Proceedings of the Design Society: International Conference on Engineering Design
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Published By Cambridge University Press (CUP)

2220-4342

Author(s):  
Naouress Fatfouta ◽  
Julie Stal-Le Cardinal ◽  
Christine Royer

AbstractCar crash simulation analysis is an important phase within the vehicle development. It intends to analyse the crashworthiness of the vehicle model and examine the level of passive security. However, this activity is not trivial because of the considerable collaboration within the project, the large amount of analysed and exchanged data and a high exigency. Consequently, a solution to assist, ease and reduce the time of the process is desired.To study the current practices followed in the car crash simulation analysis an empirical study has been conducted. This study has been applied within the simulation analysis team, in the development phase, within an automotive company. This paper describes a qualitative analysis of the industrial context and diagnoses the dysfunctions in the current practices. This paper also highlights the current challenges encountered in the car crash simulation analysis.


Author(s):  
Elina Mäkelä ◽  
Petra Auvinen ◽  
Tero Juuti

AbstractThe paper concerns the Finnish product development teacherś perceptions on their pedagogical content knowledge in higher education settings. The aim is to describe and analyse what kind of pedagogical content knowledge the teachers have and, therefore, to provide a better understanding of the type of knowledge unique to product development teaching. The model of pedagogical content knowledge used here includes the components of product development content knowledge, pedagogical knowledge and pedagogical content knowledge. Based on seven teacher interviews, the main content knowledge concerns the process of product development, its different phases and methods as well as the usage of different software programs. The teachers use diverse teaching methods and their attitude towards educational technology is mostly positive. Course learning outcomes and working life are acknowledged when planning teaching, but only a few teachers take curriculum into account and participate in curriculum design. Even though the teachers use different evaluation methods in teaching, new ways of evaluation are needed. This may be something that innovative educational technology tools can make possible.


Author(s):  
Pauliina Mattila ◽  
Floris van der Marel ◽  
Maria Mikkonen

AbstractWhile the construction of knowledge hubs has gained recent traction, little is known on how networked actors perceive their collective culture. Authors looked at the topic through a single case study, the Design Factory Global Network, a network of 24 autonomous yet connected hubs for passion-based co- creation in an educational setting. Data was collected via questionnaires, asking 1) to describe their Design Factory in three distinct, words, 2) explicate these with exemplary stories, and 3) express future development wishes. 98 stories and future wishes were shared by representatives from 15 Design Factories. Excerpts reflecting cultural levels (attitudes, norms, manifestations) were identified and made sense of by looking at which level of stakeholder relationship (internal, host, network, wider environment) they targeted. 78 attitudes, 114 norms and 95 manifestations were mentioned, mostly targeting the internal community and the host levels. Authors draw some practical implications for each of the identified level or relationship, contributing to the knowledge of the creation and development of such innovation hubs. In addition, further research directions are proposed.


Author(s):  
David Edward Jones ◽  
Chris Snider ◽  
Lee Kent ◽  
Ben Hicks

ABSTRACTWhile extensive modelling - both physical and virtual - is imperative to develop right-first-time products, the parallel use of virtual and physical models gives rise to two interrelated issues: the lack of revision control for physical prototypes; and the need for designers to manually inspect, measure, and interpret modifications to either virtual or physical models, for subsequent update of the other. The Digital Twin paradigm addresses similar problems later in the product life-cycle, and while these digital twins, or the “twinning” process, have shown significant value, there is little work to date on their implementation in the earlier design stages. With large prospective benefits in increased product understanding, performance, and reduced design cycle time and cost, this paper explores the concept of using the Digital Twin in early design, including an introduction to digital twinning, examination of opportunities for and challenges of their implementation, a presentation of the structure of Early Stage Twins, and evaluation via two implementation cases.


Author(s):  
Sandro Wartzack ◽  
Tina Schröppel ◽  
Alexander Wolf ◽  
Jörg Miehling

AbstractTo successfully facilitate user-centred design, a multitude of different aspects has to be considered, from purely physiological to psychological-emotional factors. The overall aim is to increase the customer satisfaction by enhancing the fit between products and their users in the respective context of use. Further virtualisation of user-centred design processes holds the potential to convey the concepts of frontloading and predictive engineering from classical product engineering. Our vision is to facilitate a comprehensive consideration of user-product interactions in virtual product engineering operationalised by the mission to develop methods and tools to assess and design user-product interactions according to physiological and psychological aspects. A variety of work has already been done to model musculoskeletal user groups, to configure, predict, simulate and optimise physical user-product interactions, to integrate such models into CAD or to map individual subjective values to product design. Nevertheless, there are still research areas to be addressed to enable a comprehensive implementation of the mentioned approach. These are discussed in the present contribution.


