Art Center College of Design
is recognized as one of the world's foremost institutions for art
and design education. Obtaining a degree from this institution has
often been compared to attending medical school, just without all
the blood. You might expect that we would be investing heavily in
the latest computer visualization tools that allow our students to
produce highly realistic 3D renderings of their design creations
and you would be right. But many people are surprised to discover
that we also insist that our students learn the skills needed to
produce an accurate physical prototype of their work, both with
conventional and computer-driven tools. This article will explain why we
believe that it’s so important for designers to learn
prototyping skills and some of the methods that we use.
While the latest computer modeling tools provide a very
realistic view of a proposed design, there are often very
important aspects of the design that go beyond visual appearance.
One example would be that of "fit". Let’s say you are
designing a project and that project utilizes a handgrip in its
design. No matter how many times or what direction you rotate it
in the computer, you will never be absolutely sure that it is
right until you can actually put it in your hand and try it. To
carry that further, a garden trowel needs to fit the hand
differently than a gearshift lever or a fly swatter. The only way
to determine whether the handgrip, or any other part of a design
that interfaces with the human body feels correct and works for
that application, is to build one and modify it until, it provides
the feel that works for that application.
Hard to get it right on the computer
In fact, there are lots of
objects whose visual appearance is very difficult to get exactly
right on the computer. One reason is that rendering software alone
is unable to perfectly represent the way that an object appears
under certain lighting conditions, certain angles or any
combination of those two. The computer comes close, but close isn’t
good enough when you are about to make a decision to invest
millions of dollars, bringing a new product to market. An
automobile is a great example of this. Most automobile companies make
heavy use of computer modeling but still depend on clay models as
their final design criteria. (In fact, full size clay models are
now being machined using CNC programs and large five axis
machines.)
Why not just use the computer? Surely it is faster and easier
to manipulate. The simple fact is, that nothing beats the reality
of a three-dimensional model sitting in front of you. With a 3-D
model you can see, touch and feel the subtle changes in a curve or
line, or the way a door handle transitions into the door panel.
You can walk around and look from any angle at the way the light
reflects off a given surface. This holds true for any product
whose appearance is very critical, not just automobiles. In the
television commercial market, art directors and producers
recognize the value of having a physical model to work with, and
most of them insist on it even though it would be possible, and
certainly quicker, to create these models on the computer.
Directors and producers have discovered that they are able to
obtain a level of control over their products appearance through
camera placement and lighting, they cannot achieve with just a
computer model.
Building a prototype also forces the designer to resolve issues
that would be too easy to gloss over in a computer model. There
are hundreds of issues that usually don’t begin to get addressed
until the first prototype is built. Just exactly how do pieces fit
together? Does it work the way it is intended to? How does the
user hold the product? Exactly how will it be used? How does it
fit in with other products that it is to be used with? Does it
have the right feel? How does it look in the environment in which
it will actually be used? How do the products potential purchasers
react to it? You aren’t likely to get an answer to any of these
questions or many others until the first prototype is built.
Addressing manufacturability issues
Prototyping also addresses another major concern – how easy
or difficult will it be to manufacture the product. Manufacturing
problems, which are not so obvious in a "computer
generated" model, come into sharp focus in the actual
fabrication of that model or prototype. With the latest computer
modeling packages you can create virtually any shape, but is it
really possible, or cost effective to make it that way in the real
world? Building the design will force you to think through the
different manufacturing steps and may cause you to make design
changes, even very subtle ones, that will make the design much
easier and less expensive to build. There are times when a model
can also be used as a pattern to go directly into production with.
For example, I once built a model primarily as a visual aid for a
company’s marketing people to look at, prior to the
manufacturing stages. As it turned out marketing loved the model
and with a minor little technical change, they ended up using the
model as a master, and production molds were created directly from
it. Where possible, smart companies try to make a prototype that
can also be used as a pattern.
