tradeoffs for reasons of cost, available technology,
or manufacturing feasibility.
WHO DEFINES SUCCESS? [Teams]
Divide the class into Product Review teams. Have students visit product review and industry
association Web sites, choose a product, and begin to research it.
Module 11: Different By Design • Activity 1 • 3
A DESIGN CHALLENGEAre there any products that you use in your daily life that have features that really annoy
you? Do you think that you could develop a better design? Here’s your chance!
Think about some products that you use every day, and choose one that you think could be
improved in some way. First, describe the aspects of the product that bother you: Are the
buttons on your cell phone hard to press? Is your backpack always falling off your shoulders?
Once you’ve identified the product’s problems, develop a new design that reduces or eliminates
these problems—for example, a cell phone with larger buttons. Be as inventive as you like,
but try to think about the consequences of your new design. Will bigger buttons mean that
you have to design a bigger phone? Will customers accept bigger phones if the buttons are
easier to push? Ask yourself the following questions:
• What factors may have led to the design flaws in the original product?
• Do you think that your new design addresses those flaws?
• Would you rather use the redesigned product or the original one? Why?
WHO DEFINES SUCCESS?
When a new product is introduced to the marketplace, there are a number of stakeholder
groups (in addition to the company that makes the product) that have opinions about the
success or failure of the product design:
• Customers: The people who purchase and use the product can share opinions
about it through word of mouth or the Internet.
• Product reviewers: Reviews from people who have some professional expertise in
a certain product area, such as automobiles or consumer electronics, may influence
customers’ purchasing decisions.
• Industry associations: Design, engineering, and manufacturing associations judge
products and give awards to the best designs. These awards can bring prestige
to the manufacturer and may influence sales.
Use the links provided on the Ford PAS Web site and work as part of a Product Review
team to research one commercial product, using several different product review sites.
You need to choose a product for which you can find reviews from customers and at
least one other stakeholder group. Begin by selecting one or two products with professional
Module 11: Different By Design • Activity 1 • 4
product reviews or industry association awards. Then look for customer reviews, and choose
the product that has a number of customer reviews available. You may have the best luck
with consumer electronics (such as computers and DVD players), household items (such as
blenders and small electrical appliances), or cars.
Locate and read as many reviews of the product as you can find—though, if many customers
have reviewed it, you may want to read only 10 to 15 of these reviews. In addition, try to get
the manufacturer’s perspective by visiting the company’s Web site and looking for product
information. Then answer the following questions and give examples to support your answers:
1. What was the opinion of each stakeholder group about this product’s design?
2. Did the groups agree regarding the product’s success? Why or why not?
3. Did the different groups have different criteria for success? How do you know?
4. If this product was based on a previous design, did the changes make it more or less
successful in the various reviewers’ eyes?
5. Based on the reviews of this product, would you want to own one? Why or why not?
HOMEWORK 1.1
Read The OXO Product Design Process and answer the Questions for Reflection.
Module 11: Different By Design • Activity 1 • 5
The OXO Product Design ProcessIdentifying the Need
When Sam Farber started OXO International in 1989, he knew he could count on at least one thankful
customer—his wife, Betsey, who suffered from arthritis in her hands. Her difficulties and his own personal
frustration with kitchen gadgets convinced him that customer needs—the specific desires of a product’s
user—weren’t being met. Too many products didn’t have the features and capabilities that users like himself
and, especially, his wife required. He asked himself, “Why do ordinary kitchen tools hurt your hands with
their painful scissor loops, rusty metal peelers, and hard, skinny handles? Why can’t there be wonderfully
comfortable tools that are easy to use?”
Farber approached a New York-based industrial design firm and asked the firm to develop a line of ergonomic
kitchen tools. The firm’s assignment was to develop tools that were comfortable to hold, dishwasher-safe,
high quality, good looking, and affordable. The product also had to have a universal design—a design
that would work for as many people as possible, whatever their physical limitations. As Farber explains,
“Why shouldn’t everyone who cooks have comfortable tools?”
The design team began with field research. Team members talked to consumers, examined and used
competitive products, interviewed chefs, and spent hours with volunteers from an arthritis support group.
They researched the range of physical limitations, from serious permanent disabilities to the limited mobility
and declining strength associated with aging. They also noted kitchen gadgets that didn’t function properly
and those with rusting metal, cracking plastic, and dull blades.
Creating the Redesign
The designers divided tool types by wrist and hand motions: twist/turn (used to scoop, stir, and peel),
push/pull (graters and knives), and squeeze (scissors, garlic presses, and can openers). They created
hundreds of models for testing, and determined that most tools required a combination of these motions.
The project narrowed to three groups: gadgets and utensils with a multipurpose handle, squeeze tools,
and measuring devices.
Module 11: Different By Design • Activity 1 • 6
For products with handles, the handles had to be large enough to avoid hand strain. They had to be oval
to keep them from rotating in the hand. The short round ends had to fit comfortably in the palm and evenly
distribute pressure during use. They had to have an oversized, tapered hole so that they could be hung
easily for storage, even for those with shaky hands or weak eyes.
“We wanted the material to be soft and flexible, but it had to be easy to mold and dishwasher-safe,” Farber
says. The answer was Santoprene, a synthetic rubber-like material used for dishwasher gaskets. This material
not only provided a warm, non-slip handle, it could also be made with flexible fins that bend to an individual
finger grip, giving the user more cushion and control, even when hands are wet and soapy. (OXO now holds
a patent on this design.)
The Importance of Design
The company could have completely covered up the fins and just made a softer, spongy area in the handle,
but Farber reasoned that when people looked at the fins, they would immediately know what the company’s
design was all about—it would register that this was a better grip and a better product.
Farber appreciates the importance of involving the designer in every aspect of manufacturing. “It’s essential
that the designer be familiar with the factories that are going to produce the designs,” he says. “[Designers]
must be aware of their production capabilities—what they can and cannot do.” OXO’s products include a line
of gardening hand tools, and part of the proceeds from each sale goes to preserving the environment.
Environmental considerations also play a role in OXO’s designs.
For example, OXO’s product packaging uses less plastic than its
competitors. Farber explains, “Extending the life of products is
ecological. Good quality and good design and universal design,
when done right, are ecological. If you make a product that lasts a long time, you are reducing the amount of
junk that gets thrown into the environment. As someone once said, ‘We are all only temporarily able.’ So we
should use design to extend the useful life of both the object and the user.”
Keeping Customers Coming Back
OXO developed a three-year marketing plan, with the initial merchandise slated for upscale distribution outlets,
followed later by lower-priced lines, Softworks™ and Basics, geared to mass merchants and supermarkets. The
strategy behind this plan was to make less-expensive versions of the company’s products before a competitor
did and, at the same time, provide budget-conscious consumers with tools that adhered to OXO’s principles
of universal design.
Go to the Ford PAS Web site
to view some of the designs
developed by OXO.
Module 11: Different By Design • Activity 1 • 7
Farber believes that customers are loyal to an innovative company and has kept the product pipeline filled
with new offerings. Another benefit, he says, is that while a competitor can knock off a single product, it’s
harder to knock off a broad product line. This keeps customers coming back to OXO.
A Recipe for Success
Since the company’s first products debuted in 1990, OXO has introduced nearly a hundred products. The
design of OXO’s products has won both customer approval and critical acclaim, garnering almost every
major design prize. OXO products have been chosen for the permanent collections of several museums.
The company’s financial success is equally impressive. OXO made a profit during its first full year, with
more than $3 million in sales in 1991. Its sales have increased by 50 percent each year since. Although
OXO now has a broad base of products in the marketplace, it still devotes at least 10 percent of its annual
revenues to ongoing design efforts—an indication of just how important design is to OXO. Marketing savvy
and understanding of the consumers’ needs are key to OXO’s success, Farber acknowledges, “but user-centered
design is our main competitive advantage.”
Adapted from “Getting a Grip on Kitchen Tools,” @issue: The Journal of Business & Design.
Questions for Reflection
1. What steps did Sam Farber take to develop and produce his product?
2. What aspects of OXO’s product design process contributed to the company’s success?
3. Why do you think more products aren’t designed to be accessible for people with disabilities
or other physical limitations?
4. Can you think of other companies that have successfully developed products for both upscale
and lower-priced markets?
T 21
Notes: SESSION 2
The Product Design Process [Whole Class]
Discuss and post the steps involved in the product design process, using the Questions for Reflection
from The OXO Product Design Process on page 7 as a guide.
Possible Answers:
1. Sam Farber started by identifying a customer need that was not being met by
current kitchen products. He then had a design team collect feedback from the
target customer group (people with physical limitations) to determine which
product features, specifically, were important to them. The team redesigned
kitchen products with this feedback in mind. The designers also included design
features, such as flexible fins, that would distinguish OXO’s products from
competitors’ products, and considered the environmental impact of the products.
Finally, Farber’s company developed a three-year marketing plan for the products,
with continual innovation and new product development as part of the plan.
2. OXO’s design team listened to customer needs and used customer feedback as
a guide as the kitchen products were redesigned. They also incorporated unusual
features, such as flexible fins, to help the products stand out and to visually
communicate that the products were designed for accessibility. These aspects
of the product design process resulted in unique-looking products that could be
comfortably used by anyone. The design and functionality of the products made
them popular with consumers and helped lead to OXO’s success.
3. Designers may not consider people with disabilities part of their target market, may
think that designing a product for accessibility is overly time-consuming or too
expensive, or may not know how to develop products with a universal design.
PRODUCT REVIEW RESEARCH [Teams]
Have Product Review teams complete their research on the products they have chosen, and prepare
to present their findings. Remind students to answer the questions in Who Defines Success? on
page 4 in the Student Guide as they complete their research.
PRODUCT REVIEW RESEARCH
Complete the product review research for the product that your Product Review team chose.
Prepare to present your findings to the class.
Module 11: Different By Design • Activity 1 • 8
HOMEWORK 1.2
Read the Redesign Proposal Guidelines.
Module 11: Different By Design • Activity 1 • 9
Redesign Proposal GuidelinesIn an ongoing assignment for this module, the Redesign Proposal project, you’ll have an
opportunity to think creatively about how you might improve a familiar product. You’ll
work as part of a Redesign team and use the same seven-step process that product
designers use to identify a design opportunity, create a product concept that will be
appealing to customers, and prepare a proposal that will interest different audiences.
Step 1: Choose a Product and Design Approach
You can choose almost any product that you have some familiarity with—just don’t choose a product that is
very complex and made up of a lot of parts, such as a computer or car. Think about specific aspects of the
product that you might change. (However, if these aspects rely heavily on electronic or mechanical parts,
don’t select this product unless one or more people on your team are very familiar with these kinds of parts.)
Products that your team might consider include the following:
• Tools
• Luggage
• Audio or electronic products
• Clothing
• School supplies
• Toys and games
Select one of the following three redesign options for your product:
1. Increase its safety for users.
2. Increase accessibility for users with disabilities.
3. Improve its performance based on your personal experiences with the product. (Do you or a friend
use a product with an obvious design problem? Can you correct it?)
Step 2: Keep a Design Log
An important part of the product design process is documentation. In order to qualify for a patent or prove
that they have created an original design idea, designers have to demonstrate the progression of the design
process. The best way to do this is to keep a detailed logbook, called a “design log.” A design log will help
you keep track of all your ideas for improving the product, and is a great place to keep sketches of potential
designs, which you can use as the basis for the technical drawings of your product that you’ll do in Activity 5.
In addition to your product redesign concepts, your log should include information about how your team
completed each of the steps in the design process.
Module 11: Different By Design • Activity 1 • 10
These are the basic requirements for your design log:
• Choose a notebook with a sewn binding like that of a composition notebook. (Unlike loose-leaf or
spiral-bound notebooks, notebooks with sewn bindings show that no pages have been added or removed.)
• Consider a notebook made of graph paper (called quad-ruled paper), which makes sketching easier.
(While this is recommended, it is not required.)
• Number the pages of your notebook.
• Reserve the first few pages for a Table of Contents, and add listings as you make log entries.
• Write notebook entries in blue or black ink, not pencil.
• Date each entry.
Your design log must include the following:
• A description of how you collected customer feedback
• The product need statement chart that resulted from the customer feedback
• A list of all the product concepts your team generates
• A benchmarking table showing details of potential competitors’ products
• A decision matrix used to choose the most promising concept, including an explanation of the results
• Minutes from meetings your team holds
Step 3: Consider Customer Needs
Once you’ve chosen your product, you’ll need feedback from people who use it. Identify 5 to 10 users you
are targeting that your team can interview about their experiences with the product. For example, if you are
improving the product’s accessibility, you should get feedback from people with disabilities or the elderly,
whom you might find in a senior center, nursing home, community center, or assisted-living center. You can
interview each user separately or bring together a focus group to discuss the product. In either case, you’ll
first need to develop a series of 8 to 10 interview questions to ask.
Step 4: Develop and Choose a Concept
Based on the feedback your team gathers, you’ll develop several models or “concepts” for your redesigned
product. These concepts will be based directly on the customer needs you’ve identified. Then, by ranking
the concepts and scoring each model, your team will choose one concept to develop.
Step 5: Incorporate Industrial Design
Once you have a good product concept, you’ll need to make sure that it will appeal to customers. You’ll do this
by applying the principles of industrial design—developing a pleasing look and feel for your target audience.
You’ll also make sure that the product is easy for customers to use and maintain. After deciding on an industrial
design for the product, you’ll make sketches of your redesign.
Module 11: Different By Design • Activity 1 • 11
Step 6: Create Visual Models for Different Audiences
You’ve got a great product concept—now, how will you highlight its features for a potential customer? How
can you share your design concept with a product engineer to see if it can actually be produced? Once you
have determined your product’s features and design, you’ll create visual representations of the product to
share with potential customers, manufacturing engineers, or design colleagues. To introduce your product to
potential customers, your team will develop a print ad that highlights the features of the product. To convey
more specific information, your team will develop a drawing that accurately portrays the product’s physical
characteristics.
Step 7: Present Your Redesign Proposal
Your team’s presentation should be no longer than five minutes and must include the following:
• An explanation of why you chose your product and a description of the problems with the product
that needed to be addressed
• Information about how you collected customer feedback and used it in your redesign
• A detailed description of the product redesign concept, including how it meets customer needs
and is likely to succeed in the marketplace
• Sketches of the product’s exterior, which incorporates the principles of good industrial design
• A print ad showing your product in use, designed to appeal to the target audience
• A technical drawing or illustration of your product that adheres to the principles of technical drawing
and illustration
• An explanation of how your redesigned product improved the original design
T 22
Notes: SESSION 3
PRODUCT REVIEW PRESENTATION [Whole Class]
Have each Product Review team present its findings. Using the questions in the Student Guide,
discuss what it means for products to be successful. Then, as a class, create a list of the criteria
that customers, industry associations, and product reviewers use to judge the success of a
product design.
Possible Answers:
1. For customers, factors contributing to a product’s success may include ease of
use, dependability, price, safety, the perception of good value relative to the
product’s cost, the product’s styling, and specific product features that meet
customers’ needs (for example, if the product was a toaster, a wide range of
browning settings might be an important feature). Product reviewers may consider
many of these same factors. In addition, they may be concerned with the performance
of the product under specific conditions, sometimes more extreme than the
conditions under which the product would normally be used (for example, driving
a car at faster than usual speeds or on a dangerous obstacle course). Product
reviewers may be especially concerned with safety. In addition to looking at factors
that are important to customers, industry associations may look for exceptional
design (in terms of both aesthetics and functionality), cutting-edge technology
or special features that make a product stand out, innovative products that meet
emerging customer needs, and products that have good sales records or the
potential to sell well.
3. Critical factors that product design teams need to consider include whether the
product meets customer needs, who it is being designed for, how easy it will be
for customers to use, how to make the product profitable, and how to make it
stand out from similar products on the market.
PRODUCT REVIEW PRESENTATION
Present your product review findings to the class. As you listen to the other Product Review
teams’ findings, think about the following questions:
1. What features determine the success of a product for each of the stakeholder groups?
2. Are there any features that are considered important by all of the groups?
3. What do you think are the critical factors that a product design team needs to consider
as it designs a new product?
Module 11: Different By Design • Activity 1 • 12
T 23
Notes: PROPOSING A REDESIGN [Whole Class/Teams]
Introduce students to the Redesign Proposal project, which they read about for Homework 1.2.
Divide the class into Redesign teams for their ongoing module project, and hand out the Redesign
Proposal Assessment (RM 1.1). Have teams develop a list of the kinds of products they are interested
in redesigning.
Students may need assistance with finding users to
interview. You may want them to take that into account
when they are choosing their products.
If you are running short on time to complete this activity
or if students need additional time to complete their
classwork, Homework 1.3 may be omitted.
Module 11: Different By Design • Activity 1 • 13
PROPOSING A REDESIGN
Review the Redesign Proposal Guidelines on pages 9–11 and look over
the Redesign Proposal Assessment with your Redesign team. Generate
a list of products that you are interested in redesigning.
Module 11: Different By Design • Activity 1 • 14
INTERVIEW WITH A LANDSCAPE ARCHITECT
What is an ordinary day at work like? What do you do? I’m a Landscape Architecture Project Manager. On
an ordinary day, I have meetings with clients, coordinate work with architects, review project schedules and
budgets, and manage staff.
What do you like about your work? What interests you or makes you feel good about your work? I enjoy
creating whole environments. I work with architects to develop ideas and plans for new developments from
the ground up. Our clients come to us with an empty piece of land, and we decide what it will look like in the
future. Although we control the development of land, we’re responsible for designing in an environmentally
sound way.
What do you dislike about your work? The cranky clients. If you’re not careful, you can have clients who
are not enjoyable to work with because they have different values, ethics, or design criteria. Our goal is to
be profitable enough to choose our clients.
How did you get into this occupation? I babysat for a landscape designer who worked out of her home.
I was fascinated by the drawings in her office. In high school, I volunteered in her office sorting slides and
taking notes in client meetings. After college and graduate school, I interviewed at my current firm, supported
by my resume and a portfolio of my work. I was hired two weeks later. I’ve since been promoted twice.
What classes or projects could high school students get involved in to prepare for this occupation?
Volunteer at an arboretum or public garden, intern with local design companies or your city’s Landscape
Architecture Department, attend summer programs for secondary students interested in learning about the
design professions, and volunteer with city gardening groups.
How did you prepare for this occupation? I worked with a landscape designer in high school and majored
in landscape architecture in college. After working at landscape architecture firms in college, I attended
graduate school and received a master’s degree in landscape architecture. Then I worked and interned
at design firms.
What is the most relevant college major or course of study for this occupation? Landscape architecture,
architecture, city or regional planning, urban design, art, art history, or art theory.
What is the most valuable thing you learned during your training and licensing? That you’re always
learning, no matter how advanced you are in a profession.
Module 11: Different By Design • Activity 1 • 15
What skills, abilities, and personal characteristics are necessary for this career? An inclination to draw,
sketch, and look at the world around you is a must. Competence in math, natural science, and writing is also
necessary. Professionalism, courteousness, and an understanding of human nature make you a desirable
candidate for any job.
Would you recommend that people enter this occupation? Why or why not? Absolutely. It’s rewarding to
see something built that you designed. It’s fascinating to see how structures are put together, nail by nail.
HOMEWORK 1.3
Think of a time when you wanted to purchase a product and had to decide
between two similar versions. Write a paragraph describing how you chose
between the two. What factors (besides price) influenced your decision? Why
did one design seem better than the other? After you purchased the product,
were you happy with your choice? Why or why not?
T 24
Notes: SESSION 4
LISTENING TO CUSTOMER NEEDS [Whole Class/Teams]
Model how to create product need statements, using the backpack example given in Product Need
Statements on pages 18–19 in the Student Guide. Divide the class into four Product Need teams
and give each team a different set of Customer Comments (RM 1.2). Have teams use these
comments to create a table of product need statements for the product they have been assigned
and determine which of the need statements should be addressed by the product.
Have each Product Need team meet with another team to share their product need statement charts
and give one another feedback using the Need Statement Table Peer Assessment (RM 1.3).
Tell students that they will use the product need statement tables they
develop in this session again in Activity 2: From Need to Concept
(Session 9: Creating a Concept).
LISTENING TO CUSTOMER NEEDS
Listening to customers and watching them use products can help product designers see
problems with existing products and inspire them to generate new designs. That is why, when
ABC’s Nightline challenged the design company IDEO to redesign a shopping cart in five days,
a team from the design company headed straight for a grocery store. By observing customers
using shopping carts, IDEO team members saw many flaws in the popular “wire cage” cart
design. (Their new design included a child seat with a swing-up tray for a play surface,
a secure spot for a cup of coffee, and steerable back wheels.) Observation was vital to
the team’s redesign process.
Product designers incorporate the voice of the customer into their designs in a number of ways:
• Interviewing individual customers face to face
• Bringing together groups of product users to discuss their experiences with the product
• Conducting user surveys
• Observing customers using the product
Designers can use the customer feedback they collect to understand what the customer needs
and to determine what features to include in a product.
Work as part of a Product Need team and, using the guidelines in Product Need Statements
on pages 18–19, create descriptions of the features and capabilities that a new product would
need to have in order to address your Customer Comments. At this point, your focus should
be on what the product needs to do, rather than how the product will do it.
You probably won’t be able to address every need that customers have expressed. If a product
were designed to meet every need of every customer who used it, it would be so complex and
cumbersome that no one would want to use it at all! Look at the need statements you’ve created
and, based on your experience with the product or what you know about the users of the
product, decide which of these needs the product should meet. Organize your need statements
by creating a table similar to Table 1.1.
Module 11: Different By Design • Activity 1 • 16
Share your table of need statements with another Product Need team. Explain why you think
the product should or should not address each product need statement. Give feedback using
the Need Statement Table Peer Assessment.
