Design

A design is the concept or proposal for an object, process, or system. The word design refers to something that is or has been intentionally created by a thinking agent, and is sometimes used to refer to the inherent nature of something – its design. The verb to design expresses the process of developing a design. In some cases, the direct construction of an object without an explicit prior plan may also be considered to be a design, such as in arts and crafts. A design is expected to have a purpose within a specific context, typically aiming to satisfy certain goals and constraints while taking into account aesthetic, functional and experiential considerations. Traditional examples of designs are architectural and engineering drawings, circuit diagrams, sewing patterns, and less tangible artefacts such as business process models.[1][2]

## Contents

* 1 Designing
* 2 History of design
* 3 Design education
* 4 Design process
* 4.1 Rational model
* 4.1.1 Criticism of the rational model
* 4.2 Action-centric model
* 5 Philosophies
* 5.1 Approaches to design
* 6 Types of designing
* 7 See also
* 8 References
* 9 Further reading

## Designing

People who produce designs are called designers. The term 'designer' usually refers to someone who works professionally in a design field. Within the professions, the word 'designer' is generally qualified by the area of practice (for example: a fashion designer, a product designer, a web designer, or an interior designer), but it can also designate other practitioners such as architects and engineers (see below: Types of designing). A designer's sequence of activities to produce a design is called a design process, with some employing designated processes such as design thinking and design methods. The process of creating a design can be brief (a quick sketch) or lengthy and complicated, involving considerable research, negotiation, reflection, modeling, interactive adjustment, and re-design.

Designing is also a widespread activity outside of the professions of those formally recognized as designers. In his influential book The Sciences of the Artificial, the interdisciplinary scientist Herbert A. Simon proposed that, "Everyone designs who devises courses of action aimed at changing existing situations into preferred ones."[3] According to the design researcher Nigel Cross, "Everyone can – and does – design," and "Design ability is something that everyone has, to some extent, because it is embedded in our brains as a natural cognitive function."[4]

## History of design

Main article: Engineering:Design history

The study of design history is complicated by varying interpretations of what constitutes 'designing'. Many design historians, such as John Heskett, look to the Industrial Revolution and the development of mass production.[5] Others subscribe to conceptions of design that include pre-industrial objects and artefacts, beginning their narratives of design in prehistoric times.[6] Originally situated within art history, the historical development of the discipline of design history coalesced in the 1970s, as interested academics worked to recognize design as a separate and legitimate target for historical research.[7] Early influential design historians include German-British art historian Nikolaus Pevsner and Swiss historian and architecture critic Sigfried Giedion.

## Design education

In Western Europe, institutions for design education date back to the nineteenth century. The Norwegian National Academy of Craft and Art Industry was founded in 1818, followed by the United Kingdom's Government School of Design (1837), and Konstfack in Sweden (1844). The Rhode Island School of Design was founded in the United States in 1877. The German art and design school Bauhaus, founded in 1919, greatly influenced modern design education.[8]

Design education covers the teaching of theory, knowledge, and values in the design of products, services, and environments, with a focus on the development of both particular and general skills for designing. Traditionally, its primary orientation has been to prepare students for professional design practice, based on project work and studio, or atelier, teaching methods.

There are also broader forms of higher education in design studies and design thinking. Design is also a part of general education, for example within the curriculum topic, Design and Technology. The development of design in general education in the 1970s created a need to identify fundamental aspects of 'designerly' ways of knowing, thinking, and acting, which resulted in establishing design as a distinct discipline of study.[9]

## Design process

Substantial disagreement exists concerning how designers in many fields, whether amateur or professional, alone or in teams, produce designs.[10] Design researchers Dorst and Dijkhuis acknowledged that "there are many ways of describing design processes," and compare and contrast two dominant but different views of the design process: as a rational problem-solving process and as a process of reflection-in-action. They suggested that these two paradigms "represent two fundamentally different ways of looking at the world - positivism and constructionism."[11] The paradigms may reflect differing views of how designing should be done and how it actually is done, and both have a variety of names. The problem-solving view has been called "the rational model,"[12] "technical rationality"[13] and "the reason-centric perspective."[14] The alternative view has been called "reflection-in-action,"[13] "coevolution"[15] and "the action-centric perspective."[14]

### Rational model

The rational model was independently developed by Herbert A. Simon,[16][17] an American scientist, and two German engineering design theorists, Gerhard Pahl and Wolfgang Beitz.[18] It posits that:

1. Designers attempt to optimize a design candidate for known constraints and objectives.
2. The design process is plan-driven.
3. The design process is understood in terms of a discrete sequence of stages.

