Modularization of Design Knowledge as a Basis for a High Quality Competence Pool in Product Development

Author(s):  
Benjamin Berger ◽  
Herbert Birkhofer

Contents of product development knowledge have to be available in a broad range and rank high in quality for teaching, learning and application. Individuality in presenting and high flexibility in use and arrangement are requested. Furthermore, the collaboration of different authors with different background is aimed to create a common competence pool in the range of product development. Therefore an approach to modularization, filing and accessing of various contents of product development knowledge will be applied. Contents of product development knowledge are modularized based on three levels — elements, modules and containers — and they are linked and integrated into the competence pool. Considering the requirements of different users, individual and specific documents can be created out of the modularized contents, e.g., material for a specific lecture. Appropriate modularization is considered as a basis for higher quality and improvement of communication and collaboration.

2021 ◽  
Vol 1 ◽  
pp. 1303-1312
Author(s):  
Ricardo Real ◽  
Chris Snider ◽  
Mark Goudswaard ◽  
Ben Hicks

AbstractWhilst prior works have characterised the affordances of prototyping methods in terms of generating knowledge about a product or process, the types, or ‘dimensions’ of knowledge towards which they contribute are not fully understood. In this paper we adapt the concept of ‘design domains’ as a method to interpret, and better understand the contributions of different prototyping methods to design knowledge in new product development. We first synthesise a set of ten dimensions for design knowledge from a review of literature in design-related fields. A study was then conducted in which participants from engineering backgrounds completed a Likert-type questionnaire to quantify the perceived contributions to design knowledge of 90 common prototyping methods against each dimension. We statistically analyse results to identify patterns in the knowledge contribution of different methods. Results reveal that methods exhibit significantly different contribution profiles, suggesting different methods to be suited to different knowledge. Thus, this paper indicates potential for new methods, methodology and processes to leverage such characterisations for better selection and sequencing of methods in the prototyping process.


2018 ◽  
Vol 11 (1) ◽  
pp. 23 ◽  
Author(s):  
Juliana Schmidt ◽  
Milton Borsato ◽  
Edmar Hinckel ◽  
Paulo Storrer ◽  
Eduardo Onofre ◽  
...  

Author(s):  
Yongzhi Wang

The application of virtual reality (VR) in higher education has drawn attention. Understanding the state of the art for VR technologies helps educators identify appropriate applications and develop a high-quality engaging teaching-learning process. This chapter provides a comprehensive survey of current hardware and software supports on VR. Secondly, important technical metrics in VR technology are considered with comparisons of different VR devices using identified metrics. Third, there is a focus on software tools and an explore of various development frameworks, which facilitate the implementation of VR applications. With this information as a foundation, there is a VR use in higher education. Finally, there is a discussion of VR applications that can be potentially used in education.


2013 ◽  
Vol 460 ◽  
pp. 73-80 ◽  
Author(s):  
Jaroslav Šeminský

Paper is focused to the development in designing of technical systems and present methodology approaches. For a long time, engineering design research has been focused on the development of various design theories, methodologies, methods, tools, and procedures. Engineers to more efficiently design artefacts have subsequently used that design methods. However, as the artefacts have grown in complexity, the need for new methods has become obvious. Also, in a nowadays world, increased competition and globalisation require organizations to re-examine traditional product development strategies. While the difficulties in design synthesis are caused by a wide variety of issues, the complicatedness under problem size is so essential that it make procedural design knowledge insufficient to generate superior design solutions.


2019 ◽  
Vol 9 (1) ◽  
pp. 113-128
Author(s):  
Anggun Wulandari ◽  
◽  
Agus Suyatna ◽  
Viyanti Viyanti ◽  
Undang Rosidin ◽  
...  

