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Engineering & Technology · Human Needs, Design & Engineering Decisions

Human needs, users and the purpose of engineering

At a community workshop, someone says, ‘We need a new tool organiser.’ Before drawing compartments, watch a session. One person cannot read the small labels. Another finds the tool but cannot tell where it belongs afterward. A volunteer spends the last ten minutes putting everything back. These are different difficulties hiding inside one request.

Start here. No earlier engineering chapter is required. The numerical examples use counting, addition and comparison. Measurement and uncertainty receive their own treatment in the next chapter. Every product, test result, cost and dimension in these lessons is a constructed teaching example, not a specification for equipment or a report of a real study.

Back to the chapter

After reading, you can

Turn a proposed object into a question about the people, task and outcome it should serve.

01

Ask what should become easier

A need describes an outcome people lack or a difficulty they want to overcome. An organiser is one possible response. A useful starting statement for this case is: people should be able to find and return the workshop's shared tools without repeated assistance. This wording leaves several ideas open.

Try replacing the noun in the request with a question. Instead of ‘Which organiser should we make?’, ask ‘What stops people finding and returning tools?’ The answer might point toward storage, but it could also reveal confusing names, missing tools or a task that needs a different arrangement.

In this chapter, engineering means developing and evaluating practical solutions using evidence, models and knowledge of how things behave. Drawing and making are part of that work. Deciding which problem deserves a solution is part of it too.

02

Follow the task through several people's hands

The user operates or directly uses a solution. A stakeholder is anyone affected by it or involved in its success. Here the learner chooses a tool, the volunteer checks its return, and the workshop coordinator pays for replacements. The person cleaning the shelf also encounters the design, even if they never use the tools.

The diagram follows the organiser through a short use cycle. Look at the return arrow as well as the outward arrow. A design that makes picking up a tool easy but makes returning it confusing has improved only part of the task.

Follow the tool out and backA learner takes a tool from its position, uses it, and returns it. A volunteer checks the arrangement. Labels serve both finding and returning.FindLearner reads a cueUseTask at a benchReturnLearner matches a cueCheckVolunteer resetsOne solution must serve the outward and return paths.
The learner finds a tool, uses it and returns it. A volunteer checks the arrangement before another use. Finding and returning both depend on understandable position cues.
03

Keep an observation separate from your explanation

Suppose a volunteer records that a participant asks where a screwdriver belongs. That is an observation. ‘The label is too small’ is one explanation; ‘the slot shape is ambiguous’ is another. Ask the participant and examine the situation before choosing between them.

For this imagined workshop, a short discussion and a walk through the task would reveal more than asking everyone to choose a favourite organiser. Someone who struggles with a design may suggest a useful change, but their first suggested product is still an idea to investigate. People should be able to describe a difficulty without having to solve it for the designer.

Rewrite a solution-shaped request

Begin with ‘Build a wooden organiser with twelve slots.’ This fixes a material and layout before we know whether those choices address the difficulty.

Rewrite it as ‘Help workshop participants find and return the twelve shared tools during a session.’ Add the people and setting: new participants and returning members use the same shelf, and volunteers reset it afterward.

Now consider three possibilities: clearer labels on the existing shelf, a removable tray, and a wall display. We have not selected a winner. We have created room to compare solutions against a shared purpose.

Try the reasoning

  1. Why does ‘We need twelve wooden slots’ leave less room for discovery than a need statement?

    Show the answer and reasoning

    It commits to material, count and form. The underlying outcome is finding and returning tools; another arrangement could meet that outcome better.

  2. Name someone affected by the organiser who is not its main user.

    Show the answer and reasoning

    The cleaner, volunteer or coordinator. Each has a different interaction or responsibility that the design may help or obstruct.

  3. A participant hesitates before returning a tool. Have you proved that the label caused the hesitation?

    Show the answer and reasoning

    No. Record the hesitation, then ask and examine alternatives. An observation and its proposed explanation are different parts of the evidence.

What to carry forward

Begin with a person doing a task and the outcome that needs to improve. Keep several possible solutions open.

References

Teaching resources and research supporting this lesson’s explanations and examples.

  1. Systems Engineering Handbook — 4.1 Stakeholder Expectations DefinitionNASAReference guidenasa.govRead source
  2. The Double DiamondDesign CouncilTeaching resourcedesigncouncil.org.ukRead source