Objects, Projects and People An introduction to design Part 4: Design Version 1.1 24.10.2011
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DESIGN
Objects, projects and people – An introduction to design
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What is design? What is it’s purpose?
Objects, projects and people – An introduction to design
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The definition of design (see Webster dictionary) Noun – A decorative pattern – The formal structure of a picture – The arrangement of forms, colours, materials etc. – A plan conceived in mind
Design as an intention
– A purpose, intention
Design as process
Verb – To invent and bring into being
Design as result (of the process)
– To prepare plans or a sketch or model – To plan in the mind – To intend for a particular purpose
Objects, projects and people – An introduction to design
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The design process in context First definition Project intent
Design process
Concept or artefact
Design result
Most often, there is feedback from design on the definition of the artefact
Realisation & implementation processes
Impact of . Production Artefact
∆?
. Use/operation . Maintenance . Disposal
(One or more instances)
Design is situated between the first expression of an intent and it’s realisation through an artefact. Objects, projects and people – An introduction to design
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Design: many perspectives to describe the nature of design Design as expressing through the model of the artefact the project intent
Preparation of realisation: design distinct from realisation
Design as a mental process (designer) and as a collaboration process (design team)
Design as the mapping between the needs and possibilities (constraints: technical, organisational, …)
Design as problem solving (finding ONE solution or finding the BEST solution
Design as the description of the artefact so that it can be realised
Objects, projects and people – An introduction to design
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The purpose of design: uncertainty & risk reduction - 1 Uncertainty (Number of degrees of freedom)
Definition
Uncertainty . Defensive interpretation: risk . Pro-active interpretation: opportunity
Design
. Overall objectives defined . Artefact-type defined
Realisation
. Artefact specified for realisation
Objects, projects and people – An introduction to design
. End of operational life of artefact
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Operation
. End of operational life of artefact J. Huysentruyt
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The purpose of design: uncertainty & risk reduction - 2 But, do NOT forget – One can over-design: leaving not flexibility for the realisation – One cannot eliminate risk – … and….
« The proof of the pudding is in the eating »
Objects, projects and people – An introduction to design
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Why is design important?
Objects, projects and people – An introduction to design
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An example: Saturn 5 vs N-1 Aspect 3
Lift-off thrust (*1000 ton)
2.7
5
Number of engines (Stage 1)
30
3
Number of stages
5
120
Capability (tons in low orbit)
75
++
Ground testing
--
+
Computer capability
+-
12,5
Successes
0
0.5
Failures
4
Reasons for American win . Single programme . Programme management . System engineering . Selection of H2 as fuel for upper stages . Ground testing . Technological maturity . Financial resources Objects, projects and people – An introduction to design
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An example: vehicle hardware cost
Vehicle
Weight to payload
Vehicle
Cost
Delta II 7925
45 to 1
Delta II 7925
$2.820/kg
Atlas II A
27 to 1
Atlas II A
$6.530/kg
Titan IV 401
48 to 1
Titan IV 401
$2.325/kg
Space Shuttle (r)
87 to 1
Space Shuttle (r)
$529.280/kg
F-15 aircraft (r)
$2.650/kg
Commercial jet (r)
$880/kg
Automobile (r)
$7/kg
(r): re-usable
Costs in 1993 dollars
Objects, projects and people – An introduction to design
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The external view on design
Objects, projects and people – An introduction to design
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The external view on design
The external view is the view of those who are not deeply involved in the design process: sponsors, manager. The external view can also be adopted by the designer himself when planning the activity or evaluating progress as comapred to the task he has to carry out.
