The Technology/Tactics (TEC/TAC) Plot: Explicit Representation of User Actions in the Product Design Space

Author(s):  
Tyler Stapleton ◽  
Trent Owens ◽  
Christopher Mattson ◽  
Carl Sorensen ◽  
Michael Anderson

Abstract The initial phases of the design process — including interactions with stakeholders, ideation of concept candidates, and the selection of the best candidates — have a large impact on the success of a project as a whole. They also tend to be the most unstructured portion of the project, and are often marginalized by teams who assume they already understand stakeholder needs and the best solution paths to pursue. Design researchers have developed methods shown to increase the creativity and divergent thinking of the design team during these initial phases of design. Nevertheless, these methods often rely on only a vague or amorphous representation of the design space (the set of all possible concepts the design team could feasibly select to meet the objective of the project). In this paper, we introduce a particular design-space structure that can help teams ideate and evaluate their ideation, thus improving the early phases of the design process. The design space presented here is a vector space with a basis of technology (the physical product people will use) and tactics (the procedure for using the product). Also presented are definitions, principles, and sub-theories that facilitate the creation and use of technology-tactics plots to represent the design space. Considering the design space in this structured way, the design team can gain valuable insights that improve the effectiveness of the initial stages of design, and may yield additional benefits to the design process as a whole, if further developed.

Author(s):  
Patricia A. Young

Inquiry (11-16) monitors development, automates the internal flow of the design process, and functions as internal sensors. This monitoring checks and rechecks that the process is executing properly1. It is interactive and always operational if used by the design team. Inquiry provides a series of questions to be asked and answered during preproduction, production and postproduction. These questions outline the design of the product and allow for a review of the product before, during, and after production; this is a surface assessment. The list of questions is not exhaustive, but they provide a broad selection of questions meant to focus on the needs of the target audience, enable the design process, and screen for bias. These questions are reviewed and reiterated throughout the design process to keep it active.


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


2021 ◽  
Vol 1 ◽  
pp. 2409-2418
Author(s):  
Summer D. Jung ◽  
Erika Perttunen ◽  
Senni Kirjavainen ◽  
Tua Björklund ◽  
Sohyeong Kim

AbstractAs design research expands its horizon, there has been a recent rise in studies on nontraditional designers. Previous studies have noted the positive effect of diversity in generating ideas. Among different sources of influence, peers outside the design team have been noted for their positive impact on the design process, yet the research on this topic is still in its early stages. Using qualitative data from 40 small and medium-sized enterprises (SMEs) in the American and Finnish food and beverage industries, the current study examines their interactions with other SMEs, shedding light on the influence of peers on creating new design solutions. The findings suggest that peer companies can act as a frequent and impactful source of inspiration for product design ideas. The most prevalent forms of interaction were co-creating products, sharing information, and sharing ingredients. Furthermore, the interactions were voluntary, organic, and improvisational in nature, and physical proximity or previous connections often initiated the interactions. Taken together, a great number of peer influences contributed towards creative new solutions.


Author(s):  
Julia Reisinger ◽  
Maximilian Knoll ◽  
Iva Kovacic

AbstractIndustrial buildings play a major role in sustainable development, producing and expending a significant amount of resources, energy and waste. Due to product individualization and accelerating technological advances in manufacturing, industrial buildings strive for highly flexible building structures to accommodate constantly evolving production processes. However, common sustainability assessment tools do not respect flexibility metrics and manufacturing and building design processes run sequentially, neglecting discipline-specific interaction, leading to inflexible solutions. In integrated industrial building design (IIBD), incorporating manufacturing and building disciplines simultaneously, design teams are faced with the choice of multiple conflicting criteria and complex design decisions, opening up a huge design space. To address these issues, this paper presents a parametric design process for efficient design space exploration in IIBD. A state-of-the-art survey and multiple case study are conducted to define four novel flexibility metrics and to develop a unified design space, respecting both building and manufacturing requirements. Based on these results, a parametric design process for automated structural optimization and quantitative flexibility assessment is developed, guiding the decision-making process towards increased sustainability. The proposed framework is tested on a pilot-project of a food and hygiene production, evaluating the design space representation and validating the flexibility metrics. Results confirmed the efficiency of the process that an evolutionary multi-objective optimization algorithm can be implemented in future research to enable multidisciplinary design optimization for flexible industrial building solutions.


2015 ◽  
Vol 809-810 ◽  
pp. 865-870
Author(s):  
Manuela Roxana Dijmărescu ◽  
Dragoș Iliescu ◽  
Marian Gheorghe

Various architectures exposing certain phases of the design process have been developed. A closer analysis of the presented timelines is leading more to postpone the design solution rather than advancing it in the early phases. This paper advances a new architecture for the design process with the main emphasize on the product functional design, based on functional-constructive knowledge stored in databases, and on the principle of selecting design solutions in an incipient phase and developing them during the further design process stages.


