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{{Short description|Plan for the construction of an object or system}}
[[Image:All Saints Chapel--L.C. Tiffany.JPG|thumb|400px|right|All Saints Chapel in the [[Cathedral Basilica of St. Louis]] by Louis Comfort Tiffany. The building structure and decorations are both examples of design.]]
{{Redirect2|Designed|Designing|other uses|Design (disambiguation)}}
[[Image:Booster-Layout.jpg|thumb|300px|right|A drawing for a booster engine for steam locomotives. Engineering is applied to design, with emphasis on function and the utilization of mathematics and science.]]
{{Multiple issues|
[[Image:PL IIIcut.gif|thumb|200px|right|Design, when applied to [[fashion]], includes considering aesthetics as well as function in the final form.]]
{{Original research|date=August 2022}}
[[Image:Nuvola apps designer.png|100px|right]]
{{Copy edit|date=March 2024}}
}}
[[File:Braun ABW30 (schwarz).jpg|thumb|[[Braun (company)|Braun]] ABW30 wall clock designed by [[Dieter Rams]] and {{ill|Dietrich Lubs|de}} (early 1980s)]]
[[File:Swiss army knife closed 20050612.jpg|thumb|[[Victorinox]] ''Swiss Army'' knife]]
[[File:Cutlery designed by Zaha Hadid for company WMF, 2007 N.3.jpg|thumb|alt=An image of cutlery designed by Zaha Hadid|[[Cutlery]] designed by architect and designer [[Zaha Hadid]] (2007). The slightly oblique end part of the fork and the spoons, as well as the knife handle, are examples of designing for both aesthetic form and practical function]]
[[File:Y-blokken som plassvegg.jpg|thumb|Early concept design sketches by the architect Erling Viksjø, exploring the relationships between existing and proposed new buildings]]
[[File:Barényi Béla-biztonsági fejlesztés.jpg|alt=Béla Barényi holding car model|thumb|[[Béla Barényi|Barényi Béla]], considered to be the father of safe driving and safety tests, preparing for safety development, which is a core part of the designing process]]
A '''design''' is the concept of or proposal for an object, [[process]], or [[system]]. The word ''design'' refers to something that is or has been intentionally created by a thinking agent, and is sometimes used to refer to the inherent nature of something – its design. The verb ''to design'' expresses the process of developing a design. In some cases, the direct construction of an object without an explicit prior plan may also be considered to be a design (such as in arts and crafts). A design is expected to have a purpose within a certain context, usually having to satisfy certain [[goal]]s and constraints and to take into account [[aesthetics|aesthetic]], functional, economic, environmental, or socio-political considerations. Traditional examples of designs include [[architectural drawing|architectural]] and [[engineering drawing|engineering]] drawings, [[circuit diagram]]s, [[Pattern (sewing)|sewing patterns]], and less tangible artefacts such as [[business process]] models.<ref name=":1">Dictionary meanings in the [//dictionary.cambridge.org/dictionary/english/design Cambridge Dictionary of American English], at [//www.dictionary.com/browse/design Dictionary.com] (esp. meanings 1–5 and 7–8) and at [//en.oxforddictionaries.com/definition/design AskOxford] (especially verbs).</ref><ref>{{Cite web |title=The greatest designs of modern times |url=https://fortune.com/longform/100-best-designs/ |access-date=2024-03-16 |website=Fortune |language=en}}</ref>


==Designing==
'''Design''', usually considered in the context of [[applied art]]s, [[engineering]], [[architecture]], and other [[creativity|creative]] endeavors, is used both as a [[noun]] and a [[verb]]. As a verb, "to design" refers to the process of originating and [[planning|developing a plan]] for a product, structure, system, or component. As a noun, "a design" is used for either the final (solution) [[plan]] (e.g. proposal, drawing, model, description) or the result of implementing that plan (e.g. object produced, result of the process). More recently, processes (in general) have also been treated as products of design, giving new meaning to the term ''"process design".''
People who produce designs are called ''[[designer]]s''. The term 'designer' usually refers to someone who works professionally in one of the various design areas. Within the professions, the word 'designer' is generally qualified by the area of practice (for example: a [[fashion design]]er, a [[product design]]er, a [[web design]]er, or an [[interior design]]er), but it can also designate other practitioners such as architects and engineers (see below: Types of designing). A designer's sequence of activities to produce a design is called a design process, with some employing designated processes such as [[design thinking]] and [[design methods]]. The process of creating a design can be brief (a quick sketch) or lengthy and complicated, involving considerable research, negotiation, reflection, [[Conceptual model|modeling]], interactive adjustment, and re-design.


Designing is also a widespread activity outside of the professions of those formally recognized as designers. In his influential book ''The Sciences of the Artificial,'' the interdisciplinary scientist [[Herbert A. Simon]] proposed that, "Everyone designs who devises courses of action aimed at changing existing situations into preferred ones."<ref>{{cite book |last1=Simon |first1=Herbert A. |title=The Sciences of the Artificial |date=1969 |edition=first |publisher=M.I.T. Press |location=Cambridge, Massachusetts |page=54 |url=https://archive.org/details/sciencesofartifi00simo/page/54}}</ref> According to the design researcher [[Nigel Cross]], "Everyone can – and does – design," and "Design ability is something that everyone has, to some extent, because it is embedded in our brains as a natural [[Cognition|cognitive]] function."<ref>{{Cite book |last=Cross |first=Nigel |url=https://books.google.com/books?id=F4SUVT1XCCwC |title=Design Thinking: Understanding How Designers Think and Work |date=2011 |publisher=Berg |isbn=978-1-84788-846-4 |pages=3 & 140 |language=en}}</ref>
Designing normally requires a [[designer]] to consider the [[aesthetic]], [[functional]], and many other aspects of an object or a process, which usually requires considerable [[research]], [[thought]], [[model (physical)|modeling]], interactive [[problem solving|adjustment]], and re-design.


==Philosophies and studies of design==
==History of design==
There is no [[Organizational communication|universal language]] or [[Institutional memory|unifying institution]] for designers of all disciplines. Raised levels of achievement often lead to raised expectations. In [[structuration theory]], design is both medium and outcome generating a [[Janus (mythology)|Janus]] like face, with every ending marking a new beginning.


{{main|Design history}}
There are countless philosophies for guiding design as the design values and its accompanying aspects within modern design vary, both between different schools of thought and among practicing designers.<ref> Holm, Ivar (2006). ''Ideas and Beliefs in Architecture and Industrial design: How attitudes, orientations and underlying assumptions shape the built environment''. Oslo School of Architecture and Design. ISBN 8254701741.</ref> Design philosophies are usually for determining design goals. A design goal may range from solving the least significant individual problem of the smallest element to the most [[holistic]] influential [[utopian]] goals. Design goals are usually for guiding design. However, conflicts over immediate and minor goals may lead to questioning the purpose of design, perhaps to set better long term or ultimate goals.
The study of design history is complicated by varying interpretations of what constitutes 'designing'. Many design historians, such as [[John Heskett]], look to the [[Industrial Revolution]] and the development of mass production.<ref>Heskett, John (1963) ''Industrial Design''. Thames & Hudson.</ref> Others subscribe to conceptions of design that include pre-industrial objects and artefacts, beginning their narratives of design in prehistoric times.<ref name="Huppatz"/> Originally situated within [[art history]], the historical development of the discipline of design history coalesced in the 1970s, as interested academics worked to recognize design as a separate and legitimate target for historical research.<ref>{{Cite journal |last=Margolin |first=Victor |date=April 1, 2009 |title=Design in History |journal=Design Issues |volume=25 |issue=2 |pages=94–105 |doi=10.1162/desi.2009.25.2.94 |s2cid=57562456 |issn=0747-9360 |eissn=1531-4790|doi-access=free }}</ref> Early influential design historians include German-British art historian [[Nikolaus Pevsner]] and Swiss historian and architecture critic [[Sigfried Giedion]].


==Design education==
===Philosophies for guiding design===
In Western Europe, institutions for design education date back to the nineteenth century. The [[Norwegian National Academy of Craft and Art Industry]] was founded in 1818, followed by the United Kingdom's [[Royal College of Art|Government School of Design]] (1837), and [[Konstfack]] in Sweden (1844). The [[Rhode Island School of Design]] was founded in the United States in 1877. The German art and design school [[Bauhaus]], founded in 1919, greatly influenced modern design education.<ref>{{Cite book |last=Naylor |first=Gillian |title=The Bauhaus Reassessed |date=1985 |publisher=Herbert Press |isbn=0906969301}}</ref>
A design philosophy is a guide to help make choices when designing such as ergonomics, costs, economics, functionality and methods of re-design. An example of a design philosophy is “dynamic change” to achieve the elegant or stylish look you need.


[[Design education]] covers the teaching of theory, knowledge and values in the design of products, services, and environments, with a focus on the development of both particular and general skills for designing. Traditionally, its primary orientation has been to prepare students for professional design practice, based on project work and studio, or [[atelier]], teaching methods.
====Approaches to design====
A design approach is a general philosophy that may or may not include a guide for specific methods. Some are to guide the overall goal of the design. Other approaches are to guide the tendencies of the designer. A combination of approaches may be used if they don't conflict.