The rational model is based on a rationalist philosophy[12] and underlies the waterfall model,[19] systems development life cycle,[20] and much of the engineering design literature.[21] According to the rationalist philosophy, design is informed by research and knowledge in a predictable and controlled manner.[22]

Typical stages consistent with the rational model include the following:[23]

* Pre-production design
* Design brief – initial statement of intended outcome.
* Analysis – analysis of design goals.
* Research – investigating similar designs in the field or related topics.
* Specification – specifying requirements of a design for a product (product design specification)[24] or service.
* Problem solving – conceptualizing and documenting designs.
* Presentation – presenting designs.
* Design during production.
* Development – continuation and improvement of a design.
* Product testing – in situ testing of a design.
* Post-production design feedback for future designs.
* Implementation – introducing the design into the environment.
* Evaluation and conclusion – summary of process and results, including constructive criticism and suggestions for future improvements.
* Redesign – any or all stages in the design process repeated (with corrections made) at any time before, during, or after production.

Each stage has many associated best practices.[25]

#### Criticism of the rational model

The rational model has been widely criticized on two primary grounds:

1. Designers do not work this way – extensive empirical evidence has demonstrated that designers do not act as the rational model suggests.[13][14][26]
2. Unrealistic assumptions – goals are often unknown when a design project begins, and the requirements and constraints continue to change.[12][27]

### Action-centric model

The action-centric perspective is a label given to a collection of interrelated concepts, which are antithetical to the rational model.[14] It posits that:

1. Designers use creativity and emotion to generate design candidates.
2. The design process is improvised.
3. No universal sequence of stages is apparent – analysis, design, and implementation are contemporary and inextricably linked.[14]

The action-centric perspective is based on an empiricist philosophy and broadly consistent with the agile approach[28] and methodical development.[29] Substantial empirical evidence supports the veracity of this perspective in describing the actions of real designers.[26] Like the rational model, the action-centric model sees design as informed by research and knowledge.[30]

At least two views of design activity are consistent with the action-centric perspective. Both involve these three basic activities:

* In the reflection-in-action paradigm, designers alternate between "framing", "making moves", and "evaluating moves". "Framing" refers to conceptualizing the problem, i.e., defining goals and objectives. A "move" is a tentative design decision. The evaluation process may lead to further moves in the design.[13]
* In the sensemaking–coevolution–implementation framework, designers alternate between its three titular activities. Sensemaking includes both framing and evaluating moves. Implementation is the process of constructing the design object. Coevolution is "the process where the design agent simultaneously refines its mental picture of the design object based on its mental picture of the context, and vice versa".[14]

The concept of the design cycle is understood as a circular time structure,[31] which may start with the thinking of an idea, then expressing it by the use of visual or verbal means of communication (design tools), the sharing and perceiving of the expressed idea, and finally starting a new cycle with the critical rethinking of the perceived idea. Anderson points out that this concept emphasizes the importance of the means of expression, which at the same time are means of perception of any design ideas.[32]

## Philosophies

Philosophy of design is the study of definitions, assumptions, foundations, and implications of design. There are also many informal 'philosophies' for guiding design such as personal values, personal aesthetics or preferred approaches.

### Approaches to design

Some of these values and approaches include:

