Design drawing: Rapid prototyping through the design process (original) (raw)

Materializing design: the implications of rapid prototyping in digital design

Rapid prototyping (RP) today is absorbed into practice and is being recognized as a significant technology for design. This paper attempts to formulate key aspects of the design methodological framework that are coalescing with RP's capability to build artifacts as part of the creative design process. In doing so, it attempts to formulate questions and issues of RP as a design medium that supports the full spectrum of digital design as a paperless process. These issues have been the resultant of early experimental and hands-on involvement with RP technologies in research and educational environments. In this paper, a DDF method (Digital Design Fabrication) is introduced. The DDF method is a two-stage process of working that integrates generative computing and RP into one process. Together they support a process to generate diverse candidate artifacts as solutions to design problems. Through a presentation of issues, procedural observations, and research findings, a range of potential applications of the DDF model are defined and presented. It demonstrates a process of design situated between conceptual design and real-world construction. P hysical modeling is one way through which designers realize mental concepts (Cuff, 1992). As a design representational medium , the model making process can lead to new forms beyond the original concept. Physical model making is not new to the profession of architecture. For hundreds of years model making has served as an intermediary between complex design ideas and the construction workers. When designing the Vatican, Michelangelo used physical models as an intermediary to describe construction techniques and the form of internal spaces to both clients and stonemasons (Millon, 1994). Palladio in the 16 th century also used intermediate models of wood as full-scale mockups to explain buildings to masons (Burns, 1991). Today,

Design Drawing-An Integrated Visualization System

2012

Over the past two decades, computers and advancements in software have revolutionized the Industrial Design process. Designers are able to accelerate the development schedules for products by utilizing the same software for design and visualization as engineers use for implementation. Two-dimensional rendering software has become so advanced and intuitive that photorealistic images of a design are generated to help the client believe the product has already been manufactured. The design industry is facing a growing problem, however, as students, required to learn more skills than ever before, are not gaining the drawing skills preferred by or needed for professional practice. Curricula once structured for sketching, rendering and technical drawing have been superseded by Computer Aided Design and graphic courses. Exacerbating the issue are challenges in standardizing Industrial Design curriculum across the spectrum of design schools; as a result students are graduating with a wide range of less-than-ideal skill sets. (Amit, 2010) This thesis will examine the phenomenon of drawing in the design process and propose a new concept for drawing pedagogy that may augment or replace existing curricula to accelerate acquisition of design drawing skills and more fully prepare the student for the design profession.

Virtual Reality in Early Design: The Design Studio Experiences

The Design Systems group of the Eindhoven University of Technology started a new kind of design studio teaching. With the use of high-end equipment, students use Virtual Reality from the very start of the design process. Virtual Reality technology up to now was primarily used for giving presentations. We use the same technology in the design process itself by means of reducing the time span in which one gets results in Virtual Reality. The method is based on a very brief cycle of modelling in AutoCAD, assigning materials in 3DStudio Viz, and then making a walkthrough in Virtual Reality in a standard landscape. Due to this cycle, which takes about 15 second, the student gets immediate feedback on design decisions which facilitates evaluation of the design in three dimensions much faster than usual. Usually the learning curve of this kind of software is quite steep, but with the use of templates the number of required steps to achieve results is reduced significantly. In this way, the potential of Virtual Reality is not only explored in research projects, but also in education. This paper discusses the general set-up of the design studio and shows how, via short workshops, students acquire knowledge of the cycle in a short time. The paper focuses on the added value of using Virtual Reality technology in this manner: improved spatial reasoning, translation from two-dimensional to three-dimensional representations, and VR feedback on design decisions. It discusses the needs for new design representations in this design environment, and shows how fast feedback in Virtual Reality can improve the spatial design at an early stage of the design process.