This study aims to develop an instrument for HOTS questions with the help of the Wondershare Quiz Creator (WQC) application on Momentum and Impulse materials with design and material feasibility, suitable settings for HOTS questions with four types of HOTS questions, namely Multiple Choice, Multiple Responses, Sequence and Matching. The research method used is Research and Development (R & D). This type of research is used to adapt the research design by Borg & Gall. The product development stages consist of research and data collection, planning, product development, product validation, product revision, and product results. The data collection technique used expert validation in developing HOTS questions based on CBT, then the data were analyzed quantitatively and descriptively. The analysis shows that the validity of the design has an average value of 4.21 with very high quality or validity and the validity of the material has an average value of 3.75 with high quality or valid. The highest scores for design and material validity were multiple responses 4.22 and 3.79. At the levels on C4, C5, and C6, there is no difference in the validity and complexity of thinking caused by different types of questions. Keywords: CBT, HOTS, Momentum and Impulse, Wondershare quiz creator


2015 ◽  
Vol 760 ◽  
pp. 57-62
Author(s):  
Cristina Neculache ◽  
Emilia Roxana Florea

Today’s product designer is being asked to develop high quality at an ever increasing pace. To meet this need, an intensive search is underway for advanced design methodologies that facilitate the acquisition of design knowledge and creative ideas for later reuse. Additionally, designers are embracing a wide range of macros applications to increase their productivity. This paper proposes a solution for creating a group product database, this being under development, starting from the specifications product in an excel file, in the end obtaining the entities block for the products with parameters and actions according to their characteristics. The code it’s implemented for an abrasive tool by linking product definition parameters to CAD’s functions.


Author(s):  
Z. M. Ma

In recent years, greater global competition is pressuring organizations to produce industrial products with the shortest possible lead times, high quality, and lowest costs. The lifecycle of a product includes many phases such as requirement definition, conceptual design, production, operation, maintenance, and so forth. Each phase in the lifecycle would involve the product information, for example, using some information that comes from other phase(s) and generating some new information during the phase. Engineering design knowledge (EDK) of a product consists of the product information related to the design process of the product.


Author(s):  
Gundong Francis Pahng ◽  
Sungdo Ha ◽  
Sehyung Park

Abstract Product design is a knowledge-intensive activity. Many product development companies have recognized that design knowledge obtained by individual designers is a valuable asset to a company for enhancing the competitiveness of products the company designs and produces. Therefore, companies are becoming more concerned with the effective use of design knowledge accumulated over previous design practices and the qualitative and quantitative utilization of the knowledge toward the rapidly changing market. This paper presents a design knowledge management framework called Active Design Support (ADS). ADS framework is aimed to provide designers with critical design knowledge and guide them toward rational design decisions based upon relevant design errors and successful design decisions in the past during product development processes. Based upon a formal information modeling for managing design information, ADS framework determines and proactively provides the critical design knowledge for designers. To provide an intuitive starting point for retrieving design knowledge, ADS framework also provides a set of different viewpoint, called Knowledge Perspective, for browsing the knowledge base of ADS framework.


2022 ◽  
pp. 356-375
Author(s):  
Marta Ferreiro González ◽  
Cristina Cejudo Bastante ◽  
Ana Belén Díaz Sánchez ◽  
Gerardo Fernández Barbero ◽  
Ana Jiménez Cantizano ◽  
...  

In the last year, lectures have been forced to adapt teaching to a virtual mode. The loss of face-to-face teaching has generated a detriment in active collaborative learning and has worsened the sharing of concepts. Although gamification has been widely used to improve the quality of teaching and the interest of the students, there is still a need for more interactive alternatives in teaching-learning systems to motivate students in remote lessons. EscapeWine! is an online activity designed for students of the Enology Degree to help them contextualize concepts from different disciplines and to strengthen their transversal skills in a motivating environment while providing the lectures with an online evaluation tool. Students must solve different riddles presented as tasks in Moodle platform to make a high-quality wine and not “get fired.” The results showed that the activity has the potential to be implemented as an innovative environment in virtual lessons.


Sign in / Sign up

Export Citation Format

Share Document