Design Factors
Design factors are the key categories that all design specifications (and therefore by default, constraints and considerations) are based on. They help the designer identify the critical aspects that a design solution will address. Although there is no definitive list of design factors, the following list provides an overview of commonly used categories:
Aesthetics / anaesthetic
Aesthetics is a core design factor that defines an object's pleasing qualities. Typically, users find a design aesthetically pleasing or anaesthetically unappealing. The decision to sway either way is highly subjective and influenced by a user's age, life experiences, and value in the time and effort it takes to develop the qualities of the design aesthetic. In essence, the qualities that influence a user's opinion, are the physical application of visual qualities or the elements and principles of design.


Aesthetics can be related to combinations of design factors that have been developed by groups of people with similar thinking. These groups are often referred to as movements of art and design.




Context
Context is all about location and its affect on the design. Location is where a design will be placed, where it can be found or the places where it could be used.
A simple way to help understand context and its affect is to think of the simple table. Depending on where we locate tables, we change their proportions, purpose and functions. For example, by placing a table in the context of a lounge transforms it into a coffee table or entertainment unit. By placing it in the foyer of a home transforms the table into a side board. By placing it in an office, we again change its proportions and functions into a desk.




Economics
Costing a product takes into account materials, labour and use of plant (equipment and machinery) but must give value to the end-user/s. Time management and material availability are critical issues to consider
Function
Design solutions can provide singular or multiple functions. These can be referred to as primary and secondary functions. A function should be an extension of a product's original purpose. For example, a stapler's purpose is to keep documents 'organised'. The primary function of the stapler is to bind (or staple) the documents together. A secondary function of a stapler might be to 'store' staples or 'remove' staples from a notice board.
Here are some functional examples:
Product Design
- Store
- Protect
- Support
- Hide
- Tranport
- Impact / Protect
- Amplify / Muffle
Systems Design
- Move an object
- Lift/Drop
- Observe
- Deliver
- Open / Close
- Transport
Thread and Fibre Design
- Warmth / Cool
- Carry
- Cover
- Protect
- Shade
Architectural Design
- Support
- Store
- Showcase
- Highlight
- Reflect / Absorb
Innovation and Creativity
Innovation requires a creative approach to develop new or improved solutions to unsolved problems and opportunities. This involves invention, improvement, modification, incremental progress, experimentation and pushing the boundaries. Opportunities are identified from research and development, end-user/s feedback, new ideas and knowledge, new materials and emerging technologies.
Legal Responsibilities
The legal aspects of product design are: intellectual property (IP) particularly Patents and Design Registration; Australian and International (ISO) standards, regulations and legislation (including OH&S). Products must be produced safely and be safe for the end-user/s
Materials
Materials are selected for use based on their properties (their performance and behaviour both chemically and physically under certain conditions) and characteristics (visible features). These properties and characteristics include strength, durability, thermal resistance, hardness, density, rigidity, flexibility, corrosiveness and compatibility with other materials.
Purpose
Every design should have a clear purpose for its existence. It should fulfil or respond to a genuine need in an authentic way. A design's overall purpose can come from a wide range of influences depending on the discipline. Here are some examples:
Product Design

- Make life easier
- Ergonomic comfort
- Communication
- Transportation
Systems Design

- Move an object
- Lift/Drop
- Observe
- Deliver
Thread and Fibre Design

- Clothe (Fashion)
- Protect (Furniture)
- Perform (Rope)
- Dampen (Acoustics)
Architectural Design

- House
- Store
- Showcase
Sustainability
Involves the connection and interaction between three pillars of sustainability: social, economic and environmental systems. Underpinning factors include: life cycle analysis/ assessment (LCA) and life cycle thinking, emotional attachment, carbon footprints, fair trade, embodied energy and water use, distribution (product miles) and use of renewable energy and resources.
Tactile Qualities
Tactile qualities are the tangible experience of touching an individual material, surface or form. The touch and feel of these can enhance, distract or repel a user's experience. Tactile qualities are highly subjective or individual to each user's senses. Because of this, is important to be able to describe tactile qualities using highly descriptive language. The aim of doing so is to describe a tactile quality by relating it to other things or experiences.
Here are some examples:
Product Design
- Make life easier
- Ergonomic comfort
- Communication
- Transportation
Systems Design
- Move an object
- Lift/Drop
- Observe
- Deliver
Thread and Fibre Design
- Smoothness
- Softness
- Firmness
- Roughness
- Thickness
- Weight
- Warmth
- Harshness
- Stiffness
- Body
- Liveliness
- Fullness
- Wool Like
- Quality
- Crispness
- Paperiness
- Greasiness
- Weave
- Boardy
- Creasability
- Drape
Architectural Design
- House
- Store
- Showcase
Technologies
Conversion techniques (changing raw materials into usable forms) and production processes are reliant on and affected by available tools, equipment, machines, and expertise. Suitable and accurate methods are selected to perform the following: marking/ setting out, cutting/shaping/forming, joining/assembling/constructing, decorating/ embellishing/finishing.+
User Centred Design
End-user/s’ problems or needs identified to improve wellbeing and/or quality of life. In response to these needs, considerations include culture and religion, age, economic status, emotional and sensory appeal, universal design, social and physical needs, fashion and trends. Safety, accessibility, comfort, ergonomics and anthropometric data should also be considered.
Visual Qualities
Relate to the product’s form, appearance and feel. Design elements include point, line, shape, form, texture, tone, colour, transparency, translucency and opacity. Natural forms, patterns and structures along with geometry and mathematics can also be employed to create aesthetic appeal. Design principles of balance, contrast, repetition, movement/rhythm, pattern, proportion, asymmetry/symmetry, negative/positive space and surface qualities are used to combine and arrange the design elements.