scholarly journals Designing as playing games of make-believe

2020 ◽  
Vol 6 ◽  
Author(s):  
Michael Poznic ◽  
Martin Stacey ◽  
Rafaela Hillerbrand ◽  
Claudia Eckert

Designing complex products involves working with uncertainties as the product, the requirements and the environment in which it is used co-evolve, and designers and external stakeholders make decisions that affect the evolving design. Rather than being held back by uncertainty, designers work, cooperate and communicate with each other notwithstanding these uncertainties by making assumptions to carry out their own tasks. To explain this, the paper proposes an adaptation of Kendall Walton’s make-believe theory to conceptualise designing as playing games of make-believe by inferring what is required and imagining what is possible given the current set of assumptions and decisions, while knowing these are subject to change. What one is allowed and encouraged to imagine, conclude or propose is governed by socially agreed rules and constraints. The paper uses jet engine component design as an example to illustrate how different design teams make assumptions at the beginning of design activities and negotiate what can and cannot be done with the design. This often involves iteration – repeating activities under revised sets of assumptions. As assumptions are collectively revised, they become part of a new game of make-believe in the sense that there is social agreement that the decisions constitute part of the constraints that govern what can legitimately be inferred about the design or added to it.

2019 ◽  
Vol 5 ◽  
Author(s):  
Claudia Eckert ◽  
Ola Isaksson ◽  
Chris Earl

In complex products the values of parameters are rarely exactly the required values, rather they often have a margin that might be designed in deliberately or be the incidental results of other design decisions. These margins play a critical role in design processes in managing engineering change and iteration. While engineers often talk about margins informally, designers and researchers also use other terms for specific margin concepts. This paper reviews the existing literature on related concepts and defines margins formally. It discusses the role margins play in handling uncertainty by distinguishing between buffer and excess. Buffer deals with uncertainty and excess with the remaining overcapacity of the design. Buffer can transition into excess of the design solution if the uncertainty can be reduced. The concepts are applied to the temperature margins of several candidate materials for a non-rotary jet engine component. This shows that a clear understanding of margins can help a company to select design alternatives.


Author(s):  
Sultan Alyahya ◽  
Ohoud Almughram

Abstract The integration of user-centered design (UCD) activities into agile information systems development has become more popular recently. Despite the fact that there are many ways the merging of UCD activities into agile development can be carried out, it has been widely recognized that coordinating design activities with development activities is one of the most common problems, especially in distributed environments where designers, developers and users are spread over several sites. The main approach to coordinate UCD activities with distributed agile development is the use of informal methods (e.g. communication through using video conference tools). In addition to the temporal, geographical and socio-cultural barriers associated with this type of methods, a major limitation is a lack of awareness of how UCD activities and development activities affect each other. Furthermore, some agile project management tools are integrated with design platforms but fail to provide the necessary coordination that helps team members understand how the design and development activities affect their daily work. This research aims to support the effective management of integrating UCD activities into distributed agile development by (i) identifying the key activity dependencies between UX design teams and development teams during distributed UCD/agile development and (ii) designing a computer-based system to provide coordination support through managing these activity dependencies. In order to achieve these objectives, two case studies are carried out. Our findings revealed 10 main dependencies between UCD design teams and development teams as shown by six types of activity. In addition, the participatory design approach shows that developing a computer-based system to manage seven of these selected dependencies is achievable.


Author(s):  
Lorenzo Giunta ◽  
Fatma Ben Guefrache ◽  
Elies Dekoninck ◽  
James Gopsill ◽  
Jamie O'Hare ◽  
...  

AbstractSAR provides an unobtrusive implementation of AR and enables multiple stakeholders to observe and interact with an augmented physical model. This is synonymous with co-design activities and hence, there is a potential for SAR to have a significant impact in the way design teams may set-up and run their co-design activities in the future. Whilst there are a growing number of studies which apply SAR to design activities, few studies exist that examine a particular element of a design activity in a controlled manner. This paper will begin to fill this gap through the controlled study of SAR and its effects on the communication between participants of a co-design activity. To do so the paper compares a controlled design session, using more traditional methods of design representations (3D models on a screen), to sessions run using SAR. The sessions are then analysed to gather information on the gestures used by the participants as well as the overall efficiency of the participants at completing the set design task. The paper concludes that the data gathered tentatively supports a link between the use of SAR and improved communication between design session participants.


