1,953,250 research outputs found

    Concept Blending and Dissimilarity: Factors for Creative Design Process: A Comparison between the Linguistic Interpretation Process and Design Process

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    This study investigated the design process in order to clarify the characteristics of the essence of the creative design process vis-à-vis the interpretation process, by carrying out design experiments. The authors analyzed the characteristics of the creative design process by comparing it with the linguistic interpretation process, from the viewpoints of thought types (analogy, blending, and thematic relation) and recognition types (commonalities and alignable and nonalignable differences). A new concept can be created by using the noun-noun phrase as the process of synthesizing two concepts—the simplest and most essential process in formulating a new concept from existing ones. Furthermore, the noun-noun phrase can be interpreted in a natural way. In our experiment, the subjects were required to interpret a novel noun-noun phrase, create a design concept from the same noun-noun phrase, and list the similarities and dissimilarities between the two nouns. The authors compare the results of the thought types and recognition types, focusing on the perspective of the manner in which things were viewed, i.e., in terms of similarities and dissimilarities. A comparison of the results reveals that blending and nonalignable differences characterize the creative design process. The findings of this research will contribute a framework of design practice, to enhance both students’ and designers’ creativity for concept formation in design, which relates to the development of innovative design. Keywords: Noun-Noun phrase; Design; Creativity; Blending; Nonalignable difference</p

    Information and ideas : concept design in three industrial contexts

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    This paper reviews the application of a new concept design method in a number of industrial settings. The ICR Grid is intended to better integrate information into the concept design process. In addition to sketching and sharing concepts in a manner similar to the 6-3-5 Method, participants undertake information search tasks, use specific information items for concept development, and reflect on the merit of concepts as the session progresses. Three different companies were invited to utilise the method to address current design issues. Grid output, observation and semi-structured interviews were used to assess the performance of the method, with marked differences in use across organisations highlighting future potential applications and development

    Guidelines Towards Better Participation of Older Adults in Software Development Processes using a new SPIRAL Method and Participatory Approach

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    This paper presents a new method of engaging older participants in the process of application and IT solutions development for older adults for emerging IT and tech startups. A new method called SPIRAL (Support for Participant Involvement in Rapid and Agile software development Labs) is proposed which adds both sustainability and flexibility to the development process with older adults. This method is based on the participatory approach and user empowerment of older adults with the aid of a bootstrapped Living Lab concept and it goes beyond well established user-centered and empathic design. SPIRAL provides strategies for direct involvement of older participants in the software development processes from the very early stage to support the agile approach with rapid prototyping, in particular in new and emerging startup environments with limited capabilities, including time, team and resources

    Fully submerged composite cryogenic testing

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    New methods for marine salvage and decommissioning of structures in the open sea are continually being sought in order to improve control and lower operational costs [1]. The concept design of a lightweight, cryogenic, marine, heavy lift, buoyancy system has been investigated [2]. The objective is to be able to raise or lower high mass objects controlled solely from a surface support vessel. The overall design concept and associated system development issues have been discussed previously. A number of the sub-systems in one complete buoyancy system involve considerable design and development, these include: structural design of the buoyancy chamber, mechanical systems to control and connection to the lift device, the cryogenic system itself and overall process control systems. The main area of concern in the design process is the composite cryogenic Dewar. This is required to operate not only at temperatures as low as -196oC but also to withstand pressure differences exceeding 35bar. As such the composite materials have to perform in a very aggressive environment. This work details a method for fully submersed composite cryogenic testing in order to qualify the materials for use in the Dewar of the buoyancy system

    Evaluation of the game development process of a location-based mobile game

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    There is a growing interest of government bodies and NGOs in using (serious) video games in awareness campaigns. Until now, however, little was known on how to set up such a campaign so as to effectively cater to the needs of different stakeholders including the target audience. Hence designing, developing and translating a game for educational purposes whilst balancing between fun and learning is a complex process, this paper aims to evaluate this by presenting a methodological framework for involving stakeholders in the design and development of a game-based awareness campaign based on a user-centered software design methodology and assesses its effectiveness in a concrete use case: the development of the location-based mobile game City Jam. The goal was to develop a game-based road safety campaign to confront adolescents with road traffic situations with the aim to positively influence road safety attitude and behavior. Mobile technologies offer new opportunities to embed digital game based learning by in different contexts. Given the nature of the road safety campaign, a location-based game format was chosen, aiming to facilitate learning by means of an extended three-way interaction (human interaction, game and context). Different user-centered design methods were deployed throughout several phases of the game development process: In phase one (the opportunity identification) a literature review was performed to investigate relevant fields for the game’s goal. In phase two (the game concept development) expert interviews and a focus groups were conducted with relevant stakeholders and in phase three (the game concept design) co-design sessions and a focus group resulted in a game design document. In phase four (game development and testing) the beta version of City jam was developed and tested in an iterative field testing design and resulted in the final game. Results obtained throughout the game development process provided us the opportunity to evaluate several major aspects. Firstly the impact of stakeholder involvement on the different phases of the design process and the final product resulted in a game that was tailored to the preferences and needs of the target group. Secondly translating the game concept into practice, such as game elements, proposed educational game elements, were evaluated based on the usability, playability principles and social and technological aspects. Benefits and challenges of user-centered design methods are discussed and how budget constraints and differing desired outcomes of different stakeholders challenge but also enrich the process

