Design
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## Contents

- Introduction
- Learning outcomes
- 1 Design and designing
  - 1.1 Design
  - 1.2 Problems and solutions
  - 1.3 What is good design and good designing?
  - 1.4 Designing as model-making and model-using
  - 1.5 Design and needs
  - 1.6 Designing as heuristic problem-solving
  - 1.7 Design as finding a good problem – solution pair
  - 1.8 Design, creativity, invention and innovation
  - 1.9 Design is …
- 2 Design and innovation 1: the plastic kettle
  - 2.1 Issues of supply and demand
  - 2.2 Who dares wins?
  - 2.3 The significance of 'need'
- 3 Models of the design process
  - 3.1 Reprise on models
  - 3.2 Building a simple model of design
  - 3.3 Other models of design
    - 3.3.1 March's model: philosophical
    - 3.3.2 BS 7000 model: practical
  - 3.4 Conclusion: are models useful for practising designers?
- 4 Conceptual design
  - 4.1 Establishing the design space
  - 4.2 Conceptual design in sailing boat hulls
  - 4.3 Conceptual design for human powered flight: a comparison of two design spaces
  - 4.4 Conclusion: the importance of concept
- 5 Concept to prototype
  - 5.1 A process of focusing
  - 5.2 Down to the detail
  - 5.3 Design and innovation 2: the 'Res-Q-Rail' stretcher
- 6 Design and innovation 3: the Brompton folding bicycle
  - 6.1 Reprise: concept to prototype to production
  - 6.2 Bicycle origami
  - 6.3 Prototyping and improving
  - 6.4 The second prototype (P2)
  - 6.5 The structural heart of the machine
  - 6.6 The first production run
    - 6.6.1 The factory opens
    - 6.6.2 Batch production
    - 6.6.3 Mass production
    - 6.6.4 Testing
- 7 Conclusions
  - 7.1 The context of design and innovation
  - 7.2 Innovation
  - 7.3 Uncertainty
  - 7.4 Style
  - 7.5 Examples of context: televisions, aircraft and soap powder
  - 7.6 End note
- Conclusion
- Keep on learning
- References
- Acknowledgements

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