Why do we design ?


In a nutshell . . . . TO SURVIVE

Most people these days exist by providing 'things' to others; in the case of engineers these 'things' are technical muscle-power or know-how, or physical artefacts - that is solutions to buyers' or hirers' particular problems. If these clients are not completely satisfied with the 'thing' provided then they will dismiss the provider, go somewhere else for their next 'thing', and tell everyone about the provider's unsatisfactory 'things'. If this happens often enough to a particular provider then that provider will cease to exist as a market force - nobody will want to know.
So clearly, if 'things' are not designed with care and attention to clients' needs then the provider will have problems - just like Jane and John . . . .

A problem is not a problem if it has been solved successfully in the past - it is trivial. Conversely if the solution to a problem is not known prior to design, then the problem is new and the solution also must be new.
The necessity for novelty in design is obvious where a number of competing providers of the same 'thing' coexist by continually providing new 'things'. Computer-'things' are a case in point - provider A first launches a completely new type of memory, provider B counters by making it half the size, provider C attacks via a drastic price cut enabled by a novel manufacturing technique, provider D edges ahead with a much faster operating system, and so on. Nobody can afford to stand still; nobody can exist by slavish copying; novelty is a necessity for good design, for survival.

Survival = Good design = Creativity

This does not imply that all aspects of a successful design have to be novel; you need not re-invent the wheel.

stages in the life of a typical artefact

It is useful to view design in the context of a typical artefact which evolves from initial conception, through the distinct stages illustrated, to eventual obsolescence. A planned action undergoes an analogous sequence, however we shall concentrate on hardware.

Various people are involved in the various stages - the designers, the manufacturers, the salespeople, the operators, the maintainers and the eventual dismantlers of an artefact are all completely different folk carrying out completely different tasks.
Design is the springboard for all subsequent stages, and so it is at the design stage that the later satisfaction of each and every one of these folk is, or is not, effectively set in stone. That is why the 'feedback of anticipatory ideas' is highlighted in the sketch, as it is vital that designers foresee - in every last detail - the interaction of the planned artefact with all these people, and endeavour to fulfill their wishlists. A designer must put herself in other folks' shoes, close her eyes and realistically imagine their interactions with the artefact.
Do not get carried away by technicalities. Remember always that it is people who make decisions to purchase; it is people who have to live with your design. A designer's primary goal is the satisfaction of people, not of elegant mathematical expressions.

Design is keeping everybody happy

. . . or at least as happy as possible. Sometimes it may be nigh on impossible to please everyone, but you'll never-never know if you never-never have a go at trying to please them. That's why we design ! We'll see later how to factor in conflicting criteria and different agenda. If you are not sure what these are likely to be in a particular case, then don't be like John - find out.

The importance of good design is underlined by the fact that in Australian manufacturing industry around 70% of product costs are defined at the design stage. As the average profit is only some 7% it will be appreciated that indifferent design is commercially intolerable, as Jane's employers discovered to their cost. The life stages sketch emphasises the importance of creativity and economics in design, and of the technical specifications and safety in operation. We shall return to this critical safety issue later.

Also shown in the sketch are some facets of the design process which it is useful to introduce at this point :

If something can go wrong then it will go wrong - and at the worst possible time

Murphy cannot be ignored - there is no excuse for designers throwing up their hands and exclaiming 'How were we to foresee that happening ?' . . . . but they must foresee it (whatever it might be) and make allowance at the design stage to minimise its deleterious effects. Murphy is especially hard on beginning designers who have yet to learn that Nature does not always follow simple theoretical predictions. But Murphy is no respecter of persons, and many an experienced designer has suffered at his hands !

We wrap this section up by drawing attention to two articles from the technical press which throw further light on why we design :

Having emphasized the importance of design, it is now time to look at How we go about it . . . .


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