Title: Design Thinking in Automobile Industry
1Case Study
Design Thinking and Innovation in Automobile
Industry
MEC
2Contents
- Design Thinking.
- Elements of Design Thinking.
- Automotive Designing.
- Styling.
- Form.
- Design Thinking and Innovation.
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4- Design Thinking is a discipline that uses the
designers sensibility and methods to match
peoples needs with what is technologically
feasible and what a viable business strategy can
convert into customer value and market
opportunity. -
- -
Brown
5Design Thinking
- A methodology that imbues the full spectrum of
innovation activities with a human-centered
design ethos. - A discipline that uses the designers sensibility
and methods to match peoples needs with what is
technologically feasible and what a viable
business strategy can convert into customer value
and market opportunity.
6Design Thinking
- Combines the three spaces of innovation -
technical feasibility, human desirability and
economic viability to a holistic team-based
approach. - Adapting design principals and cognitive styles
to business management. - Design Thinking in organizations varies along
specific elements - the mindset, team diversity,
process, tools and environment.
7Mindset
- Described by personality traits (e.g. empathy,
integrative thinking and collaboration) inhibited
by design thinkers. - Also called by designers as the way of
thinking, thinking as a designer or design
attitude. - Design Thinkers to balance intuitive and
analytical thinking with abductive logic than
being traditional. - To focus on the customer needs.
8Empathy Map
- A collaborative visualization used to articulate
what we know about a particular type of user. - Externalizes knowledge about users to create a
shared understanding of user needs and to aid in
decision making. - Provide a glance into who a user is as a whole.
- Best used from the very beginning of the design
process.
9Empathy Map
- Provide a deep understanding of end users.
- Are not chronological or sequential.
- Reveals any holes in existing user data.
- Reflect the mindset of a design thinker.
- Can capture one particular user or can reflect an
aggregation of multiple users. - Aggregated empathy maps represent a user segment.
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12Team Diversity
- Multidisciplinary team approach.
- May business experts, engineers and visual
designers. - Collaboration within the team increased by
different perspectives and backgrounds. - Team members to hear and appreciate different
opinions and viewpoints.
13Process
- Steps to be carried out by a designer to create
good design. - Four steps - analysis of the problem, designing
the solution, the implementation, and the
evaluation of the solution. - Analysis, design, implementation and evaluation
carried out and sequenced differently in
different contexts.
14Phases in Design Thinking Process
Non-Sequential. Iterative.
15Tools
- Toolkit, tools or ideation techniques, which can
be used in each specific process step. - Around 39 tools found used by Design Thinking
teams. - Majority of tools used in empathize or define
stage.
16Environment
- Environment to be flexible, portable and
inspiring. - May purposely avoid own offices for a Design
Thinking project to enhance their creative
capability by an unknown and inspiring
environment. - Use of movable flipcharts and tables to create
spaces needed to work efficiently together. - Materials for reference and to build prototypes
to be provided to the teams.
17Automotive Design
- Partly deals with the visual appearance of
vehicle exteriors. - Perception of the vehicle depends heavily on the
design. - Automotive designers to use their experience to
make sure the appearance of the vehicle fulfills
requirements, such as those of the users, those
related to market and sales, technologies
changes, etc.
18Automotive Design
- Design Engineers to develop the visual appearance
(exterior design) or aesthetic aspect of the
vehicle. - Design Engineers to consider engineering and
business constraints, such as technical package,
hard points, platform requirements, category,
portfolio considerations, etc. - Visible design to be one of the most powerful
contributors to the branding and marketing of a
vehicle.
19Role of Design Engineers
- To cater to the increased expectations of vehicle
quality, reliability, safety and utility and
survive in the hyper-competitive business
environment. - Automotive industry determined to ensure a steady
stream of product and technology options that is
developed on the basis of the companys sense of
where the market is headed.
20Role of Design Engineers
- Task of the design team split into three main
aspects - - exterior design.
- - interior design.
- - color and trim design.
- Design focuses not only on the isolated outer
shape of automobile parts, but also on the
combination of form and function, starting from
the vehicle package.
21-
- Automotive design is the consideration of
aesthetics during the product development of an
automobile. This consideration extends to all
areas of the product readily visible to the
customer metal, glass, wheels, lamps, mirrors,
grilles, badges and other adornments on the
exterior, and all items of visible soft trim
seats, door trims, instrument panel and controls
steering wheel, switches, radio, console, etc. on
the automobile interior. - - Clements and
Porter (2006).
