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Notes · Design and TechnologyUK · A-Levels

Design communication

This chapter covers how designers communicate ideas - through freehand sketching, formal engineering drawing, physical and digital modelling, and presentation to clients and manufacturers. For each method it explains what it is for, its conventions, and how to choose the right form of communication for the idea and the audience.

4 sections·~13 min reading time·3 competencies·Level Standard 3 · Advanced 1

T·0888 / 18
Exam profile
AO4 · Explain sketching, formal drawing, modelling and presentation methods and their conventionsAO2 · Communicate design ideas clearly in appropriate 2D, 3D and formal formatsAO3 · Analyse and evaluate the best way to communicate a design to a given audience
Operators:explaindescribesketchproducecompareevaluatejustify

basic level

AS-Level expects sketching, basic formal drawing and modelling used and their purposes understood.

higher level

The full A-Level expects formal drawing conventions (orthographic, isometric, dimensioning) applied and the communication method justified for the audience and purpose.

Depth

Reading depth: In depth

Text

Text size: Standard

Contents · 4 sections▾
  1. Design communication
    • 01Freehand sketching and ideation◐
    • 02Formal engineering drawing●
    • 03Modelling and prototyping as communication◐
    • 04Presenting to different audiences◐
§ 01

Freehand sketching and ideation#

●●○StandardLPAQA 7552 3.1.11LPDfE GCE D&T - design communication

Methods of design communication

Design communicationProbability tree, 9 paths, Data: Sketching → 2D thumbnails; Sketching → 3D / crating; Sketching → Rendering / annotation; Formal drawing → Orthographic; Formal drawing → Isometric / perspective; Formal drawing → Exploded / sectional; Modelling → Physical models; Modelling → CAD; Presentation → Mood / sample boardsSketchingFormal drawingModellingPresentationDesign communication2D thumbnails3D / cratingRendering / annotationOrthographicIsometric / perspectiveExploded / sectionalPhysical modelsCADMood / sample boards
Fig. 1The methods of design communication, from fast freehand sketching for ideation, through precise formal drawing for manufacture, to models and presentation for testing and clients - each chosen for its purpose and audience.

Key points

Freehand sketching is the fastest, most fluent way to generate and communicate ideas early in the design process. Quick 2D thumbnails explore many options in minutes, while 3D sketches (isometric, perspective or using 'crating' - building a form inside a lightly-drawn box) show what a product will actually look like. Sketching is deliberately loose and rapid at the ideation stage because its purpose is to think on paper and produce many ideas, not to be precise.
Sketches are made to communicate more by rendering and annotation. Rendering - adding tone, shadow, highlights, texture and colour - makes a sketch read as a three-dimensional object in a real material, showing form and finish. Annotation - brief written notes around the sketch - explains materials, dimensions, features, functions and the designer's reasoning, turning a drawing into a communicating document that a reader can understand without the designer present.
Sketching supports the whole ideation-and-development flow. Divergent early sketching generates a wide range of ideas (quantity over polish); as ideas are selected and developed, sketches become more considered, detailed and rendered, working through construction, proportion and detail. Thumbnails, then developed sketches, then presentation drawings mark the movement from many rough ideas to a refined proposal.
The value of sketching is speed, fluency and low cost: ideas can be tried, changed and discarded on paper far faster and cheaper than in CAD or a physical model. It keeps the designer thinking visually and communicates ideas to others quickly for feedback. A designer chooses sketching for early exploration and communication of ideas, moving to formal drawing and CAD when precision and manufacture demand it.
Worked example

Using sketching through ideation

A designer must generate and communicate concepts for a new kettle. Explain how sketching would be used from first ideas to a developed proposal.

  1. 01Diverge with thumbnails

    Produce many quick 2D thumbnails to explore different forms, handle positions and proportions rapidly, valuing quantity and variety over neatness at this stage.

  2. 02Develop selected ideas in 3D

    Take the strongest concepts and draw them in 3D using crating to get the form and proportion right, adding more detail of features such as the spout, lid and handle.

