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For students managing design work, sketching, deadlines, and creative pressure — and for educators seeking greater clarity in their teaching — this blog offers focused, practical support in Design & Technology, from visual communication and design process thinking to digital fabrication. For those seeking more tailored support, I am also available for student consultations and teacher workshops. Since 2007, DesignJournalSOS has helped readers navigate real classroom challenges with grounded strategies and insight. Have a question or topic you’d like explored? Your reflections are welcome — they help keep this space alive and growing. Copyright © 2007–2026 Daniel Lim
Showing posts with label Idea Generation. Show all posts
Showing posts with label Idea Generation. Show all posts

19 September 2024

Rapid Modeling: A Step-by-Step Guide for Design & Technology Students

In Design & Technology, creating a functional product involves a process of ideation, development, and prototyping. However, one key phase that can make or break the success of your project is rapid modeling. 

This approach allows you to quickly build, test, and improve your designs by finding problems early and solving them fast.

Elon Musk, the visionary behind SpaceX and Tesla, champions this method in his own work. His teams don’t aim to avoid problems—they expect them and learn from them. Musk’s philosophy is simple: "Test fast, fail fast, fix fast." 

This mindset is perfect for students working on Design & Technology projects, especially when dealing with limited time and basic materials like wood, plastic, and metals.

Let’s dive into how you can apply rapid modeling to your projects.


What is Rapid Modeling?

Rapid modeling is about building simple, rough versions of your design ideas as quickly as possible. The goal is not to create a perfect prototype but to test essential features early. This allows you to find problems before you’ve invested too much time in making the final product. 

Think of it as a loop: build, test, fix, and repeat.



Why is Rapid Modeling Important?

Elon Musk uses rapid modeling as part of his innovation strategy. His teams at SpaceX and Tesla test ideas quickly, discover problems early, and use these lessons to improve. Musk’s view on mistakes is clear: they are not failures but learning opportunities. In fact, he sees things like a rocket blowing up as part of the journey to making a better product.

In your Design & Technology projects, rapid modeling helps you:

  • Identify problems early before moving into the detailed development phase.
  • Save time by fixing issues before committing to the final design.
  • Learn by doing, which is key to improving your design thinking skills.

Steps to Apply Rapid Modeling in Your Project

  1. Start with a Simple Model
    Begin by building a basic version of your idea. Don’t worry about aesthetics—focus on the core functionality and structure. For example, if you're designing a chair, start with a rough frame to check if it can support weight.

  2. Test the Model
    After building, immediately test your model. Ask questions like:

    • Does it perform as expected?
    • Are the dimensions correct?
    • Is anything unstable or weak?
  3. Identify Problems
    Write down any issues that arise during the test. Are certain parts too weak? Are the dimensions wrong? Focus on finding problems early.

  4. Make Quick Changes
    Now, make small adjustments. If a part doesn’t fit well, modify it. If a joint is weak, try different ways to connect it. Rapid adjustments will help you test different solutions without wasting time.

  5. Iterate (Repeat the Process)
    Once you’ve made changes, test again. Did the fix work? If not, go back and repeat the process. Keep refining until the model works as expected. This iterative process is the core of rapid modeling.

  6. Refine the Model
    Once the major issues are solved, you can now focus on the finer details. Improve the model’s dimensions, and enhance the aesthetics as needed.



Learning from Elon Musk's Approach

Elon Musk has built billion-dollar companies using rapid testing and learning from failure. He emphasizes fast problem-solving and believes that making mistakes early leads to better outcomes. In Design & Technology, you can follow the same process to quickly turn your ideas into successful projects.


Key Takeaways

  • Rapid modeling is about testing early and fixing problems fast.
  • It saves time and helps you avoid costly mistakes later in the project.
  • The process is iterative—you build, test, fix, and repeat until you reach the desired result.
  • Elon Musk's approach to failing fast and learning from mistakes is a proven strategy for innovation.

By using rapid modeling, you can create better designs and improve your problem-solving skills, just like Elon Musk’s teams at SpaceX and Tesla. Try applying this approach to your next project and see how it helps you improve!


