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Although good design is almost impossible to define, common themes hold true across industry sectors and product types. A well-designed product tends to combine the following qualities:
- Useful
It works well and functions as promised. It does what it is expected to and satisfies a minimum or appropriate level of performance.
- Usable
It has appropriate ergonomics and user interface, considering how, where, how often and who will be using it.
- Desirable
It looks good! What looks good will be dependent upon the nature of the market, the lifestyle, culture, age, gender, education, occupation and place of use. What looks good is also dependent upon other competitive and complementary products. In general, it is important for the product aesthetics to be appropriate for the market, users and usage environment. A good test is if customers are prepared to pay a premium because they desire it.
- Producible
It must be capable of economical volume manufacture using appropriate production methods, considering the impact on the organisation of new components, assemblies and processes. Producible products combine optimisation of assembly and manufacture with modularity and platform strategies.
- Profitable
It must result in sufficient business rewards, measured in terms of market share, gross margin, break even, turnover or sales volume. Financial rewards may also be supplemented by other business benefits.
- Differentiated
The benefits of good design are seen in products which are clearly differentiated. Differentiation can be gained through satisfying core user benefits in new ways, by delivering excellence in one of the product's physical attributes or by providing leading support services around the physical goods.
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How do we take advantage of good design? |
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Whatever the definition of 'good design', it is acknowledged that well designed products are essential for ongoing business success. The most successful companies recognise the importance of a holistic approach to design encompassing functionality, performance, production, aesthetics and ergonomics.
It is possible to design a successful product once through good fortune, good timing or indeed sheer hard work. However, to design innovative and winning products time after time requires a more reliable and structured approach. In many companies, 'good design' is often under-exploited or marginalised., with insufficient attention given to aesthetics, ergonomics or just design for manufacture. Aesthetic design may be undertaken by untrained engineers, industrial designers may be employed too late to make significant difference or products may be designed which are too costly to produce.
Thus, to take advantage of good design, the following collection of 'guiding principles' have been identified as critical ingredients of success.
- An effective NPD process which facilitates teamwork and communication
An appropriate degree of structure and control in order to secure success repeatedly. A good process facilitates effective teamwork, encourages strong communication and provides management control without unnecessary bureaucracy. Good companies also never rest on their laurels and seek to improve the process with each project.
- Early integration of specialist designers into the core team
It is unrealistic to have all of the required skills available in one company. A project may demand a human factors expert, stylistic input or software interface design skills. A team may need input from a specific scientific discipline such as optics or robotics. Strong teams recognise their weaknesses and understand when external support is required.
- Strong design partnerships to fill competence and skill gaps
External specialists should be viewed as a central part of the design team. Strong partnerships with external designers is often a critical ingredient of success.
- Choosing the right projects for investment of valuable resources
Few companies can afford to waste valuable time, money and skills developing a product which is not demanded by their customers or is to be sold in a shrinking market. An effective product strategy, linked closely to the overall business strategy is crucial to the selection of the right projects.
- A shared design 'vision' based on clear market understanding
Having a shared vision of the product to be designed, bringing together marketing, industrial design, production and engineering perspectives is essential. This vision should be based on a clear understanding of the market, how it is segmented and where the opportunity is to be targeted. Where possible, this vision should be communicated simply in a single and shared product specification.
- Maintaining the integrity of the design vision, from idea through to production
Sharing the vision at the outset of a product is not enough. The team should strive to maintain that vision throughout the project from idea through to production.
- User and customer involvement throughout the design process
One of the most significant ingredients of success is the involvement of users and customers throughout the design process. Users can help generate valuable insights into future needs and wants and are the single most valuable source of information during product definition. User involvement during concept selection can help to reduce subjectivity in decision making. Finally, users should be involved in market testing and post launch reviews.
- Encouragement of a creative culture and divergent search for ideas
Many companies hope to develop innovative and creative new products without providing an appropriate supporting environment. A key element of strong design teams is the ability to be divergent in the search for solutions to problems and a culture which supports play and creativity.
- Early and frequent prototyping
Product design is recognised as having high inherent risks, with a combination of market, business and technical risks. Prototyping, model making, simulation, concept testing and evaluation is often a quick cheap and effective way of exploring and reducing these risks. In many companies, the development of quick and relatively inexpensive prototypes is highly underutilised.
- Equal consideration of the 'tangible' and 'intangible' product attributes
In technically driven companies, design teams tend to focus on performance and functionality - the 'tangible' product attributes - those that can be quantified and measured. Such teams often pay little attention to 'intangible' attributes, such as how the product will be used, where it will be used and who will use it, what it will look like and how it will feel. These intangible qualities tend to be subjective, difficult to specify and hard to measure but are critical in designing products which are useful, usable, desirable, producible and profitable. Indeed it is often these intangible qualities that lead to product differentiation.
- Up front consideration of the downstream implications of design decisions
Ensuring that design for production principles should be considered as early as possible in the design process. In addition, other 'downstream' issues should be considered early, including distribution, point of sale, transport, usage and ultimately disposal.
- Minimising complexity to the company, whilst maximising variety to customers
Products are often designed one at a time. Each product is different and has a different set of parts, assemblies and processes to other similar ones. Strong design teams consider issues of modularity early in the design process and where possible develop core platforms of technology which can be used in many products addressing different markets.
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How do we choose the right projects? |
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Selecting the right project for investment is critical to business success. There are a few common mistakes:
- Having only one viable project and so going with it regardless of the business case
- Having many great ideas, but not knowing how to choose the winners
- Not having a visible, objective and repeatable way of evaluating a proposal
- Not considering the impact of undertaking one project on the progress of other projects
Evaluating individual project proposals
As a way of reducing the chances of investing in the wrong project, companies often adopt a formal approach to evaluating project proposals. These approaches address a range of issues, including the commercial viability of a proposal, the relative merit of a proposal (compared to other ideas), the risks and resources.
Equally important is to ensure an appropriate mix of project types and maintain the desired mix of products in the overall portfolio.
Ultimately, the purpose of a structured approach is to authorise investment for further work, based on high quality information. Companies typically use a combination of approaches to evaluating individual project proposals:
- Checklists and scorecards
How well does a proposal satisfy a predetermined set of required criteria?
- Financial analysis
How potentially profitably is a proposal and how sensitive is the payback to variations in time, investment and sales estimations?
