Propelling design evolution: using a scientifically driven design process to incrementally advance architecture

2009 ◽  
Author(s):  
Robert Thaddeus Gassman
1998 ◽  
Vol 120 (05) ◽  
pp. 81-83 ◽  
Author(s):  
Greg Paula

Mechanical engineers are helping to make the most complex machine of all-the human bodywork better and last longer, with projects ranging from safer skis to a new artificial heart. Researchers are gaining insights into designing a new breed of machines by using pneumatic artificial muscles to simulate the movements of a human arm. Current research is centered around alpine snow skiing, which produces complex loading at the knee. This load can be represented by three force and three moment components. Safety requires the bindings to release before loading reaches a level where it could injure the knee. The cornerstone of the artificial-heart project is the development of a novel magnetically levitated turbo-blood pump, which is intended to serve as a remedy for people with what would otherwise be terminal heart disease. Named the StreamLiner, its design evolution is being governed by numerical optimization algorithms, thus automating the design process for maximum functionality and biocompatibility.


Author(s):  
Francesca A. Barrientos ◽  
Irem Y. Tumer ◽  
David G. Ullman

The design process can be viewed as a series of actions for reducing uncertainty in product or system design specifications. At the beginning of the design process, uncertainty is high because the design space has yet to be explored and decisions have not been made. This uncertainty contributes to design risk, risk due to the engineer’s lack of knowledge and/or information. In design teams, design risk takes on the added dimension of lack of group awareness about the state of knowledge of each team member. To better understand and capture uncertainty inherent in early design, we have developed a methodology to model design evolution in concurrent design teams. The representation is a directed graph that represents the state of a design over time. In this paper we describe our modeling methodology and present a case study of two different design teams. We present the results of modeling a part of the design process. Then we show how the model can be analyzed to understand how information and knowledge transfer was used to make decisions and reduce uncertainty and design risk.


Author(s):  
James B. Thompson ◽  
Stephen C.-Y. Lu

Abstract In conventional design practice, a detailed product description is the end-result of a design process. Usually these detailed product descriptions do not contain information linking their heritage from early-stage abstract product descriptions or the particular influence of different life-cycle perspectives. This “missing” information, a description of the multi-staged and multi-perspective design process, is termed a design evolution, and is a representation of the design rationale for a product description. This research focuses on the development of a methodology for Design Evolution Management, i.e. techniques for representation and subsequent utilization of a design evolution during a design process. Within this methodology, a design evolution is represented both at strategic and tactical levels. A prototype computer-based design environment called AIDEMS, based on this design methodology, has been built and is being tested in several design domains. This design environment provides design engineers a platform for expressing their design strategies and tactics and uses Artificial Intelligence programming techniques enabling semi-automated design assistance for: resource scheduling, explanation of design assertions, execution of design revisions, design inconsistency detection, and exploration of design alternatives.


2013 ◽  
Author(s):  
Lori B. Stone ◽  
Abigail Lundquist ◽  
Stefan Ganchev ◽  
Nora Ladjahasan

Author(s):  
Catarina LELIS

The brand is a powerful representational and identification-led asset that can be used to engage staff in creative, sustainable and developmental activities. Being a brand the result of, foremost, a design exercise, it is fair to suppose that it can be a relevant resource for the advancement of design literacy within organisational contexts. The main objective of this paper was to test and validate an interaction structure for an informed co-design process on visual brand artefacts. To carry on the empirical study, a university was chosen as case study as these contexts are generally rich in employee diversity. A non-functional prototype was designed, and walkthroughs were performed in five focus groups held with staff. The latter evidenced a need/wish to engage with basic design principles and high willingness to participate in the creation of brand design artefacts, mostly with the purposeof increasing its consistent use and innovate in its representation possibilities, whilst augmenting the brand’s socially responsible values.


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


Author(s):  
Andrea CAPRA ◽  
Ana BERGER ◽  
Daniela SZABLUK ◽  
Manuela OLIVEIRA

An accurate understanding of users' needs is essential for the development of innovative products. This article presents an exploratory method of user centered research in the context of the design process of technological products, conceived from the demands of a large information technology company. The method is oriented - but not restricted - to the initial stages of the product development process, and uses low-resolution prototypes and simulations of interactions, allowing users to imagine themselves in a future context through fictitious environments and scenarios in the ambit of ideation. The method is effective in identifying the requirements of the experience related to the product’s usage and allows rapid iteration on existing assumptions and greater exploration of design concepts that emerge throughout the investigation.


Author(s):  
Silas DENZ ◽  
Wouter EGGINK

Conventional design practices regard gender as a given precondition defined by femininity and masculinity. To shift these strategies to include non-heteronormative or queer users, queer theory served as a source of inspiration as well as user sensitive design techniques. As a result, a co-design workshop was developed and executed. Participants supported claims that gender scripts in designed artefacts uphold gender norms. The practice did not specify a definition of a queer design style. However, the co-design practice opened up the design process to non-normative gender scripts by unmasking binary gender dichotomies in industrial design.


CounterText ◽  
2016 ◽  
Vol 2 (2) ◽  
pp. 217-235
Author(s):  
Gordon Calleja

This paper gives an insight into the design process of a game adaptation of Joy Division's Love Will Tear Us Apart (1980). It outlines the challenges faced in attempting to reconcile the diverging qualities of lyrical poetry and digital games. In so doing, the paper examines the design decisions made in every segment of the game with a particular focus on the tension between the core concerns of the lyrical work being adapted and established tenets of game design.


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