2020 ◽  
Vol 1 ◽  
pp. 1579-1588
Author(s):  
F. Wöhr ◽  
M. Stanglmeier ◽  
S. Königs ◽  
M. Zimmermann

AbstractAs current vehicle development processes in the automotive industry are highly distributed, the interaction between design teams is limited. In this paper we use a simulation in order to investigate how the rate of design team interaction affects the solution quality and development cost. Results show, that in case of no limiting constraints, a low rate of interaction yields the best results regarding solution quality and development cost. If design activities are affected by constraints, however, the rate of interaction is subject to a conflict between solution quality and development cost.


Author(s):  
Francesco Montella ◽  
J. P. van Buijtenen

This paper presents a simplified and fast method to evaluate the impact of a single engine component design on the overall performance. It consists of three steps. In the first step, an engine system model is developed using available data on existing engines. Alongside the cycle reference point, a sweep of operating points within the flight envelop is simulated. The engine model is tuned to match a wide range of conditions. In the second step, the module that contains the engine component of interest is analyzed. Different correlations between the component design and the module efficiency are investigated. In the third step, the deviations in efficiency related to different component configurations are implemented in the engine baseline model. Eventually, the effects on the performances are evaluated. The procedure is demonstrated for the case of a two-spool turbofan. The effects of tip leakage in the low pressure turbine on the overall engine performance are analyzed. In today’s collaborative engine development programs, the OEMs facilitate the design process by using advanced simulation software, in-house available technical correlations and experience. Suppliers of parts have a limited influence on the design of the components they are responsible for. This can be rectified by the proposed methodology and give subcontractors a deeper insight into the design process. It is based on commercially available PC engine simulation tools and provides a general understanding of the relations between component design and engine performance. These relations may also take into account of aspects like production technology and materials in component optimization.


Author(s):  
Sue Yi ◽  
Nicole B. Damen ◽  
Christine A. Toh

Abstract Shared mental models have been shown to enhance team performance. However, research has not observed the different types of sharedness of mental models that may uniquely impact the design process. Therefore, this study examines the types of sharedness of mental models that occur in design teams using Conversation Analysis on data collected from two design teams that performed activities in the early design process in a controlled lab environment. Designers were asked to develop an agreed upon list of ranked design principles, and then generate one or two solutions using the list. These design activities allow for the examination of the varying ways that designers share knowledge, negotiate, and reach understanding. Through our analysis, we identify characteristics of conversation that designers used to build shared understanding. Our results also show how team mental models are built from patterns of conversation that are evident during open-ended and unstructured design discussions. This work sets a foundation for future research to gain a deeper understanding of how designer mental models are shared in unstructured conversations that take place during design practice.


2019 ◽  
Vol 25 (S2) ◽  
pp. 2534-2535
Author(s):  
HM Gardner ◽  
A Radecka ◽  
D Rugg ◽  
DEJ Armstrong ◽  
MP Moody ◽  
...  

2015 ◽  
Vol 137 (5) ◽  
Author(s):  
Nur Ozge Ozaltin ◽  
Mary Besterfield-Sacre ◽  
Gül E. Okudan Kremer ◽  
Larry J. Shuman

Innovation, including engineering innovation, is essential for economic growth. Currently, while most design practices in engineering education focus on aspects of “good” technical design, elements of innovation may be neglected. This research investigates design process activities that yield innovative artifacts. Specifically, we examine the types of design activities, their timing, and the associations among each other. Specifically, two research questions are explored. First, what design activities do teams engage in that relate to the innovativeness of the resultant design artifact? Second, how do these design activities impact the succeeding activities across the design process (from problem definition to working prototype (WP))? To explore these questions, 16 senior capstone bioengineering design teams are followed as they advance from initial conceptualization to WP over an average 23 week period. Several significant measures suggest that innovative teams differ from their noninnovative counterparts in terms of what activities they engage in, how much they engage in the particular activities, and in what phase they conduct the activities. Specifically, certain activities utilized in the early phase (e.g., marketing) are essential for innovation. Moreover, in terms of iterations through activities, spending significant time and effort while developing a design, as well as having smooth, rich iterations throughout the process contribute to the innovativeness of the artifact.


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