- Risk analysis
How risky is the project, compared to the potential rewards?
- Aggregate project plan / Portfolio analysis
How does the proposed project fit with the current portfolio of projects?
- Project mix management
Does the company have an appropriate mix of risky vs safe projects or radical vs incremental innovations?
- Resource constraints
Are appropriate resources (time, people, money, materials, equipment) available to tackle the proposed project?
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How important is an effective process? |
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| The NPD process focuses on how a development project is to be structured, managed, controlled and organised. The design process can be viewed in the context of the NPD process as the sequence of design activities and decisions to progress from idea to detailed solution. The design process is essentially iterative and involves the definition of the problem, gathering and codification of relevant information, a divergent search for solutions, convergence on the preferred solution and detailed implementation and optimisation. It has a narrower scope than the NPD process and is not concerned with management and control issues. For practical purposes, most organisations make no distinction between the NPD process and the design process.
Phase 0 - Continuous project generation
New projects do not appear out of thin air! There are a range of ongoing 'pre-project' activities which are critical to ensure that a strong stream of new product ideas is generated. Equally important is the evaluation and screening of potential ideas to ensure that only the potential winners get taken through to the next phase. Typical problems encountered during this phase include:
- Insufficient 'good ideas' resulting from a lack of up-front marketing and research activities
- A tendency for 'technology push' concepts in engineering led companies
- Inadequate user and customer exposure across the business
- Poor 'project portfolio management' resulting in too many projects and not enough resources
- No involvement of industrial designers to help draw together the market and technology perspectives
- Platform and modularity opportunities not explored
Phase 1 - Project and product definition
Often referred to as the feasibility, this phase aims to establish the commercial and technical viability of a project and establish the criteria for success. This requires a deep understanding of the needs of potential users, the environment and conditions of use and the benefits which will be delivered in a new product. The primary output from this phase is a normally a detailed product specification in addition to a clear business case to justify further investment. Typical problems encountered during this phase include:
- A poor understanding of the market, with little attempt to segment the whole market and clearly position a proposed new product
- Inadequate understanding of user requirements and a poor product 'vision' based on features rather than benefits
- A weak business case, based on unsupported 'guesstimates' of the potential opportunity
- Little consideration of the market, technical and commercial risks
Phase 2 - Concept design & selection
Having defined the potential opportunity and specified the characteristics of a successful solution, the concept design phase aims to ensure a divergent search for possible solutions. It is during this phase that the product architecture and usability issues will be established. These are critical decisions which require a close integration of industrial and engineering design specialists. Typical problems encountered during this phase include:
- Lack of creativity during concept design, and a tendency to choose the first solution
- Poor integration of industrial and engineering design, resulting in 'stylish but un-manufacturable' or 'practical but ugly' concepts
- No formal planning of the product architecture, leading to component proliferation and manufacturing inefficiency downstream
- Little modelling or testing of ideas resulting in late design changes as problems are found
- No analysis of the cost implications of design solutions
Phase 3: Development & pre-production
Once an overall concept has been agreed, it must be translated into a reproducible and saleable reality. This is often one of the longer phases (in elapsed time), whilst prototypes and tooling is produced. It is vital that during this phase, the product does not drift away from the original concept as detailed engineering and design decisions are made. It is not unusual for a product to grow 20% in size during this phase! Typical problems encountered during this phase include:
- Late involvement of industrial design to 'tart up' an engineering led design
- Technical difficulties due to poor risk management and insufficient early prototyping
- Poor coordination and communication between functional groups means that the product is ready, but the sales plans are not in place
- Rushing to exhibition, before basic technical issues have been resolved
- No downstream involvement of industrial design results in an 'engineered product' which has lost the subtlety of the original concept
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| How do we encourage strong teamwork and effective communication? |
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Product development is inherently a collaborative activity, involving both internal groups (e.g. Engineering, Marketing, Manufacturing, Sales & Service etc) and external partners (customers, technology suppliers, material/component suppliers, co-development partners, subcontractors, contract manufacturers, sales distributors etc).
Few firms have all the skills and resources to develop technologically complex products themselves. Increasingly, firms choose to concentrate on core technologies and opt to collaborate with others to gain access to complementary skills and resources. Others have experienced downsizing and have little choice but to outsource a number of operations. This may sometimes include design and development activities where the design responsibility for a part or subsystem is either shared or wholly delegated to a third party.
Intra-organisational teamwork
Traditionally, many companies have had a strong functional organisation with projects handed off from one department to the next. This has become known as the 'relay race' or 'over-the-wall' method. More recently, companies have adopted a cross-functional approach ('rugby team') where a core team is responsible for taking the project from concept through to delivery. The core team contains representatives of the most important functional groups, and is augmented from time to time with representatives from other areas as required. This may include suppliers where appropriate.
Inter-organisational teamwork
There are many collaborative forms, ranging from equity relationships such as Joint Ventures or Mergers and Acquisitions at one end of the spectrum to straightforward market transactions at the other. Collaborative product development is an intermediate form where design responsibility is split between two (or more) companies. The resultant product is generally marketed by one of the partners, but may also be marketed by others in non-competitive markets.
Supplier management
Traditionally, supplier management has been a Purchasing responsibility with adversarial or price-based relationships the norm. Increasingly, supplier involvement or partnership is being sought in an attempt to improve the performance of the supply chain. Similar partnerships are emerging in the design chain with various forms of technological collaboration in the product design and development process. Thus design collaborations arise both from the sharing of design and development tasks, and from supplier development or early supplier involvement (ESI). The distinction between these two scenarios is becoming increasingly blurred, as many of the critical issues are common to both.
Improving Collaborative capability
External collaboration is acknowledged to be difficult, but is increasingly being seen to be a fact of life, and the capacity to collaborate successfully can be considered to confer competitive advantage. It has however been recognised that alliances commonly fail because operating managers do not make them work, rather than for technical or contractual reasons. In successful product development collaborations, the contract is seen as a basis for partnership, open to some renegotiation, rather than as a mechanism to guard against mistrust and opportunism. Much is taken on trust in these projects. |
How can effective market segmentation and positioning help? |
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In all markets, different groups of customers have different needs. The market for any product can be split into individual segments, comprising clusters of users and customers who have similar requirements, characteristics and tastes. In a well-defined market segment, customers can be viewed as having a similar response to the marketing mix ( P roduct characteristics, P romotional approach, P ricing strategy and P lace of purchase).