#DesignAndTechnology #RapidModeling #StudentProjects #ProblemSolving #ElonMusk #FailFast #DesignThinking #InnovativeLearning #DIYDesign #Prototyping #STEM

30 March 2023

Mastering Idea Evolution: Developing High-Quality Concepts

Explore the process of idea evolution in design and technology. Learn how to develop and refine your ideas for optimum results. Discover the power of SCAMPER and iterative questioning for creating high-quality concepts. Coming up with ideas can be a daunting task, especially when you have to present multiple ideas. However, it is important to remember that the quality of an idea is more important than the quantity. 

In this blog post, we will delve into the process of idea evolution and how it can lead to the development of high-quality concepts.

  1. When brainstorming, it's crucial to focus on generating a few independent ideas that possess unique features and functions. 
    • Instead of sketching 5 or 10 unrelated ideas, this approach allows you to create a solid foundation for the evolution process. 
    • Keep in mind that the teacher's requirement for multiple ideas can still be fulfilled by developing a few diverse and distinct concepts.
  2. Once you have these independent ideas, it's time to combine their features and functions into an ultimate idea. To accomplish this, you can 
    • utilize the SCAMPER technique. SCAMPER stands for Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, and Rearrange. 
    • By applying these strategies, you can refine and enhance your concepts by exploring alternative possibilities.
  3. However, idea evolution doesn't stop there. It's an iterative approach that involves questioning and continuous improvement. 
    • Carefully consider the functionality, materials, forms, colors, and other aspects that can make your idea better. 
    • Embrace the development process and constantly ask yourself questions to uncover potential improvements and enhancements.
  4. Creating models and conducting tests play a vital role in the evolution process. 
    • By prototyping and evaluating your ideas, you can gather valuable feedback and identify areas that need further refinement. This iterative approach allows for constant improvement and ensures that your idea evolves into its full potential.

The evolution of an idea is essential to ensure that the final product is of the highest quality. By dedicating time and effort to the process, your ultimate idea can transcend its initial form and become a reality. Embrace the journey of idea evolution and unlock the power of developing high-quality concepts.

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Let me know in the comments what else you like to learn and watch.

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24 March 2023

One-minute Design & Make

Design and make need not be a long, tedious process. In fact, it can be quick and easy if you have clarity of the problem or need. When you know what you need to accomplish, the solution is often the next logical step. However, when you don't have clarity, it can be difficult to come up with a solution, no matter how much ideation you do.

So, is ideation with lots of ideas necessary? Well, that's up to you to decide. Sometimes the simplest solution is the best one. In this post, I'll share an example of a prototype I designed and made in less than a minute to solve a simple problem.

The problem was that I needed to keep loose papers in place for my next class demonstration, but I couldn't find a suitable weight to keep them from flying off the table. I didn't want to use anything too heavy, but I wanted something dedicated to this purpose. The solution had to be simple and basic.

To solve this problem, I quickly sketched out an idea for a paperweight that could also hold multiple papers. I decided on a long square block with a slot cut out of it, which would allow papers to slide in and be held in place.

I called it “ClipWeight”.






Next, I marked and cut out the slot with a scroll saw, and then sanded the edges smooth. And just like that, I had a functional prototype that solved my problem.

The entire process took less than a minute, but it was effective. Sometimes, the best solutions are the simplest ones. And with a little bit of creativity, you can design and make something that solves your problem in no time at all.

In conclusion, design and make don't have to be long, arduous processes. When you have clarity of the problem or need, a solution can often be found quickly and easily. And sometimes, the simplest solution is the best one. So the next time you need to design and make something, don't be afraid to think outside the box and try a quick and simple solution. Who knows, it might just be exactly what you need!

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Let me know in the comments what else you like to learn and watch.

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25 February 2022

Ideas Generation and Development; How do they look like? Part 2 of 2: DEVELOPMENT

The first part of this Ideation and Development series I talked about Ideation; how do you know if you are Ideating and not Developing an idea. 

