A carpenter's guide to design...

 Project resources

 Design Process Test

 Contact Merv

 

The 'Carpenter’s Guide' is my introduction to design classes. It is based on more than 40 years of designing and making things and over half that time teaching. I also have a guide to good writing. They are written in the hope that may be interesting and useful.

I left school early and worked as a carpenter’s apprentice until becoming qualified some years later. I have worked on lots of building sites, in factories, offices, and for the past twenty years or so, taught in primary and secondary schools. Unlike many people, my early school years were not the best days of my life. Somehow my passion for making things went against me. I was classed as ‘good with my hands’ as though that also meant I was a bit thick. I didn't think I was, but left anyway, went building houses, and later, canoes, radio controlled models, yachts, sports cars, and even an aeroplane. And then to prove I wasn't thick, I went to university as well. A lot of my success in schools has been because I want all kids to feel successful - especially the ones that are good with their hands - because chances are they need encouraging.
Merv Edmunds


The Design Process

The design process starts with a requirement or problem, and works towards a solution. Many designers do not get to make their design, they leave that for others to do. In many cases the designer will produce just one finished product (called a prototype) or perhaps a scale model, as an example for other craftspeople to use. In designing items for the avec esprit projects, you will be presenting scale models for the director to approve before getting construction crews to make them full size. Another important aspect for designers to think about is balancing function - what the product is to do - and form - what the product is to look like.

The rock concert project for example, calls for stage props that have two basic functions, to enable the pyrotechnic specialists to be hidden from the audience and to add to the visual effect. A big cardboard box will only enable one of these functions to be met, and to satisfy both functions, the box could be painted. However, designers don't only think about function, they think about form, or another word is 'aesthetics' from a Greek word meaning love of beauty. A cardboard box, no matter how well it is painted, would hardly meet the requirement of 'form'.

 Here are some simple steps toward understanding the process.

1. Visualise the problem
In other words, don't go looking for an answer until you understand the question. Be clear about what your finished work has to do. Designing is a creative process carried out within fairly strict borders.

2. Define the problem
 Your design brief will usually set the borders by listing certain aspects your finished work must have. These aspects are called design criteria: things which help you define the problem. I once designed a yacht to take my family sailing Australia’s Great Barrier Reef. To define the problem, I listed the criteria or ‘must haves’.

  •  it must be trailerable
  •  it must have room to stand up in
  •  it must have a toilet and shower
  •  it must have room to sleep four people

Now you can see why they are called ‘must haves’ and how they define the problem. They also define what you can't have. To put the boat on the trailer, means it cannot have a fixed keel. This aspect is called ‘mutually exclusive’ which means you must make a choice, you can't have both. If your design needs to fly, you can’t use concrete, and so on. (Would you like to take a quick look at our yacht?  Degrees of Freedom)

3. Sifting the solutions
Once you have visualised and defined the problem, you start to look for solutions. I say solutions, because there will be more than one, and you need to consider several possibilities. Some designers have flashes of brilliance and can think of a suitable solution quickly, but they can't tell me how they do it, so I can't pass the trick on to you. All I can do is tell you a way that works for me.
I toss the problem around in my head, work on it 3 or 4 times a day, maybe for days, a week or more. I might think about solutions when driving the car, under the shower, or wake up at night, anytime. I think about it, then leave it for a bit, work on it again, all the time sifting through different solutions until one seems to have the most going it for it.
When people look at my boat, often the first question they ask is, “How long did it take to build it?” I say I built it in my mind first, and that took a couple of years, then I built it in my garage and that took about two more years. The point I want to make is, if you don't do some mental homework between classes, your project will be rushed in the final stages to meet the completion date.

4. Material selection
Years ago, this part of the design process was fairly simple: wood stone or metal, with maybe some exotics like skin or bone. So, the designer had to work the ideas within the limits of the materials available. The present technological design scene, however, is not nearly so limited. Not only is the range so much greater, but the designer can choose from a number of materials which combine the best features of two or more materials into a single one called alloys or composites. The material chosen for my yacht, for example was a timber composite made by separating two hardwood veneers with a core of end grain balsa. It has the strength of timber several times its weight.
As designers today, it is not a matter of making the design suit the material as in the old days, but making the material suit the design.

5. Know your material
Some design briefs state the material to be used, so the selection part of the design process is done for you. Whether it is nominated for you or you choose it, understanding the characteristics of the material is very important. The investigation phase mostly directs you to resources which describe the background, physical, chemical, environmental characteristics of the various materials, and it is a good idea to take the process seriously, particularly if it involves modern materials, because this knowledge will be useful for you with later design projects.

6. Saving the solution
Up to now, the design process has been all in the mind. You will need to save your ideas, or you might lose them. You may also need to communicate your ideas with a classmate or your teacher, so the solution at this stage needs to be in a form that can be communicated. My response is to sketch the solution. Not working drawings, but a process called ‘thinking with a pencil’. Often the solution or design becomes much clearer after sketching it.

7. Making a start
One of the good things about design projects at school, is you get to make it. Mostly this does not happen in the major engineering design fields such as electrical, civil, structural, mechanical, chemical, the designer or design team basically finish the design work before actual construction can begin. Not only does the thinking have to be right, but the design must be communicated to the various people who need to transform the ideas into reality. Some teachers of design and technology try to get students to follow this process too, but I don't. This guide is what works for me.
There is a process called: ‘enacted sense-making’, sounds complicated but it isn't. It simply means acting on the ideas you have and the solution will start to make sense. I am not suggesting trial and error, that is a most ineffective and often wasteful process. I am suggesting, making a start and being prepared to modify and work some things out as you go along.

8. Making and modifying
Don't think that because your hands start work your mind can switch off, a sort of mental shift-work arrangement. We are involved in the design process and the designing is still part of the making. Don't be afraid to modify your design, because often better solutions occur to you as you are making it, and you want to be free to work them into your project. Sometimes faults in the design lead to what designers call ‘happy accidents’. An aeroplane designed in the 1930’s had a serious design flaw; it was tail heavy and dangerous. To move the wings back meant the pilot wouldn't be able to get in and out of the cockpit. So the designer angled the top wing back on each side, and the result not only fixed the balance problem, but it gave it snap-roll ability which meant the bi-plane became one of the most famous aerobatic aeroplanes. (it's called a Great Lakes, contact me if you want more details)

9. Recording the changes
Remember to keep a record of your changes. When it comes time to present your documentation with the project, you will be able to explain aspects of your design which show a development of ideas, rather than a single idea which you stuck with. It also shows that you can handle a ‘thinking and doing’ task well, and that you were working for the best solution, not just any solution.

Now, you can try this quiz to let me know if you have a handle on the design process...

 Design Process Test


©Plasform 2003