Market segmentation and positioning are critical activities in product design and are crucial to ensure that the product features match the requirements of the target customers. The process can be considered in four stages:
- Defining the total market
- Segmenting the market
- Targeting an opportunity
- Positioning a potential solution
Defining the total market
It is impossible to segment a market unless it is first clearly defined. A market can be defined very tightly (for example the small car market) or much more generally (the personal transport market). How a market is defined impacts on the way in which it can be segmented. Thus a segmentation of the personal transport market may include segments called 'small car' and 'bicycle'. Whereas, a segmentation of the bicycle market may result in 'sporting male', 'office worker' and 'family shopping' segments. It is preferable to define a market in a way that will yield useful and definable segments.
Segmenting the market
A market can be segmented in many ways. Effective segmentation aims to identify the needs, purchasing motivations and desires of different clusters of customers. The choices of the bases of segmentation are critical. There is no one correct approach and a market can be segmented by dimensions such as demographics, behavioural characteristics and purchase behaviour, psychographics, geography or benefits.
Benefits based segmentation is often effective as it focuses the mind on why particular groups of customers are motivated to buy your product. It is useful to explore different approaches to segmenting your core market, especially if you traditionally view your products as 'entry level', 'mid-range' and 'high performance'.
The perceptual map
The perceptual map provides a visual way of representing a market and the way in which different clusters of customers or users perceive the importance of different product attributes. Typically, two bases of segmentation are chosen as X and Y-axis of a chart, to enable proposed, current and competitive offerings so be compared. The most effective charts explore the benefits which customers may gain from the product and avoid the need for a 'price' axis, which reinforces the 'entry level, mid-range and premium' perspective.
An alternative approach is to select critical product attributes or elements of the design mix, to enable comparison of the primary competitive characteristics. This can be most appropriate in technology driven products.
An effective perceptual map will enable clusters of users to be identified and preferably named. This is a prime driver in identifying customers to interview, observe or involve in the design of a new product. |
How do we involve users and customers? |
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Users and customers should be involved throughout product development, from supporting the generation of ideas for future products through to the evaluation of production ready prototypes.
Capturing user requirements
The most critical stage for user involvement is during product definition. It is useful to consider this as a process to focus attention on who interacts with users, how information is gathered, interpreted, organised and communicated. This process includes the following stages:
1) Establish team
Gaining customer insights is not the sole responsibility of marketing or sales. Staff from across the business (sales, engineering, industrial design, production etc) should be involved in user focused research. Each team representative will see different things. The engineer may pick up on technical details, the industrial designer may notice particular ways of working and the marketer may focus on competitive threats. A cross-functional focus can help to build teamwork and generate consensus on the critical product attributes but most importantly enables insights to be generated from different perspectives.
2) Identify stakeholders
A stakeholder is any individual (either internal or external to the company) who is influenced by or has an influence on the design, development, production, distribution or use of a product. It is essential to formally consider who the stakeholders are in order to priorities user, customer and stakeholder research. One specific group of stakeholders of interest is the Lead User. These users tend to face needs that will be in the market place, months or years in advance of other users. They are often dissatisfied with existing solutions and have often tried to modify them to solve their own problems. They are of special interest because then will be keen to invest time (and sometimes money) in the search for a solution to their problems.
3) Plan data collection
It is useful to plan the data collection before embarking on user research. Who will be asked, how many meetings, and who will be involved in them. A simple planning matrix is a useful way of structuring the process and agreeing before hand on the people to be involved.
4) Gather data
There are many ways of gathering data on user needs, wants and perceptions. These range from highly structured approaches such as questionnaires and prepared interviews, through to 'ethnographic' methods such as user observation.
5) Structure & interpret data
Having collected data in the form of completed questionnaires, transcribed interviews, written notes from observations, video footage, still photos or tape recordings, it is necessary to translate this raw data into 'customer needs'. It is possible that a range of methods of data collection have been used to gain different insights. All useful observations should be recorded as a single statement and from the raw statement a user need should be interpreted.
6) Organise, rank, communicate & reflect
If the responses from all customers are translated into 'interpreted needs' then there should be a fair degree of overlap and repetition. Thus, it is useful to compile a single report, grouping where practical similar responses. An aim is to arrive at a single report of interpreted needs, where each need is ranked for perceived importance.
No process is complete unless the results are communicated amongst the team. It is equally important to reflect on the success of the process in order to make improvements for next time - were the right stakeholders involved, were the right staff involved, did we gather the right data, did we use appropriate methods, did we plan the process well? |
How do we write an effective specification? |
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Having identified the needs of the customers and other stakeholders, the product specification enables these needs to be agreed and communicated within the design team. The specification provides a link between the language of the customer and the language of the business and in particular, the language of the engineer.
A product specification should provide precise, measurable and unambiguous detail about what the product must do, without providing unnecessary constraints or suggesting possible solutions . As a critical document in the design process, it should represent unambiguous team agreement.
The design brief vs the product specification
The design brief describes what the product must be. It outlines the objectives, goals and functions of the required product and does not normally have precise limits; it describes the required product. The brief outlines the product aims, which should be as specific as possible, without indicating solutions or limiting the scope of possible solutions.
In contrast, the product specification defines the required performance of the required product outlined in the brief. The product specification limits the range of acceptable solutions and sets boundaries to the solution space, which later provide a baseline for the evaluation of solutions. The specification aims to provide precise limits to individual parameters, distinguishing between wishes and needs, from both the company's and the users' perspectives.
Thus, the design brief is not the same as a product specification, but is certainly closely related. Ideally, the design brief is a starting point from which the unknown aspects of the product and market can be identified, researched and defined.
Having identified the needs of the customers and other stakeholders, the product specification enables these needs to be agreed and communicated within the design team. The specification provides a link between the language of the customer and the language of the business and in particular, the language of the engineer.
A product specification should provide precise, measurable and unambiguous detail about what the product must do, without providing unnecessary constraints or suggesting possible solutions. As a critical document in the design process, it should represent unambiguous team agreement.