New Collaborative Workflows - Immersive Co-Design from Sketching to 3D Cad and Production

DS 117: Proceedings of the 24th International Conference on Engineering and Product Design Education (E&PDE 2022), London South Bank University in London, UK. 8th - 9th September 2022

Digital technologies have enabled design sketching to expand into new applications and domains. Inevitably, these new forms of visualisation require re-evaluating how we use drawing to see, visualise, understand, and fabricate products and services in design education and the profession. This paper presents a selection of discoveries after the authors performed research, made presentations and mediated workshops when face-to-face collaborations and travel were impossible because of the Covid-19 epidemic restrictions. Findings add to work intending to build a modern taxonomy for design sketching and visual knowledge while accounting for immersive virtual collaboration and distributed workflows from sketching to 3D CAD and 3D printing. These are among the first indications of a drive towards synthesising historically demarked design process stages into a singularity of actions that merge and move simultaneously among ideation, design, and production. Participants in two international conference workshops shared ideas and discussed their local circumstances relating to the potential use and acceptance of new technologies already researched and adopted in other disciplines such as computer science and entertainment. A critical consensus was that the challenge of new technologies for our design education and profession is not as much about technology and its tools as the process and steps that enable change. Significantly, conversation pointed towards a strategy that enhances and augments habits in design education and the profession as the means to modify and transform culture and practice.

Utilising digital design and rapid prototyping tools in design education

2010

This paper presents a formal framework for utilising different digital design and rapid prototyping technologies in design education. The framework has been applied in a studio created for a mixed cohort of tertiary students from architecture and industrial design. A comprehensive survey was conducted at the end of the course as a means for evaluation, and for student self-reflection. This paper reports the experiences in conducting the studio and the student perceptions of their design processes and outcomes whilst confronting these tools. The paper provides insight into the application of digital design and rapid prototyping tools in design education, supported by a qualitative analysis of the survey result.

Pragmatic and Intuitive Approaches to Design Drawing : The Essential Role of Imagination in the Visualization Process

2006

The goal of this paper is to introduce themes and approaches in contemporary visualization that engage the imagination of the author and audience to enhance the larger creative process. Analog visual communication, defined as hand-generated sketches, diagrams and narratives, is of especial interest as it can bring powerful perceptual and conceptual processes to bear in making inferences and subsequent decisions. While there is a great deal of interest today in using the capabilities of computers to provide dynamic displays that provide a rapidly changing picture of the subject, many prefer static displays, comparing stationary before-and-after representations to draw inference about change. The forum for this paper precludes comprehensive discourse of the current trends in visualization, the role of technology and the necessary preservation of sketching for the design process; therefore, we only provide a cursory understanding of our approach. Currently, we are working on a compendi...

The virtual design studio: developing new tools for learning, practice and research in design

2003

The emergence of new networked technologies such as virtual learning environments (VLEs) and digital libraries are providing opportunities for the development of new virtual tools to assist the design researcher in exploring ideas with the aid of visualising and mapping tools and to provide interfaces that support interdisciplinary collaboration between design teams. In 1998 a research project was initiated to evaluate the potential of computer assisted learning within Art and Design. This resulted in the development of a virtual learning environment designed to support Art and Design students and staff (www.studio-space.net). This paper describes the design process used to develop this VLE and the underlying principles based on a constructivist approach to experiential learning. The on-going research uses the metaphor of the ˜design studio to explore a range of technologies that provide generative tools for the representation of design practice and related research, including the d...

Bridging the Design Gap: Towards an Intuitive Design Tool

The stone unhewn and cold becomes a living mould. The more the marble wastes, the more the statue grows." (Michelangelo Buonarroti) Abstract. A main task of industrial designers is the shaping and transformations of ideas or fuzzy notions into abstract or materialized equivalents. These sketches, models or other representations can be described as the sum of form and shape aspects, aesthetics, intuitive qualities as well as technical and sustainable functionalities. The designer must understand the elements involved in this synthesis of form giving and design. Successful designers compose these characteristics carefully and join them together to form and shape artefacts into a harmonious and balanced whole, while simultaneously manoeuvring within implicit and explicit mechanical and functional aspects. With the emergence of 3D computational design, the industrial design process shifted from traditional analogue physical representations of ideas or artefacts to digital virtual realities. This shift is creating pre-dominance of digital design over the idiosyncrasies of analogue craftsmanship of the designer. Loss of control, immediacy, manual dexterity and skills due to constraint in electronic interfaces (keyboard-mouse-monitor) and programmer's directions, gave way to alienation of the physical material world. With every new generation of design students, the widening gap is transforming intuitive design qualities and skills into virtual data processing inertia. We follow two paths in our attempt to bridge this gap. The first is a set of experiments that aim to measure the effectiveness and other qualities of various shaping techniques. Knowledge about learning curves, quality of the design results and the focus of particular methods enables decisions about 'the right' curriculum for Design students.