There are also broader forms of higher education in [[design studies]] and [[design thinking]]. Design is also a part of general education, for example within the curriculum topic, [[Design and Technology]]. The development of design in general education in the 1970s created a need to identify fundamental aspects of 'designerly' ways of knowing, thinking, and acting, which resulted in establishing design as a distinct [[Academic discipline|discipline]] of study.<ref>{{cite journal |last1=Cross |first1=Nigel |title=Design as a Discipline: Designerly Ways of Knowing |journal= Design Studies |date=1982 |volume=3 |issue=4 |pages=221–227 |doi=10.1016/0142-694X(82)90040-0 |url= https://dx.doi.org/10.1016/0142-694X%2882%2990040-0}}</ref>
Some popular approaches include:


==Design process==
* [[User-centered design]], which focuses on the needs, wants, and limitations of the end user of the designed artifact.
Substantial disagreement exists concerning how designers in many fields, whether amateur or professional, alone or in teams, produce designs.<ref>{{Cite journal |last=Coyne |first=Richard |date=1990 |title=Logic of design actions |url=http://dx.doi.org/10.1016/0950-7051(90)90103-o |journal=Knowledge-Based Systems |volume=3 |issue=4 |pages=242–257 |doi=10.1016/0950-7051(90)90103-o |issn=0950-7051 |access-date=2020-10-01 |archive-date=2022-08-27 |archive-url=https://web.archive.org/web/20220827204830/https://www.sciencedirect.com/science/article/abs/pii/095070519090103O?via%3Dihub |url-status=live}}</ref> Design researchers Dorst and Dijkhuis acknowledged that "there are many ways of describing design processes," and compare and contrast two dominant but different views of the design process: as a rational problem-solving process and as a process of reflection-in-action. They suggested that these two [[paradigm]]s "represent two fundamentally different ways of looking at the world{{snd}} [[positivism]] and [[Constructionism (learning theory)|constructionism]]."<ref>{{cite journal |doi=10.1016/0142-694X(94)00012-3 |title=Comparing paradigms for describing design activity |journal=Design Studies |volume=16 |issue=2 |pages=261–274 |year=1995 |last1=Dorst |first1=Kees |last2=Dijkhuis |first2=Judith |url=https://dx.doi.org/10.1016/0142-694X%2894%2900012-3}}</ref> The paradigms may reflect differing views of how designing ''should be'' done and how it ''actually is'' done, and both have a variety of names. The problem-solving view has been called "the rational model,"<ref name="Brooks"/> "technical rationality"<ref name="Schön 1983"/> and "the reason-centric perspective."<ref name="Ralph 2010"/> The alternative view has been called "reflection-in-action,"<ref name="Schön 1983"/> "coevolution"<ref name=DC/> and "the action-centric perspective."<ref name="Ralph 2010"/>
* [[Use-centered design]], which focuses on the goals and tasks associated with the use of the artifact, rather than focusing on the end user.
* [[KISS principle]], (Keep it Simple, Stupid), which strives to eliminate unnecessary complications
* [[There is more than one way to do it]] (TMTOWTDI), a philosophy to allow multiple methods of doing the same thing
* [[Murphy's Law]] (things will go wrong in any given situation, if you give them a chance)


===Rational model===
====Philosophies for methods of designing====
The rational model was independently developed by Herbert A. Simon,<ref>Newell, A., and Simon, H. (1972) ''Human problem solving'', Prentice-Hall, Inc.</ref><ref name="Simon">Simon, H.A. (1996) [https://books.google.com/books?id=k5Sr0nFw7psC The sciences of the artificial] {{Webarchive|url=https://web.archive.org/web/20131217052045/http://books.google.com/books?id=k5Sr0nFw7psC&printsec=frontcover |date=2013-12-17 }}, MIT Press, Cambridge, MA, USA. p. 111. {{ISBN|0-262-69191-4}}.</ref> an American scientist, and two German engineering design theorists, Gerhard Pahl and Wolfgang Beitz.<ref>Pahl, G., and Beitz, W. (1996) [https://books.google.com/books?id=8fuhesYeJmkC ''Engineering design: A systematic approach''] {{Webarchive|url=https://web.archive.org/web/20131217052518/http://books.google.com/books?id=8fuhesYeJmkC&printsec=frontcover |date=2013-12-17 }}, Springer-Verlag, London. {{ISBN|3-540-19917-9}}.</ref> It posits that:
[[Image:Room de Luxe.jpg|thumb|right|The Room de Luxe at The Willow Tearooms features furniture and interior design by Mackintosh and Margaret Macdonald.]]
# Designers attempt to [[Optimization (mathematics)|optimize]] a design candidate for known [[constraint optimization|constraints]] and [[Goal|objectives]].
{{main|Design methods}}
# The design process is plan-driven.
# The design process is understood in terms of a discrete sequence of stages.


The rational model is based on a [[Rationalism|rationalist philosophy]]<ref name="Brooks" /> and underlies the [[waterfall model]],<ref name=Royce/> [[systems development life cycle]],<ref name=Bourque/> and much of the [[engineering design]] literature.<ref>Pahl, G., Beitz, W., Feldhusen, J., and Grote, K.-H. (2007 ) [https://books.google.com/books?id=qsKNwB2gL5wC Engineering design: A systematic approach] {{Webarchive|url=https://web.archive.org/web/20131217050322/http://books.google.com/books?id=qsKNwB2gL5wC&printsec=frontcover |date=2013-12-17 }}, (3rd ed.), Springer-Verlag, {{ISBN|1-84628-318-3}}.</ref> According to the rationalist philosophy, design is informed by research and knowledge in a predictable and controlled manner.<ref>{{Cite book |last=Mielnik |first=Anna |url=https://suw.biblos.pk.edu.pl/downloadResource%26mId%3D2650996 |title=Under the power of reason |publisher=Krakow University of Technology |access-date=2022-08-27 |archive-date=2022-08-27 |archive-url=https://web.archive.org/web/20220827204829/https://suw.biblos.pk.edu.pl/downloadResource%26mId%3D2650996 |url-status=live}}</ref>
Design Methods is a broad area that focuses on:


Typical stages consistent with the rational model include the following:<ref>{{Cite journal |last1=Condrea |first1=Ionut |url=https://media.proquest.com/media/hms/PFT/1/MNTnI?_s=zo3qVt0Rq8V3x%2FgZKecWt8ICAzY%3D |title=Elaboration of the initial requirements in the design activities |last2=Botezatu |first2=C. |last3=Slătineanu |first3=L. |last4=Oroian |first4=B. |journal=IOP Conference Series: Materials Science and Engineering |date=February 2021 |volume=1037 |issue=1 |page=012002 |doi=10.1088/1757-899X/1037/1/012002 |bibcode=2021MS&E.1037a2002S |s2cid=234019940|doi-access=free }}</ref>
* [[Exploring]] possibilities and constraints by focusing critical thinking skills to research and define problem spaces for existing [[Product (business)|products]] or [[Service (economics)|services]]—or the creation of new categories; ''(see also [[Brainstorming]])''
* Pre-production design
* [[Definition|Redefining]] the specifications of design solutions which can lead to better guidelines for traditional design activities (graphic, industrial, architectural, etc.);
** [[Design brief]]&nbsp;– initial statement of intended outcome.
* [[Management|Managing]] the process of exploring, defining, creating artifacts continually over time
** [[Analysis]]&nbsp;– analysis of design goals.
* [[Prototyping]] possible scenarios, or solutions that incrementally or significantly improve the inherited situation
** [[Research]]&nbsp;– investigating similar designs in the field or related topics.
* Trendspotting; understanding the trend process.
** [[Specification]]&nbsp;– specifying requirements of a design for a product ([[product design specification]])<ref>Cross, N., (2006). ''T211 Design and Designing: Block 2'', p. 99. Milton Keynes: The Open University.</ref> or service.
** [[Problem solving]]&nbsp;– [[wikt:conceptualize|conceptualizing]] and [[document]]ing designs.
** [[Presentation]]&nbsp;– presenting designs.
* Design during production.
** [[Product development|Development]]&nbsp;– continuation and improvement of a design.
** [[Product testing]]&nbsp;– ''[[in situ]]'' testing of a design.
* Post-production design feedback for future designs.
** [[Implementation]]&nbsp;– introducing the design into the environment.
** [[Evaluation]] and [[logical consequence|conclusion]]&nbsp;– summary of process and results, including [[constructive criticism]] and suggestions for future improvements.
* Redesign&nbsp;– any or all stages in the design process repeated (with corrections made) at any time before, during, or after production.


Each stage has many associated [[best practices]].<ref>Ullman, David G. (2009) ''The Mechanical Design Process'', Mc Graw Hill, 4th edition {{ISBN|0-07-297574-1}}</ref>
===Philosophies for the purpose of designs===
In [[philosophy]], the abstract noun "design" refers to a pattern with a [[purpose]]. Design is thus contrasted with purposelessness, [[randomness]], or lack of [[complexity]].