In this second series I talked about, of course, Development. 

Part 1 of 2 can be found here: https://designjournalsos.blogspot.com/2022/02/ideas-generation-and-development-how-do.html

In both in the ideation and development phase of the design process you’ll get the opportunity to think of alternative ideas. And this is NOT an option even though you may think to do that, we are at the ideation phase, not development. 

Let me propose to you that in the development phase you will still need to generate possibilities, but this time, your end goal is different. In Ideation your end goal is to have options and alternative ideas or broad concept of a solution, of which you can choose the best - for development.

In this video, I chat about Development:

When you are at Development, you explore options, but you refine and fine-tune with the end goal of choosing the fastest, most efficient, the best way to make and to finish. The most suitable material and jointing method - and the quickest and cheapest and the easiest, etc. Without any compromise to the desired functionality and aesthetics.

In development your drawing style changes too. Sketches become more drawing like. More precision drawings. With dimensions. Technical drawings, view and section views start to populate the page rather than free flowing arty sketches. More presentation like drawings with bold outlines or extra emphasis, etc.

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Four Steps to Elaborate an Idea | Two Questions | One List | New Improved Idea(s)

The Ideas Generation phase is probably one of the most challenging phase in the design process. 

Just like if you get the initial design need wrong,  the whole project is practically rubbish. How you start your ideation will determine the quality of the end of Ideation.

A common problem a student have when at the Ideation phase is not knowing what to do next after they draw an idea. Especially when a great deal of effort had been spent thinking, critic, refine (ALL IN THE AIR) and then finally at the end of the dream, a highly detailed drawing becomes the first idea. In that piece of A3 paper; ONE idea is all you got. 

How can you elaborate on an idea once you have drawn the first one? 

Four Steps to Elaborate an Idea using a Note Holder Example


In this video I show you FOUR simple steps you can elaborate an idea beginning with two prompting questions. Use this strategy and never get stuck ever again. You might end up not being able to stop. Because before you were blank, now triggers appear from everywhere for new (improved) versions of the previous one(s).


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Ideas Generation and Development; How do they look like? Part 1 of 2: IDEATION

I often hear questions and confusions about Ideas Generation and Development. How do I know if I am Ideas Generating and how do I know if I am Developing ideas. How do I do them?

Well as the titles imply, “Ideas Generation” taken literally means you produce lots of ideas. You ‘generate’ them. Many. Think of it as Sketching and Exploring many ideas.

Here you ask lots of questions that will prompt you to think and sketch many possibilities. Different ways to function. Some minor improvements and then next one. Next one. Next one. Next one. Creating lots of wonderful creative alternatives. 

Those that works those that not. Who cares. That’s Ideas Generation.

In this video, I chat about Ideas Generation:


In the next video I will talk about Development. Part 2 of 2 can be found here: https://designjournalsos.blogspot.com/2022/02/ideas-generation-and-development-how-do_25.html

“Development” does not sound anything like exploratory any more, does it? When you develop, you refine. Fine-tune. When you work on details, you won’t be in the playful discovery mode like you would in Ideas Generation. You pay more attention to details. And work towards finalisation and a final concept ready for presentation and prototyping.

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23 February 2022

Idea Generation: How to begin? Shape Borrow? Inspiration? Research? SCAMPER? What Questions?

Practical tips and insights on how to Generate Ideas starting with Shape Borrowing - Just the way how Mr Daniel would do it.

This example is a student’s work and he was clearly stuck. I took his paper and did a photocopy and attempted a re-work. To show you how mrdanielsos would have done it differently. And effectively.

How go go from ‘STUCK’        to              ‘FREE FLOW’

Student wants to design and make something that can wipe a table dry instantly. I did not know why he chose a snail toy for a start. Obviously because of this choice, he did not know what to do next. 

I can fully understand because the paper seemed blank. Lacking in clarity. etc. In this video, I will show you from start to finish how I would get out of this predicament of getting stuck with this seemingly impossible starter with a snail toy for a product to dry a table. 

