A virtual paper model of a three piece brassiere cup to improve the efficiency of cup design process

Author(s):  
Hidefumi Wakamatsu ◽  
Eiji Morinaga ◽  
Eiji Arai ◽  
Takahiro Kubo
2003 ◽  
Author(s):  
Geoff Cowles ◽  
Nicola Parolini ◽  
Mark L. Sawley

The application of Computational Fluid Dynamics simulations based on the Reynolds Averaged Navier- Stokes (RANS) equations to the design of sailing yachts is becoming more commonplace, particularly for the America's Cup. Drawing on the experience of the Ecole Polytechnique Fédérale de Lausanne as Official Scientific Advisor to the Alinghi Challenge for the America’s Cup 2003, the role of RANS-based codes in the yacht design process is discussed. The strategy for simulating the hydrodynamic flow around the boat appendages is presented. Two different numerical methods for the simulation of wave generation on the water surface are compared. In addition, the aerodynamic flow around different sail configurations is investigated. The benefits to the design process as well as its limitations are discussed. Practical matters, such as manpower and computational requirements, are also considered.


Author(s):  
Jessica Morgan ◽  
Spencer P. Magleby ◽  
Robert J. Lang ◽  
Larry L. Howell

The ancient art of origami has several attributes that are desirable in the design of engineered products such as deployability, stowability, and flat sheet manufacturing. Origami-adapted design aspires to transform the characteristics of an origami paper model into a usable product while maintaining functionality. Engineers have managed to design several origami-adapted products that are innovative in their respective fields. Despite the existence of these origami-adapted products, the process of origami-adapted design is still not well understood. This research seeks to develop an understanding of the origami-adapted design process, the steps involved, and the necessary tools with the goal of promoting the future development of additional origami-adapted products.


2014 ◽  
Vol 14 (3) ◽  
pp. 151-165
Author(s):  
Won-Ho Choi ◽  
Kwang-Shin Kim ◽  
Byong-Keon Choi ◽  
Seung-Wook Hwang ◽  
Woo-Ri Kim ◽  
...  

2013 ◽  
Author(s):  
Lori B. Stone ◽  
Abigail Lundquist ◽  
Stefan Ganchev ◽  
Nora Ladjahasan

Author(s):  
Catarina LELIS

The brand is a powerful representational and identification-led asset that can be used to engage staff in creative, sustainable and developmental activities. Being a brand the result of, foremost, a design exercise, it is fair to suppose that it can be a relevant resource for the advancement of design literacy within organisational contexts. The main objective of this paper was to test and validate an interaction structure for an informed co-design process on visual brand artefacts. To carry on the empirical study, a university was chosen as case study as these contexts are generally rich in employee diversity. A non-functional prototype was designed, and walkthroughs were performed in five focus groups held with staff. The latter evidenced a need/wish to engage with basic design principles and high willingness to participate in the creation of brand design artefacts, mostly with the purposeof increasing its consistent use and innovate in its representation possibilities, whilst augmenting the brand’s socially responsible values.


Author(s):  
Camilo POTOCNJAK-OXMAN

Stir was a crowd-voted grants platform aimed at supporting creative youth in the early stages of an entrepreneurial journey. Developed through an in-depth, collaborative design process, between 2015 and 2018 it received close to two hundred projects and distributed over fifty grants to emerging creatives and became one of the most impactful programs aimed at increasing entrepreneurial activity in Canberra, Australia. The following case study will provide an overview of the methodology and process used by the design team in conceiving and developing this platform, highlighting how the community’s interests and competencies were embedded in the project itself. The case provides insights for people leading collaborative design processes, with specific emphasis on some of the characteristics on programs targeting creative youth


Author(s):  
Andrea CAPRA ◽  
Ana BERGER ◽  
Daniela SZABLUK ◽  
Manuela OLIVEIRA

An accurate understanding of users' needs is essential for the development of innovative products. This article presents an exploratory method of user centered research in the context of the design process of technological products, conceived from the demands of a large information technology company. The method is oriented - but not restricted - to the initial stages of the product development process, and uses low-resolution prototypes and simulations of interactions, allowing users to imagine themselves in a future context through fictitious environments and scenarios in the ambit of ideation. The method is effective in identifying the requirements of the experience related to the product’s usage and allows rapid iteration on existing assumptions and greater exploration of design concepts that emerge throughout the investigation.


Author(s):  
Silas DENZ ◽  
Wouter EGGINK

Conventional design practices regard gender as a given precondition defined by femininity and masculinity. To shift these strategies to include non-heteronormative or queer users, queer theory served as a source of inspiration as well as user sensitive design techniques. As a result, a co-design workshop was developed and executed. Participants supported claims that gender scripts in designed artefacts uphold gender norms. The practice did not specify a definition of a queer design style. However, the co-design practice opened up the design process to non-normative gender scripts by unmasking binary gender dichotomies in industrial design.


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