Module 11: Different By Design • Activity 1 • 17
Product need statements Should product address this need?
Table 1.1: Prioritized Product Need Statement Table for Backpack
The backpack can hold several large
textbooks.
Yes
The backpack can hold four changes
of clothing and two pairs of shoes.
No
The backpack can keep both small
and large objects organized.
Yes
The backpack has a space to hold a
sandwich and protect it from damage.
No
The backpack has a space for cell
phones and personal digital assistants.
Yes
HOMEWORK 1.4
Consider various products and the three product redesign options for
your Redesign Proposal project. Which one interests you most? Make
a list of ideas to share with your team.
Read The Art of Idea Generation on page 20. Suggestion 7 is to use
props to facilitate idea generation—are there any props you can
bring in to class that will help your team generate some new ideas?
Module 11: Different By Design • Activity 1 • 18
Product Need StatementsUsing Customer Feedback
Customer feedback is a great way to learn about a product. However, the information a customer provides
might not point directly to what a customer needs in a product. Sound confusing? Consider the example of a
school backpack-manufacturing company that asked for feedback from its customers. The company received
the following comments:
• “I like the large space and number of books that the bag holds, but my
calculator is hard to find at the bottom of the pack.”
• “My lunch gets squished.”
• “Every time it rains, my books get wet.”
• “It’s great! I use it on my bike ride to and from school every day.”
These comments do not actually describe the features that a customer wants or
needs. They do tell you a lot about how the customer uses the backpack. Part of a designer’s job is to use such
comments to create features in the product—in this case, a backpack—that meet customers’ needs.
Creating Product Need Statements
How do you make good use of customers’ comments? How can you interpret this information to design a
better product? In Product Design and Development,1
authors Karl Ulrich and Steven Eppinger encourage
designers to take customer comments and turn them into product need statements.
Product need statements describe features and capabilities that a new product will have. These statements
are expressed in the present tense, to help developers and others understand exactly what the product will
do. For example, the customer statement “Every time it rains, my books get wet” could be translated into the
following product need statement: “The backpack keeps books dry in rainy and wet conditions.”
This product need statement does not say exactly what the water-resistant material will be or how it will work.
As a designer, all you know is that your task is to make a backpack that keeps the things it’s carrying dry.
This is a customer need. You have the freedom to decide how you will meet this need.
The following table illustrates how customer comments can be translated into product need statements.
The second column contains need statements that could be improved by following the guidelines in the
third column. The need statements you develop should most closely resemble those in the fourth column,
which follow the guidelines.
1 © 2000 The McGraw-Hill Companies, Inc.
Module 11: Different By Design • Activity 1 • 19
GuidelineBetter Product
Need StatementProduct Need
StatementCustomer Comment
“I like the large space
and number of books
that the bag holds,
but my calculator is
hard to find at the
bottom of the pack.”
The backpack has
two small interior
pockets, along with
a narrow section
for files.
Tell what the product
will do, not how it will
do it.
The backpack keeps
both small and large
objects organized.
“My lunch gets
squished.”
The backpack has a
space for fragile items.
Be specific. The backpack has
a space to hold a
sandwich and protect
it from damage.
“Every time it rains,
my books get wet.”
Items inside the back-
pack will not get wet.
Be positive rather
than negative.
The backpack keeps
its contents dry.
Module 11: Different By Design • Activity 1 • 20
The Art of Idea GenerationWhen you’re working as a team to solve a problem or come up with a new idea, how
do you build creative energy and get everyone to contribute? In order to be productive
in a session of idea generation, follow these ground rules:
1. Assign roles. As with any other well-run meeting, it’s important that each person take on a particular
role. One person should act as the facilitator—structuring the meeting, encouraging people to speak,
making sure that everyone’s voice is heard, and keeping the team on task. One person should act as a
recorder—taking notes on everyone’s ideas and keeping them organized. The rest of the team members
should be active contributors—generating and responding to ideas, and taking turns so that all team
members have a chance to share their input. Rotate these roles at each meeting.
2. Set a topic and stick to it. When you create an agenda for the meeting, decide on a topic. Try to be
more specific than, for example, “Come up with products to redesign.” Instead, you might say, “Develop
a list of products that need to be redesigned to improve their accessibility.”
3. Set a time limit. This will help your team stay focused on the task at hand and keep team members
from feeling burned out.
4. Give people time to think. Some people may be more creative if they have some time to think, jot down
their ideas, and/or talk to another person before they take part in generating ideas with the team.
5. Don’t criticize or dismiss ideas. The point of this idea-generation session is to develop as many ideas as
possible—nothing is too silly! If you criticize ideas, team members may be less likely to contribute—and
you never know what’s going to inspire a great new design.
6. Don’t discuss. Idea generation is about soliciting as many ideas as possible. If you start discussing
a suggestion, you stop coming up with new ideas!
7. When appropriate, bring props. Sometimes it’s nice to have something to look at and play with while
you’re trying to generate new ideas. If you’re thinking about redesigning a product, you might bring in
different versions of that product to inspire you.
8. Record every idea. Because you may not remember everything that was said once the session is over,
the recorder should make note of each idea as it is mentioned. This frees up other team members to
focus on idea generation.
T 25
Notes: SESSION 5
Transportation Idea Generation [Whole Class]
Ask students to think about the many different devices that move people from one place to another
and all of the redesign possibilities presented by these devices. With the class, create a list of as many
different kinds of transportation as possible, using the guidelines in The Art of Idea Generation on
page 20 in the Student Guide.
Students can then use these same techniques to generate a list of products for their Redesign
Proposal project.
CHOOSING A PRODUCT [Teams]
Have students meet in their Redesign teams. Teams should choose one of the three redesign
options, generate a list of possible products to redesign, and then choose the product they will
work on for their Redesign Proposal project.
Students may begin by listing the most common kinds of transportation,
such as cars and bicycles. Encourage them to come up with less-common
kinds of transportation, such as hot air balloons and horse-drawn carriages,
and with mechanisms they might not think of as transportation devices,
such as escalators and elevators.
CHOOSING A PRODUCT
Meet with your Redesign team to determine which of the three redesign
options you will choose, and generate a list of possible products you might
redesign. Use the guidelines in The Art of Idea Generation to structure
your meeting. Once you have a list of products, discuss the merits and
drawbacks of redesigning each product, considering the following questions:
1. Am I familiar with this product? Do I use it or know people who do?
2. Will I have access to a group of users that I can interview about their experiences
with the product?
3. Is this product something that interests me and that I’d like to learn more about?
4. Are there likely to be several redesign possibilities for this product?
5. Can I redesign aspects of this product without needing to have a large amount of
technical knowledge?
6. If this product requires technical knowledge to redesign, does anyone on my
team possess this knowledge?
Use your answers to these questions to help you choose a product for your team’s Redesign
Proposal project.
Module 11: Different By Design • Activity 1 • 21
HOMEWORK 1.5
Read Getting Customer Feedback.
Module 11: Different By Design • Activity 1 • 22
Getting Customer FeedbackGathering customer feedback is an important step in the product design process. Without customer input,
you may create a beautifully designed product that no one wants to buy! Here are some strategies for getting
customer feedback.
Decide How to Collect Feedback2
There are several different ways to collect feedback from customers:
• Interview customers individually: Ask customers a series of questions about their use of the product.
It’s best to conduct the interview in the customer’s environment, but interviews can also be done over the
phone or via e-mail. Interviews have the advantage of giving you one-on-one contact with the customer.
They can, however, be time consuming, lasting anywhere from a few minutes to a couple of hours.
• Observe customers’ use: Watch customers using the product as they normally would in the environment
in which they usually use it. Observation can be a great way to notice problems with the product (or
unusual uses for it) that customers may not think to mention when being interviewed. This technique
can be combined with interviewing customers individually.
• Conduct a focus group: In a focus group, a number of customers (usually 8–12) are brought together
to discuss their experiences with the product. A member of the product design team usually moderates
the focus group. Focus groups have the advantage of bringing together a variety of viewpoints and can
take less time than individual interviews. However, some customers may not feel free to express their
opinions in a group setting.
• Survey customers: Send paper or electronic surveys to customers to fill out and return. This method
can be very convenient, but it usually provides less information than the other methods, and doesn’t
give members of the product design team an opportunity to interact with customers and follow up on
their answers to questions.
Choose Customers to Observe or Interview
Once you have decided how you will collect information, you need to select the customers you want to interview.
Obviously, customers should be familiar with the product. There are several different types of people who
might use the product, depending on the situation:
• Occasional users: Customers who use the product infrequently, perhaps a few times a month
• Frequent users: Customers who are more familiar with the product, perhaps using it several times a week
• Heavy users: Customers who use the product almost daily, often for work, school, or a serious hobby
2 Adapted from Product Design and Development by K. T. Ulrich and S. D. Eppinger © 2000 The McGraw-Hill Companies, Inc.
Module 11: Different By Design • Activity 1 • 23
While it’s a good idea to interview customers from each category, make sure that you observe and interview
heavy users of the product. They often have a better sense of the product’s uses and limitations and are more
able to clearly articulate what they need from the product.
Decide What to Ask the Customer
If your goal is to redesign a product, what types of questions will give you information you can use?
The following list3
suggests the types of questions that a design team might ask about a product:
• When and why do you use this type of product?
• How do you typically use the product?
• What do you like about this product?
• What do you dislike about this product?
• What features do you consider when purchasing this type of product?
• What improvements would you make to this product?
Notice that the questions mentioned above are qualitative rather than quantitative in nature—that is, they
ask for a descriptive analysis of the product, rather than a numerical rating (rating a specific feature of a
product on a scale from 1 to 5, for example). Qualitative questions help designers learn how customers use the
products and can sometimes uncover new and unusual uses that the product developers never intended. In his
book The Art of Innovation, author Tom Kelley calls these innovative users “rule breakers.” Often, Kelley writes,
new product ideas develop from “the woman who takes a shortcut, who forces the product to do something
the manual says it can’t, who imagines what it might do if only . . . ” Gaining information about how the
product is actually used is very important to successful product design.
3 From Product Design and Development by K. T. Ulrich and S. D. Eppinger © 2000 The McGraw-Hill Companies, Inc.
T 26
Notes: SESSION 6
ASKING THE RIGHT QUESTIONS [Teams]
Have Redesign teams develop a plan for contacting and interviewing customers who use their product.
PLAN YOUR REDESIGN TASKS [Teams]
Have Redesign teams develop PERT charts for their Redesign Proposal projects.
SKILL RESOURCE
If students are unfamiliar with creating PERT charts or need a refresher
in order to complete this step, refer them to Finding the Critical Path.
Tell students they will use the PERT charts they
develop in this session again in Session 11:
Considering Customer Needs for Redesign.
ASKING THE RIGHT QUESTIONS
Using Getting Customer Feedback on pages 22–23, identify some potential customers to
interview about your product, then develop a list of questions to ask these customers and
a plan for contacting and interviewing them.
PLAN YOUR REDESIGN TASKS
One of the most important steps that a design team must take at the beginning of the product
design process is to develop a timeline for the project. In order to complete a successful
Redesign Proposal project, you’ll need to do the same thing.
Using the Redesign Proposal Guidelines on pages 9–11, make a list of all
the tasks you’ll need to complete for your project, assigning each team
member responsibility for one or more tasks. Then develop a PERT chart
that shows the order in which these tasks must be completed and the date
by which they need to be completed. To help keep your work on schedule, your team should
refer to this chart frequently throughout the product redesign process, updating it as necessary.
Module 11: Different By Design • Activity 1 • 24
HOMEWORK 1.6
Conduct a “study of the mundane” by looking closely at two things in your home that
are used to perform common, simple, yet important tasks. Here are some items you
might choose:
Do the following for each item:
1. State the need the item meets for the user.
2. Describe how the item operates. For example, “The doorknob is grasped in
one hand and turned clockwise to open the door.”
3. Sketch the appearance of the item.
• Faucets
• Chairs
• Trash cans
• Shampoo bottles
• Toothbrushes (even just toothbrush handles)
• Doorknobs
Module 11: Different By Design • Activity 1 • 25
EXTENSIONS
1.1
Go to the Ford PAS Web site and follow the link to IDEO’s Web site. Create a poster showing
the IDEO shopping cart design, as well as the key design considerations that IDEO staff
tried to address, the features of IDEO’s new shopping cart, and how these features were
meant to address the various design considerations.
1.2
Read Harley-Davidson—A Unique Approach to Customer Relations on the Ford PAS Web site.
How does Harley-Davidson get information about its customers and their needs? Consider
the potential benefits and drawbacks of this type of information-gathering. Then create a
presentation for the chair and the board of directors of the company explaining why you
do or don’t support the company’s methods of interacting with its customers.
1.3
Use a computer-aided design (CAD) program to draw two versions of a mundane object
for two specific user groups.
ACTIVITY 2:From Need to Concept
T 27
Notes: ACTIVITY OVERVIEW
Students are introduced to the creative aspect of the design process, building on the idea that there
is more than one way to meet a customer need. They begin the process of studying competitive
products by comparing and contrasting similar products that accomplish the same task. Students
see the role that customer feedback plays in the design process and that different styles and models
often result from analysis of customers’ needs. Students also learn the method of “benchmarking,”
a systematic comparison of competitive products. In teams, students work to create what product
designers call “product concepts”—different models or ideas for new or redesigned products. Then,
as part of their ongoing Redesign Proposal project, teams apply the methods of function/feature
mapping and benchmarking to develop concepts for the product they are redesigning.
Sessions 7–12Before You Teach
Session 8 • Preview RM 2.1 Dive Watch Benchmarking Table on the
Ford PAS Web site.
Materials Needed
Session 8 • Computer with access to the Internet and LCD projector for the modeling
of benchmarking, or copies of RM 2.1 Dive Watch Benchmarking
Table (one copy for each student) if an LCD projector is not available
• Several models of clock radios, TV remotes, cell phones, and wristwatches,
or pictures of such devices
T 28
Notes: Sessions 9 and 10 • Poster board and markers (two posters and one set of markers for
each team)
Session 9 • Students’ copies of their product need statement tables from Session 4
Session 10 • Stopwatch or clock with a second hand
Session 11 • Students’ copies of their PERT charts from Session 6
Session 12 • Copies of RM 2.2 Idea Generation Skills Assessment (one copy
for each student)
• Copies of Quiz 1 (one copy for each student)
• Two different models of a common product, such as a cell phone or spatula
VOCABULARY
Benchmarking
Comparable
Comprehensive
Objective
Product concept
Properties
Systematic comparison
Target specification
Timepieces
ACTIVITY 2:From Need to Concept
INTRODUCTION
Once product designers know what the market wants, how do they create a new product?
First, they need to study competitive products—they compare and contrast similar products
that accomplish identical tasks or meet the same needs. Often they use “benchmarking,” a
systematic comparison of competitive products. In this activity, you’ll learn about benchmarking
and about using customer feedback to generate product ideas that incorporate the features that
directly satisfy your customers’ needs. As part of your ongoing Redesign Proposal project, you’ll
apply these methods of benchmarking and idea generation to redesign your team’s product.
Learning Goals
� Given a set of product needs, generate several design concepts for a product.
� Survey competitive products to analyze their features.
Module 11: Different By Design • Activity 2 • 26
FOR YOUR GLOSSARY
Benchmarking Product concept
T 29
Notes: SESSION 7
A STUDY OF THE MUNDANE[Teams/Whole Class]
Have students work in teams to share their “study of the mundane” results and answer the questions
posed on page 27 in the Student Guide for each item in their study.
Ask students to list the mundane items they discussed and share their answers to the Student
Guide questions with the whole class. Compile a list of the class’s items, grouping similar items
together, and ask the following questions about the list:
1. Why are products that perform the same function sometimes designed so differently from
one another?
2. Are there are any groups of products that all have a very similar design? If so, why do you
think this might be?
3. Are there any items that you now look at differently from how you looked at them before you
conducted your survey?
Remind students to bring in clock radios, TV remotes, cell phones, and wristwatches (or pictures
of these devices) for the next session.
If you are running short on time to complete this activity or if
students need additional time to complete their classwork,
Homework 2.1 and Why So Many? may be omitted.
If students aren’t sure what “mundane” means, define it as
something that relates to the practical details of day-to-day
life—something that is ordinary and commonplace.
A STUDY OF THE MUNDANE
Would you rather turn a knob or push a handle to open a door? Do you prefer a single lever
in the middle or handles on either side of the sink faucet? Is it easier to use a dial or a slider
to change the volume on your stereo? There are so many different ways to complete very
simple tasks—why do we have all these choices?
Share information about the two items you chose for your “study of the mundane” with your
classmates, and answer the following questions for each item:
1. Why do you think the object is designed the way it is?
2. Does the design of the object reflect any need the user has? For example, a person
drinking coffee from a mug needs to have a handle to keep from getting burned by
the hot mug. A person turning on and off the water faucet needs a handle that can
be gripped with wet hands.
3. Are there elements of the product’s design, such as its appearance, that are not essential
to the product’s operation? Do these elements hurt or improve the product’s performance
in any way?
Were the items you studied for homework similar to or different from those studied by your
classmates? How similar or different were they?
Module 11: Different By Design • Activity 2 • 27
HOMEWORK 2.1
Find as many timepieces as you can in your home. Make note of their
locations and differences in design. Why do you think the manufacturers
chose different designs for comparable models? Do the differing product
features meet different needs or the same need? Do some of the products
work better than others? Why?
T 30
Notes: SESSION 8
Why So Many? [Whole Class]
Ask students to share their results from Homework 2.1. From this homework, it should be clear to
students that there are many different models of wall clocks, clocks on appliances, wristwatches,
alarm clocks, and even desk clocks. Use this observation to introduce the concept of “benchmarking,”
which is a way of systematically comparing competitive products by examining specific characteristics,
such as size, color, and weight.
KNOWING THE COMPETITION [Whole Class]
Display the Dive Watch Benchmarking Table (RM 2.1), available on the Ford PAS
Web site, to review the major components of a benchmarking table. Discuss the various
options that can be benchmarked, depending on the focus of a design team, as described
in the Student Guide.
MEASURING UP [Teams/Whole Class]
Have students meet in their Product Need teams, and give teams several different models of the
product they worked on in Activity 1 (clock radios, TV remotes, cell phones, or wristwatches). Have
students complete the benchmarking for their product. Then have teams share their responses to the
discussion questions in the Student Guide with the class.
KNOWING THE COMPETITION
As a product designer, you want to know how your product stacks up against the competition.
How can you be sure that you’re really creating something new that offers customers an
attractive alternative to competitors’ products?
One major component of design is benchmarking, a process that product designers use to
analyze and compare details of different brands and models of the same type of product.
With benchmarking, you only focus on the physical properties of the product—you don’t
rate the product itself. In general, benchmarking does the following:
• Provides an objective look at similar products in the same price range that are
manufactured by different companies
• Compares features and functions that similar products offer
• Helps you determine target specifications for a new product
Suppose that you are going to design a sports watch—specifically, a dive watch (a watch for
underwater divers). You learn from customers who have purchased dive watches that they
like the feel of a heavy watch. Before you make any decisions about how heavy your new
watch design will be, you should know as much as you can about the weight of the dive
watch models already on the market.
In general, if you can think of a property—such as weight—that makes you want to choose
a particular product over another, then that property should be benchmarked. What other
properties might you benchmark to compare dive watches? For example, is your Product
Need team concerned about the prices of competitors’ products? If so, “price” should be
a column on the benchmarking table you develop.
MEASURING UP
If you are redesigning a product, it’s important to see how the competition stacks up. Working
in your Product Need team, you will benchmark your product. First decide which information
you’ll compare, choosing at least six different characteristics, including the product name, the
materials used, and any special features, such as extra alarms. Once you have completed
the benchmarking, discuss the following questions:
Module 11: Different By Design • Activity 2 • 28
Module 11: Different By Design • Activity 2 • 29
1. Are there characteristics that seem uniform across the different brands and models?
2. Do any of the models have unique features or characteristics? Do these models stand
out as better or worse than the others?
3. If you were redesigning your product, how would you use the information in this table?
HOMEWORK 2.2
Read A Designer’s Concept.
Module 11: Different By Design • Activity 2 • 30
A Designer’s ConceptWhat’s in a Concept?
Once you know what your product needs to do, what’s the next step? Now’s your chance to be creative,
envisioning as many different ways to meet the customers’ needs as you can.
In the earliest stages of product design, an idea for a new or redesigned product is called a product concept.
What you might think of as two different ideas for a product, a product designer would call two different
concepts. As a product designer, you should think of as many different concepts as you can that will meet
the customers’ needs. Even when the difference between two concepts is small—one has a snap while the
other has a button, for instance—each concept should be considered a different product, because a user
will interact with each one differently.
Four different concepts for a new type of kitchen garbage can are shown here. Can you identify any features
or options that the product design team may be exploring?
Coming up with Concepts
How do designers develop new concepts for products? Once they have established what customers need
from the product, there are several ways that designers get inspiration for new concepts. Often a design team
will meet together several times to develop as many different concepts as possible—no matter how unrealistic
or silly they seem! The following are some of the things that designers do when creating concepts:
Module 11: Different By Design • Activity 2 • 31
• Experiment: Sometimes good ideas result from trying to solve a problem in innovative ways. For example,
Bill Bowerman, one of the founders of Nike, invented the soles for the modern athletic shoe by putting
rubber in his waffle iron!
• Look at the natural world: Observing and learning about the movement of animals, plants, bodies
of water, and other natural phenomena can inspire new designs. For example, researchers at
Northeastern University in Boston designed a robot that looks and moves like a lobster and adapts
to changing underwater conditions, using techniques similar to those used by lobsters. The designers
envision that the robot will collect data about oceans and rivers and help track pollution.
• Observe human behavior: Watching the way that people move and interact with their surroundings
can also be inspiring. One day, Larry Miller happened to notice the circular pattern that his daughter’s
feet made as she ran. This inspired him to design the elliptical trainer, which allows feet to follow this
same circular pattern without the impact of running.