What you’ll see and learn from this video is done LIVE on the spot without pre-preparation or plans. I am approaching this as if I am actually trying to ideate on the spot.

In this video you will learn how to set your ideation page clearly. What you need to state in advance. What you need to know. How to make use of your Design Specifications and Product Research to your advantage. The SCAMPER technique will also be explained and I’ve used ‘Combine’ and ‘Eliminate’ in this video. I also spoke briefly about ergonomics and anthropometric and how they will include the size and form of the design. You will also learn what you can do after you have drawn a solution (or an idea). What to do next? What questions to ask? How to ask questions? etc.

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16 February 2022

How to ACTUALLY do Product Research? Like you've never heard before. Serious.

In the previous post “How to Product Research / Product Analysis? This ONE THING your teachers never told you. SERIOUSLY simple, I’ve shown you a very simple tool to identify what an Innovative Product is like that has useful clever features you can use for Ideation.

This post I’ll show you how you can ACTUALLY do your Product Research on any reference existing product you find in the internet.

Below are examples of bag holders from a student's work. Not very ‘WOW’ actually. NOTE: But if those are the only things you can find, then pick the second/third best ‘WOW’ ones according to your standard. That will be better than having nothing to begin with.



Step 1: 
For every existing product that you found, begin by studying how the product works.. If you cannot figure out how that works, what chance do you have to ‘borrow’ it’s good features. 

Reproduce the design with sketches and some annotation as you present how the idea works. Refer to the image above with annotation ‘A’. This forces you to think and process the idea with more depth, rather than simply writing and noting the ‘plus’ or ‘interesting’ points. 

You will find it helpful later on if you decide to ‘borrow’ the good feature(s) in your ideation phase.

Sketch the example in different views using both 2D and 3D techniques. You don’t have to draw many. Neither do you develop the idea. Simply study and make note how it works.

Step 2: 
When you are done with Step 1, proceed with identifying ‘Good’ and ‘Interesting (Innovative)’ features or functions (Annotation 'B'). 

These points or features shall be those that initially made you go wild and ‘WOW, DAMN! This is GOOD!”. 

Discuss it in your journal. Dialogue with yourself and your paper. 
  • Why this feature is good. 
  • Why this feature is ‘WOW’. 
  • Why this feature is so exciting.
When you are done, move on to the next Product Research product. 

BONUS:
Below I show you another example of Product Research on a mug which I used for hot beverages. Assuming I want to design and make a plant watering gadget. I need to get water flowing out smoothly from a small opening. Product Research a Mug like this will be helpful:



Recall:

Step 1: Study how the product works. Think deep. Describe using sketches and annotations (where required). Illustrate how the product works.

Step 2: List the 'secret(s)' that makes the product work.

In summary:
By doing the above, you may discover some real cool features you can really use for your project solution. If you cannot help but want to sketch those ideas, do so in a ‘Parking Lot’. 

You can always retrieve them when you are ready at the Ideation phase. By then you’ll have lots of ready-to-go features for your ideation.

You should realize that if you do a good job in every stage of the design process, the next step is always easy. Because usually you will already have the data and information to move on to the next step.

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15 February 2022

How to Product Research / Product Analysis? This ONE THING your teachers never told you. SERIOUSLY simple.

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Product Analysis. 

Product Research.

I prefer the term ‘Product Research’. Because when you say ‘Product Analysis’ and you do that, you do it just like everybody else. Waste of time. Do it the PRO way. Read on.

If you need more help, you can always count on the PRO. Enquire or make an appointment now.

Now what is this ONE thing your teacher never told you about Product Research. This one thing will save you hours of useless work. This one thing will earn you credit in your Ideation design phase WITHOUT even you started that. How about that?

When you search for an existing product in the internet, first of all, the product must preferably be Innovative, Unique or a Clever concept or design. 


The above image is part of the ultimate PDF guide [The “Park, Evolve & Morph” Ideation Technique”. Get it now if you have not done so.

However, some times students may be left hanging for a long time wondering what innovative, unique, good or clever means? Look up google images and which to pick?

