Design Thinking in Automobile Industry - PowerPoint PPT Presentation

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Design Thinking in Automobile Industry

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Title: Design Thinking in Automobile Industry


1
Case Study
Design Thinking and Innovation in Automobile
Industry
MEC
2
Contents
  • Design Thinking.
  • Elements of Design Thinking.
  • Automotive Designing.
  • Styling.
  • Form.
  • Design Thinking and Innovation.

3
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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

5
Design 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.

6
Design 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.

7
Mindset
  • 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.

8
Empathy 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.

9
Empathy 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.

10

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12
Team 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.

13
Process
  • 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.

14
Phases in Design Thinking Process
Non-Sequential. Iterative.
15
Tools
  • 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.

16
Environment
  • 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.

17
Automotive 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.

18
Automotive 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.

19
Role 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.

20
Role 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).

22
Aesthetics
  • 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.

23
Styling 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).

24
Styling
  • 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.

25
Form
  • 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).

26
Form
  • 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.

27
Form 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.

28
Form 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.

29
Deformation Based Morphing
30
Automated 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.
31
Design 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.

32
Design 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.

33
Design 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.

34
Design 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.

35
Design Thinking and Innovativeness
36
Factors Influencing Design Thinking and
Innovativeness
37
Influencing Factors
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39
Organizational 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.

40
Organizational 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.

41
Organizational 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.

42
Organizational 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.

43
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44
Team 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.

45
Team 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.

46
Team Climate
  • Research teams have a greater scope for novel
    ideas and team climate increases its importance.

47
Team 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.

48
Leadership
  • 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.

49
Transformational 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.

50
Transactional 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.

51
Laissez-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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53
Motivation
  • 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.

54
Once upon a time..

55
Design 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?

56
Design 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!

57
Design 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.

58
The First Car by Carl Benz
59
Earlier Cars

60
Tatra T77

61
Enzo Ferrari
62
Aston Martin Rapide S
63
Ford Sierra

64
Sports Utility Vehicle
65
Current 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.

66
Comments
  • 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.

67
References
  • 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

68
Thank You
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