1,402 research outputs found

    CAD training for digital product quality: a formative approach with computer‑based adaptable resources for self‑assessment

    Get PDF
    As the engineering and manufacturing sectors transform their processes into those of a digital enterprise, future designers and engineers must be trained to guarantee the quality of the digital models that are created and consumed throughout the product’s lifecycle. Formative training approaches, particularly those based on online rubrics, have been proven highly efective for improving CAD modeling practices and the quality of the corresponding outcomes. However, an efective use of formative rubrics to improve performance must consider two main factors: a proper understanding of the rubric and an accurate selfassessment. In this paper we develop these factors by proposing CAD training based on self-assessment through online formative rubrics enriched with adaptable resources. We analyzed self-assessment data, such as time spent, scoring diferences between trainee and instructor or use of the adaptable resources, of fourteen diferent CAD exams. Results show that resources are more efective when used without any incentives. The comparison of assessments by quality criterion can facilitate the identifcation of issues that may remain unclear to trainees during the learning process. These results can guide the defnition of new strategies for self-training processes and tools, which can contribute to the higher-quality outcomes and CAD practices that are required in model-bases engineering environments

    CAD training for digital product quality: a formative approach with computer-based adaptable resources for self-assessment

    Full text link
    [EN] As the engineering and manufacturing sectors transform their processes into those of a digital enterprise, future designers and engineers must be trained to guarantee the quality of the digital models that are created and consumed throughout the product's lifecycle. Formative training approaches, particularly those based on online rubrics, have been proven highly effective for improving CAD modeling practices and the quality of the corresponding outcomes. However, an effective use of formative rubrics to improve performance must consider two main factors: a proper understanding of the rubric and an accurate self-assessment. In this paper we develop these factors by proposing CAD training based on self-assessment through online formative rubrics enriched with adaptable resources. We analyzed self-assessment data, such as time spent, scoring differences between trainee and instructor or use of the adaptable resources, of fourteen different CAD exams. Results show that resources are more effective when used without any incentives. The comparison of assessments by quality criterion can facilitate the identification of issues that may remain unclear to trainees during the learning process. These results can guide the definition of new strategies for self-training processes and tools, which can contribute to the higher-quality outcomes and CAD practices that are required in model-bases engineering environments.Agost, M.; Company, P.; Contero, M.; Camba, JD. (2022). CAD training for digital product quality: a formative approach with computer-based adaptable resources for self-assessment. International Journal of Technology and Design Education. 32(2):1393-1411. https://doi.org/10.1007/s10798-020-09651-51393141132