• Observe the customer: Watching how people actually use products—as opposed to how designers
assume the products will be used—can lead to improved design. For example, the designers at IDEO
were designing a new toothbrush for young children. Since children’s hands are smaller than adults’
hands, one might assume that the handle should be smaller than the handle on an adult toothbrush as
well. But after observing kids using toothbrushes, the designers realized that young children grasp the
handle with their whole hand, instead of with their fingers, as adults do. In order for the toothbrush to
have a good design for children, the handle actually had to be bigger than the handle on an adult
toothbrush.
• Look at existing products: When designers work on new products, they often closely examine competitors’
products. This can be a good way to look at current “state of the art” features and develop ways to
improve on them.
T 31
Notes: SESSIONS 9 AND 10
CREATING A CONCEPT [Whole Class/Teams]
Using the example of the four concepts for a kitchen garbage can in A Designer’s Concept on
pages 30–31 in the Student Guide, ask students to discuss the features or options that the product
design team might be exploring that resulted in these concepts.
Possible Answers: The design team appears to be exploring different shapes
and sizes, lid styles, and ways to open the garbage can to put in garbage.
Have students work in their Product Need teams to begin creating two product concepts based
on the product need statement table they developed in Activity 1, following the guidelines provided
in the Student Guide. Give teams poster board and markers so they can create posters about
their concepts.
In Session 10, have teams give three-minute presentations highlighting their two product concepts.
Tell students that often professionals have only a short period of time to present their ideas. Students
should consider presenting only the information that will highlight the benefits of their concepts.
Be sure to point out how product designers use the word
“concept”—meaning, a particular idea for a product.
CREATING A CONCEPT
In Activity 1, you used customer comments about four different products—a clock radio, a TV
remote, a cell phone, and a wristwatch—to generate a list of product need statements. You
know what customers need from the product; now you can decide how you want the product
to meet those needs. What would an easily adjustable watchband look like? How can you
make the look of buttons on a cell phone match their function? Now you’ll create product
concepts based on customer needs.
Consider the following example: A number of product
reviewers have commented that a certain clock radio
manufacturer should revisit the design of its radio
because it’s difficult for a user to tell how high or low
the volume is set without turning it on. The manufacturer
might address this problem by placing an indicator on the radio’s display to show the volume
level, or adding a large volume-control knob with marks that identify the volume level. Either
feature accomplishes what the radio needs to do—give the user an idea about how loud the
volume is set without turning on the radio.
The following steps provide an organized way to generate concepts for new or
redesigned products:
1. Look at your product need statements again to see what kinds of features your
customers want and which needs you think should be addressed by the product.
2. Look at the benchmarking chart to see how (or whether) competitors are addressing
these customer needs. Determine whether you could use or improve on any of the
benchmarked products’ features in your product concept.
3. Develop several product features that address each of the product needs you identified
as important in Activity 1. Remember, at this point don’t reject any ideas, no matter how
wild they are!
4. As a team, choose several of the features you developed to include in your two final
product concepts.
5. Using the features you have chosen, generate two different product concepts.
Module 11: Different By Design • Activity 2 • 32
Module 11: Different By Design • Activity 2 • 33
Use these steps to generate two product concepts based on your product need statements
from Activity 1. For each of your two product concepts, create a poster showing the following:
• The product’s name
• A sketch of the product (such as what you might see in a catalog)
• A list of the major features of the product that reflect the product need statements you
generated from customer feedback
Your team will have a total of three minutes to present both of your product concepts.
Your presentation should include the following:
• Details about any unconventional features of your concepts
• A rationale for each feature
• A description of who would purchase your product (the potential market)
HOMEWORK 2.3
Continue to work on your Redesign Proposal project, focusing
on any tasks you’ve been assigned related to gathering
information about your product from customers.
HOMEWORK 2.4
Continue to work on the tasks you’ve
been assigned for your Redesign
Proposal project.
T 32
Notes: SESSION 11
CONSIDERING CUSTOMER NEEDS FOR REDESIGN [Teams]
Have students work in their Redesign teams to develop a list of need statements for the product
they are redesigning.
If you are running short on time to complete this activity
or if students need additional time to complete their
classwork, Homework 2.5 may be omitted.
CONSIDERING CUSTOMER NEEDS FOR REDESIGN
Work with your Redesign team to organize all the customer comments
you’ve gathered for your product redesign. Then use these comments to
create a comprehensive list of product need statements—being sure to
eliminate any statements that may be repetitive. Once you complete the
list of statements for your product, work with your team to determine which
needs you think your product should address.
Review the PERT chart for your project, and assign team members responsibility for any
new tasks that you’ve added to the chart.
Module 11: Different By Design • Activity 2 • 34
HOMEWORK 2.5
Search for products at home or on the Internet that are similar
to the one your team is working on for the Redesign Proposal
project. Choose at least six characteristics of these products,
and benchmark them.
T 33
Notes: SESSION 12
REDESIGN CONCEPTS [Teams]
Have each Redesign team generate a list of product redesign concepts, using its list of product
need statements. Then give students the Idea Generation Skills Assessment (RM 2.2) to
complete for homework.
Quiz 1 [Individual]
Use the second half of this session to have students complete Quiz 1. Display two different
models of a common product so that students can compare their features for Question 2.
Depending on the product you choose, you may want
to pass around the two models so that students can
take a closer look.
If students did Homework 2.5, tell them to refer to the
product benchmarking tables they created to see how
other companies are meeting customer needs and to
get ideas for features that they might use or modify for
their own product concepts.
REDESIGN CONCEPTS
Using the techniques described in The Art of Idea Generation on page 20,
generate a list of potential concepts for your Redesign Proposal project
by drawing on your Redesign team’s list of product need statements.
Remember—don’t reject any ideas at this point in the development
process. Be as creative as you can!
Module 11: Different By Design • Activity 2 • 35
DID YOU KNOW?
So, you have a great idea for a redesigned eraser? Do you think your idea is
an original one? According to the Thomas Register of American Manufacturers,
there are 18 companies in the United States alone that manufacture erasers.
Most likely each offers multiple products . . . so you’ll definitely need to do some
benchmarking before you know whether your idea is better than the erasers
already offered by competitors. Go to the Ford PAS Web site for a link
to the Thomas Register of American Manufacturers and search the
database to find out more.
HOMEWORK 2.6
Read Choosing a Concept.
Complete the Idea Generation Skills Assessment.
Module 11: Different By Design • Activity 2 • 36
Choosing a ConceptAs a member of a product design team, how do you decide which product concept to further refine and
develop? Ulrich and Eppinger4
recommend a number of ways, including the following:
• External decision: Ask customers to rate or choose your concepts.
• Internal decision (individual): A member of your product design team may have particular expertise
or experience with the product. In this case, allow this expert to choose the concept.
• Intuition: Members of your design team may have personal experience with the product. Go with the
concept they judge to be the best one.
• Voting: Vote on the best two or three concepts.
• Pros and cons: After considering product need statements, benchmarking tables, and other related
information you have, develop an extensive list of pros and cons for each concept.
• Prototype and test: Build prototypes of your concepts and test each one to find out which concept
is the best.
• Decision matrices: Create a table that rates each concept based on the selection criteria your team
has generated.
Most likely, your Redesign team will use some aspects of several of the methods listed above to choose
concepts to develop further. However, it’s a good idea to include a more objective method, such as the
decision matrix you’ll learn about in Activity 3, as part of the decision-making process.
4 From Product Design and Development by K. T. Ulrich and S. D. Eppinger (2000, pp. 139, 142). © 2000 The McGraw-Hill Companies, Inc.
Module 11: Different By Design • Activity 2 • 37
EXTENSIONS
2.1
Use a CAD program to draw one or more of the different concepts you are considering
for your Redesign Proposal project.
2.2
Pick a company and interview someone involved with new product design. Create a profile of
the interviewee that does the following:
1. Identifies the person—name and company information
2. Briefly describes the role that new products play in the company’s overall
business strategy
3. Describes the company’s process for creating new products, from research to launch—
including sources of ideas, evaluation and testing procedures, and other
factors that affect how the company proceeds with product design and development
2.3
Create a profile of one of the following designers (or find another individual to profile)
to share with your class:
• Raymond Loewy
• Wendy E. Brawer
• Alvar Aalto
• Mario Bellini
• Jane Atfield
Be sure to include information about this person’s training or background in design and
at least one detailed example of the person’s design work.
ACTIVITY 3:Which Product Concept?
T 34
Notes: ACTIVITY OVERVIEW
In this activity, students learn to use a decision-making tool called a “decision matrix” to display,
screen, and score potential concepts for headphones. Based on a scoring system they develop, they
determine the “top” headphone concept. Students then study basic financial aspects of a product
design project. Teams consider such factors as development costs, production costs, and sales
revenues. By studying two different financial plans, students consider the questions a company
faces when choosing between a short-term, inexpensive development plan and a more expensive
long-term plan.
Sessions 13–17Before You Teach
No advance preparation is necessary for this activity.
Materials Needed
Sessions 13 and 14 • Optional: Several models of a product for the decision matrix activity
• A variety of headphones with different styles of earbuds (several models
for each team)
Session 14 • Computers with access to the Internet (at least one computer for each team)
Session 16 • Chart paper for concept sketches
Session 17 • A stopwatch or clock with a second hand
T 35
Notes: VOCABULARY
Accrue
Base-case model
Decision matrix
Development costs
Production costs
Production volume
Quarters
Ramp-up costs
Sales revenues
Sales volume
ACTIVITY 3:Which Product Concept?
INTRODUCTION
When designers study competitive products, how do they choose the product concepts that
will best address the needs of their customers? What costs do they need to consider when
selecting a concept for production? You’ll learn to generate a “decision matrix”—a tool that
is used to display and compare potential product concepts—in order to determine the “top”
concept. You’ll also study the financial aspects of product design related to development
costs, production costs, and sales revenues by looking at a basic financial model for a sam-
ple design project. Finally, you’ll consider a number of the basic questions that companies
must take into account when choosing to invest in a new product design.
Learning Goals
� Analyze product concepts to identify which concepts to develop further.
� Assess the financial outlook for a new product design, including development, production,
and marketing costs.
� Use decision-making methods to choose among several desirable options.
Module 11: Different By Design • Activity 3 • 38
FOR YOUR GLOSSARY
Base-case model Decision matrix
T 36
Notes: SESSION 13
Create a Decision Matrix [Whole Class]
With the class, create a sample decision matrix for a product of your choosing. If possible, display
different models of the product for students to examine.
COMPARING CONCEPTS [Teams]
Divide the class into Decision Matrix teams. Give each team several different models of headphones,
and have each team create a decision matrix for its headphones. Students should complete the
matrix by the end of this session, so the concepts can be scored during the next session.
TEACHER INFORMATION
Creating and Scoring a Decision Matrix on page T 46
contains a sample decision matrix for scoring headphones.
TEACHER INFORMATION
Creating and Scoring a Decision Matrix on pages T 43–T 45 contains information about choosing
a sample product and creating a decision matrix for it. Do not score the matrix during this session.
If you are running short on time to complete this activity
or if students need additional time to complete their
classwork, Homework 3.1 may be omitted.
COMPARING CONCEPTS
How do product designers determine the product concepts that are most likely to meet
customers’ needs? Suppose you have a list of five product concepts, and your product
development team can only choose one concept to develop further. How do you make your
decision? Everyone on the development team helped to create the concepts, so it’s likely that
each person has his or her favorite. If you take a vote and choose the most popular one, will
you make the best decision? If each person’s vote is based only on personal preference, you
won’t necessarily pick the concept that meets most customers’ needs.
A decision matrix can help with your selection process. A decision matrix is a table composed
of two categories of information—product concepts and selection criteria. The selection criteria
are properties or factors that influence the quality of the product and help a customer decide
whether to purchase it. For example, the selection criteria for a shirt may consist of comfort,
durability, and appearance. The decision matrix provides a way to score your product concepts
according to the selection criteria. Once the selection criteria have been decided, each concept
is scored according to those criteria. The concept with the highest score is the one that
customers are most likely to prefer.
To practice making and using a decision matrix, create a
matrix for headphones concepts. Look at several models of
headphones and brainstorm to create a list of at least six
selection criteria that you’ll use to rate each concept, including
both physical features, such as size, and non-physical features,
such as price. For example, when purchasing headphones you
might want a pair that is comfortable, has good sound quality,
and isn’t too big. Translate these qualities into such criteria as
“comfort,” “sound quality,” “size,” and “appearance,” and create
a list of these criteria. Use the following sample comments to
help create your selection criteria:
• “Needs to be comfortable.”
• “Sound quality must be good.”
• “Can’t be too heavy.”
• “Don’t want my ears to get hot.”
• “Needs to look cool.”
Module 11: Different By Design • Activity 3 • 39
Module 11: Different By Design • Activity 3 • 40
HOMEWORK 3.1
Describe your personal experience with two different
versions of the same product. Which product concept
worked better for you? Why?
T 37
Notes: SESSION 14
Scoring a Decision Matrix [Whole Class]
With the class, score the sample decision matrix the class created during Session 13 for the
product you chose. If possible, display the different models of the product for students to examine.
SCORING HEADPHONES [Teams/Whole Class]
Have students work in their Decision Matrix teams to score the headphones concepts. Once teams
have completed the scoring process, ask them to see how consumers rate each team’s best-scoring
concept, using information provided by Web sites that include consumer product ratings. When
teams have completed their research, have them share their results. Then discuss decision matrices,
using the questions in the Student Guide.
Possible Answers:
1. It can be difficult to rate the style or aesthetics of a product using a decision
matrix, since judging these qualities is a very subjective process. In addition,
it can be challenging to use a decision matrix to rate the overall appeal or
performance of a product.
2. There are a number of reasons that a highly rated model may fail to appeal
to consumers. For example, the product may have a style that doesn’t capture
consumers’ interest, consumers may determine that the product costs too much
relative to its features, the product may be perceived as out of fashion or too
trendy, the product may be too expensive for the current economic climate even
if the price is fair, or the product may be marketed poorly.
3. A product design team might present its ideas for several highly rated models to
consumers to determine which is the most popular, or make prototypes of these
models to see how they perform with customers.
TEACHER INFORMATION
Creating and Scoring a Decision Matrix on pages T 43–T 46 contains information
about scoring a decision matrix and includes sample scored matrices.
SCORING HEADPHONES
Now that you have a decision matrix completed for headphones concepts,
you need to score each concept. There are three possible ratings for each
selection criterion: below average, average, or above average. Each score
is assigned a numerical value, as shown in Table 3.1.
How do you decide which rating to assign? Although scoring is not totally objective, your
team should discuss the score and make a well thought-out decision.
Once you have scored each concept for the entire list of selection criteria, total the scores at
the bottom of your matrix. The concept with the highest score is the one that your team has
rated the “best” concept.
Did you determine the most popular concept? Go to the Ford PAS Web site for links to
Internet sources of product ratings and check your results. Then compare your results
with those of others in your class—were your results similar or different?
Think about your experience with using a decision matrix and answer the following questions:
1. Are there any aspects of the product concept that a decision matrix doesn’t take into
consideration?
2. Could a highly rated conceptual model become a commercial failure? Can you think
of factors that might make this happen?
3. What other steps might a design team take to choose which product concept to develop?
Below Average
Average
Above Average
–1
0
+1
Table 3.1: Scoring a Decision Matrix
HOMEWORK 3.2
Read Manny’s Batting Gloves and answer the Questions for Reflection.
Module 11: Different By Design • Activity 3 • 41
Module 11: Different By Design • Activity 3 • 42
Manny’s Batting GlovesManny’s Baseball Supplies, a sports equipment company, is trying to expand its product line. A product
development team for Manny’s has developed a concept for a new batting glove. The team is excited about
the prospect of creating a product based on this concept, but will the gloves make money for the company?
Does the company even have the funds to support the development of this new glove? By creating a project
schedule that shows how expenses and revenues will accrue, the development team can determine whether
developing the product concept is a wise financial move. Manny’s can also figure out whether and when it
will make a profit on its investment.
First, the development team needs to consider how long it will take to develop, produce, and market the actual
product. The team members have determined that they will be able to complete this process within two years.
Next, Manny’s development team has to consider both its expenses and its revenues to see if and when the new
gloves will make money for the company. In order to do this, the team needs to develop a base-case model.
A base-case model, as it relates to product development, is the basic financial model that the development
team uses to project revenues and losses for a specific product over the course of several quarters. The
base-case model includes information, based on the development team’s best research and assumptions,
about the expenses and revenues associated with developing, manufacturing, and selling a new product. This
information includes development costs, ramp-up costs, marketing and support costs, and production costs.
Development Team’s Considerations Manny’s Development Considerations
Development costs Expenses associated with researching, designing,
and testing the new batting gloves
Ramp-up costs
Marketing and support costs Expenses for introducing the new gloves to the
market, such as creating a new ad campaign
Production costs Expenses for producing the new gloves, such as the
costs of raw materials and labor
Sales revenues Estimated amount of money that Manny’s can make
from selling its new line of batting glove
Expenses for getting production of the new batting
gloves started, such as new manufacturing equipment
that Manny’s doesn’t currently own
Module 11: Different By Design • Activity 3 • 43
Revenues are from projected sales of the product. Once a development team has created a base-case model,
the team can modify the model to look at projections based on more optimistic or more conservative scenarios,
or by including more detailed information.
Table 3.2 shows how the expenses and revenues for a new product can be mapped out.5
Each year of the
project is divided into quarters (Q1, Q2, Q3, and Q4). The shaded blocks indicate when Manny’s expects the
costs and revenues to accrue. For example, the development phase for the new gloves will be completed by
the end of the first year.
The development team’s next step is to fill in the financial details. Table 3.3 shows estimates of all the costs
and revenues associated with the new batting gloves. Development costs end after the first year, by which
time the glove will have been developed and the company will be getting ready to begin production. By the
time the project has reached the second quarter of the second year, production will have begun. At that point,
the schedule includes estimates of the following:
• Production costs
o Production volume
o Unit production cost (the cost of production per pair of gloves)
• Sales revenues
o Sales volume (the number of gloves sold)
o Unit price (the price of a pair of gloves)
Development costs ($)
Ramp-up costs ($)
Marketing and support costs ($)
Production costs ($)
Sales revenues ($)
Q1 Q2 Q3 Q4 Q1 Q2
Year 1 Year 2
Table 3.2: Schedule for Estimated Costs and Revenues
5 Tables 3.2 and 3.3 are adapted from Product Design and Development by K. T. Ulrich and S. D. Eppinger. © 2000 The McGraw-Hill Companies, Inc.
Module 11: Different By Design • Activity 3 • 44
In this table, costs are shown as negative numbers, while revenues are shown as positive numbers. For
example, the development team has estimated expenses of $350,000 for each of the first three quarters
of the project (Q1–Q3).
Questions for Reflection
1. Will Manny’s new product make a profit by the end of the second quarter of Year 2? Use the development
team’s cost and revenue estimates provided in Table 3.3 to find the answer.
2. Compare the production volume to the sales volume. Do you think it’s likely that the company will sell all
the gloves it produces, as it has projected? How can Manny’s ensure good sales? Explain your answer.
Development costs ($)
Ramp-up costs ($)
Marketing and support costs ($)
Production costs ($)
Production volume
Q1 Q2 Q3 Q4 Q1 Q2
Year 1 Year 2
($ values in thousands)
Unit production cost ($)
Sales revenues ($)
Sales volume
Unit price ($)
Quarter revenues or losses ($)
–350 –350 –350 –350
–1,500 –1,500
–150 –150
–1,400
100,000
–0.014
2,800
100,000
0.028
1,250–350 –350 –350 –1,850 –1,650
Table 3.3: Schedule for Estimated Costs and Revenues, Manny’s Batting Gloves
T 38
Notes: SESSION 15
Manny’s Batting Gloves [Whole Class]
Discuss base-case models and the financial aspects of product design and development, using
the Questions for Reflection in Manny’s Batting Gloves.
Possible Answers:
Question 1: Though Manny’s new product makes a profit of $1,250,000 by the end
of the second quarter of Year 2, overall Manny’s will have a loss of $3,300,000.
Question 2: The production volume and sales volume are the same. However, it
is highly unlikely that all the gloves will sell in the second quarter—especially if
they are still being produced in the second quarter. The schedule would be more
accurate if it included the third and fourth quarters of Year 2 and showed the
estimated sales revenues over that time period. Manny’s can ensure good
sales by making sure that its gloves meet customers’ needs and by having
a successful marketing strategy in place.
IS THE CONCEPT WORTH THE COST? [Teams/Whole Class]
Form teams and have each team develop a costs and revenues schedule for each option presented
in the BestFone Case Study on pages 47–49 in the Student Guide. Once teams have decided
which phone line BestFone should develop, have each team share its decision with the class.
Students may figure out the answer to Question 1 by adding the
quarter revenues or losses for Year 1 and the first two quarters of
Year 2. Another approach is to add the total development costs, the
total ramp-up costs, the total marketing and support costs, and the
total production costs, and then subtract the total sales revenues.
TEACHER INFORMATION
BestFone Options on pages T 47–T 48 provides complete costs and revenues schedules.
T 39
Notes: Discuss the case study by asking the following questions:
1. What are the pros and cons of each option?
Possible Answers:
Option 1: Because the phones could be produced more quickly, the company would
see profits by the fourth quarter of Year 1, two quarters sooner than in Option 2. In
addition, development costs would be less because the phones are similar to ones
that BestFone currently sells. However, the profits from the new line per quarter
would be considerably less than they would be for the phones in Option 2, because
they would sell for less, and they would need to be phased out much sooner than
the phones in Option 2, meaning that the company would need to begin a new
development cycle that much sooner. These phones may also not do enough to
update the image of the company’s products.
Option 2: The phones in Option 2 would take longer to develop, and the development
process would be more expensive than it would be in Option 1, so the company
would lose more money for a longer period of time. However, once production had
begun, the profits from the phones would be greater than in Option 1, and, because
the phones would be more technologically advanced, they could be sold for a
substantially longer period of time, meaning that overall profits over three or four
years would be greater for Option 2, if sales volumes remained steady. These
phones would also do more to update the image of the company’s products.
2. How do you think real companies manage trade-offs between technological advancement
and the higher development costs associated with new technologies?
3. What role do financial projections play in the product development process?
Possible Answers: Financial projections can help a company choose between
several viable product concepts by helping the development team determine which
would generate the most profits relative to development costs. They can be used
to determine whether a particular product—perhaps one that has gone through all
the preliminary product development stages—should be produced at all. In
addition, a product development team can modify financial projections to
determine the results of various scenarios (for example, spending more money
on development costs to get the product into the marketplace sooner).
T 40
Notes:Although financial projections are an important part of the
product development process, it is not feasible for students
to realistically determine costs and revenues for their redesign
proposals. Therefore, students are not asked to include financial
information as part of the project.
Module 11: Different By Design • Activity 3 • 45
IS THE CONCEPT WORTH THE COST?
How do companies decide whether new product concepts are worth producing? What would
happen if a company spent a large amount of money on the design and production of a new
concept, and the product was a commercial failure? After designers identify product concepts
they want to develop further, they determine what the development costs, production costs,
and sales revenues will be for each product concept, and take this information into account
when deciding which ones to produce.
Analyze the information provided in BestFone Case Study. For each of the two phone options,
create a costs and revenues schedule modeled on the one in Manny’s Batting Gloves on
page 44. The schedule should include information for all four quarters of Years 1 and 2.
Then, using information from the schedules and the case study, determine which new line
of phones BestFone should develop and produce, and be prepared to explain why you
chose this option.
DID YOU KNOW?
Did you know that even a very accomplished inventor can have trouble making a new
product succeed on the market? Dean Kamen, an extremely successful inventor of medical
devices, started in the business while only in his twenties. The inventions that made Kamen’s
reputation met clear medical needs. However, Kamen’s Segway scooter—considered to be
a great invention in terms of the technology used—was in big trouble as soon as it reached
the market. What happened?
The Segway started out with several strikes against it: a high price tag (around $5,000),
a weight of more than 80 pounds, and a top speed of only 12 �� miles per hour. Its battery life
was limited (it could go for 15 miles per charge, but only under “optimum” conditions—flat
terrain, no wind, and at a constant speed), so it needed to be recharged often. Buyers
required four hours of training to be prepared to take to the streets on the Segway, yet the
product was sold over the Internet, with no provision for the necessary training. And, in
a masterstroke of bad timing, the product was released at the end of 2001—just as the
United States (and most of the world) was seeing the economy get worse each day.
As a result, sales after the product launch were much slower than expected.
Module 11: Different By Design • Activity 3 • 46
HOMEWORK 3.3
Continue to work on the tasks you’ve been
assigned for your Redesign Proposal project.
Module 11: Different By Design • Activity 3 • 47
BestFone Case StudyThe BestFone Company has been in the mobile phone business
for a number of years and has a large, loyal customer base.
Although it has not released a new model in more than a year,
BestFone continues to enjoy considerable success.
Over the past year, BestFone has seen many competitors enter
the market, offering phones with new features—cameras, games,
MP3 players, wireless Internet—that its own product line doesn’t
currently offer. The company’s management is divided on how to
handle the new competition. Some believe that the new features
being offered on competitors’ phones don’t work very well yet
and that customers will be turned off by the poor performance.
Others believe that BestFone’s product line will not be able to
compete with the flashy new features of these phones—they are
concerned that BestFone’s products will be seen as old-fashioned.
In order to keep its existing customer base and attract new customers, BestFone has decided to
develop a new mobile phone line. The company’s product designers have offered two distinct product
concepts to pursue.
Option 1
This new product line would not be substantially different from BestFone’s current line. The new phones
would simply make improvements to features that are already included in BestFone’s current products.
This line of phones could be developed and begin being manufactured in under a year. The new phones
could be sold for slightly more than BestFone’s current line, and BestFone would begin to see increased
profits within a short period of time. Because the changes to this phone are mostly cosmetic, it could only
be sold in the marketplace for about two years before it became outdated.
Module 11: Different By Design • Activity 3 • 48
Option 2
The second option for a new line of phones would take considerably longer to develop. Designers would
develop phones that match or improve on competitors’ new phones. Because this option would involve
researching new technologies, the product design team estimates that it would take a year and a half to
develop and begin to manufacture the new line of phones. These phones could be sold for substantially
more than BestFone’s current product line. However, development costs would be significant, and BestFone
wouldn’t be able to sell the new line for several quarters—though, because this product line would have
substantial technological advancements, it could be sold in the marketplace for three to four years before
becoming outdated.
Financial Information for Option 1
Development costs ($) $350,000 per quarter for the first two quarters of Year 1,
and $250,000 for the third quarter of Year 1
Ramp-up costs ($) $750,000 per quarter for the third and
fourth quarters of Year 1
Marketing and support costs ($) $100,000 per quarter, beginning in the fourth quarter
of Year 1 and continuing for all of Year 2
Production volume 200,000 phones each quarter, beginning in the fourth
quarter of Year 1 and continuing for all of Year 2
Production costs ($) $24 per phone beginning in the fourth quarter of Year
1 and continuing for all of Year 2
Sales volume 200,000 phones each quarter, beginning in the fourth
quarter of Year 1 and continuing for all of Year 2
Sales price ($) $48 per phone, beginning in the fourth quarter of Year
1 and continuing for all of Year 2
Module 11: Different By Design • Activity 3 • 49
Financial Information for Option 2
Development costs ($) $750,000 per quarter for all of Year 1 and the
first quarter of Year 2
Ramp-up costs ($) $1,250,000 per quarter for the first two
quarters of Year 2
Marketing and support costs ($) $225,000 per quarter beginning in the second
quarter of Year 2
Production volume 200,000 phones each quarter beginning in the
second quarter of Year 2
Production costs ($) $41 per phone beginning in the second
quarter of Year 2
Sales volume 200,000 phones each quarter beginning in the
second quarter of Year 2
Sales price ($) $82 per phone beginning in the second
quarter of Year 2
T 41
Notes: SESSION 16
REDESIGN DECISION MATRIX [Teams]
Have students meet in their Redesign teams to build decision matrices to score their redesigned
product concepts. Have teams use their scored matrices to choose the two most promising concepts
and then make sketches of their chosen concepts on chart paper.
Module 11: Different By Design • Activity 3 • 50
REDESIGN DECISION MATRIX
Build a decision matrix to score the product concepts your Redesign team has generated. Use
the information you gathered about the product to help determine the selection criteria you’ll
use to compare the concepts. Be sure to record a copy of the decision matrix and scores in
your design log. Based on the scores from your decision matrix, choose the two concepts
that seem to have the most promise, and make sketches of these two concepts.
HOMEWORK 3.4
Continue to work on your Redesign Proposal project.
Think about how you can present the two concepts
you’ve chosen to the class
T 42
Notes: SESSION 17
REDESIGN IN MINUTES [Teams/Whole Class]
Have Redesign teams prepare a three-minute presentation of their two concepts for the class.
Have each team present its two concepts. After each presentation, ask students in the audience
to share feedback on the product concepts, based on the questions in the Student Guide. Teams
should use this feedback to determine which concept to develop.
The three-minute time limit is to get teams to focus on the most
important aspects of each concept. Suggest that teams use a
stopwatch or a watch with a second hand when they practice
their presentations.
Module 11: Different By Design • Activity 3 • 51
REDESIGN IN MINUTES
How well did your decision matrix work? Did your Redesign team
determine the best concept to develop further? Now’s your chance
to share your concepts and get some feedback from your classmates.
Prepare to present the two redesign concepts you’ve chosen. Remember, you’ll have only
three minutes for your presentation. Think of the time limit as a challenge, and focus your
presentation on the most important aspects of your concepts. Present the following information
about each:
• The concept’s name
• A simple sketch of the concept
• A list of the concept’s most important or innovative features
You should also describe what you expect your customers to like about the concept and
why they will choose your concept over the current competitive products on the market.
You might want to use a stopwatch when you practice your presentation to make sure that
you’re staying within the time limit.
Give feedback to the other Redesign teams about the product concepts they present. Use
the following questions to assess each concept, based on the information the team presents:
1. Do the features and design of each concept meet the needs of potential customers?
2. Is each of the concept’s features clearly distinguishable?
3. Are any of the concept’s features frivolous or unnecessary? If so, do these features
take away from the overall appeal of the concept?
HOMEWORK 3.5
Continue to work on the tasks you’ve been
assigned for your Redesign Proposal project.
Module 11: Different By Design • Activity 3 • 52
EXTENSIONS
3.1
Create a decision matrix for a large or complicated object, such as a television. Can you
determine features that are optional? How would you use this technique to determine the
best add-on features for a product?
3.2
Go to the Ford PAS Web site and read about the Segway scooter. What weaknesses,
if any, were there in Dean Kamen’s business plan for the Segway? If the Segway
were your invention, what actions would you have taken to identify customer needs
that it might meet?
3.3
Using a CAD program, draw the two product concepts you selected in this activity.
T 43
Notes: TEACHER INFORMATION: CREATING AND SCORING A DECISION MATRIX
Choosing a Product
Teams will use a decision matrix to help choose the best concept for their Redesign Proposal project.
To show students how to create a decision matrix, choose a type of product that students will be
familiar with and that comes in several different models, such as the following:
• Laptops
• Portable stereos
• Hair dryers
• PDAs or other handheld computers
Once you have chosen a type of product, make a list of some of the different models available.
These are the product concepts you will be scoring. For example, if you chose portable stereos,
you might list the following concepts:
• Radio with CD player, two speakers
• Radio with CD player, four speakers
• Radio with CD player, detachable speakers
If possible, bring the models in to class so students can examine them as they create their matrices.
Creating a Matrix1
Once you have a list of product concepts, ask students to consider the factors that would influence
whether they purchased or used the products. These factors are the selection criteria that will be
included in the matrix. The following is a possible list of selection criteria for a portable stereo:
• Weight
• Sound quality
• Price
• External audio outputs
• Display quality
• Range of sound
• Overall look and style
To create the matrix, make a table with the product concepts listed across the top and the selection
criteria listed along the side, with the remaining cells left open for scoring, as shown in Table TI 3.1.
1 Adapted from Product Design and Development by K. T. Ulrich and S. D. Eppinger. © 2000 The McGraw-Hill Companies, Inc.
T 44
Notes:
Scoring the Matrix
To score this decision matrix, begin with the first selection criterion and the first product concept. Ask
students to decide if they think this product concept is average, above average, or below average in
regard to this criterion. If students think the concept rates “average,” record a 0 on the table; if it rates
“below average,” record a –1 on the table; and if it rates “above average,” record a +1 on the table.
For example, if students think that the first concept—the portable radio with the CD player and two
speakers—rates “above average” on the weight criterion (i.e., it’s not too heavy, it’s easily portable),
you would record a +1 on the table. Score each product concept for each of the selection criteria.
To tally the scores, use two rows to record the total positive and negative scores for each concept
and the last row to record the final scores. Students should choose the concept with the highest
overall score.
Weight
Sound quality
Price
External audiooutputs
Display quality
Range of sound
Sum Positives
Sum Negatives
Net Score
Radio with CDplayer, twospeakers
Radio with CDplayer, fourspeakers
Radio with CDplayer, detach-able speakers
Table TI 3.1: Portable Stereo Decision Matrix
Product ConceptsSelection Criteria
Overall lookand style
T 45
Notes: Table TI 3.2 shows a sample completed matrix, which indicates that the best product concept
is the radio with a CD player and four speakers.
Headphones Decision Matrix
Students are asked to create and score a decision matrix for several pairs of headphones.
Table TI 3.3 shows an example of what students should develop.
Weight
Sound quality
Price
External audiooutputs
Display quality
Range of sound
Sum Positives
Sum Negatives
Net Score
Radio with CDplayer, twospeakers
0
0
+1
–1
0
0
0
+1
–1
0
Radio with CDplayer, fourspeakers
–1
+1
–1
+1
+1
+1
+1
+5
–2
+3
Radio with CDplayer, detach-able speakers
–1
–1
0
+1
0
+1
–1
+2
–3
–1
Table TI 3.2: Scored Portable Stereo Decision Matrix (sample)
Product ConceptsSelection Criteria
Overall lookand style
T 46
Notes:
Comfort
Size
Sound quality
Weight
Adaptor type
Cord length
Sum Positives
Sum Negatives
Net Score
Earbud,attaches to ear
+1
+1
–1
+1
0
–1
0
+3
–2
+1
Earbud,with head wire
–1
0
0
0
0
0
+1
+1
–1
0
Full-sized,with head wire
–1
–1
+1
–1
0
+1
–1
+2
–4
–2
Table TI 3.3: Scored Headphones Decision Matrix (sample)
Product ConceptsSelection Criteria
Price
T 47
Notes: TEACHER INFORMATION: BESTFONE OPTIONS
The following tables are costs and revenues schedules for the two options that BestFone is considering.
Development costs ($)
Ramp-up costs ($)
Marketing and support costs ($)
Production costs ($)
Production volume
Q1 Q2 Q3 Q4 Q3 Q4Q1 Q2
Year 1 Year 2
($ values in thousands)
Unit production cost ($)
Sales revenues ($)
Sales volume
Unit price ($)
Quarter revenues or losses ($)
–350 –350 –250
–750 –750
–100
–4,800
200,000
–0.024
9,600
200,000
–100 –100 –100 –100
–4,800
200,000
–0.024
4,700 4,700 4,700–350 –350 –1,000 3,950 4,700
0.048 0.048 0.048 0.048 0.048
–4,800 –4,800 –4,800
200,000 200,000 200,000
–0.024 –0.024 –0.024
9,600 9,600 9,600 9,600
200,000 200,000 200,000 200,000
Profit Year 2 +18,800Profit Year 1 +2,250
Net gain or loss +21,050
Option 1
T 48
Notes:
Over the two-year period, Option 1 will produce the most profit for BestFone. However, other factors,
such as profits over the longer term, may make Option 2 an equally viable or preferable option.
Profit Year 2 +20,675Loss Year 1 –3,000
Net gain or loss +17,675
Development costs ($)
Ramp-up costs ($)
Marketing and support costs ($)
Production costs ($)
Production volume
Q1 Q2 Q3 Q4 Q3 Q4Q1 Q2
Year 1 Year 2
($ values in thousands)
Unit production cost ($)
Sales revenues ($)
Sales volume
Unit price ($)
Quarter revenues or losses ($)
–750 –750 –750
–1,250 –1,250
–225
–8,200
200,000
–0.041
6,725 7,975 7,975–750 –750 –750 –750 –2,000
0.082 0.082 0.082
–8,200 –8,200
200,000 200,000
–0.041 –0.041
16,400 16,400 16,400
200,000 200,000 200,000
–750 –750
–225 –225
Option 2
T 49
Notes:
ACTIVITY 4:Standing Out in the Crowd
ACTIVITY OVERVIEW
Some products meet customers’ less-tangible needs, and meeting these needs can contribute to
a product’s success. In this activity, students study the properties of a product that industrial design-
ers consider, such as aesthetics and user interfaces. Students first examine pairs of products to
determine which product has a more successful industrial design. Next, students assess the quality
of the industrial design of a portable music player and use this analysis to create a player with
a new design. Finally, Redesign teams create industrial designs for their products.
Sessions 18–22Before You Teach
Session 19 • Gather a variety of portable music players (tape or CD players, digital
music players, and/or portable radios), or have students bring them in.
Sessions 21 and 22 • Obtain drafting paper, which is available at art or office supply stores.
Materials Needed
Sessions 19 and 20 • A variety of portable music players (several for each team)
• Chart paper and markers
Session 19 • A common product, such as an alarm clock, stapler, or TV remote
Session 20 • Teams’ chart paper with analysis tables from Session 19
Sessions 21 and 22 • Drafting paper (several sheets for each team)
Session 22 • Copies of Quiz 2 (one copy for each student)
T 50
Notes: VOCABULARY
Aesthetics
Dendriform
Differentiation
Ergonomic design
Functionality
Industrial design
User interfaces
Module 11: Different By Design • Activity 4 • 53
ACTIVITY 4:Standing Out in the Crowd
INTRODUCTION
In today’s crowded marketplace, a product that works well and meets customer needs can
still fail if it doesn’t stand out from the competition. How can companies create the kinds of
products that make customers think, “I’ve got to get one of those”? In this activity, you’ll learn
how product developers use industrial design to create products that customers want. You’ll
see some examples of different kinds of industrial design and analyze several products to
determine which of their designs is most successful. You’ll also get a chance to apply some
industrial design techniques to your Redesign Proposal project.
Learning Goals
� Identify and describe the successful use of industrial design techniques.
� Use industrial design techniques to create a unique identity for a product.
FOR YOUR GLOSSARY
Aesthetics
Differentiation
Ergonomic design
Functionality
Industrial design
User interfaces
T 51
Notes: SESSION 18
WHAT IS INDUSTRIAL DESIGN? [Teams]
Divide the class into teams. Have teams analyze the products shown in Industrial Design
Comparison, using the questions on page 55 in the Student Guide.
Discuss Industrial Design [Whole Class]
Have teams share their answers to the questions in the Student Guide regarding the pairs of
products. Discuss aspects of industrial design, using the following questions:
1. Do the products with the most successful industrial design have any characteristics in common?
2. “Look and feel” is more important for some of these products than for others. For which
ones is it more important? Why?
3. Do some of the products emphasize aesthetics, while others focus on the user interfaces?
Which is more important?
4. Consider the target audience for each product. Do you think the product does a good
job of appealing to its target audience? Why or why not?
Students may not be able to provide complete answers
for all the products based on the photographs provided.
Because everyone has different tastes, and a large component of industrial design is
aesthetics, students may not all agree on which industrial designs are the most successful.
However, students can try to identify the common characteristics of the products that
they, as individuals, thought were successful.
If you are running short on time to complete this activity or if
students need additional time to complete their classwork,
Homework 4.1 and Style vs. Function may be omitted.
Module 11: Different By Design • Activity 4 • 54
WHAT IS INDUSTRIAL DESIGN?
When you go shopping, what kinds of products catch your eye? Ones that are brightly colored,
or have unique shapes, or look like they’d be fun to use? For most products you see, a group
of people have thought very deliberately about how you will react to the way the product
looks, how you will respond to the product when you touch it or hold it in your hand, and how
you will interact with the product when you begin to use it. These people try to make sure that
the product has good industrial design.
The industrial design of a
product includes how it looks
(sometimes referred to as its
aesthetics), how it feels, and
the way that customers interact
with and use the product
through user interfaces. User
interfaces include any part of
the product that customers
touch, look at, or otherwise
make contact with as they use or operate the product. User interfaces may include such items
as buttons, handles, seats, laces, screens, and keyboards. Industrial designers may also be
concerned with making sure that a product is safe, has a good ergonomic design, and is
easy for customers to maintain and repair.
It’s important for most products to have a good industrial design for a variety of reasons:
1. Attracting customers: Customers are often drawn to products with designs that are
fashionable, dramatic, or pleasing to the eye, and are therefore more likely to
purchase them.
2. Keeping customers: If customers find a product easy to use and maintain, they are
more likely to continue using it or to purchase the same model or a similar model
from the same company.
3. Creating brand recognition: Companies can use industrial design to create an image
that is reflected in an entire line of products. For example, a car company may design
all of its sedans with a certain unique shape. Customers can then recognize a car made
by that company without needing to see the maker’s logo on the car.
WHAT IS ERGONOMIC DESIGN?
An ergonomic design takes into consideration people’s
physical capabilities and limitations. Products with
good ergonomic design can be used comfortably by
a wide range of users. For example, an ergonomically
designed desk chair could be used by someone
who was five feet tall and someone who was six feet
tall—without either person experiencing back strain.
Module 11: Different By Design • Activity 4 • 55
4. Creating brand identity: Companies can create a certain image for their products
through industrial design. For example, if a company wants its product to be perceived
as cutting-edge, it might use aerodynamic shapes and polished metal surfaces. If it
wants the product to be perceived as safe or comforting, it might use softer shapes and
muted colors.
What are some characteristics of good industrial design? Look at the four pairs of products
in Industrial Design Comparison and answer the following questions for each pair:
1. Does one of these products appeal to you more than the other? If so, why?
2. What image were the industrial designers trying to create through the products’ aesthetics?
3. What are the products’ user interfaces?
4. How easy do you think each product would be to use?
5. What audience was each product designed for?
6. Overall, do you think one of these products has a better industrial design? If so, why?
HOMEWORK 4.1
Functionality refers to a product’s ability to perform its
intended use or operation. Describe several products for
which industrial design might be less important than
functionality, and explain why.
Module 11: Different By Design • Activity 4 • 56
Industrial Design ComparisonScooters
RazorXLR8R Electric Scooter
ZAP ZAPPY Electric Scooter
Module 11: Different By Design • Activity 4 • 57
Razors
BIC Classic Sensitive Shaver
Gillette for Women Venus
Module 11: Different By Design • Activity 4 • 58
Athletic Shoes
Reebok Men’s Classic Cielo
Nike Men’s Air Hyperflight
Module 11: Different By Design • Activity 4 • 59
Cheese Graters
IKEA Cheese Grater
OXO Multi-Grater
T 52
Notes: SESSION 19
Style vs. Function [Whole Class]
Ask students to share the list of products they made for Homework 4.1, and discuss the reasons
that industrial design is more important for some products than for others.
