Eduqas - Design and Innovation
Eduqas - Design and Innovation
1.
Design and
Innovation
The authors have attempted to use images that are free of copyright restriction however if there are omissions or inaccuracies
please inform us so that any necessary corrections can be made. The authors are also grateful to those businesses and agencies
including Dyson, Blackpool Creative, Rob Law CEO Trunki (images and text provided by [Link]), PROTO 3000 and
Matthew Cooke that have given permission for images from their websites to be used in this work.
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1. DESIGNING and INNOVATION
AESTHETICS
Aesthetics play an important part in the design and
marketing of products.
One of the main reasons for buying a product is often
how it looks and the image it can give the user.
Designers have got to make sure that the product looks
good.
DISPOSAL
Customers are more aware of environmental issues so
therefore most people would prefer products that can be
disposed of in an environmentally friendly method or re- Spare parts available for Dyson products
cycled. The designer must consider what materials would so that the product can be repaired.
be suitable, also combination of materials used.
MORAL ISSUES
Customers are becoming much more aware of moral
These products include a range of
issues regarding the products they buy. This can relate to
different materials therefore making them
much more difficult to re-cycle.
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1. DESIGNING and INNOVATION
COSTS
Designers have to consider costs.
How much will the product cost to manufacture, this will depend on
components used, materials, labour and manufacturing process.
Apple products are
outsourced to China, Korea,
This has a knock on effect on how much the product will be sold in shops Mongolia, Taiwan and Europe
to customers. The product must be competitive with other similar
products or it will not sell.
Due to high manufacturing costs in this country a number of companies
are manufacturing their products in the Far East.
Customers will not necessarily choose the cheapest product. When Dyson
launched his first vacuum cleaner it was one of the most expensive
cleaner on the market—but still a best seller.
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1. DESIGNING and INNOVATION
1. Price
2. Performance
3. Aesthetic Appeal
4. Reliability
AGPTEK Music/Media Player 16Gb £21.99 Apple iPod Nano 16Gb £149.99
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1. DESIGNING and INNOVATION
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1. DESIGNING and INNOVATION
1. PRICE
Is the product sold at a reasonable price? Will the consumer
buy it? Is the product competitive compared to similar
products on the market?
2. PERFORMANCE
Does the product do things as well or better compared to
similar products on the market?
Storage capacity for songs
Battery life
Ease of use
3. AESTHETIC APPEAL
Does the product look better and gives the user the
correct image compared to similar products on the
market?
Appearance / Finish
Product make -- Sony or Apple
Different colours available
Shape
4. RELIABILITY
Will the product work for a long time without breaking down?
Is there history of products not working properly? Is the
product more reliable than similar products on the market?
Gives the consumers confidence in the product through:
Features that work
Ease of use
Battery life
Breakable features
Will not let the user down
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1. DESIGNING and INNOVATION
Iterative design
The process within product design can be divided into four distinct phases:
Discover – covers the start of the project where product designers try to look at the world in a fresh way,
notice new things and gather insights....this is the insight into the problem.
Define – represents the definition stage, in which designers try to make sense of all the possibilities identified
in the discover phase. Which matters most? Which should we act on first? What is feasible? The goal here is to
develop a clear creative brief that frames the design challenge....this is the area to focus upon.
Develop – this is a period of development where solutions or concepts are created, prototyped, tested and
iterated. This process of trial and error helps designers to improve and refine their ideas.... potential solutions are
produced here.
Delivery – this is where the resulting project i.e. a product, service or environment, is finalised, produced
and launched....these are the solutions that work.
In all creative processes a number of possible ideas are created before refining and narrowing down to the best
idea.
In order to discover which ideas are best, the creative process is iterative.
‘Iterative design is a design methodology based on a cyclic process of prototyping, testing, analysing, and refining
a product or process. Based on the results of testing the most recent iteration of a design, changes and
refinements are made’.
This means that ideas are developed, tested and refined a number of times, with weak ideas dropped in the
process. This cycle is an essential part of good design .
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1. DESIGNING and INNOVATION
Case Study –User centred design—investigation and
analysis of a problem
James Dyson
You know the feeling when some everyday product lets you down.
'I could have designed this better myself', you think. But how many
of us turn our thoughts into actions? James Dyson does. He is a
man who likes to make things work better. With his research team
he has developed products that have achieved sales of over £3
billion worldwide.
