146,324 research outputs found
The feasibility of using virtual prototyping technologies for product evaluation
With the continuous development in computer and communications technology the use of
computer aided design in design processes is becoming more commonplace. A wide range of
virtual prototyping technologies are currently in development, some of which are commercially
viable for use within a product design process. These virtual prototyping technologies range
from graphics tablets to haptic devices. With the compression of design cycles the feasibility of
using these technologies for product evaluation is becoming an ever more important
consideration.
This thesis begins by presenting the findings of a comprehensive literature review defining
product design with a focus on product evaluation and a discussion of current virtual
prototyping technologies. From the literature review it was clear that user involvement in the
product evaluation process is critical. The literature review was followed by a series of
interconnected studies starting with an investigation into design consultancies' access and
use of prototyping technologies and their evaluation methods. Although design consultancies
are already using photo-realistic renderings, animations and sometimes 3600 view CAD
models for their virtual product evaluations, current virtual prototyping hardware and software
is often unsatisfactory for their needs. Some emergent technologies such as haptic interfaces
are currently not commonly used in industry. This study was followed by an investigation into
users' psychological acceptance and physiological discomfort when using a variety of virtual
prototyping tools for product evaluation compared with using physical prototypes, ranging from
on-screen photo-realistic renderings to 3D 3600 view models developed using a range of
design software. The third study then went on to explore the feasibility of using these virtual
prototyping tools and the effect on product preference when compared to using physical
prototypes. The forth study looked at the designer's requirements for current and future virtual
prototyping tools, design tools and evaluation methods.
In the final chapters of the thesis the relative strengths and weaknesses of these technologies
were re-evaluated and a definitive set of user requirements based on the documentary
evidence of the previous studies was produced. This was followed by the development of a
speculative series of scenarios for the next generation of virtual prototyping technologies
ranging from improvements to existing technologies through to blue sky concepts. These
scenarios were then evaluated by designers and consumers to produce documentary
evidence and recommendations for preferred and suitable combinations of virtual prototyping
technologies. Such hardware and software will require a user interface that is intuitive, simple,
easy to use and suitable for both the designers who create the virtual prototypes and the
consumers who evaluate them
Virtual Transnational Teams and Their Use of Advanced Information Technology
Increasing globalization coupled with increasing use of communications and information technology has resulted in a relatively new phenomenon in organizations: the virtual transnational team. These are teams of people who work together toward a defined organizational mandate, but who are spread throughout the globe and whose work only sometimes brings them in face- to-face contact. These teams develop strategies, design and build products, service international clients, sell products and services, and so on. Their members remain connected through the use of advanced information and communications technologies such as e-mail, v-mail, video-conferencing, LotusNotes, and electronic meeting systems. Because of the fast pace of international business, it is critical that they execute their mandate effectively; however, because both the intensity of global competition and the technology are so new, we have little understanding of the most effective way of using information technologies to facilitate team interactions in successful transnational business. Our aim is to develop an understanding of the most effective team-technology configurations for transnational teams
Bringing Global Sourcing into the Classroom: Experiential Learning via Software Development Project
Global sourcing of software development has imposed new skill requirements on Information Technology (IT) personnel. In the U.S., this has resulted in a paradigm shift from technical to softer skills such as communications and virtual team management. Higher education institutions must, consequently, initiate innovative curriculum transformations to better prepare students for these emerging workforce needs. This paper describes one such venture between Marquette University (MU), U.S.A. and Management Development Institute (MDI), India, wherein IT students at MU collaborated with Management Information Systems (MIS) students at MDI on an offshore software development project. The class environment replicated an offshore client/vendor relationship in a fully virtual setting while integrating communications and virtual team management with traditional IT project management principles. Course measures indicated that students benefited from this project, gained first-hand experience in the process of software offshoring, and learned skills critical for conduct of global business. For faculty considering such initiatives, we describe the design and administration of this class over two semesters, lessons learned from our engagement, and factors critical to success of such initiatives and those detrimental to their sustenance
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