Competitive Conceptual Design of Engineering Systems

1999 ◽  
Author(s):  
Zbigniew M. Bzymek

Abstract This paper discusses design resulting from a unique design competition as an indicator of the verification of scientific design principles as given by Shu Nam 1990. A single enactment of the design problem is used as a case study to illustrate different points of this paper. The focus of the paper is on the creative aspect of idea generation and the checking of subsystems as well as the complete system enactment for function and performance. In an annual design competition the same problem was issued to a number of design teams. The number of teams varied from nine to eighteen in different years and two to three designers were in a team. The design was performed by seniors in mechanical engineering. To generate concepts, Osborn’s method of brain storming was applied. The brain storming was done in the groups of two to three designers. It was applied to the entire system and subsequently to subsystems. After the abstract design was accomplished, prototypes were built and tested. A competition was held in which each design group prototype earned a figure of merit score based on its performance in a performance run. The figure of merit formula used to dtetermine the winner of the competition and race course for performance run were given to the designers at the time they were given the design problem statement. The results were verified by an expert evaluation with Mechanical Engineering faculty members serving as experts. Every prototype was competing with others in the same exact conditions. The results of the design competition provide a unique set of data which may be considered an experiment in design technique. Some concluding remarks concerning design methodology are stated.

2019 ◽  
Vol 141 (10) ◽  
Author(s):  
Daniel R. Herber ◽  
James T. Allison

Here we describe a problem class with combined architecture, plant, and control design for dynamic engineering systems. The design problem class is characterized by architectures comprised of linear physical elements and nested co-design optimization problems employing linear-quadratic dynamic optimization. The select problem class leverages a number of existing theory and tools and is particularly effective due to the symbiosis between labeled graph representations of architectures, dynamic models constructed from linear physical elements, linear-quadratic dynamic optimization, and the nested co-design solution strategy. A vehicle suspension case study is investigated and a specifically constructed architecture, plant, and control design problem is described. The result was the automated generation and co-design problem evaluation of 4374 unique suspension architectures. The results demonstrate that changes to the vehicle suspension architecture can result in improved performance, but at the cost of increased mechanical complexity. Furthermore, the case study highlights a number of challenges associated with finding solutions to the considered class of design problems. One such challenge is the requirement to use simplified design problem elements/models; thus, the goal of these early-stage studies are to identify new architectures that are worth investigating more deeply. The results of higher-fidelity studies on a subset of high-performance architectures can then be used to select a final system architecture. In many aspects, the described problem class is the simplest case applicable to graph-representable, dynamic engineering systems.


Author(s):  
Michael Helms ◽  
Ashok K. Goel

The process of biologically inspired design is fundamentally analogical; given a design problem, the process retrieves potentially multiple biological analogues as potential sources of inspiration. The selection of a specific analogue for idea generation naturally has a strong influence on the final design. But what makes one biological analogue better than another for a given design problem? In the context of a classroom on biologically inspired design, we found that interdisciplinary design teams often struggle with this question. In this paper, we describe a Four-Box method that identifies function, operating environment, constraints, and performance criteria as dimensions for matching biological analogues with the design problem. We also present some initial results from a classroom implementation of the Four-Box method of analogy evaluation: The results suggest that the student designers found the Four-Box method both useful and usable.


Author(s):  
Andrew Olewnik ◽  
Randy Yerrick ◽  
Amanda Simmons ◽  
Yonghee Lee

Abstract This paper presents a case study of Jeff, a mechanical engineering senior, and his experience with design in two different contexts — one in the classroom and one extracurricular. After a year-long study of undergraduate engineers, Jeff revealed marked differences in his uptake of design principles and reflexivity toward his thinking within the discipline. We explored with Jeff the critical differences and experiences that led to his changes once we had completed data collection with his peer cohort of undergraduates. We explored Jeff’s interpretation of the differences he considered as positive changes, the attributes of applying principles of problem typology, and the requisite context required to achieve these changes as a student. Through qualitative analysis four assertions are examined — improved approach to design problem solving, broadened view of design, engineering as multiple types of problems, and relevance to the profession — and validated through a member check. Potential implications for engineering education, especially as it pertains to design education are briefly described.


Author(s):  
Jannicke M. Baalsrud Hauge ◽  
Ioana Andreea Stănescu ◽  
Maira B. Carvalho ◽  
Antoniu Stefan ◽  
Marian Banica ◽  
...  

Rapid technological changes have a large influence in the field of engineering systems. However, just being fast is not sufficient; additionally, the system has to be user-friendly, flexible and cost effective. Serious Games (SG), as fast-paced, immersive, interactive media, have not only become popular in various learning and training environments, including engineering, but there are also several examples on how game-based mechanisms can be used to enhance User Experience (UX) and performance. So far, gamification of Mechanical Engineering Systems (MES) have not reached their full potential, due to the fact that gamification efforts are costly, time consuming to develop, and require the constant involvement of MES developers even for small changes. Furthermore, its adaption to MES requires specific knowledge in game design and development. Thus, as demand for user friendlier, intuitive interfaces increases, there is also a need for support tools that enable access to design and development of gamification mechanisms for non-SG professionals. In this context, the authors discuss the creation of a library of User Interface (UI) automation tools that enables gamification and through which tutors can create interactive learning scenarios to guide users through the functionalities of engineering systems. Such tools have the potential to support knowledge processes, respectively knowledge experiencing, conceptualizing, analyzing and applying, in engineering environments.


2018 ◽  
Vol 4 (1) ◽  
pp. 295-313 ◽  
Author(s):  
Karley A Riffe

Faculty work now includes market-like behaviors that create research, teaching, and service opportunities. This study employs an embedded case study design to evaluate the extent to which faculty members interact with external organizations to mitigate financial constraints and how those relationships vary by academic discipline. The findings show a similar number of ties among faculty members in high- and low-resource disciplines, reciprocity between faculty members and external organizations, and an expanded conceptualization of faculty work.


2015 ◽  
Vol 3 (2) ◽  
pp. 55
Author(s):  
Norol Hamiza Zamzuri ◽  
Khairil Wahidin Awang ◽  
Yuhanis Abdul Aziz ◽  
Zaiton Samdin

The growth of the event sector is underpinned by the demand of organizing a business event.  Thus, it leads to an increase in economic and social impact. However, the problems from the growth of this sector potentially results from the use of several event materials, transportation and infrastructure development.  Organizing a green event is seen as one of the strategies to reduce the environmental impact.  Therefore, the aim of this paper is to explore the issues involved throughout the process of greening an event by applying Mair and Jago Model.  Semi-structured interviews were conducted with event managers from six Malaysia business event companies that encourage green practices during their event.  Findings suggest that impact, initiative, support and performance motivates event organizers in organizing a green event.  It has also been found that knowledge, resources and behaviour are the barriers faced by event organizers throughout the process of organizing a green event.  Based on the findings it appears that two important factors have emerged from the data collection and analysis that showed a deviation from the Mair and Jago Model, namely “impact” for the motivation element and “support” for the barrier element.  The main limitation of this study was the scope of the study; as it only focuses on business events.  However, as the main purpose of this study is to explore the issues of organizing a green event, it has been found that there are other issues need to be explored in other contexts and geographical area.  Apart from this, as this is a case study, it can only replicate according to the circumstances of this case study. However, this study can be generalized in terms of the theory that has emerged from it.  It is suggested that further research should explore more issues in other contexts and geographical areas. 


Sign in / Sign up

Export Citation Format

Share Document