Need Help?

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

07 March 2012

Design Coursework - A Bird's Eye View on the Process

An overall view of the design process and how your design journal journey may look like.
Use this as a reference. Read the other posts for more detailed explanations on the different parts of the design process.

28 February 2012

How to Use S.C.A.M.P.E.R. for Idea Generation (Concept Borrowing) and Development

2012 Secondary 2N1 Project:

Dining Accessories

@ the idea generation and development stage

I taught the students the technique I called 'Concept Borrowing' for idea generation. The first step is to start off with lots of innovative concepts for 'borrowing'. The table concept (in red) is one existing innovative product. This table top idea is a colored-paper storage which is designed to double up as a drawing table for children. That is VERY CLEVER! The idea of multi-color and layering table top can be adapted and transformed into an idea for a possible dining table. In this way an idea can be quickly generated and ready to be refined and modified to suit the needs for the current design situation.

NEXT... the S.C.A.M.P.E.R. technique in Action

The SCAMPER Technique in Brief

I taught my students the S.C.A.M.P.E.R. technique to generate ideas with the focus on 'Adapt' to kick-off ideas. Students are required to research on various general type of storages. Different from when they have chosen to design and make.


A Quick Example on using the S.C.A.M.P.E.R. Technique

The example is an example of 'concept borrowing'. What it means is to identify innovative functional concepts of various storage solutions and 'adapt' their functionality to their intended project. By using 'concept borrowing' the student generating ideas can basically turn any existing concepts literally into anything they want. This not only helps a great deal in starting the ideas generating process, it also enables high quality concepts to begin with as initial ideas. These ideas can be accessed, combined, etc, selected and developed at a later stage.


Idea Generation and Development focusing on FUNCTIONALITY

The above example shows an existing (drawn) Key Storage Concept. Notice how exactly the way it holds the key tag is 'copied' and 'adapted' as a note holder? The borrowed concept is then further worked on, improved and modified to make sure the idea works and works well as intended.

Idea Generation and Development focusing on FUNCTIONALITY then AESTHETICS

The example above shows again a summary on generating ideas focusing on Functionality. It is important to think about how to design things that will truly work. At this stage, I will expect to be commuting frequently to the workshop to work on models and prototypes to test my assumptions. To make sure my ideas do work.

At the lower half of the example, you'll notice I've started toying with shapes and forms. Adjusting the solutions proportion and further modifying its overall appearance. It is normal for ideas to keep flowing in as you think and thinker with ideas and improvements. Sketch and note everything down. And have lots of fun doing so.

=) Let me know if you liked this section. =)

A follow up for the  S.C.A.M.P.E.R. Technique, click 'HERE'.

16 February 2012

Design Journaling Common Mistakes to Avoid


.......................................................................


you can avoid as you work on your design journal.

.......................................................................

Good and Not-so-Good (Yet) Design Journal


Good Piece of Work
A good piece of work is meaningful. It is clear and is produced with clear objectives. The process from 'need' identifications to the completion of the product or a prototype is informative and lively. The piece of work shows the unique character of the person and his approach to solving the design challenges or opportunities he has identified.

To do this, you need to first have the desire for quality work, and secondly, in addition with adequate dialogues with your teachers, to continuously refine the best approach for your coursework. You may end up having to do less that you expected.

Difference between Facilitation and Spoon-Feeding

You also need to understand the difference between being 'facilitated' and being 'spoon-fed'.

Spoon-feeding is easy. Being 'facilitated', you need to do some thinking and analysis on your own for things to work.

You will expect questions being asked about your approach, your rationale of doing things in a certain way, etc. The objective is to tease out your understand and your 'style' and approach and then to lead you to make progress. Basically, you are being 'helped' to arrive at 'what is right or wrong, 'what to do now', 'what to do next' or 'some possible solutions' on your own through 'facilitation'.

Not-so-Good (yet) Piece of Work
On the other hand, mediocre pieces of work usually lacked rationales and evidences on why things are done they way it is. Researches and contents are touch and go - with the mindset of doing work just to get by. Usually the sections within the journals from one design stage to the other hardly flow from one to the next. Nor are they being 'arrived at' from the previous sections. The requirement to think to work things out is quite a chore.

Download a copy of common Design Journaling Mistakes which you can avoid as you work on your design journals.

