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Design
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Design as a process

Design, as a process, can take many forms depending on the object being designed and the
individual or individuals participating.

[edit] Defining a design process


According to video game developer Dino Dini[6][7], 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.
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 nonnegotiable. 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.
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.

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.

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 designs and is an idiom when a drawing board is
not used in a design.
[edit] Redesign
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. Some authors
nevertheless suggest that from the evolutionary point of view the functionality, and even the
aesthetic sophistication of artifacts is best understood as a result of redesign rather than
design, as all successful artifacts are outcomes of cumulative improvements.[8]

[edit] 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.
Typical stages of the design process include:

Pre-production design
o Design brief or Parti an early often the beginning statement of design goals
o Analysis analysis of current design goals

o Research investigating similar design solutions in the field or related topics


o Specification specifying requirements of a design solution for a product
(product design specification[9]) or service.
o Problem solving conceptualizing and documenting design solutions
o Presentation presenting design solutions

Design during production


o Development continuation and improvement of a designed solution
o Testing in situ testing a designed solution

Post-production design feedback for future designs


o Implementation introducing the designed solution into the environment
o Evaluation and conclusion summary of process and results, including
constructive criticism and suggestions for future improvements

Redesign any or all stages in the design process repeated (with corrections made) at
any time before, during, or after production.

These stages are not universally accepted but do relate typical design process activities. For
each activity there are many best practices for completing them. [10]

[edit] Philosophies and studies of design


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.[11] 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.

A 1938 Bugatti Type 57SC Atlantic from the Ralph Lauren collection. "Form follows
function" can be an aesthetic point of view that a design can heighten, as often seen in the
work of the Bugattis, Ettore, Rembrandt, and Jean.

[edit] Philosophies for guiding design


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.

[edit] 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.
Some popular approaches include:

KISS principle, (Keep it Simple Stupid, etc.), which strives to eliminate unnecessary
complications.

There is more than one way to do it (TIMTOWTDI), a philosophy to allow multiple


methods of doing the same thing.

Use-centered design, which focuses on the goals and tasks associated with the use of
the artifact, rather than focusing on the end user.

User-centered design, which focuses on the needs, wants, and limitations of the end
user of the designed artifact.

[edit] Methods of designing


Main article: Design methods
Design Methods is a broad area that focuses on:

Exploring possibilities and constraints by focusing critical thinking skills to research


and define problem spaces for existing products or servicesor the creation of new
categories; (see also Brainstorming)

Redefining the specifications of design solutions which can lead to better guidelines
for traditional design activities (graphic, industrial, architectural, etc.);

Managing the process of exploring, defining, creating artifacts continually over time

Prototyping possible scenarios, or solutions that incrementally or significantly


improve the inherited situation

Trendspotting; understanding the trend process.

[edit] 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.
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
needs such as Maslow's hierarchy of needs. "Purpose" may also lead to existential questions
such as religious morals and teleology. These philosophies for the "purpose of" designs are in
contrast to philosophies for guiding design or methodology.
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. In
society, not understanding or disinterest in the wider role of design might also be attributed to
the commissioning agent or client, rather than the designer.
In structuration theory, achieving consensus and fulfillment of purpose is as continuous as
society. Raised levels of achievement often lead to raised expectations. Design is both
medium and outcome, generating a Janus-like face, with every ending marking a new
beginning.

[edit] Terminology
Look up design in Wiktionary, the free dictionary.
The word "design" is often considered ambiguous depending on the application.

The new terminal at Barajas airport in Madrid, Spain

[edit] Design and art

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 arts the distinction is often made between fine art and commercial art. Applied art
and decorative arts are other terms, the latter mostly used for objects from the past.
In the realm of the arts, design is more relevant to the "applied" arts, such as architecture and
industrial design. In fact today the term design is widely associated to modern industrial
product design as initiated by Raymond Loewy and teachings at the Bauhaus and Ulm School
of Design (HfG Ulm) in Germany during the 20th Century.
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'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'."[12] Pollock, as a trained artist, may have utilized design whether conscious or not.

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.

[edit] Design and engineering


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 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.".[13][14] 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 atoms".

Jonathan Ive has received several awards for his design of Apple Inc. products like this
laptop. In some design fields, personal computers are also used for both design and
production

[edit] Design and production


The relationship between design and 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
specialized knowledge of how to produce the product.
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) architecture from (production)
construction. A Low-budget project, such as a locally printed office party invitation 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 publisher.
This is not to say that production never involves problem-solving or creativity, nor that
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 problemsolving skills from the designer.

