Bruno Munari’s problem solving method

This industrial / graphic designer proposes a project method based on problem solving. This methodology avoids inventing the wheel with each project and proposes to systematize the resolution of problems.

1. definition of the problem

The first thing to do is define the problem as a whole. “Many designers believe that the problems have already been sufficiently defined by their clients. But this is by no means enough,” says Archer.

Therefore, it is necessary to start by defining the problem, which will also serve to define the limits within which the designer must move.

Suppose that the problem consists of projecting a lamp, it will be necessary to define whether it is a table lamp or a wall lamp, for study or work, for a living room or a bedroom. If this lamp will have to be incandescent or fluorescent or daylight or something else. If it has to have a price limit, if it is going to be distributed in department stores, if it must be removable or foldable, if it must have a rheostat to regulate the light intensity, and so on.

2. elements of the problem

Any problem can be broken down into its elements. This operation facilitates the projection because it tends to discover the small particular problems that are hidden behind the subproblems. Once the small problems have been solved one by one (and here creativity begins to intervene, abandoning the idea of ​​looking for an idea), they are recomposed in a coherent way from all the functional characteristics of each one of the parts and functional among themselves, from the material, psychological, ergonomic, structural, economic and, finally, formal characteristics.

“The beautiful is the consequence of the correct”, says a Japanese rule.

The principle of breaking down a problem into its elements in order to analyze it comes from the Cartesian method.

As the problems, especially today, have become very complex and sometimes complicated, it is necessary for the designer to have a whole series of information on each particular problem in order to be able to project with greater security.

Perhaps a definition of “complexity” is appropriate in order to distinguish the complex from the complicated. For Abraham A. Moles “a product is complicated when the elements that compose it belong to many different classes; while it is complex if it contains a large number of elements that can be grouped into a few classes, however”.

It could be said that a car is complicated while an electronic computer is complex. Currently there is a tendency towards the production of uncomplicated objects, to reduce the number of classes of elements that make up a product. So in the future there will be fewer and fewer complicated products.

Breaking down the problem into its elements means discovering numerous sub-problems. “A particular design problem is a set of many subproblems. Each of them can be solved by obtaining a field of acceptable solutions,” Archer asserts.

See also  Align content horizontally and vertically

Each subproblem has an optimal solution that, however, may be in contradiction with the others. The hardest part of the designer’s job will be to reconcile the different solutions with the overall project.

The solution of the general problem consists of the creative coordination of the solutions of the subproblems.

Suppose that the problem presented is that of projecting a lamp and suppose also that we have defined that it is a daylight lamp for a normal room.

The subproblems are:

  • What kind of light should this lamp have.
  • If this light should be graduated by a rheostat.
  • What material will it have to be built with?
  • What technology will have to work with this material to make the lamp.
  • Where will the switch be?
  • How it will be transported, with what packaging.
  • How it will be arranged in the warehouse.
  • If there are already prefabricated parts (lampholder, rheostat, switch, etc.).
  • What shape will it have?
  • How much should it cost.

These are the sub-problems that need to be solved creatively.

3. data collection

Let’s continue with the example of the lamp project and see what data should be collected to decide later on the constituent elements of the project. First of all, the designer will have to collect all the catalogs of the factories that produce lamps similar to the one to be projected. It is evident that, before thinking about any possible solution, it is better to document yourself. It is not going to be that someone has anticipated us. It makes no sense to start thinking about a type of solution without knowing if the lamp we are working on already exists on the market. Of course you will find many examples that will have to be discarded but in the end, by eliminating duplicates and types that can never be competitive, we will have a good collection of data.

Then for each element of the problem, we will have to look again for more data:

  • How many types of bulbs are currently on the market.
  • How many types of rheostats.
  • How many types of switches.
  • And so on.

4. data analysis

The analysis of all the data collected can provide suggestions on what not to do to design a lamp well, and can guide the design towards other materials, other technologies, other costs.

