Design Concept Generation With Variational Deep Embedding Over Comprehensive Optimization

2021 ◽  
Author(s):  
Kikuo Fujita ◽  
Kazuki Minowa ◽  
Yutaka Nomaguchi ◽  
Shintaro Yamasaki ◽  
Kentaro Yaji

Abstract This paper proposes a framework for generating design concepts through the loop of comprehensive exploitation and consequent exploration. The former is by any sophisticated optimization such as topology optimization with diversely different. The latter realization is due to the variational deep embedding (VaDE), a deep learning technique with classification capability. In the process of design concept generation first, exploitation through computational optimization generates various possibilities of design entities. Second, VaDE learns them. This learning encodes the clusters of similar entities over the latent space with smaller dimensions. The clustering result reveals some design concepts and identifies voids where as-yet-unrecognized design concepts are prospective. Third, the decoder of the learned VaDE generates some possibilities for new design entities. Forth such new entities are examined, and relevant new conditions will trigger further exploitation by the optimization. In this paper, this framework is implemented for and applied to the conceptual design problem of bridge structures. This application demonstrates that the framework can identify voids over the latent space and explore the possibility of new concepts. This paper brings up some discussion on the promises and possibilities of the proposed framework.

Author(s):  
Duc Truong Pham ◽  
Huimin Liu

This paper presents a new approach to producing innovative design concepts. The proposed approach involves extending the inventive principles of TRIZ by integrating other TRIZ and TRIZ-inspired tools. The set of inventive principles is then structured according to a framework adapted from I-Ching and represented using TRIZ’s Behaviour-Entity (BE) formalism to which constraints have also been added. The adoption of the BE representation enables a reduction in the amount of repeated information in the inventive principles. A BE pair contains information on a design solution. A Behaviour-Entity-Constraint (BEC) triple additionally has information on constraints on the solution. The BEC representation thus facilitates the retrieval and generation of design solutions from design specifications. The paper uses the problem of laying out seats in an aircraft cabin to illustrate advantages of the proposed approach.


Author(s):  
Tarang Parashar ◽  
Katie Grantham Lough ◽  
Robert B. Stone

This paper presents a part count tool that automates the consideration of manufacturing cost during the conceptual design phase by predicting part count for a particular product concept. With an approximate number of parts per product in the conceptual design phase, the designer can estimate the cost associated with the product. On the basis of the cost, the designer can make changes according to budget requirements. The part count tool will also aid in ranking the design concepts by number of components for a product. This tool utilizes existing automated concept generation algorithms to generate the design concepts. It extracts the available data from the Missouri S&T Design Repository to compute an average number of parts per component type in the repository and then calculates an average part count for new concepts. This data can subsequently be used by designers to estimate product cost. The part count tool also uses an algorithm to determine how to connect two non compatible components through the addition of mutually compatible components. While emphasis is placed on the average parts per product in evaluating designs, the overall functional requirement of the product is also considered.


Author(s):  
Santosh Maurya ◽  
Yukio Takeda ◽  
Celine Mougenot

AbstractTo design interactive behaviours for their products designers/makers have to use high fidelity tools like ‘electronic prototyping kits’, involving sensors and programming to incorporate interactions in their products and are dependent on availability of hardware. Not every designer is comfortable using such tools to ideate and test their concept ideas, eventually slowing them down in the process. Thus, there is a need for a design tool that reduces dependence on complex components of such tools while exploring new concepts for product design at an early stage. In this work, we propose a Mixed Reality system that we developed to simulate interactive behaviours of products using designed visual interaction blocks. The system is implemented in three stages: idea generation, creating interactions and revision of interactive behaviours. The implemented virtual scenario showed to elicit high motivation and appeal among users resulting in inventive and creative design experience at the same time. As a result, designers will be able to create and revise their interaction-behavioural design concepts virtually with relative ease, resulting in higher concept generation and their validation.


Polymers ◽  
2021 ◽  
Vol 13 (9) ◽  
pp. 1374
Author(s):  
Paul Bere ◽  
Mircea Dudescu ◽  
Călin Neamțu ◽  
Cătălin Cocian

Composite materials are very often used in the manufacture of lightweight parts in the automotive industry, manufacturing of cost-efficient elements implies proper technology combined with a structural optimization of the material structure. The paper presents the manufacturing process, experimental and numerical analyses of the mechanical behavior for two composite hoods with different design concepts and material layouts as body components of a small electric vehicle. The first model follows the black metal design and the second one is based on the composite design concept. Manufacturing steps and full details regarding the fabrication process are delivered in the paper. Static stiffness and strain values for lateral, longitudinal and torsional loading cases were investigated. The first composite hood is 254 times lighter than a similar steel hood and the second hood concept is 22% lighter than the first one. The improvement in terms of lateral stiffness for composite hoods about a similar steel hood is for the black metal design concept about 80% and 157% for the hood with a sandwich structure and modified backside frame. Transversal stiffness is few times higher for both composite hoods while the torsional stiffness has an increase of 62% compared to a similar steel hood.


