Design Process Chart from the American Institute of Fine Arts (AIGA)

    The American Institute of Fine Arts ( AIGA ) drafted a chart explaining the design process. By design is meant its broadest understanding, that is, understanding, inventing, developing and implementing a solution to a specific problem.

    Being witters, the creators of the scheme like this illustrate its application:

    I tried to drive away one of my pressing problems on these points and, I must say, I found a solution that worked, and worked as intended.

    Details for each item are painted in my entry here:
    There is also a link to the original brochure, if you do not like my translation efforts :)

    For the Habr, I rewrote the record a little in terms of shortening and put it under the cat.

    So, here is a description of the points in the design scheme of the design solution from AIGA:

    1. Definition of a problem . Successful teams first identify the problem. It is necessary to express it in an understandable language and limit its scope. The statement of the problem is part of its solution.
    2. Determination of the final state . It is necessary to clearly describe the conditions of victory.
    3. Determining the approach to achieve victory . Once you know what the goal is, you
      need to determine how to achieve it. It is necessary to map these paths and introduce it into the minds of
      all participants in the process. Everyone should know where and how they are going.
    4. Motivation for action . It happens that in a team not everyone will want to go on the planned path. It is necessary to induce, convince or force them to do this. It may be necessary to help someone, to train someone.
    5. Search for inspiration and source of ideas . When all the preparations have been made, you need to start generating ideas, looking for inspiration and conducting research that will tell you how to achieve your goal.
    6. Layout of potential solutions . The best ideas found in the previous paragraph should take on a simple
      material form in this. You need to make prototypes of things or processes and see how they can work.
    7. Definition of hard choices . Since your ideas will take on a material form and you will begin to use them,
      one or another problem will immediately pop up. You should even intentionally look for these problems.
      Will the solution be too expensive? Does he have severe technical problems or other shortcomings?
    8. Team building . In the process of finding a solution, friction may appear between team members who defend their points of view. Designers should play a consolidating role here, seeing the difference in the views of the various team members and noting what is common that can unite them. Although you can just apply command methods to force everyone
    9. The choice of the best solution and its development . This is the culmination of all the previous points. The solution that
      is recognized as the best is selected and its direct development begins.
    10. Informing people about your decision . This is what is commonly called marketing or advertising and the PR of your decision. About him should know as many people as possible.
    11. Sales . At this point, your decision is sold and brings you money.
    12. Fast learning and reaction based on your successes or mistakes . The most effective teams are always
      learning. Designers rethink, correct, and improve their decision.

    In conclusion, I note that this is only one of the many schemes of the design process. There are many others: linear, parallel, cyclic, general and detailed. This scheme seemed curious to me and being applied in practice even helped in some ways, so I recommend paying attention to it.

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