Unit of competency Outline
Date retreived
22/07/2026 1:42 AM AWST
22/07/2026 1:42 AM AWST
Whilst all efforts are made to provide accurate and timely information from the relevant source/documentation, please be aware that the information supplied may not be the most current version. The accuracy of the detail has not been confirmed by the Department and therefore should not be relied upon without first confirming the contents.
Design innovative products
Design innovative products
Unit of competency
National Code
CUVDES601A
CUVDES601A
State Code
D1218
D1218
TGA Status
Replaced
Replaced
DTWD Status
Replaced
Replaced
State Implementation and Classification
Approved Date
20/08/2012
Field of Education
100501 - Graphic Arts And Design Studies
Original Release Date
20/08/2012
Nominal Hours
50
Description
This unit describes the performance outcomes, skills and knowledge required to design and develop innovative products in the creative arts industry.This unit builds on the introductory unit CUVDSP14A Research and apply techniques for the design of products.No licensing, legislative, regulatory or certification requirements apply to this unit at the time of endorsement.
Notes
Elements and Performance Criteria
1 Identify commercial opportunities for creative product/s.
- 1.1 Identify purpose, target market and medium of creative product/s.1.2 Undertake market analysis using appropriate information sources to determine design and production requirements of creative product/s.1.3 Evaluate currency/credibility of information sources and ensure research scope is sufficiently broad.1.4 Maintain accurate and comprehensive details of information sources.
2 Formulate and test design concepts for creative product/s.
- 2.1 Conceive and develop ideas/styles that complement design and production requirements using critical thinking techniques and entrepreneurial attitudes.2.2 Communicate design concepts using appropriate documentation methods to produce a preliminary representation of the creative product/s.
- 2.3 Critique, review and test design concepts (including objectives/constraints) with appropriate person/s.2.4 Ensure design concepts incorporate elementsandprinciples of design.2.5 Negotiate design solutions with appropriate person/s.
3 Develop and exploit creative product/s.
- 3.1 Select and organise production resources in accordance with design and production requirements.3.2 Develop creative product/s in accordance with design and production requirements.3.3 Supervise the production process to ensure creative product/s meets requirements of target market.3.4 Present creative product/s to appropriate person/s in a way that optimises clarity, conciseness and appeal.3.5 Exploit identified commercial opportunities within target market.
platforms
digital media (CDs, DVDs, films, games consoles, kiosks, mobile phones, PDAs, slide shows, television, videos, websites)
tactile media (displays, exhibitions, presentations, print publications)
two and three dimensional visual forms
digital media (animation, audio, code/script, film, graphic, image, modelling, text, video)
tactile media (cardboard, clay, fabric, fibre, film, glass, ink, lacquer, latex, leather, metal, paint, paper, photograph, plaster, plastic, pulp, resin, rubber, sand, stone, wax, wire, wood)
types
business/corporate
community
educational/training
entertainment
ephemera
experiences
information
personal
promotional.
copyright/legal representatives
discussions with innovative industry practitioners
electronic/print media (news, reviews, articles)
employee association/union representatives (and other sources of industrial relations information)
events (industry functions, conferences, trade fairs, community activities, expositions, exhibitions, festivals, social events, symposiums)
government bodies and associated publications
industry associations
internet
libraries and archives (text, film, video, sound, graphic)
lifestyle and contemporary issues magazines
museums/galleries/studios
national/international journals (e.g. artist, computing and design journals)
personal observations and experience
professional competitions and awards
retail/wholesale suppliers of products and services
technical publications/reference books
training programs, seminars, workshops, master classes, professional development opportunities.
access to resources such as:
software (authoring, composition, drafting, drawing, graphics, image capture, image manipulation, page layout)
equipment (computer hardware, drawing tools, hand and power tools)
medium (digital, tactile)
aesthetic considerations such as:
features
finish
style (interactive, static)
commercial considerations such as:
budget/costs (design, production, marketing)
business risk
feasibility
manufacturability
marketability
production method (mass, batch, one-off)
profitability
sustainability
timeframe
viability
cultural, ethical and social considerations such as:
accessibility
benefits
equity
user friendliness (ease of use)
functional considerations such as:
efficiency/effectiveness
ergonomics
instructional integrity
reliability
spatial
regulatory/technical considerations such as:
conditions of use
environmental
health and safety
industry and/or design standards
legal, contractual and copyright
licensing (product, open-source)
medium characteristics/capabilities
ownership/intellectual property.
