ThinkLink Card

Context

Overview

Course

Design Principles and Practices

Prof. Bruce Hanington

Tools

Illustrator

Photoshop

Timeline

Nov - Dec 2023

In our quest to capture the essence of design, we were tasked to communicate our understanding and perception of what design fundamentally represents. This led to the creation of ThinkLink, a tool that embodies the core principles of design in a practical, engaging format.

ThinkLink Card is a dynamic, practical tool designed for designers to simulate and practice real-world design scenarios. It serves as an evolving practice set, updated annually, to stay relevant to current trends and challenges in the design world. This card deck aims to spark creativity, preparing designers for the variety and complexity of real client demands.

Key Components

  • Understanding Client Needs (Who Cards):

    • Represent various client profiles, each with unique design needs and focuses.

    • This directly addresses a fundamental concept in design—empathy and understanding the end-user or client. It's about tailoring design solutions to meet specific needs and contexts, a core principle in design thinking.

  • Project Types and Goals (What Cards):

    • Detail diverse project types, describing specific goals and challenges.

    • This aspect covers another essential design concept— the purpose and functionality of design. It’s not just about aesthetics but also about how design serves a specific function or solves a particular problem.

  • Working Within Constraints (How Cards):

    • Introduce real-world constraints and challenges, fostering innovative problem-solving.

    • This is a crucial design concept where creativity is much needed. Designers frequently need to work within certain limitations, considering budget, material, or time constraints. This teaches adaptability and innovative thinking.

  • Research Methods (Research Cards):

    • Suggest different research methods, guiding the design process.

    • Many designers, especially those new to the field, may not be fully aware of the range of research methods available. These cards provide a quick reference to different approaches, helping designers choose the most suitable method for their specific project.

  • Reflective Practice (Reflection Cards):

    • Encourage self-reflection and learning from each design challenge.

    • Reflection is a key concept in design, where learning from each project is crucial for growth and improvement. This iterative process is fundamental to developing as a designer.

Goals

Primary Goal:

To encapsulate and communicate the essence of design through a practical tool that prepares designers for real-world challenges and trends. The deck aims to bridge the gap between theoretical knowledge and practical application, ensuring designers are equipped for professional success.

Secondary Goals:

  • Real-World Preparedness: Offer hands-on experience with various client scenarios and project types.

  • Creativity within Constraints: Encourage innovative thinking in challenging situations, mirroring actual design tasks.

  • Research and Strategy: Highlight the significance of research and strategic planning in the design process.

  • Reflective Learning: Foster continuous professional growth through reflection on each design challenge.

Card Design

Reflections

Throughout the development process, I learned a lot by revisiting class materials and researching on real-world design constraints, current trends, and commonly used research methods. Delving into various sources provided me with a broader view of the design landscape, discovering the complexities and nuances of the profession.

One aspect I wish I had approached differently is to do a demo or pilot test for the card deck. Due to time constraints, I wasn’t able to run a trial session, which would have been invaluable in understanding the card’s practicality and effectiveness. A demo could have provided critical feedback on the usability of the cards, the relevance of the scenarios, and the overall user experience.

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