scholarly journals Modernisation of LEMACH 6 Design-Research Method as a Reliability Engineering Tool

2020 ◽  
Vol 50 (2) ◽  
pp. 145-164
Author(s):  
Łucja Maria Kuraś ◽  
Maksymilian Smolnik

AbstractThe article presents the developed design-research method for mechanical objects, which is a modernisation of the sequential-iterative design method LEMACH 6. As part of the design process organised by method guidelines, a number of activities related to designed object’s reliability testing and engineering were included. The article charac-terises selected design methods, with particular emphasis on the LEMACH 6 method. Next, assumptions were made regarding the development and use of the proposed solution, and a diagram and detailed analysis of individual elements of the new method were presented. The developed method enables the organisation of design works, allowing one to rapidly create new solutions and avoid mistakes during designing.

2019 ◽  
Vol 2019 ◽  
pp. 1-9 ◽  
Author(s):  
Ricardo Duarte ◽  
Jean-Pierre Nadeau ◽  
Antonio Ramos ◽  
Michel Mesnard

The orthosis is considered a class 1 medical device which often originates from a nonstructured development process. As these devices are mainly developed by small- and medium-sized enterprises, with no standard research method, the result can be an unadapted device which may not respond to the user’s needs and which in the short term may be abandoned. One way to solve this problem is to define and apply standard rules and procedures throughout the development/design process. Although methodologies may solve the “empiricism” in orthosis design problems, these design strategies are not applied during orthosis development due to the particularities of this field and the difficulties in linking the required knowledge and the actors that may be present during the orthosis development. The objective of this work is to develop a methodology to structure the orthosis design process that takes into account both the device life cycle and the different stakeholders involved in the design process. A case study was used to validate the proposed methodology. It was applied to the development of an orthosis to treat a specific postural disorder called camptocormia, also known as bent spine syndrome. This disorder is characterized by the anteroflexion of the trunk and especially affects elderly people. Contrary to scoliosis, the characteristics of camptocormia are not permanent, which means that the patient is able to straighten his posture. A postural brace is used to treat this disorder which enables the patient to redress and maintain the correct upright posture of the trunk.


2020 ◽  
Author(s):  
Gijs Terlouw ◽  
Derek Kuipers ◽  
Job van 't Veer ◽  
Jelle T Prins ◽  
Jean Pierre E N Pierie

BACKGROUND Children with autism spectrum disorder (ASD) have social deficits that affect social interaction, communication, and relationships with peers. Many interventions focus mainly on improving social skills in a clinical setting. However, developed social skills are not necessarily applied to children's daily life at school, and children with ASD face challenges in forming and maintaining relationships with peers. In addition to the direct-instruction-based programs, more activity-based programs could be of added value, especially to bridge the relational gap between children with ASD and their peers. OBJECTIVE This paper describes an iterative design process of the development of a virtual escape room as an activity-based serious game and describes the development of a game as a boundary object. The purpose of the serious game is to facilitate and trigger direct communication between high-functioning children with ASD and their peers. During the design research process, we examined in small steps whether the developed prototypes are feasible and whether they have the potential to achieve the objective of the serious game. METHODS This study is structured around the Design Research Framework to develop the escape room through an iterative-incremental process. Three playful test sessions (n=12; n=21; n=12) with different prototypes were initiated to eventually develop a beta-prototype. The beta-prototype was subsequently tested with children (n=12) and experts (n=12). RESULTS By testing various prototypes, including a paper prototype and an augmented reality prototype, different insights were found to get the design right. Insights were gathered to find the right theme, content, practical constraints, and shape of the serious game. Eventually, a multiplayer virtual escape room, AScapeD, was developed. Three children can play the serious game together in the same room on tablet devices. The first tests show that the game triggers social interaction and communication between the children. CONCLUSIONS This paper presented the iterative design process of AScapeD. AScapeD triggers social interaction and connection in a playful way between children with ASD and their peers. The conceptual structure of an escape room contributes to the natural emergence of communication and cooperation. The iterative design process has been beneficial to finding the right design, getting the design right, and contributed to the design of a serious game as a boundary object which mediates the various objectives of different stakeholders. The developed prototype is feasible and has the potential to achieve the aim of the serious game.