An example of a business workflow process using Business Process Modeling Notation.

[edit] Process design

"Process design" (in contrast to "design process" mentioned above) 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
designing of chemical processes. With the increasing complexities of the information age,
consultants and executives have found the term useful to describe the design of business
processes as well as manufacturing processes.

[edit] See also


[edit] Design disciplines
Commerce

Communications

Physical

Business design

Book design

Architectural design

New product
development

Communication design

Architectural
engineering

Content design

Automotive design

Exhibition design

Cellular manufacturing

Graphic design

Information design

Ceramic and glass


design

Instructional design

Design engineer

Motion graphic design

Environmental design

News design

Fashion design

Production design

Floral design

Sound design

Furniture design

Theatrical design

Garden design

Typeface design

Geometric design

Typography

Industrial design

Visual communication

Interior
design/redesign

Landscape architecture

Packaging design

Product design

Service design

Applications

Experience design

Game design

Interaction design

Software design

[15]

Software development

Software engineering

System design

User experience design

User interface design

Web accessibility

Scientific and mathematical

Combinatorial

design[16]

Web design

Mechanical
engineering

Sustainable design

Urban design

Design of experiments

[edit] Design approaches and methods

Co-Design

Design patterns

Mind mapping

Creative problem
solving

Design strategy

Open design

Design thinking

Participatory design[17]

Engineering design
process

Reliable system design

Transformation design

TRIZ

Universal design

User innovation

Creativity techniques

C-K Design Theory

Design for X

Error-tolerant design

Design leadership

Fault tolerant design

Design management

Functional design

Design-build

Metadesign

[edit] Other design related topics


Design organizations

Design as intellectual property

Chartered Society of Designers

Design patent (US patent law)

European Design Awards

Industrial design rights

The Design Association

Industrial design rig

Design Exchange

AIGA

Design tools

Computer-aided design[18]

Graphic organizers

All Saints Chapel in the Cathedral Basilica of St. Louis by Louis Comfort Tiffany. The
building structure and decorations are both examples of design.

All human made products are designed. Above is Poul Henningsen's PH5 lamp, designed in
1958.

Design, when applied to fashion, includes considering aesthetics as well as function in the
final form.
Design is the planning that lays the basis for the making of every object or system. It can be
used both as a noun and as a verb and, in a broader way, it means applied arts and
engineering (See design disciplines below). As a verb, "to design" refers to the process of
originating and developing a plan for a product, structure, system, or component with
intention[1]. 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 in the form of the final
product of a design process[2]. This classification aside, in its broadest sense no other
limitations exist and the final product can be anything from clothing to graphical user
interfaces to skyscrapers. Even virtual concepts such as corporate identity and cultural
traditions such as celebration of certain holidays[3] are sometimes designed. More recently,
processes (in general) have also been treated as products of design, giving new meaning to
the term process design.

The person designing is called a designer, which is also a term used for people who work
professionally in one of the various design areas, usually also specifying which area is being
dealt with (such as a fashion designer, concept designer or web designer). Designing often
requires a designer to consider the aesthetic, functional, and many other aspects of an object
or a process, which usually requires considerable research, thought, modeling, interactive
adjustment, and re-design. With such a broad definition, there is no universal language or
unifying institution for designers of all disciplines. This allows for many differing
philosophies and approaches toward the subject. However, serious study of design demands
increased focus on the design process[4][5].

Contents
[hide]

1 Design as a process
o 1.1 Defining a design process

1.1.1 Redesign

o 1.2 Typical steps

2 Philosophies and studies of design


o 2.1 Philosophies for guiding design
o 2.2 Approaches to design
o 2.3 Methods of designing
o 2.4 Philosophies for the purpose of designs

3 Terminology
o 3.1 Design and art
o 3.2 Design and engineering
o 3.3 Design and production
o 3.4 Process design

4 See also
o 4.1 Design disciplines

o 4.2 Design approaches and methods


o 4.3 Other design related topics

5 External links

6 Footnotes

[edit] Design as a process


Design, as a process, can take many forms depending on the object being designed and the
individual or individuals participating.

[edit] Defining a design process


According to video game developer Dino Dini[6][7], 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.
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 nonnegotiable. 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.
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.
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.

