Shape Exploration and Biomimicry in Product Design, and use of Topology Optimisation
Most of the statements in this section are
based on studies of (Miquel Prats, 2007), in with are explored the influence of the product shape in the
design process.
Usually, the term shape of the product is related to its two-dimensions silhouette of
an object and the term form are
related to three-dimension (Miquel Prats, 2007). In this dissertation, shape
means a contour at all of an object, even being two or three-dimension. The
term product here is always related
to tangible objects, composed of form and function.
Fundamentally, product
development is motivated to meet a human’s problem or necessity, through the
creation of an object with form and functions proprieties. The relation between
form and function has been subject of discussion through time by several
designers. The architect Louis Sullivan (1856-1924) declared at ends of 1910,
“Form follows function”. Next, the architect Frank Lloyd Wright (1867-1959),
changed this statement to “Form and function are one”, in a holistic vision
based in nature as the best example of this integration, introducing the
organic design. Indeed, the balance between form and function with tangible and
intangible aspects transits depending on discipline and aim of the project. The
model presented by (Gotzsch, 1999), allocates the limits between Engineering,
Industrial Design and Art in the product creation process, and a similarity
with natural design process can also be placed relating form and function (Figure
1).
According to Hierarchy
of Consumer Needs proposed by (Jordan, 2000), there are three
levels of satisfaction that a product provides to the user, that are Function,
Usability and Pleasure (Figure 2).
These levels work similarly with the human needs model proposed by (Maslow, 1970), in which the base need must be the first to satisfy the user, and
only after this fill, the user will concern to the next level. It does not mean
that one level is more important than other, but this is the sequence of
seeking of the user. An attractive product can fail if it is not usable and
functional, or a usable and functional product cannot have success if it is
incompatible with user values. Typically, in competitive markets, all these
needs must be satisfied, and how much more pleasurable a product is, more value
the customer is willing to pay. As defended by industrial designer Raymond
Loewy (1893 – 1986), “Between two products equal in price, function and
quality, the better looking will outsell the other”, and “Ugliness does not
sell”. The achievement of all these needs is strongly linked to the product
shape (Miquel Prats, 2007).
The design process of a product is a complex activity, with several
methodologies in the literature. Essentially, the process starts by describing
and understanding a problem or opportunity, followed by an exploration of
potential solutions, and then proceeding to tests and refinement. It is a
learning process with an unpredictable end, where there are numerous possible
solutions, in with several interactions that are necessary to be done according
to with feedbacks looping, and all this process is majority supported by visual
representations to communication and exploration. As announced by (Palmer, 1999), “The shape can
convey more information about an object than any other properties…” (Figure 3). Many requirements must be satisfied, with
mutual dependence and sometimes with conflicting objectives. In sum, all these
indicate that design is a holistic process, subject to constant evolution, such
as nature does, a product never is finished, it is in constant evolution
consonant to external pressures. The seeking process of solutions is strongly
dependent on designers’ creativity, based in many cases on their past
experiences and educational formation, to influence of currently social forces
and personal states, and inspired by other solutions made by human or nature.
It means that the solution space is always bigger than designer(s)’s solution
space, being the designer’s space dynamic and never static. Even to the most
brilliant designers require a long exploration time to find the adequate shape
solution. Currently, new computational tools are emerging with the aim to
decrease this exploration time or to expand the designer’s solution space. The
Topology Optimisation (TO), is an example of an emerging tool that can help the
design process in searching of the ideal form, and better balance the form and
function relation (Figure 4).
Figure 4 - Solution space and designer´s solution space in product development and the influence by the aid of computational tools. |
After
understanding the problem and its requirements, the first conceptual design is
created with simple lines. These lines usually are enough to recognise the
whole object with its primary form and function, but incomplete and devoid of
details. In this stage, more options for exploration are available, and the
development of concepts can take place in various ways. To find the best solutions
is necessary to have several options for the design process. For (Guilford,
1967), the concept design generation
can occur from convergent or divergent thinking. In the convergent, the shape
is an evolution of a one or a few concept models. In the divergent, aleatory
new concepts are generated. According to (Goel,
1995), the exploration stages can be a
transformation lateral or vertical. The lateral transformation is the
development from one concept to other concepts by the addition of new elements.
The vertical transformation occurs with generations of few improvements in the
lines and details of the same idea, that is a potential concept solution (Figure
5). Is interesting to note that
these exploration processes, have a similarity with the evolution process done
by species in nature (see the post Biomimicry and Product Design (Part 2) - How Nature Works and its Optimisation Process).
Figure 5 - Concept design generations. Adapted from: (M Prats, Earl, Garner, & Jowers, 2006). |
This same
process of concept design generations can be performed through TO, instead of
the use of sketches only. Using the TO, new concepts are possible to be created
changing one or more objective functions and response constraints, while
functional performance desired are not significantly penalised, thus increasing
with this tool the balance of form and function. The use of hand sketches could
support the generation of the initial geometry boundary to the TO perform possible
solutions next (Figure
6). Design of a chair is a classic
example in with function and form must be in balance. The chair must be
comfortable, ergonomic, light, safety and reliable, beautiful and beneficent sensory
properties to the user, all these at once. Without these requirements, there is
a strong possibility of the chair fail in the market, and an extensive design
exploration gives options to designer find the best option.
Bibliography:
Goel, V. (1995). Sketches
of Thought. Cambridge, MA: MIT Press.
Gotzsch, J. (1999). Design
orientation in new product development. (B. Jerrard, R. Newport, &
Trueman, Eds.). London, UK: Taylor & Francis.
Guilford, J. P. (1967). The
nature of human intelligence. New York, NY: McGraw Hill.
Jordan, P. W. (2000). Designing
Pleasurable Products: An Introduction to the new human factors. London, UK:
Taylor & Francis.
Maslow, A. (1970). Motivation
and Personality. New York, NY: Harper & Row.
Palmer, S. E. (1999). Vision
science: photons to phenomenology. Cambridge, MA: MIT Press.
Prats, M. (2007). Shape
Exploration in Product Design: Assisting Transformation in Pictorial
Representations.
Prats, M., Earl, C., Garner,
S., & Jowers, I. (2006). Shape exploration of designs in a style : Toward
generation of product designs, 201–215.
Comments
Post a Comment