product development - presentation 1

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Product Development Team 10 Craig McDonald Mungo Hay Kerrie Noble

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Page 1: Product Development - presentation 1

Product DevelopmentTeam 10

Craig McDonaldMungo Hay

Kerrie Noble

Page 2: Product Development - presentation 1

The Human Experience Creation – Design Methodology

Page 3: Product Development - presentation 1

Customer and Product RequirementsSWOT vs. PESTEL

• Good for identifying niches and gaps in the market

• Also outlines opportunities and threats. Useful when deciding where to introduce the product in the market and identifying a target user.

• Quick and easy• A brief overview – not very

detailed information is produced as an outcome.

• PESTEL provides a more in-

depth market overview than SWOT.

• Includes important and influencial design areas such as environment, leagl and technologies

• Highlights existing technologies which can be incorporated.

Page 4: Product Development - presentation 1

Customer and Product RequirementsBENCHMARKING vs. FORUM SURVEY

• Gained an all-round knowledge of the ability of the products which already exist.

• The process was better at highlighting problem areas

• Developed a list of product requirements

• Something to evaluate our product against after concept development stage

• Problems and needs come direct from the intended customer.

• Most valuable information sourced using this method

• Provided results almost instantaneously

Page 5: Product Development - presentation 1

Customer and Product Requirements DESIGN PERSONA – after the previous methods

had been completed we had gathered a lot of information. This was put into a design person to give a concise reference to be shared easily amongst the group.

PDS – A first draft of a PDS was developed at the end of this stage to give the team something with guidelines to design to.

Page 6: Product Development - presentation 1

User UnderstandingEMPATHETIC MODELLING vs. ASSESSING CAPABILITY LEVELS

• Provides an insight you wouldn’t otherwise have

• Inclusive design• Just a simulation – can’t be

100% accurate• Compared with assessing

capability levels it is practical and not just theory which can be wrong

• Provides and understanding of how your product can be used in a real world context

• Provides a visual outcome of

the ability of the user and the ability needed to use the product

• All based on theory • Outcome is based entirely

on personal perceptions, doesn’t involve interaction with the intended user

• Provides a quicker outcome than empathetic modelling

Page 7: Product Development - presentation 1

User UnderstandingANTHROPOMETRIC ANALYSIS vs. KANO

MODEL• Helps a design produce and design something to be placed in a real world context

• You start to develop an idea for size of the product

• The sizes highlighted and chosen by the method do not suit everyone

• Good for taking suggestions

made during research and highlighting which were appropriate and which were not

• Difficult to make sure you ask the correct questions, if you don’t then anything can happen with the design

• Predicts the users’ reaction, may not be accurate.

Page 8: Product Development - presentation 1

Creative Design MethodsBRAINSTORMING vs. MORPHOLOGICAL

CHART• Lots of ideas generated quickly

• Unbiased• Can build on other people’s

ideas• Good for generating initial

concepts• Have to take ALL ideas

further• Gets everyone thinking

about the same thing for the same period of time

• Gives everyone the same understanding of the project

• Can find yourself wasting time

• Makes connections and combinations you wouldn’t naturally go for

• Good as it is just random, no personal preference involved

• Could repeat several times and generate a lot of different concepts very quickly

• You do end up with conflicts – two things that can’t physically go together

Page 9: Product Development - presentation 1

Creative Design MethodsSCAMPER vs. FORCE FITTING

• Feels as though you repeat yourself on some points (adapt and modify)

• Generates lots of ideas which can be placed in a bigger picture

• Structured • Quick and easy• Allows application of other

technologies• Generated ideas on specific

problem areas very quickly

• Generates really random

ideas and can be applied quickly

• Ends with a lot of ideas which may not be fesible

• Gets you thinking ‘out-of-the-box’

• Pretty infinite• Hard to evaluate and narrow

ideas for choices

Page 10: Product Development - presentation 1