Professional Documents
Culture Documents
DEPARTMENT OF PRODUCTION
ID.NO: RPG/0183/13
1. A 1. C 1. C 1. B 1. A 1. A
2. A 2. A 2. A 2. C 2. A 2. C
3. C 3. A 3. D 3. A 3.C 3.D
4. B 4. B 4. C 4. D 4. C 4. C
5. A 5. C 5. A 5. A 5. A 5.A
6. B 6. B 6. B 6.B 6. C 6.B
7. C 7. C 7. B 7. D 7.B 7. A
8. B 8. A 8. D 8. A 8. B 8.C
9. D 9. C 9. C 9. B 9. D 9.D
Design is a process that has four essential characteristics which are as follows.
Creativity which requires the creation of something that has not existed
before
Complexity is that design which involves decisions on large numbers of
parameters and variables.
Compromise is that design which requires balancing multiple and sometimes
conflicting requirements.
Choice is the design that requires making choices between many possible
solutions to a problem at all levels, from the basic concept to the smallest
detail of color or form.
The analytical design process is used when there is little uncertainty about the
alternatives, and the outcome is only a modification of something already existing.
The iterative design process is one which is best suited to medium-risk projects
such as radical improvements and adopted innovations.
In the visionary design process the problem cannot be defined precisely and is
perhaps, vague at best.
The creative process corresponds to five phases, each of which has a different
objective and corresponds to the production of more and more elaborate visual
outputs.
Phase 1: Investigation
Phase 2: Exploration
Phase 3: Development
Phase 4: Realization
Phase 5: Evaluation
The creative design process fits into a total design process, so that design is a
creative internal process, an external process of production, management process
and planning process.
The Web Design Process: The architecture of a website is just like that of any design
object.
Like a product, a website has different functions. Design became a profession in the
United States as an indirect consequence of 1929 stock market crash.
The computerization of the creative process CAD (Computer Aided Design)
software and computer assisted manufacturing has facilitated interaction of design
into a company’s innovation process.
Designers now participate in the challenge of the new millennium, which is how to
be sustainable both environmentally and economically.
The demand for diversity in design is not the result of the latest trend in marketing
research.
Good design worldwide shares common criteria based on a culling of criteria form
design competitions around the world. The design excellence awards revealed four
core criteria namely:
Functionality, efficiency
Aesthetics, attractiveness
LECTURE 2
Fast growing businesses are two times more able to compete with others based on
innovation. Bigger businesses also compete with smaller ones through innovation
Innovation through design can help firms avoid competing on price alone. While
some consumers will always buy the cheapest product or service in the market,
non-price attributes such as quality can often be more important determinants of
overall demand than price.
The most common way to evaluate return on design investment (RODI) is as a
percentage return. Over one third of businesses do this.
Businesses which tend to raise their investment in design are more likely to raise
their chances of turnover growth.
Some of the added values, businesses are using now a days, are: The retail
experience the spot, online services Physical services Customer relationships and
so on.
Businesses which consider design as an integral part has double chances to see
rapid growth than others.
Businesses which are design alert get an increment almost of 6.3% in their market
share through design.
Those businesses that use a designer to add value have a better impact on
competitiveness, compared to those who did not use a designer.
When an organization works with a design agency, it feels satisfied as the value of
design is being communicated to it.
Those businesses which only produce their core product or service do not think
that added value would do any good to them.
In U.S.A, the Design Management Institute (DMI) was founded by Bill Hannon and
Massachusetts College of Art in 1975 in Boston.
It is believed that design and management belong to two different worlds due to
the common doubts, managers and creative team have for each other’s. However,
there is a possibility of a convergence between design and management as some
organizations have successfully bridged the different cognitive spheres of design
and management.
The conceptual schemas and paradigms of design and management can work as a
starting point respectively in making a convergent model of the development of
design management which is based on reactive (managerial) and proactive
(strategic) perspectives.
Generally, designers are unfamiliar with the techniques and methodology of total
quality management. Though quality is synonyms with design but it does not mean
the same as total quality management for designers.
The total quality movement has gone through various phases from the logic of a
posteriori examination of quality, meeting specifications and decreasing defects to
customer oriented total quality.
Designers conceive of signs that all have three dimensions: a structure, a function
and a symbol.
An individual’s mental imagery points to the fact that there exists a stock of shapes
or objects that act as referents or “prototypes” for each individual.
The eight basic emotional categories are fear, anger, joy, sadness, acceptance,
disgust, expectancy, and surprise.
Semiotics is the process of communication by any type of sign, being anything that
stands for something (its object) to somebody (the interpreter) by some means (its
context).
Products are tools of communication that “put the consumer on stage” and help
him exist as a social object. The design-form becomes a stimuli for behavior.
Familiarity is the number of experiences a consumer has with a product and
Expertise is the capacity to successfully accomplish the product functions.
The perception of the aesthetic function depends on various factors like, emotional
(subjective sensations), cognitive, and physiological.