    IM-sgi an interface model for shape grammar implementations

    Get PDF
    This research arises from the interest in computing as offering new paradigms in the design practice. Information technologies are the driving force for progress in the processes of design, enabling new forms of creativity. The increasing sophistication of computer applications, their easier access, and lower cost have had a significant impact on design practices and can be regarded as a paradigm shift. The invention and creativity are thus seen as knowledge processing activities and can, at least partially, be carried out with the support of computer applications. In this context Shape Grammars (SG) as production systems of designs through rules have the potential to create designs with variable user input and the ability to evaluate a large number of alternatives that may lead to innovative designs. Most architects and designers use computers on their daily practice as a representation tool for their projects, but not as a facilitator or increaser of the creative process. SG computational implementations have the potential to enhance creativity with the test of a wide range of design options, helping the appearance of new solutions, either through the emergence of new shapes or by stimulating the designer’s creativity with the possibilities presented. As Architects and Designers haven't adopted existing SG computational implementations, that take advantage of computation to facilitate and enhance their work, could the problem be on the communication between the applications and the user? If the interface of the SG implementation does not allow the user to understand how to use it or how to control and make use of its results, it can’t be successfully used. With interest in SG implementations as creative partners in the creative process, our research starts with the analysis of existing SG implementations, trying to understand if they had the potential to be adopted by architects and designers in their practice and, if not, what could be done to lead to that objective. User Interface Inspection Methods were used to perform this analysis and allowed us to understand that there are interactions and communication issues that need to be addressed for SG implementations to be adopted by designers. Taking this direction, we understood that models of interaction between the user and SG implementations have already been developed. The present research proposal started from the analysis of the interaction model of Scott Chase, where he defines the different levels of interaction between the user and SG implementation, with more or less input from the user, establishing different ways to combine synergies to obtain new creative solutions. Taking this interaction model as a starting point, next, we must assure the correct communication between user and implementation occurs. The means of communication between these two agents is the computational interface. Understanding the importance of the interface to allow the user to know how to use the computational implementation and be able to produce results, our research presents the development of an interface model for SG implementations to help to take a step towards the adoption of SG for creative projects. For this, we used methods from Human-Computer Interaction discipline, and we also took Bastien & Scapin's "List of Ergonomic Criteria Guidelines" as guiding lines to define the Criteria of our interface model, called IM-sgi, Interface Model for Shape Grammar Implementations. Thus, IM-sgi, an interface model for SG Implementations, has the purpose of helping SG implementations developers to address the interface on the right path to a correct communication with the particular type of user that architects and designers are. Interface prototypes following IM-sgi criteria are finally developed and presented to test the suitability of the IM-sgi Model to SG implementations and validate the objectives we propose.A presente pesquisa surge do interesse na computação por oferecer novos paradigmas na prática do design. As tecnologias da informação são a força motriz para o progresso nos processos de design, permitindo novas formas de criatividade. A crescente sofisticação das aplicações computacionais, o acesso mais fácil às mesmas e menor custo associado tiveram um grande impacto nas práticas de projeto e podemos considerar estar perante uma mudança de paradigma. A invenção e a criatividade são, portanto, vistas como atividades de processamento de conhecimento e podem, pelo menos parcialmente, ser realizadas com o suporte do computador. Nesse contexto, As Gramáticas de Forma, como sistemas de produção de designs através de regras, têm o potencial de criar projetos com entradas com níveis variáveis de intervenção do utilizador e apresentam a capacidade de avaliar um grande número de alternativas que podem levar a designs inovadores. A maioria dos arquitetos e designers usa o computador na sua prática diária como uma ferramenta de representação para seus projetos, mas não como um facilitador ou potenciador do processo criativo. As implementações computacionais de Gramáticas de Forma têm o potencial de aumentar a criatividade com o teste de uma ampla gama de opções de design, ajudando no surgimento de novas soluções, seja pela emergência de novas formas ou estimulando a criatividade do designer com as opções desenvolvidas. Uma vez que as implementações computacionais de Gramáticas de Forma existentes não foram adotadas por Arquitetos e Designers, que claramente tiram proveito de aplicações computacionais para facilitar e aperfeiçoar o seu trabalho, poderá o problema estar na comunicação entre as implementações e o utilizador? Se a interface da implementação não permitir que o utilizador entenda como usá-la ou como controlar e utilizar os seus resultados, ela não poderá ser utilizada com sucesso. Com interesse nas implementações de Gramáticas de Forma como parceiros criativos no processo criativo, a nossa investigação começa com a análise das implementações de Gramáticas de Forma existentes, tentando entender se estas têm potencial para ser adotadas pelos criativos na sua prática e, se não, o que poderia ser feito para chegar a este objetivo. Foram usados métodos de inspeção para realizar esta análise para nos permitir compreender que há interações e problemas de comunicação que precisam de ser resolvidos para que as implementações de Gramáticas de Forma sejam adotadas pelos projetistas. Seguindo essa direção de investigação, percebemos que foram já desenvolvidos modelos de interação entre o utilizador e as implementações de Gramáticas de Forma. A presente proposta de pesquisa surgiu a partir da análise do modelo de interação de Scott Chase, onde este define os diferentes níveis de interação entre utilizador e implementação de Gramáticas de Forma, com maior ou menor input do utilizador, estabelecendo diferentes formas de combinar sinergias para obter novas soluções criativas. Tomando esse modelo de interação como ponto de partida, devemos assegurar que a comunicação correta entre o utilizador e a implementação ocorra. O meio de comunicação desses dois agentes é o interface computacional. Entendendo a importância do interface para permitir que o utilizador entenda como usar a implementação computacional e seja capaz de produzir resultados, a nossa pesquisa apresenta o desenvolvimento de um modelo de interface para implementações de Gramáticas de Forma para ajudar a dar um passo na direção da adoção das Gramáticas de Forma para projetos criativos. Deste modo, aplicámos métodos da disciplina de HCI e também adotámos a Lista de Diretrizes e Critérios Ergonómicos de Bastien & Scapin como linhas de orientação para definir os Critérios do nosso modelo de interface, denominado IM-sgi. O IM-sgi, um modelo de interface para Implementações de Gramática de Forma, tem a finalidade de ajudar programadores de implementações de Gramáticas de Forma a endereçar a interface no sentido de atingir uma comunicação correta com o tipo particular de utilizador que são os arquitetos e designers. Protótipos de interface seguindo os critérios IM-sgi são finalmente desenvolvidos e apresentados para testar a adequação do modelo IM-sgi e validar os objetivos que propomos

    DeReFrame: a design-research framework to study game mechanics and game aesthetics in an engineering design process

    Get PDF
    The main aim of this research is to study gaming techniques and elements that may potentially be beneficial to the future development of CAD systems for engineering design, in particular to maintain cognitive engagement. A design-research framework, called DeReFrame, was employed to construct an experimental game-based CAD framework exploring this. This research is based on reviews from the literature and experimental studies and include quantitative and qualitative data analysis methods measuring engineers’ performance and emotional responses. The thesis presents the construction process of the framework (DeReframe) to study a set of game mechanics and game aesthetics in an engineering design process and compare this with the traditional CAD. The framework was used to design and implement a game-based CAD system, called ICAD which was embedded with the following game mechanics of Directional Goals, Progression, Performance-Feedback and Rewards-Achievement. The DeReFrame and ICAD evolved through the experimental studies. In each case, selected game mechanics were at the core of each interaction and iteration which gave rise to feelings of progress, competence and mastery. The final results from the DeReFrame framework and ICAD indicated that gamified approaches should be included in engineering design with CAD: in particular the game mechanics of performance feedback and rewards-achievements influence engineers’ behaviour by supporting them within the problem-solving process creating an engaging-challenging interaction. In conclusion, this research has shown that a framework, that includes both engineering requirements and gamified aspects into consideration, cam serve as a basis for implementing game-based CAD to facilitate performance by providing engaging experiences for engineers