22Aesthetics
- Implies visual appearance, perceived
attractiveness. - Explores new ways of seeing and of perceiving the
world. - Study of sensory or sensory-emotional values,
sometimes called judgments of sentiment or taste. - Deals with the nature of beauty, art, and taste,
and the creation and appreciation of beauty.
23Styling and Aesthetics
- Designer to use skills in applying aesthetic
treatment to the development of form to enhance
the appeal factor of a product or vehicle. - Stylist as a specialist in the process of
developing engineering design. - Stylists to use intuitive processes, private
form (i.e., designers individual interpretation)
and graphic languages (i.e., designers visual
linguistic interpretation).
24Styling
- Design managers to control the styling process
through a number of management intervention
points which provide a precise objective
framework for the process. - Contradictions between designer and design
manager in relation to decisions on form may
become an issue once design interpretations are
subjective.
25Form
- Visual appearance of automotive design.
- Hard to standardize form or to generalize what
constitutes form in any all-inclusive manner. - Characteristics of form are subjective.
- Interpretations to depend on the use of form
language, defining meaning (semantic aspects),
facts (pragmatic aspects) and structure
(syntactic aspects).
26Form
- Interpretations to depend individual perspectives
and the area of specialisation of the designer. - Designers perceptions depend on his/her
background training, such as whether it is within
art or science. - Form development is skills driven and implicit.
27Form Elements and Features
- Automotive designers to communicate using visual
language to illustrate the characteristics of
form. - Visual elements are point, line, shape/ plane and
volume. - Features of form include accelerate line, hollow,
concave, convex, etc. - Components are elements such as headlamp,
radiator grill, bumper, fender, etc.
28Form Designing
- Manual Designing and Hand Sketching.
- Computer Aided Design 2D and 3D.
- 2D CAD for exterior design of automobiles.
- Automated Morphing Systems (AMS) - a powerful
software tool for facilitating and generating
visually compelling and fluid form
transformations.
29Deformation Based Morphing
30Automated Morphing Systems
Shape Averaging Car to Tear Drop
Shape averaging produces a series of novel shapes
that fit between two typical shapes representing
different meanings.
31Design Thinking and Innovation
- Design Thinking in practice to generate
innovations. - Team able to come up with new ideas.
- Innovation - idea, practice, or object that is
perceived as new by an individual or other unit
of adoption. - Perceived newness of the idea for the individual
determines his or her reaction to it.
32Design Thinking and Innovation
- Innovation invention exploitation.
- Invention process covers all efforts aimed at
creating new ideas and getting them to work. - Exploitation process includes all stages of
commercial development, application, and
dissemination, including the focusing of ideas or
inventions towards specific objectives,
evaluating objectives, downstreaming research
and/or development results, and the eventual
broad-based utilization, dissemination, and
diffusion of technology-based outcomes.
33Design Thinking and Innovation
- Innovation encompasses major stages namely
creativity (invention) and innovation
implementation (exploitation). - Creativity - development of new ideas.
- Creativity essential to produce invention.
- Innovation implementation - introduction and
practical application of new and improved
products, services, and ways of doing things at
work.
34Design Thinking and Innovation
- Teams innovativeness - extent to which the team
is able to generate innovations though the
application of Design Thinking. - Innovative if the team generates new and creative
ideas and are able to implement the outcome.
35Design Thinking and Innovativeness
36Factors Influencing Design Thinking and
Innovativeness
37Influencing Factors
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39Organizational Environment
- Organizational encouragement, supervisory
encouragement, work group support, freedom,
resources, challenging work positively associated
with creativity. - Workload pressure and organizational impediments
obstruct teams and individuals creativity.
40Organizational Environment
- Organizational encouragement - an organizational
culture that encourages creativity by fair
judgments of ideas and recognition for creative
thoughts. - Supervisory encouragement - supervisor supports
the team and acts as a role model at work. - Work group support - group to communicate well
and be committed to the work they do.
41Organizational Environment
- Resources - providing the team with sufficient
resources such as materials, time, money and
information. - Challenging work - team member to have the
feeling to work hard on challenging tasks. - Freedom team member to have a sense of control
over ones work.