10.2196/19765 ◽  
2021 ◽  
Vol 9 (1) ◽  
pp. e19765
Author(s):  
Gijs Terlouw ◽  
Derek Kuipers ◽  
Job van 't Veer ◽  
Jelle T Prins ◽  
Jean Pierre E N Pierie

Background Children with autism spectrum disorder (ASD) have social deficits that affect social interactions, communication, and relationships with peers. Many existing interventions focus mainly on improving social skills in clinical settings. In addition to the direct instruction–based programs, activity-based programs could be of added value, especially to bridge the relational gap between children with ASD and their peers. Objective The aim of this study is to describe an iterative design process for the development of an escape room–based serious game as a boundary object. The purpose of the serious game is to facilitate direct communication between high-functioning children with ASD and their peers, for the development of social skills on the one hand and strengthening relationships with peers through a fun and engaging activity on the other hand. Methods This study is structured around the Design Research Framework to develop an escape room through an iterative-incremental process. With a pool of 37 children, including 23 children diagnosed with ASD (5 girls) and 14 children (7 girls) attending special primary education for other additional needs, 4 testing sessions around different prototypes were conducted. The beta prototype was subsequently reviewed by experts (n=12). During the design research process, we examined in small steps whether the developed prototypes are feasible and whether they have the potential to achieve the formulated goals of different stakeholders. Results By testing various prototypes, several insights were found and used to improve the design. Insights were gained in finding a fitting and appealing theme for the children, composing the content, and addressing different constraints in applying the goals from the children’s and therapeutic perspectives. Eventually, a multiplayer virtual escape room, AScapeD, was developed. Three children can play the serious game in the same room on tablets. The first test shows that the game enacts equal cooperation and communication among the children. Conclusions This paper presents an iterative design process for AScapeD. AScapeD enacts equal cooperation and communication in a playful way between children with ASD and their peers. The conceptual structure of an escape room contributes to the natural emergence of communication and cooperation. The iterative design process has been beneficial for finding a constructive game structure to address all formulated goals, and it contributed to the design of a serious game as a boundary object that mediates the various objectives of different stakeholders. We present 5 lessons learned from the design process. The developed prototype is feasible and has the potential to achieve the goals of the serious game.


2020 ◽  
Vol 6 (1) ◽  
pp. 1-10
Author(s):  
Al Hazmi Indrapasca Yoga ◽  
Alvanov Zpalanzani ◽  
Agus Sachari

Traditional arts have become part of an area or even become the identity of it. This happenned in Malang, where Malang has a distinctive art called the Topeng Malangan. Topeng Malangan is a performance art that combines dance and puppet shows. The identity of the Topeng Malangan which is already very attached to Malang is inversely proportional to its popularity amongs Malang people. Therefore, an interesting and understandable educational media is needed to introduce Topeng Malangan into Malang people. Iterative design method is used in the design of this educational media. This iterative method can be used for finding a suitable game that can be played by families, because exploration, trials, and evaluations are involved in this design process.


2021 ◽  
Author(s):  
◽  
Saera Chun

<p><b>The architect-self is inevitably expressed in the design process and architectural outcome; often, in more nuanced ways than is admitted. Whether it is a world-renowned architect (Pallasmaa, 2005, p. 73; Souto De Moura, 2019, p. 243-244; Zumthor, 1998, p. 9-10) or a student of architecture, designers intuitively draw on personal spatial experience and knowledge in their design decisions (Van Schaik, 2008). To further explore the architect-self in the design process and architectural outcome, this research focuses directly on autoethnography as a design research method. Through a series of personal design speculations into therapeutic space, architecture’s reliance on the architect’s self is revealed and intensified, posing questions about the connection between designer and space.</b></p> <p>Autoethnography is “research, writing, story, and method that connects the autobiographical and personal to the cultural, social, and political” (Ellis, 2012, p. 49). It is a research method that uses the researcher’s personal experience to describe and analyse social and cultural beliefs, practices, and experiences, and interrogates the intersections between the researcher-self and society through reflective practice. It carefully balances academic rigour, emotion and creativity, and strives for social justice (Denzin, 2014, p. 25). Also, the aspect that relates explicitly to architectural research is that autoethnography assumes a mutual relationship between the audience of stories/inhabitants of space and the researcher/designer that creates it, compelling a complex response.</p> <p>The research sets a refined scope within the topic of ‘therapeutic architecture’ to investigate autoethnographic methodology in architecture research. The general aim of ‘therapeutic architecture’ is a promotion of one’s ‘health and wellbeing’, which is an extremely personal and private matter, yet socially determined. In this context, autoethnography provides a unique approach to the topic. This research addresses the underexplored personal and social aspects of architecture, using therapeutic space as a vehicle and autoethnography as a method.</p> <p>The research methodology was adapted to include both autoethnography and “research by design” (Roggema, 2016, p. 3) methods. First, the author’s therapeutic and anti-therapeutic spatial experiences were collected as data. Reading Hermann Schmitz’s New Phenomenology, his central concept of the felt body, the ‘vital drive’, was applied to determine therapeutic (‘corporeal expansion’) and anti-therapeutic (‘corporeal contraction’) (Schmitz et al., 2011, p. 245-246) nature of experience. Expanding on the traditional autoethnographic method, in addition to written vignettes, data was collected in various modes including physical models, audio and video recordings, photo collages, found items, and more.</p> <p>Following this, data analysis revealed themes and elements that composed therapeutic spatial affects as perceived by the author, bound into design experiments. Analyses were conducted through narrative and contextual investigations, locating the personal spatial experience in the broader local, social, cultural, and political frameworks. It was an important step where autobiography became autoethnography; it explained and critiqued the conceptual frameworks of the author’s experience. The generated insights became the basis of a series of therapeutic spatial design interventions. This methodology resulted in the design process and architectural outcomes being taken beyond their inherent autobiographical nature and towards a close understanding of design’s situated context.</p> <p>The thesis is a proof-of-concept of employing a qualitative research method – autoethnography – within the discipline of architecture, where the method was previously unattempted. Using the objective of understanding therapeutic architecture and its affects to demonstrate the new, innovative methodology, it argues the need to reconsider the relationship between architectural design practice and therapeutic affects. Autoethnography in architecture compels the architect/ researcher/author to acknowledge and investigate the architect-self earnestly, and subsequently, the architectural design process could become a lens to understand and critique its social and cultural context and produce design outcomes accordingly.</p>


Author(s):  
Frederick Ampah Clement ◽  
Kafui Kwesi Agyeman ◽  
Eugene Padditey ◽  
Harold Awuley Quaye

This paper focuses on the creation of a beaded kente ladies shoe (stilettos – women’s shoe with a long heel) for contemporary Ghanaian traditional weddings. The research sought to identify some of the types of footwear brides use for traditional weddings, and improve the design through the integration of beads and kente. Research questions posed were as follows: 1. What are some of the footwear used by brides for traditional weddings? 2. How can the design of one of the shoe types be improved with the integration of beads and kente? The descriptive research method was used to give details on the tools and materials used for the footwear, types of beads and kente, and the processes for making the ladies footwear for traditional weddings in Ghana. The participatory product design method was used, where the would-be users of the footwear were involved in the design process. The population for the study was 150 residents of Manhyia, a suburb of Kumasi. It was realised that, in terms of footwear for traditional weddings, the preference today’s woman has is for the flat or the stiletto kind. The target price, target users and product features were established based on which intended designs/sketches were made. The creation stage saw the use of six (6) operations: pattern cutting, closing, lasting, attaching, arrangement of beads, and finishing. Techniques employed were user friendly and can be practiced by many a person.


2021 ◽  
Author(s):  
◽  
Isabelle Bush

<p>The ‘material turn’ of the twentieth century focuses on the vibrancy of matter and non-human agency, providing an engaging platform from which to re-assess, and also promote, the role of materiality in design. The material turn draws away from a ‘representational’ paradigm towards a focus on materials as being non-objective, performative and responsive, where materials operate as authoritative matter. This design research thesis investigates the agential capacity of materials to amplify atmospheric experience in architecture. Through this research proposition, the thesis harnesses contemporary material perspectives to drive a series of enquiries that explore material agency in design. Within this framework, the design research seeks to strengthen relationships between user, matter and site. This method engages and evaluates materials on a tactile and emotional level, reflected in its atmospheric outputs.  Ultimately, the design research employs materiality as an agent in the production of a 1:1 scale installation and two speculative building designs at the domestic and public scale. A historic site in East London has been selected to provide the contextual and material foundations for the design research. This thesis concludes that materials have an ability to exert force on the design process when they are engaged in a responsive feedback loop which acknowledges the transformative capacity of both ‘human’ and ‘nonhuman’ elements. The dynamic nature of scaling as a design method supported these findings by encouraging progressive dialogue between matter and design process.</p>


2019 ◽  
Vol 78 (6) ◽  
pp. 633-646 ◽  
Author(s):  
Deborah Lupton ◽  
Deana Leahy

Objectives: To use the design method of storyboarding to challenge pre-service health education teachers to work together to think creatively and differently about digital health, to introduce pre-service teachers to the method as a pedagogical technique for use in their own classrooms, to experiment with our methods as a design sociology research project and to analyse the materials generated by the participants. Design: Storyboarding, a design research method for engagement and research that invites participants to generate a narrative using images and words, was used. Setting: We conducted a 3-hour workshop using storyboarding as part of an Australian university programme for pre-service health education teachers. Method: Following an introduction to the sociology of digital health and the possibilities of design methods, the pre-service teachers were formed into groups. Each group was provided with guidelines for imagining a new digital health device. They worked in their groups to generate a narrative in a storyboard format that described how this device would be used as part of everyday life. The groups then presented their storyboard to the class. The storyboards provided the research materials for analysing the sociotechnical imaginaries concerning digital health they presented. Results: We found that the storyboarding method worked well as an engaging and creative exercise for the participants and to generate insights for us as researchers on the ways in which they conceptualised and imagined the role of digital health technologies. However, despite attempts to educate the pre-service teachers in critical thinking in the lead-up to the workshop that emphasised the sociocultural and political contexts of health behaviours, their storyboards largely presented visions of digital health technologies that relied on individualistic behaviour change. Conclusion: After reflecting on the process, our conclusions provide some ideas for the way forward in using storyboarding as a transformative pedagogical and research tool.


Inventions ◽  
2020 ◽  
Vol 5 (3) ◽  
pp. 30
Author(s):  
Giampiero Donnici ◽  
Leonardo Frizziero ◽  
Alfredo Liverani ◽  
Giulio Buscaroli ◽  
Luna Raimondo ◽  
...  

In this work, a structured design method, the Stylistic Design Engineering (SDE), is applied for the construction of a new minivan car, in particular a new city car, which we will call FIAT 600 Omega. The SDE, or Stylistic Design Engineering, is a structured engineering method for carrying out automotive design projects. The SDE method consists of six different phases: (1) Analysis of stylistic trends; (2) Sketches; (3) 2D Computer Aided Design (CAD) drawings; (4) 3D CAD models; (5) Rendering; (6) Solid stylistic model (also called style maquette). This project deals with the external redesign of the Fiat 600 multiple, a small minivan which was very successful in the 1950s and 1960s. SDE is a methodology consisting of various technologies and design methodologies that will be further explained in detail, such as the Pininfarina method, the Quality Function Deployment (QFD) method, Benchmarking (BM), and Top Flop Analysis (TPA). The work was organized according to the different phases. Initially, the Fiat style was studied, in particular the style of the FIAT 600 MULTI PURPOUSE VEHICLE (MPV). This step is essential to better understand the characteristics of the brand and also the main characteristics carried out over the decades. Then we moved on to the freehand sketching phase, based on what we learned in the previous phase of the study. When a satisfactory shape was found for the new car, by analyzing and discarding the different proposals of the various types of style, we proceeded to the evaluation of the proportions and dimensions through two-dimensional drawings and finally we obtained the three-dimensional shape of the new car thanks to 3D CAD software and rendering software. Many advantages in the industrial world SDE takes together with its development. In fact, until the early 2000s, car design and styling was considered quite a craft activity, not a technical or scientific one, mostly based on the great capability of famous car designers and masters, just like Giugiaro, Zagato, Bertone, Pininfarina, Stephenson, Bangle, etc. Then, thanks to the industrial activity of Eng. Lorenzo Ramacciotti, former CEO of Pininfarina Spa and Mechanical Engineer, and also thanks to the academic studies developed at ALMA MATER STUDIORUM University of Bologna, SDE became the object of attention, because it is able to systematize the car design process and reduce costs. With SDE, a good design research or an industrial product development team can complete a car design project, also without the presence of a mentor. Car Design Process finally becomes with SDE a scientific method; Car Design becomes with SDE an industrial method. Industrial needs are nice products made in a short time; SDE is structured to attend these issues. Industrial challenges follow innovation, in shape and functionality; SDE is able to recognize innovation. Industrial benefits can be reached with SDE, ensuring beautiful aesthetic projects are realized systematically and with low costs.


2016 ◽  
Vol 2016 ◽  
pp. 1-7 ◽  
Author(s):  
Jun-Mo Wu ◽  
Xue Lei ◽  
Dong-fang Zhou ◽  
Lei Hou ◽  
Hong-wei Chen

A new method for the design of elliptical beam reflector antenna is presented in this paper. By means of the basic principles of ring-focus antenna, a circularly symmetric feed and two specially shaped reflectors are used to form an elliptical beam antenna. Firstly, the design process of this ring-focus elliptical beam antenna is studied in detail. Transition function is defined and used in the design process. Then, combining the needs of practical engineering, a ring-focus elliptical beam reflector antenna is manufactured and tested. The gain at center frequency (12 GHz) is 37.7 dBi with an aperture efficiency of 74.6%. 3 dB beam-width inφ=0°andφ=90°plane is2.6°and1.4°, respectively. Ratio of the elliptical beam (ratio of 3 dB beam-width inφ=0°andφ=90°plane) is2.6/1.4=1.85, substantially equal to designed ratio 2. Simulating and testing results match well, which testify the effectiveness of this design method.


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