====Criticism of the rational model====
To study the purpose of designs, beyond individual goals (e.g. [[marketing]], [[technology]], [[education]], [[entertainment]], [[hobbies]]), is to question the controversial [[politics]], [[morals]], [[ethics]] and [[need]]s such as [[Maslow's hierarchy of needs]]. "Purpose" may also lead to [[existential]] questions such as [[religion|religious morals]] and [[teleology]]. These philosophies for the "purpose of" designs are in contrast to philosophies for guiding design or methodology.
The rational model has been widely criticized on two primary grounds:


# Designers do not work this way&nbsp;– extensive empirical evidence has demonstrated that designers do not act as the rational model suggests.<ref name="Schön 1983"/><ref name="Ralph 2010"/><ref name=Cross/>
Often a designer (especially in commercial situations) is not in a position to define purpose. Whether a designer is, is not, or should be concerned with purpose or intended use beyond what they are expressly hired to influence, is debatable, depending on the situation. Not understanding or disinterest in the wider role of design in society might also be attributed to the commissioning agent or client, rather than the designer.
# Unrealistic assumptions&nbsp;– goals are often unknown when a design project begins, and the requirements and constraints continue to change.<ref name="Brooks"/><ref>{{cite journal |doi=10.1145/1005937.1005943 |url=http://www.deepdyve.com/lp/association-for-computing-machinery/life-cycle-concept-considered-harmful-WXRCv45NVM |author1=McCracken, D.D. |author2=Jackson, M.A. |title=Life cycle concept considered harmful |journal=ACM SIGSOFT Software Engineering Notes |volume=7 |issue=2 |year=1982 |pages=29–32 |s2cid=9323694 |access-date=2012-03-25 |archive-date=2012-08-12 |archive-url=https://web.archive.org/web/20120812035944/http://www.deepdyve.com/lp/association-for-computing-machinery/life-cycle-concept-considered-harmful-WXRCv45NVM |url-status=live|doi-access=free }}</ref>


===Action-centric model===
[[Image:Crystal 128 kivio.png|right]]
The action-centric perspective is a label given to a collection of interrelated concepts, which are antithetical to the rational model.<ref name="Ralph 2010"/> It posits that:


# Designers use [[creativity]] and [[emotion]] to generate design candidates.
==Design as a process==
# The design process is [[Improvisation|improvised]].
Design as [[Process (general)|a process]] can take many forms depending on the object being designed and the individual or individuals participating.
# No universal sequence of stages is apparent&nbsp;– analysis, design, and implementation are contemporary and inextricably linked.<ref name="Ralph 2010"/>


The action-centric perspective is based on an [[Empiricism|empiricist philosophy]] and broadly consistent with the [[Agile software development|agile approach]]<ref name=Beck/> and methodical development.<ref name=Truex/> Substantial empirical evidence supports the veracity of this perspective in describing the actions of real designers.<ref name=Cross/> Like the rational model, the action-centric model sees design as informed by research and knowledge.<ref>{{Cite web |last1=Faste |first1=Trygve |last2=Faste |first2=Haakon |date=2012-08-15 |title=Demystifying "design research": design is not research, research is design |url=https://www.idsa.org/sites/default/files/Faste.pdf |access-date=2022-08-19 |website=Industrial Designers Society of America |archive-date=2022-08-19 |archive-url=https://web.archive.org/web/20220819163610/https://www.idsa.org/sites/default/files/Faste.pdf |url-status=live}}</ref>
===Defining a design process===
According to video game developer [[Dino Dini]] in a talk given at the 2005 Game Design and Technology Workshop held by Liverpool JM University, design underpins every form of creation from objects such as chairs to the way we plan and execute our lives. For this reason it is useful to seek out some common structure that can be applied to any kind of design, whether this be for video games, consumer products or one's own personal life.


At least two views of design activity are consistent with the action-centric perspective. Both involve these three basic activities:
For such an important concept, the question "What is Design?" appears to yield answers with limited usefulness. [[Dino Dini]] states that the design process can be defined as "The management of constraints". He identifies two kinds of constraint, negotiable and non-negotiable. The first step in the design process is the identification, classification and selection of constraints. The process of design then proceeds from here by manipulating design variables so as to satisfy the non-negotiable constraints and optimizing those which are negotiable. It is possible for a set of non-negotiable constraints to be in conflict resulting in a design with no solution; in this case the non-negotiable constraints must be revised. For example, take the design of a chair. A chair must support a certain weight to be useful, and this is a non-negotiable constraint. The cost of producing the chair might be another. The choice of materials and the aesthetic qualities of the chair might be negotiable.
* In the [[Reflective practice|reflection-in-action paradigm]], designers alternate between "[[Framing (social sciences)|framing]]", "making moves", and "evaluating moves". "Framing" refers to conceptualizing the problem, i.e., defining goals and objectives. A "move" is a tentative design decision. The evaluation process may lead to further moves in the design.<ref name="Schön 1983" />
* In the sensemaking–coevolution–implementation framework, designers alternate between its three titular activities. [[Sensemaking (information science)|Sensemaking]] includes both framing and evaluating moves. Implementation is the process of constructing the design object. Coevolution is "the process where the design agent simultaneously refines its mental picture of the design object based on its mental picture of the context, and vice versa".<ref name="Ralph 2010" />


The concept of the [[design cycle]] is understood as a circular time structure,<ref>Fischer, Thomas "Design Enigma. A typographical metaphor for enigmatic processes, including designing", in: T. Fischer, K. De Biswas, J.J. Ham, R. Naka, W.X. Huang, ''Beyond Codes and Pixels: Proceedings of the 17th International Conference on Computer-Aided Architectural Design Research in Asia'', p. 686</ref> which may start with the thinking of an idea, then expressing it by the use of visual or verbal means of communication (design tools), the sharing and perceiving of the expressed idea, and finally starting a new cycle with the critical rethinking of the perceived idea. Anderson points out that this concept emphasizes the importance of the means of expression, which at the same time are means of perception of any design ideas.<ref>Anderson, Jane (2011) ''Architectural Design'', Basics Architecture 03, Lausanne, AVA academia, p. 40. {{ISBN|978-2-940411-26-9}}.</ref>
[[Dino Dini]] theorizes that poor designs occur as a result of mismanaged constraints, something he claims can be seen in the way the video game industry makes "Must be Fun" a negotiable constraint where he believes it should be non-negotiable.


== Philosophies ==
It should be noted that "the management of constraints" may not include the whole of what is involved in "constraint management" as defined in the context of a broader [[Theory of Constraints]], depending on the scope of a design or a designer's position.
[[Philosophy of design]] is the study of definitions, assumptions, foundations, and implications of design. There are also many informal 'philosophies' for guiding design such as personal values or preferred approaches.


