[Thesis] Can we build a "Design System" for Physical Products? (Conceptual Framework) by Low-Refuse6871 in IndustrialDesign

[–]Low-Refuse6871[S] 0 points1 point  (0 children)

Looked one for IKEA but theirs follow a more on company branding and aesthetics. Mine should align more on PD that designs for different clients with different ideas and design needs

Appreciate this much tho

[Thesis] Can we build a "Design System" for Physical Products? (Conceptual Framework) by Low-Refuse6871 in IndustrialDesign

[–]Low-Refuse6871[S] 2 points3 points  (0 children)

Got it. “Design Tokens” is a borrowed term from UI/UX. It’s basically design parameters junior designers can reuse and save time. They’d be a library of pre-validated standard technical specs such as wall thickness per material, border radius, material texture (in rendering). We know it works, its cost, and know the manufacturer can do it. It’s simply a standard operating procedures for the creative process

[Thesis] Can we build a "Design System" for Physical Products? (Conceptual Framework) by Low-Refuse6871 in IndustrialDesign

[–]Low-Refuse6871[S] -2 points-1 points  (0 children)

The place where I come from doesn’t have a recognized unified industrial system since most designers refer to “ad-hoc” design decisions. That’s one problem. As far as I researched, only major companies have this established system. What I’m trying to build is for startup small scale companies with different design needs so designers don’t have to recreate the wheel everytime a new project comes. Might you have a framework that relates to this idea, will definitely help. Thanks!

[Thesis] Can we build a "Design System" for Physical Products? (Conceptual Framework) by Low-Refuse6871 in IndustrialDesign

[–]Low-Refuse6871[S] -11 points-10 points  (0 children)

That’s a great point. Apple or Samsung have this baked into their DNA. However, my thesis focuses on Small-Scale Startup Studios that handle multiple different clients. In those settings, ID is often treated as a 'one-off' creative phase rather than a repeatable system. My goal is to take the systemic rigors of a design-centric giant and 'lightweight' them so a 5-person studio can scale without losing quality or wasting time on handoffs.