5. creativity

Creativity will replace the intuitive idea, still linked to the artistic-romantic way of solving a problem. Thus, creativity takes the place of the idea and proceeds according to its method. While the idea, linked to fantasy, can propose unrealizable solutions for technical, material or economic reasons, creativity remains within the limits of the problem, limits derived from the analysis of data and sub-problems.

See also  What is an affiliate system

6. materials – technologies

The next operation consists of another small collection of data relating to the materials and technologies that the designer has at his disposal at that time to carry out his project. The industry that has posed the problem to the designer will certainly have its own technology to manufacture certain materials and not others. Therefore it is useless to think of solutions outside of these two data relating to materials and technologies.

7. experimentation

It is now when the designer will experiment with the materials and techniques available to carry out his project. Very often materials and techniques are used in only one way or in very few ways according to tradition. Many industrialists say: “We have always done it this way, why should we change?” On the other hand, experimentation makes it possible to discover new uses for a material or an instrument.

A few years ago, an industrial product called Fibralin was launched on the market, composed of rayon fibers interwoven like a felt, synthetic rubber. This material had been produced to replace certain fabrics used in making the inside of garments and is manufactured in different thicknesses, from cigarette paper to cardboard. It was very affordable in price and had a nice appearance similar to Japanese tissue paper.

This material, which is still being produced, resists screen printing well, and I myself did several tests with it. With this material I designed ephemeral installations for exhibitions of industrial products. Since then, this material, invented for clothing, has been used for its specific qualities and possibilities, including installations and silk-screen printing.

8. models

These experiments allow extracting samples, tests, information, which can lead to the construction of demonstrative models of new uses for certain objectives. These new uses can help to solve partial sub-problems that in turn, together with the others, will contribute to the global solution.

As can be seen from this method scheme, we have not yet made any drawing, any sketch, anything that could define the solution. We still do not know what form will have what is to be projected. But instead we are sure that the margin of possible errors will be very small. Now we can start to establish relationships between the data collected and try to bring together the sub-problems and make some sketches to build partial models. These sketches made to scale or natural size can show us partial solutions involving two or more subproblems.

See also  How to write the EURO special character in HTML

In this way we will obtain a model of what may eventually be the solution to the problem.

9. verification

This is the time to carry out a verification of the model or models (it may happen that the possible solutions are more than one). The model is presented to a certain number of likely users and they are asked to make an honest judgment about the object in question. On the basis of these judgments, a control of the model is carried out to see if it is possible to modify it, provided that the observations have an objective value.

Based on all these subsequent data, it is possible to begin to prepare the construction drawings to scale or to natural size, with all the exact measurements and all the necessary indications for the realization of the prototype.

sketches

The construction drawings will have to serve to communicate to a person who is not familiar with our projects all the useful information to prepare a prototype.

The scheme of the projection method, illustrated in previous pages, is not a fixed scheme, it is not complete and it is not unique and definitive. This is what experience has dictated to us so far. However, we insist that, despite being a flexible scheme, it is better to proceed, for the moment, with the operations indicated in the order presented: just as in the projection of green rice (see below) the casserole cannot be placed on the fire without the water or prepare the seasoning once the rice is cooked.

However, if there is someone capable of objectively demonstrating that it is better to change the order of some operation, the designer is always willing to modify his thinking in the face of objective evidence, and this is how each one can make their creative contribution to the structuring of a working method that tends, as is well known, to obtain the maximum result with the minimum effort.

Example: Green rice problem

Definition of the problem green rice with spinach for four people

Elements of the problem rice, spinach, ham, onion, oil, salt, pepper, broth

Data collection is there anyone who has done it before?

Data analysis, how did you do it? what can i learn from him?

Creativity, how can all this be combined in a correct way?

Materials Technology What rice? what casserole? what fire?

Experimentation tests, essays

Final Sample Models

Check ok, good for 4

Construction Drawings –

Green Rice Solution served on a hot plate

Loading Facebook Comments ...
Loading Disqus Comments ...