The single page project mission statement
It is common for a development team to rush straight into the production of a detailed specification, without a strong understanding of user needs and the benefits that the project will deliver to the business. A key driver of the product specification is a clear statement of the project mission, focusing on user benefits and customer requirements. The mission statement should indicate the business benefits of the project, including market, financial and even cultural issues. If possible, it is preferable to express the mission graphically, in the form of a product concept brochure. The generation of a shared mission statement can help to build team cohesion and focus the mind on user requirements as opposed to technical features.
It has been demonstrated that the ability of someone to read a brief is inversely proportional to the length of the brief! Thus, it is a good discipline to summarise the project objectives, goals and benefits on a single sheet, along with an indication of the intended role of the industrial designer, maybe following the same major headings as the more detailed brief:
- The opportunity
- The proposed product
- The project
- The Industrial design requirement
Using visual media and analogies
Several elements of the brief do not lend them selves to written communication. When describing the intangible aspects, it is often most effective to use imagery, analogy and visual means. Traditionally, designers have used images to build 'mood' or 'style' boards, which help support and focus the creative process. Such tools are an excellent way of developing team agreement and understanding over ergonomic and aesthetic issues. Such image boards should be at least A2 size and use images from brochures, professional publications, journals, magazines or the web. Before a session, some preparation is needed to collect together suitable publications. Some examples of how image boards might be used are given below:
- To describe the customer
Images of typical customers, preferably operating in their typical environments. This could be built as a single board, representing the range of potential users, demonstrating their diversity. Alternatively, individual users could be 'caricatured' to show the nature of a typical user. It can also be informative to produce an image board which shows unrelated products which may be used by the target customer group, to highlight any specific stylistic, material or visual trends. This helps to indicate the importance of fashion, style and image to the target audience and more importantly, indicates the types of 'visual values' which are seen as important to them.
- To describe competitive products
Rather than a table, listing product specifications and ranking the competitors for performance, aesthetics and ergonomics, it can be informative to see images of competitive products side by side.
- To describe the place of use
Again, rather than 'describe' the place of use, use images to indicate the typical locations in which the product is likely to be used. Again, as with the customer, this could either demonstrate the diversity of possible locations or caricature the most likely ones. It can also be useful to produce an image board which includes products which are typically seen in similar environments. This can give visual cues to some of the stylistic features and trends seen in other products.
- To describe the means of use
It can be informative to collect images of products which are used in similar ways. If the product is to be 'hand held', collect images of 'hand held' devices to provide insight into the different ways in which this could be achieved.
- To describe the visual values desired
'Mood boards' are traditionally used by designers to convey the mood or feel of the product and involve the collection of images which suggest the look, feel, texture, atmosphere etc. These images tend to be more abstract and suggestive. However, similar approaches can be taken to demonstrate 'lifestyle', or more simply just 'style'
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How do we value early Industrial Design input? |
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Good design is a potent source of competitive advantage and plays a major role in product innovation. However, many small companies lack specialist product design skills so that key activities are often performed by non-specialists or omitted altogether. In some cases, an external design consultancy may be used, but finding the right one and managing the relationship can often be difficult. This is particularly the case with Industrial Design (ID) where many firms either buy-in the service as required, or attempt to do it themselves, which has been described as 'silent design'.
The innovation-styling spectrum
In different markets, the role and perceived importance of ID may depend upon the mode and type of competition. In many consumer product markets, industrial design input is a 'price of entry' and differentiation needs to be gained though novelty or cost. In contrast, many industrial products compete through technical advantage, and ID input can be a key differentiating influence. In both cases, it is vital to understand how ID can deliver competitive advantage and where on the innovation - styling spectrum your company and your competition sit.
This spectrum can be defined as the degree to which industrial design is involved in the product design process, from early involvement in strategy development through to late involvement in product styling.

A company's design ambition can be viewed as the degree to which a company challenges the minimal requirement for industrial design involvement in its market. Typically, companies which display higher levels of design ambition than their competition can gain significant commercial advantage. This suggests that it may not be necessary for all companies to operate towards the innovation end of the spectrum, but to demonstrate sufficiently more design ambition than their competition.
However, whether a company uses industrial design to drive innovation or to re-style products, It is vital that the designer is involved early and throughout the product design process. When ID is viewed as a major contributor to innovation, it is common to have in-house or retained specialist resources, whereas in other cases, external specialists are used often on a project-by-project basis.
Financial and non-financial Benefits
Many companies view industrial design as a high investment, with correspondingly high risks. In reality, the actual investment made by many companies is relatively low compared to the total project spend - often less than 5%. However, it is still viewed as a large external spend. It is of course difficult to isolate the contribution of industrial design to one project, but it is useful to consider the importance of usability and desirability to a project's likely success. It is also essential to be clear whether the investment will significantly enhance product differentiation and the impact on potential sales.
In addition to the financial implications, there are many non-financial benefits to be gained from design investment. These might include enhanced teamwork, early buy in, improved corporate image, cultural change, risk reduction through modelling and prototyping, early visualisation and enhanced customer involvement. The non-financial benefits can often be more significant than the financial ones.
The design mix
An alternative way to value specialist design investment is to consider the aspects of the design mix which are important to commercial success or which drive the consumer's purchasing motivations. In traditional marketing terms, a product can be considered at three levels - the core benefits, the actual product and the augmented product.
By ranking the different elements of the design mix which are important, it is possible to infer the potential requirement for specialist design input. It is also possible to use a similar approach to map the skills available within the company and also to rank competitive products.
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How do we select and manage an industrial designer? |
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Before beginning a product design project, thought should be given to the potential role of industrial design. What are the potential benefits to be gained and how do we begin to plan the engagement. Activities during this stage include:
Value the benefits of ID involvement
- What are the stakeholders' requirements?
- What elements of the design mix are important for success?
- What skills do we have and what do we need?
- What are the financial benefits?
- What are the non-financial benefits?
- How do we compare to our competition?
Identify the type of ID required
- How important are human factors or user interface issues?
- How important is creativity and innovation?
- Is the work primarily styling?
Plan engagement
- What is the scope of the potential project?
- Establish the selection criteria
- Draft an initial brief
Finding and selecting a designer
Before beginning the search, it is crucial to identify the selection criteria which can later be used when evaluating the pros and cons of different possible suppliers. These criteria will differ from company to company, but will include elements such as location, price, specific skills, IT and communication, track record and personality or rapport.
Often, designers are chosen based on word of mouth or previous experience. However, it can be difficult to locate the right designer with the right skills. Alternative approaches include design directories, web links and the local Business Links design councillor. If all else fails, seek out examples of products that you like and contact the manufacturer to identify the industrial designers involved.
As a rule of thumb, between 5 and 10 candidates should be identified and 3 of these asked to respond to a draft brief. It is essential that all team members support and agree the final choice, especially those who will be working closely on a day to day basis.
During this stage, there will be an iterative development of the brief and the proposal from the selected industrial designer. Ideally, the final brief should be co-developed to ensure that the content and deliverables are appropriate and agreeable to both parties. Make sure that the final proposal satisfies the requirements of the project and has clear, measurable deliverables at the end of each phase.
Managing the relationship
As the project progresses, the relationship between the engineers and industrial designers becomes increasingly important. It is vital that all concepts are jointly supported and are feasible and producible. Managing the relationship demands a joint appreciation of the following issues:
Project responsibilities & plan
- Knowing who is responsible to deliver which aspects and when
- Breaking the project into discrete phases
Product interface management
- Having an agreed approach to change management
- Identifying the system architect
- Task partitioning based on an understanding of the interfaces between components, modules and sub-systems
Risk / problem management
- Identifying and managing the technical, commercial and market risks
- Being aware that difficulties inevitably happen and that a shared solution maybe even renegotiation is always more effective than blame and 'finger pointing'
IT management
- Ensuring IT compatibility and effective data transfer
Communication
- Identifying the modes of informal and formal communication between internal and external team members, including scheduled meetings and design reviews
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How do we brief an external industrial designer? |
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| A brief for an external designer sets out the objectives, scope and the design ambition of the product development and should be viewed as an evolving document. As with all things in design, there is no 'best' way of writing the optimum design brief, it can be as long, short detailed or open as is viewed appropriate.
Often, a very short brief is appropriate when the market and users are unknown and the company wishes the designer to research and define the market as well as conceptualise possible product solutions. When the project demands an incremental innovation, based around known technologies, markets and customers, it is often more appropriate to produce a highly detailed brief in order to 'bring the designer up to speed' on the company's perceptions of the needs and wants of the customers and the technological constraints.
The designer needs to take in a large amount of tacit and explicit information quickly, and the brief helps to structure this exchange. Pragmatically, the brief should include as much detail as is either known or felt necessary by the client company; it is preferable to provide too much rather than too little information.
In addition to details describing the product requirements, a good brief to an external designer should also provide some contextual background to the company, its history, culture and markets.
Do we need a written brief for external designers?
A written brief is certainly not essential, but is a useful point of reference should there be any issues to resolve later in the process. Many design projects are undertaken with no formal written brief. Indeed, often the most effective way to convey complex information on products and markets is face to face, through discussion and demonstration. A brief to a designer should not replace this interaction, but support and enhance it. Thus, the brief provides information on the project objectives, in addition to details on the way in which the relationship will be managed. |
How do we offer variety to customers without complexity to the company? |
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Many companies design products one at a time, without considering the wider implications of component proliferation. Products which on the surface perform similar functions, underneath contain different assemblies, control systems, components, assembly methods and production techniques. The product range can be viewed as a series of icebergs, waiting to sink the corporate ship!
Typically, this proliferation is due to poor planning of the product range, little connectivity between different development teams working on different products and ineffective reuse of technology. A common result from this lack of planning, during product design is the development of highly efficient manufacturing processes to compensate.
A key to delivering cost effective products is to provide users and customers with the greatest possible variety of solutions, whilst minimising the production complexity within the business, through the reuse of technology, parts and processes.
Hierarchy of design decisions
The variety of product offerings and the relationship between these products is a strategic business issue, which must be considered prior to the start of any individual project. Product platform planning requires a systematic consideration of markets and available technologies in order to establish those technologies which can form the basis of different product offerings in different market segments.
Later in the design process, opportunities for reuse of technology reduce. During the concept design stage, the key trade off is between the level of modularity or integration in the product design. The decision to develop a modular product is linked to several key business issues:
- Product change
How will the product be upgraded? Will add-ons be available, Will the product be adapted for different markets? Which parts will wear or need replacing? Are there any consumables? Is flexibility in use important?
- Product variety
How many models are required in order to satisfy different market requirements and how are these models related?
- Product performance
Does the product need to be optimised for cost, weight, aerodynamics, acceleration, size, speed, efficiency or other primary properties? Is an integral architecture important in order to optimise these physical characteristics.
- Manufacturability & product (unit) cost
Can existing production capability be utilised more effectively through modularisation? Will unit cost be adversely affected by the addition of interfaces between modules? Can components be standardised across products? Can processes be standardised?
- Service and maintenance
How will the product architecture impact on serviceability and maintenance?
- Product development management
Is my development team distributed and are the modules and interfaces clearly defined? If my product architecture is highly integrated, does the project team communicate well and is there an appropriate mechanism for conflict resolution?
During the detailed design stage, it is important to consciously design for the reuse of components and processes. Wherever possible, production processes including tooling decisions and assembly methods should be consistent. A proliferation of tooling requirements can be as costly as a proliferation of parts. Likewise, components should be standardised wherever possible, including fasteners. Only when the opportunities for part or process reuse are exhausted should a component be designed to be consciously different. |
How do we reduce risks through prototyping? |
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Prototyping has been described by Tom Kelley of IDEO design consultants as 'the shorthand of innovation'. Effective prototyping is arguably one of the most critical skills in product design.
Prototypes serve three main purposes:
1) Reducing market and commercial risks
- Testing the market response to novel features and concepts
- Comparing design alternatives with users and key stakeholders
- Gaining early feedback on the 'soft' aspects of the design mix, including usability and appearance
2) Reducing technical risks
- Early testing of novel technical solutions
- Evaluation of the critical performance characteristics of a new product
- Resolving manufacturing issues
3) Building team confidence and buy-in
- Supporting brainstorming and creative exercises
- Enables the studying and refining of difficult features
- Demonstrate the viability of new principles
- Communicating concepts and alternatives within the team
Types of prototype
Prototypes can take many forms, from very simple mock-ups or visualisations to demonstrate a principle, through to sophisticated pre-production products and detailed analytical simulations. Different types of prototypes can be utilised for different purposes, as outlined in the table below.
| Type of prototype |
Typical uses |
| Simple sketch |
Great for testing numerous ideas early on. The simplest, cheapest and quickest way of evaluating many ideas for form, technical arrangement and usability but highly under-utilised. |
| Block model |
Primarily for early testing of usability, ergonomics and form. Also useful to quickly evaluate a product's physical arrangement. Models can be made out of paper, card, foam, wood or other easy to work and cheap materials. |
| Visual (physical) model |
To enable evaluation of visual and form aspects. Produced to look as realistic as possible. Good for testing product feel and form. Need to be treated carefully as some people may think that the product is finished and want it now! |
| 3D CAD model |
Evaluation of overall form, assembly sequence and production issues. Can be photo realistic. Excellent to gain support and buy in from senior management but again there is a danger of thinking that the product is 'finished'. |
| Functional (technical) model |
To test specific performance aspects. Not necessarily representative of production processes. Good for evaluating reliability, durability, performance, failure etc. Models can evaluate sub-system or system level performance. |
| Production prototype |
Evaluation of performance, function, form, use and producibility. Made with processes representative of the final production method. Fully functional. |
| Analytical (virtual) model) |
Mathematical models to support component and assembly optimisation, including stress, thermal properties, weight, strength, vibration etc. Can be a cheap way of identifying issues, but can also be very costly. Answers are always approximations. |
Prototype fidelity vs cost
The fidelity of a prototype can be defined as how accurately the prototype represents either functionality (or performance), appearance, producibility or usability. A model with high fidelity will closely mimic the characteristics of the final production item. There is clearly a trade off between fidelity and cost. Typically, the greater the fidelity, the higher the cost. For example, a simple card model of a casting may have low fidelity compared with a full FEA model but it is also significantly quicker and cheaper to produce. Examples of fidelity vs cost are illustrated in the table below.
| Type of prototype |
Function /
performance |
Appearance |
Producibility |
Usability |
Cost |
| Simple sketch |
Low |
Medium |
Low |
Low |
Low |
| Block model |
Medium |
Medium |
Low |
Med-High |
Low |
| Visual (physical) model |
Low |
High |
Low |
Medium |
Medium |
| 3D CAD model |
Low |
High |
Medium |
Low |
Med-High |
| Functional (technical) model |
High |
Low |
Medium |
Medium |
High |
| Production prototype |
High |
High |
High |
High |
High |
| Analytical (virtual) model) |
High |
Low |
Low |
Low |
Varies |
Rapid Prototyping (RP)
Since the introduction of Stereo-lithography in the late 1980s, RP has come of age. Representative parts and tools can be produced almost instantly directly from CAD data. RP provides speed, accuracy, and the ability to produce components with complex geometry which would otherwise require expensive tooling. This has provided new opportunities for designers to test ideas and concepts increasingly quickly. There are three core techniques:
Stereolithography
The original and most popular RP process. The model is built up in layers in a bath of photo-curable epoxy resin, which is solidified by laser. Produces accurate, strong and translucent parts.
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3D Plotting
Utilises a print head to either fuse a powder or deposit molten material (wax, ABS) in layers to build up a component, section by section. The process can be viewed as similar to ink jet printing with the ability to build in the vertical direction. Especially suitable for small intricate parts.
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Laminated object modelling (or Adhesive RP)
Layers of either ceramic, paper or plastic sheet are bonded together, with each layer being cut to the required sectional profile with a laser. Completed models have a wood like feel and can be used as either tooling or concept models.
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The term 'Design for manufacture' was originally coined by Boothroyd and Dewhurst, to encompass their approach to ensuring a product is both manufacturable and simple to assemble. Since then, the expression 'design for x' has emerged to encompass a wide range of approaches to product design and a diverse collection of tools, techniques and philosophies.
These approaches typically aim to link customer requirements to some quality criteria, such as robustness, serviceability, reliability and environmental impact.
There are literally dozens of different 'Design for X' methodologies, which are often of greatest interest in specific markets or for particular types of product. However, 'Design for manufacture' and 'design for assembly' remain the most important as they have a direct and recognisable impact on product costs.
Design for Manufacture
Design for manufacture (DfM) can be considered more as a philosophy than a specific activity to be carried out during the design process. It is a way of thinking, which can be applied at a component, product or product family level. The primary objectives are to minimise the overall component count and to optimise the components which remain, with the goal of reducing the overall manufacturing costs. Thus, central to the overall philosophy is a clear understanding of the drivers and contributors to unit cost and specifically, the relative trade-off between manufacturing processes based on production volume and apportionment of fixed and variable costs. DfM can be viewed as having three key elements: process selection, reducing the number of process stages and designing for the process.
Process selection
Involves the analysis of both material and processing method for individual components, based on basic assumptions:
Critical performance criteria (conductivity, strength, friction, thermal properties etc)
Tolerancing requirements
Component complexity requirements
Set up and tooling costs - apportionment of fixed and variable costs
Production volume
Expertise and capability
Reducing the number of process stages
Eliminating unnecessary process stages, through a combination of alternative strategies:
Component minimisation
Elimination of finishing processes
Combining processes
Single direction processing or machining to reduce set up requirements
Designing for the process - guidelines
There are many design guidelines which aim to ensure optimum detailed design of components to satisfy the constraints of specific production processes. These guidelines help designers to exploit the benefits and recognise the limitations of processes whilst also preventing basic errors. They can be viewed as capturing 'good practice' for individual processes and are often 'common sense' heuristics, which generally hold true - although there are always exceptions.
Many guidelines are publicly available, although companies frequently develop their own rules to support their own production facility. Typical examples include: machining guidelines, casting guidelines, injection moulding guidelines, sheet metalwork guidelines, welded joint guidelines, adhesive guidelines etc.
In practice, guidelines can be inaccessible and difficult to use. There are literally hundreds of different guidelines, for all conceivable processes. They are frequently book based, although increasingly, computerised guidelines are available. It can be much more advisable to directly consult the process experts when designing individual components.