* Conscious design is an intentional, systems-aware approach that prioritizes the long-term impact of objects and environments on both human well-being and ecological health. It goes beyond just aesthetics by integrating circular economy principles, ethical material sourcing, and psychological health into the core of the design process.[33][34][35][36][37][38]
* Critical design uses designed artefacts as an embodied critique or commentary on existing values, morals, and practices in a culture. Critical design can make aspects of the future physically present to provoke a reaction.[39][40][41][42]
* Ecological design is a design approach that prioritizes the consideration of the environmental impacts of a product or service, over its whole lifecycle.[43][44] Ecodesign research focuses primarily on barriers to implementation, ecodesign tools and methods, and the intersection of ecodesign with other research disciplines.[45][46]
* Participatory design (originally co-operative design, now often co-design) is the practice of collective creativity to design, attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end-users) in the design process to help ensure the result meets their needs and is usable.[47] Recent research suggests that designers create more innovative concepts and ideas when working within a co-design environment with others than they do when creating ideas on their own.[48][49]
* Scientific design refers to industrialised design based on scientific knowledge.[50] Science can be used to study the effects and need for a potential or existing product in general and to design products that are based on scientific knowledge. For instance, a scientific design of face masks for COVID-19 mitigation may be based on investigations of filtration performance, mitigation performance,[51][52] thermal comfort, biodegradability and flow resistance.[53][54]
* Service design is a term that is used for designing or organizing the experience around a product and the service associated with a product's use. The purpose of service design methodologies is to establish the most effective practices for designing services, according to both the needs of users and the competencies and capabilities of service providers.[55][56][57][58]
* Sociotechnical system design, a philosophy and tools for participative designing of work arrangements and supporting processes – for organizational purpose, quality, safety, economics, and customer requirements in core work processes, the quality of peoples experience at work, and the needs of society.
* Transgenerational design, the practice of making products and environments compatible with those physical and sensory impairments associated with human aging and which limit major activities of daily living.
* User-centered design, which focuses on the needs, wants, and limitations of the end-user of the designed artefact. One aspect of user-centered design is ergonomics.

## Types of designing

* Applied arts
* Architecture
* Automotive design
* Biological design
* Cartographic or map design
* Configuration design
* Communication design
* Costume design
* Design management
* Engineering design
* Experience design
* Fashion design
* Floral design
* Game design
* Graphic design
* Information architecture
* Information design
* Industrial design
* Instructional design
* Interaction design
* Interior design
* Landscape architecture
* Lighting design
* Modular design
* Motion graphic design
* Organization design
* Process design
* Product design
* Production design
* Property design
* Scenic design
* Service design
* Social design
* Software design
* Sound design
* Spatial design
* Strategic design
* Systems architecture
* Systems design
* Systems modeling
* Type design
* Urban design
* User experience design
* User interface design
* Vexillography
* Web design

## See also

* Design competition
* Design methods
* Design museums
* Design prototyping
* Design research
* Design science
* Design theory
* Design thinking
* Design-based learning
* Evidence-based design
* Global Design Database
* List of design awards
* List of furniture designers
* List of industrial designers
* Outline of design
* Universal design
* Visual design elements and principles