42Organizational Environment
- Organization impediments - apparent if the
organization hinders creative thoughts by
internal politics, bureaucracy, rigidity and
overemphasis on the status quo. - Workload pressure - includes distractions from
work and unrealistic expectations. - Time limits - Ideas need time to settle down,
have to be re-considered and further developed.
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44Team Climate
- Innovative and open team climate significantly
increases creativity and innovation. - Focus on shared objectives and vision, group
participation and safety, task orientation and
support for innovation. - Vision team commitment to the projects
objectives.
45Team Climate
- Participative safety - interaction between
individuals in a non-threatening climate. - Task orientation - shared concern regarding high
quality outcomes. - Support for innovation - enacted support.
- Relationship between team climate and innovation
stronger for research teams than for development
teams.
46Team Climate
- Research teams have a greater scope for novel
ideas and team climate increases its importance.
47Team Collaboration
- Multi-disciplinarity is important.
- Teams to profit from the combination of the sum
of the individual capabilities through
interaction, communication, debates and idea
exchanges. - Brainstorming to go for a quantity of ideas.
- Production blocking, social loafing, evaluation
anxiety and conformity and downward norm setting
as potential problems in face-to-face
brainstorming sessions.
48Leadership
- Management styles of leaders influence the
creative outcome of teams. - Design Thinking teams influenced by the
leadership styles of their principals. - Transformational leader to positively influence
teams outcomes. - Transactional leader to diminish innovative
capabilities of teams.
49Transformational Leadership
- Enhances project progress and innovativeness.
- Active support to the team.
- Project leader expects the team to be creative.
- Project leader sets realistic project goals.
- Transformational leaders are visionary, inspiring
and committed to the project team.
50Transactional Leadership
- Leaders do not trust the team.
- Leaders may overly monitor the teams by setting
up two teams for the case that one fails. - Project leader skeptical towards the project
outcome. - Project leader do not appreciate the outcomes.
51Laissez-faire
- An absence of a leader or carelessness of the
leader. - A loose coordination of activities instead of a
specific project leader. - No expectations of the project leader towards the
result of the project.
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53Motivation
- Intrinsic Motivation do something from
within, a positive influence. - Extrinsic Motivation - overemphasis on the
deliverables, the individual adhered to
specifications and limitations, a negative
influence.
54Once upon a time..
55Design Transformation
- Rethinking, and thinking outside the box.
- Shift from classic car design to a user-centered,
holistic and unique vehicle experience design. - Users to experience a car than drive it.
- Growing preference to use cars as-a-service
solely when required. - Different cars for different purposes?
56Design Transformation
- Nicolas-Joseph Cugnot invented steam-powered
vehicle in 1769. - Carl Benz applied for the patent for first
gasoline- powered vehicle in 1886 - 117 years to introduce gasoline engine in a
vehicle! - The first step towards modern era of automobiles
that we see today! - Start of a move towards the design and aesthetics
of the cars!
57Design Transformation
- Cars of 1900-30 mostly open by design, but
built for comfort, little more safety, speed, and
reliability. - Cars with long hood, big wheels, high ground
clearance. - Car racing with improved cars.
- Racing force engineers to think about other
contributing factors such as aerodynamics, light
and strong materials, and safety.
58The First Car by Carl Benz
59Earlier Cars
60Tatra T77
61Enzo Ferrari
62Aston Martin Rapide S
63Ford Sierra
64Sports Utility Vehicle
65Current Scenario
- Driven by the customers as the social currency
is changing the face of the automobile industry. - Social networks and the internet has led on to an
increased customer-to- customer interaction. - Customers know what they want and they know how
and where to get it.
66Comments
- Design thinking is as much about mind shift
as it is about innovation. And even though
implementation might take a couple of years to
find its ground, the solutions brought about by
design thinking shall prove to strengthen
relevance, application and most importantly
sustainability in the coming days.
67References
- Your prescribed text books and online resources.
- Ellen Simon, The Application of Design Thinking
in Automotive Industry - An Exploratory Study,
Master Thesis, University of Twente, 2015. - https//www.youtube.com/watch?vZV88nYG6zsE
- https//www.youtube.com/watch?vw6OBf7ngMI4
- https//www.youtube.com/watch?v4nTh3AP6knM
68Thank You