A new idea
In 1978, James Dyson noticed how the air filter in the Ballbarrow
spray-finishing room was constantly clogging with powder particles
(just like a vacuum cleaner bag clogs with dust). So he designed
and built an industrial cyclone tower, which removed the powder
particles by exerting centrifugal forces greater than 100,000 times
those of gravity. Could the same principle work in a vacuum
cleaner? James Dyson set to work. 5 years and 5,127
prototypes later, the world's first bagless vacuum cleaner from
Dyson arrived.
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1. DESIGNING and INNOVATION
Root Cyclone™
Dyson scientists were determined to create vacuum cleaners with
even higher suction. So they set to work developing an entirely
new type of cyclone system. They discovered that a smaller
diameter cyclone gives greater centrifugal force. So they
developed a way of getting 45% more suction than a Dual Cyclone
and removing more dust, by dividing the air into 8
smaller cyclones, hence the name Root 8 Cyclone™.
[Link]
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1. DESIGNING and INNOVATION
DESIGN SPECIFICATION
Specifications are used as guidelines for the designer to make sure that the product will be successful. The
designer will try and answer all specification points and refer back to the specification when designing to ensure
that aspects of the design answers the specification points.
Sometimes these are referred to as PERFORMANCE CRITERIA
Features of specification.
Primary Specification.
These are essential features a product must have to function
properly eg A milk container must hold 1ltr of liquid. ESSENTIAL
The milk container must hold a
specific amount of milk to answer its
Secondary Specification
Primary specification [Essential
These are desirable - nice to have but not essential for the product Feature].
to function properly. Eg Milk container must look nice to attract
The container can be designed with
customer
different aesthetic appearances to
attract customers or to stand out
Specification points can be categorised into two different groups. from competitors. This could be
Quantitative and Qualitative. regarded as Secondary specification
[Not an essential feature for the
product to work]
Quantitative specification.
These are specification points that can be measured.
Eg
Weight of chair must be less than 3Kg
Chair dimensions when folded must be less than 400mm x
500mm x 150mm so that it can be stored in a confined space
Price of product must be less than £3.50 to manufacture
Chair must be suitable for adult and must be comfortable to
use
Strap must be adjustable to enable adult to carry the chair
over the shoulder
Quantitative specification can be tested and measured. All of the
above points can be answered by facts.
Portable Fishing Chair
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1. DESIGNING and INNOVATION
Qualitative Specification
Eg.
The chair must look nice
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1. DESIGNING and INNOVATION
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1. DESIGNING and INNOVATION
COMMUNICATING DESIGN
Designers can use different techniques to communicate their designs.
These can range from, 2D and 3D sketches, presentation drawings to CAD modelling
CAD MODELLING— Drawings can be created on computer to show clients what the product will look
like from different angles, different finishes and materials etc. These will be high quality. Examples of the type
of software that can be used to do this work would be Solidworks or Autodesk Inventor.
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1. DESIGNING and INNOVATION
DETAIL DESIGNING
Detail designing will detail the features of the product. The designs would show information such as:-
MATERIALS TO BE USED
This would be very useful for the designer to pass over to the manufacturer. From these drawings the
manufacturer can decide the following:-
ABLE TO TELL THE DESIGNER IF HE CAN FORSEE ANY PROBLEMS WITH ASSEMBLY, JOINING OR
MATERIALS USED
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1. DESIGNING and INNOVATION
2D Modelling
Simple type of modelling
So that the designer or target audience can SEE how the finished product will look.
So that the designers can TEST the product to see if it will work
Speed of being able to produce a prototype that can be seen and tested so that feedback is possible
for improvements.
Save material costs rather than use the proper materials
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1. DESIGNING and INNOVATION
3D Modelling
Advantages
1. Materials easily available, cheap and can be worked with
basic tools and machinery.
2. Ideas can be shown effectively in 3D.
3. Can be tested in the actual situation.
4. Simple models can be made quite quickly [saves time & Styrofoam 3D model of a Walkie-talkie
money].
Disadvantages
1. A high quality model can take a lot of time and skill to
produce [cost].
2. If the customer requires a different finish or shape, a new
model will have to be produced which will take time to
produce.
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1. DESIGNING and INNOVATION
Rapid Prototyping / 3D Printers/Prototyping
Can produce models quickly.
This is the process of creating 3D models of products.
Able to evaluate proposals
Feedback from clients
Aesthetics—how it looks
Mechanical performance—how it works
Complex components and prototypes can
be produced with 3D printers
Saves Lead Time - manufacturers able to get products on the
market quicker before competitors .
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1. DESIGNING and INNOVATION
3D Printing
This relatively modern process has enabled product designers
to create intricate and complex forms quite easily when
developing and trialling ideas.