analysing and evaluating actions and policies
clarifying issues, values and standards
comparing analogous situations
comparing and contrasting ideals with practice
comparing and evaluating beliefs, interpretations and theories
developing criteria for evaluation
distinguishing relevant from irrelevant facts
examining and evaluating assumptions
exploring implications and consequences
generating and assessing solutions
making interdisciplinary connections
making plausible inferences and predictions
noting significant similarities and differences
reading and listening critically
recognising contradictions
transferring insights to new contexts
using critical vocabulary.
ability to act on intuition and assumptions
ability to think laterally and independently
ability to work within ambiguity and uncertainty
confidence in self and vision
curiosity
desire to take risks
flexibility
interest in pursuing new ideas.
diagrams
drawings or sketches - manual or computer aided design and drafting (CADD)
electronic presentations
illustrations
layouts
mock-ups
models
plans
practice pieces
prototypes
samples
verbal presentations
written notes with rationale or description.
clients
commissioning body/organisation
community organisation
competitors
construction staff
design team
early adopters
management staff
manufacturers
material importers and suppliers
mentors
peers
production staff
sales staff
suppliers
target market (customer segments, focus groups).
design elements
colour
direction
form
light
line
mass
point
shape
size
space
texture
time
tone
value
design principles
balance
contrast
dominance
emphasis
harmony
movement
pattern
proportion
rhythm
unity.
digital media (CDs, DVDs, films, games consoles, kiosks, mobile phones, PDAs, slide shows, television, videos, websites)
tactile media (displays, exhibitions, presentations, print publications)
two and three dimensional visual forms
digital media (animation, audio, code/script, film, graphic, image, modelling, text, video)
tactile media (cardboard, clay, fabric, fibre, film, glass, ink, lacquer, latex, leather, metal, paint, paper, photograph, plaster, plastic, pulp, resin, rubber, sand, stone, wax, wire, wood)
types
business/corporate
community
educational/training
entertainment
ephemera
experiences
information
personal
promotional.
copyright/legal representatives
discussions with innovative industry practitioners
electronic/print media (news, reviews, articles)
employee association/union representatives (and other sources of industrial relations information)
events (industry functions, conferences, trade fairs, community activities, expositions, exhibitions, festivals, social events, symposiums)
government bodies and associated publications
industry associations
internet
libraries and archives (text, film, video, sound, graphic)
lifestyle and contemporary issues magazines
museums/galleries/studios
national/international journals (e.g. artist, computing and design journals)
personal observations and experience
professional competitions and awards
retail/wholesale suppliers of products and services
technical publications/reference books
training programs, seminars, workshops, master classes, professional development opportunities.
access to resources such as:
software (authoring, composition, drafting, drawing, graphics, image capture, image manipulation, page layout)
equipment (computer hardware, drawing tools, hand and power tools)
medium (digital, tactile)
aesthetic considerations such as:
features
finish
style (interactive, static)
commercial considerations such as:
budget/costs (design, production, marketing)
business risk
feasibility
manufacturability
marketability
production method (mass, batch, one-off)
profitability
sustainability
timeframe
viability
cultural, ethical and social considerations such as:
accessibility
benefits
equity
user friendliness (ease of use)
functional considerations such as:
efficiency/effectiveness
ergonomics
instructional integrity
reliability
spatial
regulatory/technical considerations such as:
conditions of use
environmental
health and safety
industry and/or design standards
legal, contractual and copyright
licensing (product, open-source)
medium characteristics/capabilities
ownership/intellectual property.
analysing and evaluating actions and policies
clarifying issues, values and standards
comparing analogous situations
comparing and contrasting ideals with practice
comparing and evaluating beliefs, interpretations and theories
developing criteria for evaluation
distinguishing relevant from irrelevant facts
examining and evaluating assumptions
exploring implications and consequences
generating and assessing solutions
making interdisciplinary connections
making plausible inferences and predictions
noting significant similarities and differences
reading and listening critically
recognising contradictions
transferring insights to new contexts
using critical vocabulary.