## References

1. ↑ Dictionary meanings in the Cambridge Dictionary of American English, at Dictionary.com (esp. meanings 1–5 and 7–8) and at AskOxford (especially verbs).
2. ↑ "The greatest designs of modern times" (in en). https://fortune.com/longform/100-best-designs/.
3. ↑ Simon, Herbert A. (1969). The Sciences of the Artificial (first ed.). Cambridge, Massachusetts: M.I.T. Press. p. 54. https://archive.org/details/sciencesofartifi00simo/page/54.
4. ↑ Cross, Nigel (2011) (in en). Design Thinking: Understanding How Designers Think and Work. Berg. pp. 3 & 140. ISBN 978-1-84788-846-4. https://books.google.com/books?id=F4SUVT1XCCwC.
5. ↑ Heskett, John (1963) Industrial Design. Thames & Hudson.
6. ↑ Huppatz, D. J. (2015). "Globalizing Design History and Global Design History". Journal of Design History 28 (2): 182–202. doi:10.1093/jdh/epv002. ISSN 0952-4649.
7. ↑ Margolin, Victor (April 1, 2009). "Design in History". Design Issues 25 (2): 94–105. doi:10.1162/desi.2009.25.2.94. ISSN 0747-9360.
8. ↑ Naylor, Gillian (1985). The Bauhaus Reassessed. Herbert Press. ISBN 0-906969-30-1.
9. ↑ Cross, Nigel (1982). "Design as a Discipline: Designerly Ways of Knowing". Design Studies 3 (4): 221–227. doi:10.1016/0142-694X(82)90040-0.
10. ↑ Coyne, Richard (1990). "Logic of design actions". Knowledge-Based Systems 3 (4): 242–257. doi:10.1016/0950-7051(90)90103-o. ISSN 0950-7051.
11. ↑ Dorst, Kees; Dijkhuis, Judith (1995). "Comparing paradigms for describing design activity". Design Studies 16 (2): 261–274. doi:10.1016/0142-694X(94)00012-3.
12. ↑ 12.0 12.1 12.2 Brooks, F. P (2010). The Design of Design: Essays from a Computer Scientist. Pearson Education. ISBN 978-0-321-70206-7. https://books.google.com/books?id=0qG4TQi-e-4C.
13. ↑ 13.0 13.1 13.2 13.3 Schön, D.A. (1983) The reflective practitioner: How professionals think in action, Basic Books, USA. ISBN 978-0465068784
14. ↑ 14.0 14.1 14.2 14.3 14.4 14.5 Ralph, P. (2010) "Comparing two software design process theories". International Conference on Design Science Research in Information Systems and Technology (DESRIST 2010), Springer, St. Gallen, Switzerland, pp. 139–153. doi:10.1007/978-3-642-13335-0_10.
15. ↑ Dorst, Kees; Cross, Nigel (2001). "Creativity in the design process: Co-evolution of problem–solution". Design Studies 22 (5): 425–437. doi:10.1016/S0142-694X(01)00009-6. http://oro.open.ac.uk/3278/1/Creativity_-_coevolution.pdf. Retrieved 2019-11-02.
16. ↑ Newell, A., and Simon, H. (1972) Human problem solving, Prentice-Hall, Inc.
17. ↑ Simon, H.A. (1996) The sciences of the artificial , MIT Press, Cambridge, MA, USA. p. 111. ISBN 0-262-69191-4.
18. ↑ Pahl, G., and Beitz, W. (1996) Engineering design: A systematic approach , Springer-Verlag, London. ISBN 3-540-19917-9.
19. ↑ Royce, W.W. (1970) "Managing the development of large software systems: Concepts and techniques," Proceedings of Wescon.
20. ↑ Bourque, P., and Dupuis, R. (eds.) (2004) Guide to the software engineering body of knowledge (SWEBOK). IEEE Computer Society Press, ISBN 0-7695-2330-7.
21. ↑ Pahl, G., Beitz, W., Feldhusen, J., and Grote, K.-H. (2007 ) Engineering design: A systematic approach , (3rd ed.), Springer-Verlag, ISBN 1-84628-318-3.
22. ↑ Mielnik, Anna. Under the power of reason. Krakow University of Technology. https://suw.biblos.pk.edu.pl/downloadResource&mId;=2650996. Retrieved 2022-08-27.
23. ↑ Condrea, Ionut; Botezatu, C.; Slătineanu, L.; Oroian, B. (February 2021). "Elaboration of the initial requirements in the design activities". IOP Conference Series: Materials Science and Engineering 1037 (1). doi:10.1088/1757-899X/1037/1/012002. Bibcode: 2021MS&E.1037a2002S. https://media.proquest.com/media/hms/PFT/1/MNTnI?_s=zo3qVt0Rq8V3x/gZKecWt8ICAzY=.
24. ↑ Cross, N., (2006). T211 Design and Designing: Block 2, p. 99. Milton Keynes: The Open University.
25. ↑ Ullman, David G. (2009) The Mechanical Design Process, Mc Graw Hill, 4th edition ISBN 0-07-297574-1
26. ↑ 26.0 26.1 Cross, N., Dorst, K., and Roozenburg, N. (1992) Research in design thinking, Delft University Press, Delft. ISBN 90-6275-796-0.
27. ↑ McCracken, D.D.; Jackson, M.A. (1982). "Life cycle concept considered harmful". ACM SIGSOFT Software Engineering Notes 7 (2): 29–32. doi:10.1145/1005937.1005943. http://www.deepdyve.com/lp/association-for-computing-machinery/life-cycle-concept-considered-harmful-WXRCv45NVM. Retrieved 2012-03-25.
28. ↑ Beck, K., Beedle, M., van Bennekum, A., Cockburn, A., Cunningham, W., Fowler, M., Grenning, J., Highsmith, J., Hunt, A., Jeffries, R., Kern, J., Marick, B., Martin, R.C., Mellor, S., Schwaber, K., Sutherland, J., and Thomas, D. (2001) Manifesto for agile software development .
29. ↑ Truex, D.; Baskerville, R.; and Travis, J. (2000). "Amethodical systems development: The deferred meaning of systems development methods". Accounting, Management and Information Technologies 10 (1): 53–79. doi:10.1016/S0959-8022(99)00009-0.
30. ↑ Faste, Trygve; Faste, Haakon (2012-08-15). "Demystifying "design research": design is not research, research is design". https://www.idsa.org/sites/default/files/Faste.pdf.
31. ↑ Fischer, Thomas "Design Enigma. A typographical metaphor for enigmatic processes, including designing", in: T. Fischer, K. De Biswas, J.J. Ham, R. Naka, W.X. Huang, Beyond Codes and Pixels: Proceedings of the 17th International Conference on Computer-Aided Architectural Design Research in Asia, p. 686