Sponsors, other stakeholders
Start
Stop
Time Design process (as a black box)
Design results
Costs Objects, projects and people – An introduction to design
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Design: topics to be addressed (core) Design constructs
Project intent (refinement)
Artefact type
Requrements
Functionality/ utility/services provided
Embodiment Constraints
(the artefact made real)
Anticipation of artefact life-cycle
Applicable standards Realisation (as process)
Implementation
Use Operation Maintenance
Disposal
Validation base Objects, projects and people – An introduction to design
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Design results: contents
Requirements (the precise understanding of the needs) Specification of the artefact (functionality + embodiment) Realisation: processes, resources and costs
Design results
Anticipation of life-cycle + consequences
Justification of design decisions (alternatives, criteria, …)
Update of the justification of the project as a whole (input)
This is a « nominal » list of design results. In actual projects (a) the scope (b) the level of detail and (c) the level of explicitness of the design results may vary. Objects, projects and people – An introduction to design
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Managing complexity: artefact decomposition
Objects, projects and people – An introduction to design
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Managing complexity: breaking down the artefact (1)
The work breakdown structure is a means so as to manage complexity and to distribute the work Objects, projects and people – An introduction to design
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Managing complexity: breaking down the artefact (2) 1. Fuselage
3. Electronics
1.
Nose (moveable)
1.
Control
2.
Main fuselage
2.
Navigation
3.
Wing
3.
4.
Rudder
Fuel management (transfer of fuel during flight)
5.
Engine nacelle
2. Engines 1.
Intake (move-able)
2.
Compressor
3.
Turbine
4.
Post-combustion
5.
Nozzle
6.
Thrust reversal
7.
Starter
8.
Electricity supply
Objects, projects and people – An introduction to design
4. Landing gear 1.
Nose gear
2.
Main gear
5. Equipment for passengers 1.
Air conditioning
2.
Seats
3.
Safety equipment
4.
Kictchen
6. Etc... Version 1.1 24.10.2011
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Managing complexity: breaking down the artefact (3) Breakdown structure: distributing the work
• Over the design team, taking into account the different disciplines that are required to design an airplane
• Over different contractors in order – To stimulate competition (better designs, lower cost) – To avoid that some contractors might become to powerful
The allocation of work to different designer and/or organisations requires the accurate definition of the interfaces as a well disciplined management of the evolution of the system components that interface each with each other Objects, projects and people – An introduction to design
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The variety in design
Objects, projects and people – An introduction to design
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The variety in design Design organisation Collaborative design . Different designers . Different design organisations Participative design . Strong involvement of stakeholders e.g. users
Design disciplines (case: Aeronautics) . Design and systems engineering . Aerodynamics . Structures & materials . Propulsion . Dynamics and control . Computers & software . Modern aerospace engineering Design resources
Scope and depth of design Design scope . System/archictural design . Sub-system design . Component design
. Design experience . Design methods . Design knowledge resources
Level of detail (depth) System definition . Overall design . Detailed design
Objects, projects and people – An introduction to design
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Additional reflections on design
Objects, projects and people – An introduction to design
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• Imagination • Intuition on the base of
From
Conditions for design
Dreamers – Ancient Greeks, Cyrano de Bergerac
knowledge and experience
Science finction
• Maturity
– Jules Verne
– Of technology • Military • Space • Aeronatics • Racing (Formula 1) • Household appliance
Scientists – Tsiolkowski, Oberth, Esnault Pelterie Experimental engineers – Godard, Korelev, von Braun, Qian_Xueshen Initial applications e.g. the Cold War – Arms race (Intercontinental balistic missile To
– Ofthe design knowledge and experience (possibly coming from other domains • Experience with relevant artefacts • Education • Methods • Tools
The example of space exploration
– Race to the moon Dissemination (+- all major countries)
Objects, projects and people – An introduction to design
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What determines design? Project context
Designer’s knowlegde
Knowlegde Available information sources
Experience
Design process
Design result
Project intention/needs
Standards
Decision criteria Personality of the designer
Values
. Personal values . . Team values . Organisational values
Methods & tools
Objects, projects and people – An introduction to design
. Creativity/innovation drive . Attitude towards risk . Persistence
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What can be designed? • Can a garden be designed? Up to what level – Is less than what can be imagined
• Design-ability – Is not a binary value – Depending on the type of object, only certain aspects can be designed • Pile of sand: form • Garden • Pen • Robot • Operating system • A self programming machine – Design-ability relates to predictability of the properties (static and dynamic) of the artefact
« They didn’t know it was impossible. So they did it! » (Mark Twain) Objects, projects and people – An introduction to design
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Summary
Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
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Summary: the main concepts • The definition and purpose of design • The importance of design • The external view on design • The variety in design • A few additional reflections on design – What determines design? – What can be designed?
Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt