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  • >> PRODUCT TANK: Hey product tank here. In this series, I'm going to take you through

  • the product design process, sharing with you some of the things I've learnt over the last

  • 15 years to help you become a better designer and improve your projects.

  • In this episode, I'm looking at innovation.

  • Innovation in product design could come from a revolutionary idea, but revolution is almost

  • as rare as rocking horse poop. What's this, maybe, oh, oh, no, false alarm. I would say

  • 99.9% of innovation in product design is evolutionary, incrementally improving on what has gone before.

  • Now this is a beautiful chair, it's perfectly functional, you could argue it can't be improved,

  • but everything can be improved, depending on who's using it. There you go. But adding

  • a cushion to a chair isn't innovation. Innovation is defined as a new method or idea.

  • You can innovate every area of a products life through manufacture, storage, shipping,

  • use, repair and part replacement to its end of life and recycling.

  • I once spent a long time helping to reduce the part count in spray caps and pump actuators,

  • because innovation is often about making things simpler by reducing parts. Saving just a tenth

  • of a pence on one item won't mean much, but on an item that sells in its billions its

  • significant and saving a few ounces on one item won't mean much either, but has a big

  • impact on fuel costs when shipping thousands and not just economically, but also environmentally.

  • So There are two sides to innovation, the innovation that the customer sees, that improves

  • their experience and the innovation that they don't see, that improves the product behind

  • the scenes.

  • I think the greatest innovative advances in the future are going to be in materials and

  • manufacturing, because many of the things we require and use in our daily lives are

  • already so well established that their functionality can't be noticeably improved any further just

  • by changing the form. As an example, look at tennis rackets. The form of the racket

  • has hardly changed, but the materials have really advanced to make rackets stronger and

  • lighter. So innovation can always be driven by advances in materials and manufacturing.

  • To me, innovation is like running the 100 meters. There are a lot of teenagers who can

  • run 100 meters between 12 to 15 seconds with no training. It takes quite a bit of training

  • to be able to run sub 12 seconds and lots of dedication, effort and natural ability

  • to run under 11 seconds. The amount of extra training you have to put in to run a fraction

  • of a second faster is disproportionate to the amount of time you gain so you have to

  • really want to do it and innovation is exactly the same, it does take a lot more hard work

  • and time and often the improvement is fractional, so some people view innovation as risk. Now,

  • there can be a strong argument for if it ain't broke don't try to fix it. But these days,

  • most markets are so competitive that to not innovate and improve, especially in areas

  • like consumer electronics, to keep doing the same thing over and over is far riskier. There's

  • a brilliant line by James Bryant conant, behold The turtle he makes progress only when he

  • sticks his neck out.

  • With all innovation, you have to be wary of introducing gimmicks. The best Unique Selling

  • Point is one that provides a clear improvement, ideally for the same or definitely a cheaper

  • price and that makes your design more appealing aesthetically or otherwise to your target

  • audience.

  • So if we park improving a product by looking at areas of its life cycle, how else can we

  • innovate?

  • Innovation can come simply through your design philosophy, why do you design? A long time

  • ago I was introduced to the principles of inclusive design. If I design an object for

  • the person who would find the task the hardest, I improve the design for everyone. A simple

  • example is the redesign of a clothes peg I did for a neighbour who suffers from arthritis.

  • Using standard pegs put pressure on her fingers so redesigning the peg made it easier for

  • her to use so hopefully better for everyone else as well.

  • The materials that I used are exactly the same, but my design philosophy and carefully

  • listening to my target market was what helped me innovate on that occasion.

  • Another method is to observe products from different areas and combine their functionality

  • to lead to a new product breakthrough. I use plasters, correction rollers and Sellotape

  • and my designers intuition tells me that somewhere in the combination of these products from

  • different areas, could be an innovative wound care product. But with this method, you are

  • waiting to happen upon these things, it is not problem led and so it is rarer to get

  • success.

  • So what I wanted to show you, because this isn't one of those series that just talks

  • about stuff and especially as this is the first episode in my series on product design,

  • is how to innovate through getting the right brief. The brief is the start of every successful

  • project and I cannot stress enough how important it is for you to answer the brief properly

  • and for companies employing designers to give them the right brief, so it's important that

  • where possible designers work with the client to create the brief together based on discussion

  • about the desired result. There are lots of examples and advice on how to construct a

  • brief on the Internet. But I wanted to show you how framing the brief directly affects

  • the outcome. So to demonstrate, I'm going to follow two briefs to design a vegetable

  • peeler. I've chose a vegetable peeler, because it's a simple two piece design, but with innovation

  • it's worth considering that the less complex the product, the less opportunities there

  • will be to come up with something new, so today because I've only got two parts, my

  • task is going to be harder.

  • The first brief is to design a home cooks vegetable peeler using a standard blade. I've

  • looked at the hard points, the things I have to use and design around and in this case

  • that's the peeler blade and possibly the handle dimensions. I've also researched other competitors

  • peelers and looked at people's behaviours to try and find improvements.

  • As soon as I'm given a brief, my head fills with a myriad of ideas and I find the first

  • thing to do is get all these preconceived ideas out of my head onto paper, so my mind

  • can be open to let new ideas in. I spend a lot of time working ideas up in plan, because

  • I find its the fastest way to work up concepts that I can then make quick models from to

  • develop form.

  • Using the existing peeler blade I generated lots of forms and whilst I looked at areas

  • with different grips and de-eyeing ideas, the only vaguely innovative element I have

  • been able to incorporate is a scraping device. So here is a rough model of my final design

  • that I have made in wood. I've extended the de-eyeing area across the top of the blade

  • holder to create scraping elements for cleaning vegetables and I've removed material from

  • the handle, without sacrificing comfort or grip to make the product lighter and more

  • economical and environmental. But as you can see, it's not very innovative at all.

  • Now let's look at framing the brief another way - what if the brief is to design a method

  • for home cooks to remove the skin from vegetables, it's a subtle change to the brief from designing

  • an object to tackling a problem, but instantly this opens up such a huge range of possibilities.

  • Now my investigation can be really broad, I can look at all sorts of areas, ploughs,

  • planers, files, rasps, scrapers, brushes, ways this is done on an industrial scale,

  • the key here is diversity. I get to play with lots of things and ask questions, would a

  • rough glove work, could scientists genetically engineer self peeling vegetables or a solution

  • which removes skin. I can have fun with it, which is why product design can be one of

  • the best jobs in the world. With product design, every time I design I get to explore and I

  • feel like I go on an adventure.

  • At this point, all ideas have worth, but admittedly some are definitely better than others. Solutions

  • to remove skin from vegetables may sound daft, but my research shows this has been used commercially

  • to soften the skin of hard vegetables before mechanically scraping them.

  • I still want my design to be used in the hand and be small enough to fit neatly into a cupboard

  • drawer. I also don't want it to use a motor, as I believe on this occasion it's unnecessary

  • and because I believe product designers have a responsibility to design mass produced items

  • that use less material without affecting functionality.

  • When I look at my current swivel peeler I notice the leading blade, that guides rather

  • than cuts has become worn and dulled from being scraped across vegetables. I'm right

  • handed, so this peeler wouldn't work well for someone who uses it left handed, which

  • is one reason why everyone has their favourite peeler. So my first concepts looked at ways

  • to keep the leading blade sharp by protecting it or having it pivot out of the way. I then

  • looked at ways to adjust the height of the blade or move the guide up and down to get

  • a thicker or thinner peel. Trying to get a thinner peel led me to investigate saving

  • material by making thinner peelers. Most vegetables are round-ish in section and much much smaller

  • than this plate. Even peeling a one millimetre deep slice would only need a blade this wide.

  • But the problem with taking a slimmer slice is that you have to peel many more times to

  • get around the vegetable. So then I looked at trying to curve the blade, which is near

  • impossible, or using lots of shorter blades to make a curve. I can learn a lot from a

  • quick paper model. When this design isn't kept flat to the vegetable, the back blades

  • lift so only the front ones keep contact, not very effective. So then I experimented

  • with designs to get the blades to cut in-line.

  • So skipping a few stages, here's my final design. I'm not going to pretend it's brilliant,

  • but hopefully this has been a useful demonstration about how simply choosing how to construct

  • a brief can promote innovation.

  • I hope now you see the results from both briefs you can see that if I'd just stuck with the

  • first brief, I would only have had a very limited number of concepts that were not just

  • purely aesthetic, where as using the second brief you can see that the range of innovative

  • concepts I was able to generate was much larger, by designing with both briefs I get a mild

  • to wild range of concepts I could then present to the client, as one brief focuses on defining

  • an object and the other is interested in an outcome.

  • One final note. Not everything you design will be a success. Apple only take forward

  • 2 out of every 10 designs they work on. Sometimes you can't reinvent the wheel, it isn't necessary,

  • there isn't time or budget for it and there isn't a public demand for it. So choose when

  • to innovate carefully. Once you have come up with something innovative, it may have

  • applications in other areas, so be prepared to capitalise on your hard work. I need to

  • scratch my head on where else I could use this? Ouch, Maybe not.

  • I hope you found this episode useful. This series takes a while to put together and is

  • dependant on several factors coming together, so unfortunately I cannot give you a time

  • when the next will be released. The only way you are going to be alerted to this if you're

  • interested is to please hit subscribe.

  • Thanks for watching.

>> PRODUCT TANK: Hey product tank here. In this series, I'm going to take you through

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イノベーション~プロダクトデザインの学生たち~ 第1話 (Innovation - Students of Product Design Episode1)

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    H に公開 2021 年 01 月 14 日
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