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The Designer in Society

The Designer in Society. Human Achievement. We are remarkably successful in harnessing natural resources to meet our needs Use our intellectual skills Adapt the materials we have found potential for healthier, more comfortable and fulfilling life. Human Achievement.

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The Designer in Society

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  1. The Designer in Society

  2. Human Achievement • We are remarkably successful in harnessing natural resources to meet our needs • Use our intellectual skills • Adapt the materials we have found • potential for healthier, more comfortable and fulfilling life

  3. Human Achievement • Result of success – population growth • 1800: approx. 11 million • 1991: approx. 56 million • Due to improvement in health care • More people natural resources reduced detrimental effects Dilemma: Technology leads a double life, it can fulfill exorbitant (grand) intentions of it’s practitioners (designers, engineers) but simultaneously produce unintended items.

  4. Human Achievement • Medical technologies reduce death rate but contribute to population growth • Food production is more efficient through genetic/chemical technology but at the cost of damage to eco-systems Does technology improve our quality of life?

  5. Technology & Designing • Technology is a concept with a broad range of meanings • Can refer to how society produces goods and services e.g. high tech/low tech • Alternative and intermediate technology • alternative: different point of view, better use of natural resources (www.cat.org.uk) • international organisation, mission to build technical skills in developing countries to improve future generations

  6. Technology & Designing • Some products can challenge our conceptions of the way things should be e.g. plastic coffee cups pens (www.remarkable.com) • Technology also means ‘applied science’ • Many advances only due to scientific developments • Many cases, scientific ideas underpin designing, but reverse is true, products developed before science is understood • Sometimes a new scientific idea can have consequences in many different fields

  7. Technology & Designing • E.g. Chaos Theory (1970) to explain unexpected mathematical results – applied in 1994 with the tangling of clothes in a drier! Can design proceed without science? • Yes – decisions are based on judgement and experience. For some problems neither theory or experience can exist >intuitive approach • Design ‘by eye’ or ‘feel’ • Seek the advice/use the knowledge of others • Judgement and knowledge may often be the way forward but don’t make wild guesses

  8. Environmental Issues • Concerns are now at an International Level • Population growth  expectations for high standard • Many organisations are working towards ‘sustainable development’ – UN Earth Summit 1992 (Rio) • 1990 US represented 5% of world’s population US used 25% of its energy US responsible for 22% of all CO2 emissions • 1990 India represented 16% of world’s population India used 3& of its energy India responsible for 3% of all CO2 emissions • Covers: energy, air & soil pollution, ecology, transport and conservation

  9. Economic Issues • Total cost is made up of: fixed & variable costs • Fixed – remains the same no matter how many items are produced or consumed e.g. overheads • Variable – directly proportional to number sold e.g. materials • Average cost decreases as quantity increases •  economy of sale • Many products have a small proportional variable cost to the total e.g. airfix kits • One-off, batch & mass production used to increase economy and customer satisfaction • The design, materials, method and cost can be affected by the number to be produced • Drive for greater efficiency has led to development of TQM, JIT & BPB

  10. Consumer Issues • Consider several different factors, often experience or ‘feeling’ • Suitability, affordability, maintenance, safety, reliability, life span, attractiveness, fashion • Majority of cases  many competing models • Consumers protected by law • Legal requirements for products to be ‘fit for use’

  11. Design Issues • New products or systems are derived from • Demand Pull • Technology Push • Designer’s have a major role in both cases • Different time scales & constraints • Many decisions to be made – some having limited choice • Technical & Functional considerations but also human factors • Designs are not permanent – human needs change • Designers must also consider resources & requirements

  12. Product Analysis & Life Cycles • Need to see new products in relation to predecessors • Leads to a deeper understanding of the product & the requirements • Application of styling/technology to different products • Interchange of Ideas • Comparisons made in different ways e.g. cost/capacity/ weight • Styles, shapes, trends often come back around • Resurgence

  13. Product Analysis & Life Cycles • Life Cycle: • Introduction – consumers learn about product, 2/3 of products will be accepted. • Growth – sales increase, dynamic phase, scope for experimentation (high demand) e.g. form, colour • Maturity – rapid expansion ends, length dependent upon how product is influenced by fashion/trend • Decline – superseded by other products, a companies long term future depends upon profit during Growth/Maturity.

  14. Product Analysis & Life Cycles Records Audio Tapes Video Tapes Compact Discs

  15. Role of the Designer • 4 parties involved in product development • client • designer • maker • user • The designer must transform a brief to a detailed specific product proposal to allow it to be made • Self-sufficiency – pre-industrial society, only 1 person • Designer-maker – commissioned work • Specialist designers – industrial, requires good communication between specialists • Mass production – design consultancy or company staff, requires accurate communication between 4 roles

  16. ‘Total’ Design • Commercial success depends partly upon ‘price’ factors & partly upon ‘non-price’ factors • Production cost/selling price • Quality/features • Successful products are not just the ‘cheapest’ • Product superiority & uniqueness account for 50% • Cost-conscious but compromising • A designer must pay attention to every element – not allow greater emphasis to a single element

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