Possible Answers: Industrial design is less important for products that have a purely
technological function, such as an internal CD-ROM drive, because functionality
determines whether customers are satisfied with the product. Aesthetics may also
be less important for products that are used in industry, such as stamping machines
or large-scale food mixers, although user interfaces are very important for such
products. Industrial design is particularly important for products in a market that
has a large number of products competing for the same audience.
SEEKING GOOD DESIGN [Whole Class/Teams]
Display a common product, such as an alarm clock or a TV remote.
Ask students to analyze the product’s industrial design using each of the five categories listed in the
Student Guide. Have students determine the quality of the design based on this analysis.
Divide the class into Industrial Design teams. Give each team several different models of portable
music players, and have teams analyze each player to determine the quality of its industrial design.
Teams should create their analysis tables on chart paper and save them for Session 20.
Alternatively, or in addition, you might have students look
at one of the product photographs from Industrial Design
Comparison on pages 56–59 in the Student Guide.
If you are running short on time to complete this activity or if students
need additional time to complete their classwork, Homework 4.2 and
Limitations of Industrial Design may be omitted.
Module 11: Different By Design • Activity 4 • 60
SEEKING GOOD DESIGN
How can you rate a product’s industrial design? One way is to look at how well a product
performs in each of the following categories,6
which address the most important aspects
of industrial design:
1. Quality of user interfaces: How easy is the product to use? Are the buttons or other
controls easy to operate, and is it clear what each one is for? Are you able to get the
product to do what you want without a struggle? Does the product seem safe? How
accessible is the product for people with disabilities?
2. Emotional appeal: How does the product make you feel? What kind of image does
it project? Is it pleasing to look at? How does it feel when you hold it in your hand?
Is it something that you would use every day?
3. Ease of maintenance and repair: If the product has batteries, is it easy to change
or recharge them? If the product were broken, would it be easy to fix?
4. Appropriate use of resources: Are any of the features of the product unnecessary?
What kinds of materials were used? What did the materials cost? If expensive materials
were used, were they necessary to the success of the design? Does it seem like the
manufacturers considered the environment in the design?
5. Product differentiation: Differentiation is the act of seeing or showing the differences
between objects. In the context of industrial design, differentiation is about how a product
stands out from other products and how it expresses the company’s identity. If you saw
an ad for the product, would you remember it or look for it in a store? Does the product
make a statement about the company that produces it? Does the product fit in with other
products from that company that you are familiar with?
While good industrial design is almost always important,
it’s especially important for products in a tight market that
are competing against many similar products to win the
interest of discriminating customers. Take, for example, the
portable music player. Think about all the different kinds of
music players you’ve heard about or seen. The companies that
make these players are all trying to appeal to an audience
that can be very discriminating and particular—an audience
that includes you!
6 From Product Design and Development by K. T. Ulrich and S. D. Eppinger. © 2000 The McGraw-Hill Companies, Inc.
Track 1
Module 11: Different By Design • Activity 4 • 61
Work as part of an Industrial Design team to compare the industrial designs of several
portable music players. First, write a brief description of your initial response to the product,
paying particular attention to its aesthetic qualities and its user interfaces. Is the product
something you’d be interested in buying? Why or why not? Then do a more detailed analysis
of each player, assessing its strengths and weaknesses in each of the above categories.
Develop a table to organize your analysis.
DID YOU KNOW?
You aren’t likely to see Shiro Kuramata’s chairs if you
visit the home furnishings area of your local department
store—but you may if you visit an art museum! Kuramata,
a Japanese artist and designer who worked during the
last half of the twentieth century, designed everyday
objects, such as chairs and sets of drawers, in a way
that focused attention on the form of objects we often
take for granted, and transformed them into something
new. His pieces move beyond the realm of furniture
into that of art.
Kuramata’s designs often incorporate innovative
materials, such as steel mesh, acrylic, and aluminum,
which make the chairs beautiful, if not exactly comfy.
For example, one of his chairs, called “How High the
Moon,” is made entirely of steel mesh. This means that
light can pass through the chair, making it seem ethereal and delicate. It also means that the seat is
not very soft! However, the chair’s softness—or lack thereof—is not the most important thing about it.
Terence Riley, the chief curator of the Museum of Modern Art in New York, said of the chair in an interview
with Newsweek magazine, “Like all great chairs, it’s not very comfortable. . . . There’s more to comfort
than it being soft on your tush. . . . [The chair] conveys a sense of the here and now.”
Another of Kuramata’s chairs, “Miss Blanche,” was inspired by a corsage worn by Vivien Leigh playing
Blanche DuBois in the movie version of A Streetcar Named Desire. The chair’s body is made of clear
acrylic, and red silk roses seem to be floating inside the arms and seat of the chair. While this chair
may not be comfortable for sitting, it is a beautiful and evocative work of art.
“Miss Blanche” Chair
Module 11: Different By Design • Activity 4 • 62
HOMEWORK 4.2
Read The SC Johnson Administration Building: Form vs.
Function and answer the Questions for Reflection.
Module 11: Different By Design • Activity 4 • 63
The SC Johnson AdministrationBuilding: Form vs. FunctionOne of the most important aspects of design for almost all products is functionality—the product should do
what it’s supposed to do, be easy to use, and have relatively trouble-free operation. For example, it won’t
matter to most consumers that a stereo is beautiful to look at if the sound quality is poor and the buttons are
hard to use. In most cases, good industrial design balances functionality (the user interfaces are easy to
understand, the product is ergonomically designed) and aesthetic appeal (the product is pleasing to look
at and has a form that is attractive to consumers), which usually go hand in hand.
However, in some instances, the design or form of an object is just as important—or even more important—than
its functionality. Moving beyond its original purpose, the object may offer a new way of looking at design as
well as at the object itself. For example, think about the clothing that fashion designers present in runway
shows. Although technically these garments are functional, in many cases they would be impractical or
uncomfortable to wear to work or school, not to mention expensive! However, they do represent the cutting
edge of fashion design. They set the trends, and, in some cases, they cause people to think about clothing
in new ways.
Although it’s important that
most products be designed with
functionality foremost in mind, it’s
equally important that some
designers take risks and produce
objects that, while not always
entirely practical, challenge how
people think about design.
Consider the example of the SC
Johnson Administration Building.
In 1936, the architect Frank Lloyd
Wright was asked to design a new
administration building for SC Johnson in Racine, Wisconsin. The completed building is a masterful and
influential piece of architecture, which incorporates many of Wright’s ideas, such as the value of work; the
importance of open, airy spaces that flow naturally together; and the use of organic forms. In designing the
building, Wright also pioneered the use of new construction materials and techniques, and these innovative
elements contribute to the success of the building.
SC Johnson Complex
Module 11: Different By Design • Activity 4 • 64
The focal point of the building’s interior is the
Great Workroom, a large, open space where
the company’s clerical staff worked when the
building was first opened. The workroom is
surrounded by a mezzanine, with a penthouse
level for executive offices above that. One of
the most striking and innovative aspects of
the building is the use of what Wright called
“dendriform columns,” tree-shaped columns
with wide, flat plates at their tops, which narrow
down to thin columns as they reach the floor.
Another prominent feature is the use of skylights
and a band of glass tubes between the wall and the ceiling to allow natural light to penetrate the space.
In many ways, the SC Johnson Administration Building is successful both aesthetically and functionally.
In addition to being a powerful piece of architecture, the building is a pleasant space in which to work,
and employees who have worked in the space were happy there.
At the same time, though, certain aspects of the building’s functionality have been less than successful. Frank
Lloyd Wright was always experimenting with new materials and construction techniques. Some of these, such
as the dendriform columns, work exactly as designed, while others have had mixed results. For example,
Wright used Pyrex tubing to provide the translucent band of light between the walls and the ceiling of the
building. These tubes were also used to create skylights. Although the effect of these tubes was quite beautiful,
they didn’t function well as roofing material. As the tubes expanded and contracted in heat and cold, water
worked its way through the caulking, causing the roof to leak. For years, buckets were kept in the Great
Workroom to catch all the water when it rained! Eventually, the tubes in the ceiling had to be replaced with
ribbed sheets of plastic that replicated the look of the tubes. Also, the band of tubes between the ceiling and
wall unexpectedly caused a glare in some parts of the building, and blinds had to be installed over them.
In addition, the Administration Building and the accompanying Research Tower that Wright eventually designed
have had some maintenance challenges over the years—the inevitable result of experimental materials and
techniques. In fact, many of Wright’s buildings have had problems, such as leaky roofs and rooms that were
too hot or too cold. For many of the owners of these buildings, though, such inconveniences seem a small
price to pay for the privilege of living or working in such beautiful places. In some ways, what’s important
about Wright’s buildings, at least as much as their functionality, is their ability to open people’s eyes to the
possibilities of human-made spaces.
Great Workroom
Module 11: Different By Design • Activity 4 • 65
Questions for Reflection
1. Do you agree that it’s acceptable for form or design to take precedence over function in some
instances? Why or why not?
2. Based on the information in the reading, assess the industrial design of the SC Johnson Administration
Building, using the five criteria listed in Seeking Good Design on page 60. Do you think the building
has a good industrial design?
3. Can you think of objects you have seen whose design is more important than their functionality?
T 53
Notes: SESSION 20
Limitations of Industrial Design [Whole Class]
Discuss form, function, and the industrial design of the SC Johnson Administration Building, using the
Questions for Reflection from The SC Johnson Administration Building: Form vs. Function.
Possible Answers:
2. Quality of user interfaces: In many ways, the building has high-quality user
interfaces. Employees were happy working in the building, especially in the
Great Workroom, and worker efficiency improved. However, workers in the
building were probably inconvenienced by the leaking roofs and the glare
from the glass tubes.
Emotional appeal: Based on the pictures and information in the reading, students
can decide whether they believe the building has emotional appeal. The open,
airy structure and innovative use of organic forms lead many people to think
that the building is quite beautiful.
Ease of maintenance and repair: The building has several problems in this area.
The roof has leaked, original materials had to be replaced or (in the case of the
glass tubes causing glare) supplemented with other materials, and the building
and accompanying tower have both had maintenance problems over the years.
Appropriate use of resources: There is not much information about the cost of
materials or building construction in the reading. Students could argue that the
experimental materials that Frank Lloyd Wright used were unnecessary and,
given the difficulties with some of them, that they added to the long-term costs
of the building. However, students could also argue that these materials, such
as the glass tubes that suffused the Great Workroom with light, were essential
to the success of the building’s design.
Product differentiation: The interior of the building has a very distinct design and
many unique features, and stands out from other office buildings as an example
of the possibilities of incorporating beautiful design into spaces where people
work. At the same time, it incorporates many themes and ideas that Frank Lloyd
Wright used in other buildings throughout his career, and thus also fits in with
his overall style.
T 54
Notes: A BETTER PLAYER [Teams/Whole Class]
Have students work with their Industrial Design teams to sketch a new industrial design for a
portable music player. Have teams display their analysis tables from Session 19 and the sketches
of their new designs. Students should look at each design and give feedback to at least one other
team about its new design idea, based on the five criteria listed in Seeking Good Design on page
60 in the Student Guide.
Module 11: Different By Design • Activity 4 • 66
A BETTER PLAYER
Now that you’ve seen some examples of industrial design,
how would you design a product? Look at your analyses of
portable music players. Are there areas in need of improve-
ment? Would you like a player that was bigger or smaller, or
just looked different? Would you reconfigure the buttons or
change the display?
With your Industrial Design team, develop a new industrial
design for a portable music player. Be sure to consider both
how the player looks and how users will interact with the product. Sketch your player on
drafting paper, labeling all of the important features that distinguish your design from the
original product.
Track 1
HOMEWORK 4.3
Think about the product you’re working on for your Redesign
Proposal project and generate some industrial design ideas
that you might incorporate into your product redesign.
T 55
Notes: SESSION 21
APPLYING GOOD DESIGN [Teams]
Have students work in their Redesign teams, and give each team sheets of drafting paper. Have
students develop an industrial design for their Redesign Proposal projects and create sketches
of this design.
Module 11: Different By Design • Activity 4 • 67
APPLYING GOOD DESIGN
Share your industrial design ideas from Homework 4.3 with your Redesign
team and begin developing an industrial design for your product. To get
started, consider the industrial design of similar products and think about
how these designs could be improved upon. You might also consider
incorporating elements of design from other products that you like.
Your industrial design should take into account the following:
1. Quality of user interfaces: How will customers use the product? Will it be easy to
understand? Comfortable to use? Accessible for people with disabilities?
2. Emotional appeal: How will your product look? How will it feel to touch? What image
will the product convey to customers?
3. Ease of maintenance and repair: Does the product require any assembly or maintenance,
such as replacing batteries? Will these operations be easy for the average user to perform?
4. Appropriate use of resources: What are the main features of the product? Will it
have any “bells and whistles” that customers might not necessarily want or need?
What materials will you use? Are these materials expensive? If so, are they necessary?
Will use of the materials have adverse environmental impacts?
5. Product differentiation: How will your product stand out from similar products in the
marketplace? What kind of statement does your industrial design make about your product?
Once your Redesign team has decided on an industrial design for the product, create several
sketches of it, labeling the important features.
HOMEWORK 4.4
Continue to work on the industrial design
of your Redesign Proposal project.
T 56
Notes: SESSION 22
Applying Good Design [Teams]
Have students continue working on the sketches of their industrial designs for the Redesign
Proposal project.
Quiz 2 [Individual]
Use the second half of this session to have students complete Quiz 2.
Module 11: Different By Design • Activity 4 • 68
HOMEWORK 4.5
Continue to work on your assigned tasks
for the Redesign Proposal project.
EXTENSIONS
4.1
Create a Web site or Microsoft® PowerPoint® presentation that shows some examples of
good and bad industrial designs, as determined by you or by product reviewers, and
that identifies the design features that make each product successful or unsuccessful.
4.2
Research the requirements for starting a job as an industrial designer, and look for college
programs and internships that would prepare you for such a position.
4.3
Using a CAD program, draw the product that you are redesigning for your Redesign
Proposal project. Then use the CAD program to help you develop your industrial design
ideas. Pay special attention to aesthetics and user interfaces.
T 57
Notes:
ACTIVITY 5:Putting It On Paper
ACTIVITY OVERVIEW
To make a concept a reality, designers must determine the physical characteristics of a product, such
as length and width, and present these characteristics in ways that will be understood by other
professionals, such as engineers, machinists, and potential investors. In this activity, students learn
how the features and characteristics of a product can be represented by words, technical drawings,
technical illustrations, and advertisements. Students compare the basic characteristics and information
presented in technical drawings and illustrations. They also learn about the role that patents play in
the design process, and conduct research to see if their product concept has already been patented.
To conclude the activity, Redesign teams create technical drawings or illustrations of their products.
Sessions 23–27Before You Teach
Session 23 • Modify a large sponge for modeling technical drawing as described in Teacher
Information: A Not So Ordinary Sponge on page T 65.
• If isometric grid paper is not readily available, go to the Ford PAS Web
site to locate printable grid paper.
Session 25 • Go to the Ford PAS Web site to learn about linking to the U.S. Patent and
Trademark Office (USPTO) database, and practice using the database.
• Test students’ computers to be sure that they can access the images of patent
applications on the USPTO Web site.
T 58
Notes: Materials Needed
Session 23 • Copies of RM 5.1 Sample Drawings and Illustrations (one copy for each student)
• Modified sponge
• Isometric grid paper (at least two sheets for each student)
Session 25 • Computers with access to the Internet and a printer (at least one computer
for each Redesign team)
VOCABULARY
Abstract (n.)
Design patent
Dimension lines
Intellectual property
Isometric drawing
Orthographic drawings
Patent
Property rights
Scale
Structural component
Technical drawing
Utility patent
Module 11: Different By Design • Activity 5 • 69
ACTIVITY 5:Putting It On Paper
INTRODUCTION
Have you ever tried to describe how to put together or use an object to someone else, and
the person just didn’t seem to know what you were talking about? How did you clear up the
confusion? Knowing how to communicate information about a product to different audiences
is an essential part of the design process. Product designers need to communicate ideas to
many different audiences, including customers, engineers, colleagues, and other company
divisions. They might present a technical illustration to an engineer who will develop the
product concept further, but present a descriptive paragraph and attractive drawings of the
product to a potential customer. In this activity, you’ll learn how designers reach different
audiences through descriptive writing, technical drawings and illustrations, and advertisements.
Learning Goals
� Create a technical drawing of a product to scale.
� Create visual representations of a product that are appropriate for specific audiences.
FOR YOUR GLOSSARY
Design patent
Dimension lines
Intellectual property
Orthographic drawings
Patent
Technical drawing
Utility patent
T 59
Notes: SESSION 23
WHAT’S IN A DRAWING? [Teams/Whole Class]
Distribute Sample Drawings and Illustrations (RM 5.1). Ask students to work in pairs to answer
the questions in the Student Guide. Have pairs share their responses with the class.
Drawing a Not So Ordinary Sponge [Whole Class]
Demonstrate for students how to create technical drawings of a simple object—in this case,
a modified sponge.
Begin by showing students the sponge from all sides and angles. With the class, make an orthographic
drawing that includes three views (top, front, and side). Choose one view of the sponge and include
its dimension details.
Students are encouraged to use any tools for technical
drawing that they happen to have available, but the
only tool they actually need for this purpose is a ruler.
Students may include an isometric drawing in their
technical drawings, but they are not required to do so.
SKILL RESOURCE
You might have students review Technical Illustration Guidelines, which
suggests some techniques that can be applied to technical drawing.
TEACHER INFORMATION
A Not So Ordinary Sponge on pages T 65–T 68 gives step-by-step instructions
for creating an orthographic drawing and adding dimensions to it.
Module 11: Different By Design • Activity 5 • 70
WHAT’S IN A DRAWING?
When a written description isn’t enough, what should you do? In Module 10, Reverse
Engineering, you worked with a specific type of technical illustration: assembly drawings.
While these are helpful for depicting a product in an owner’s manual or showing the product
to a manager in your company, this type of illustration does not provide enough information
about a product’s dimensions, materials, and structural components for some audiences, such
as the technicians and engineers who will help manufacture the product. These audiences
need specific technical information with enough details to clearly convey design ideas.
If you are trying to convey
information about your product to
manufacturers or engineers, you
will need to create a technical
drawing—a scale representation
of a product or one of its compo-
nents that includes the multiple
views required to describe it
accurately. These views usually
include a front view, a top view,
and a side view. Technical drawing
is the language of engineers,
designers, and architects, who
use it to communicate design
ideas in as much detail as
possible to the people who may
be involved in manufacturing the
product, such as manufacturing
or mechanical engineers.
Study the examples of technical drawings and illustrations shown in Sample Drawings
and Illustrations and do the following:
1. Compare and contrast the information provided by each drawing.
2. Indicate which of the drawings could be used as a guide for manufacturing the object.
3. Indicate which of the drawings would be best to include in an owner’s manual, and
which would be best in a repair manual.
LABELING TECHNICAL DRAWINGS
The lettering on a technical drawing is extremely
important—it enables the engineer, architect, or designer
to communicate a complete description of an object to the
person who will make the object and to the client who will
buy it. Block letters (all caps) are used as the standard
style of lettering for engineering and architectural
drawings. While computer-aided design (CAD) systems
have decreased the importance of lettering skills,
engineers, designers, and architects still need to be able
to complete freehand sketches with hand lettering to
communicate with drafters and CAD operators.
Module 11: Different By Design • Activity 5 • 71
HOMEWORK 5.1
Read Technical Drawings: Methods to Display Shape and Size. Choose one
ordinary object from home and create an orthographic drawing of it. Then add
the dimensions for each view. Refer to the reading and your classwork to
complete the drawing.
Module 11: Different By Design • Activity 5 • 72
Technical Drawings: Methods to Display Shape and SizeCreating technical drawings involves using particular
tools and techniques. For example, when creating a
freehand sketch of an object, it’s important to always use
grid paper. This will help you make sure that your scale
is correct. A medium-weight lead or drawing pencil with
a rounded point works best for making freehand sketches.
These are the basic tools for technical drawing:
• A T-square, used for drawing horizontal lines
• Triangles (both a 45° and a 30/60°), used to
draw vertical and angled lines when placed on
the T-square
• A protractor, used to measure angles
• A ruler, used to make proportional drawings
at greater or reduced sizes
• A compass, used for drawing arcs and circles
Isometric Drawings—Giving a Three-Dimensional View
An isometric drawing shows many sides of the same object; the top, front, and side views are equally visible.
The purpose of an isometric drawing is to give people a realistic view of the object. The following figure
shows the angles used to draw an isometric figure:
Module 11: Different By Design • Activity 5 • 73
Isometric grid paper makes it easier to figure out the angles and draw an object in 3-D. Figure 5.1
is an isometric drawing of Widget XYZ on isometric grid paper.
Orthographic Drawings—Showing the Shape of an Object
Orthographic drawings present usually three, but as many as six, different views of an object, all at
right angles to one another.
Figure 5.2 is an example of an orthographic drawing. Notice that the angle between the top, front, and
side views of the object is 90 degrees (a right angle)—just like the actual sides of the widget.
Figure 5.1: Widget XYZ on Isometric Grid Paper
Figure 5.2: Widget XYZ
TOP VIEW
FRONT VIEW SIDE VIEW
Module 11: Different By Design • Activity 5 • 74
Imagine drawing a child’s wooden block.
Look at it from the top—this is the block’s
“top view.” Looking at the front face of the
block gives you its “front view.” Turning the
block to the right gives you its “side view.”
When making an orthographic drawing,
remember the following general guidelines:
1. Position the top view above the front view so that the lengths of each view line up.
2. Position the right side view to the right of the front view so that the heights line up.
Dimensions—Showing the Size of an Object
Illustrations or sketches often show an idealized view of an object. While illustrations are effective tools for
showing the general look of an object, a technical drawing needs to give enough information to convey its
actual shape and dimensions. Figure 5.3 shows how the dimensions of a birdhouse are conveyed in the
multiple views shown in a technical drawing.
