ATEC 2384 - Design Process

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  • 2/15/2010 10:56 AM Farah Abughazaleh wrote:
    Design process is just like building a house.

    When you first start looking for a house, you consider the area, the schools, the environment in general. Before you begin to design, you have to have a general idea of the company or product you are designing for or designing.

    Once the area/company info is established, you begin to look at floor plans. How do you want the house to look inside, what do you want to be included? What do you want your design to convey, what message are you trying to get across?

    After figuring out the layout of the house/purpose of your design, you begin designing. Homeowners begin to look at the different option they want. What kind of brick? What kind of carpet? Do they want to upgrade or not? Basically, they begin to design the visual aspect of the house. How it looks. Designers begin to design the aesthetics of the logo or ad. How do they want to catch the viewer's attention and get their message across?

    In short the design process starts out with research about the company (area of home), deciding the message needed to convey (layout of home), presentation (visual aspect of house).

    http://www.flickr.com/photos/farahnator/4359075433/
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  • 2/15/2010 11:48 AM scott wrote:
    Nice job capturing the many aspects of design. I think you've got it. Now, use an original image!
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  • 3/3/2010 12:02 PM William Lanier wrote:
    There are many steps to the design process. I decided to focus on the prototyping aspect.

    These are photos of the same car from original drawing, to full-scale model, to final product.

    This image shows (quite simply) the efforts in designing and distributing a new model vehicle.

    http://www.flickr.com/photos/46443572@N06/4404552920/
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    1. 3/22/2010 2:38 PM scott wrote:
      Good example, not an original image.
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  • 4/2/2010 11:07 AM Hayat Elashi wrote:
    The design process is a very important and complicated process. You would have to design an object where it does everything you want it to do and still look and be simple.

    I chose to use a simple coffee maker as an example. Whoever thought of the design kept in mind to let it have the same results in a simpler way. It has three parts: One part is for the water. Another is for the coffee. And another is for the results. It has the tool to separate the coffee bean bits from the actually coffee you drink!

    http://www.flickr.com/photos/hayootie-21/4484701350/
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  • 4/9/2010 10:38 AM Christopher Mitchell wrote:
    http://www.flickr.com/photos/46646377@N04/4505785722/

    Look at this dreamcast controller, the design process involves prototyping, brainstorming, production etc. apparently they ran out of time in the brainstorming phase because this design is terrible, the controller hurts your hands when held wrong and the cord comes towards the user and tends to get in the way. This is a shining example of why the process as a whole is so important.
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  • 4/10/2010 8:53 AM Joe Freeland wrote:
    This is a photo of a chart my group used to plan out a GUI we were working on for our class. Each sticky note is a function or feature we wanted our product to have. The color of the sticky note represented what system the feature went under, and while it is hard to see in the photo, there are lines showing which functions we thought would be connected.

    http://www.flickr.com/photos/46559235@N06/4507440185/
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  • 4/14/2010 10:10 AM Julian Diaz wrote:
    http://www.flickr.com/photos/design07/4521093130/

    This is a project I did for one of my design classes last semester. The assignment consisted of selecting a personal item and creating a composition that highlighted its features.
    During the design process I had to considered a color scheme, hue balance. I had to plan for geometrical unity, variety and other principles to emphasize the objects features and in the process making pleasant to the eye.
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  • 4/15/2010 11:48 PM Elisabeth Gines wrote:
    http://www.flickr.com/photos/46777643@N07/4525228430/

    I focus on Prototyping in Design Process where I drew out a test layout for my final drawing project for class. The point of this was to get a general idea of what I was going for along with seeing what I needed to improve.
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  • 4/17/2010 11:34 PM Erik wrote:
    Skulling things out on paper with a quick sketch is always the second step for me. The first step is that moment of lightning when the idea first strikes me.

    From there I immediately start work on building a prototype of the sketches. Then I refine the prototype until it's what I want.

    This is a picture of some sketches for a GUI I built. I finished the program-- it was a media cataloger, scanner, duplicate deleter.

    http://www.flickr.com/photos/21421590@N04/4530387508/
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  • 4/25/2010 5:47 PM Corey Larson wrote:
    I decided to focus on the development cycle of the design process: requirements, design, development and testing.

    I chose to use a video project I helped create for my ARTS 1301 class. The video is a trailer for an original film called "Supply and Demand," which follows two rival gangs infiltrating each other with spies in attempt to take the other out, solidifying their foothold in the local drug market.