ability to act on intuition and assumptions
ability to think laterally and independently
ability to work within ambiguity and uncertainty
confidence in self and vision
curiosity
desire to take risks
flexibility
interest in pursuing new ideas.
diagrams
drawings or sketches - manual or computer aided design and drafting (CADD)
electronic presentations
illustrations
layouts
mock-ups
models
plans
practice pieces
prototypes
samples
verbal presentations
written notes with rationale or description.
clients
commissioning body/organisation
community organisation
competitors
construction staff
design team
early adopters
management staff
manufacturers
material importers and suppliers
mentors
peers
production staff
sales staff
suppliers
target market (customer segments, focus groups).
design elements
colour
direction
form
light
line
mass
point
shape
size
space
texture
time
tone
value
design principles
balance
contrast
dominance
emphasis
harmony
movement
pattern
proportion
rhythm
unity.
Overview of assessment
Critical aspects for assessment and evidence required to demonstrate competency in this unit
Evidence of the following is essential:
ability to identify commercial opportunities for creative product/s
ability to formulate and develop design concepts
ability to develop and exploit creative products.
Context of and specific resources for assessment
Assessment must ensure:
access to an appropriate environment where design concepts and solutions can be negotiated with relevant stakeholders
access to an environment where creative and commercial design opportunities can be exploited
access to appropriate equipment, media and software used for product design/manufacture
access to appropriate technology and information sources to undertake market analysis and research design trends
access to appropriate learning and assessment support when required
the use of culturally appropriate processes, and techniques appropriate to the oracy, language and literacy capacity of the assessee and the work being performed.
Method of assessment
A range of assessment methods should be used to assess practical skills and knowledge. The following examples are appropriate for this unit:
direct questioning combined with review of portfolios of evidence and third party workplace reports of on-the-job performance by the candidate
case studies to assess candidate's ability to undertake market analysis/research design trends
direct observation of the candidate negotiating design solutions and exploiting creative products/s
evaluation of design documentation and creative products/s produced by the candidate
oral or written questioning to assess knowledge of technical and context issues that impact on design in a given industry context.
Guidance information for assessment
Holistic assessment with other units relevant to the industry sector, workplace and job role is recommended, for example:
BSBDES501A Implement design solutions
BSBDES601A Manage design realisation
Critical aspects for assessment and evidence required to demonstrate competency in this unit
Evidence of the following is essential:
ability to identify commercial opportunities for creative product/s
ability to formulate and develop design concepts
ability to develop and exploit creative products.
Context of and specific resources for assessment
Assessment must ensure:
access to an appropriate environment where design concepts and solutions can be negotiated with relevant stakeholders
access to an environment where creative and commercial design opportunities can be exploited
access to appropriate equipment, media and software used for product design/manufacture
access to appropriate technology and information sources to undertake market analysis and research design trends
access to appropriate learning and assessment support when required
the use of culturally appropriate processes, and techniques appropriate to the oracy, language and literacy capacity of the assessee and the work being performed.
Method of assessment
A range of assessment methods should be used to assess practical skills and knowledge. The following examples are appropriate for this unit:
direct questioning combined with review of portfolios of evidence and third party workplace reports of on-the-job performance by the candidate
case studies to assess candidate's ability to undertake market analysis/research design trends
direct observation of the candidate negotiating design solutions and exploiting creative products/s
evaluation of design documentation and creative products/s produced by the candidate
oral or written questioning to assess knowledge of technical and context issues that impact on design in a given industry context.
Guidance information for assessment
Holistic assessment with other units relevant to the industry sector, workplace and job role is recommended, for example:
BSBDES501A Implement design solutions
BSBDES601A Manage design realisation
Replaced By
| State Code | National Code | Title | Type |
|---|---|---|---|
| S7640 | CUVDES601B | Design innovative products | Unit of competency |
| State Code | National Code | Title | Type |
|---|---|---|---|
| D209 | CUV60307 | Advanced Diploma of Creative Product Development | Qualification |
| 3169 | 91470NSW | Advanced Diploma of Product Design And Innovation | Accredited course |