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06/07/2022 11:33 Série Hustler: Fase inicial de design — Timothy James Elliott

22 DE DEZEMBRO DE 2017

Timothy James Elliot

Série Hustler: Fase inicial de projeto

07: Fase de Projeto


Inicial
Uma vez que você se decida e decida correr o risco, é hora de
começar a projetar. Para a fase inicial do projeto, você deve
começar esboçando o conceito do seu produto da melhor maneira
possível. Tente transformar seu pensamento abstrato em imagens
tangíveis. Tudo bem se você não for um artista, o objetivo deste
estágio é colocar sua ideia no papel para que você possa trabalhar
as principais necessidades do produto.

Esboçar sua ideia permitirá que você veja melhor sua visão e
identifique possíveis problemas. Às vezes, temos as ideias mais
incríveis na cabeça, mas, quando tentamos esboçá-las, percebemos
que não são viáveis. É por isso que você deve tentar esboçar todos
os aspectos do seu produto e verificar novamente se não está
negligenciando algo. Lembre-se de que você está prestes a gastar
muito tempo e dinheiro desenvolvendo seu produto, então você vai
querer descobrir quaisquer problemas potenciais agora para evitar
estresse desnecessário no futuro.

Be sure to evaluate the various user needs of your product early on.
You should be designing everything with the end user in mind so
you need to be aware of what their needs are. It’s helpful to actually
write down all the user needs you think your product must have.

This makes it easier to evaluate which features are critical and


which are just nice to have. Product design is essentially a massive
optimization puzzle so it’s helpful to know where each feature fits
into that optimization
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06/07/2022 11:33 Série Hustler: Fase inicial de design — Timothy James Elliott
into that optimization.

Timothy James Elliot Once you have your basic concept sketched out you’re ready to
begin iterating upon it. It’s easy to fall into the trap of thinking that
your first idea is good enough to move forward with, but, coming
from experience, this is rarely the case. There’s always another way
to look at the constraints and come up with a new way of attacking
the problem. I encourage you to repeatedly question your
assumptions during this early design exploration. Are certain
features truly important and useful? Is anything unnecessarily
redundant? Will the user find the product intuitive? Have you
considered alternative materials? What about alternative
manufacturing techniques? The goal of this stage is to be broad in
your design exploration so you can hone in on a thorough product
solution.

Keep in mind that this is just the initial design phase and you’re not
going to figure everything out in extreme detail. This is just a first
attempt at optimizing the constraints of your product. You still have
prototyping, engineering, and validation phases ahead of you where
you’ll make further refinements and fill in the finer details. This is
also the time to hire a designer if you think you’ll need one. You
can, and should, go through the initial design phase yourself so you
become familiar with all the constraints. But, if you need expert
opinions on aesthetics and user experience, you should hire a
designer to help you further refine your concept. As long as you can
give the designer a general sense of your concept and decision-
making thought process, they’ll be able to take it to the next level
for you. A good designer will add another perspective, increase the
breadth of your initial design phase, and help you hone in on a
thoroughly refined concept. It’s better to spend a little more money
early on to hire a good designer instead of spending a lot of money
further down the line to make drastic changes to your product.

For Hez Cases the initial design phase began with a two-piece,
slider style concept. My idea was to mold the two parts out of a hard
plastic material and give it a glass-like finish to compliment the
iPhone X. However, when I began considering the manufacturability
of this design, it became clear that my vision wasn’t viable. The
rounded sides of the iPhone X made molding this design very
difficult. In order to achieve an understated aesthetic I would have
to significantly sacrifice drop protection. And in order to improve
drop protection I would have to sacrifice the understated aesthetic.
Unfortunately these two features directly compete with each other in
a slider style case. This presented three potential paths forward:
sacrifice protection for a more understated aesthetic, sacrifice the
understated aesthetic for more protection, or find a different design
and manufacturing technique where neither had to be sacrificed.
After iterating through more concepts I honed in on a new design
and manufacturing technique. By making the case one piece and
using a technique called overmolding, the aesthetics and drop
protection were no longer competing constraints. The product could
look and feel better than the slider design while also having
superior drop protection. This concept is a much better product that
the initial concept and was worth the lengthy exploration. It really
does pay to go broad in your initial design phase and question each
assumption guiding your product.

Então aí você tem a fase inicial de design. Reúna uma lista de


necessidades do usuário e recursos ideais, esboce maneiras de
atender a essas necessidades e repita os conceitos de seus
produtos. Quando estiver satisfeito com o aprimoramento do seu
conceito, você estará pronto para começar a prototipar.

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Timothy James Elliot

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06/07/2022 11:33 Série Hustler: Fase inicial de design — Timothy James Elliott
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