32. ↑ Anderson, Jane (2011) Architectural Design, Basics Architecture 03, Lausanne, AVA academia, p. 40. ISBN 978-2-940411-26-9.
33. ↑ "Conscious Design: Designing for People and the Planet". Steelcase Inc.. https://www.steelcase.com/eu-en/research/articles/topics/people-planet/conscious-design/.
34. ↑ "The Rise of Conscious Design: Volvo Cars' commitment to a leather-free future" (PDF). Volvo Car Corporation. https://www.volvocars.com/static/dotcom-assets/campaigns/leather-free.pdf.
35. ↑ "The Rise of Conscious Design". https://www.thefuturelaboratory.com/blog/the-rise-of-conscious-design.
36. ↑ "Conscious Design Principles". https://theccd.org/conscious-design-principles/.
37. ↑ "What is Conscious Design and How Do I Achieve It?". https://www.insidefashiondesign.com/post/what-is-conscious-design-and-how-do-i-achieve-it-4-key-elements-you-need.
38. ↑ "Conscious DesignHaus". Conscious Design Haus. https://www.consciousdesignhaus.com/page-url.
39. ↑ Lab, MIT Media (16 July 2015). "Introducing the Media Lab Award". Medium. https://medium.com/@medialab/introducing-the-media-lab-award-795ac9e7a8d9.
40. ↑ Dunne, Anthony; Raby, Fiona (6 December 2013) (in en). Speculative Everything: Design, Fiction, and Social Dreaming. MIT Press. ISBN 978-0-262-01984-2. https://mitpress.mit.edu/books/speculative-everything. Retrieved 12 December 2021.
41. ↑ Malpass, Matt (Spring 2015). "Criticism and Function in Critical Design Practice". Design Issues 31 (2): 59–71. doi:10.1162/DESI_a_00322. http://ualresearchonline.arts.ac.uk/7921/1/DESI3102_pp59-pp71_vB.pdf.
42. ↑ Malpass, Matt (2013). "Between Wit and Reason: Defining Associative, Speculative, and Critical Design in Practice". Design and Culture 5 (3): 333–356. doi:10.2752/175470813X13705953612200.
43. ↑ Kanaani, Mitra (2023). The Routledge companion to ecological design thinking: healthful ecotopian visions for architecture and urbanism. New York, NY. ISBN 978-1-003-18318-1. OCLC 1332789897.
44. ↑ van der Ryn, Sim; Cowan, Stuart (1996). An Introduction to Ecological Design. Washington, D.C.: Island Press. ISBN 978-1-59726-140-1.
45. ↑ Schäfer M, Löwer M. Ecodesign—A Review of Reviews. Sustainability. 2021; 13(1):315. doi.org/10.3390/su13010315
46. ↑ Lewis, Tania (April 2008). "Transforming citizens? Green politics and ethical consumption on lifestyle television". Continuum: Journal of Media & Cultural Studies 22 (2): 227–240. doi:10.1080/10304310701864394. https://www.tandfonline.com/doi/abs/10.1080/10304310701864394.
47. ↑ Sanders, Elizabeth B.-N.; Stappers, Pieter Jan (2008). "Co-creation and the new landscape of design". CoDesign 4 (1): 5–18. doi:10.1080/15710880701875068.
48. ↑ Mitchell, Val; Ross, Tracy; Sims, Ruth; Parker, Christopher J. (2015). "Empirical investigation of the impact of using co-design methods when generating proposals for sustainable travel solutions". CoDesign 12 (4): 205–220. doi:10.1080/15710882.2015.1091894. https://dspace.lboro.ac.uk/2134/18877.
49. ↑ Trischler, Jakob; Pervan, Simon J.; Kelly, Stephen J.; Scott, Don R. (2018). "The Value of Codesign". Journal of Service Research 21: 75–100. doi:10.1177/1094670517714060.
50. ↑ Cross, Nigel (1 June 1993). "Science and design methodology: A review" (in en). Research in Engineering Design 5 (2): 63–69. doi:10.1007/BF02032575. ISSN 1435-6066. https://link.springer.com/article/10.1007%2FBF02032575. Retrieved 16 April 2021.
51. ↑ "Face shields, masks with valves ineffective against COVID-19 spread: study" (in en). phys.org. https://phys.org/news/2020-09-shields-masks-valves-ineffective-covid-.html.
52. ↑ Verma, Siddhartha; Dhanak, Manhar; Frankenfield, John (1 September 2020). "Visualizing droplet dispersal for face shields and masks with exhalation valves". Physics of Fluids 32 (9): 091701. doi:10.1063/5.0022968. ISSN 1070-6631. PMID 32952381. Bibcode: 2020PhFl...32i1701V.
53. ↑ "Face masks slow spread of COVID-19; types of masks, length of use matter" (in en). phys.org. https://phys.org/news/2020-11-masks-covid-length.html.
54. ↑ Kumar, Sanjay; Lee, Heow Pueh (李孝培) (1 November 2020). "The perspective of fluid flow behavior of respiratory droplets and aerosols through the facemasks in context of SARS-CoV-2". Physics of Fluids 32 (11): 111301. doi:10.1063/5.0029767. ISSN 1070-6631. PMID 33281434. Bibcode: 2020PhFl...32k1301K.
55. ↑ Segelström, Fabian; Raijmakers, Bas; Holmlid, Stefan (January 2009). "Thinking and Doing Ethnography in Service Design". Linköping University, Department of Computer and Information Science. http://www.ida.liu.se/~steho87/iasdr/SegelstromRaijmakersHolmlid.pdf.
56. ↑ Buur, Jacob; Binder, Thomas; Brandt, Eva (2000-01-01). "Taking Video beyond 'Hard Data' in User Centred Design". Participatory Design Conference. https://www.researchgate.net/publication/242609565.
57. ↑ Holmlid, Stefan (2007-05-27). "Creative Arts". Nordes. Nordes 2007: Design Inquiries 1 (2). doi:10.21606/nordes.2007.031. ISBN 978-1-912294-46-6. ISSN 1604-9705. https://jorz.art/.
58. ↑ Sophia, Parker; Heapy, Joe (2006-07-01). "The Journey to the Interface, how public service design can connect users to reform". Demos. http://socialinnovation.typepad.com/files/journey-to-the-interface.pdf.

