Product Design is the Art of creating a new Product, balancing form and function. Furthermore, a design must be visually and mechanically more sophisticated than similar products from the past.
EXAMPLES OF PRODUCT DESIGN and PRODUCT DEVELOPMENT FOR DIFFERENT PRODUCT TYPES
Emil continues to Imagine, Create, Design, and Develop all Consumer products; some products for specific fields are below:

FURNITURE DESIGN. Early in Emil’s professional career, Emil had a decade of exposure to furniture design, lighting design, and engineering. Hence, the Catalyst for his design career, later designing the Arch Humidor.
The Don Cray Arch Humidor, an original Emil Vicale Design over 30 years old, embodies the philosophy of “form and function.” although a humidor, it is a fabulous Furniture Design.
TOY DESIGN. Emil was always technologically forward and started designing and building toys many decades ago using 3D technology, now known as 3D Design and Printing.
Among other toys, Emil designed and built the first custom action figures that look, talk, and dress just like you. That idea became the company HeroBuilders.com, and Emil continues at the helm of this great company. Herobuilders is such a great toy company that even Nickelodeon uses our services.

CLOTHING DESIGN: As a designer, Emil has had the opportunity to design various products in various industries, including the clothing industry.
One product that was very innovative at the time (2001) was his self-defense shirt, which boasted many hidden pockets. However, one feature that became even more famous was that the shirt was cropped up so the wearer could reach into pants pockets rapidly, now known as an untucked shirt.

JEWELRY DESIGN: Jewelry and fashion are always on Emil’s mind when he designs any product. Elegance is omnipresent. His work speaks to anyone who views it. Here is a Greek Key Pave setting bracelet designed by Emil Vicale, which is beautifully designed and executed.

WEAPON DESIGN: The ultimate engineering marvel. As a designer, one of those products you hope to design, engineer, and develop at least once in your career is a weapon. And no, not for its destructive power but its complexity and failure rate. Complexity and failure rate are the core of the tradition when designing a weapon. Weapons are deceptively simple initially and become more complex with every line drawn. Failure rates Zero failure rate is the goal unachievable, but that is the goal. This is my weapon, so unique it even received a patent.