PD models and prototypes
作者:Mathilde Nielsen
1. The Process of Service Design
1.1. Pre-service, service, and post-service Touch points = Everywhere the customers interact with the brand. Evidence = All the visuel physical object thats shows the interaction. MAP the service.
2. Iterative Process of Product Development
2.1. Overview of the process of product developing
3. House of Quality
3.1. The House of Quality (HOQ) is defined as a product planning matrix that is built to show how customer requirements relate directly to the ways and methods companies can use to achieve those requirements.
4. Concept Screening Matrix
4.1. A structured way to choose the concept(s) to work further with. Based on ranked criteria
5. Prototypes
5.1. Physical o Look and feel models, quick testing of product functions Analytical o Nontangible, more for analyzing than clarifying Comprehensive (extensive) o Full-scale models, fully operational version, detailed shape Focused o Implement one or few attributes, e.g. form of the product
5.2. Mock-up models Function models White models Scale models CAD models 3D printed models (rapid prototyping) Videos
6. Waterfall method
6.1. An approach by analysing and developing from top and downwards.
7. The 5 Principles
7.1. 5 Principles, used to improve existing services: User-Centred Designing your services based upon how they are experienced from the ‘customer’s perspective.’ Co-creative All stakeholder groups should be involved in the service design process Sequencing Services should be viewed and treated as a sequence of interrelated actions or events. Evidencing Services are essentially intangible in nature and should be visualised in terms of ‘physical elements’. Holistic The entire environment in which the service exists and is delivered should be considered Holistic and detailed view Means the view of the whole process, not only parts.
8. The Double Dimond
8.1. A model for design process phases. Discover, Define, Develop, Deliver. // Problem, Problem definition, solution.
9. The Stages of identifying costumer needs
9.1. 1. Looking 2. Learning 3. Asking 4. Making 5. Testing 6. Evaluation and selection 7. Communicating
10. Generating Concepts
10.1. Clarify the problem, Search Externally, Search Internally, Explore systematically, reflect on the solution and process.
11. Design compass
11.1. Use, Technology, name, value, price, aesthetic. // Target group
12. Identifying oppurtunitites
12.1. Narrow all of the ideas down to one, through select, explore, mission statement, develop, and product launch.