Integrated product development method based on Value Engineering and Design for Assembly concepts

Author(s):  
Paulo Henrique Palma Setti ◽  
Osiris Canciglieri Junior ◽  
Carla Estorilio
Author(s):  
J. Schmitz ◽  
S. Desa

Abstract It is well-known that so-called Concurrent Engineering is a desirable alternative to the largely sequential methods which tend to dominate most product development methods. However, the proper implementation of a concurrent engineering method is still relatively rare. In order to facilitate the development of a reliable concurrent engineering product development method, we start with a careful definition of concurrent engineering and, after an extensive study of all of product development, we propose three criteria which ideal concurrent engineering must satisfy. However, for labor, time, and overall cost considerations, ideal concurrent engineering is infeasible. Instead, we propose a computer-based environment which, by being constructed in accordance with the three criteria, attempts to approach ideal concurrent engineering. The result is the Virtual Concurrent Engineering method and computer implementation environment. This product development method and computer-based implementation system provide the detailed, structured information and data needed to optimally balance the product with respect to the main product development parameters (e.g., manufacturing costs, assembly, reliability). This important information includes re-design suggestions to improve the existing design. The designer can directly apply these re-design suggestions for design optimization, or he can use the results as input into a more complex design optimization or design parameterization function of his own. To demonstrate Virtual Concurrent Engineering, we use it to refine earlier work done by the authors in the Design for Producibility of stamped products. We discuss, in some detail, the results of applying Design for Producibility to complex stampings, including process plans and product producibility computations.


2012 ◽  
Vol 452-453 ◽  
pp. 253-257 ◽  
Author(s):  
Li Lin ◽  
Xian Sheng Ran ◽  
Tian Hong Luo

This study extends the new product development (NPD) to a new field; Market Driving Digital New Product Development Method is addressed in this paper, which is based on reverse engineering and rapid prototyping technology. This study finds that the higher the effort on marketing-R&D process, the less possible it might encounter risk. Thus, a better NPD performance can be achieved by market driving Digital NPD method (MDDNPD).A case study of All-Terrain Vehicle (ATV) is used to illustrate the new method. We believe that the proposed methodology will have a positive impact on the future new product development.


2020 ◽  
Vol 2 (1) ◽  
pp. 78-88
Author(s):  
Lailah Fujianti ◽  
Nelyumna ◽  
Rafrini Amyulianthy ◽  
Athania Mahardiyanti

A suggestion to School From Home during Covid-19 pandemic made learning process at RA Riyadlotul Uqul, Dusun Lowok, less optimally. Online learning takes place in the form of assignments, and those who haven’t gadgets continue to study at school in turn. The purposes of this service activvity is to develop learning media that is suitbale for the pandemic situation in RA Riyadlotul Uqul. The results of discussions with teachers at that school stated that there were threee suitable media to be developed, animated video, relay stick games, and hand puppets, where all produccts were equipped with user manuals book, so that teacher and parents could easily apply them at home. The product development method adopt ADDIE. The result shows that teacher feels helped by the existance of educational media that is developed, as a variation of teaching techniques, and also build good character for students, which guidebook contains the benefits of using developed media. The teacher, as user, gave suggestions that the video should be uploaded on YouTube, and the guidebook has been copied to make it easier for the teacher to distribute it to the parents of students. The hope is that parents can accompany children to learn while playing at their home.


Author(s):  
Hariadi Hariadi ◽  
Suryansah Suryansah ◽  
Muhamad Rezeki Rizal Watoni

This study was aimed at designing, creating, and developing an interactive audio visual learning media. This study was also aimed at examining the effectiveness of the implementation of the kid’s athletics interactive audio visual learning media on the student learning achievement. This research used a Research and Development method. The subjects of the study were 30 elementary students. The research design was the product development model. The data were analyzed by using a percentage calculation of the validation results. The validators were the expert in media and the expert in material. The result of the data analysis showed that the use of interactive audiovisual media kid’s athletics had been assessed as valid by the validators. The validity score was 85,71% from the media expert and 91,67% from the material expert. Therefore, the product was categorized as very good, which means it is applicable to use. The results of teacher instruction observation on using the kid’s athletics interactive audio visual media were 94,79% for the Kanga Escape material, 88,54% for Frog Jump material, 92, 70% for Turbo Throwing material, and 91,66 for Formula 1 material.


2018 ◽  
Vol 19 ◽  
pp. 143-147 ◽  
Author(s):  
Alexander Bader ◽  
Katharina Gebert ◽  
Sebastian Hogreve ◽  
Kirsten Tracht

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