2020 ◽  
Vol 24 (3) ◽  
pp. 251-264
Author(s):  
Paula Lacomba Montes ◽  
Alejandro Campos Uribe

This paper reports on the primary school design processes carried out around the 1940s in the County of Hertfordshire in Great Britain, which later evolved into innovative strategies developed by Mary and David Medd in the Ministry of Education from the late 1950s. The whole process, undertaken during more than three decades, reveals a way of breaking with the traditional spatial conception of a school. The survey of the period covered has allowed an in-depth understanding of how learning spaces could be transformed by challenging the conventional school model of closed rooms, suggesting a new way of understanding learning spaces as a group of Centres rather than classrooms. Historians have thoroughly shown the ample scope of this process, which involved many professionals, fostering a true cross-disciplinary endeavour where the curriculum and the learning spaces were developed in close collaboration. A selection of schools built in the county has been used to typologically analyse how architectural changes began to arise and later flourished at the Ministry of Education. The Medds had indeed a significant role through the development of a design process known as the Built-in variety and the Planning Ingredients. A couple of examples will clarify some of these strategies, revealing how the design of educational space could successfully respond to an active way of learning.


2021 ◽  
pp. 1-52
Author(s):  
Alexandra Bloesch-Paidosh ◽  
Kristina Shea

Abstract When designing for Additive Manufacturing (AM), designers often need assistance in breaking out of their conventional manufacturing mind-set. Previously, Blösch-Paidosh and Shea (2019) derived Design Heuristics for AM (DHAM) to assist designers in doing this during the early phases of the design process. This work proposes a set of 25 multi-modal cards and objects to accompany each of the Design Heuristics for AM and studies their effect through a series of controlled, novice user studies conducted using both teams and individuals who redesign a city E-Bike. The resulting AM concepts are analyzed in terms of the quantity of design modifications relevant for AM, AM-flexibility, novelty, and variety. It is found that the DHAM cards and objects increase the inclusion of AM concepts, AM modifications, and the unique capabilities of AM in the concepts generated by both individuals and teams. They also increase the creativity of the concepts generated by both individuals and teams, as measured through a series of defined metrics. Further, the objects in combination with the cards are more effective at stimulating the generation of a wider variety of designs than the cards alone. Future work will focus on studying the use of the DHAM cards and objects in an industrial setting.


2021 ◽  
Author(s):  
Farhan Ali ◽  

Thinking creatively, is a necessary condition of the Design process to transform ideas into novel solutions and break barriers to creativity. Although, there are many techniques and ways to stimulate creative thinking for designers, however, this research paper adopts SCAMPER; which is acronym of: Substitute- Combine-Adapt- Modify or Magnify-Put to another use-Eliminate-Reverse or Rearrange- to integrate the sustainability concepts within architectural design process. Many creative artifacts have been designed consciously or unconsciously adopting SCAMPER strategies such as rehabilitation and reuse projects to improve the functional performance or the aesthetic sense of an existing building for the better. SCAMPER is recognized as a divergent thinking tool are used during the initial ideation stage, aims to leave the usual way of thinking to generate a wide range of new ideas that will lead to new insights, original ideas, and creative solutions to problems. The research focuses on applying this method in the architectural design, which is rarely researched, through reviewing seven examples that have been designed consciously or unconsciously adopting SCAMPER mnemonic techniques. The paper aims to establish a starting point for further research to deepen it and study its potentials in solving architectural design problems.


Author(s):  
Lynne Bowker ◽  
Gloria Corpas Pastor

In today’s market, the use of technology by translators is no longer a luxury but a necessity if they are to meet rising market demands for the quick delivery of high-quality texts in many languages. This chapter describes a selection of computer-aided translation tools, resources, and applications, most commonly employed by translators to help them increase productivity while maintaining high quality in their work. This chapter also considers some of the ways in which translation technology has influenced the practice and the product of translation, as well as translators’ professional competence and their preferences with regard to tools and resources.


2017 ◽  
Vol 3 (1) ◽  
pp. 39-43 ◽  
Author(s):  
Ekaterina Ivanova ◽  
Michael Minge ◽  
Henning Schmidt ◽  
Manfred Thüring ◽  
Jörg Krüger

Abstract:Robotic therapy devices have been an important part of clinical neurological rehabilitation for several years. Until now such devices are only available for patients receiving therapy inside rehabilitation hospitals. Since patients should continue rehabilitation training after hospital discharge at home, intelligent robotic rehab devices could help to achieve this goal. This paper presents therapeutic requirements and early phases of the user-centered design process of the patient’s work station as part of a novel robot-based system for motor telerehabilitation.


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