16 January 2012

Definition: Design + Opportunity

de‧sign

1. [uncountable] the art or process of making a drawing of something to show how you will make it or what it will look like
The new plane is in its final design stage.
the design process

2. [uncountable and countable] the way that something has been planned and made, including its appearance, how it works etc
The car's design has been greatly improved

3. [countable] a drawing that shows how something will be made or what it will look like
the design for the new sports centre


op‧por‧tu‧ni‧ty plural opportunities

1. [uncountable and countable] a chance to do something
2. [countable] a chance to improve an existing situation at work

The Design Process Model

The Design Process model

You can use this as a guide to plan for your Project Schedule.

14 January 2012

Definition: Innovate + Innovative + Innovation

in‧no‧vate [intransitive and transitive]
to start to use new ideas, methods, or inventions:
the need for large businesses to innovate
The company has successfully innovated new products and services.

in‧no‧va‧tion
1 [countable] a new idea, method, or invention
innovation in
recent innovations in English teaching
2 [uncountable] the introduction of new ideas or methods:
We must encourage innovation if the company is to remain competitive.
innovation in
We need to encourage innovation in industry.
Many people feel bewildered by the speed of technological innovation.

in‧nov‧at‧ive also innovatory
1 an innovative idea or way of doing something is new, different, and better than those that existed before:
an innovative approach to language teaching
innovative schemes for recycling waste materials
2 using clever new ideas and methods:
an innovative design team

Definition source (with modifications) via http://www.ldoceonline.com/

Definition: Outdoor

Outdoor
adjective
1 [only before noun] [existing, happening, or used outside, not inside a building [≠ indoor]:


a huge outdoor market
outdoor recreational activities
outdoor clothing

a healthy outdoor life
2

outdoor type

someone who enjoys camping, walking in the countryside etc


Explore OUTDOOR Topic

Definition source via http://www.ldoceonline.com/

Definition: Amuse + Amused + Amusing + Amusement

a‧muse

[transitive]
1 to make someone laugh or smile:
He made funny faces to amuse the children.
The question seemed to amuse him in some way.


It amused me to think back to my life in London.
2 to make time pass in an enjoyable way, so that you do not get bored[= entertain]:
Doing jigsaws would amuse Amy for hours on end.
The kids amused themselves playing hide-and-seek.


a‧mused
1 if you are amused by something, you think it is funny and you smile or laugh
amused at/by
Ellen seemed amused by the whole situation.

I could see she was highly amused (=very amused).
The man looked a little amused.
He won't be very amused (=he will be annoyed) when he finds out what's happened to his garden.


2

keep somebody amused

to entertain or interest someone for a long time so that they do not get bored:
There were puzzles and games to keep the children amused.


a‧mus‧ing
funny and entertaining:
I don't find his jokes at all amusing.
a highly amusing (=very amusing) film


an amusing story/anecdote/incident etc
The book is full of amusing stories about his childhood.

mildly/vaguely amusing (=a little amusing, but not very)
a mildly amusing spectacle


a‧muse‧ment
1 [uncountable] the feeling you have when you think something is funny
with/in amusement
Her eyes sparkled with amusement.
She looked at him in amusement.

Steve couldn't hide his amusement.

to somebody's amusement (=in a way that makes someone laugh or smile)
They were dancing and singing in the car, much to the amusementof passers-by.

The cats are a constant source of amusement to us.
2

amusements

[plural]
a) things that entertain you and make time pass in an enjoyable way:
childhood amusements
b) British English special machines or games that are intended to entertain people, for example at a fair:
The kids can ride on the amusements.
3 [uncountable] the process of getting or providing pleasure and enjoyment:
What do you do for amusement in this town?

definition source (with some modifications) via http://www.ldoceonline.com/

10 January 2012

Part I of II: PROJECT SCHEDULE & PRODUCTION SCHEDULE : Using Gantt Charts

Save you hours of confusion frustration and useless works.

Cut the chase. Get your Gantt chart Guide HERE: https://mrdanielsos.gumroad.com/l/ruzqio


PART A of B - How to Create your Project Schedule

An early note:
Avoid drawing a table and fill in the activities or shade the time lines before you think about the whole design process. List the activities involved, work out the timings and then make quick drafts of them. Later you'll create the Gantt Chart to show your project schedule. Miss this step and you got a useless time-line.