    Capture and Maintenance of Constraints in Engineering Design

    Get PDF
    The thesis investigates two domains, initially the kite domain and then part of a more demanding Rolls-Royce domain (jet engine design). Four main types of refinement rules that use the associated application conditions and domain ontology to support the maintenance of constraints are proposed. The refinement rules have been implemented in ConEditor and the extended system is known as ConEditor+. With the help of ConEditor+, the thesis demonstrates that an explicit representation of application conditions together with the corresponding constraints and the domain ontology can be used to detect inconsistencies, redundancy, subsumption and fusion, reduce the number of spurious inconsistencies and prevent the identification of inappropriate refinements of redundancy, subsumption and fusion between pairs of constraints.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    #MDXPD Product Design 2019

    Get PDF
    A review of Middlesex Product Design staff, student and professional collaborator publications, research, awards and project work for 2019

    A Study of Comparing CAD/CAM Simulated Machining Time with Practical CNC Machining Time and the Influence of the Parameter Setting in CNC

    Get PDF
    A thesis presented to the faculty of the College of Business and Technology at Morehead State University in partial fulfillment of the requirements for the degree of Master of Science by Jinming Wan on July 11, 2018

    Design research in the Netherlands 2005 : proceedings of the symposium held on 19-20 May 2005, Eindhoven University of Technology

    Get PDF
    Design Research in the Netherlands 2005 is the third instalment of a symposium that intends to provide a forum for researchers across the academic and designing disciplines. The five-year interval (1995, 2000, and 2005) allows participants to take a step back from daily considerations and to reflect on their basic methodological assumptions, research programmes, and outcomes. Work on design research is organised in this book in three main parts: Design Research, Design Processes, and Design Tools. The part on Design Research contains papers from the Designed Intelligence Group of Industrial Design TU Eindhoven, the Philosophy Department of the Faculty of Technology, Policy and Management TU Delft, Design Theory and Methodology group of Industrial Design TU Delft, Form and Media Studies of Architecture TU Delft, and Technical Ecology of Architecture TU Delft. The part on Design Processes contains papers from Construction Management & Engineering of Engineering Technology University Twente, Construction Management of Architecture TU Eindhoven, Physical Aspects of the Built Environment Architecture TU Eindhoven, Technical Design & Informatics of Architecture TU Delft, and Knowledge Centre Buildings & Systems TU/e-TNO. The part on Design Tools contains contributions from the Institute of Artificial Art Amsterdam and University of Amsterdam, Technical Design & Informatics of Architecture TU Delft, Design, Integration and Operations of Aircraft and Rotorcraft of Aerospace Engineering TU Delft, TNO Delft, Computational Design of Architecture TU Delft, ID StudioLab of Industrial Design TU Delft, and Design Systems of Architecture TU Eindhoven. Design Research in the Netherlands 2005 in this way provides a sample sheet of the many varied ways in which design is investigated in the Netherlands

    Design research in the Netherlands 2005 : proceedings of the symposium held on 19-20 May 2005, Eindhoven University of Technology

    Get PDF
    Design Research in the Netherlands 2005 is the third instalment of a symposium that intends to provide a forum for researchers across the academic and designing disciplines. The five-year interval (1995, 2000, and 2005) allows participants to take a step back from daily considerations and to reflect on their basic methodological assumptions, research programmes, and outcomes. Work on design research is organised in this book in three main parts: Design Research, Design Processes, and Design Tools. The part on Design Research contains papers from the Designed Intelligence Group of Industrial Design TU Eindhoven, the Philosophy Department of the Faculty of Technology, Policy and Management TU Delft, Design Theory and Methodology group of Industrial Design TU Delft, Form and Media Studies of Architecture TU Delft, and Technical Ecology of Architecture TU Delft. The part on Design Processes contains papers from Construction Management & Engineering of Engineering Technology University Twente, Construction Management of Architecture TU Eindhoven, Physical Aspects of the Built Environment Architecture TU Eindhoven, Technical Design & Informatics of Architecture TU Delft, and Knowledge Centre Buildings & Systems TU/e-TNO. The part on Design Tools contains contributions from the Institute of Artificial Art Amsterdam and University of Amsterdam, Technical Design & Informatics of Architecture TU Delft, Design, Integration and Operations of Aircraft and Rotorcraft of Aerospace Engineering TU Delft, TNO Delft, Computational Design of Architecture TU Delft, ID StudioLab of Industrial Design TU Delft, and Design Systems of Architecture TU Eindhoven. Design Research in the Netherlands 2005 in this way provides a sample sheet of the many varied ways in which design is investigated in the Netherlands
    • …
    corecore