===Approaches to design===
[[Image:Architect.png|thumb|An [[architect]] at his [[drawing board]], 1893. The [[Peter Arno]] phrase "Well, back to the old drawing board" makes light of the fact that designs sometimes fail and redesign is necessary. The phrase has meaning beyond [[structural design]]s and is an idiom when a drawing board is not used in a design.]]
Some of these values and approaches include:
* [[Critical design]] uses designed artefacts as an embodied critique or commentary on existing values, morals, and practices in a culture. Critical design can make aspects of the future physically present to provoke a reaction.<ref>{{cite web |last=Lab |first=MIT Media |date=16 July 2015 |title=Introducing the Media Lab Award |url=https://medium.com/@medialab/introducing-the-media-lab-award-795ac9e7a8d9}}</ref><ref>{{cite book |last1=Dunne |first1=Anthony |url=https://mitpress.mit.edu/books/speculative-everything |title=Speculative Everything: Design, Fiction, and Social Dreaming |last2=Raby |first2=Fiona |date=6 December 2013 |publisher=MIT Press |isbn=978-0-262-01984-2 |language=en |access-date=12 December 2021}}</ref><ref name=":12">{{Cite journal |last=Malpass |first=Matt |date=Spring 2015 |title=Criticism and Function in Critical Design Practice |url=http://ualresearchonline.arts.ac.uk/7921/1/DESI3102_pp59-pp71_vB.pdf |journal=Design Issues |volume=31 |issue=2 |pages=59–71 |doi=10.1162/DESI_a_00322 |s2cid=57571804}}</ref>
* [[Ecological design]] is a design approach that prioritizes the consideration of the environmental impacts of a product or service, over its whole lifecycle.<ref>{{Cite book |url=https://www.worldcat.org/oclc/1332789897 |title=The Routledge companion to ecological design thinking : healthful ecotopian visions for architecture and urbanism |date=2023 |first=Mitra |last=Kanaani |isbn=978-1-003-18318-1 |location=New York, NY |oclc=1332789897 |access-date=2022-08-19 |archive-date=2022-08-27 |archive-url=https://web.archive.org/web/20220827204829/https://www.worldcat.org/title/1332789897 |url-status=live}}</ref><ref>{{Cite book |last1=van der Ryn |first1=Sim |title=An Introduction to Ecological Design |last2=Cowan |first2=Stuart |publisher=Island Press |year=1996 |isbn=978-1-59726-140-1 |location=Washington, D.C.}}</ref> Ecodesign research focuses primarily on barriers to implementation, ecodesign tools and methods, and the intersection of ecodesign with other research disciplines.<ref>Schäfer M, Löwer M. Ecodesign—A Review of Reviews. Sustainability. 2021; 13(1):315. doi.org/10.3390/su13010315</ref><ref name=":0">{{Cite journal |last=Lewis |first=Tania |date=April 2008 |title=Transforming citizens? Green politics and ethical consumption on lifestyle television |url=https://www.tandfonline.com/doi/abs/10.1080/10304310701864394 |journal=Continuum: Journal of Media & Cultural Studies |volume=22 |issue=2 |pages=227–240 |doi=10.1080/10304310701864394 |s2cid=144299069}}</ref>
* [[Participatory design]] (originally co-operative design, now often co-design) is the practice of collective creativity to design, attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end-users) in the design process to help ensure the result meets their needs and is usable.<ref>{{cite journal |last1=Sanders |first1=Elizabeth B.-N. |last2=Stappers |first2=Pieter Jan |date=2008 |title=Co-creation and the new landscape of design|journal=CoDesign |volume=4 |issue=1 |pages=5–18 |doi=10.1080/15710880701875068 |doi-access=free}}</ref> Recent research suggests that designers create more innovative concepts and ideas when working within a co-design environment with others than they do when creating ideas on their own.<ref>{{cite journal |last1=Mitchell |first1=Val |last2=Ross |first2=Tracy |last3=Sims |first3=Ruth |last4=Parker |first4=Christopher J. |date=2015 |title=Empirical investigation of the impact of using co-design methods when generating proposals for sustainable travel solutions |url=https://dspace.lboro.ac.uk/2134/18877 |journal=CoDesign |volume=12 |issue=4 |pages=205–220 |doi=10.1080/15710882.2015.1091894 |doi-access=free}}</ref><ref name="The Value of Codesign">{{Cite journal |last1=Trischler |first1=Jakob |last2=Pervan |first2=Simon J. |last3=Kelly |first3=Stephen J. |last4=Scott |first4=Don R. |year=2018 |title=The Value of Codesign |journal=Journal of Service Research |volume=21 |pages=75–100 |doi=10.1177/1094670517714060 |doi-access=free}}</ref>
* Scientific design refers to industrialised design based on scientific knowledge.<ref>{{cite journal |last1=Cross |first1=Nigel |title=Science and design methodology: A review |journal=Research in Engineering Design |date=1 June 1993 |volume=5 |issue=2 |pages=63–69 |doi=10.1007/BF02032575 |s2cid=110223861 |url=https://link.springer.com/article/10.1007%252FBF02032575 |access-date=16 April 2021 |language=en |issn=1435-6066 |archive-date=19 April 2021 |archive-url=https://web.archive.org/web/20210419101156/https://link.springer.com/article/10.1007%2FBF02032575 |url-status=live}}</ref> Science can be used to study the effects and need for a potential or existing product in general and to design products that are based on scientific knowledge. For instance, a scientific design of [[Face masks during the COVID-19 pandemic|face masks for COVID-19 mitigation]] may be based on investigations of filtration performance, mitigation performance,<ref>{{cite news |title=Face shields, masks with valves ineffective against COVID-19 spread: study |url=https://phys.org/news/2020-09-shields-masks-valves-ineffective-covid-.html |access-date=8 October 2020 |work=phys.org |language=en |archive-date=17 November 2021 |archive-url=https://web.archive.org/web/20211117012058/https://phys.org/news/2020-09-shields-masks-valves-ineffective-covid-.html |url-status=live}}</ref><ref>{{cite journal |last1=Verma |first1=Siddhartha |last2=Dhanak |first2=Manhar |last3=Frankenfield |first3=John |title=Visualizing droplet dispersal for face shields and masks with exhalation valves |journal=Physics of Fluids |date=1 September 2020 |volume=32 |issue=9 |pages=091701 |doi=10.1063/5.0022968 |pmid=32952381 |pmc=7497716 |arxiv=2008.00125 |bibcode=2020PhFl...32i1701V |issn=1070-6631 |doi-access=free}}</ref> thermal comfort, [[biodegradability]] and flow resistance.<ref>{{cite news |title=Face masks slow spread of COVID-19; types of masks, length of use matter |url=https://phys.org/news/2020-11-masks-covid-length.html |access-date=9 December 2020 |work=phys.org |language=en |archive-date=23 October 2021 |archive-url=https://web.archive.org/web/20211023065428/https://phys.org/news/2020-11-masks-covid-length.html |url-status=live }}</ref><ref>{{cite journal |last1=Kumar |first1=Sanjay |last2=Lee |first2=Heow Pueh (李孝培) |title=The perspective of fluid flow behavior of respiratory droplets and aerosols through the facemasks in context of SARS-CoV-2 |journal=Physics of Fluids |date=1 November 2020 |volume=32 |issue=11 |pages=111301 |doi=10.1063/5.0029767 |pmid=33281434 |pmc=7713871 |arxiv=2010.06385 |bibcode=2020PhFl...32k1301K |issn=1070-6631}}</ref>
* [[Service design]] is a term that is used for designing or organizing the experience around a product and the service associated with a product's use. The purpose of service design methodologies is to establish the most effective practices for designing services, according to both the needs of users and the competencies and capabilities of service providers.<ref>{{Cite web |last1=Segelström |first1=Fabian |last2=Raijmakers |first2=Bas |last3=Holmlid |first3=Stefan |date=January 2009 |title=Thinking and Doing Ethnography in Service Design |url=http://www.ida.liu.se/~steho87/iasdr/SegelstromRaijmakersHolmlid.pdf |access-date=2018-02-27 |publisher=Linköping University, Department of Computer and Information Science}}</ref><ref name=":8">{{Cite journal |last1=Buur |first1=Jacob |last2=Binder |first2=Thomas |last3=Brandt |first3=Eva |date=2000-01-01 |title=Taking Video beyond 'Hard Data' in User Centred Design |url=https://www.researchgate.net/publication/242609565 |journal=Participatory Design Conference}}</ref><ref name=":02">{{Cite journal |last=Holmlid |first=Stefan |date=2007-05-27 |title=Creative Arts |url=https://jorz.art/ |journal=Nordes |series=Nordes 2007: Design Inquiries |volume=1 |issue=2 |doi=10.21606/nordes.2007.031 |isbn=9781912294466 |issn=1604-9705 |s2cid=109110352 |via=nordes.org in proceedings from Nordic Design Research Conference, Design Inquiries |doi-access=free}}</ref><ref>{{Cite journal |last1=Sophia |first1=Parker |last2=Heapy |first2=Joe |date=2006-07-01 |title=The Journey to the Interface, how public service design can connect users to reform |url=http://socialinnovation.typepad.com/files/journey-to-the-interface.pdf |journal=Demos}}</ref>
* [[Sociotechnical system]] design, a philosophy and tools for participative designing of work arrangements and supporting processes – for organizational purpose, quality, safety, economics, and customer requirements in core work processes, the quality of peoples experience at work, and the needs of society.
* [[Transgenerational design]], the practice of making products and environments compatible with those physical and sensory impairments associated with human aging and which limit major activities of daily living.
* [[User-centered design]], which focuses on the needs, wants, and limitations of the end-user of the designed artefact. One aspect of user-centered design is [[ergonomics]].


== Relationship with the arts ==
'''Redesign'''
[[File:Brionvega RR126, Pier Giacomo Castiglioni - MNAM.jpg|thumb|[[Brionvega]] {{ill|RR 126|it}} [[Radiogram (device)|radiogram]] designed by [[Achille Castiglioni|Achille]] and [[Pier Giacomo Castiglioni]]]]
Something that is redesigned requires a different process than something that is designed for the first time. A redesign often includes an evaluation of the existent design and the findings of the redesign needs are often the ones that drive the redesign process.
The boundaries between art and design are blurry, largely due to a range of applications both for the term 'art' and the term 'design'. [[Applied arts]] can include [[industrial design]], [[graphic design]], [[fashion design]], and the [[decorative arts]] which traditionally includes craft objects. In [[graphic art]]s (2D image making that ranges from photography to illustration), the distinction is often made between [[fine art]] and [[commercial art]], based on the context within which the work is produced and how it is traded.


{{Clear}}
===Typical steps===
A design process may include a series of steps followed by designers. Depending on the product or service, some of these stages may be irrelevant, ignored in real-world situations in order to save time, reduce cost, or because they may be redundant in the situation.


== Types of designing ==
Typical stages of the design process include:
{{Columns-list|colwidth=15em|
*Pre-production design
* [[Applied arts]]
** [[Design brief]] - a statement of design goals
* [[Architecture]]
** [[wiktionary:Analysis|Analysis]] - analysis of current design goals
* [[Automotive design]]
** [[Research]] - investigating similar design solutions in the field or related topics
* [[Synthetic biology|Biological design]]
** [[Specification]] - specifying requirements of a design solution for a product ([[product design specification]]<ref>CROSS, N., 2006. T211 Design and Designing: Block 2, page 99. Milton Keynes: The Open University.</ref>) or service.
* [[Cartographic design|Cartographic or map design]]
** [[Problem solving]] - [[conceptual]]izing and [[document]]ing design solutions
* [[Configuration design]]
** [[Presentation]] - presenting design solutions
* [[Communication design]]
*Design during production
* [[Costume design]]
** [[Product development|Development]] - continuation and improvement of a designed solution
* [[Design management]]
** [[Testing]] - [[in-situ]] testing a designed solution
* [[Engineering design process|Engineering design]]
*Post-production design feedback for future designs
* [[Experience design]]
** [[Implementation]] - introducing the designed solution into the environment
* [[Fashion design]]
** [[Evaluation]] and [[conclusion]] - summary of process and results, including [[constructive criticism]] and suggestions for future improvements
* [[Floral design]]
*Redesign - any or all stages in the design process repeated (with corrections made) at any time before, during, or after production.
{{wiktionary|design}}
* [[Game design]]
* [[Graphic design]]