The process involves the design and creation of a 3D Computer
model/ drawing which then can be sent to a 3D printer to be
created.
Usually the product will be created from a polymer filament
usually PLA [Poly Lactic Acid - Biodegradable Plastic] or ABS
[Acrylonitrile Butadiene Styrene] filament which is oil based
and requires a higher level of heat to melt. 3D printer
PLA requires low heat to melt the filament so that the model
can be created in an open environment within the 3D printer.
This type of plastic is available in many colours and can
produce a good surface finish and can be printed on a cold
surface.
ABS requires a heated surface to print on and an enclosed
environment within the 3D Printer to maintain a constant level
of heat. The final product will be more durable and tougher
than the PLA product but will take a longer time to print.
PLA Filament available in various colours
Products can be produced on demand to exact specification 3D Printed Remote Control prototype
fascia
Only drawback is that complex forms could take a long time to
print.
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1. DESIGNING and INNOVATION
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1. DESIGNING and INNOVATION
ICT Generated Modelling
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1. DESIGNING and INNOVATION
Designers can use different methods to collect information to help them solve problems.
1. Primary Research
2. Secondary Research
Primary Research
This is research you will have to do YOURSELF directly. This
research has not been done before by others.
Secondary Research
This research has been done for you.
1. Search the Internet.
2. Look in books/magazines Interview customers or clients
3. CD Rom’s
ICT Sources
Designers can use ICT sources to aid them with their research.
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1. DESIGNING and INNOVATION
Questionnaires
Can be created and sent out to thousands of people quite easy.
Could be e mailed (ICT)much cheaper than paying for stamps.
Therefore environmentally friendly.
Problems
You don't know how many will be returned.
You will only get answers to the questions that you have
asked - no chance of finding something else out eg a
conversation going on a tangent, and finding something
else out.
Data cannot be queried or questioned.
To get the correct information - questions must be
carefully planned.
Telephone calls
• Speak to the person and therefore be able to find out
exactly needs of customers.
• Not very personal - face to face.
• People put the phone down because of nuisance calls.
Interview
• Must be carefully planned.
Opinion Groups
Group of people that would give feedback on products. The
group would use a product over a period of time and would
gather their opinions on how the product performed. Feedback
would be more general and accurate because the feedback
would convey the thoughts of the group rather than personal
opinion of an individual who might have had a bad experience
using a product.
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1. DESIGNING and INNOVATION
Databases
A database is a collection of information organised to provide efficient retrieval. The collected information could
be in any number of formats (electronic, printed, graphic, audio, statistical, combinations). There are physical
(paper/print) and electronic databases.
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1. DESIGNING and INNOVATION
Analysing Problems
Designers often start by looking at the work of other designers
and analysing the choices they have made. They consider how
successfully the product meets these criteria and what could be
changed to improve it.
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1. DESIGNING and INNOVATION
Design Strategies
Designers use methods to think of ideas
Inversion: -
Reversing the problem, looking at it in a different way. “How
can I get to work?” turn the problem around - “How can I get
work to come to me?”
Brainwriting:
A group of people approx 10—14 preferably from different
backgrounds. One person will be a secretary that will note down
all of the ideas suggested. Everybody will suggest a possible
solution to the problem regardless of how silly or impossible the
answer might be. THERE SHOULD BE NO CRITICISM AT THIS
STAGE. Criticism might prevent people from saying anything -
being too embarrassed of being made fun of. At the end of the
session the group will discuss the answers and see which ones
have potential to develop further.
Morphological analysis:
Identifying the key features of a product and then considering
different ways of achieving the features. Eg Wheelbarrow might
have a steel body with a steel frame, two handles, one pneumatic
wheel that will be pushed. Many different combination can be
considered to come up with hundreds of different solutions.
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1. DESIGNING and INNOVATION
Lateral thinking
Think of the problem from another angle. Eg. Edward Jenner when
discovering the cure for Smallpox, everybody else thought “Why
do people catch smallpox”? Jenner thought “Why don't some
people catch smallpox” ? Eventually he established why some
people didn't catch smallpox and found a cure. By lateral thinking
and thinking of the problem in this manner a cure was developed.
Disassembly
Take things apart to see how things work, how it is made and
assembled and then develop improved ideas.
These are usually hidden features that are not apparent to the
user. Inside of the product, How it works, the technology, type of
materials used, how is the product manufactured, electronic
circuits. All are very important for the product to be successful,
these features can be used by a designer to inspire or trigger his
own ideas.