Figure 5.3: Orthographic Drawing of a Birdhouse
Module 11: Different By Design • Activity 5 • 75
Guidelines for Drawing an Object
Use the following guidelines to construct a basic orthographic drawing with dimension lines (lines to display
the length of the side of an object or the locations of particular features, such as holes and notches; these
lines run parallel to the object, include arrows at both ends, and have a blank space in the middle for the
numerical value of the length):
1. Study the object and determine the views (front, back, top, left side, or right side) that will be needed
to completely describe the object. If any sides are identical, you may not need to repeat those views.
2. Determine a scale that matches your paper. Most grid paper displays a �� or �� -inch grid. Measure your
object (if you are drawing a real object) and choose the actual length that will correspond to �� or �� inch
on your paper. For example, a 1-inch measurement of the actual object may be represented by �� inch
on your graph paper. Also, be sure to choose a scale that makes efficient use of your paper—fill the
page and show the object clearly. You don’t want to choose a scale so small that your drawing only
uses a tiny portion of the page!
3. Using a ruler and any other technical drawing tools you have available, draw each view on your
grid paper.
4. For each view, include dimension lines to display the length of the side or the location of particular
features, such as holes and notches. Dimension lines showing specific features should be drawn first,
closest to the object, with dimension lines showing the total length of the sides outside the feature
dimension lines. Figure 5.4 provides an example.
5. Indicate the ends of dimension lines with extension lines—short solid lines drawn outward from the side
of an object. These lines should not touch the views to which they refer, unless they connect to a center
line. Orient your dimension numbers horizontally so they can be read without rotating the page.
6. Include leader lines if necessary to indicate details about specific features of the object, such as a hole.
Leaders are freehand lines with at least one wave or curve and an arrowhead.
7. Technical drawings have standard sizes of 8.5" x 11", 11" x 17", 17" x 22", 22" x 34", and 34" x 44" (all
multiples of 8.5 x 11). A border line should be drawn �� inch from the paper’s edge around the drawing.
8. Include a title block listing the name and a description of the drawing, the name of the person who
drew it, the scale, and the date.
Module 11: Different By Design • Activity 5 • 76
Figure 5.4: Border, Center, Dimension, Extension, and Leader Lines
T 60
Notes: SESSION 24
HOW GOOD A DESCRIPTION? [Teams/Whole Class]
Divide the class into teams and ask each team to assess the drawings done by its team members
for Homework 5.1, using the questions in the Student Guide. When teams have completed their
assessments, ask the following:
1. Were there any objects that were not well-represented by this type of drawing? (For example,
would an orthographic drawing provide useful information about the comfort or look of a large,
cushy upholstered couch?)
2. How do you think designers determine which type of drawing to use for each audience?
Module 11: Different By Design • Activity 5 • 77
HOW GOOD A DESCRIPTION?
Share the technical drawing you completed for Homework 5.1, and look at the other students’
drawings. For each drawing you look at, answer the following:
1. Do you recognize the object you are looking at? What is it?
2. Does the drawing include all the necessary labels and dimension information?
3. Whom do you think this drawing would be useful to?
T 61
Notes: WHO HAS THE RIGHTS? [Teams/Whole Class]
Have students stay in their teams to look at the illustrations shown in Patent Illustrations and
answer the questions in the Student Guide. Then have teams share their answers with the class
and discuss the kinds of information included in patent illustrations.
Possible Answers:
1. Example 1 shows the head of an electric toothbrush; Example 2 shows a
portable stereo; Example 3 shows a slip-on shoe (or clog); Example 4 shows
a miniature flashlight.
2. For the toothbrush and flashlight, the illustration shows all the mechanisms
and details of the internal parts of each product. For the radio and the shoe,
the illustration only shows the outside design of each product.
3. In Example 1, the oscillation mechanism is being patented, not the whole
toothbrush. In Example 2, the applicants are patenting the external design for
the stereo, so the stereo mechanisms aren’t shown. In Example 3, the ornamental
design (the pattern of the fabric) is being patented, not the other properties of
the shoe. In Example 4, the entire miniature flashlight, from the casing to the
internal mechanism, is being patented.
Module 11: Different By Design • Activity 5 • 78
WHO HAS THE RIGHTS?
For an inventor or product developer, one of the most important ways to use a technical
illustration is in a patent application. A patent protects designs and inventions by giving the
patent holder the exclusive right to make, use, import, and sell an invention within a country
(or group of countries) for a specified number of years. Without patents, all the hard work
that design teams put into creating new products could benefit other companies that would
be allowed to simply make copies of their designs. Patents protect one kind of intellectual
property, which is a unique product of the human mind; in addition to designs and inventions,
intellectual property also includes books, movies, and music.
In order to be granted a patent in the United States, a company or individual must apply to
the U.S. Patent and Trademark Office. Illustrations are often an important part of the patent
application. Patent applications have to clearly explain what the item is, how it works, and
how it is made. Since photographs of the invention or design are allowed only under certain
circumstances, technical illustrations are usually used in patent applications.
Look at the products in Patent Illustrations and answer the following:
1. What is the product shown in each illustration?
2. What details about the product are presented in each illustration?
3. What aspect of each product do you think the applicants are trying to patent?
HOMEWORK 5.2
Read Patents.
Module 11: Different By Design • Activity 5 • 79
Patent IllustrationsPatent illustrations show the details of the aspect of an invention being patented. Major elements of this
aspect are shown and, in some cases, numbered. (If they’re numbered, a key describing each numbered
part should be included in the application.)
Example 1
Example 2
Module 11: Different By Design • Activity 5 • 80
Example 3
Example 4
Module 11: Different By Design • Activity 5 • 81
PatentsWhat Is a Patent?
A patent is a grant of property rights that is given to an inventor. In the United States, patents are granted by
the U.S. Patent and Trademark Office (USPTO). There are several different kinds of patents. A utility patent
protects processes, machines, products, materials, or improvements to any of these things. For example, an
inventor may apply for a utility patent to cover a new kind of speaker. A design patent protects new decorative
designs. For example, a designer may apply for a design patent to cover a new shoe design—not the material
or construction of the shoe, but the way that the shoe looks. There are also separate plant patents that cover
certain kinds of genetically altered plants. Patents usually last for 20 years from the date when the application
is filed with the USPTO.
Why Get a Patent?
Without a patent, inventors would have no way to keep others from producing copies of their inventions
and selling the copies. There would be no incentive to develop new products and processes if others could
immediately begin to profit from an inventor’s work. However, there are some circumstances in which it may
be better not to get a patent. If a company doesn’t want its competitors to have access to information about
a product, it may make information about the product or process a trade secret (since a patent would make
the information public). Companies maintain trade secrets by giving a limited number of people access to
the information and making those who do have access sign contracts stating that they won’t reveal what
they know. One of the most famous examples of a trade secret is the formula for Coca-Cola®.
What Information Do You Need for a Patent Application?
A patent application must include a detailed description of the invention or design. If the application is for
a utility patent, it must also explain how the invention is used and made (or how the process is carried out).
The application usually contains detailed black-and-white drawings of the invention or design. In order for
a patent to be granted, the USPTO must determine that the invention or design is both new and useful.
Because applying for a patent can be a complex process, many inventors and designers work with patent
attorneys who specialize in preparing these applications.
The Role of Illustrations in a Patent Application
A patent application may include many different kinds of technical illustrations, depending on the invention
or design. (However, some patent applications, such as those for certain processes, may not have illustrations
at all.) Design patent illustrations may be fairly simple, showing just the external design of a product, such as
Module 11: Different By Design • Activity 5 • 82
the stereo and shoe (Examples 2 and 3) in Patent Illustrations. Some utility patents may include “exploded
assembly” drawings, such as Example 4 in Patent Illustrations. Others may include detailed labeled diagrams,
as in Example 1 in Patent Illustrations, where the major elements of the invention are shown and numbered,
and a key describing the numbered parts would be included with the illustration.
T 62
Notes: SESSION 25
SEARCH THE DATABASE [Teams]
Have students work in their Redesign teams to perform the searches described in the Student Guide.
Using the “quick search” provided by the USPTO is very similar to using any
other Internet search engine. However, it may take more time to download
and view the patent applications than students expect, as they will be
looking at an actual scanned image of each application.
Module 11: Different By Design • Activity 5 • 83
SEARCH THE DATABASE
The USPTO Web site contains a database of all the patents issued in the United States,
dating back to 1790! There are a variety of ways to search the database, and it can be
confusing at first—a little practice is needed.
Go to the Ford PAS Web site to link to the USPTO Web site and perform a “quick
search,” which allows you to choose the type of information you want to search for.
For example:
• Patent title
• Abstract—a brief written description of the invention
• Patent issue date
• Patent number
• Inventor name
• Inventor state
First, look at a few of the applications. Then search the patent titles for
any title containing the name of the product that you are redesigning. (For
example, if you were redesigning a broom, you would search the titles for
“broom.”) If you are redesigning a specific aspect of a product, you could
search for just that aspect (for example, “broom handle”). Browse the
patents to see if anyone has designed a concept similar to yours.
Choose two or three of the patents most closely related to your Redesign Proposal project
and summarize them, including the following information:
1. The patent number and date of issue
2. The inventor
3. A sentence or two that describes the invention
4. A list of the features that distinguish each of these inventions from one another
and from your redesign concept
For each patent that you summarize, be sure to view the accompanying images and note
features of both the written and the illustrated descriptions of the object.
Module 11: Different By Design • Activity 5 • 84
DID YOU KNOW?
Many new product ideas are patented each year, but not all of
them make it into the hands of consumers. Here are some products
that you probably won’t see on a store shelf any time soon:
• U.S. Patent 4,233,942: In 1980, William D. James was granted
a patent on a device to protect an animal’s ears (especially
the ears of long-haired dogs) while it is eating. A tube holds
each ear away from the animal’s head, and the tubes can be
adjusted to keep the ears away from food or water dishes.
• U.S. Patent 5,971,829: In 1999, Richard B. Hartman was granted a patent
for a motorized ice cream cone. The device comes in two versions: One
consists of a motorized, rotating cup into which a scoop of ice cream can
be placed, and the other consists of a motorized, rotating receptacle into
which an entire ice cream cone can be placed. People eating ice cream
out of this device could hold their tongues stationary against the ice
cream, instead of licking.
• U.S. Patent 4,809,435: In 1989, Gerald L. Printz was granted a patent
for a new kind of utensil. The end of the utensil to be grasped in the
hand has two separate handles, resembling chopsticks. However, these
chopstick-like handles are attached to a western-style utensil, such as a
fork or spoon. In this way, a person can have an experience similar to
that of using chopsticks without actually having to learn how to use them.
HOMEWORK 5.3
Read Reaching Customers Through Print Ads and generate
ideas for a print ad for your Redesign Proposal product.
Module 11: Different By Design • Activity 5 • 85
Reaching Customers ThroughPrint AdsOne of the many ways that companies introduce new or redesigned products to their customers is through
print ads. Print ads appear in magazines, in newspapers, or on billboards. There are many different kinds
of print ads—some of which don’t even feature the product. However, one kind of ad that is especially useful
for introducing potential customers to a new product is one that shows people actually using the product.
This kind of ad allows companies to demonstrate the features of the products while showing happy customers
at the same time.
Look at the following ad, which shows three different people using a trash can:
Here is what this ad intends to communicate to potential customers:
• Product features: The ad clearly shows that the trash can has a large capacity and a lid that opens
easily when you step on a pedal at its base.
EZ Trash Can–For easy clean up and
disposal with just a
tap of your foot!
Module 11: Different By Design • Activity 5 • 86
• Ease of use: The ad shows that it’s easy to dispose of trash even when your hands are full, take out
a full trash bag by pulling out the inner can, and put in a new bag. This is reinforced by the text
accompanying the ad (“easy” and “just a tap of your foot”).
• Customer satisfaction: The people in the ad are smiling; they seem pleased with how well the trash
can is functioning and how easy it is to use.
• Product image: The people in the ad are young and contemporary, the garbage can has a sleek
metallic design, and the accompanying text is in a modern font. The ad is meant to appeal to young
hip people who have busy lives.
As you develop an ad for your own redesigned product, think about what you want to convey to customers
regarding your product’s features and image, its ease of use, and customer satisfaction with your product.
T 63
Notes: SESSION 26
ADVERTISING YOUR REDESIGN [Teams]
Have students work in their Redesign teams to develop some preliminary ideas for a print ad
to introduce their Redesign Proposal product to customers. Each team member should develop
a print ad; the team will then select which ad(s) to include in its redesign proposal.
Module 11: Different By Design • Activity 5 • 87
ADVERTISING YOUR REDESIGN
Imagine that your Redesign team is developing a print ad to introduce
your redesigned product to customers. How would you convince customers
that your product concept is a good one? Create a print ad for your product
that shows some of the product’s features and the image you’re trying to
convey with the product. Use the list of ideas you generated for Homework
5.3 as a starting point.
HOMEWORK 5.4
Continue to work on your print ad
for the Redesign Proposal project.
T 64
Notes: SESSION 27
DRAWING YOUR PRODUCT [Teams]
Have students work in their Redesign teams to create either a technical illustration or a technical
drawing of their redesigned product. Each team member will create an illustration or drawing;
the team will then select one to include in its redesign proposal.
Module 11: Different By Design • Activity 5 • 88
DRAWING YOUR PRODUCT
Although some audiences may prefer less-detailed images of your
product, others will want to see the exact product specifications.
Working with your Redesign team, choose one of the following options:
1. Prepare a technical illustration that could be included as part of a patent application
for your product concept.
2. Prepare an orthographic drawing that shows the dimensions of each view of the
product to show to a manufacturing engineer.
Once you’ve chosen an option, have each member of your Redesign team make a technical
illustration or orthographic drawing of your product. Select the best one to include with your
final redesign proposal.
MATERIAL AND USAGE SPECIFICATIONS
Before a designer is ready to meet with a manufacturing engineer, he or she needs more information
than just what is included in a dimensioned drawing. The designer needs to have determined the
material specifications (what materials will be needed), based on the usage specifications of a product
(how it will be used). For example, if a manufacturing engineer were presented with a dimensioned
drawing of a birdhouse, the engineer’s first question would be, “Is this birdhouse going to be made
from wood, metal, plastic, or glass?” In order for the designer to answer that question and provide
the engineer with the proper specifications for the birdhouse, the designer would need to have
answers to some of the following questions (which address both materials and usage):
1. Will the birdhouse be used for decorative indoor use or functional outdoor use?
2. Will the birdhouse be expected to withstand usage for 1 year or 10 years?
3. Given the amount of money that the company wants to spend on total production costs for
each birdhouse, how much can the birdhouse materials cost?
4. What materials are readily available?
5. Will the birdhouse be delivered as a finished product or as a kit that the customer assembles?
(The answer to this question will affect assembly cost, packaging method and cost, and
shipping cost.)
6. Will any testing or quality inspections be done before the final product is shipped?
Module 11: Different By Design • Activity 5 • 89
HOMEWORK 5.5
Continue to work on your
Redesign Proposal project.
EXTENSIONS
5.1
Prepare a freehand, orthographic drawing of a large object, such as a building or vehicle.
Have your teacher, a classmate, or someone employed in architecture or a design field
give you feedback on the sketch. Revise your sketch with this feedback in mind.
5.2
Create a 3-D version of your redesigned product by building a scale model.
5.3
Use a CAD program to draw your redesigned product and create drawings from different views.
What new information does each view provide to the person drawing or to the audience?
5.4
Use a CAD program to make an orthographic drawing of your product and include the
product’s measurements.
T 65
Notes: TEACHER INFORMATION: A NOT SO ORDINARY SPONGE
To show students how to create a technical drawing, you will use a modified sponge as a model.
Before drawing the sponge, modify it by inserting a new feature (such as a notch or a hole), so that
students have to include information about the feature’s dimensions in their technical drawings.
Figure TI 5.1 shows an isometric (3-D) drawing of a modified sponge, drawn on isometric grid paper.
Part I: Orthographic Drawings
Orthographic drawings present three different views of an object, all at right angles to one another.
Figure TI 5.2 shows an orthographic drawing of the sponge shown in Figure TI 5.1.
To create an orthographic drawing of the sponge, do the following:
1. Look at all sides of the sponge.
2. Note any features, such as notches and holes.
3. Choose the view that provides the most information about the sponge to be the “front view”
in your drawing.
4. On a piece of paper, draw the outline of the front view in the lower left portion of the page.
Figure TI 5.1: Isometric View of a Modified Sponge
T 66
Notes: 5. Draw the outline of the top view above the front view, aligning the lengths of the views
(as shown in Figure TI 5.2).
6. Draw the outline of the right side view to the right of the front view, aligning the heights
of the views.
7. Draw any features as they appear in each view. In Figure TI 5.2, a solid line is used to outline
the hole where it is visible. Draw center lines (long-short-long dashed lines that meet at the
center of a hole) to show the location of the hole’s center. Use a dashed line in views where
the hole is not visible, as in the top and side views.
8. Label the views, and include a title block in the bottom right corner.
Figure TI 5.2: Orthographic Drawing of a Modified Sponge
T 67
Notes: Part II: Adding Dimensions
Technical drawings may include dimension lines that display the lengths of the sides of the object
and show the location of features, such as notches or holes. Dimension lines run parallel to the
length being indicated; they have arrows at both ends, and leave a space in the middle to indicate
the numerical value of the length. Dimension lines showing specific features should be drawn first,
closest to the object (in this case, your sponge); the lines showing the total lengths of the sides
should then be drawn outside these shorter lines (as shown in Figure TI 5.3).
Short solid lines indicating the ends of dimension lines are called extension lines. Extension lines
should be drawn outward from the sides of the sponge without touching it, except when the extension
line connects to a center line.
Any features should be identified with an arrow drawn with a wavy line (called a leader line). Next to
each leader line, the feature should be labeled and its dimensions given (in the case of the sponge
shown in Figure TI 5.3, the diameter of the hole is given).
After completing the orthographic drawing of your sponge, add the dimensions to one view:
1. Label the dimensions of the hole (or other features) and draw dimension and extension lines,
close to the sponge.
2. Label the dimensions of the sides of the sponge and draw dimension and extension lines,
outside the lines indicating the dimensions of features.
3. Draw a leader line for the hole. Label it, and indicate its diameter.
Figure TI 5.3 shows the front view of the sponge, including dimension, extension, and leader lines
and the format for labeling length and diameter.
T 68
Notes: Figure TI 5.3: Front View of a Modified Sponge
Orient numbers indicating length horizontally.
T 69
Notes:
ACTIVITY 6:Putting It All Together
ACTIVITY OVERVIEW
In this activity, Redesign teams complete their ongoing project. They then present their redesigned
products to the group for review.
Sessions 28–30Before You Teach
Session 29 • Review the Redesign Proposal Guidelines on pages 9–11 in the Student Guide.
• Confirm invitations to industry representatives and members of the community,
who will act as the audience during the presentations.
• Check with teams about any technology they will need for their presentations.
(If a team needs a computer with a specific application, make sure that it will
be available before students begin their presentation planning.)
Materials Needed
Session 28 • Computers with access to the Internet and a printer (one computer for each team)
Session 29 • Copies of RM 1.1 Redesign Proposal Assessment (one copy for each guest)
• Copies of RM 6.1 Redesign Proposal Presentation Peer Assessment
(enough copies for each student to assess each presentation)
• Copies of RM 6.2 Presentation Skills Assessment (one copy
for each student)
Session 30 • Copies of Module Test (one copy for each student)
T 70
Notes: VOCABULARY
There are no new vocabulary words for this activity.
Module 11: Different By Design • Activity 6 • 90
ACTIVITY 6:Putting It All Together
INTRODUCTION
In this activity, you’ll have a chance to present the redesigned product you’ve been developing
throughout the module and see the products that your classmates have redesigned.
Learning Goals
� Create a redesign proposal for a product.
� Design and deliver an effective presentation of a product redesign proposal, including
visual representations.
FOR YOUR GLOSSARY
There are no glossary words for this activity.
T 71
Notes: SESSION 28
REDESIGN PROPOSAL PREPARATION [Teams]
Have students work in their Redesign teams to prepare their Redesign Proposal project presentations.
Module 11: Different By Design • Activity 6 • 91
REDESIGN PROPOSAL PREPARATION
Working with your Redesign team, prepare a presentation showcasing your redesigned
product. Your presentation should not exceed five minutes, so choose the information to
include carefully!
HOMEWORK 6.1
Prepare for your Redesign
Proposal presentation.
DID YOU KNOW?
Although many new or redesigned products are developed by companies and entrepreneurs,
there are also other ways in which these products come into existence. For example, some
organizations within the government focus on research and development, which can lead
to products that eventually find their way into the marketplace.
One such group is the Processed Foods unit at the Western Regional Research Center
of the Agricultural Research Service, the USDA’s research arm. This group, led by Tara
McHugh, Ph.D., has researched the use of fruit and vegetable purees in new products and
has developed an edible film that could someday replace the plastic wrap you use to wrap
up your sandwich! The wraps would come in such flavors as strawberry, apple, broccoli,
and carrot. Once used, they could be microwaved or heated with the food they covered,
adding some flavor and extra nutrition to the meal. Because the film is completely edible
and biodegradable, its use could keep some waste out of the environment. The wraps
could also help people increase their intake of fruits and vegetables. The wraps were
honored with a “Best of What’s New” award in Popular Science magazine in 2001.
Although as of 2004 the wraps were still being researched, they could be on the
market someday. A fruit bar made of pear puree developed by McHugh and her
colleagues is already being manufactured and sold by a company in the
Pacific Northwest, which licensed the process for making the bar from the
USDA. To find out more about this product, visit the Ford PAS Web site.