  3. 03Render and annotate

    Render the developed sketch with tone, highlights and colour so it reads as a real object in its material, and annotate it with materials, key dimensions and functional notes so others can understand and give feedback without the designer present.

Result: Sketching moves the kettle from many quick thumbnails, through 3D developed drawings, to a rendered and annotated proposal - fast and cheap exploration that communicates form, material and reasoning for feedback.

Exam focus

  • Explain why loose, rapid sketching suits ideation and how rendering and annotation make a sketch communicate.
  • Describe the movement from many rough thumbnails to developed, rendered sketches during ideation.

Typical mistakes

  • Treating early sketches as needing to be neat and precise, which slows ideation - the point is many quick ideas.
  • Producing unannotated sketches that cannot be understood without the designer explaining them.

Active revision

Explain how a designer would use sketching to generate and develop ideas for a new desk lamp, from first thumbnails to a rendered developed sketch, and why annotation matters.

Active recall

Recall the key points — then reveal.

Sources: GCE AS and A level subject content for design and technology (Department for Education) · AQA A-level Design and Technology: Product Design (7552) specification (AQA)

§ 02

Formal engineering drawing#

●●●AdvancedLPAQA 7552 3.1.11LPDfE GCE D&T - formal drawing

Third-angle orthographic layout

Third-angle projection layoutSchematic diagram with 4 elements, front view, end view, plan view, plan below the front, end view beside itfront viewend viewplan viewplan below thefront, end view…
Fig. 2Third-angle orthographic projection (UK convention): the front view top-left, the end (side) view to its right, and the plan below it - each an accurate, dimensioned view looking directly onto one face.

Key points

Formal engineering drawing communicates a design precisely and unambiguously so it can be manufactured - the opposite purpose to loose sketching. Its cornerstone is orthographic projection, which shows an object in separate flat views (typically front, plan and end/side) drawn accurately to scale and dimensioned. In the United Kingdom third-angle projection is the convention, in which the plan is drawn below the front view and the end view beside it, each view looking directly onto one face.
Three-dimensional formal views complement the flat orthographic ones. Isometric drawing shows an object in 3D with all three axes to the same scale and vertical lines vertical, giving a clear, measurable pictorial view (useful for crating and clarity); perspective drawing shows it as the eye really sees it, with lines converging to vanishing points, for realism. Exploded views separate the parts along their assembly axes to show how a product goes together, and sectional views cut through it to reveal internal detail.
Drawing conventions make formal drawings universally readable. Standard line types distinguish visible edges (solid), hidden edges (dashed) and centre lines (chain); dimensioning follows rules (dimension and extension lines, arrowheads, figures read from the bottom or right, units stated); scale is stated (for example 1:2); and the third-angle symbol shows the projection used. Following these British and international standard conventions means any engineer or manufacturer, anywhere, can read the drawing correctly.
A designer chooses the formal drawing type by purpose: orthographic with full dimensioning to manufacture a part, isometric or perspective to show a client what it looks like, exploded to show assembly, sectional to show internal workings. Because these drawings are the instructions a manufacturer works to, precision and correct conventions are essential - an ambiguous or wrongly-dimensioned drawing produces a wrong part. Formal drawing is where communication becomes manufacture.

Isometric crate

Isometric crateGeometric figure (3D)x1x2x3
Fig. 3An isometric-style crate: a 3D box within which a form is built up, drawn with the three axes to a common scale so it is both pictorial and measurable.
Worked example

Choosing and setting out formal drawings

A designer must communicate a machined aluminium bracket both to the client (what it looks like) and to the workshop (to make it). Explain the drawings to use and the conventions the manufacturing drawing needs.

  1. 01Drawing for the client

    Produce an isometric or perspective view, perhaps rendered, so the client sees the bracket as a clear 3D object - a pictorial view communicates appearance quickly.