## Further reading

Library resources about
Design

* * *

* Resources in your library

* Margolin, Victor. World History of Design. New York: Bloomsbury Academic, 2015. (2 vols) ISBN 9781472569288.
* Raizman, David Seth (12 November 2003). The History of Modern Design. Pearson. ISBN 978-0131830400.

* v
* t
* e

Design

* Outline
* Designer

Disciplines

| Communication
design|

* Advertising
* Book design
* Corporate design
* Exhibit design
* Film title design
* Graphic design
* Motion
* Postage stamp design
* Print design
* Illustration
* Information design
* Instructional design
* News design
* Photography
* Retail design
* Signage / Traffic sign design
* Typography / Type design
* Video design
* Visual merchandising

|

Environmental
design|

* Architecture
* Architectural lighting design
* Building design
* Passive solar
* Ecological design
* Environmental impact design
* Garden design
* Computer-aided
* Healthy community design
* Hotel design
* Interior architecture
* Interior design
* EID
* Keyline design
* Landscape architecture
* Sustainable
* Landscape design
* Spatial design
* Urban design

Industrial
design|

* Automotive design
* Automotive suspension design
* CMF design
* Corrugated box design
* Electric guitar design
* Furniture design
* Sustainable
* Hardware interface design
* Motorcycle design
* Packaging and labeling
* Photographic lens design
* Product design
* Production design
* Sensory design
* Service design

Interaction
design|

* Experience design
* EED
* Game design
* Level design
* Video game design
* Hardware interface design
* Icon design
* Immersive design
* Information design
* Sonic interaction design
* User experience design
* User interface design
* Web design

Other
applied arts|

* Public art design
* Ceramic / glass design
* Fashion design
* Costume design
* Jewelry design
* Floral design
* Game art design
* Property design
* Scenic design
* Sound design
* Stage/set lighting design
* Textile design