Sometimes a teacher don’t even realise they need to begin searching for those products. 

So students attempt useless work after useless work. Wasting time. Achieving nothing.

Do not let that be you. Ok? For God’s sake. I’ll reveal to you this ONE secret.



Remember this ONE thing when you search for existing products in your research phase (getting ready for Ideation). Ready?


If you find an image (the product function you are looking for, e.g. a phone holder), and IF that product does not make you jump up and shout out loud “WOW, Why didn’t I think of that? This is damn GOOD”, then SKIP and find another one.

Look out for unique special value-added features or cleverly designed functions. PICK those. 

When you have them, use the Plus and Interesting (Innovative) of the P.M.I., and pick up those features. Note them. Sketch them. Park them somewhere. Now you have ‘earned some credits’ for ideation even before you started.

<Hey, book an appointment now and supercharge your progress>

Further reading:

The ULTIMATE “Park, Evolve & Morph” Ideation Technique Blog Post

And remember to get the ultimate PDF guide [The “Park, Evolve & Morph” Ideation Technique” here.

02 February 2022

Design Considerations & Constraints > Design Specifications > Ideation & Refinement

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Whiteboard Demo (2011)

Class Demo (2011)

Pre-Design Considerations Must Knows

Before you start drafting your design considerations, you must know the outcomes of your design opportunity. 

  • Some design opportunities point to improvement(s) of certain functions or safety.
  • Others could primarily be targeted at a specific target audience and how they interact with the context. 
  • Rarely, but if you are lucky you may find one that aims to solve a bugging problem that seems to have no viable solutions at the present. 
  • Some are proposed to simply create fun. Nothing else. There are no particular functional value-added features. Just catering to lifestyle and luxury. 
Knowing precisely what you want out of your design proposal helps a lot in drafting a good set of design considerations. 

Because that will mean you will be very spot on in identifying the areas of considerations. Otherwise yours will simplistically be stating the obvious universal areas like, products should be safe for users and must look good, must be colorful, etc.

Design Considerations

The design considerations phase is where you make a list of factors that need to be considered in broad terms. You do not need to go into the details (i.e. the specifics) at this stage.

The type and number of factors you have is unique for each project. That means everyone will have their own set of design considerations specific to their design brief. A good set of design considerations accurately addresses the unique areas of concerns of your proposal as written in your design brief. 

The design considerations and constraints will sound like, "If I want to (insert your design brief here), what are the areas I must consider and what are the areas of constraints (or limitations)".

I suggest you include a healthy list of 
  1. functional requirements, and
  2. requirements relating to how you want your users to interact with the product. 
These list will be VERY handy when you start your Idea Generation phase.


Design Constraints (or Limitations)


Design constraints (of limitations) are the extensions of design considerations. 

In every design attempt, there will be limitations or constraints or some form of hindrance. Some projects may be constrained by physical space or budget. Some limited by the choice of materials or colors. And most with a time constraint.

Drafting your Design Considerations & Constraints

To draft your Design Considerations and Constraints, you may begin with asking the following question out loud in your head:

'To (insert your design brief here), what must I consider? I must consider ....'

'To (insert your design brief here), what are are some of the constraints? The constraints are....'

! Research for Design Specifications !

Every factors that appeared in your design opportunities and constraints should prompt and lead you to an area of research. They must be researched to gather relevant data and/or information about them to be written as Design Specifications. 

It is also at this stage where various critical dimensions (product dimensions) and anthropometry data are gathered.

Some examples of researches:

Critical Dimension: If you are designing a ketchup bottle holder, then you will be researching on various brands of ketchup and take measurements off the bottle. You might also be interested in average diameter across all selling brands in Singapore. 

Areas: If you are designing a piece of furniture to be placed in a room, then a possible limitation data would be the maximum area the piece of furniture should take. That specified area will determine the maximum floor area that newly designed furniture should occupy.