* [[Information architecture]]
==Terminology==
* [[Information design]]
The word "design" is often considered ambiguous depending on the application.
* [[Industrial design]]
* [[Instructional design]]
===Design and art===
* [[Interaction design]]
{| border="0" cellpadding="0" cellspacing="0" align="right"
* [[Interior design]]
| [[Image:Nuvola apps designer.png|60px|right]]||[[Image:Crystal Clear app kcoloredit.png|60px|right]]
* [[Landscape architecture]]
|}
* [[Lighting designer|Lighting design]]
Design is often viewed as a more rigorous form of art, or art with a clearly defined purpose. The distinction is usually made when someone other than the artist is defining the purpose. In [[graphic art]]s the distinction is often made between [[fine art]] and [[commercial art]].
* [[Modular design]]

* [[Motion graphic design]]
In the realm of the arts, design is more relevant to the "applied" arts, such as architecture and product design. In fact today the term design is widely associated to modern industrial product design as initiated by [[Raymond Loewy]].
* [[Organizational architecture|Organization design]]

* [[Process design]]
Design implies a conscious effort to create something that is both functional and aesthetically pleasing. For example, a graphic artist may design an advertisement poster. This person's job is to communicate the advertisement message (functional aspect) and to make it look good (aesthetically pleasing). The distinction between pure and applied arts is not completely clear, but one may consider [[Jackson Pollock|Jackson Pollock's]] (often criticized as "splatter") paintings as an example of pure art. One may assume his art does not convey a message based on the obvious differences between an advertisement poster and the mere possibility of an abstract message of a Jackson Pollock painting. One may speculate that Pollock, when painting, worked more intuitively than would a graphic artist, when consciously designing a poster. However, Mark Getlein suggests the principles of design are "almost instinctive", "built-in", "natural", and part of "our sense of 'rightness'."<ref>Mark Gettlien, ''Living With Art'', 8th ed. (New York: 2008) 121.</ref> Pollock, as a trained artist, may have utilized design whether conscious or not.
* [[Product design]]

* [[Production designer|Production design]]
===Design and engineering===
* [[Property designer|Property design]]
{| border="0" cellpadding="0" cellspacing="0" align="right"
* [[Scenic design]]
| [[Image:Nuvola apps designer.png|60px|right]]||[[Image:Nuvola apps edu mathematics-p.svg|70px|right]]
* [[Service design]]
|}
* [[Social design]]
[[Engineering]] is often viewed as a more rigorous form of design. Contrary views suggest that design is a component of engineering aside from production and other operations which utilize engineering. A neutral view may suggest that both design and engineering simply overlap, depending on the discipline of design. The [[American Heritage Dictionary]] defines design as: ''"To conceive or fashion in the mind; invent,"'' and ''"To formulate a plan"'', and defines engineering as: ''"The application of scientific and mathematical principles to practical ends such as the design, manufacture, and operation of efficient and economical structures, machines, processes, and systems."'' <ref>American Psychological Association (APA): design. (n.d.). The American Heritage® Dictionary of the English Language, Fourth Edition. Retrieved January 10, 2007, from Dictionary.com website: http://dictionary.reference.com/browse/design</ref><ref>American Psychological Association (APA): engineering. (n.d.). The American Heritage® Dictionary of the English Language, Fourth Edition. Retrieved January 10, 2007, from Dictionary.com website: http://dictionary.reference.com/browse/engineering</ref>. Both are forms of problem-solving with a defined distinction being the application of "scientific and mathematical principles". How much science is applied in a design is a question of what is considered "[[science]]". Along with the question of what is considered science, there is [[social science]] versus [[natural science]]. Scientists at [[Xerox PARC]] made the distinction of design versus engineering at "moving minds" versus "moving molecules".
* [[Software design]]

* [[Sound design]]
===Design and production===
* [[Spatial design]]
{| border="0" cellpadding="0" cellspacing="0" align="right"
* [[Strategic design]]
| [[Image:Nuvola apps designer.png|60px|right]]||[[Image:Crystal Clear app package settings.png|70px|right]]
* [[Systems architecture]]
|}
* [[Systems design]]
The relationship between design and [[Production, costs, and pricing|production]] is one of planning and executing. In theory, the plan should anticipate and compensate for potential problems in the execution process. Design involves problem-solving and [[creativity]]. In contrast, production involves a routine or pre-planned process. A design may also be a mere plan that does not include a production or engineering process, although a working knowledge of such processes is usually expected of designers. In some cases, it may be unnecessary and/or impractical to expect a designer with a broad [[multidisciplinary]] knowledge required for such designs to also have a detailed knowledge of how to produce the product.
* [[Systems modeling]]

* [[Type design]]
[[Image:Computer-aj aj ashton 01.svg|160px|right]]
* [[Urban design]]

* [[User experience design]]
Design and production are intertwined in many [[creative professional]] careers, meaning problem-solving is part of execution and the reverse. As the cost of rearrangement increases, the need for separating design from production increases as well. For example, a high-budget project, such as a [[skyscraper]], requires separating (design) [[architect]]ure from (production) [[construction]]. A Low-budget project, such as a [[Multifunction printer|locally printed]] office party invitation [[Flyer (pamphlet)|flyer]], can be rearranged and printed dozens of times at the low cost of a few sheets of paper, a few drops of ink, and less than one hour's pay of a [[desktop publishing|desktop publisher]].
* [[User interface design]]

* [[Vexillography]]
This is not to say that production never involves problem-solving or creativity, nor design always involves creativity. Designs are rarely perfect and are sometimes repetitive. The imperfection of a design may task a production position (e.g. [[production artist]], [[construction worker]]) with utilizing creativity or problem-solving skills to compensate for what was overlooked in the design process. Likewise, a design may be a simple repetition (copy) of a known preexisting solution, requiring minimal, if any, creativity or problem-solving skills from the designer.
* [[Web design]]

}}
===Process design===
{| border="0" cellpadding="0" cellspacing="0" align="right"
| [[Image:Nuvola apps designer.png|60px|right]]||[[Image:Nuvola apps kchart.png|70px|right]]
|}
"Process design" (in contrast to "design process") refers to the planning of routine steps of a process aside from the expected result. Processes (in general) are treated as a product of design, not the method of design. The term originated with the industrial [[Process design (chemical engineering)|designing of]] [[chemical process]]es. With the increasing complexities of the [[information age]], consultants and executives have found the term useful to describe the [[Business process design|design of business processes]] as well as [[manufacturing|manufacturing processes]].


==See also==
==See also==
{{Columnslist|colwidth=30em|
===Design disciplines===
* [[Design methods]]
{| width="100%"
* [[Design museums]]
|- valign=top
* [[Design prototyping]]
|width="33%"|
* [[Design research]]
'''Commerce'''
*[[Business design]]
* [[Design science]]
*[[New product development]]
* [[Design theory]]
*[[Packaging design]]
* [[Design thinking]]
*[[Product design]]
* [[Design-based learning]]
*[[Service design]]
* [[Evidence-based design]]
* [[Global Design Database]]
'''Applications'''
*[[Experience design]]
* [[List of design awards]]
*[[Game design]]
* [[Outline of design]]
* [[Universal design]]
*[[Interaction design]]<ref>Examines the role of embedded behaviour in human environments.</ref>
* [[Visual design elements and principles (disambiguation)|Visual design elements and principles]]
*[[Software engineering]]
}}
*[[Software design]]
*[[Software development]]
*[[System design]]
*[[User experience design]]
*[[User interface design]]
*[[Web accessibility]]
*[[Web design]]
|width="33%"|
'''Communications'''
*[[Book design]]
*[[Color psychology|Color design]]
*[[Communication design]]
*[[Content designer|Content design]]
*[[Exhibition designer|Exhibition design]]
*[[Graphic design]]
*[[Information design]]
*[[Instructional design]]
*[[Motion graphic design]]
*[[News design]]
*[[Production design]]
*[[Sound design]]
*[[Technical theatre|Theatrical design]]
*[[Typography]]
*[[Visual communication]]
'''Scientific and mathematical'''
* [[Combinatorial design]]<ref>Concerns the existence and construction of mathematical set systems that have specified numerical properties.</ref>
*[[Design of experiments]]
|width="33%"|
'''Physical'''
*[[Architectural designer|Architectural design]]
*[[Architectural engineering]]
*[[Automotive design]]
*[[Cellular manufacturing]]
*[[Ceramics (art)|Ceramic]] and [[Glass art|glass design]]
*[[Design engineer]]
*[[Environmental design]]
*[[Fashion design]]
*[[Floral design]]
*[[Furniture|Furniture design]]
*[[Garden design]]
*[[Industrial design]]
*[[Interior design]]/[[Interior Redesign|redesign]]
*[[Landscape architecture]]
*[[Mechanical engineering]]
*[[Sustainable design]]
*[[Urban design]]
|}