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 designs and is an idiom when a drawing board is
not used in a design.
[edit] Redesign
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. Some authors
nevertheless suggest that from the evolutionary point of view the functionality, and even the
aesthetic sophistication of artifacts is best understood as a result of redesign rather than
design, as all successful artifacts are outcomes of cumulative improvements.[8]

[edit] 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.
Typical stages of the design process include:

Pre-production design
o Design brief or Parti an early often the beginning statement of design goals
o Analysis analysis of current design goals
o Research investigating similar design solutions in the field or related topics
o Specification specifying requirements of a design solution for a product
(product design specification[9]) or service.

o Problem solving conceptualizing and documenting design solutions


o Presentation presenting design solutions

Design during production


o Development continuation and improvement of a designed solution
o Testing in situ testing a designed solution

Post-production design feedback for future designs


o Implementation introducing the designed solution into the environment
o Evaluation and conclusion summary of process and results, including
constructive criticism and suggestions for future improvements

Redesign any or all stages in the design process repeated (with corrections made) at
any time before, during, or after production.

These stages are not universally accepted but do relate typical design process activities. For
each activity there are many best practices for completing them. [10]

[edit] Philosophies and studies of design


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.[11] 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.

A 1938 Bugatti Type 57SC Atlantic from the Ralph Lauren collection. "Form follows
function" can be an aesthetic point of view that a design can heighten, as often seen in the
work of the Bugattis, Ettore, Rembrandt, and Jean.

[edit] Philosophies for guiding design

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.

[edit] 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.
Some popular approaches include:

KISS principle, (Keep it Simple Stupid, etc.), which strives to eliminate unnecessary
complications.

There is more than one way to do it (TIMTOWTDI), a philosophy to allow multiple


methods of doing the same thing.

Use-centered design, which focuses on the goals and tasks associated with the use of
the artifact, rather than focusing on the end user.

User-centered design, which focuses on the needs, wants, and limitations of the end
user of the designed artifact.

[edit] Methods of designing


Main article: Design methods
Design Methods is a broad area that focuses on:

Exploring possibilities and constraints by focusing critical thinking skills to research


and define problem spaces for existing products or servicesor the creation of new
categories; (see also Brainstorming)

Redefining the specifications of design solutions which can lead to better guidelines
for traditional design activities (graphic, industrial, architectural, etc.);

Managing the process of exploring, defining, creating artifacts continually over time

Prototyping possible scenarios, or solutions that incrementally or significantly


improve the inherited situation

Trendspotting; understanding the trend process.

[edit] 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.

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
needs such as Maslow's hierarchy of needs. "Purpose" may also lead to existential questions
such as religious morals and teleology. These philosophies for the "purpose of" designs are in
contrast to philosophies for guiding design or methodology.
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. In
society, not understanding or disinterest in the wider role of design might also be attributed to
the commissioning agent or client, rather than the designer.
In structuration theory, achieving consensus and fulfillment of purpose is as continuous as
society. Raised levels of achievement often lead to raised expectations. Design is both
medium and outcome, generating a Janus-like face, with every ending marking a new
beginning.

[edit] Terminology
Look up design in Wiktionary, the free dictionary.
The word "design" is often considered ambiguous depending on the application.

The new terminal at Barajas airport in Madrid, Spain

[edit] Design and art


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 arts the distinction is often made between fine art and commercial art. Applied art
and decorative arts are other terms, the latter mostly used for objects from the past.

In the realm of the arts, design is more relevant to the "applied" arts, such as architecture and
industrial design. In fact today the term design is widely associated to modern industrial
product design as initiated by Raymond Loewy and teachings at the Bauhaus and Ulm School
of Design (HfG Ulm) in Germany during the 20th Century.
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'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'."[12] Pollock, as a trained artist, may have utilized design whether conscious or not.

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.

[edit] Design and engineering


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 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.".[13][14] 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 atoms".

Jonathan Ive has received several awards for his design of Apple Inc. products like this
laptop. In some design fields, personal computers are also used for both design and
production

[edit] Design and production


The relationship between design and 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
specialized knowledge of how to produce the product.
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) architecture from (production)
construction. A Low-budget project, such as a locally printed office party invitation 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 publisher.
This is not to say that production never involves problem-solving or creativity, nor that
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 problemsolving skills from the designer.