    An Experimental Approach to a Rapid Propulsion and Aeronautics Concepts Testbed

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    Modern aircraft design tools have limitations for predicting complex propulsion-airframe interactions. The demand for new tools and methods addressing these limitations is high based on the many recent Distributed Electric Propulsion (DEP) Vertical Take-Off and Landing (VTOL) concepts being developed for Urban Air Mobility (UAM) markets. We propose that low cost electronics and additive manufacturing can support the conceptual design of advanced autonomy-enabled concepts, by facilitating rapid prototyping for experimentally driven design cycles. This approach has the potential to reduce complex aircraft concept development costs, minimize unique risks associated with the conceptual design, and shorten development schedule by enabling the determination of many "unknown unknowns" earlier in the design process and providing verification of the results from aircraft design tools. A modular testbed was designed and built to evaluate this rapid design-build-test approach and to support aeronautics and autonomy research targeting UAM applications utilizing a complex, transitioning-VTOL aircraft configuration. The testbed is a modular wind tunnel and flight model. The testbed airframe is approximately 80% printed, with labor required for assembly. This paper describes the design process, fabrication process, ground testing, and initial wind tunnel structural and thermal loading of a proof-of-concept aircraft, the Langley Aerodrome 8 (LA-8)

    Equipment concept design and development plans for microgravity science and applications research on space station: Combustion tunnel, laser diagnostic system, advanced modular furnace, integrated electronics laboratory

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    Taking advantage of the microgravity environment of space NASA has initiated the preliminary design of a permanently manned space station that will support technological advances in process science and stimulate the development of new and improved materials having applications across the commercial spectrum. Previous studies have been performed to define from the researcher's perspective, the requirements for laboratory equipment to accommodate microgravity experiments on the space station. Functional requirements for the identified experimental apparatus and support equipment were determined. From these hardware requirements, several items were selected for concept designs and subsequent formulation of development plans. This report documents the concept designs and development plans for two items of experiment apparatus - the Combustion Tunnel and the Advanced Modular Furnace, and two items of support equipment the Laser Diagnostic System and the Integrated Electronics Laboratory. For each concept design, key technology developments were identified that are required to enable or enhance the development of the respective hardware

    Sustainable Design Process and Factors Considered for Product Service System

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    "Sustainability" is apparently reflected in corporate management and product development. Technology development and industrial revolution not only provide human beings luxury living quality but also causes global environmental problems and natural resources crisis on earth. Therefore, quite a few environmental protection policies in the world have been made. "Reduce, reuse and recycle" definitely becomes a new life trend. Under this circumstance, Product Service System (PSS) is a new way to satisfy the customers' needs by means of a complete process in products and services. It can make resource usage become a closed loop, thus reducing total product quantity and enhancing resource usage sufficiency. PSS has a characteristic of lower environmental impacts. Therefore, the author incorporates the concept of PSS into sustainable design strategy. This study first utilizes Analytic Network Process (ANP) to analyze both service categories from PSS and ranking priority of life cycle structure to be the foundation of sustainable design. Secondly, this study adopts Modified Delphi?MD?method to inspect the sustainable design factors considered for the application of PSS on case study. Furthermore, the author develops evaluation guidance and check list to make sure the target achievement of product sustainable design. Finally, this research accomplishes an applied process of PSS's sustainable design. By employing PSS on sustainable design, the study improves the impact of product life cycle on environmental quality. As a result, this study provides the PSS's design factors considered of sustainable products for corporations, and supplies a continuous service to create an operation mechanism with higher profit and lower risk as well

    Ultra Low Carbon Vehicles: New Parameters for Automotive Design

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    As the influence of vehicle emissions on our environment has become better understood, the UK government has recently placed urgent emphasis on the implementation of low carbon technologies in the automotive industry through: the UK Low Carbon Industrial Strategy. The overall objective is to offer big incentives to consumers and support for the development of infrastructure and engineering solutions. This scheme however does not consider how the development of functional and experiential user value might drive consumer demand, contributing to the adoption of low carbon vehicles (LCVs) in the mass market. With the emergence of the North East of England as the UK’s first specialised region for the development of ultra-low carbon vehicles (ULCVs), ONE North East, as a development agency for the region's economic and business development, and Northumbria University Ideas-lab have supported a project to facilitate innovation through the collaboration of technology, research and development (R&D) and business. The High Value Low Carbon (HVLC) project aims to envisage new user value made possible by the integration of low carbon vehicle platforms with new process and network technologies. The HVLC consortium represents vehicle manufacturers and their suppliers as well as technology based companies and through an ongoing process of design concept generation the project offers a hub for innovation led enterprise. Whilst new technological developments in areas such as power generation, nano materials, hydrogen fuel cells, printed electronics and networked communications will all impact on future automotive design, the mass adoption of low carbon technologies represents a paradigm shift for the motorist. This paper aims to describe how the mapping of new parameters will lead to new transport scenarios that will create the space for new collaborative research on user experiences supported by innovative technologies and related services

    Collaborative concept design as socio-construction

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    This research addresses the problem of lack of integration on decision-making caused by misunderstandings between team members during collaborative concept design. Previous research on collaborative design indicated relevant empirical evidence that current concepts of collaboration in design and construction focus on changing the context and the media, and have not properly addressed the socio-constructive nature of collaboration, failing to allow the development of particular abilities required to engage in collective creative situations. In this research it is argued that while the development of such new context and new media can contribute for integrating organizations, process, communication and coordination, they have limited capacity to support collective reasoning on decision-making, especially during concept design. The research approach is a synthesis of the literature, presenting a new model to study collaboration in concept design. The paper discusses the concept of collaboration in conceptual design, and explains collaboration as a socio-constructive act. Collaboration in design should be considered as dependent on the group ability to engage in self-reflective actions, allowing the group to conduct collective decision-making. Further development will provide ways of measuring this and investigating how a multidisciplinary design team can improve collaboration. Keywords: Collaboration, Multidisciplinary Team, Concept Design, Shared Understanding and Social-Constructive Interactions
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