Here at the Art Center
College of Design, we offer three classes that deal with basic
model construction. The first two focus on use of manual tools and
the development of hand skills, and the third is an offering into
the use of the CNC routers. These are required classes for
our industrial design students. After those there are more
advanced RP classes that students can take, such as machine
surfacing, etc. Once learned, students then make use of these
skills in all areas of study. For example, our environmental
design students will build topographical scale models of
landscapes and buildings, and full sized pieces of furniture on
our CNC Techno routers instead of cutting out pieces on a band
saw. The beauty of the CNC
routers is that you can define every detail of the piece in the
software, send it to the router and then go do something else
while the machine produces the part. While CNC machining
isn’t perfect, its accuracy and appearance is far beyond what
can be achieved by hand. For example; in the case of the
topographic models, instead of a bunch of layers of cardboard that
has been cut out on a band saw, stacked and glued together, a
model would be accurately machined from a solid block of foam with
every contour line layer machined to accurate tolerances, and all
surfaces and edges would be clean and smooth with very little
sanding necessary. While programming is somewhat of a
labor-intensive process akin to cutting out the first piece by
hand, once it is completed other pieces can be produced without
the attention of a person except for loading raw materials and
unloading finished pieces on the machine and with occasional
checking to be sure the tool hasn’t worn out or broken. With today’s new "user
friendly" software, even programming is becoming much quicker
and less and less of a problem.
Selecting a CNC router
We selected the Techno
machine because it is constructed on steel stress-relieved bases
with hardened steel linear ways. Its shaft-and-bearing system
produces very smooth, play-free motion and is an extremely rigid
system that produces high-quality cuts. The machine also uses
anti-backlash ballscrews. These screws have excellent power
transmission due to the rolling ball contact between the nut and
screws. This type of contact ensures low friction, low wear, and
long life. The ballscrews also make it possible to produce wooden
parts to the machine resolution of 0.0005 inch. Instead of
being ballscrew-driven, the less expensive machines use rack and
pinion gearing, which has too much play to make accurate cuts in
small areas. Also this type of gearing wears out quickly in the
dusty environment of a carpentry shop. The other main difference we
found between the Techno machine and the others was that the
Techno uses a servo motor to control cutting motion while other
machines use stepper motors, which can give a stair-step cutting
effect. With a smoother cut, sanding and finishing time is kept to
an absolute minimum. Believe me when I say that this is a real
plus to any Art Center student.
Our students begin by defining their concept design in a
computer aided industrial design software package such as Alias,
FormZ and SolidWorks. (Almost any software package that produces
3-D geometry can be used, with the only limiting factor being,
having the proper translators) Next their model is imported in the
IGES format into a CNC programming package to produce a file that
the router understands. Once
the CNC program is generated it is sent to the Techno machine to
cut patterns from 3-inch thick sheets of 7-pound or 15-pound
density polyurethane foam, Ren shape material, or plywood from
which their model or pattern is made. They also have the option to
machine the top and bottom halves of a model separately, drill
alignment holes in each half and then marry the two halves by
inserting steel rods into the holes and gluing them together.
This allows students to make models twice the depth of the machine’s
cutter depth. This model can then be used as a pattern to produce
a mold, or it can be used as the model itself. Our Techno Routers
are not limited to just Environmental students. Product students
also make use of it to machine out their models (last term it was
computer speaker housings, this term it was toothbrushes) and
transportation design students use it for automotive details such
as rims, tires, seats and other components. This term we are
teaching Fine Art students how to machine objects on them.
Besides the above
mentioned benefits of a designer learning basic modeling skills,
there exist the fact that in the real world, when the economy is
tough, and industrial design jobs are hard to find, especially for
students coming straight out of school, graduates can use their
model building skills to pay their bills until design
opportunities come around. (Model building skills will also
improve their employability and make it possible for them to earn
a good living in secondary fields of employment that are closely
enough related to their specialty that they can keep their skills
sharp while waiting for the right opportunity to arrive) A great
example of that is the opportunities that exist in the model
building field that was my business. A business that produced
high-quality, innovative props, patterns, "hero"
products and prototypes for major studios, prop specialty shops,
ad agencies, photographers, manufactures, museums. etc. My 30+
year success of my business, plus the success of thousands of
other similar business, provides proof of the important role that
prototypes have played and will continue to play in the product
development process.
Michael Plesh is currently the Director of the Technical Skill
Center, at the Art Center, College of Design in Pasadena,
California. For the past 30 plus years he has owned his own
business making props, patterns, models and prototypes for film,
architectural, industrial and ceramic work. Some samples of his
work can be viewed at www.propmakers.com