==References==
===Design approaches and methods===
{{reflist|30em|refs=
{| width="100%"
<ref name="Beck">Beck, K., Beedle, M., van Bennekum, A., Cockburn, A., Cunningham, W., Fowler, M., Grenning, J., Highsmith, J., Hunt, A., Jeffries, R., Kern, J., Marick, B., Martin, R.C., Mellor, S., Schwaber, K., Sutherland, J., and Thomas, D. (2001) [http://www.agilemanifesto.org/ Manifesto for agile software development] {{Webarchive|url=https://web.archive.org/web/20210327170434/http://www.agilemanifesto.org/ |date=2021-03-27 }}.</ref>
|- valign=top
<ref name="Bourque">Bourque, P., and Dupuis, R. (eds.) (2004) [http://webyes.com.br/wp-content/uploads/ebooks/book_SWEBOK.pdf Guide to the software engineering body of knowledge] {{Webarchive|url=https://web.archive.org/web/20120124015740/http://webyes.com.br/wp-content/uploads/ebooks/book_SWEBOK.pdf |date=2012-01-24 }} (SWEBOK). IEEE Computer Society Press, {{ISBN|0-7695-2330-7}}.</ref>
|width="33%"|
<ref name="Brooks">{{Cite book |title=The Design of Design: Essays from a Computer Scientist |last=Brooks |first=F. P |publisher=Pearson Education |year=2010 |isbn=9780321702067 |url=https://books.google.com/books?id=0qG4TQi-e-4C}}</ref>
*[[Co-Design]]
<ref name="Cross">Cross, N., Dorst, K., and Roozenburg, N. (1992) ''Research in design thinking'', Delft University Press, Delft. {{ISBN|90-6275-796-0}}.</ref>
*[[Creative problem solving]]
<ref name="DC">{{Cite journal |doi=10.1016/S0142-694X(01)00009-6 |title=Creativity in the design process: Co-evolution of problem–solution |journal=Design Studies |volume=22 |issue=5 |pages=425–437 |year=2001 |last1=Dorst |first1=Kees |last2=Cross |first2=Nigel |url=http://oro.open.ac.uk/3278/1/Creativity_-_coevolution.pdf |access-date=2019-11-02 |archive-date=2019-10-29 |archive-url=https://web.archive.org/web/20191029080256/http://oro.open.ac.uk/3278/1/Creativity_-_coevolution.pdf |url-status=live}}</ref>
*[[Creativity techniques]]
<ref name="Huppatz">{{cite journal |last1=Huppatz |first1=D. J. |title=Globalizing Design History and Global Design History |journal=Journal of Design History |date=2015 |volume=28 |issue=2 |pages=182–202 |doi=10.1093/jdh/epv002 |jstor=43831904 |url=https://www.jstor.org/stable/43831904 |issn=0952-4649}}</ref>
*[[Design-build]]
<!--<ref name="Margolin">{{cite journal |last1=Margolin |first1=Victor |title=A World History of Design and the History of the World |journal=Journal of Design History |date=2005 |volume=18 |issue=3 |pages=235–243 |doi=10.1093/jdh/epi043 |jstor=3527284 |url=https://www.jstor.org/stable/3527284 |issn=0952-4649}}</ref>-->
*[[Design for X]]
<ref name="Ralph 2010">Ralph, P. (2010) "Comparing two software design process theories". International Conference on Design Science Research in Information Systems and Technology (DESRIST 2010), Springer, St. Gallen, Switzerland, pp.&nbsp;139–153. {{doi|10.1007/978-3-642-13335-0_10}}.</ref>
*[[Design leadership]]
<ref name="Royce">Royce, W.W. (1970) [http://www-scf.usc.edu/~csci201/lectures/Lecture11/royce1970.pdf "Managing the development of large software systems: Concepts and techniques,"] {{Webarchive|url=https://web.archive.org/web/20201002080351/http://www-scf.usc.edu/~csci201/lectures/Lecture11/royce1970.pdf |date=2020-10-02 }} Proceedings of Wescon.</ref>
*[[Design management]]
<ref name="Schön 1983">Schön, D.A. (1983) ''The reflective practitioner: How professionals think in action'', Basic Books, USA. {{ISBN|978-0465068784}}</ref>
|width="33%"|
<ref name="Truex">{{cite journal|doi=10.1016/S0959-8022(99)00009-0|author1=Truex, D. |author2=Baskerville, R. |author3=and Travis, J. |title=Amethodical systems development: The deferred meaning of systems development methods|journal=Accounting, Management and Information Technologies |volume=10|issue=1|pages=53–79|year=2000}}</ref>
*[[Design thinking]]
}}
*[[Engineering design process]]
*[[Error-tolerant design]]
*[[Fault tolerant|Fault tolerant design]]
*[[Functional design]]
*[[Metadesign]]
*[[Mind map]]ping
|width="33%"|
*[[Open design]]
*[[Participatory design]]<ref>Actively involving users in the design process.</ref>
*[[Reliable system design]]
*[[Transformation design]]
*[[TRIZ]]
*[[Universal design]]
*[[User innovation]]
|}


==Further reading==
===Other design related topics===
{{Library resources box
{| width="100%"
|by=no
|- valign=top
|onlinebooks=no
|width="33%"|
|others=no
'''Design organizations'''
|about=yes
*[[European Design Awards]]
|label=Design }}
*[[Chartered Society of Designers]]
* Margolin, Victor. [https://books.google.com/books?id=A5EKMQAACAAJ World History of Design]. New York: Bloomsbury Academic, 2015. (2 vols) {{isbn|9781472569288}}.
*[[The Design Association]]
* Raizman, David Seth (12 November 2003). [https://books.google.com/books?id=fkZJAQAAIAAJ ''The History of Modern Design'']. Pearson. {{isbn|978-0131830400}}.
'''Design tools'''
* [[Computer-aided design]]<ref>[[Technical drawing|Draft]]ing and other forms of modelling.</ref>
* [[Graphic organizers]]
|width="33%"|
'''Design as intellectual property'''
*[[Industrial design rights]]
* [[Design patent]] (US patent law)
* [[Industrial design rights in the European Union]]
'''Impact of design'''
*[[Creative industries]]
*[[Cultural icon|Design classic]]
|width="33%"|
'''Studying design'''
*[[Critical design]]
*[[Design research]]
* [[Wicked problems]]<ref>Includes [[Economics|economic]], [[environment (biophysical)|environmental]] and [[Politics|political]] issues.</ref>
|}


{{Design}}
==External links==
{{Branches of the visual arts}}
{{commons|Category:Design|Design}}
{{Subject bar|portal1=Engineering|portal2=Visual arts|auto=yes|wikt=design}}
*[http://finddesign.blinkr.net Design Search Engine]
{{Authority control}}
*[http://www.designdictionary.co.uk/ Design Encyclopaedia]
*[http://www.design-training.com/what-is-design.html What is design?]

==Footnotes==
<div style=font-size:90%><references /></div>


<!--Categories-->
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[[Category:Design| ]]
[[Category:Architectural design]]
[[Category:Design studies]]
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[[Category:Aesthetics]]
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Latest revision as of 15:32, 18 December 2024

Braun ABW30 wall clock designed by Dieter Rams and Dietrich Lubs [de] (early 1980s)
Victorinox Swiss Army knife
An image of cutlery designed by Zaha Hadid
Cutlery designed by architect and designer Zaha Hadid (2007). The slightly oblique end part of the fork and the spoons, as well as the knife handle, are examples of designing for both aesthetic form and practical function
Early concept design sketches by the architect Erling Viksjø, exploring the relationships between existing and proposed new buildings
Béla Barényi holding car model
Barényi Béla, considered to be the father of safe driving and safety tests, preparing for safety development, which is a core part of the designing process

A design is the concept of or proposal for an object, process, or system. The word design refers to something that is or has been intentionally created by a thinking agent, and is sometimes used to refer to the inherent nature of something – its design. The verb to design expresses the process of developing a design. In some cases, the direct construction of an object without an explicit prior plan may also be considered to be a design (such as in arts and crafts). A design is expected to have a purpose within a certain context, usually having to satisfy certain goals and constraints and to take into account aesthetic, functional, economic, environmental, or socio-political considerations. Traditional examples of designs include architectural and engineering drawings, circuit diagrams, sewing patterns, and less tangible artefacts such as business process models.[1][2]

Designing

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People who produce designs are called designers. The term 'designer' usually refers to someone who works professionally in one of the various design areas. Within the professions, the word 'designer' is generally qualified by the area of practice (for example: a fashion designer, a product designer, a web designer, or an interior designer), but it can also designate other practitioners such as architects and engineers (see below: Types of designing). A designer's sequence of activities to produce a design is called a design process, with some employing designated processes such as design thinking and design methods. The process of creating a design can be brief (a quick sketch) or lengthy and complicated, involving considerable research, negotiation, reflection, modeling, interactive adjustment, and re-design.

Designing is also a widespread activity outside of the professions of those formally recognized as designers. In his influential book The Sciences of the Artificial, the interdisciplinary scientist Herbert A. Simon proposed that, "Everyone designs who devises courses of action aimed at changing existing situations into preferred ones."[3] According to the design researcher Nigel Cross, "Everyone can – and does – design," and "Design ability is something that everyone has, to some extent, because it is embedded in our brains as a natural cognitive function."[4]

History of design

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The study of design history is complicated by varying interpretations of what constitutes 'designing'. Many design historians, such as John Heskett, look to the Industrial Revolution and the development of mass production.[5] Others subscribe to conceptions of design that include pre-industrial objects and artefacts, beginning their narratives of design in prehistoric times.[6] Originally situated within art history, the historical development of the discipline of design history coalesced in the 1970s, as interested academics worked to recognize design as a separate and legitimate target for historical research.[7] Early influential design historians include German-British art historian Nikolaus Pevsner and Swiss historian and architecture critic Sigfried Giedion.

