Posted by Lindsay , Monday, May 9, 2011 7:17 AM

This most recent chapter in the book is about definition and modeling. It starts off with saying, "Reality is tricky." We have to deal with constraints and compromises in order to get things done. Because of this, we might not always be happy with our final project. This happens to me sometimes, when I run out of time and have to quickly finish a project. I am most likely not satisfied with it, because I know that It could have been better. The book gives a hierarchy of design's needs. Level 1 is functionality, which I think is probably the most important. Level 2 is reliability, which is also important. Level 3 is usability, Level 4 is proficiency, and Level 5 is creativity. These are all important parts of design, because an object is useless if it is not functioning or usable. Creativity is important because it leads to innovative thinking and new ideas.


The next part of the chapter talks about breaking up the anatomy of the idea. An artist has to be able to eliminate un-needed parts, and make different parts better. This is something that I have to work on, because I often include things that clutter the design. Designers have to also be able to look at detail, and decide which is functional, and which is for aesthetic purposes. The next section talks about the actual creation of a model. Models should be seen as sketching exercises, for the designer to explore with different ideas. I think that it is a really good idea to view modeling like that, rather than as something that can't be changed easily. A model helps clients to see ideas clearly, and includes them in the design process. Showing ideas clearly is something that is important, and something that I would like to learn how to do better. One problem that is important to think about with models is making sure that they scale well in real life. A few things to consider when making models is deciding whether to make them 2D or 3D, and if they should be done virtually or an actual physical model. Choosing a scale for the model is also important, and so is choosing materials. Real materials might not be practical to use, so finding different materials to use helps, and some research might have to be done. The last thing to consider is time management, which I think is probably the biggest thing to remember. Time management is something that I always struggle with, no matter how much I plan in advance. At the end of all of this, it is also important to re-inspire yourself, and to remember why you liked the idea in the first place.


The perspective section in this chapter is about Ian Cunningham, who is a design director. He talks about how getting excited over your job as a designer is really important. He also talks about how as a consultant, he might spend 6 months researching and designing something, only to have it not designed or have it possibly produced later on. He guides projects, more than actually doing them since he is a design manager. I think out of all the perspective sections so far, I have found his to be the least-interesting. It did not interest me like the other ones had.

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