Generally one can measure the impact of design on a consumer’s behavior, which
is in opposition to how many marketers view design’s role in a company as a result
of: arrogance, contempt, fear and ignorance.
A brand is the sum of all the characteristics-tangible and intangible that makes the
offer unique.
A brand is a set of perceptions that are driven both by communications and
experiences. It is a distinctive sign, a symbol, and a source of added value. The
brand that does not maintain its added value is sure to become fragile. When a
brand is nothing more than publicity, it is a false brand. Branding is creating
difference.
The relevant dimensions that distinguish brand knowledge and affect consumer
response are: Brand awareness brand image, brand awareness, brand associations
and Brand loyalty. Branding is dynamic. There is no room for motionless brands.
The links between design and brand are not limited to graphic design, logo, and
sign. Design penetrates all of the assets that makes a brand value which are
mission, promise, positioning, expression, notoriety, and quality.
Brand positioning is the specific niche which the brand defines itself as occupying
in the competitive environment.
Any graphic identity can be positioned in a matrix of two axes: graphic expression
and emotional meaning a symbol creates an emotional tie with the consumer
because it is easier to memories pictures (symbols) than words (names).
Ethnographic analysis is the observation, of the user without his or her knowing.
Perception can be measured on two different levels: psychometric and sensory.
Design brings new methods to marketing research that combines design theories
and attributes, fashion marketing models, observation techniques, and sensory.
Design brings new methods to marketing research that combines design theories
and attributes, fashion marketing models, observation techniques, and sensory.
LECTURE 5
DESIGN AND INNOVATION
Design is a management tool that creates differentiation in the internal capabilities
of the company.
Innovation is a collective and interactive process that is close to the reality of the
design process, since it mixes internal and external factors. The socio-cultural
sources of design ideas are highly original and valued in terms of innovation.
The designer is an innovator who goes out, watches, inquires, and listens to the
world that surrounds him, which means the first value of design is the development
of ideas that then become concepts.
The concept generation method is a five-step base from which designers can
develop and refine their problem - solving strategies these are
There are four types of technology that will be predominant in society by 2025
namely, information technology, genetics, material technology, and environmental
and energy technology.
Research conducted at IDEO a leading design agency, revealed that design can play
a significant role in the transfer of technology and that the designer often plays the
role of “technology broker”. A technology broker depends on his/ her network and
the company memory in the process of cross-pollinator.
A dominant design is one which the major components and underlying concepts do
not vary substantially from one model to another.
The Success of Competitive Companies resides in the close links they have been
able to establish between marketing and R&D in both a permanent and flexible way
The design process is a stage process similar to the classic NPD process model: the
Stage-Gate process, with which it mixes easily.
A strong project team leader is preferred to create trust and confidence sharing.
Companies that do well view learning and improving their development processes
as an integral part of business activity.
LECTURE 6
DESIGN AND STRATERY
There are two models of design strategic positioning namely, the “innate” and the
“acquired.”
Innate model grows out of organizations that consider design as a core competency
from the start of the company. Design is part of the founder’s entrepreneurial
scheme.
Strategy creates a fit among a company’s activities. The success of strategy and
strategic design depends on doing many things well and integrating them. Strategy
formulation is either deliberate or emergent.
Strategic fit is fundamental not only for competitive advantage but also for the
sustainability of that advantage.
Strategy Ideation articulates both the logic of analysis (positivist) and the logic of
design (constructivist).
Strategy cannot be based strictly on the logic of analysis. Strategy is also a global
conception, a homogeneous figure, a significance that concentrates on the flow of
actions and representations.
Aesthetics goes back to the cultural project. To bring beauty into the world through
art and design is to pull the individual out of nature, making him a cultural being.
The cognitive approach of strategy develops the idea that a company has access to
its environment through a selection of representations or mental images of its
environment, and that the environment is itself constituted of entities carrying
representations of the company.
The cognitive approach to strategy explains the importance of identity for strategic
design.
Corporate identity appears as the set of visual elements through which the public
recognizes a company and differentiates it from others.
Identity is a set of features that shows the unique character of a company and
allows its members to identify themselves within it and outside people to recognize
it.
Design creates signs and symbols that reflect the personality or company identity.
Retail design is not very different, but its growing importance in service industries
justifies developing some of its specificities. The objective is a compromise
between standardization of commercial space for cost-effective reasons and
building a strong and unique identity.
The quality of a retail space is measured by the coherence between the outside
envelope and the interior decoration.
Graphic signs are the visual tokens of the relationship a company has with change.
Change has no concrete effect without the capacity to direct, influence or achieve.
Graphic innovation is the visual output of change and its success depends on the
phenomenon of synergy between the project and its context.
The logic of change articulates itself around two fundamental axes namely,
continuity and rupture.
In order to have change, three elements must be modified: the nature of the social
relations, the model of regulation and the nature of social control.