Design education

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In Western Europe, institutions for design education date back to the nineteenth century. The Norwegian National Academy of Craft and Art Industry was founded in 1818, followed by the United Kingdom's Government School of Design (1837), and Konstfack in Sweden (1844). The Rhode Island School of Design was founded in the United States in 1877. The German art and design school Bauhaus, founded in 1919, greatly influenced modern design education.[8]

Design education covers the teaching of theory, knowledge and values in the design of products, services, and environments, with a focus on the development of both particular and general skills for designing. Traditionally, its primary orientation has been to prepare students for professional design practice, based on project work and studio, or atelier, teaching methods.

There are also broader forms of higher education in design studies and design thinking. Design is also a part of general education, for example within the curriculum topic, Design and Technology. The development of design in general education in the 1970s created a need to identify fundamental aspects of 'designerly' ways of knowing, thinking, and acting, which resulted in establishing design as a distinct discipline of study.[9]

Design process

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Substantial disagreement exists concerning how designers in many fields, whether amateur or professional, alone or in teams, produce designs.[10] Design researchers Dorst and Dijkhuis acknowledged that "there are many ways of describing design processes," and compare and contrast two dominant but different views of the design process: as a rational problem-solving process and as a process of reflection-in-action. They suggested that these two paradigms "represent two fundamentally different ways of looking at the world – positivism and constructionism."[11] The paradigms may reflect differing views of how designing should be done and how it actually is done, and both have a variety of names. The problem-solving view has been called "the rational model,"[12] "technical rationality"[13] and "the reason-centric perspective."[14] The alternative view has been called "reflection-in-action,"[13] "coevolution"[15] and "the action-centric perspective."[14]

Rational model

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The rational model was independently developed by Herbert A. Simon,[16][17] an American scientist, and two German engineering design theorists, Gerhard Pahl and Wolfgang Beitz.[18] It posits that:

  1. Designers attempt to optimize a design candidate for known constraints and objectives.
  2. The design process is plan-driven.
  3. The design process is understood in terms of a discrete sequence of stages.

The rational model is based on a rationalist philosophy[12] and underlies the waterfall model,[19] systems development life cycle,[20] and much of the engineering design literature.[21] According to the rationalist philosophy, design is informed by research and knowledge in a predictable and controlled manner.[22]

Typical stages consistent with the rational model include the following:[23]

Each stage has many associated best practices.[25]

Criticism of the rational model

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The rational model has been widely criticized on two primary grounds:

  1. Designers do not work this way – extensive empirical evidence has demonstrated that designers do not act as the rational model suggests.[13][14][26]
  2. Unrealistic assumptions – goals are often unknown when a design project begins, and the requirements and constraints continue to change.[12][27]

Action-centric model

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The action-centric perspective is a label given to a collection of interrelated concepts, which are antithetical to the rational model.[14] It posits that:

  1. Designers use creativity and emotion to generate design candidates.
  2. The design process is improvised.
  3. No universal sequence of stages is apparent – analysis, design, and implementation are contemporary and inextricably linked.[14]

The action-centric perspective is based on an empiricist philosophy and broadly consistent with the agile approach[28] and methodical development.[29] Substantial empirical evidence supports the veracity of this perspective in describing the actions of real designers.[26] Like the rational model, the action-centric model sees design as informed by research and knowledge.[30]

At least two views of design activity are consistent with the action-centric perspective. Both involve these three basic activities:

  • In the reflection-in-action paradigm, designers alternate between "framing", "making moves", and "evaluating moves". "Framing" refers to conceptualizing the problem, i.e., defining goals and objectives. A "move" is a tentative design decision. The evaluation process may lead to further moves in the design.[13]
  • In the sensemaking–coevolution–implementation framework, designers alternate between its three titular activities. Sensemaking includes both framing and evaluating moves. Implementation is the process of constructing the design object. Coevolution is "the process where the design agent simultaneously refines its mental picture of the design object based on its mental picture of the context, and vice versa".[14]

The concept of the design cycle is understood as a circular time structure,[31] which may start with the thinking of an idea, then expressing it by the use of visual or verbal means of communication (design tools), the sharing and perceiving of the expressed idea, and finally starting a new cycle with the critical rethinking of the perceived idea. Anderson points out that this concept emphasizes the importance of the means of expression, which at the same time are means of perception of any design ideas.[32]

Philosophies

[edit]

Philosophy of design is the study of definitions, assumptions, foundations, and implications of design. There are also many informal 'philosophies' for guiding design such as personal values or preferred approaches.

Approaches to design

[edit]

Some of these values and approaches include:

  • Critical design uses designed artefacts as an embodied critique or commentary on existing values, morals, and practices in a culture. Critical design can make aspects of the future physically present to provoke a reaction.[33][34][35]
  • Ecological design is a design approach that prioritizes the consideration of the environmental impacts of a product or service, over its whole lifecycle.[36][37] Ecodesign research focuses primarily on barriers to implementation, ecodesign tools and methods, and the intersection of ecodesign with other research disciplines.[38][39]
  • Participatory design (originally co-operative design, now often co-design) is the practice of collective creativity to design, attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end-users) in the design process to help ensure the result meets their needs and is usable.[40] Recent research suggests that designers create more innovative concepts and ideas when working within a co-design environment with others than they do when creating ideas on their own.[41][42]
  • Scientific design refers to industrialised design based on scientific knowledge.[43] Science can be used to study the effects and need for a potential or existing product in general and to design products that are based on scientific knowledge. For instance, a scientific design of face masks for COVID-19 mitigation may be based on investigations of filtration performance, mitigation performance,[44][45] thermal comfort, biodegradability and flow resistance.[46][47]
  • Service design is a term that is used for designing or organizing the experience around a product and the service associated with a product's use. The purpose of service design methodologies is to establish the most effective practices for designing services, according to both the needs of users and the competencies and capabilities of service providers.[48][49][50][51]
  • Sociotechnical system design, a philosophy and tools for participative designing of work arrangements and supporting processes – for organizational purpose, quality, safety, economics, and customer requirements in core work processes, the quality of peoples experience at work, and the needs of society.
  • Transgenerational design, the practice of making products and environments compatible with those physical and sensory impairments associated with human aging and which limit major activities of daily living.
  • User-centered design, which focuses on the needs, wants, and limitations of the end-user of the designed artefact. One aspect of user-centered design is ergonomics.

Relationship with the arts

[edit]
Brionvega RR 126 [it] radiogram designed by Achille and Pier Giacomo Castiglioni

The boundaries between art and design are blurry, largely due to a range of applications both for the term 'art' and the term 'design'. Applied arts can include industrial design, graphic design, fashion design, and the decorative arts which traditionally includes craft objects. In graphic arts (2D image making that ranges from photography to illustration), the distinction is often made between fine art and commercial art, based on the context within which the work is produced and how it is traded.

