The Design
Process
The design process is a method of unearthing appropriate
solutions to cultural needs. It is
an approach to problem solving that is more or less consistent throughout the
many fields that employ the skills of the designer.
"The formulation of a problem, is often more essential than its solution, which may be merely a matter of mathematical or experimental skill. To raise new questions, new possibilities, to regard old questions from a new angle, requires creative imagination and marks real advances in science."
Albert Einstein
Step
1: Identify the Problem
An
idea is always the starting point of the creative process.
Recognize the problem and define it.
Next establish the needs, criteria, requirements, and other limitations that set the boundaries or parameters of the problem.
Parameters define a problem, setting out those criteria that must be dealt with in solving the problem.
Parameters also exclude criteria that are superfluous to the problem’s solution and should be ignored.
Step
2: Generate Ideas
This is the most creative step. There are a number of conceptual methods that creative designers use to elicit ideas:
Discovery/Saturation
One
of the most important skills of a successful problem solver is the ability to
state the problem so that it can be solved. To do that you must know more about
the subject and the possibilities for its representation.
Incubation
Mental
Inventory
Individuals are much better at generating ideas and fresh directions in one’s
own mind and memory.
Once the idea has been born then a group may be better able to develop the idea and take it in more directions than can the originator.
Alternating such periods of private idea generation with group idea development is often more productive than the two methods alone.
Research
Investigating the documentation of past approaches to a problem uncovers promising archetypes (major categories of form that have in the past been exploited by nature, vernacular culture, or technology to solve related problems).
Creativity
Creativity is a special form of problem solving that requires associative and integrative thinking.
Associative thinking leaps to and from images, places, actions, ideas, and the like by means of connections that rely on any of a myriad of attributes or on the past experiences of the leaping mind. The connections need not be logical. More often than not, they are sensory.
Integrated thought synthesizes the entities reached
by association into new combinations that address the problem at hand.
These are the output of creativity.
If the output survives the rigors of critical analysis, then the creative
act has been successful.
Thumbnail
Sketches
Thumbnails are small, quick drawings that function as visual notes for the designer. Thumbnails are usually the first visual realization of an idea.
Designers may create dozens of these sketches before a hint of a solution may appear.
As
you get into the process the sketches tend to center around one or two major
ideas and become variations on those ideas.
Evaluate your sketches relative to your concept. Do as much planning as possible using thumbnails where visual decisions can be made quickly.
Sketch
Models
Sketch models are the three-dimensional equivalent of thumbnails. The designer fashions a cheap model from handy materials (most often paper) into small constructions to test the viability of an idea in three-dimensional form.
Written
Notations
These most often accompany and compliment sketches, but they can also serve to quickly document an elusive train of thought before disappears.
Illumination
One
or more ideas surface. This is also called "immersion."
Verification
The
idea is tested as a potential solution to the problem. This final stage often
involves revision -- conscious structuring and editing of created material.
Step
3: Refine and Analyze
This is the first cycle of evaluation and criticism.
Roughs
The first full sized sketches of the image are called roughs because they are
just that.
Whenever possible, roughs should be the same size as the desired product.
The first rough is a sketch that enlarges the thumbnail. The image is then refined
through a series of steps until all of the design problems are solved.
When color is to be used in a
composition, its use should be planned early in the design process.
Final
Rough
The last planning drawing needs to have all of the design decisions made and the
image taken far enough to insure its successful completion. How much detail this
requires will vary, but too much is usually better than too little.
If someone else needs to be satisfied, like a client, the final rough (called a comprehensive
-- or comp for short) needs to
look enough like the finished product to sell the idea.
What
the image will look like and how it will be made should have been determined by
now. It is important that the content
-- the meaning of the image reflect the concept.
When someone else looks at your art it should correspond with what you want them
to see.
Drawings
Designers produce two types of drawings to represent their more finished ideas.
Presentation drawings represent an idea to the client or the viewing public and as such are more visually engaging.
Working drawings are more measured and schematic because they function as the reference from which to begin building the object.
Looking
Ask
yourself why something is working. Why isn't it working?
Develop
a critical eye. Be critical for the benefit of the project, the audience, and
the development of your skills.
Remember
that a concept is flexible. If during the making of the image you get a better
idea you can always change your approach to the image. As long as you end up
with a composition (content) that satisfies your concept you are fine
Step 4:
The better the designing (planning) is done, the better the results. It is
important that the composition be carefully and skillfully made to take
advantage of the design. Careful in the sense that the desired image is the one
produced and skillfully crafted to the best of the makers ability.
Skill requires patience, concentration and knowledge of the tools and techniques
used.
During all of the preceding operations it is important that the results of each
step be checked against the concept. There may be many occasions where you can
change the concept to fit the form if the project allows that kind of
substitution. In most cases, however, you will need to make changes in the form
to meet the expectations of the concept.
The content is not just something that is checked
at the end, it is done continuously.
When evaluating your artwork be critical and honest
about what you see. Try to see what others see, not what you expect or want to
see. Ask others what they see and think of your image.
Ten
Questions from the Discerning Viewer to the Artist
1.
What is the purpose of this piece?
2.
Does it pose a question?
3.
If it does, are sufficient visual clues provided to beckon and direct the
viewer's response?
4.
Is every element present necessary?
5.
Does this work define or clarify your thoughts or visualization of those
thoughts?
6.
Does the message merit/or warrant the particular level of execution employed?
(Do the means suit the ends?)
7.
Is there a "creative transformation" or does this work place a
"distance" between the artist and the audience?
8.
What type of experience do you want the viewer to have?
9.
What three adjectives would you attach to this work?
10.
Does this piece offer any significant social, political, cultural or
psychological insights or truths?