  2. 02Drawing for manufacture

    Produce a fully-dimensioned third-angle orthographic drawing with front, plan and end views to scale, so the workshop has the exact sizes and features to machine the part.

  3. 03Apply the conventions

    On the manufacturing drawing use solid lines for visible edges and dashed for hidden detail, add centre lines, dimension every feature with proper dimension and extension lines and figures, state the scale (for example 1:1) and show the third-angle symbol - so any workshop reads it unambiguously.

Result: An isometric or perspective view communicates the bracket's appearance to the client; a fully-dimensioned third-angle orthographic drawing, following the line, dimensioning and scale conventions, communicates it precisely to the workshop for manufacture.

Exam focus

  • Identify and lay out third-angle orthographic views correctly and apply dimensioning and line-type conventions.
  • Choose the right formal drawing (orthographic, isometric, exploded, sectional) for a stated purpose - manufacture, presentation, assembly or internal detail.

Typical mistakes

  • Confusing first- and third-angle projection, or placing the plan and end views in the wrong positions.
  • Omitting or mis-drawing conventions - hidden-detail dashed lines, centre lines, scale, dimensioning - making the drawing ambiguous to manufacture from.

Active revision

For a simple bracket, state which formal drawing you would produce to have it manufactured and which to show a client its appearance, and give two drawing conventions the manufacturing drawing must follow.

Active recall

Recall the key points — then reveal.

Sources: AQA A-level Design and Technology: Product Design (7552) specification (AQA)

§ 03

Modelling and prototyping as communication#

●●○StandardLPAQA 7552 3.1.11LPDfE GCE D&T - modelling

Key points

Models and prototypes communicate a design in three dimensions in a way no drawing can - they can be held, tried, tested and shown. A model represents some aspect of the design (its form, scale or a mechanism), while a prototype is a working version made to test whether the design functions and meets the specification. Making something physical reveals problems of size, proportion, ergonomics and function that are invisible on paper or screen.
Physical modelling uses quick, cheap materials to explore and communicate. Block models in foam, card, balsa or clay test form, size and feel in the hand; card and foam-board models test layout and proportion; toiles (fabric mock-ups) test garments; and breadboarding tests an electronic circuit before it is committed to a board. These rough models are made to learn and communicate quickly, not to be finished products, so cheap materials and speed matter more than finish.
CAD and virtual models complement physical ones, and 3D printing bridges the two by producing a physical model straight from the digital design. A designer often moves from sketch models (rough, exploratory), through developmental models (testing specific features), to a final prototype (a resolved, working version for testing and presentation). Each level of model answers a particular question and communicates the design at a stage of its development.
Modelling is central to the iterative design process and to communicating with users and clients: a model a user can hold and try generates far richer, more honest feedback than a drawing, and it convinces a client more persuasively. A designer chooses the model to suit the question - a block model for form, a working prototype for function - and uses it both to test the design and to communicate it, which is why prototyping runs right through the NEA.
Worked example

Using models to develop and communicate

A designer is developing a handheld games controller that must feel comfortable. Explain how modelling would be used from early form to a tested prototype.

  1. 01Block models for form and feel

    Make quick block models in foam or clay to test the size, shape and feel of the controller in different hands - something only a physical object can reveal - and gather user feedback on comfort.

  2. 02Developmental models for features

    Model the button and stick positions in card or 3D print to test reach and ergonomics for a range of hand sizes, refining the layout with user trials.

  3. 03A working prototype to test function

    Build a resolved prototype with working controls to test that it actually functions and meets the specification, and to communicate the finished design convincingly to the client and further test users.

Result: Foam block models test form and comfort, developmental models test control layout with users, and a working prototype tests function and communicates the resolved design - each model answering a specific question and giving richer feedback than any drawing.

Exam focus

  • Distinguish a model (represents an aspect) from a prototype (a working version to test) and choose the right one for a design question.
  • Explain how physical modelling communicates and tests form, ergonomics and function better than drawings.

