product development - presentation 1
TRANSCRIPT
Product DevelopmentTeam 10
Craig McDonaldMungo Hay
Kerrie Noble
The Human Experience Creation – Design Methodology
Customer and Product RequirementsSWOT vs. PESTEL
• Good for identifying niches and gaps in the market
• Also outlines opportunities and threats. Useful when deciding where to introduce the product in the market and identifying a target user.
• Quick and easy• A brief overview – not very
detailed information is produced as an outcome.
• PESTEL provides a more in-
depth market overview than SWOT.
• Includes important and influencial design areas such as environment, leagl and technologies
• Highlights existing technologies which can be incorporated.
Customer and Product RequirementsBENCHMARKING vs. FORUM SURVEY
• Gained an all-round knowledge of the ability of the products which already exist.
• The process was better at highlighting problem areas
• Developed a list of product requirements
• Something to evaluate our product against after concept development stage
• Problems and needs come direct from the intended customer.
• Most valuable information sourced using this method
• Provided results almost instantaneously
Customer and Product Requirements DESIGN PERSONA – after the previous methods
had been completed we had gathered a lot of information. This was put into a design person to give a concise reference to be shared easily amongst the group.
PDS – A first draft of a PDS was developed at the end of this stage to give the team something with guidelines to design to.
User UnderstandingEMPATHETIC MODELLING vs. ASSESSING CAPABILITY LEVELS
• Provides an insight you wouldn’t otherwise have
• Inclusive design• Just a simulation – can’t be
100% accurate• Compared with assessing
capability levels it is practical and not just theory which can be wrong
• Provides and understanding of how your product can be used in a real world context
• Provides a visual outcome of
the ability of the user and the ability needed to use the product
• All based on theory • Outcome is based entirely
on personal perceptions, doesn’t involve interaction with the intended user
• Provides a quicker outcome than empathetic modelling
User UnderstandingANTHROPOMETRIC ANALYSIS vs. KANO
MODEL• Helps a design produce and design something to be placed in a real world context
• You start to develop an idea for size of the product
• The sizes highlighted and chosen by the method do not suit everyone
• Good for taking suggestions
made during research and highlighting which were appropriate and which were not
• Difficult to make sure you ask the correct questions, if you don’t then anything can happen with the design
• Predicts the users’ reaction, may not be accurate.
Creative Design MethodsBRAINSTORMING vs. MORPHOLOGICAL
CHART• Lots of ideas generated quickly
• Unbiased• Can build on other people’s
ideas• Good for generating initial
concepts• Have to take ALL ideas
further• Gets everyone thinking
about the same thing for the same period of time
• Gives everyone the same understanding of the project
• Can find yourself wasting time
• Makes connections and combinations you wouldn’t naturally go for
• Good as it is just random, no personal preference involved
• Could repeat several times and generate a lot of different concepts very quickly
• You do end up with conflicts – two things that can’t physically go together
Creative Design MethodsSCAMPER vs. FORCE FITTING
• Feels as though you repeat yourself on some points (adapt and modify)
• Generates lots of ideas which can be placed in a bigger picture
• Structured • Quick and easy• Allows application of other
technologies• Generated ideas on specific
problem areas very quickly
• Generates really random
ideas and can be applied quickly
• Ends with a lot of ideas which may not be fesible
• Gets you thinking ‘out-of-the-box’
• Pretty infinite• Hard to evaluate and narrow
ideas for choices