Using Model-Based Design in Engineering Design Education

Author(s):  
Kjell Andersson

Project-based education in combination with problem-based learning has been one of the key factors for the popularity of engineering design education among students at technical universities. The use of industry-connected projects has boosted this popularity still further. To get feedback from professionals in industry is very stimulating and in this way students also get confirmation that their education is related to industrial needs. In the Machine Design capstone course at KTH Department of Machine Design, the curriculum covers the whole process from idea generation to manufacturing and testing a final prototype. A major part of the course consists of project work where students will develop a product prototype in close cooperation with an industrial partner or with a research project at the department. The benefits of using real prototypes cannot be stressed enough. This is a very efficient way to explain to the students why a product must be designed in a certain way, e.g. to make it possible to assemble. This means that a major part of the course is using project-based learning as a teaching strategy. In addition, the use of model-based design is introduced as a methodology that enables the students to evaluate and “experience” many different behaviors of the product using digital models in a virtual environment. In this way many undesirable concepts and flaws can be avoided even before a prototype is manufactured. This paper describes a model-based methodology for product development. It also shows the application of this methodology in project work in a capstone course in engineering design at KTH, and discusses the effects on student motivation and learning.

Author(s):  
Kjell Andersson

Project-based education in combination with problem-based learning has been very successful, and has contributed to the popularity of engineering design education among students at technical universities. The close connection to industrial problems by the use of industry-connected projects has boosted this popularity still further and to get an insight of future working environments after graduation is very inspiring for the students. The curriculum of the Machine Design capstone course at KTH Department of Machine Design covers the whole process from idea generation to manufacturing and testing a final prototype. A major part of the course consists of project work where students develop a product prototype in close cooperation with an industrial partner or with a research project at the department. This means that a major part of the course uses project-based learning as a teaching strategy. In addition, a model-based design methodology is introduced which enables the students to evaluate and “experience” many different behaviors of the product using digital models in a virtual environment. In this way, students can see that many undesirable concepts and flaws can be avoided even before a prototype is manufactured. This paper evaluates the use and learning outcome of model-based design in a capstone course in the Engineering Design MSc program at KTH Department of Machine Design. The approach has been used during a period of three years and the effect on the students’ learning has been evaluated by a questionnaire after each course. I this paper we compare the results of these questionnaires and discuss implications and general conclusions about this learning approach.


Author(s):  
Kjell Andersson

Project-based education in combination with problem-based learning has been very successful, and has contributed to the popularity of engineering design among students at technical universities. And when the project work addresses real industrial problems, offers insight into post-graduation working environments and gets direct feedback from professionals in industry, students can see the immediate relevance of their education — an invaluable boost to their learning experience. Students taking MF2004, a capstone course at KTH Department of Machine Design, learn the whole process from idea generation to manufacturing and testing a final prototype built in close collaboration with an industrial partner or a research group at the department. The benefits of using real prototypes cannot be stressed enough — students find out for themselves why a product must be designed in a certain way (e.g. to make it possible to assemble). The course uses project-based learning as a teaching strategy and introduces a model-based design methodology which enables the students to evaluate and “experience” many different behaviors of the product using digital models in a virtual environment. In this way, students can see that many undesirable concepts and flaws can be avoided even before a prototype is manufactured. This paper focuses on the introduction of the model-based design methodology and evaluation of its impact on learning in a capstone course in the Engineering Design MSc programme at KTH Department of Machine Design. A questionnaire was used to evaluate the effects on the students’ learning, as well as to assess how feasible they consider this methodology to be. On the basis of this, in combination with the weekly meetings with the project teams, we can report a positive attitude among the students and improved learning outcomes.


2014 ◽  
Vol 136 (4) ◽  
Author(s):  
Christine A. Toh ◽  
Scarlett R. Miller ◽  
Gül E. Okudan Kremer

Although design novelty is a critical area of research in engineering design, most research in this space has focused on understanding and developing formal idea generation methods instead of focusing on the impact of current design practices. This is problematic because formal techniques are often not adopted in industry due to the burdensome steps often included in these methods, which limit the practicality and adoption of these methods. This study seeks to understand the impact of product dissection, a design method widely utilized in academia and industry, on design novelty in order to produce recommendations for the use or alterations of this method for supporting novelty in design. To investigate the impact of dissection, a study was conducted with 76 engineering students who completed a team-based dissection of an electric toothbrush and then individually generated ideas. The relationships between involvement in the dissection activity, the product dissected, the novelty and quantity of the ideas developed were investigated. The results reveal that team members who were more involved in the dissection activity generated concepts that were more novel than those who did not. In addition, the type of the dissected product also had an influence on design novelty. Finally, a positive correlation between the number of ideas generated and the novelty of the design concepts was identified. The results from this study are used to provide recommendations for leveraging product dissection for enhancing novelty in engineering design education and practice.


Author(s):  
Heather Herring ◽  
Peihua Gu

Involving industry in engineering design education would enhance quality of education and student experience as most design expertise resides in industry that can be accessed through guest lectures and interactions with students; and real, meaningful engineering design projects are needed for our students. Good industrial projects with enthusiastic industrial participation in the design capstone course would provide very valuable opportunity for students to gain meaningful experience and would prepare students better to be design ready engineers upon graduation. However, there are a number of challenges in association with industry participation. This paper reports our experiences in dealing with industry-based design projects as well as associated challenges. It is our experience and belief that these challenges can be successfully addressed if both university and industry treat the partnership from a long term perspective and provide reasonable resources to the partnership.


Author(s):  
Jonathan Sauder ◽  
Yan Jin

Students are frequently trained in a variety of methodologies to promote their creativity in the collaborative environment. Some of the training and methods work well, while others present challenges. A collaborative stimulation approach is taken to extend creative cognition to collaborative creativity, providing new insights into design methodologies and training. An experiment using retrospective protocol analysis, originally conducted to identify the various types of collaborative stimulation, revealed how diversity of past creative experiences correlates with collaborative stimulation. This finding aligns with previous research. Unfortunately, many current engineering design education programs do not adequately provide opportunities for diverse creative experiences. As this study and other research has found, there is a need to create courses in engineering design programs which encourage participation in diverse creative activities.


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