T 72
Notes: SESSION 29
REDESIGN PROPOSAL PRESENTATIONS [Teams/Whole Class]
Give each classroom visitor a copy of the Redesign Proposal Assessment (RM 1.1) and explain
that they will use this assessment to give the students feedback on their presentations.
Hand out the Redesign Proposal Presentation Peer Assessment (RM 6.1). Students should
complete the assessment for each team at the conclusion of its presentation.
Have Redesign teams present their proposals.
At the end of the session, hand out the Presentation Skills Assessment (RM 6.2). Students
should use this assessment to evaluate their own presentation skills.
Module 11: Different By Design • Activity 6 • 92
REDESIGN PROPOSAL PRESENTATIONS
Present your redesign proposal. As you listen to other Redesign teams’
presentations, assess their proposals using the Redesign Proposal
Presentation Peer Assessment. Use the Presentation Skills Assessment
to assess your own presentation.
HOMEWORK 6.2
Prepare for the Module Test.
EXTENSION
6.1
Conduct research to find a new or redesigned product that has recently come onto the
market or will be coming onto the market in the next year. Develop a presentation or report
about the product that showcases features of the product’s design, your analysis of the
design, and the reasons that you think (or don’t think) the product will be successful.
T 73
Notes: SESSION 30
Module Test [Individual]
Use this session to have students complete the Module Test.
Module 11: Different by Design • For Further Reading • 93
For Further Reading
Activity 1
Product Design
Industrial Designers Society of America. (2003). Design secrets: Products. Gloucester, MA:
Rockport Publishers.
Interiors and Sources. (n.d.). ISdesigNet magazine. Retrieved April 30, 2003, from
www.isdesignet.com/index.html.
Kelley, T. (2001). The art of innovation: Lessons in creativity from IDEO, America’s leading
design firm. New York: Currency Books.
Lynn, G. S. (1989). From concept to market. New York: John Wiley & Sons.
Universal Design
Center for Universal Design. (2002–2003). Universal design education online resources.
Retrieved April 30, 2003, from www.udeducation.org/res_mat/index.asp.
Activity 4
Industrial Design
Fiell, C., & Fiell, P. (2000). Industrial design A–Z. Los Angeles: TASCHEN America, LLC.
LaSalle, S., & Britton, T. A. (2003). Priceless: Turning ordinary products into extraordinary
experiences. Boston: Harvard Business School Press.
User Interfaces
Norman, D. A. (2002). The design of everyday things. New York: Basic Books.
Norman, D. A. (2004). Emotional design: Why we love (or hate) everyday things.
New York: Basic Books.
Activity 5
Graphic Rendering
Ching, F. D. K. (1997). Design drawing. New York: John Wiley & Sons.
Lin, M. W. (1997). Drawing and designing with confidence: A step-by-step guide.
New York: John Wiley & Sons.
Technical Drawing
Bertoline, G. R. (1998). Introduction to graphics communications for engineers
(B.E.S.T. series). New York: McGraw-Hill Science/Engineering/Math.
Module 11: Different by Design • For Further Reading • 94
References
Activity 1
The OXO Product Design Process
Corporate Design Foundation. (Spring, 1996). Getting a grip on kitchen tools.
@issue: The Journal of Business & Design, 2(1), 16–24. Retrieved April 22, 2003,
from www.cdf.org.
Mace, R., Hardie, G., & Plaice, J. (1991). Accessible environments: Toward universal
design. In Preiser, Vischer, and White (Eds.), Design interventions: Toward a more
humane architecture (p. 156). New York: Van Nostrand Reinhold, as quoted in
Welch, P. (Ed.). (1995). Chapter 1: Adaptive environments center and MIG
communications. Strategies for teaching universal design. Retrieved May 14, 2003,
from www.adaptenv.org/universal/pdf/strategies1.pdf.
Universal Design Education Online Web Site. (2002–2003). Learning about universal
design. Center for Universal Design. Raleigh, NC: North Carolina State University.
Retrieved May 14, 2003, from www.udeducation.org/learn/index.asp.
Listening to Customer Needs
Kelley, T. (2001). The art of innovation: Lessons in creativity from IDEO, America’s leading
design firm. New York: Currency Books.
Product Need Statements
Ulrich, K. T., & Eppinger, S. D. (2000). Exhibit 4-7. Product design and development
(2nd ed.), p. 70. Boston: Irwin McGraw-Hill.
Module 11: Different by Design • References • 95
The Art of Idea Generation
Garmston, R., & Wellman, B. (1999). The adaptive school: A sourcebook for developing
collaborative groups. Norwood, MA: Christopher-Gordon.
Kelley, T. (2001). The art of innovation: Lessons from IDEO, America’s leading design firm.
New York: Currency Books.
Getting Customer Feedback
Kelley, T. (2001). The art of innovation: Lessons in creativity from IDEO, America’s leading
design firm. New York: Currency Books.
Ulrich, K. T., & Eppinger, S. D. (2000). Product design and development (2nd ed.),
pp. 63, 66. Boston: Irwin McGraw-Hill.
Activity 2
Knowing the Competition
Ulrich, K. T., & Eppinger, S. D. (2000). Product design and development (2nd ed.).
Boston: Irwin McGraw-Hill.
A Designer’s Concept
Ayers, J., & Massa, D. (February 2, 2003). Biomimetic underwater robot program.
Retrieved April 23, 2003, from www.neurotechnology.neu.edu.
Bowerman, B., & Knight, P. (May, 1997). The modern athletic shoe. Retrieved April 23, 2003,
from web.mit.edu/invent/iow/bowermanknight.html.
Kelley, T. (2001). The art of innovation: Lessons in creativity from IDEO, America’s leading
design firm. New York: Currency Books.
National Distance Running Hall of Fame. (2003). Bill Bowerman. Retrieved February 11, 2004,
from www.distancerunning.com/inductees/2002/bowerman.html.
Ransdell, E. (January, 2000). The Nike story? Just tell it! Fast Company (31), 44.
Retrieved February 11, 2004, from pf.fastcompany.com/magazine/31/nike.html.
Ulrich, K. T., & Eppinger, S. D. (2000). Product design and development (2nd ed.).
Boston: Irwin McGraw-Hill.
Module 11: Different by Design • References • 96
Yemma, J. (1998). The bionic lobster. Boston Globe. Retrieved February 11, 2004,
from cache.ucr.edu/~currie/lobster.html.
Did You Know?
ThomasRegister.com. (2007). Thomas register of American Manufacturers. New York:
Thomas Publishing. Retrieved December 11, 2007, from www.thomasnet.com/
prodsearch.html?cov=NA&which=prod&what=eraser&navsec=search.
Choosing a Concept
Ulrich, K. T., & Eppinger, S. D. (2000). Product design and development (2nd ed.),
pp. 139, 142. Boston: Irwin McGraw-Hill.
Activity 3
Manny’s Batting Gloves
Ulrich, K. T., & Eppinger, S. D. (2000). Exhibits 13-4 and 13-5. Product design and
development (2nd ed.), p. 301. Boston: Irwin McGraw-Hill.
Did You Know?
Rivlin, G. (March, 2003). Segway’s breakdown. Wired, 122–123, 147–149. Retrieved
September 18, 2003, from www.wired.com/wired/archive/11.03/segway.html.
Segway. (2001–2003). Segway™ HT i Series. Retrieved September 18, 2003, from
www.segway.com/segway/specs_iseries.html.
Activity 4
What Is Industrial Design?
Cagan, J., & Vogel, C. M. (2002). Creating breakthrough products: Innovation from
product planning to program approval. Upper Saddle River, NJ: Prentice Hall.
Ulrich, K. T., & Eppinger, S. D. (2000). Product design and development (2nd ed.).
Boston: Irwin McGraw-Hill.
Seeking Good Design
Ulrich, K. T., & Eppinger, S. D. (2000). Product design and development (2nd ed.),
pp. 227–230. Boston: Irwin McGraw-Hill.
Module 11: Different by Design • References • 97
Did You Know?
Exhibition: Overview: Shiro Kuramata: 1934–1991. (n.d.). Retrieved January 10, 2003, from
www.sfmoma.org/exhibitions/exhib_detail/97_exhib_shiro_kuramata.html.
Gordon, D. (October 27, 2003). Meet the titans of taste. Newsweek, p. 64.
Shiro Kuramata. (n.d.). Retrieved January 10, 2003, from
www.paulhughes.co.uk/conthome/kuramata/shiro.html.
Shiro Kuramata 1934–1991. (n.d.). Retrieved January 10, 2003, from
www.nyu.edu/greyart/exhibits/shiro/html/kuramata.html.
The SC Johnson Administration Building: Form vs. Function
Lipman, J. (1986). Frank Lloyd Wright and the Johnson Wax buildings. New York: Rizzoli.
PBS Frank Lloyd Wright Web site. (n.d.). The life and work of Frank Lloyd Wright.
Retrieved January 11, 2003, from www.pbs.org/flw/buildings/index.html.
Schellhardt, T. D. (February 18, 1997). This office building is a work of art, unless it’s
raining. Wall Street Journal, as quoted in Torres, L., & Marder, M. K. (January, 2002).
What art is: The esthetic theory of Ayn Rand (Suppl.). Retrieved January 11, 2003,
from www.aristos.org/whatart/ch10b.htm.
Twombly, R. C. (1979). Frank Lloyd Wright: His life and his architecture.
New York: John Wiley & Sons.
Activity 5
What’s in a Drawing?
ITEDO Software LLC. (2001–2003). What exactly is a technical illustration?
The Information Portal for Technical Illustration. Retrieved April 10, 2003,
from www.itedo.com/E/157_213.php.
Labeling Technical Drawings
Johannsen, R. (1998). Technical drawing program: Study guide: Lettering.
Retrieved October 31, 2003, from
www4.district125.k12.il.us/faculty/djohanns/TechEdHomePage/SG2.html.
Module 11: Different by Design • References • 98
Technical Drawings: Methods to Display Shape and Size
Johannsen, R. (1998). Introduction to technical drawing: Study guides. Retrieved October
31, 2003, from
www4.district125.k12.il.us/faculty/djohanns/TechEdHomePage/TDStdyGids.html.
Sanders, C. (1998). 3-D drawing and geometry. The Math Forum. Philadelphia: Drexel
University. Retrieved October 31, 2003, from mathforum.org/workshops/sum98/
participants/sanders/Isom.html.
TEKit. (n.d.). Orthographic views/Isometric views. Retrieved October 31, 2003,
from www.foothillsgraphics.com/iso.htm.
Who Has the Rights?
U.S. Patent and Trademark Office. (n.d.). USPTO Kids’ Pages: Whowhatwhenhowwhy.
Retrieved April 25, 2003, from www.uspto.gov/go/kids/kidprimer.html.
Patents
U.S. Patent and Trademark Office. (n.d.). How to get a patent. Retrieved April 18, 2003,
from www.uspto.gov/web/patents/howtopat.htm.
U.S. Patent and Trademark Office. (n.d.). What are patents, trademarks, servicemarks,
and copyrights? Retrieved April 18, 2003, from
www.uspto.gov/web/offices/pac/doc/general/whatis.htm.
Did You Know?
U.S. Patent and Trademark Office. (n.d.). Patent number 4,233,942
[Animal ear protectors]. Retrieved March 4, 2004, from
patft.uspto.gov/netacgi/nphParser?Sect1=PTO2&Sect2=HITOFF&p=1&u=/netahtml/
search-bool.html&r=1&f=G&l=50&co1=AND&d=ptxt&s1=4233942.WKU.&OS=
PN/4233942&RS=PN/4233942.
U.S. Patent and Trademark Office. (n.d.). Patent number 4,809,435 [Eating utensil].
Retrieved March 4, 2004, from patft.uspto.gov/netacgi/nph-Parser?
Sect1=PTO2&Sect2=HITOFF&p=1&u=/netahtml/search–bool.html&r=8&f=G&l=
50&co1=AND&d=ptxt&s1=4809435&OS=4809435&RS=4809435.
Module 11: Different by Design • References • 99
U.S. Patent and Trademark Office. (n.d.). Patent number 5,971,829 [Motorized ice cream
cone]. Retrieved March 4, 2004, from patft.uspto.gov/netacgi/nph-
Parser?Sect1=PTO2&Sect2=HITOFF&p=1&u=/netahtml/search-
bool.html&r=1&f=G&l=50&co1=AND&d=ptxt&s1=5971829.WKU.&OS=PN/
5971829&RS=PN/5971829.
Activity 6
Did You Know?
Gately, G. (August 29, 2003). Don’t throw that wrapper away: Eat it!
Retrieved March 3, 2004, from abcnews.go.com/sections/living/Healthology/
HS_ediblewrapper_030827.html.
Wood, M. (March 18, 2002). Edible food wraps win national award. Retrieved March 4,
2004, from www.ars.usda.gov/is/pr/2002/020318.htm.
Wood, M. (December 12, 2002). Pear bars capture orchard-fresh flavor. Retrieved
March 4, 2004, from www.ars.usda.gov/is/pr/2002/021212.htm.
Module 11: Different by Design • References • 100
PICTURES AND IMAGES
Activity 1
The OXO Product Design Process
OXO. (2003). Good Grips swivel peeler [Photograph]. Reston, VA: World Kitchen, Inc.
Activity 4
Industrial Design Comparison
BIC Corporation. (2003). Bic Classic sensitive shaver [Photograph]. Milford, CT.
Gillette for Women. (2003). Venus [Photograph]. Boston: The Gillette Company.
Nike, Inc. (2003). Nike men’s air hyperflight [Photograph]. Beaverton, OR.
OXO. (2003). Good Grips multi-grater [Photograph]. Reston, VA: World Kitchen, Inc.
Pryke, S. (Designer). (2003). Grater REDA [Photograph]. Inter IKEA Systems B.V.
Razor USA LLC. (2003). Razor XLR8R electric scooter [Photograph]. Cerritos, CA.
Reebok International Ltd. (2003). Reebok men’s classic Cielo [Photograph]. Canton, MA.
ZAP. (2003). ZAPPY electric scooter [Photograph]. Santa Rosa, CA.
Did You Know?
Kuramata, S. (1988). Miss Blanche [Acrylic resin and aluminum chair embedded with
artificial roses]. Blackwell, B. (Photographer). (1997). San Francisco: San
Francisco Museum of Modern Art.
The SC Johnson Administration Building: Form vs. Function
SC Johnson. (n.d.). SC Johnson Complex and Great Workroom [Photographs]. Racine, WI:
SC Johnson, Inc.
Module 11: Different by Design • References • 101
Activity 5
Patent Illustrations
U.S. Patent and Trademark Office. (n.d.). Patent number D469,078 [Radio, cassette tape
recorder, and CD player]. Retrieved April 25, 2003, from
patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO1&Sect2=HITOFF&d=
PALL&p=1&u=/netahtml/srchnum.htm&r=1&f=G&l=50&s1=
D469,078.WKU.&OS=PN/D469,078&RS=PN/D469,078.
U.S. Patent and Trademark Office. (n.d.). Patent number D470,996 S [Ornamental design
for a shoe]. Retrieved April 25, 2003, from patft.uspto.gov/netacgi/nph-
Parser?Sect1=PTO1&Sect2=HITOFF&d=PALL&p=1&u=/netahtml/srchnum.
htm&r=1&f=G&l=50&s1=D470,996.WKU.&OS=PN/D470,996&RS=PN/D470,996.
U.S. Patent and Trademark Office. (n.d.). Patent number 6,530,672 [Miniature flashlight].
Retrieved April 25, 2003, from patft.uspto.gov/netacgi/nph-
Parser?Sect1=PTO1&Sect2=HITOFF&d=PALL&p=1&u=/netahtml/srchnum.
htm&r=1&f=G&l=50&s1=6,530,672.WKU.&OS=PN/6,530,672&RS=PN/6,530,672.
U.S. Patent and Trademark Office. (n.d.). Patent number 6,536,066 [Toothbrush oscillating
head]. Retrieved April 25, 2003, from patft.uspto.gov/netacgi/nph-
Parser?Sect1=PTO1&Sect2=HITOFF&d=PALL&p=1&u=/netahtml/srchnum.
htm&r=1&f=G&l=50&s1=6,536,066.WKU.&OS=PN/6,536,066&RS=PN/6,536,066.
Did You Know?
U.S. Patent and Trademark Office. (n.d.). Patent number 4,233,942 [Animal ear protectors].
Retrieved March 4, 2004, from patft.uspto.gov/netacgi/nph-
Parser?Sect1=PTO2&Sect2=HITOFF&p=1&u=/netahtml/search-
bool.html&r=1&f=G&l=50&co1=AND&d=ptxt&s1=4233942.WKU.&OS=PN/
4233942&RS=PN/4233942.
U.S. Patent and Trademark Office. (n.d.). Patent number 4,809,435 [Eating utensil].
Retrieved March 4, 2004, from patft.uspto.gov/netacgi/nph-
Parser?Sect1=PTO2&Sect2=HITOFF&p=1&u=/netahtml/search-
bool.html&r=8&f=G&l=50&co1=AND&d=ptxt&s1=4809435&OS=4809435&RS=
4809435.
Module 11: Different by Design • References • 102
U.S. Patent and Trademark Office. (n.d.). Patent number 5,971,829 [Motorized ice cream
cone]. Retrieved March 4, 2004, from patft.uspto.gov/netacgi/nph-
Parser?Sect1=PTO2&Sect2=HITOFF&p=1&u=/netahtml/search-
bool.html&r=1&f=G&l=50&co1=AND&d=ptxt&s1=5971829.WKU.&OS=PN/
5971829&RS=PN/5971829.
COPYRIGHT ACKNOWLEDGEMENTS
Every effort has been made to locate all copyright proprietors; any errors or omissions
in copyright notice are inadvertent and will be corrected in future printings. Grateful
acknowledgement is made to the following for permission to reprint copyrighted material.
Illustrations
CLOGEZE shoe patent courtesy of CLIPEZE, Inc.
Sears Kenmore® Laundry Center Dimension Drawing © Sears Brands, LLC. All rights
reserved. Used with permission.
Vanguard locker courtesy of Penco Products, Inc.
Photographs
BIC trademark, BIC logo, BIC Sensitive Shaver, Cristal, and the Cristal Pen Design are
trademarks of CIC Corporation and are reproduced with permission.
Cross Ion gel ink pen courtesy of A.T. Cross Co.
JanSport backpack courtesy of JanSport, Inc.
Kuramata, S. (1988). Miss Blanche [Acrylic resin and aluminum chair embedded with artificial
roses] (90 cm x 55 cm x 60 cm). Blackwell, B. (Photographer). (1997). San Francisco Museum
of Modern Art. Donated through the Accessions Committee Fund: Gift of Mr. and Mrs. Donald
G. Fisher, Mrs. George Roberts, and Mr. and Mrs. Brooks Walker, Jr. © Shiro Kuramata. Used
with permission.
Module 11: Different by Design • References • 103
Nike Men’s Air Hyperflight courtesy of Nike, Inc.
OXO Multi-Grater and Veggie Peeler courtesy of OXO International.
REDA grater used with the permission of Inter IKEA Systems B.V.
Reebok Men’s Classic Cielo courtesy of Reebok International Ltd.
SC Johnson Complex and Great Workroom courtesy of SC Johnson, Inc.
Venus Gillette for Women courtesy of The Gillette Company.
ZAPPY electric scooter courtesy of ZAP® (Zero Air Pollution) Electric Vehicles.
Text
Excerpts from The Art of Innovation by Tom Kelley courtesy of the author.
“Getting a Grip on Kitchen Tools,” @issue: The Journal of Business & Design, used and
adapted with permission from Corporate Design Foundation. For more information on @issue,
visit www.cdf.org.
Product Design and Development by Karl Ulrich and Steven Eppinger, used and adapted
with permission from McGraw-Hill Education. © The McGraw-Hill Companies, Inc.
Excerpts from Segway’s Breakdown by Gary Rivlin courtesy of the author.
“What’s in a Drawing?” Inside Technical Illustration courtesy of ITEDO Software LLC.
Module 11: Different by Design • References • 104
T 74
Reproducible Masters
This section includes reproducible masters for student and teacher use.
2.2RMRM
Module 11: Different by Design • RM 1.1
1.1
REDESIGN PROPOSAL ASSESSMENTName: __________________________________________________________________ Date: _____________________
Use the following assessment to make sure that you have completed all of the necessary elements of your
redesign proposal. Your teacher will use these criteria and point assignments to evaluate your work.
Comments:
StudentChecklist Criteria
MaximumPossiblePoints
TeacherScore
Redesign Proposal Presentation (60 points)
Redesign Proposal Design Log (40 points)
Total Points
Was completed in the allotted amount of time.
Provides an explanation for the product choice and demonstrates a clear need for the product to be redesigned.
Includes a list of all the product concepts generated by the team.
Includes minutes from all team meetings.
5
10
Describes the process of collecting customer feedback,and contains a product need statement chart.
10
Includes a benchmarking table detailing the characteristics of potential competitive products.
10
Includes a decision matrix and a rationale for the finalproduct concept choice.
10
Provides information about how customer feedback wascollected and incorporated into the redesign.
5
Includes sketches of the product’s exterior, which incorporates the principles of good industrial design.
10
Presents a technical drawing or illustration that includesall the necessary information and adheres to the principles of technical drawing and illustration.
10
Includes a print ad showing the product in use, designedto appeal to the target audience.
5
Details a feasible product redesign concept that meets customerneeds and has the potential to succeed in the marketplace, andexplains how the redesign improves the original product.
15
5
5
100
2.2RMRM
Module 11: Different by Design • RM 1.2 • 1
1.2
CUSTOMER COMMENTS
Wristwatch
• “The fastener is not exactly in the middle of my wrist because of the way
the links are set up, so it feels a little weird, like it’s lopsided.”