Design for Assembly
Design for Assembly (DfA) can be viewed as a major subset of the DfM approach, and supports the DfM goal of minimising the total number of components. In addition, DfA techniques aim to maximise the ease with which parts can be moved, held, located and joined. There are two basic approaches to considering DfA:
DfA - guidelines
Like the guidelines for DfM, there are a wide collection of DfA guidelines. These guidelines tend to take basic design rules and expand upon them with graphical examples of 'bad designs' and suggestions of improved 'good designs'. Typical rules include minimise part count, designing out wires and cables, design out adjustment, maximise part symmetry, insert parts from the same direction, eliminate fasteners and do not assemble in enclosed spaces. Like the guidelines for DfM, they suffer from inaccessibility and can be difficult to use in practice
DfA - Systematic approaches
Systematic approaches aim to provide a structure to analyse an assembly and focus the decision making process. There are various methods, but best known are the Boothroyd & Dewhurst method developed in the 1970s and the Lucas Engineering Systems method developed in the 1980s. Typically, a systematic approach begins with an analysis of the assembly to determine if parts can be eliminated or reduced, based upon some simple rules:
Is there relative movement between one part and another?
Does the material need to be different for functional purposes?
Does the part need to be replaced or maintained?
The second stage is to map the assembly sequence and rigorously assess each component for difficulty of handling (or feeding for automated assembly), insertion and fitting (locating or securing). This assessment is based on tables of data which provide relative measures depending upon the design of the components.
Implications of DfM and DfA approaches
It is impossible to make sensible DfM and DfA decisions without first knowing the desired unit cost and making a rough estimate of the unit cost of proposed design solutions. This requires a knowledge of manufacturing volumes in order to balance fixed and variable costs.
While many of the DfM and DfA principles can be applied irrespective of production volume, the basic philosophy of minimising component count can have implications for products which are produced in low volume. A logical impact of component reduction is that there are fewer, more complicated parts. These parts may ultimately have a lower piece part price, but at the expense of higher tooling costs. It can often be more appropriate to have more parts with correspondingly lower tooling costs for low volume production.
A further complication is the potential conflict between DfM and DfA approaches and product platform or modularity strategies. In order to achieve a modular product range, the interfaces between modules need to be clearly defined. This often results in additional components, costs and hence complexity. It is often not possible to both minimise component count and deliver a modular solution.
Minimising complexity of design
It can be useful to view the act of designing a new product as adding logistic complexity to the business. Every new component, assembly or process results in time, effort and cost to the business. Thus, when designing a new product, a useful metric to monitor is the level of complexity introduced. This can be assessed through considering the number of new purchased parts, manufactured parts, processes, vendors and tools required. This 'complexity scorecard' can assist in both assessing alternative designs, as well as focusing attention on component and process reuse |
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What is the difference between .gif and .jpeg? |
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| GIF is short for Graphics Interchange Format. GIF's advantages is that it is supported by practically all web browsers, can include transparent backgrounds, supports interlacing (providing a low-resolution preview of the graphic to the viewer while it downloads), and can be used as an image map (allowing the viewer to click on the graphic as they would a regular link to another site.) GIF's disadvantages are that it can only support 8-bit color (or a palette no greater than 256 colors). It may also handle dithering poorly, which is the result of pixels in a graphic that try to mix themselves up to emulate different colors. Photographs saved as GIFs can also lose their detail and a wide range of values.
JPEG is short for Joint Photographers Experts Group. JPEG is superior in rendering color and detail found in photographs or graphics using blends, gradients, and other tonal variations. It also provides for greater compression options (Low, Medium, High, and Maximum) allowing the the artist the perfect balance between quality and file size. The disadvantages of JPEG files are that they cannot be saved in index-color mode, meaning that many people who view the images with 8-color monitors may experience unusual dithering patterns. JPEG files also do not allow for transparent backgrounds, so you are stuck with either leaving the background of the image the same color as the background of your page, or having to settle for a border around your image.
Metallic images (gold, silver, copper, steel, bronze) are created using different types of gradients. Some of the gradients can be quite complex. For this reason, most metallic images should be exported or saved as JPEGs rather than GIFs. A JPEG is much better at displaying a wide range of tones, which is what a gradient is.
Use a GIF format if your graphic consists primarily of line art or flat colors without gradients. JPEG-converted graphics are best for photographs or images with fine tonal variations in colors, such as images with gradients or metallic images. Choosing the right file format is not only important for the quality, but for keeping your image's file size to a minimum. |
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| Dithering is the most common means of reducing the color range of images down to the 256 (or fewer) colors seen in 8-bit GIF images. Most images are dithered in a diffusion or randomized pattern to diminish the harsh transition from one color to another. But dithering also reduces the overall sharpness of an image, and it often introduces a noticeable grainy pattern in the image. This loss of image detail is especially apparent when full-color photos are dithered down to the 216-color browser-safe palette. |
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| Bit depth--also called pixel depth or color depth--measures how much color information is available to display or print each pixel in an image. Greater bit depth (more bits of information per pixel) means more available colors and more accurate color representation in the digital image. For example, a pixel with a bit depth of 1 has two possible values: black and white. A pixel with a bit depth of 8 has 28, or 256, possible values. And a pixel with a bit depth of 24 has 224, or roughly 16 million, possible values. Common values for bit depth range from 1 to 64 bits per pixel. |
What is the standard dpi (dots per inch) resolution for print? |
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| Minimum 150 dpi |
What is the standard ppi (pixels per inch) for web design? |
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| 72 ppi |
What is the difference between vector and raster objects? |
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| Raster objects are made up of pixels and are considered resolution dependent because they contain a fixed number of pixels that are used to create the image. They will lose quality if enlarged beyond the number of pixels needed in a particular use. Since there is a fixed and therefore a limited number of pixels, the image becomes fuzzy as it is enlarged. Raster images are the best choice for creating subtle gradations of shades and color, such as in a photograph or in a computer-generated painting.