Typical mistakes

  • Treating a rough sketch model as if it should be a finished product - early models are made cheaply and quickly to learn.
  • Using 'model' and 'prototype' interchangeably - a prototype is a working version made to test function.

Active revision

A designer is developing a new ergonomic computer mouse. Explain how block models and a working prototype would each be used to communicate and test the design at different stages.

Active recall

Recall the key points — then reveal.

Sources: AQA A-level Design and Technology: Product Design (7552) specification (AQA)

§ 04

Presenting to different audiences#

●●○StandardLPAQA 7552 3.1.11LPDfE GCE D&T - presentation

Key points

Communication must be tailored to its audience, because a client, a user and a manufacturer each need different information in a different form. A client or user wants to see and understand the product - its appearance, benefits and feel - so presentation drawings, renders, mood boards and models suit them. A manufacturer needs precise instructions - dimensioned orthographic drawings, material and process specifications, tolerances - to make it correctly. Sending the wrong form to the wrong audience communicates poorly.
Presentation methods build understanding and desire for a non-technical audience. Presentation drawings and photorealistic renders show the product attractively in context; mood boards gather images, colours, textures and influences to convey a design's style and feeling; sample and materials boards show the actual finishes; and models let the audience experience the product. These are chosen to communicate appearance, style and benefit persuasively rather than to instruct manufacture.
Clear communication also depends on how information is organised and presented - logical layout, clear annotation, appropriate level of detail and language for the audience, and honesty. Over-technical drawings baffle a client; vague, un-dimensioned images are useless to a manufacturer. The best communicators judge what the audience needs to know and decide, and present exactly that, clearly.
In the design process and the NEA, a designer communicates with several audiences in turn: users during research and testing, clients at review points, and manufacturers at the making stage - each with the appropriate method. Choosing and justifying the right communication for the audience and purpose is itself a design skill, and one examiners reward when a candidate explains why a particular drawing, model or board suits a particular audience.
Worked example

Communicating with different audiences

A designer needs to communicate a new lamp to investors deciding whether to fund it and, separately, to the workshop that will make the prototype. Explain the methods for each.

  1. 01For the investors

    Use rendered presentation drawings or photorealistic CAD visuals, a mood and materials board and perhaps a model, showing the lamp attractively in context - investors need to grasp the appeal, style and market, not technical detail.

  2. 02For the workshop

    Use fully-dimensioned third-angle orthographic drawings with material and finish specifications, tolerances and an assembly (exploded) view - the workshop needs precise instructions to make it correctly.

  3. 03Justify the difference

    The investors decide on appeal and viability, so persuasive, appearance-led communication suits them; the workshop must manufacture accurately, so precise, convention-following technical drawings suit it - the same product, communicated differently for each audience.

Result: Rendered presentation visuals, a mood board and a model persuade the investors; dimensioned orthographic and exploded drawings with specifications instruct the workshop - the communication method is chosen to fit each audience's needs and decision.

Exam focus

  • Match a communication method (presentation drawing, mood board, orthographic drawing, model) to a specific audience and purpose.
  • Explain why the level of detail and form of communication must suit the audience - client, user or manufacturer.

Typical mistakes

  • Giving a client technical manufacturing drawings, or a manufacturer vague presentation renders - each audience needs a different form.
  • Ignoring layout, annotation and appropriate detail, so the communication is unclear whoever the audience.

Active revision

A designer must present a new chair to (a) potential customers at a trade show and (b) the factory that will make it. Explain the communication method suited to each and why.

Active recall

Recall the key points — then reveal.

Sources: GCE AS and A level subject content for design and technology (Department for Education) · AQA A-level Design and Technology: Product Design (7552) specification (AQA)

Contents

Section -- / 04

    • 01Freehand sketching and ideation◐
    • 02Formal engineering drawing●
    • 03Modelling and prototyping as communication◐
    • 04Presenting to different audiences◐

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References & sources

Sources

Department for Education

  • GCE AS and A level subject content for design and technology

AQA

  • AQA A-level Design and Technology: Product Design (7552) specification

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