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1. DESIGNING and INNOVATION
Reverse engineering
To take a product apart to understand how it could be re-built
with slight adjustments or improvements. This would enable the
designer to evaluate good and bad points of the product and see
how things work. Dyson did this with old vacuum cleaners to see
why they didn't work as efficiently as they should.
Final Concept drawings that the designer could show to a client for feedback before manufacturing
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1. DESIGNING and INNOVATION
Jonathan Ive
iMac
Ive's team grabbed the world's attention in 1998 with the release of
the first iMac. Selling over two million in its first year, iMac's design
was cited as "one of the century's lasting images" by BusinessWeek.
The iMac went on to win many design competitions.
KEY FEATURES
Jonathan Ive considered the aesthetics [appearance] of a
computer for the first time. Curved form that had a nice smooth
shape to it.
“Sorry no Beige”
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1. DESIGNING and INNOVATION
every day life and a product that would be used constantly -
the use of the internet, multimedia features and not
confined to the office or study.
Apple G4
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1. DESIGNING and INNOVATION
ENVIRONMENTAL DESIGN
HOWIES - Clothing
A higher quality product will invariably last longer. It will keep
on performing as it was designed to for longer before it finally
needs replacing. And so over its lifespan it will have consumed
less valuable resources than an inferior product that will have
been replaced many times.
Functionality
We believe in making products that serve a purpose and that
Jeans
stand the test of time. We avoid the fashions of the day and
just ensure our products are as functional and as simple as Hemp Kaizen
possible.
£225.00
'That which has the greatest use, possesses the greatest
These jeans are made by mixing
beauty'.
organic hemp with organic cotton.
Our Purpose Hemp is twice as strong as cotton.
Earth Tax
We pledge to give 1% of our turnover or 10% of pre-tax
profits (whichever is greater) to grass-root environmental and
social projects. To find out more about our donations, please
visit the website. It is only a small amount but as our company
grows we will be able to give more. Which gives us a nice
reason to want to grow.
Fun
We are trying to get the balance right between work and play.
Whenever a real nice day comes along, it'd be a shame to
waste it. So if you phone up and no-one answers, don't worry.
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1. DESIGNING and INNOVATION
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1. DESIGNING and INNOVATION
Case Study
Idea to Market
Timeline..........
1997 Rob Law entered a university competition to design a
piece of luggage. He visited a department store for inspiration
and ended up looking at ride-on toys. He thought about how to
utilise the wasted space, and the idea for Trunki was born. Rob
went on to win the competition.
2003 Rob received a grant from the Prince's Trust to get his
business off the ground. Later that year he signed a licensing
deal with a Saudi Arabian toy company.
2005 The toy company went into liquidation, it wasn't the launch
pad that Rob had hoped for and instead he decided to go it
alone.
2006 Trunki was born again - the first container of Trunki ride-on
suitcases arrived at Avonmouth completely unaware that they
would revolutionise family travel.
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1. DESIGNING and INNOVATION
2006 Rob Law took Trunki into the Dragon's Den but failed to find an
investor.
2010 With a rapidly growing team, the company moved into a new
office - a converted Chapel that is nicknamed the Mother ship, which
comes complete with a games room and escape chute (or slide!)
2012 The first UK made Trunki rolled off the production line at
the factory in Plymouth.
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1. DESIGNING and INNOVATION
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1. DESIGNING and INNOVATION
Case Study
Protecting Your Designs
Back in 1996, when Rob Law first drew his ride-on
suitcase idea, little did he know he was sketching his
way to the success the Trunki ride-on suitcase is today!
Selling over 2 million in nearly 100 countries worldwide,
Rob Law’s University brainchild has achieved global
domination.
However, although they say imitation is the highest form
of flattery, for the product designer your creation is your
livelihood. When people copy your valuable designs, it is
damaging to your brand and sales, not to mention
completely disheartening when you’ve worked so hard
to pioneer the original and best.
Since launching in 2007, copies of the design are on sale
on and offline globally, and more emerge every day.
From the beginning, Trunki had the foresight to invest in
different forms of Intellectual Property protection, meaning they have legal backing to fight the people stealing
our ideas.
There are 4 main types of Intellectual Property:
Trademarks protect brand names, creating a brand for your product is a good way of adding value and helping
people identify ideas. It can protect words and graphic symbols and trademark protection lasts 10 years.
Patents protect a novel technical solution. You can’t patent the idea of a ride on suitcase but you can protect the
element of technical challenges you’ve solved in a novel way, for example the new catch design on the Trunki is
patented. Patents require renewal every 4 years from the date of filing.
Design rights protect the shape of a product. There are 2 kinds, unregistered and registered.
