Mapping Software Augments Engineering Design Thinking

2017 ◽  
Vol 139 (5) ◽  
Author(s):  
Nathan Eng ◽  
Marco Aurisicchio ◽  
Rob Bracewell

Maps are visual design representations used by engineers to model the information behind a design. This paper evaluates the application of mapping methods supported by the Decision Rationale editor (DRed) in aerospace engineering industry. Specifically, the research investigates what DRed mapping methods are used, where engineers find them useful and why. DRed was selected because it has been formally embedded in the design processes of the partner company and all engineering staff have access to it. The tool was investigated using semistructured interviews with 14 engineers, each already trained with DRed through their work and representing diverse departments and experience levels. Nineteen use cases were collected, ranging from high-profile, multistakeholder projects to everyday individual work. Collected cases were analyzed for the methods applied, common contexts of use, and reasons for use. The results validate baseline DRed mapping methods to capture design rationale and analyze the root causes of engineering problems. Further, it provides empirical evidence for new DRed mapping methods to manage requirements, analyze functional interactions in complex systems and manage personal information. The contexts where mapping methods are most used involve: system-level information that cuts across subsystem boundaries; irregular intervals between map applications; dealing with loosely structured information; individual use or small team collaborations; and addressing on-going problems. The reasons stated by engineers for using maps focus on engineering design thinking, communication, and planning support. Using empirical evidence of its recurrent use, this research establishes that DRed is a powerful and versatile tool for engineers in industry and its mapping methods aid important and otherwise unsupported work. The range and impact of the use cases found in practice suggest that engineers need better support for work with loosely structured information. Organizations involved in the design of complex systems should make greater use of semiformal, graph-based visual tools like DRed. The understanding of mapping software gained through this research demonstrates a shift in emphasis from the enrichment of the engineering record to the provision of immediate cognitive benefits for engineers. The results also support an incremental, adaptive approach for deploying this emerging class of tools in other organizations.


Author(s):  
Christos Katrakazas ◽  
Natalia Sobrino ◽  
Ilias Trochidis ◽  
Jose Manuel Vassallo ◽  
Stratos Arampatzis ◽  
...  


2016 ◽  
Author(s):  
Mandy Biggers ◽  
Leigh Haefner ◽  
Jonathan Bell


Author(s):  
Nancy Jean Ruzycki ◽  
Lorelie Dela Fuente Imperial ◽  
Krista Dulany ◽  
Jared Carter ◽  
Seleka Naomi Kerr ◽  
...  


Author(s):  
Vladimir Kuts ◽  
Tauno Otto ◽  
Yevhen Bondarenko ◽  
Fei Yu

Abstract Industrial Digital Twins (DT) is the precise virtual representation of the manufacturing environment and mainly consists of the system-level simulation, which combines both manufacturing processes and parametric models of the product. As being one of the pillars of the Industry 4.0 paradigm, DT-s are widely integrated into the existing factories, enhancing the concept of the virtual factories. View from the research perspective is that experiments on the Internet of Things, data acquisition, cybersecurity, telemetry synchronization with physical factories, etc. are being executed in those virtual simulations. Moreover, new ways of interactions and interface to oversee, interact and learn are being developed via the assistance of Virtual Reality (VR) and Augmented Reality (AR) technologies, which are already widely spread on the consumer market. However, already, VR is being used widely in existing commercial software packages and toolboxes to provide students, teachers, operators, engineers, production managers, and researchers with an immersive way of interacting with the factory while the manufacturing simulation is running. This gives a better understanding and more in-depth knowledge of the actual manufacturing processes, not being directly accessing those. However, the virtual presence mentioned above experience is limited to a single person. It does not enable additional functionalities for the simulations, which can be re-planning or even re-programming of the physical factory in an online connection by using VR or AR interfaces. The main aim of the related research paper is to enhance already existing fully synchronized with physical world DT-s with multi-user experience, enabling factory operators to work with and re-program the real machinery from remote locations in a more intuitive way instead thinking about final aim than about the process itself. Moreover, being developed using real-time platform Unity3D, this multiplayer solution gives opportunities for training and educational purposes and is connecting people from remote locations of the world. Use-cases exploits industrial robots placed in the Industrial Virtual and Augmented Reality Laboratory environment of Tallinn University of Technology and a mobile robot solution developed based on a collaboration between the University of Southern Denmark and a Danish company. Experiments are being performed on the connection between Estonia and Denmark while performing reprogramming tasks of the physical heavy industrial robots. Furthermore, the mobile robot solution is demonstrated in a virtual warehouse environment. Developed methods and environments together with the collected data will enable us to widen the use-cases with non-manufacturing scenarios, i.e., smart city and smart healthcare domains, for the creation of a set of new interfaces and multiplayer experiences.