2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Rudy Trisno ◽  
Fermanto Lianto

AbstractJapanese architecture retains the characteristic of appreciating its culture, despite the growing influence of Western architecture. Based on this issue, it is a very interesting area to study to understand the design concepts behind two masterpieces from the world’s architects Kisho Kurokawa and Tadao Ando. This study uses a qualitative method by analyzing theories and case studies in the work of the architects Kisho Kurokawa and Tadao Ando. It conducts the following detailed analyses; (a) Western architects who influenced both design concepts; (b) The primary considerations of the two architects in facing the demands of the times. The study concludes that Kisho Kurokawa was influenced by Kenzo Tange, while Tadao Ando has been influenced by Le Corbusier and Louis Khan. The primary consideration of Kisho Kurokawa is Hanasuki, while for Tadao Ando it is Shintai. The findings in this study are that the two architects in the design concept were inspired by Japanese culture, where Japanese culture is influenced by the philosophy of Lau Tze and Confucius.


2019 ◽  
Author(s):  
Joseph L. Austerweil ◽  
Shi Xian Liew ◽  
Nolan Bradley Conaway ◽  
Kenneth J. Kurtz

The ability to generate new concepts and ideas is among the most fascinating aspects of human cognition, but we do not have a strong understanding of the cognitive processes and representations underlying concept generation. In this paper, we study the generation of new categories using the computational and behavioral toolkit of traditional artificial category learning. Previous work in this domain has focused on how the statistical structure of known categories generalizes to generated categories, overlooking whether (and if so, how) contrast between the known and generated categories is a factor. We report three experiments demonstrating that contrast between what is known and what is created is of fundamental importance for categorization. We propose two novel approaches to modeling category contrast: one focused on exemplar dissimilarity and another on the representativeness heuristic. Our experiments and computational analyses demonstrate that both models capture different aspects of contrast’s role in categorization.


2015 ◽  
Vol 1 ◽  
Author(s):  
Seda Yilmaz ◽  
Shanna R. Daly ◽  
Colleen M. Seifert ◽  
Richard Gonzalez

Research supports the central role cognitive strategies can play in successful concept generation by individual designers. Design heuristics have been shown to facilitate the creation of new design concepts in the early, conceptual stage of the design process, as well as throughout the development of ideas. However, we know relatively little about their use in differing disciplines. This study examined evidence of design heuristic use in a protocol study with 12 mechanical engineers and 12 industrial designers who worked individually to develop multiple concepts. The open-ended design problem was for a novel product, and the designers’ sketches and comments were recorded as they worked on the problem for 25 min and in a retrospective interview. The results showed frequent use of design heuristics in both disciplines and a significant relationship to the rated creativity of the concepts. Though industrial designers used more heuristics in their concepts, there was a high degree of similarity in heuristic use. Some differences between design disciplines were observed in the choice of design heuristics, where industrial designers showed a greater emphasis on user experience, environmental contexts, and added features. These findings demonstrate the prevalence of design heuristics in individual concept generation and their effectiveness in generating creative concepts, across two design domains.


2017 ◽  
Vol 4 (2) ◽  
pp. 1-18
Author(s):  
W. B. Lee ◽  
W. M. Wang ◽  
C. F. Cheung ◽  
Z. H. Wu

Industrial and product design involves a lot of unstructured information for the generation of innovative product design ideas. However, the generation of innovative design concepts is not only time consuming but also heavily relies on the experience of product designers. Most existing systems focus mainly on the technical aspects of realizing product designs, which are inadequate to support concept generation process at the pre-design stage. In this paper, a knowledge extraction and design support system (KEDSS) is presented. The system aims at extracting key design concepts and depicting the trends of these concepts from the massive amount of unstructured design information in the open domain. A summary report, a related concept list, and concept trend graphs are produced based on the inputs of the designers' design ideas. A series of experiments have been conducted to measure the performance of the system. Moreover, the system has been successfully trial implemented as part of a public service platform for modern industrial design of injection molding machinery and equipment.


2020 ◽  
Vol 142 (3) ◽  
Author(s):  
Bradley Camburn ◽  
Yuejun He ◽  
Sujithra Raviselvam ◽  
Jianxi Luo ◽  
Kristin Wood

Abstract In order to develop novel solutions for complex systems and in increasingly competitive markets, it may be advantageous to generate large numbers of design concepts and then to identify the most novel and valuable ideas. However, it can be difficult to process, review, and assess thousands of design concepts. Based on this need, we develop and demonstrate an automated method for design concept assessment. In the method, machine learning technologies are first applied to extract ontological data from design concepts. Then, a filtering strategy and quantitative metrics are introduced that enable creativity rating based on the ontological data. This method is tested empirically. Design concepts are crowd-generated for a variety of actual industry design problems/opportunities. Over 4000 design concepts were generated by humans for assessment. Empirical evaluation assesses: (1) correspondence of the automated ratings with human creativity ratings; (2) whether concepts selected using the method are highly scored by another set of crowd raters; and finally (3) if high scoring designs have a positive correlation or relationship to industrial technology development. The method provides a possible avenue to rate design concepts deterministically. A highlight is that a subset of designs selected automatically out of a large set of candidates was scored higher than a subset selected by humans when evaluated by a set of third-party raters. The results hint at bias in human design concept selection and encourage further study in this topic.


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