    Our design process followed this development cycle as we were given requirements for the project, having been told what elements we needed to incorporate; we designed our original film around these requirements; we used our designs and plans to develop the film; we tested different ways in the editing process to combine the clips into a comprehensive final product.

    http://www.flickr.com/photos/coreyleelarson/4552256165/

    The link to our trailer is here:
    http://www.youtube.com/watch?v=7Qpbk2X1naM
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  • 4/26/2010 11:38 AM Christopher Hendren wrote:
    My desk again, It probably didn't take a whole long process to design it but it's built off of all the same principals every other desk is. Probably then through a couple phases where some guy sat down at one, the might have placed heavy objects on it to make sure the glass was strong enough, they checked the balance to make sure it wasn't offset..so on and so forth, then just mass produce the heck out of it.

    http://www.flickr.com/photos/49702219@N08/4554702423/
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  • 4/26/2010 12:43 PM Rita Rusnak wrote:
    http://www.flickr.com/photos/49582368@N04/4555448276/

    I am slowly upgrading my computer to an Intel i7 processor. This involves a total rebuild of my PC because I have to get new components to accommodate the i7. Because I'll be buying quite a few items (motherboard, video card, hard drive, RAM, cooling systems, etc.) I have to plan out my purchases in advance. This is where design process comes in, specifically the step of research. That's where my project currently lies.

    I need to research the hardware components before I purchase them because if I don't, I run the risk of the components not physically fitting the design specifications of the chassis, or I might accidentally buy an incompatible piece of hardware. I also have to take into consideration the power demands of the computer when I buy a power supply unit, or the heat it generates when I look into purchasing some sort of cooling system (liquid, more fans). Just like design, careful planning, outlining, consideration of requirements, and research is required when building a computer in order to have a successful outcome.
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  • 4/26/2010 8:20 PM William Lanier wrote:
    The iPhone. Obviously, as seen in the news, the iPhone goes thru serious testing before being released. Prototypes, storyboarding (more than likely) and all the other steps all the way thru user testing - where the dude lost his 4G...ooopsie.

    Here's my 3G in all its glory.

    http://www.flickr.com/photos/46443572@N06/4556095337/
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  • 4/28/2010 6:53 PM Larry X wrote:
    This is my example for storytelling. No, it's not 140 char, and it's many images, but it conveys the meaning of images or just space suggesting a narrative by the way it is.

    http://poohlosophy.wordpress.com/2010/03/30/is-there-a-monster-in-our-midst/

    yes this is my blog feel free to read
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  • 4/29/2010 8:43 PM John Langdon wrote:
    I have decided to submit as an example an image of the ceiling fan in my bedroom. While this might seem like a simple object lacking extensive design I specifically purchased this particular fan because I appreciated the look and overall design. I feel that whoever the person or team was that came up with design focused a great deal on the details of the fan. I think it captures certain various design elements of the Arts & Crafts Movement, Art Deco Period as well as the simple aspects of the Shaker style of furniture.

    Overall, clearly there was a design process that went into the development of this object from the blades, the light fixture and main housing for the motor and I am very pleased with the style.

    http://www.flickr.com/photos/jlangdon/4563947959/
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  • 5/1/2010 12:52 PM Becca Greening wrote:
    http://www.flickr.com/photos/xox4becca/4568845646/

    For Design Process, I focused on the aspect of prototype. This is a small display model of a tent that I saw at Walmart, while its main purpose currently is to show the consumers what the tent might look like in reality, it is similar to what a prototype in the design process may look like. A designer would make something similar to plan for future steps in the design process.
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  • 5/1/2010 5:50 PM Jacob Keul wrote:
    I decided to focus on the Life Cycle design principle. I'm going to use a CD as an example for this process. When first introduced it was the building point after track tapes for mobile collecting and listening to music. After its introduction it became the medium for a long period of time and set itself as the top of the line music distribution piece of equipment. Recently it is declining due to services such as Itunes, Rhapsody, Pandora... the list goes on and on. People no longer use CDs they now transfer and listen to their music digitally using devices such as Ipods, Zunes, and even Cell Phones. I predict other sevices such as Video Games, Movies, etc will soon follow the path and go strictly digital download. Although being top of the line for a signicifant period of time the death of the CD is becoming self evident. Thus the CD follows the Intro, Growth, Maturity, and decline steps of the Life Cycle principle.
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    1. 5/2/2010 1:27 AM Jacob Keul wrote:
      http://www.flickr.com/photos/48714562@N05/4569855857/

      Forgot to put the link... hehe
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  • 5/1/2010 6:44 PM Brandon Bridgewater wrote:
    http://www.flickr.com/photos/49148398@N07/4569079575/