2018 ◽  
pp. 391-420
Author(s):  
Yven Jordan ◽  
Christoph von Viebahn ◽  
Stephan Haller
Keyword(s):  


2021 ◽  
pp. 557-566
Author(s):  
Wan-Hsuan Yen ◽  
Chi-Cheng Chang ◽  
John Willliams


2021 ◽  
pp. 593-600
Author(s):  
Charuni Samat ◽  
Sathaporn Wongchiranuwat ◽  
Issara Kanjug ◽  
Pornsawan Vongtathum ◽  
Sumalee Chaijaroen ◽  
...  


2020 ◽  
pp. 135050762097485
Author(s):  
Andrew G. Earle ◽  
Dante I. Leyva-de la Hiz

In this paper, we explore the system-level challenges found in sustainability-focused education and consider how the intersections of design thinking and emerging technologies in augmented and virtual reality (AVR) can help address these. More specifically, we highlight the role of experiences across the design thinking process for generating novel solutions to the types of “wicked” problems with which students engage in sustainability education. We then use this as motivation, along with concepts from experiential learning and design thinking research, to develop a conceptual model in which AVR can integrate with more established instructional methods to help make sustainability-related challenges more salient, proximate, and tractable to students. Our conceptual model suggests that AVR holds promise for facilitating and democratizing access to the design thinking process for sustainability-related challenges, but that it is also not a standalone solution for enabling students to engage with such complex challenges.



2019 ◽  
Vol 18 ◽  
pp. 160940691881624 ◽  
Author(s):  
Gillian Mulvale ◽  
Sandra Moll ◽  
Ashleigh Miatello ◽  
Louise Murray-Leung ◽  
Karlie Rogerson ◽  
...  

Experience-based co-design (EBCD) is an innovative, evidence-based approach to health and social system change based on principles of participatory action research, narrative and learning theory, and design thinking. Unique elicitation strategies such as experience mapping, trigger videos, and prototype development are used in EBCD to engage service users and service providers in a collaborative process of identifying touchpoints and solutions to system-level problems. In this article, we present findings from interviewing a purposeful sample of 18 participants (4 youth, 6 service providers, 6 family members, and 2 employers) across three co-design projects designed to address either mental health or employment services for youth (aged 16–24) with mental health issues in one urban center. Through interviewing participants, perceptions were explored relating to three elicitation techniques: creating experience maps, creating and viewing trigger videos, and co-designing visual “prototype” solutions. Analysis of participants’ comments indicated that these techniques can be powerful tools to foster mutual understanding and collaborative ideas, but they require a social, spatial, and temporal context that optimizes their value. A “safe space” is needed within which the essential elements of elicitation—building trust, finding voice, sharing perspectives, and creating a common vision—can occur. Three core, overlapping processes of co-design elicitation were identified: “building common perspectives,” “building mutual understanding,” and “building innovation.” We present a conceptual framework depicting the interplay of processes and elicitation techniques, essential to building mutual understanding and innovation during the EBCD process.



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