Amogh N P
 In loving memory of Amogh N P — Architect · Designer · Visionary 
A product designer's desk — concept sketches, grey foam study models and a sticky-note ideation board: the process made visible.
Unit IIProduct Design

The Design Process

From a need to a product — design thinking, ideation and prototyping.

≈ 45 min + studio task

Good products are not guessed; they are worked out by a process. This unit covers the arc from need to production, the human-centred frame of design thinking and the Double Diamond, and prototyping to LEARN — the craft of building (often in Computer Studio III). Step through the stages in the explorer below.

Learning objectives

By the end of this lesson, you will be able to — mapped to the course outcomes for Product Design:

1
CO2 · Understand

Describe the product-design process from need to production.

2
CO2 · Apply

Apply design thinking (empathise, define, ideate, prototype, test) and the Double Diamond.

3
CO2 · Apply

Use ideation methods to generate and select concepts.

4
CO6 · Apply

Prototype to learn — matching fidelity to the question.

Need to production

The process & its frames

The process loops; design thinking (empathise → test) and the Double Diamond (discover, define; develop, deliver) frame it.[1, 4]

Design thinking — and it loops EmpathiseDefineIdeatePrototypeTest non-linear — testing can send you back to empathise
DiagramThe five non-linear stages of design thinking in a loop — empathise, define, ideate, prototype, test

Design thinking · step through the five stages

Stage 1 · Understand the user

Empathise

Observe and interview the people you design for — set your assumptions aside and learn their real needs, context and frustrations.

…and it loops — testing can send you back to empathise.

Need to production

The product-design process runs: NEED/PROBLEM identification → research → the BRIEF → ideation and concept generation → concept selection → development → detailing → prototyping → testing → production. Ulrich & Eppinger frame it as planning → concept development → system-level design → detail design → testing & refinement → production ramp-up. FLAG: it is ITERATIVE, not a one-way line — you loop back as you learn.[1]

The Double Diamond Discover Define Develop Deliver the RIGHT problem the right SOLUTION diverge … converge … diverge … converge
DiagramThe Double Diamond — two diamonds of diverging then converging thinking
Generate, then make to learn

Ideation & prototyping

Diverge widely before converging, and prototype to learn — matching fidelity to the question, not making a pretty model.[1]

Morphological chart — combine to create function Afunction Bfunction C pick one option per function, combine across → a new concept
DiagramA morphological chart — functions in rows with option sketches, combined into a novel concept

Generate before you judge

IDEATION diverges to find many possibilities before converging on a few. Methods: BRAINSTORMING (Osborn's rules — defer judgement, go for quantity, build on others); MIND-MAPPING; rapid SKETCHING and thumbnails; the MORPHOLOGICAL CHART (list each function and its options, then combine across rows for novel concepts); SCAMPER and mood boards. The cardinal rule: separate idea generation from idea judgement — judging too early kills the best ideas.[1]

The process facts

At a glance

AspectOneThe other
Two design-thinking polesEmpathise & define: the right problemPrototype & test: the right solution
Double DiamondDiamond 1: discover → define (problem)Diamond 2: develop → deliver (solution)
Ideation ruleDiverge: generate many, defer judgementConverge: select a few to develop
Prototype fidelityLow-fi: fast, cheap, early questionsHigh-fi: refined, specific later questions
Why prototypeMyth: to make a pretty modelReality: to learn and test a hypothesis
Vocabulary

Key terms

Design brief

The framed problem statement — goals, constraints and needs — that the design must answer.

Design thinking

A human-centred frame — empathise, define, ideate, prototype, test — that is non-linear and iterative.

Double Diamond

The Design Council's two-cycle model — discover, define (right problem); develop, deliver (right solution).

Diverge / converge

Opening up to many possibilities, then narrowing to a chosen few — the rhythm of design.

Morphological chart

A matrix of functions × options; combining across rows generates novel concepts.

Prototype

A rough or refined model built to learn and test — fidelity matched to the question.

Low- / high-fidelity

Quick rough mock-ups for early questions vs refined models for specific later ones.

Rapid prototyping

3D printing (FDM/SLA/SLS) and similar — fast physical iterations from CAD.

Apply it

Studio task

Take a small product problem through one loop of design thinking — write an empathy note, define the problem in one sentence, sketch ten ideas, and describe the rough prototype you would build to test the best one.

Check your understanding

Self-assessment

1. The five stages of design thinking (Stanford d.school) are —

2. The first diamond of the Double Diamond is about finding —

3. The main purpose of a prototype is to —

In a nutshell

Recap

The design process runs from need through research, ideation, development, prototyping and testing to production — and it loops; it is not a one-way line.
Design thinking (empathise, define, ideate, prototype, test) and the Double Diamond (discover, define; develop, deliver) are human-centred frames for it.
Ideate by diverging widely and deferring judgement, then converge — the morphological chart and brainstorming help.
Prototype to LEARN, matching fidelity to the question — a rough mock-up that answers it beats a polished one that doesn't.
The evidence

References & further reading

  1. [1]Karl T. Ulrich & Steven D. Eppinger, Product Design and Development. McGraw-Hill.
  2. [4]Stanford d.school — Design Thinking process; and the UK Design Council — the Double Diamond. https://www.designcouncil.org.uk/our-resources/the-double-diamond/

Further reading

  • Ulrich & Eppinger, Product Design and Development. McGraw-Hill.
  • Tim Brown, Change by Design (IDEO). Harper Business.
  • Tom Kelley, The Art of Innovation (IDEO). Currency/Doubleday.

Sources gathered and fact-checked June 2026. Published values vary by source, sample and method — treat as indicative and confirm against the cited standard before structural use.