We looked at the double diamond in the first few weeks, however only looked at the first two quarters. The first quarter would help idea generation with an initial idea or inspiration, often sourced from a discovery phase in which
user needs are identified, and the second quarter represents the definition stage, in which interpretation and alignment of these needs to business objectives is
achieved.
The third quarter (develop) marks a period of development where design-led solutions are developed, iterated, and tested within the company and the final quarter (deliver) of the Double Diamond model represents the delivery stage, where the resulting product or service is finalised and launched in the relevant market.
This is just one of many design process models.
In this lecture, we focused on a more detailed approach. This is called:
7 stages of design process:
Stage 1: Define.
This involves asking all of the questions:
The 5 W's - who, what, where, when, why, (how).
- Who is the target audience/ client?
- What is the design solution the client is thinking of?
- When will the design be needed, and for how long?
- Where will the design be used?
- Why does the client think a design solution is required?
The questions above make you think, and it is understandable how ideas can be generated from just asking these five simple questions. If you know who you are designing for, and what the client wants designing. When it is needed therefore you have a time frame to complete the task in. Where it will be used, which will allow you to create a design solution that will fit to the environment it will be in. And finally, why the client requires the design solution. This may be because the design they have at present is not good enough and they need a rebrand for example.
Stage 2: Research.
It is important to obtain both secondary and primary research as this will allow you to understand what you are designing more thoroughly. It can also spark imagination and help to generate ideas. Qualitative and quantitative research should also be carried out, therefore allowing you to have all of the facts and statistics needed. By the end of this you should have an informed concept and resources to draw from.
Stage 3: Ideate.
"Creativity conveys a sense of pure
inventiveness and lack of boundaries, yet
design requires applied creativity towards a
specific end." -Gavin Ambrose
Utilise different methods of Design Thinking which include;
KISS - Keep It Simple Stupid
Focus
Top Down and Bottom Up
Ockhams razor
Python philosophy
White space
Text minimisation
Graphic Impact
User
Centred design
At the end of this stage, you should have a script and a rough visual language. This may include thumbnails, scamps or roughs.
Stage 4: Prototype.
This is to test the feasibility of each idea, working in accordance with the guidelines and from the brief. If creating a video, you would create a few frames so you can see how it would look, instead of just having a sketched storyboard. This will allow you to see what works and what doesn't when looking at factors such as layout for example.
At the end of this stage, style frames should have been created as well as a comprehensive layout that can then be brought forward into the final design.
Stage 5: Select.
This is the stage where you select what to take forward, and will help you to achieve a final composition that does not have aspects that do not work.
Stage 6: Implement.
This is implementing all of the things that have been planned out in previous stages and actually building your output and defining the details, refining what has been trailed and clarified. In this stage, your work should be completed.
Stage 7: Learn.
This is the point where feedback is given on your outcome. This allows other people to view your work and voice some changes that could be made that would improve the piece. They could also comment on the things that (in their opinion) don't really work with the piece.
It is important to get feedback as this how you can grow as a creative if the opinions of others are taken on board.