    I chose to take a picture of the new fountain and courtyard they are building between the student union and the library. It is a good example of design process because parts had to be carefully planned out to make sure they fit and also had to be made to look like it belonged. It had to be designed to mesh well with what the campus already had in place and I think they did a good job.
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  • 5/2/2010 4:43 PM Amanda Moreno wrote:
    I choose this display of chocolate and wine from my local grocery store. The store choose this well balanced grouping to first catch the eye of the customer and then to tell the story of the decadeant hand cut cut chocolate paired with the perfectly suited desert wine. Mmm mmm.
    Reply to this
    1. 5/2/2010 6:43 PM Amanda Moreno wrote:
      site: http://www.flickr.com/photos/mandyland64/4572189167/
      Reply to this
  • 5/2/2010 8:51 PM Melissa Woodring wrote:
    http://www.flickr.com/photos/46555993@N04/4573546610/
    I realize I went in a different direction but I feel that this combination of pictures made into one really expresses the same concept or storytelling that the notes talked about. The description under the picture on the website explains further.
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  • 5/3/2010 10:43 AM Meagan Buchanan wrote:
    I used the Pet Rock as an example of "garbage-in, garbage-out" from the design process. If you take a rock and put it inside of a box, it is still just a rock. Many children were extremely disappointed when they soon realized what their pet rock really was - a pet rock! Don't get me started on sea monkeys....
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  • 5/3/2010 2:00 PM Brandon yorke wrote:
    I chose a picture of a model of the three gorges dam i took. It took a lot of work and and displaced alot of people when it was built but it all began on paper and with a model.

    http://www.flickr.com/photos/48646978@N04/4576083518/
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  • 5/3/2010 2:14 PM Evan Liaw wrote:
    http://www.flickr.com/photos/49522860@N02/4574253338/

    I'm going to use a recent project I finished as an example. We were given the models and then ask to texture them, compose a scene, and light and render.

    So in order to achieve this I went through all stages of the design process. I had to brainstorm exactly what kind of scene I want to depict. What specific actions would be portrayed in the scene. What would this figure do? Where would these pieces go? Then I went through the actual production phase and would often shoot out test renders to see how things looked at that moment. Those test renders to me are prototypes. Rough versions of the final product used to pick out issues and make adjustments. Especially during the lighting stage of production I used a lot of prototype renders to see what kind of look I was getting.
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  • 5/3/2010 3:29 PM Michael Nelson wrote:
    This picture shows the process for making the Gears of War character Marcus Fenix. From drawing stage to fully rendered character.
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  • 5/3/2010 7:32 PM Olivia Myles wrote:
    Story-Telling
    This is a picture of Isaiah at his 6th birthday party.

    http://www.flickr.com/photos/oliviamyles/sets/72157623962903244/
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  • 5/3/2010 9:12 PM Landon Curtis wrote:
    The process of writing a book requires a lot of planning and development. Especially when you're writing about design. The cover of this book probably went through many stages and started out as a basic sketch.

    http://www.flickr.com/photos/49684317@N05/4577265454/
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  • 5/3/2010 10:20 PM Dallas Chavis wrote:
    The picture of this VCR/DVD player is a good example of a design that goes through the Development Cycle. Starting out as market research, the designers of this product studied a particular target audience. These requirements led to the formation of a design that would meet the requirements of the target audience. This design is then translated into a real product that is fully functional. Finally, the product is tested to determine if it has met the design requirements.

    http://www.flickr.com/photos/46704995@N02/?donelayout=1
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  • 5/3/2010 11:25 PM Sergio Luis wrote:
    Storytelling can be of great use of imagery in the design process, and I've used an example of the message on the recycle bins in Plano.

    http://www.flickr.com/photos/46499124@N05/4482769518/
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  • 5/4/2010 7:58 PM Shayne Hart wrote:
    The picture I used illustrates that model making stage of a design process. Basically, in this part you make a scaled down version of the final product so that it will be cheaper to correct obvious mistakes.

    http://www.flickr.com/photos/47265263@N06/4580225270/
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  • 5/4/2010 8:20 PM Aaron Reed wrote:
    http://www.flickr.com/photos/49882792@N03/4579642627/

    For this example, I chose the Steam CD Key input screen. It represents Garbage In Garbage Out. There are different formats of CD keys for all the games on Steam, so they just have a blank box with the different types of formats listed beneath. They could do a choice between formats for users to select and enter in the properly formatted boxes, but not all companies keep to the same patterns listed, making it hard for Steam to come up with ways to show all of them.
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