Unregistered designs are protected as and when you create them provided you have proof of the date created.
Years ago, people used to send themselves their designs by registered post as proof they belonged to them! So,
always date your drawings when you produce them.
Unregistered rights only protect your design in the UK and are valid for up to 15 years.
Registered designs can be registered just in the UK or across the whole of Europe via the Office for Harmonization
of the Internal Market, OHIM. This provides much stronger protection than unregistered designs. Registered
designs last up to 25 years but must renewed every 5 years.
Copyright prevents anybody from displaying your work – images, designs, photographs, graphics etc – without
your prior permission and lasts anything from 25 years to a lifetime depending on the type of creation it covers.
Patents, Trademarks and Registered Designs come at a cost but they’re invaluable to protecting the Trunki brand
and products – past, present and future.
QUANTITATIVE TESTING
-How strong is the material - can it support weight
-Test the material under water to see for how long it will last outside
-Compare cost of materials
-Car withstanding a crash
-Can be computer testing—simulation model of bridge under stress
These tests can usually be scientifically proven.
Tensileometer
Tests how strong a material is under tension force
[pulled]
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1. DESIGNING and INNOVATION
Feasibility Studies
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1. DESIGNING and INNOVATION
Performance Modelling.
This is the process of being able to test products to see
how they would perform in a real life situation.
Simple tests can be carried out to see how strong a piece
of wood is, how strong is a particular joint etc.
This is called Quantitative Testing the strength or weight
that can be supported can be measured.
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1. DESIGNING and INNOVATION
ERGONOMICS
Man and his environments.
Products that have been designed with consideration to
human senses.
Sight, smell, touch, comfort, sound, temperature.
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1. DESIGNING and INNOVATION
ANTHROPOMETRICS.
Anthropometrics is the Science of collecting statistical data about body
measurements. Data is collected for Adults and children.
Toy manufacturers would use data from this book when designing
products or toys for children.
Relation between Ergonomics and Anthropometrics
A designer would use this data to make sure that his product was
ergonomically well designed:- comfortable to sit, comfortable to hold
[Grip] etc.
Some people are outside of the Average range of body
measurements. These are considered to be the 5th and 95th
percentile, people who are bigger or smaller than average.
Designers in some cases have to consider these factors
Look at the following products and consider what type of Anthropometrical data the designer would
look at when developing these products.
Dyson portable
Sunglasses Childs desk & Chair Scissors Vacuum cleaner
Ergonomic Kitchen
Ergonomic Chair
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1. DESIGNING and INNOVATION
Product Design
Engineering
Textile / fashion design
CAD can be used for Performance Modelling scenarios. A model can be created on CAD and can be tested in
various ways:-
Aesthetic visual tests - Model can be rendered with different finishes so that the client can decide which one is
the more appealing.
Performance test - can be tested under working conditions to see how the product would perform in use eg—
bridge design with weather and vehicle loading applied to it.
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1. DESIGNING and INNOVATION
Casing manufacturing.
Case stamped from sheet material, less use of materials and
waste.
Aluminium Alloy Casing instead of Polycarbonate—Aluminium
much easier to re cycle than Polycarbonate
Much more durable than previous plastic casings. (tougher -
would not crack if dropped)
Aluminium a better conductor of heat - casing used as heat sink
to get rid of heat from processor - no need for cooling fan to cool
processor.
LED backlight for LCD Display - uses less energy than normal
Laptop displays.
Uses Arsenic free glass.
Environmentally friendly materials - aluminium alloy casing that
can be re-cycled.
Poly Vinyl Chloride [PVC] plastic used in most products for wire
insulation - Bromine used to create PVC - dangerous and not
good for environment.
All Card packaging that can be re-cycled
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1. DESIGNING and INNOVATION
INNOVATION
An entrepreneur is an owner or manager of a business enterprise
who makes money through initiative and/or risk.
Product design entrepreneurship has traditionally been defined as
the process of designing, launching and running a new product or
business, which typically begins as a small business, such as a start up
company, offering a product, process or service for sale or hire, and
the people who do so are called entrepreneurs.
Interior layout for aeroplanes and trains. Kitchen appliances, cosmetic packaging etc. For more information
on their products click on the link below
[Link]
New London Bus Metal Spun Chair 2012 London Olympic Flame
The Hive—Learning
Hub University
Singapore
[Link]
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1. DESIGNING and INNOVATION
DEVELOPING PROPOSALS
System approach to design
The principle goal of system design is to establish a design
approach that provides the functions described in the system
requirements document.
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