Author(s):  
Patrick Klein ◽  
Wilhelm Frederik van der Vegte ◽  
Karl Hribernik ◽  
Thoben Klaus-Dieter

AbstractBy applying data analytics to product usage information (PUI) from combinations of different channels, companies can get a more complete picture of their products’ and services’ Mid-Of-Life. All data, which is gathered within the usage phase of a product and which relates to a more comprehensive understanding of the usability of the product itself, can become valuable input. Nevertheless, an efficient use of such knowledge requires to setup related analysis capabilities enabling users not only to visualize relevant data, but providing development related knowledge e.g. to predict product behaviours not yet reflected by initial requirements.The paper elaborates on explorations to support product development with analytics to improve anticipation of future usage of products and related services. The discussed descriptive, predictive and prescriptive analytics in given research context share the idea and overarching process of getting knowledge out of PUI data. By implementation of corresponding features into an open software platform, the application of advanced analytics for white goods product development has been explored as a reference scenario for PUI exploitation.


Author(s):  
Matthias Funk ◽  
Marcus Jautze ◽  
Manfred Strohe ◽  
Markus Zimmermann

AbstractIn early development stages of complex systems, interacting subsystems (including components) are often designed simultaneously by distributed teams with limited information exchange. Distributed development becomes possible by assigning teams independent design goals expressed as quantitative requirements equipped with tolerances to provide flexibility for design: so-called solution-spaces are high-dimensional sets of permissible subsystem properties on which requirements on the system performance are satisfied. Edges of box-shaped solution spaces are permissible intervals serving as decoupled (mutually independent) requirements for subsystem design variables. Unfortunately, decoupling often leads to prohibitively small intervals. In so-called solution-compensation spaces, permissible intervals for early-decision variables are increased by a compensation mechanism using late-decision variables. This paper presents a multi-step development process where groups of design variables successively change role from early-decision to late-decision type in order to maximize flexibility. Applying this to a vehicle chassis design problem demonstrates the effectiveness of the approach.


Author(s):  
Frithjof Eberhard Wegener ◽  
Milene Guerreiro Gonçalves ◽  
Zoë Dankfort

AbstractIn this paper on designing organizational processes, we combine insight on reflection-in-action with the role of reflection and experimenting from the organizational routine dynamics literature. Illustrated through a case at a strategy consultancy, we show how a prototyped workshop can elicit reflection-in- action when designing organizational processes. The artifacts used in the prototyped workshop made previous implicit assumptions about the work more explicit. This led to on the spot reflection-in-action of how to improve the prototype. This shows how collective reflection-action can be created by creating a space for reflection, that simultaneously allows for experimentation. Future research between design science and organizational science would thus be fruitful when studying the role of collective reflection- in-action when prototyping organizational processes.


Author(s):  
Jinju Kim ◽  
Harrison Kim

AbstractShort-life cycle products are frequently replaced and discarded despite being resource-intensive. The short life span and the low utilization rate of the end-of-life products cause severe environmental problems and waste of resources. In the case of short-life cycle products, a new generation of products is released sooner than other products, therefore there are the opportunities to have various generations of products during the remanufacturing process. The commonality between generations increases the intergenerational component compatibility, which increases the efficiency of the manufacturing and remanufacturing processes, while at the same time weakening the performance difference between generations. This paper proposes a mathematical model to investigate the effect of commonality among generations on the overall production process. Based on various given new generation product designs with different commonality, we aim to propose optimal production planning and pricing strategies to maximize the total profitability and investigate how the results vary according to the commonality strategies between product generations.


Author(s):  
Emanuel Balzan ◽  
Philip Farrugia ◽  
Owen Casha ◽  
Liberato Camilleri ◽  
Andrew Wodehouse

AbstractToys are children's first consumer products and while playing they acquire numerous skills, learn about their environment and socialise with other children and adults. Toys are adapted and used by clinicians as therapeutic devices because they allow them to create bonds and communicate with children. Aesthetical aspects should be considered early in the design process, especially since pre-schoolers’ views are still dominated by the appearance of artefacts, also known as, the perceptual salient characteristics. The study of emotions mediates the understanding of the relationships between a product, user and the process with which consumers set up preferences over products. Decisions taken in each design stage will influence whether therapeutic devices will be enjoyed by children. An experiment was carried out to test out pre-schoolers’ preferences on individual attributes: form, dimension, material (hardness and weight) and surface (appearance and texture). This study exposed dominant characteristic preferences and the fact that some are influenced by gender and age. Employing these findings in therapeutic devices will enable clinicians to better engage the children during therapy.


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