Idea Generation Using the Fictionation Design Tool in an Interactive Prototyping Course for Industrial Designers

Author(s):  
Ümit Bayırlı ◽  
İsmail Yavuz Paksoy ◽  
Naz A. G. Z. Börekçi
2020 ◽  
Author(s):  
Anggi Cecilia Safaningrum

Numerous studies in the last two decades have attempted to explain the significant relationship between effects of freehand sketching especially in the initial phase of idea generation in engineering design process approach. However, freehand sketches are not favoured by novice designer while generating design task. This paper aim to map how sketching skills benefit STEM-enriched learning environment and enabling visually communicated ideas to craft novelty solutions. This systematic review analysed nine papers that use sketch as design tool in STEM enriched engineering design activities. The literature is retrieved from established online database such as SCOPUS and EBSCOHOST. Sketch significantly proves as powerful tool in prompting visual ideas, reflect prior knowledge, aid communication and collaborative practise and engage active learning. The infancy of research using matured student sample, different ethnic and social economic background will create interesting research opportunities in multiracial nation.


Author(s):  
Remon Pop-Iliev ◽  
Scott Nokleby ◽  
George Platanitis

Since 2005, with the endowment of the NSERC-GMCL Chair in Innovative Design Engineering at UOIT, and the Laptop-based, web-centric teaching approach, an ideal setting for the creation, prompt adoption, and implementation of advanced and innovative practices in teaching design engineering have been implemented, in addition to the use of traditional methods. A pilot program was recently completed to evaluate the use of Tablets in an engineering course. Tablets are currently used by faculty for teaching purposes at UOIT, but the program aims to integrate the use of Tablets within courses in the engineering design curriculum, namely for using CAD/CAM/CAE software. As CAD software capabilities improve, greater memory and computer speed is required, making the currently used conventional Laptops less useful for engineering design. In addition, Laptops do not lend themselves to graphical, free-form idea generation. It is intended that Tablets, with improved memory and processing speed, will facilitate CAD software usage, and hence, improve and enhance the overall design learning and application experience. Also, students can take advantage of software such as Microsoft OneNote to create preliminary sketches of designs and improve record-keeping of decisions during team meetings. In this pilot program, Tablet computers were issued to students and instruction personnel in a fourth-year Advanced Mechatronics course at UOIT. In this context, students were able to more efficiently carry out design assignments for term design projects, and students and instructors were able to evaluate the benefits of using Tablets. Overall, it was determined that Tablets were better as an engineering design tool compared to traditional Laptops.


Author(s):  
Renato Fonseca Livramento Da Silva ◽  
Angelina Dias Leão Costa ◽  
Guillaume Thomann

AbstractUser Centered Design approach is used in many sectors and appropriated by many design teams to defend principles of products adapted to the final users. In the Architectural and Industrial Design disciplines, architects and designers defend principles that could be able to create spaces, public areas or innovated products that are closer as possible as the user behavior. The issue is still the complexity of the user perception and the variability of its interpretation of the environment. The research method used in this research is to combine Universal Design and Usability approaches to be able to extract one first list of principles. The combination of this list with the five human sensorial systems identified in the literature give the structure of a tool that can be proposed to projectists like architects and industrial designers to better consider user perception during the designing process. The result of the research is the proposition of a software coupled with a user friendly interface dedicated to architects and industrial designer. It has the aim to simplify the organization of the early phases of the design process, taking into account designers and architects design priorities and integrating the final user specific sensorial situation.


Author(s):  
John V H Bonner ◽  
J. Mark Porter

Communication between designers and human factors specialists needs to be improved. Over the past few years we have been conducting a range of studies to explore and identify how to improve this communication deficit. A participatory design tool-set was designed to encourage designers and potential end-users of future interactive products to communicate their design intentions and user needs through the use of drawing and placing cards on a table with the use of some limited role-playing. This paper reports on two case studies conducted at two organisations involved in the development of consumer products. Suggestions are provided on how these type of design tools can be improved to increase acceptance by user interface designers.


Author(s):  
Daniel Saakes ◽  
Pieter Jan Stappers

AbstractIndustrial designers make sketches and physical models to start and develop ideas and concept designs. Such representations have advantages that they support fast, intuitive, rich, sensory exploration of solutions. Although existing tools and techniques provide adequate support where the shape of the product is concerned, the exploration of surface qualities such as material and printed graphics is supported to a much lesser extent. Moreover, there are no tools that have the fluency of sketching that allow combined exploration of shape, material, and their interactions. This paper evaluates Skin, an augmented reality tool designed to solve these two shortcomings. By projecting computer-generated images onto the shape model Skin allows for a “sketchy” tangible interaction where designers can explore surface qualities on a three-dimensional physical shape model. The tool was evaluated in three design situations in the domain of ceramics design. In each case, we found that the joint exploration of shape and surface provided creative benefits in the form of new solutions; in addition, a gain in efficiency was found in at least one case. The results show that joint exploration of shape and surface can be effectively supported with tangible augmented reality techniques and suggest that this can be put to practical use in industry today.


Author(s):  
Santosh Maurya ◽  
Yukio Takeda ◽  
Celine Mougenot

AbstractTo design interactive behaviours for their products designers/makers have to use high fidelity tools like ‘electronic prototyping kits’, involving sensors and programming to incorporate interactions in their products and are dependent on availability of hardware. Not every designer is comfortable using such tools to ideate and test their concept ideas, eventually slowing them down in the process. Thus, there is a need for a design tool that reduces dependence on complex components of such tools while exploring new concepts for product design at an early stage. In this work, we propose a Mixed Reality system that we developed to simulate interactive behaviours of products using designed visual interaction blocks. The system is implemented in three stages: idea generation, creating interactions and revision of interactive behaviours. The implemented virtual scenario showed to elicit high motivation and appeal among users resulting in inventive and creative design experience at the same time. As a result, designers will be able to create and revise their interaction-behavioural design concepts virtually with relative ease, resulting in higher concept generation and their validation.


2020 ◽  
Vol 12 (12) ◽  
pp. 4918
Author(s):  
Aine Petrulaityte ◽  
Fabrizio Ceschin ◽  
Eujin Pei ◽  
David Harrison

Product-Service Systems (PSS), if properly designed and implemented, represent a promising approach to sustainability. However, there is a number of organisational, cultural and regulatory barriers that hinder the widespread PSS implementation. In this paper, the authors investigated Distributed Manufacturing (DM) as a promising production model which can be applied to PSS to address some of its implementation barriers and improve its sustainability. To that end, existing PSS implementation barriers were collected and coupled with systematically analysed favourable DM features to describe a set of PSS+DM near-future scenarios, addressing the complete PSS lifecycle. Scenarios were then integrated into the PSS+DM Design Tool aiming to support idea generation for PSS implementation. The tool was tested with students, PSS and/or DM experts, manufacturing companies and design practitioners through two rounds of workshops in order to evaluate its completeness, effectiveness and usability and define recommendations for improvements. Based on the results, the improved final version of the PSS+DM Design Tool was developed, presenting the potential to support idea generation to improve sustainable PSS implementation through integrating DM features in each PSS lifecycle stage.


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