The true meaning of design is to reflect the shape or nature of something else. When applied as a verb, design is an accidental result of some deliberate act. Design is also a methodology of study, stemming from the highly acclaimed field of architecture. The term “design” itself, is highly contested, with some people using it to describe any number of things ranging from clothes, architecture, literature and sports to fashions in the clothing industry.
There are many approaches to design thinking. In this article, we will look at a scientific approach, incorporating object-oriented programming (OPP), game theory and cognitive psychology. We shall see how these three can be combined to form a more robust set of design thinking tools. This emerging field may have a wide range of potential applications, ranging from problems concerning product design and marketing, to problems in education and training.
Many people believe that designers should focus on maximizing the available information, while solving difficult problems. Others believe that problem solving should be left to the experts. Architects and engineers must pay special attention to usability, because they deal with the public on a daily basis. Designers need to think about how people will be able to use a product. Designers should also pay attention to the many people who will be users of a product: such as customers, employees, business partners and customers themselves.
One of the tenets of object oriented software development is that designers should think “outside the box”. Owing to the high degree of constraints placed on designers when they are dealing with copyright holders, many people are reluctant to let designers explore all possible avenues for reaching their desired results. Designers should take a proactive stance, and not be afraid to explore new technologies and creative approaches, if they find them viable.
There are five phases to the design and functionality life cycle. These five phases represent research, concept, development, testing, and production. During the first phase, designers gather empirical data, in the form of user stories and documentation. At this point, it is important to think about ways to collect this empirical data, in order to build prototypes for more appropriate or innovative solutions. This can help us avoid pitfalls during the second, third and fourth phases, and help us build better products.
The last phase of the design life cycle is called the design deliverables stage. At this stage, the design team should have finalized a number of prototype models, and generated a lot of information about what the market wants. The designers must now present this information to the corporate team responsible for approving the release of the product. Once this is approved, we call the product “in the market.” Designers and developers now work together to create a final release.