• (Regarding the stopwatch feature) “The buttons are so tiny, and to stop
and start you practically need to stick a pin into the button for it to
register—I use the stopwatch to run intervals, so I actually care about a
second or two, and it often takes me three or four seconds just to push the
darn button in.”
• “The watchband isn’t adjustable.”
• “The metal of the band doesn’t move with my wrist, so it can cut off
circulation at times.”
• “There’s no second hand.”
• “There are no numbers on the watch face, so I find it difficult to tell small changes in time.”
• “It keeps slipping on my wrist, and if I tighten the band so it doesn’t slip, it’s uncomfortable.”
• “The date is too small to read.”
• “The little piece that holds the end of the band in place either falls off or slips around, so there’s a big
tail flapping on my watch.”
• “It’s really hard to replace the battery.”
• “I want to use it as a travel alarm, but the sound of the alarm is so soft that it’s really pretty useless.”
• “I travel across the country, and I have to reset it every time I change time zones. A dial or an easier
way to change the time would be cool.”
Cell Phone
• “I can never remember which button to push when the phone is ringing.
It is counterintuitive to push the button that says ‘send’ to answer.”
• “To hear well, I have to hold the phone a half inch away from my ear,
otherwise I kind of squish the tiny speaker part and I can’t hear at all.
I have to hold it one way to hear well and another way to speak well.”
• “It dials numbers on its own if I don’t lock it.”
• “It has an odd shape, which, combined with the small size, makes it
difficult to find in my purse or coat pocket.”
• “It is awkward to hold and talk on.”
• “The battery does not seem reliable.”
• “Only the number buttons are labeled.”
Module 11: Different by Design • RM 1.2 • 2
• “My phone doesn’t recognize when it is being charged—I don’t know if it’s working right away or not.
There is no beep or anything.”
• “I just can’t press the buttons! They are awkwardly inserted into the phone.
• “I work outside, and I can’t read the display when I’m in the sun.”
• “My whole family uses it around the house, and we’re always misplacing it.”
TV Remote
• “It’s really loud when it falls on the floor.”
• “It’s difficult to find the controls I actually care about, like changing
channels or the volume.”
• “I can never seem to point it in the right place for it to work. I have to hold
it at a funny angle.”
• “It is not very responsive—I have to hit the buttons very deliberately and
repeatedly.”
• “The text rubbed off the buttons.”
• “There is not a clear on/off switch.”
• “The buttons seem to be arranged in a haphazard way.”
• “The buttons are labeled, but they are labeled with symbols and signs I
don’t understand—quite cryptic.”
• “Some buttons have multiple functions, depending on the setting. I haven’t figured this out yet.”
• “Mine has about 600 buttons. Do I need to say more?”
• “My family is always losing it. Why can’t it have a pager like our portable phone?”
• “It really uses a lot of batteries. Too bad it’s not rechargeable from a stand or something.”
Clock Radio
• “I can’t tell what level the volume is set at just by looking at it.”
• “My volume control and tuner control look exactly the same.
One is located above the other on the side of the clock. I can
never remember which is at the top and which is at the bottom,
and invariably I lose my station when all I want to do is
adjust the volume.”
• “The volume control is difficult to find and hard to adjust. It is a
very small knob set into the radio, which means I need to turn the radio toward me to locate it and use
my fingernails to make small adjustments. If I use my finger, the volume goes way up or down.”
• “I would like to be able to disable my snooze button. I think I might be able to get up on time if I
couldn’t turn the alarm off so easily by hitting the clock while still mostly asleep.”
• “My clock doesn’t have a snooze button. This drives me crazy.”
Module 11: Different by Design • RM 1.2 • 3
• “It has three wake options—buzzer, radio, or CD—but it’s very difficult to change the option
that is selected.”
• “The time display is too small to read without my glasses.”
• “I almost always get the a.m. and p.m. mixed up when I set the alarm.”
• “The buttons used to adjust the time are on top of the clock radio, and my cat keeps walking on them
and changing the time.”
• “I really like using it, but it takes up a lot of space on my small bedside table.”
• “The buttons are so sensitive, just dusting it makes me lose my station.”
• “This sounds weird, but my wife and I each have clock radios—and they never display the same time.
Boy, I wish they could be matched up or something.”
• “I really like to read and listen to the radio in bed, but the quality of the radio is terrible.”
• “Can you say ‘antenna’? I can’t get any stations at all! Why don’t clock radios have antennas
that work?”
2.2RMRM
Module 11: Different by Design • RM 1.3 • 1
1.3
NEED STATEMENT TABLE PEER ASSESSMENTName: __________________________________________________________________ Date: _____________________
Use the following assessment to evaluate another team’s table of product need statements. Assess the
statements and provide any comments or thoughts that you think will be helpful to the team.
Team members’ names: ______________________________________________________________________________
Criteria Yes No
The team members did the following:
Comments:
Comments:
This chart accurately reflected the customer feedback that the team used to
create the product need statements.
Give a brief summary of the product needs that the team believes are important:
• Created product need statements that used appropriate language andaddressed the customers’ comments.
• Made a strong case for why the new product did or did not address each need.
Module 11: Different by Design • RM 1.3 • 2
What could be improved about the team’s product need statement chart?
The most memorable information from the team’s presentation of its chart was:
A question I have about the team’s product need statements is:
2.2RMRM
Module 11: Different by Design • RM 2.1
2.1
DIVE WATCH BENCHMARKING TABLE
1 Mariner No Nylon 50 m No Plastic case
2 Atlantis Yes Fabric 100 m Yes Digital time display
3 Regal No Metal 100 m Yes Displays date
4 Infinite Yes Metal 200 m Yes Titanium case
Sample Product Displays Band Maximum Scratch- Commentsname depth? type depth resistant
display?
2.2RM
IDEA GENERATION SKILLS ASSESSMENTName: __________________________________________________________________ Date: _____________________
Use the following assessment to monitor your skill development in working as part of a team to generate
new ideas. Read the skill descriptions and assess your current level according to the rating scale. Then think
about how you can improve, and answer the Questions for Reflection. Your teacher may also use these
criteria to evaluate your progress.
Rating Scale
4 Excellent—I understand and use this skill well enough that I could teach or explain it to someone else.
3 Competent—I use this skill successfully whenever it is needed in my work.
2 Developing—I am gaining competence in using this skill, although I am not always sure I have used
it successfully.
1 Learning—I am learning this skill and require help to use it successfully.
Module 11: Different by Design • RM 2.2 • 1
Team Skills Rating
a. Our team assigns the roles of facilitator, recorder, and contributor at idea-generationmeetings and rotates these roles regularly.
b. Our team decides on a specific, well-defined topic and sticks to that topic throughout the meeting.
c. Our team focuses on idea generation rather than on discussion.
Individual Skills
d. As facilitator, I make sure that the idea generation stays on topic and within the allottedtime, encourage all team members to share ideas, guide the conversation away from discussion or criticism, and encourage the creative energy of the team.
f. As a contributor, I develop and share several ideas relevant to the topic at hand. I speakin turn so that all contributors have an opportunity to share ideas, and I refrain from criticizing others’ ideas and engaging in long discussions.
e. As recorder, I note all the ideas generated during the meeting, and organize these notesso that they can be easily understood by other team members after the meeting.
Module 11: Different by Design • RM 2.2 • 2
Questions for Reflection
1. Which of the skills listed above is your strongest skill?
2. Which of these skills do you need to work on?
3. How might you work on this skill in the future? Describe one or two ways:
SAMPLE DRAWINGS AND ILLUSTRATIONS
Refrigerators
2.2RMRM
Module 11: Different by Design • RM 5.1 • 1
5.1
WARMER COLDER OFF COLDEST
FREEZER REGRIGERATOR
14
34
78
Module 11: Different by Design • RM 5.1 • 2
Locker
Washer/Dryer Unit
©Sears Brands, LLC. All Rights Reserved. Used by Permission.
Module 11: Different by Design • RM 5.1 • 3
i n p u t
T r a c k 00
Electric Motor
Portable Stereo
2.2RMRM
Module 11: Different by Design • RM 6.1 • 1
6.1
REDESIGN PROPOSAL PRESENTATION PEER ASSESSMENT
Name: __________________________________________________________________ Date: _____________________
Use the following assessment to evaluate another team’s redesign proposal presentation. Assess
the proposal and provide any comments that you think will be helpful to the team.
Team members’ names: ______________________________________________________________________________
Criteria Yes No
This redesign proposal presentation did the following:
The team members did the following:
Comments:
• Demonstrated that the product chosen was in need of redesign.
• Showed how customers were involved in the redesign process.
Comments:
• Used a drawing or illustration to show information about the productredesign.
• Explained why their redesign improved the original product and why the redesigned product would meet customers’ needs.
• Provided convincing evidence that their redesigned product had achance of succeeding in the marketplace.
Module 11: Different by Design • RM 6.1 • 2
What could be improved about the team’s redesign proposal?
The most memorable information from the team’s presentation of its redesign proposal was:
A question I have about the team’s redesign proposal is:
Give a brief summary of the team’s redesign proposal:
2.2RMRM
Module 11: Different by Design • RM 6.2 • 1
6.2
PRESENTATION SKILLS ASSESSMENTName: __________________________________________________________________ Date: _____________________
Use the following assessment to monitor your skill development in giving a presentation.
Read the skill descriptions, assess your current level according to the rating scale, and think about how you
can improve. Then answer the Questions for Reflection. Your teacher may also use these criteria to evaluate
your progress.
Rating Scale
4 Excellent—I understand and use this skill well enough that I could teach or explain it to someone else.
3 Competent—I use this skill successfully whenever it is needed in my work.
2 Developing—I am gaining competence in using this skill, although I am not always sure I have used
it successfully.
1 Learning—I am learning this skill and require help to use it successfully.
Presentation Skills Rating
a. I present my main ideas clearly, concisely, and effectively.
b. I choose appropriate visual aids to support my message.
c. I use gestures, such as hand motions, and facial expressions to support my verbal message.
d. I use appropriate volume and vocal variety to emphasize points where appropriate.
e. I summarize the content at the conclusion of the presentation.
f. I consider my audience’s point of view when preparing my presentation.
g. I include details and other “extras” in my presentation that help bring the informationalive for the audience.
Module 11: Different by Design • RM 6.2 • 2
Questions for Reflection
1. Which of the skills listed above is your strongest skill?
2. Which of these skills do you need to work on?
3. How might you work on this skill in the future? Describe one or two ways:
2.2RMRM
Module 11: Different by Design • Glossary • 1
G
GLOSSARY
Activity 1
Customer needs: The features and capabilities that a user requires in order to effectively use a product.
Focus group: A number of customers brought together to discuss their experiences with a product; usually
moderated by a member of the product design team.
Product need statements: Descriptions of the features and capabilities that a new product will have.
Qualitative: Of or relating to quality; involving a descriptive analysis.
Quantitative: Of or relating to the measurement of quantity or amounts; involving a numerical analysis.
Universal design: A design that works for everyone who uses it (that is, accessible to a variety of people,
including those with physical disabilities or limitations).
Activity 2
Benchmarking: A process that product designers use to analyze and compare the details of different brands
and models of one type of product, which helps them generate new ideas for a redesign of that product.
Product concept: An idea for a new or redesigned product.
Activity 3
Base-case model: The basic financial model that product development teams use to forecast revenues
and losses for a product over time. This model includes the basic expenses and revenues associated with
developing, manufacturing, and selling a new product.
Decision matrix: A table used to rate product concepts based on selection criteria that the design team
generates.
Activity 4
Aesthetics: The look or style of a product or other item.
Differentiation: The act of seeing or showing the differences between objects.
Ergonomic design: The aspect of product design that deals with people’s physical capabilities and
limitations; good ergonomic design indicates that a product can be used comfortably by a wide range
of users.
Functionality: A product’s capacity to perform its intended purpose, trouble-free.
Industrial design: The aspect of product design that concerns the way a product looks and feels, and the
way that customers interact with and use the product.
User interfaces: Any part of a product that customers touch, look at, or otherwise make contact with as they
use or operate the product.
Module 11: Different by Design • Glossary • 2
Activity 5
Design patent: A patent that protects new decorative designs.
Dimension lines: Lines included in a technical drawing to display the length of the side of an object or
the locations of particular features, such as holes and notches. These lines run parallel to the side of the
view that they refer to and include arrows at both ends and a space in the middle for the numerical value
of the length.
Intellectual property: A unique product of the human mind.
Orthographic drawings: Technical drawings that show three different views of an object, all at right angles
to one another.
Patent: The grant to an inventor of the exclusive right to make, use, import, or sell his or her invention within
a country (or group of countries) for a specified number of years.
Technical drawing: A detailed scale representation of a product that includes multiple views, providing
a particularly accurate description of the product.
Utility patent: A patent that protects processes, machines, products, or materials, or improvements to any
of these things.
2.2RMRM
Module 11: Different by Design • Quiz 1 • 1
Q1
MODULE QUIZ 1Name: __________________________________________________________________ Date: _____________________
1. What are some criteria that customers, industry associations, product reviewers, and companies use to
judge the success of a product design?
2. Look at the two versions of a common product that your teacher has displayed, and compare and
contrast their features.
Module 11: Different by Design • Quiz 1 • 2
3. The ScienTex Company has asked your development team to redesign its standard calculator so that it
can be used easily by people with impaired vision. Look at the following product need statements and
develop at least three product concepts for the company to consider:
• The number and function buttons on the calculator are labeled in such a way that they can be
identified without the use of sight.
• The buttons on the calculator can be manipulated without the use of sight.
• The calculator presents answers to calculations in such a way that the answers can be accessed
without the use of sight.
2.2RMRM
Module 11: Different by Design • Quiz 2 • 1
Q2
MODULE QUIZ 2Name: __________________________________________________________________ Date: _____________________
1. You are a member of the product design team at E-Z Par Golf Company. Your team is redesigning a line
of E-Z Par’s golf clubs. The company’s financial department has estimated the following costs and
volumes for Quarters 2 and 3 of the second year of the product development plan:
Development costs: $200,000 for Quarter 2
Ramp-up costs: $350,000 for Quarters 2 and 3
Marketing and support costs: $150,000 for Quarters 2 and 3
Production volume: 200,000 clubs for Quarter 3
Unit production cost: $31 per club for Quarter 3
Sales volume: 200,000 clubs for Quarter 3
Unit price: $62 per club for Quarter 3
Present this information in a costs and revenues schedule that summarizes the financial details by quarter,
and determine whether your company will make a profit or experience a loss by the end of the third quarter.
Module 11: Different by Design • Quiz 2 • 2
2. Analyze and compare the industrial designs of the two pens shown here.
A.
B.
2.2RMRM
Module 11: Different by Design • Test • 1
T
MODULE TESTName: __________________________________________________________________ Date: _____________________
You work for Winter Warmth, a maker of winter coats and jackets. Winter Warmth would like to produce a
new product line, and you are part of a design team working on the project. This is what a few customers
had to say about Winter Warmth’s best-selling jacket:
• “The zipper tag is way too small and hard to manage with mittens on.”
• “I ski a lot and I seem to get snow in the side pockets—so when I put my hands in the pockets,
my hands get all wet.”
• “I like the hood, but when I’m not using it, it feels bulky and in the way.”
• “Snow gets inside the jacket, between the edge of the cuff and my gloves.”
• “I wear mine to exercise outside in the winter. For the first 10 minutes of my jog, my temperature
is good; for the rest, I just get too hot.”
• “It’s supposed to be waterproof, but I still get wet.”
• “It sure keeps me warm, but it seems a little bulky.”
• “I can’t fasten the snaps with my mittens on.”
• “I like to wear a lot of layers, and I get too hot sometimes. I wish I could take the lining out and just
wear it as a shell.”
• “You’ve got to get the sides lined up just so, or it won’t zip. That’s hard to do when it’s cold and you’re
wearing gloves—which is exactly when I need to do it.”
Complete the following steps:
1. Create a list of product need statements based directly on the customer comments.
Module 11: Different by Design • Test • 2
2. Use your list of product need statements to create a concept for a new Winter Warmth jacket.
3. Create a potential magazine ad for your jacket that highlights the new features. The ad should
contain a sketch of the jacket, including elements of good industrial design. The ad should also
include a bulleted list of phrases that describe the benefits of the new jacket, reflecting the needs
expressed in the customer comments.
QUIZZES AND TEST ANSWER KEYS
Answers to Module Quiz 1
1. [30 points] Possible Answers:
Consumers look for products that are durable and safe, perform their functions well, don’t break down, are
attractive to look at (depending on the product), and are a good value for their purchase price. Product reviewers
also look for these characteristics and may additionally want the products to perform well under more rigorous
performance tests, compare favorably when benchmarked against similar products, or meet or exceed certain
technical specifications. Design associations, in addition to looking for well-made, high-performance products, may
look for products that have cutting-edge technology or style, point toward future trends, or stand out as unique or
different from similar products. Companies look for products that appeal to customers, create a customer base that
returns to the company to buy more products, and sell well enough with high enough profit margins to make the
company a profit.
2. [30 points] Answers will vary but should address differences in ease of use, performance, and product features.
Answers may also address differences in style, materials or construction, and price.
3. [40 points] Answers will vary, but concepts should address each product need statement. For example,
a student could suggest a calculator with large buttons labeled in Braille and an attached printer that prints the
calculations and answers in Braille.
Answers to Module Quiz 2
1. [50 points] Though the E-Z Par Golf Company will have a loss of $700,000 at the end of the second quarter,
by the end of the third quarter, E-Z Par will make a $5,000,000 profit.
Module 11: Different by Design • Answer Key • Quiz 1 and 2 • T 75
E-Z Par Costs and Revenues Schedule
2. [50 points] Students should analyze the industrial designs in terms of quality of user interfaces, emotional appeal,
and product differentiation. They may also address ease of maintenance and repair and
appropriate use of resources. Possible answers include the following:
• Quality of user interfaces: Pen A has a very thin, round barrel. It may be difficult for some people to hold for
long periods of time. Pen B has a large, comfortable-looking grip, although it also looks like it might be awkward
to write with, especially for people with small hands.
• Emotional appeal: Pen A has a traditional plain look, which might not evoke a strong emotional response from
customers. Pen B has dramatic curves and a soft-looking barrel, which may appeal to customers looking for a fun
or playful pen. In certain settings, such as professional offices, Pen A may seem more appropriate.
• Product differentiation: Pen A is similar to many pens on the market in shape and size and may not stand out
on a shelf. Pen B has a unique shape and an appealing look, which may cause customers
to single it out for purchase.
• Ease of maintenance or repair: Not much can be determined about maintenance and repair by looking at the
pictures. However, students may assume that Pen A is disposable and that Pen B is refillable. Neither pen, then,
is likely to be repaired. This might matter more for Pen B, which is probably more expensive.
• Appropriate use of resources: Not much can be determined about material costs by looking at the
pictures. However, students may suggest that Pen A is less expensive to make, because fewer kinds
Module 11: Different by Design • Answer Key • Quiz 2 • T 76
$ Values in Thousands Q3Q2
–200
–350–350
–150–150
–6,200
200,000
–0.031
12,400
Development costs ($)
Ramp-up costs ($)
Marketing and support costs ($)
Production costs ($)
Production volume
Unit production cost ($)
200,000Sales volume
0.062Unit price ($)
5,700–700Quarter revenues or losses ($)
Sales revenues ($)
of materials are used and the construction seems simple. Pen B looks like it would be more complicated
to manufacture and consists of more materials, so it might be more expensive. However, the higher
manufacturing cost is probably reflected in the purchase price.
Answers to Module Test
1. [35 points] Possible Answers:
• The jacket can easily be zipped by a person wearing mittens or gloves.
• The jacket can be snapped by a person wearing mittens or gloves.
• The jacket’s side pockets can be sealed against snow.
• The jacket hood can be kept out of the way when not in use.
• The jacket is waterproof.
• The jacket keeps the wearer warm.
• The jacket has a slim profile.
• The jacket keeps wearers from overheating in instances of exertion, even if they have on several layers
of clothing.
• The jacket’s cuffs are closed against snow.
2. [35 points] Answers will vary, but concepts should address all or most of the product need statements
generated in Question 1. For example, the jacket could have an extra-large zipper tag for easy grasping, and the
snaps could be magnetized so that the two halves snap together when brought near each other. The jacket hood
could be zipped off or stuffed into a pouch when not in use. The jacket could be made of waterproof material that
allows excess body heat to pass through it.
3. [30 points] Answers will vary, but the ad should show a customer using the product, preferably in an outdoor
environment, and the jacket should have an attractive external design. The bullet points should address the need
statements that were generated in Question 1.
Module 11: Different by Design • Answer Key • Quiz 2 and Test • T 77
T 78
Notes:
References
Activity 3
Teacher Information: Creating and Scoring a Decision Matrix
Ulrich, K. T., & Eppinger, S. D. (2000). Exhibit 7-5. Product design and development (2nd ed.,
p. 145). Boston: Irwin McGraw-Hill.
Activity 5
Teacher Information: A Not So Ordinary Sponge
Johannsen, R. (1998). Introduction to technical drawing: Study guides. Retrieved October 31,
2003, from www4.district125.k12.il.us/faculty/djohanns/TechEdHomePage/TDStdyGids.html.
Pictures and Images
Sample Drawings and Illustrations (RM 5.1)
Bodine Electric Company. (2003). Electric motor [CAD drawing]. Chicago.
Penco Products, Inc. (2004). Assembly image of a single tier Vanguard locker [Illustration].
Oaks, PA.
Sears, Roebuck and Co. (2002). Sears Kenmore® laundry center dimension drawing
[Illustration]. Hoffman Estates, IL.
Module Quiz 2
A.T. Cross Company. (2003). Cross Ion gel ink pen [Photograph B]. Lincoln, RI.
BIC Corporation. (2003). BIC CRISTAL ball pen [Photograph A]. Milford, CT.
Notes: