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Automotive design

Automotive design

Automotive design is the profession involved in the development of the appearance, and to some extent the ergonomics, of motor vehicles or more specifically road vehicles.

This most commonly refers to automobiles but also refers to motorcycles, trucks, buses, coaches, and vans. The functional design and development of a modern motor vehicle is typically done by a large team from many different disciplines included within automotive engineering. Automotive design in this context is primarily worried with developing the visual appearance or aesthetics of the vehicle, tho’ it is also involved in the creation of the product concept. Automotive design is practiced by designers who usually have an art background and a degree in industrial design or transportation design.

Contents

The task of the design team is usually split into three main aspects: exterior design, interior design, and color and trim design. Graphic design is also an aspect of automotive design; this is generally collective amongst the design team as the lead designer sees fit. Design concentrates not only on the isolated outer form of automobile parts, but concentrates on the combination of form and function, beginning from the vehicle package.

The aesthetic value will need to correspond to ergonomic functionality and utility features as well. In particular, vehicular electronic components and parts will give more challenges to automotive designers who are required to update on the latest information and skill associated with emerging vehicular gadgetry, particularly dashtop mobile devices, like GPS navigation, satellite radio, HD radio, mobile TV, MP3 players, movie playback, and smartphone interfaces. Tho’ not all the fresh vehicular gadgets are to be designated as factory standard items, some of them may be integral to determining the future course of any specific vehicular models.

Exterior design Edit

The stylist responsible for the design of the exterior of the vehicle develops the proportions, form, and surfaces of the vehicle. Exterior design is very first done by a series of digital or manual drawings. Progressively, drawings that are more detailed are executed and approved by adequate layers of management. Clay (industrial plasticine) and or digital models are developed from, and along with the drawings. The data from these models are then used to create a utter sized mock-up of the final design (figure in white). With three- and five-axis CNC milling machines, the clay model is very first designed in a computer program and then “carved” using the machine and large amounts of clay. Even in times of high-class 3d software and virtual models on power walls, the clay model is still the most significant instrument to evaluate the design of a car and therefore used across the industry.

Interior design Edit

The stylist responsible for the design of the vehicle interior develops the proportions, form, placement, and surfaces for the instrument panel, seats, door trim panels, headliner, pile trims, etc. Here the emphasis is on ergonomics and the convenience of the passengers. The procedure here is the same as with exterior design (sketch, digital model and clay model).

Color and trim design Edit

The color and trim (or color and materials) designer is responsible for the research, design, and development of all interior and exterior colors and materials used on a vehicle. These include paints, plastics, fabric designs, leather, grains, carpet, headliner, wood trim, and so on. Color, contrast, texture, and pattern must be cautiously combined to give the vehicle a unique interior environment practice. Designers work closely with the exterior and interior designers.

Designers draw inspiration from other design disciplines such as: industrial design, style, home furnishing, architecture, and sometimes product design. Specific research is done into global trends to design for projects two to three model years in the future. Trend boards are created from this research in order to keep track of design influences as they relate to the automotive industry. The designer then uses this information to develop themes and concepts that are then further refined and tested on the vehicle models.

Graphic design Edit

The design team also develops graphics for items such as: badges, decals, dials, switches, kick or tread strips, liveries.

Computer-aided styling and Class-A development Edit

The sketches and rendering are transformed into 3D Digital surface modelling and rendering for real-time evaluation with Math data in initial stages. During the development process succeeding phases will require the 3D model fully developed to meet the aesthetic requirements of a designer and well as all engineering and manufacturing requirements. The fully developed CAS digital model will be re-developed for manufacturing meeting the Class-A surface standards that involves both technical as well as aesthetics. This data will be further developed by Product Engineering team. These modelers usually have a background in Industrial design or sometimes tooling engineering in case of some Class-A modelers. Autodesk Alias and ICEM Surf are the two most widely used software instruments for Class-A development.

Styling development cycle Edit

Several manufacturers have slightly varied development cycles for designing an Automobile, but in practice these are the following.

The design process occurs concurrently with other product Engineers who will be engineering the styling data for meeting spectacle, manufacturing and safety regulations. From mid-phase, back and forward interactions inbetween the designers and product engineers culminates into a finished product be manufacturing ready.

Apart from this the Engineering team parallelly works in the following areas. Product Engineering (Assets In White Sheetmetal Design and Plastic engineering), NVH Development team, Prototype development, Powertrain engineering, Physical Vehicle validation, Implement and Die development and Manufacturing process design.

Development team Edit

The styling team for a specific model consists of a chief designer and an Exterior as well as interior designer. In some cases all three roles are done by one designer. Several junior designers are involved in the development process as well who make specific contributions all overseen by the chief designer. Apart from this the Color and trim designer works closely with other designers. The Clay model team and Digital model team works closely with the styling team all located within the studio. Apart from this there would be studio head, studio managers and prototype engineers who would work across all teams in the studio. The total team size for developing a total sedan usually ranges from twenty five to forty members and the development time lasts for more than twenty four months till signed-off for tooling and production. Thereafter a smaller team would be working until vehicle launch.

Integration of an automobile involves fitting together separate parts to form a monocoque assets or units and mounting these onto a framework, the chassis.

An automobile chassis basically comprises the following: [1]

  1. The figure shell, which forms the skeleton of the vehicle.
  2. The engine, is the power unit of the vehicle; which in the past has been in large part, the internal combustion engine.
  3. Transmission system, which aids in transferring the drive from the engine to the wheels. Its main components are the clutch, gearbox, final drive, and differential.
  4. Suspension system, which is used to connect the wheels to the assets or chassis framework.
  5. Steering
  6. Brakes
  7. Electrical equipment

The chassis is accomplish in itself as a road vehicle. It can drive and control itself just as in case of a accomplish car and therefore, in many motor works, the chassis is usually tested on the road before the finish figure of the vehicle is fastened as the chassis alone can behave as the propulsion means. [Two]

U.S. Edit

In the United States, automotive design reached a turning point in the 1920’s when the American national automobile market began reaching saturation. To maintain unit sales, General Motors head Alfred P. Sloan Jr. suggested annual model-year design switches to coax car owners that they needed to buy a fresh replacement each year, an idea borrowed from the bicycle industry (however Sloan usually gets the credit, or blame). [Three] Critics called his strategy planned obsolescence. Sloan preferred the term “dynamic obsolescence”. This strategy had far-reaching effects on the auto business, the field of product design, and eventually the American economy.

The smaller automakers could not maintain the rhythm and expense of yearly re-styling. Henry Ford did not like the model-year switch because he clung to an engineer’s notions of simpleness, economics of scale, and design integrity. GM surpassed Ford’s sales in 1931, and became the superior company in the industry thereafter. The frequent design switches also made it necessary to use a body-on-frame rather than the lighter but less adaptable monocoque design used by most European automakers.

Some U.S. designers include Gordon Buehrig, who was responsible for the Auburn 851, as well as the Cord eight hundred ten and eight hundred twelve (hence also the Hupmobile Skylark and the Graham Hollywood).

In the 1930s, Chrysler’s innovations with aerodynamics helped launch the Chrysler Airflow in 1934, which was revolutionary and radical compared to the contemporary vehicles. However, inadequate consumer acceptance of the advanced appearance of the cars coerced a re-design of succeeding models of the Airflow. This marketing practice made the entire industry take note of the high risks involved in incorporating major design advancements into their production cars.

A major influence on American auto styling and marketing was Harley Earl, [Four] who brought the tailfin and other aeronautical design references to auto design commencing with the rear fenders of the one thousand nine hundred forty eight Cadillac. Another notable designer was Chrysler group’s designer Virgil Exner, who developed the Forward look design in the mid-1950s. Exner is also credited with using wind tunnel testing to justify incorporating tailfins, thus moving the company away from boxy-looking cars into more aerodynamic and futuristic designs. Raymond Loewy was responsible for a number of Studebaker vehicles, including the Starlight (including the bullet-nose).

Beginning in the 1960s, Richard A. Teague, who spent most of his career with American Motors Corporation (AMC), originated the concept of using interchangeable assets panels so as to create a broad array of different vehicles using the same stampings, commencing with the AMC Cavalier. [Five] Teague was responsible for unique automotive designs such as the two-seat AMC AMX muscle car, the subcompact Gremlin, the Pacer, and Matador coupe, as well as the original and market segment-creating, Jeep Cherokee (introduced in 1983, and built to two thousand one in the U.S. and through two thousand five in China). [6] [7]

Additionally during the 1960s, Ford’s very first generation Ford Mustang and Thunderbird marked another era leading into fresh market segments from Detroit. The Ford Mustang achieved record sales in its very first year of production and established the pony car segment.

Private injury litigation has had an effect on the design and appearance of the car in the 20th century. [8]

Automotive design

Automotive design

Automotive design is the profession involved in the development of the appearance, and to some extent the ergonomics, of motor vehicles or more specifically road vehicles.

This most commonly refers to automobiles but also refers to motorcycles, trucks, buses, coaches, and vans. The functional design and development of a modern motor vehicle is typically done by a large team from many different disciplines included within automotive engineering. Automotive design in this context is primarily worried with developing the visual appearance or aesthetics of the vehicle, tho’ it is also involved in the creation of the product concept. Automotive design is practiced by designers who usually have an art background and a degree in industrial design or transportation design.

Contents

The task of the design team is usually split into three main aspects: exterior design, interior design, and color and trim design. Graphic design is also an aspect of automotive design; this is generally collective amongst the design team as the lead designer sees fit. Design concentrates not only on the isolated outer form of automobile parts, but concentrates on the combination of form and function, beginning from the vehicle package.

The aesthetic value will need to correspond to ergonomic functionality and utility features as well. In particular, vehicular electronic components and parts will give more challenges to automotive designers who are required to update on the latest information and skill associated with emerging vehicular gadgetry, particularly dashtop mobile devices, like GPS navigation, satellite radio, HD radio, mobile TV, MP3 players, movie playback, and smartphone interfaces. However not all the fresh vehicular gadgets are to be designated as factory standard items, some of them may be integral to determining the future course of any specific vehicular models.

Exterior design Edit

The stylist responsible for the design of the exterior of the vehicle develops the proportions, form, and surfaces of the vehicle. Exterior design is very first done by a series of digital or manual drawings. Progressively, drawings that are more detailed are executed and approved by suitable layers of management. Clay (industrial plasticine) and or digital models are developed from, and along with the drawings. The data from these models are then used to create a utter sized mock-up of the final design (figure in white). With three- and five-axis CNC milling machines, the clay model is very first designed in a computer program and then “carved” using the machine and large amounts of clay. Even in times of high-class 3d software and virtual models on power walls, the clay model is still the most significant contraption to evaluate the design of a car and therefore used across the industry.

Interior design Edit

The stylist responsible for the design of the vehicle interior develops the proportions, form, placement, and surfaces for the instrument panel, seats, door trim panels, headliner, pile trims, etc. Here the emphasis is on ergonomics and the convenience of the passengers. The procedure here is the same as with exterior design (sketch, digital model and clay model).

Color and trim design Edit

The color and trim (or color and materials) designer is responsible for the research, design, and development of all interior and exterior colors and materials used on a vehicle. These include paints, plastics, fabric designs, leather, grains, carpet, headliner, wood trim, and so on. Color, contrast, texture, and pattern must be cautiously combined to give the vehicle a unique interior environment practice. Designers work closely with the exterior and interior designers.

Designers draw inspiration from other design disciplines such as: industrial design, style, home furnishing, architecture, and sometimes product design. Specific research is done into global trends to design for projects two to three model years in the future. Trend boards are created from this research in order to keep track of design influences as they relate to the automotive industry. The designer then uses this information to develop themes and concepts that are then further refined and tested on the vehicle models.

Graphic design Edit

The design team also develops graphics for items such as: badges, decals, dials, switches, kick or tread strips, liveries.

Computer-aided styling and Class-A development Edit

The sketches and rendering are transformed into 3D Digital surface modelling and rendering for real-time evaluation with Math data in initial stages. During the development process succeeding phases will require the 3D model fully developed to meet the aesthetic requirements of a designer and well as all engineering and manufacturing requirements. The fully developed CAS digital model will be re-developed for manufacturing meeting the Class-A surface standards that involves both technical as well as aesthetics. This data will be further developed by Product Engineering team. These modelers usually have a background in Industrial design or sometimes tooling engineering in case of some Class-A modelers. Autodesk Alias and ICEM Surf are the two most widely used software implements for Class-A development.

Styling development cycle Edit

Several manufacturers have slightly varied development cycles for designing an Automobile, but in practice these are the following.

The design process occurs concurrently with other product Engineers who will be engineering the styling data for meeting spectacle, manufacturing and safety regulations. From mid-phase, back and forward interactions inbetween the designers and product engineers culminates into a finished product be manufacturing ready.

Apart from this the Engineering team parallelly works in the following areas. Product Engineering (Assets In White Sheetmetal Design and Plastic engineering), NVH Development team, Prototype development, Powertrain engineering, Physical Vehicle validation, Instrument and Die development and Manufacturing process design.

Development team Edit

The styling team for a specific model consists of a chief designer and an Exterior as well as interior designer. In some cases all three roles are done by one designer. Several junior designers are involved in the development process as well who make specific contributions all overseen by the chief designer. Apart from this the Color and trim designer works closely with other designers. The Clay model team and Digital model team works closely with the styling team all located within the studio. Apart from this there would be studio head, studio managers and prototype engineers who would work across all teams in the studio. The total team size for developing a total sedan usually ranges from twenty five to forty members and the development time lasts for more than twenty four months till signed-off for tooling and production. Thereafter a smaller team would be working until vehicle launch.

Integration of an automobile involves fitting together separate parts to form a monocoque bod or units and mounting these onto a framework, the chassis.

An automobile chassis basically comprises the following: [1]

  1. The bod shell, which forms the skeleton of the vehicle.
  2. The engine, is the power unit of the vehicle; which in the past has been in large part, the internal combustion engine.
  3. Transmission system, which aids in transferring the drive from the engine to the wheels. Its main components are the clutch, gearbox, final drive, and differential.
  4. Suspension system, which is used to connect the wheels to the bod or chassis framework.
  5. Steering
  6. Brakes
  7. Electrical equipment

The chassis is finish in itself as a road vehicle. It can drive and control itself just as in case of a finish car and therefore, in many motor works, the chassis is usually tested on the road before the finish assets of the vehicle is fastened as the chassis alone can behave as the propulsion means. [Two]

U.S. Edit

In the United States, automotive design reached a turning point in the 1920’s when the American national automobile market began reaching saturation. To maintain unit sales, General Motors head Alfred P. Sloan Jr. suggested annual model-year design switches to persuade car owners that they needed to buy a fresh replacement each year, an idea borrowed from the bicycle industry (tho’ Sloan usually gets the credit, or blame). [Trio] Critics called his strategy planned obsolescence. Sloan preferred the term “dynamic obsolescence”. This strategy had far-reaching effects on the auto business, the field of product design, and eventually the American economy.

The smaller automakers could not maintain the rhythm and expense of yearly re-styling. Henry Ford did not like the model-year switch because he clung to an engineer’s notions of simpleness, economics of scale, and design integrity. GM surpassed Ford’s sales in 1931, and became the superior company in the industry thereafter. The frequent design switches also made it necessary to use a body-on-frame rather than the lighter but less adaptable monocoque design used by most European automakers.

Some U.S. designers include Gordon Buehrig, who was responsible for the Auburn 851, as well as the Cord eight hundred ten and eight hundred twelve (hence also the Hupmobile Skylark and the Graham Hollywood).

In the 1930s, Chrysler’s innovations with aerodynamics helped launch the Chrysler Airflow in 1934, which was revolutionary and radical compared to the contemporary vehicles. However, inadequate consumer acceptance of the advanced appearance of the cars coerced a re-design of succeeding models of the Airflow. This marketing practice made the entire industry take note of the high risks involved in incorporating major design advancements into their production cars.

A major influence on American auto styling and marketing was Harley Earl, [Four] who brought the tailfin and other aeronautical design references to auto design embarking with the rear fenders of the one thousand nine hundred forty eight Cadillac. Another notable designer was Chrysler group’s designer Virgil Exner, who developed the Forward look design in the mid-1950s. Exner is also credited with using wind tunnel testing to justify incorporating tailfins, thus moving the company away from boxy-looking cars into more aerodynamic and futuristic designs. Raymond Loewy was responsible for a number of Studebaker vehicles, including the Starlight (including the bullet-nose).

Beginning in the 1960s, Richard A. Teague, who spent most of his career with American Motors Corporation (AMC), originated the concept of using interchangeable bod panels so as to create a broad array of different vehicles using the same stampings, commencing with the AMC Cavalier. [Five] Teague was responsible for unique automotive designs such as the two-seat AMC AMX muscle car, the subcompact Gremlin, the Pacer, and Matador coupe, as well as the original and market segment-creating, Jeep Cherokee (introduced in 1983, and built to two thousand one in the U.S. and through two thousand five in China). [6] [7]

Additionally during the 1960s, Ford’s very first generation Ford Mustang and Thunderbird marked another era leading into fresh market segments from Detroit. The Ford Mustang achieved record sales in its very first year of production and established the pony car segment.

Private injury litigation has had an effect on the design and appearance of the car in the 20th century. [8]

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