An example of a business workflow process using Business Process Modeling Notation.

[edit] Process design


"Process design" (in contrast to "design process" mentioned above) 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
designing of chemical processes. With the increasing complexities of the information age,
consultants and executives have found the term useful to describe the design of business
processes as well as manufacturing processes.

[edit] See also


[edit] Design disciplines
Commerce

Communications

Physical

Business design

Book design

Architectural design

New product
development

Communication design

Architectural
engineering

Content design

Automotive design

Exhibition design

Cellular manufacturing

Graphic design

Information design

Ceramic and glass


design

Instructional design

Design engineer

Motion graphic design

Environmental design

News design

Fashion design

Production design

Floral design

Sound design

Furniture design

Theatrical design

Garden design

Typeface design

Geometric design

Typography

Industrial design

Visual communication

Interior
design/redesign

Landscape architecture

Mechanical
engineering

Sustainable design

Urban design

Packaging design

Product design

Service design

Applications

Experience design

Game design

Interaction design

[15]

Software design

Software development

Software engineering

System design

User experience design

User interface design

Web accessibility

Web design

Scientific and mathematical

Combinatorial
design[16]

Design of experiments

[edit] Design approaches and methods

Co-Design

Design patterns

Mind mapping

Creative problem
solving

Design strategy

Open design

Design thinking

Participatory design[17]

Engineering design
process

Reliable system design

Transformation design

TRIZ

Universal design

User innovation

Creativity techniques

C-K Design Theory

Design for X

Error-tolerant design

Design leadership

Fault tolerant design

Design management

Functional design

Design-build

Metadesign

[edit] Other design related topics


Design organizations

Chartered Society of
Designers
European Design
Awards
The Design
Association

Design Exchange

AIGA

Design tools

Computer-aided
design[18]

Graphic organizers

Design as intellectual
property

Design patent (US


patent law)

Studying design

Critical design

Design education

Industrial design rights

Design research

Industrial design rights


in the European Union

Wicked problems[19]

Impact of design

Creative industries

Design classic

Designs for the future

Concept design

Futurology

[edit] External links


Wikiquote has a collection of quotations related to: Design
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[edit] Footnotes
1. ^ See dictionary meanings in the Cambridge Dictionary of American English, at
Dictionary.com (esp. meanings 1-5 and 7-8) and at AskOxford (esp. verbs).
2. ^ See dictionary meanings at Dictionary.com, esp. meanings 10-12. Note that meaning no. 9
in the same entry is the product of a design process.
3. ^ This is sometimes seen in religion. In the Old Testament or Torah, God arranges how the
Jewish Passover should be observed. Also consider Jehovah's Witnesses' observance of The
Memorial, they being a religious body that began in 1879.
4. ^ College of Design, Bachelor of Fine Arts, Graphic Design, Iowa State University. (Mission
statement, 2nd paragraph, from "Analytical thought ..." ).
5. ^ Judith E. Sims-Knight, Richard L. Upchurch and Paul Fortier, A Simulation Task to Assess
Students Design Process Skill (Introduction, 4th paragraph, line 4)
6. ^ Talk given at the 2005 Game Design and Technology Workshop held by Liverpool JM
University
7. ^ GDC Europe 2009 talk: Design, Constraints and Integrity
http://www.gdcvault.com/free/category/272/conference/ also
http://dinodini.wordpress.com/2009/11/25/gdc-europe-2009-design-constraints-and-itegrity/
8. ^ Michl, Jan (2002). "On Seeing Design as Redesign: An Exploration of a Neglected Problem
in Design Education." In: Scandinavian Journal of Design History 12:7-23; online at:
http://www.designaddict.com/essais/michl.html
9. ^ Cross, N., 2006. T211 Design and Designing: Block 2, page 99. Milton Keynes: The Open
University.
10. ^ Ullman, David G. (2009) The Mechanical Design Process, Mc Graw Hill, 4th edition
11. ^ 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.
12. ^ Mark Getlein, Living With Art, 8th ed. (New York: 2008) 121.
13. ^ 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

14. ^ 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
15. ^ Examines the role of embedded behaviour in human environments.
16. ^ Concerns the existence and construction of mathematical set systems that have specified
numerical properties.
17. ^ Actively involving users in the design process.
18. ^ Drafting and other forms of modelling.
19. ^ Includes economic, environmental and political issues.

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