Step 1: Understanding the Design Process
  1. Before you start planning, you got to understand the design process. You need to know when to do what, and what to do next. And be able to explain why you plan to do things in a certain sequence.
  2. With the  design model in mind, work out your a logical design process model. This forces you to study your own thinking process real hard and make sure you are convinced of the steps involved.
  3. There is no need to rush and start creating lines and tables on the A3 paper for the schedule at the moment.
Step 2: Planning the Project Activities and Time

You may start to create your actual Gantt chart once you have thought through the following details:
  1. Working on a draft, make a list of activities (or tasks) involved.
  2. Refine your activities and sequences so that they make logical sense.
  3. Do mental run, and imagine yourself working with your proposed sequence, ask if they make sense.
  4. Check the calendar for holidays, exams, and other activities that may distract you from working on the project and note them somewhere.
  5. Set an end date. And draft a comfortable time-line to complete by that date. Or a few days ahead.
Step 3: Putting Plan onto Paper
Once you thought through your procedures, worked out your timings, you are ready to draft your very first Project Schedule. Use the Microsoft Excel Spreadsheet if that helps. Its neater too and you can modify it anytime you need to. Otherwise search online for existing Gantt Chart templates. They might be very useful. Otherwise, you could always draw it out.

Notice that I always think through on paper and scribble notes all over the place. That's how I see things and plan. Then execute. Not the other way round.

Step 4: The Project Schedule Gantt Chart

Creating a Project Schedule in the form of a Gantt Chart
(An example of a gantt chart can be found below in Part B)
  1. On the left of the Gantt Chart is the column where you fill in the 'scheduled activities'.
  2. On the top will be your time-frame. i.e. Term 1 Week 1 to Term 1 Week 10 at one  week interval.
  3. Just below our time-frame is where you (a) 'Shade' in your planned start and completion dates (see black shade), and (b) 'Shade' in your actual time spent, for that activity.
The objective for such a schedule is so that you may be able to
  1. plan ahead what and when to do, and when to complete, both for individual tasks as well as the last day for completion, and
  2. monitor your progress.
Remember to add in the last row where you will monitor your research works throughout the design process. This section will be where you record your research activities throughout the design process. Note: It is not sufficient just to shade the entire row with no written evidence of what you did do for research.



Step 5: Including the Research Component

Research Record: Treat it like a Diary

You may be wondering what or how to record research activities. Treat it like a diary. Just that you only record stuffs you did related to a research work. For example, you went to a furniture mall to check out innovative chair designs. You asked for a broucher to better understand the designer and his idea behind the design. You may record those and note the dates.

If you decided to detour and proceeded to McDonald's for a Sundae after your visit, you don't have to record that.

Reference to the Project Schedule Activities, click HERE.

PART B - How to Create your PRODUCTION SCHEDULE

The way to create your producion plan is very similar to your project plan. The difference is now you are planning your MAKING processes. You should have completed your development process and have all parts and dimensions ready before you start planning to make.

Activities on the left hand colomn, and the top row you have the planned days for the activities.

Very familiar also you will have two types of 'bars'.
The top bar  (heavily shaded) shall be your 'Planned' duration for a particular process.
The bar below represents your 'Actual' duration used to complete that planned process.

 An Example of a Typical Production Schedule (List of Actitities)
  1. Material List generation, Submission and Collection of Materials.
  2. Markig out of materials according to your working drawings.
  3. Drill / Bore all holes, followed by Shaping of the materials according to your planned sequences. i.e. which one first.
  4. Post 'Shaping' finishing on all parts. i.e. sanding or filing (+ wet & dry sanding) depending on what materials you work on.
  5. For Acrylic: If you have bending or forming in your project, you will need to 'Polish' your edges first.
  6. For Acrylic: Bending.
  7. For Acrylic: If spray painting is desired, you will spray paint before you assemble.
  8. For Acrylic: Dry Assembly and testing. Fine-tune if necessary then proceed to end with Final Assembly.
  9. For Wood, either
    • (a) Dry Assembly and testing.  Fine-tune if necessary. Followed by finishing (lacquering or spray painting) on individual parts and proceed to end with Final Assembly, or
    • (b) Dry Assembly and testing.  Fine-tune if necessary. Final Assembly and end with finishing (lacquering or spray painting) on the whole product.
Conclusion
Making use of this gantt charts like the above, you will be able to work systhematically and monitor your progress.

06 January 2012

Welcome to 2012: Updates on Previous Posts + Project Schedule

Note: I will be updating previous posts on Design Journaling as we move along this year. At the end of this post, you will find a link that will lead you to an updated post on the topic of creating a Project Schedule.

You will be receiving your O and N level theme soon.

Before you start trashing the theme on Monday, a step before that is to plan ahead how you are going to start and complete your coursework. You begin with a Project Schedule in the form of a Gantt chart.

Read more about how to create your Project Schedule by following the link below:

Project Schedule (Gantt Chart) SOS: Applicable for all levels