Types of designing

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See also

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References

[edit]
  1. ^ Dictionary meanings in the Cambridge Dictionary of American English, at Dictionary.com (esp. meanings 1–5 and 7–8) and at AskOxford (especially verbs).
  2. ^ "The greatest designs of modern times". Fortune. Retrieved 2024-03-16.
  3. ^ Simon, Herbert A. (1969). The Sciences of the Artificial (first ed.). Cambridge, Massachusetts: M.I.T. Press. p. 54.
  4. ^ Cross, Nigel (2011). Design Thinking: Understanding How Designers Think and Work. Berg. pp. 3 & 140. ISBN 978-1-84788-846-4.
  5. ^ Heskett, John (1963) Industrial Design. Thames & Hudson.
  6. ^ Huppatz, D. J. (2015). "Globalizing Design History and Global Design History". Journal of Design History. 28 (2): 182–202. doi:10.1093/jdh/epv002. ISSN 0952-4649. JSTOR 43831904.
  7. ^ Margolin, Victor (April 1, 2009). "Design in History". Design Issues. 25 (2): 94–105. doi:10.1162/desi.2009.25.2.94. eISSN 1531-4790. ISSN 0747-9360. S2CID 57562456.
  8. ^ Naylor, Gillian (1985). The Bauhaus Reassessed. Herbert Press. ISBN 0906969301.
  9. ^ Cross, Nigel (1982). "Design as a Discipline: Designerly Ways of Knowing". Design Studies. 3 (4): 221–227. doi:10.1016/0142-694X(82)90040-0.
  10. ^ Coyne, Richard (1990). "Logic of design actions". Knowledge-Based Systems. 3 (4): 242–257. doi:10.1016/0950-7051(90)90103-o. ISSN 0950-7051. Archived from the original on 2022-08-27. Retrieved 2020-10-01.
  11. ^ Dorst, Kees; Dijkhuis, Judith (1995). "Comparing paradigms for describing design activity". Design Studies. 16 (2): 261–274. doi:10.1016/0142-694X(94)00012-3.
  12. ^ a b c Brooks, F. P (2010). The Design of Design: Essays from a Computer Scientist. Pearson Education. ISBN 9780321702067.
  13. ^ a b c d Schön, D.A. (1983) The reflective practitioner: How professionals think in action, Basic Books, USA. ISBN 978-0465068784
  14. ^ a b c d e f Ralph, P. (2010) "Comparing two software design process theories". International Conference on Design Science Research in Information Systems and Technology (DESRIST 2010), Springer, St. Gallen, Switzerland, pp. 139–153. doi:10.1007/978-3-642-13335-0_10.
  15. ^ Dorst, Kees; Cross, Nigel (2001). "Creativity in the design process: Co-evolution of problem–solution" (PDF). Design Studies. 22 (5): 425–437. doi:10.1016/S0142-694X(01)00009-6. Archived (PDF) from the original on 2019-10-29. Retrieved 2019-11-02.
  16. ^ Newell, A., and Simon, H. (1972) Human problem solving, Prentice-Hall, Inc.
  17. ^ Simon, H.A. (1996) The sciences of the artificial Archived 2013-12-17 at the Wayback Machine, MIT Press, Cambridge, MA, USA. p. 111. ISBN 0-262-69191-4.
  18. ^ Pahl, G., and Beitz, W. (1996) Engineering design: A systematic approach Archived 2013-12-17 at the Wayback Machine, Springer-Verlag, London. ISBN 3-540-19917-9.
  19. ^ Royce, W.W. (1970) "Managing the development of large software systems: Concepts and techniques," Archived 2020-10-02 at the Wayback Machine Proceedings of Wescon.
  20. ^ Bourque, P., and Dupuis, R. (eds.) (2004) Guide to the software engineering body of knowledge Archived 2012-01-24 at the Wayback Machine (SWEBOK). IEEE Computer Society Press, ISBN 0-7695-2330-7.
  21. ^ Pahl, G., Beitz, W., Feldhusen, J., and Grote, K.-H. (2007 ) Engineering design: A systematic approach Archived 2013-12-17 at the Wayback Machine, (3rd ed.), Springer-Verlag, ISBN 1-84628-318-3.
  22. ^ Mielnik, Anna. Under the power of reason. Krakow University of Technology. Archived from the original on 2022-08-27. Retrieved 2022-08-27.
  23. ^ Condrea, Ionut; Botezatu, C.; Slătineanu, L.; Oroian, B. (February 2021). "Elaboration of the initial requirements in the design activities". IOP Conference Series: Materials Science and Engineering. 1037 (1): 012002. Bibcode:2021MS&E.1037a2002S. doi:10.1088/1757-899X/1037/1/012002. S2CID 234019940.
  24. ^ Cross, N., (2006). T211 Design and Designing: Block 2, p. 99. Milton Keynes: The Open University.
  25. ^ Ullman, David G. (2009) The Mechanical Design Process, Mc Graw Hill, 4th edition ISBN 0-07-297574-1
  26. ^ a b Cross, N., Dorst, K., and Roozenburg, N. (1992) Research in design thinking, Delft University Press, Delft. ISBN 90-6275-796-0.
  27. ^ McCracken, D.D.; Jackson, M.A. (1982). "Life cycle concept considered harmful". ACM SIGSOFT Software Engineering Notes. 7 (2): 29–32. doi:10.1145/1005937.1005943. S2CID 9323694. Archived from the original on 2012-08-12. Retrieved 2012-03-25.
  28. ^ Beck, K., Beedle, M., van Bennekum, A., Cockburn, A., Cunningham, W., Fowler, M., Grenning, J., Highsmith, J., Hunt, A., Jeffries, R., Kern, J., Marick, B., Martin, R.C., Mellor, S., Schwaber, K., Sutherland, J., and Thomas, D. (2001) Manifesto for agile software development Archived 2021-03-27 at the Wayback Machine.
  29. ^ Truex, D.; Baskerville, R.; and Travis, J. (2000). "Amethodical systems development: The deferred meaning of systems development methods". Accounting, Management and Information Technologies. 10 (1): 53–79. doi:10.1016/S0959-8022(99)00009-0.
  30. ^ Faste, Trygve; Faste, Haakon (2012-08-15). "Demystifying "design research": design is not research, research is design" (PDF). Industrial Designers Society of America. Archived (PDF) from the original on 2022-08-19. Retrieved 2022-08-19.
  31. ^ Fischer, Thomas "Design Enigma. A typographical metaphor for enigmatic processes, including designing", in: T. Fischer, K. De Biswas, J.J. Ham, R. Naka, W.X. Huang, Beyond Codes and Pixels: Proceedings of the 17th International Conference on Computer-Aided Architectural Design Research in Asia, p. 686
  32. ^ Anderson, Jane (2011) Architectural Design, Basics Architecture 03, Lausanne, AVA academia, p. 40. ISBN 978-2-940411-26-9.
  33. ^ Lab, MIT Media (16 July 2015). "Introducing the Media Lab Award".
  34. ^ Dunne, Anthony; Raby, Fiona (6 December 2013). Speculative Everything: Design, Fiction, and Social Dreaming. MIT Press. ISBN 978-0-262-01984-2. Retrieved 12 December 2021.
  35. ^ Malpass, Matt (Spring 2015). "Criticism and Function in Critical Design Practice" (PDF). Design Issues. 31 (2): 59–71. doi:10.1162/DESI_a_00322. S2CID 57571804.
  36. ^ Kanaani, Mitra (2023). The Routledge companion to ecological design thinking : healthful ecotopian visions for architecture and urbanism. New York, NY. ISBN 978-1-003-18318-1. OCLC 1332789897. Archived from the original on 2022-08-27. Retrieved 2022-08-19.{{cite book}}: CS1 maint: location missing publisher (link)
  37. ^ van der Ryn, Sim; Cowan, Stuart (1996). An Introduction to Ecological Design. Washington, D.C.: Island Press. ISBN 978-1-59726-140-1.
  38. ^ Schäfer M, Löwer M. Ecodesign—A Review of Reviews. Sustainability. 2021; 13(1):315. doi.org/10.3390/su13010315
  39. ^ Lewis, Tania (April 2008). "Transforming citizens? Green politics and ethical consumption on lifestyle television". Continuum: Journal of Media & Cultural Studies. 22 (2): 227–240. doi:10.1080/10304310701864394. S2CID 144299069.
  40. ^ Sanders, Elizabeth B.-N.; Stappers, Pieter Jan (2008). "Co-creation and the new landscape of design". CoDesign. 4 (1): 5–18. doi:10.1080/15710880701875068.
  41. ^ Mitchell, Val; Ross, Tracy; Sims, Ruth; Parker, Christopher J. (2015). "Empirical investigation of the impact of using co-design methods when generating proposals for sustainable travel solutions". CoDesign. 12 (4): 205–220. doi:10.1080/15710882.2015.1091894.
  42. ^ Trischler, Jakob; Pervan, Simon J.; Kelly, Stephen J.; Scott, Don R. (2018). "The Value of Codesign". Journal of Service Research. 21: 75–100. doi:10.1177/1094670517714060.
  43. ^ Cross, Nigel (1 June 1993). "Science and design methodology: A review". Research in Engineering Design. 5 (2): 63–69. doi:10.1007/BF02032575. ISSN 1435-6066. S2CID 110223861. Archived from the original on 19 April 2021. Retrieved 16 April 2021.
  44. ^ "Face shields, masks with valves ineffective against COVID-19 spread: study". phys.org. Archived from the original on 17 November 2021. Retrieved 8 October 2020.
  45. ^ Verma, Siddhartha; Dhanak, Manhar; Frankenfield, John (1 September 2020). "Visualizing droplet dispersal for face shields and masks with exhalation valves". Physics of Fluids. 32 (9): 091701. arXiv:2008.00125. Bibcode:2020PhFl...32i1701V. doi:10.1063/5.0022968. ISSN 1070-6631. PMC 7497716. PMID 32952381.
  46. ^ "Face masks slow spread of COVID-19; types of masks, length of use matter". phys.org. Archived from the original on 23 October 2021. Retrieved 9 December 2020.
  47. ^ Kumar, Sanjay; Lee, Heow Pueh (李孝培) (1 November 2020). "The perspective of fluid flow behavior of respiratory droplets and aerosols through the facemasks in context of SARS-CoV-2". Physics of Fluids. 32 (11): 111301. arXiv:2010.06385. Bibcode:2020PhFl...32k1301K. doi:10.1063/5.0029767. ISSN 1070-6631. PMC 7713871. PMID 33281434.
  48. ^ Segelström, Fabian; Raijmakers, Bas; Holmlid, Stefan (January 2009). "Thinking and Doing Ethnography in Service Design" (PDF). Linköping University, Department of Computer and Information Science. Retrieved 2018-02-27.
  49. ^ Buur, Jacob; Binder, Thomas; Brandt, Eva (2000-01-01). "Taking Video beyond 'Hard Data' in User Centred Design". Participatory Design Conference.
  50. ^ Holmlid, Stefan (2007-05-27). "Creative Arts". Nordes. Nordes 2007: Design Inquiries. 1 (2). doi:10.21606/nordes.2007.031. ISBN 9781912294466. ISSN 1604-9705. S2CID 109110352 – via nordes.org in proceedings from Nordic Design Research Conference, Design Inquiries.
  51. ^ Sophia, Parker; Heapy, Joe (2006-07-01). "The Journey to the Interface, how public service design can connect users to reform" (PDF). Demos.

Further reading

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