Vector objects are made of lines and curves that are defined mathematically in the computer. A vector graphic is resolution-independent. They can be made larger or smaller without any loss of quality to the image. Vectors can be printed at any size, on any output device, at any resolution, without losing detail and without altering the resolution of the image. |
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| A color model that consists of red, green, and blue; the primary colors that are mixed to display the color of pixels on a computer monitor. Every color of emitted light can be created by combining these three colors in varying levels. RGB is often used in color coding on web pages, particularly for GIF files. |
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| A color model that describes each color in terms of the quantity of each secondary color (cyan, magenta, yellow), and "key" (black) it contains. The CMYK system is used for printing. For mixing of pigments, it is better to use the secondary colors, since they mix subtractively instead of additively. The secondary colors of light are cyan, magenta and yellow, which correspond to the primary colors of pigment (blue, red and yellow). In addition, although black could be obtained by mixing these three in equal proportions, in four-color printing it always has its own ink. This gives the CMYK model. The K stands for "Key' or 'blacK,' so as not to cause confusion with the B in RGB. |
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| In the Lab color model, L defines the lightness of the color, and a and b define the color along a red/green and blue/yellow axis, respectively. The Lab model comprises all colors in the visual spectrum and is device-independent. It is useful for converting colors between other color models -- for example, from an RGB model to a CMYK model. It also can preserve original color values from one color reproduction device to another. |
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| Indexed color is a term describing a graphic that contains 256-colors or less. All .gif images are made of indexed colors. The colors are stored in a palette, that is sometimes referred to as a color lookup table. The indexed image's palette contains only the colors that are needed for the image, so it takes up less space on the webpage. |
What is Multichannel Color? |
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| Multichannel mode uses 256 levels of gray in each channel. Multichannel images are useful for specialized printing. |
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| Duotones are used to increase the tonal range of a grayscale image. Although a grayscale reproduction can display up to 256 levels of gray, a printing press can reproduce only about 50 levels of gray per ink. This means that a grayscale image printed with only black ink can look significantly coarser than the same image printed with two, three, or four inks, each individual ink reproducing up to 50 levels of gray.
Sometimes duotones are printed using a black ink and a gray ink--the black for shadows and the gray for midtones and highlights. More frequently, duotones are printed using a colored ink for the highlight color. This technique produces an image with a slight tint to it and significantly increases the image's dynamic range. Duotones are ideal for two-color print jobs with a spot color (such as a PANTONE Color) used for accent. |
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What is the difference between Rights Managed and Royalty Free in purchasing Stock Photography? |
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| RIGHTS MANAGED IMAGES are "rented" for a specific purpose at a specific price. Once you negotiate a fee with the agency (or photographer) for the specific use you have in mind, any other use is subject to an additional fee.
ROYALTY FREE IMAGES are purchased outright, either as single images or on disc volumes in bulk, and can be used any way you want, with certain restrictions.
Note: Each stock agency has it's own set of guidelines for Rights Managed and Royalty Free image purchasing but this is the basic rule of thumb. |
| Multimedia FAQ |
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What exactly is "streaming media"? |
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| "Streaming media" refers to listening to or viewing digital media-mainly audio or video-on your computer in real-time as it comes across the Internet. In the past, you had to wait up to an hour to hear or see a few minutes of downloaded audio and video. But with streaming media you can view content and information instantly-on anything from an ordinary telephone line to a broadband connection or office LAN. |
What's the difference between "download-and-play" versus "real-time" streaming? |
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| Experiencing Internet media via the download-and-play method means exactly that-your computer downloads a compressed media file, such as MP3, from the Internet to your hard drive. Once that file has downloaded completely, the media starts to play. With real-time streaming, on the other hand, the media is broadcast directly to your computer from a server and played back as the information is received from the server.
HTTP Streaming (download-and-play)
Also known as progressive streaming, this method takes a compressed media file and downloads it to your computer's hard drive before playback using any Web server such as Apache, Roxen, Microsoft Internet Information Server or Netscape.
Real Time Streaming
Real-time streaming is broadcast to your computer directly from a server and played back as the information is received from the server, without waiting for the file to download. Real-time servers include the RealSystem Server and QuickTime's Darwin streaming server. |
What do I need to begin streaming? |
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| To stream media via the Internet you first need some "content," such as audio or video, images, text or animation. You'll need to convert it to digital format (e.g., .avi for video or .wav for audi using a capture card. Next you must compress that media with an encoder so it can travel efficiently over the Internet. And lastly you need a server to send the media to a player upon request.
These definitions will be helpful as you learn more about streaming media:
Capture Card
This is a special piece of hardware, such as the Osprey 100, installed on a computer that can translate video and audio input from a video source, such as a camcorder, into digital format and write it to the hard disk in a number of formats, some of which can be compressed and streamed. A sound card-you probably already have one on your computer-is usually sufficient for converting the signal from an audio source (like a microphone or tape recorder) into a .wav file that can be compressed for streaming.
Encoder
High-quality audio and video files can be very large. In order for the data to stream efficiently over the Internet to a range of targeted bandwidths, it must be compressed into small information packets. This compression is done with encoding software, often called an "encoder," such as RealSystem Producer.
Note: RealSystem Producer Plus includes a bandwidth simulator that lets you see what your audience sees at each specified connection rate.
Server
"Server" can refer to both hardware and software. A server is a computer (hardware) that contains the files (sometimes called "content") to be delivered. This server also houses the technology (software) to deliver these files over a network such as the Internet.
Player
A player is any software application-such as RealPlayer-that receives streaming (digital) media from a Web or intranet server, decodes it and plays it back on your computer. |
What kinds of files can be streamed? |
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| The streaming server software determines the types of digital media-such as WAV or AVI files-it can stream. RealSystem Server can stream over 45 different data types, mainly different formats of video and audio:
Video Content
RealVideo, AVI, QuickTime
Audio Content
RealAudio, WAV, AU, MPEG-1, MPEG-2, MP3
Others
RealPix, RealText, GIF, PNG, JPEG, SMIL, Flash |
What do "broadband" and "narrowband" mean? |
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| "Broadband" and "narrowband" are terms used to describe the type of connection you have to the Internet, based on your connection speed. Broadband usually refers to high-speed connections of 200Kbps or higher (such as DSL or cable-modem connections), and narrowband refers to connections of less than 200Kbps (e.g., a regular dial-up modem using your phone line). |
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| Whenever you encode some content, you're utilizing a codec. "Codec" is an abbreviation for compression/decompression. A codec can be either a software application or a piece of hardware that processes media through complex algorithms, which compress the file for streaming and then decompress it for playback. Unlike other kinds of file-compression packages that require you to decompress a file before viewing or listening, codecs decompress the media on-the-fly, so your audience can view or listen to a file from its original compressed format. Your audience sees your content immediately with minimal loss of quality from the original. |
How can I make my streaming presentations more dynamic? |
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| Using a technology called SMIL (Synchronized Multimedia Integration Language, a W3C standard for Web media) you can combine different media types-audio, video, text, still images, Flash, etc.-in the order you want them to appear, and place them where you want them to appear in your player. It's one thing to simply show a video on the Web, but much cooler when you can create a fully interactive presentation featuring multiple media types.
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