Other
design
& engineering|

* Algorithm design
* Behavioural design
* Boiler design
* Database design
* Drug design
* Electrical system design
* Experimental design
* Filter design
* Geometric design
* Job design
* Integrated circuit design
* Circuit design
* Physical design
* Power network design
* Mechanism design
* Nuclear weapon design
* Nucleic acid design
* Organization design
* Process design
* Processor design
* Protein design
* Research design
* Social design
* Software design
* Spacecraft design
* Strategic design
* Systems design

Approaches

* Activity-centered
* Adaptive web
* Affective
* Brainstorming
* By committee
* By contract
* C-K theory
* Closure
* Co-design
* Concept-oriented
* Configuration
* Contextual
* Continuous
* Cradle-to-cradle
* Creative problem-solving
* Creativity techniques
* Critical
* Design fiction
* Defensive
* Design–bid–build
* Design–build
* architect-led
* Domain-driven
* Ecodesign
* Energy neutral
* Engineering design process
* Probabilistic design
* Error-tolerant
* Fault-tolerant
* Framework-oriented
* For assembly
* For behaviour change
* For manufacturability
* For Six Sigma
* For testing
* For X
* Functional
* Generative
* Geodesign
* HCD
* High-level
* Inclusive
* Integrated
* Integrated topside
* Intelligence-based
* Iterative
* KISS principle
* Low-level
* Metadesign
* Mind mapping
* Modular
* New Wave
* Object-oriented
* Open
* Parametric
* Participatory
* Platform-based
* Policy-based
* Process-centered
* Public interest
* Rational
* Regenerative
* Reliability engineering
* Research-based
* Responsibility-driven
* RWD
* Safe-life
* Sustainable
* Systemic
* SOD
* Tableless web
* Theory of constraints
* Top-down and bottom-up
* Transformation
* Transgenerational
* TRIZ
* Universal
* Design for All
* Usage-centered
* Use-centered
* User-centered
* Empathic
* User innovation
* Value-driven
* Value sensitive
* Privacy by

* Design choice
* computing
* controls
* flow
* leadership
* management
* marker
* methods
* pattern
* research
* science
* sprint
* strategy
* theory
* thinking

* Tools
* Intellectual property
* Organizations
* Awards

| Tools|

* AAD
* Architectural model
* Blueprint
* Comprehensive layout
* CAD
* CAID
* Virtual home design software
* CAutoD
* Design quality indicator
* Electronic design automation
* Flowchart
* Mockup
* Product design specification
* Prototype
* Sketch
* Storyboard
* Technical drawing
* Web design program
* Website wireframe

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Intellectual
property|

* Community design
* Design around
* Design patent
* Fashion design copyright
* Geschmacksmuster
* Industrial design rights
* European Union

Organizations|

* AIGA
* Chartered Society of Designers
* Design and Industries Association
* Design Council
* International Forum Design
* The Design Society
* Design Research Society

Awards|

* European Design Award
* German Design Award
* Good Design Award (Museum of Modern Art)
* Good Design Award (Chicago Athenaeum)
* Good Design Award (Japan)
* Graphex
* IF product design award
* James Dyson Award
* Prince Philip Designers Prize
* Prix Versailles

Related topics

* Aesthetics
* Agile
* Concept art
* Conceptual design
* Creative industries
* Cultural icon
* .design
* Enterprise architecture
* Futures studies
* Indie design
* Innovation Management
* Intelligent design
* Lean Startup
* New product development
* OODA Loop
* Philosophy of design
* Process simulation
* Slow design
* STEAM fields
* Unintelligent design
* Visualization
* Wicked problem

* Design brief
* change
* classic
* competition
* architectural
* student
* director
* education
* elements and principles
* engineer
* firm
* history
* knowledge
* language
* life
* load
* museum
* paradigm
* rationale
* review
* specification
* studio
* technology

* Commons
* Wikibooks
* Wikinews
* Wikiquote
* Wikisource
* Wiktionary

* v
* t
* e

Visual arts

* Architecture
* Art
* Ceramics
* Computer art
* Craft
* Drawing
* Design
* Filmmaking
* Light art
* Painting
* Photography
* Printmaking
* Public art
* Sculpture
* Site-specific art
* Street art

* List of artistic media

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