EuraStudy
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 time3 competenciesLevel Standard 3 · Advanced 1
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.
Reading depth: In depth
Text size: Standard
Methods of design communication
A designer must generate and communicate concepts for a new kettle. Explain how sketching would be used from first ideas to a developed proposal.
Produce many quick 2D thumbnails to explore different forms, handle positions and proportions rapidly, valuing quantity and variety over neatness at this stage.
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.
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.
Typical mistakes
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)
Third-angle orthographic layout
Isometric crate
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.
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.
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.
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.
Typical mistakes
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)
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.
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.
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.
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.
Typical mistakes
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)
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.
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.
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.
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.
Typical mistakes
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)
References & sources