Anthropometric Data: If you are designing a chair for a child, then you might need the average bodily dimensions of a child of a certain age group. Which specific dimensions you need depends on what you will be designing. Do not take measurements for the sake of taking them. 

Weights: If you are designing objects to be handled by the elderly who have weak arms, then the product should have a limit to its overall weight. Research might be in the form of experimentations on how comfortable in terms of weight the elderly can carry. Or from any reliable research medical data, etc.

Functionality, usability, costs, time, etc. are other factors that can be researched for drafting the Design Specifications whenever possible.

Remember to include images, photographs and annotations for all your research.

The Design Specifications

This is probably one of the most important phase in your design journey apart from finding a real design need.

The link: The design specifications are 'specific instructions' for the purpose of Idea Generation . In other words, the list of design specifications specifies and details all the functional and the aesthetical requirements of your product. i.e. that your product MUST do.

A good set of design specifications sets the path for Idea Generation. Ideas can be generated to satisfy one specification point at a time and eventually synthesized to include all the specification requirements.

You might be interested to note that the number of points for your list of design specifications happens to be same number of points from your list of design considerations and constraints. 

So you never have to ask your teacher 'how many design specifications must I write?". 

An example showing how a Specification point is created:


A typical thought process for design specifications will be,

"I want to (insert your design brief here). One of my (1) consideration is the internal diameter of the ketchup bottle mouth. I did my (2) research on that and got an average of 25mm from five different brands of ketchup available in FairPrice and Shop & Save supermarkets."

Now my (3) design specification is, 'The product must be able to be inserted into a bottle mouth that is not bigger than 25mm in diameter".


Idea Generation & Refinement


A super brief guide on Idea Generation:

Step 1: 
Focus on one specification point at a time. 

Step 2: 
Generate ideas that satisfy the functions first. 

Step 3: 
Always check the usability of your ideas with the target audiences. Keep on refining the functionalities until it works.

Step 4: 
Refine the aesthetics (styling).

Step 5: 
In no particular order, constantly consider product functionality and usability, refine material choices, number of parts, jointing methods, overall size, suitability of color choices and combinations, type of finishing, suitability and practicality of user-solution-environment use.

Step 6: 
Always summarize your ideas by re-drawing your solutions in context showing the user using the product and the product used in its environmental context.

A reminder to all my students or online students: 

The journal is for you to record your thoughts, thinking processes and your decisions. Recordings can be done with annotations on relevant images (if required).

14 July 2017

Phone Holder - Drawing Ideas & Grid Method



The above shows class demo example on how to draw characters to 'act' as phone holders for a new Phone Holder Design Project.


If you can't draw something like an action, in this case a man pushing, go to the internet and search for some examples. Can't draw Panda lying on its back? Search for one. I keyed in 'Pushing Action', or 'Man Pushing', or any keywords that will help you find exactly what you need. Another way is to get your friend to pose for you while you sketch him/her on your paper.


A few points to note:
  • The 30 degrees tilt is an angle that was obtained from existing similar products. This can save a bit of time to find out the optimum viewing angle.
  • When the 30 degree tilt line is drawn on a piece of Jelutong measuring 120mm x 120mm, it happens to measure close to 70mm from the top edge. Use the 70mm mark to draw the remaining square template.
  • Characters will be sketched on a piece of Jelutong measuring 120mm x 120mm. Tilt line at 30 degrees is pre-drawn on the ideation boxes so any characters drawn or parts that will touch the phone will be readily angled.
  • Notice how each hopeful character is drawn on the square templates? Remember to maximise space when drawing in your design or characters. Make sure all sections are thick enough, so they do not break easily after shaping or during use. A good guide is to make sure all thinner parts measure at least 15mm-20mm across.
  • For the base of each character, make sure 'legs' or any parts touching the bottom must measure at least 25mm. This is to allow enough space for a countersunk head screw to be installed at the end during assembly. (See example below).
  • Before you shape the Jelutong with a scroll saw, remember to take note of the positions of the countersunk head screws at the bottom of the workpiece. (See example below).

Using Grid Method to transfer selected design onto Jelutong Workpiece.