32 research outputs found
Teaching agile hardware development with an open‐source engineering simulator: An evaluation with industry participants
Educational games are increasingly used to teach Agile development approaches to practitioners. Most of these training modules simplify the development environment, for example, by using LEGO bricks or playing cards. This oversimplification has been shown to result in limited transferability of learning to industrial practice. Furthermore, there is a lack of teaching modules that specifically address the challenges of applying Agile to physical products. In this paper, we present an open-source educational game that realistically simulates a hardware development project to teach Agile principles. Over 2 days, participants design, manufacture, and test modifications for a physical wire bending machine within an authentic engineering and production setting. The training mimics the typical roles, processes, and tools of industrial engineering teams to reflect the challenges of Agile hardware development. The module was evaluated with 44 industry professionals regarding perceived learning and user reaction. A combination of quantitative and qualitative methods was used for the experimental evaluation. The results showed a positive learning effect as the participants\u27 average agreement with Agile principles increased through the training. Concerning user reaction, respondents reported a high degree of relevance, interaction, and confidence, indicating that the realistic simulation of the hardware development appropriately balanced the degree of realism with simplicity. The study showcases the opportunities of properly aligning game components to provoke learning situations targeted by the instructors. It contributes to the extant literature by providing a design framework (product, process, setting, and instruction) and open-source access to the tools used for implementation
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Agile New Product Development in Not-Purely Software Projects
In Agile new product development, the product is incrementally and iteratively developed involving the customer and cross-functional teams. As manufacturing companies increasingly face challenges with sequential processes in uncertain and fast changing conditions, Agile practices taken from software development have experienced traction. Although multiple isolated case studies exist, there is a gap between academic literature and industry practice regarding cross-industry implementations and the required adaption of Agile practices to the hardware context. This research aims to bridge that gap by focusing on when and how manufacturing companies use Agile practices in their new product development
Desarrollo de una aplicación móvil de transporte y movilidad para los usuarios de la comunidad UTN, utilizando IONIC 3.0 como framework de desarrollo de software
Desarrollar una aplicación móvil que contribuya al mejoramiento de la movilidad y transporte para los usuarios en la comunidad universitaria.Este proyecto tiene como finalidad desarrollar una aplicación móvil destinado para transporte y movilidad para la comunidad universitaria en modalidad de auto compartido. Un conductor o dueño de automóvil publica una ruta, y por otra parte el pasajero visualiza las rutas que están disponibles y reserva una ruta. De esta forma se están compartiendo la misma ruta que trazo el conductor y de igual forma le sirvió al pasajero que la reservó. Mediante la norma IOS/IEC 25010 se aplica el principio de eficiencia de desempeño, se propone una aplicación desarrollado bajo ciertos normas y métricas a fin de que el proceso a resolver sea más eficiente. Antecedentes acerca de la movilidad y como estas han ido evolucionando de la mano de las aplicaciones móviles. Aplicaciones y dispositivos móviles. Evolución de las redes móviles y como estas han permitido la conexión. Ionic como framework de desarrollo para aplicaciones móviles hibridas. Este framework permite desarrollar aplicaciones robustas con fragmentos de código nativo permitiendo el acceso de hardware del teléfono y con la versatilidad de páginas web (HTML5, CSS) para la vista. Desarrollado con metodologías agiles SCRUM y con normas y estándares de calidad ISO/IEC 25010. Se valida la eficiencia desempeño con pruebas que comprueban las tareas ejecutadas y no ejecutadas con la herramienta Apache JMeter, como herramienta de análisis y performance de plataforma seguido de una validación de resultados mediante método estadísticos y de probabilidad (mean, median, std deviation).Ingenierí
From key business factors to KPIs within a reconfigurable and flexible cyber-physical system
In a global market characterized by strong
competition and quickly changing boundary conditions, flexible
and reconfigurable production systems can rapidly react to both
endogenous and exogenous drivers. To this extent, it is necessary
to define a new production system model, which can combine the
most significant key business factors (KBFs), in order to meet the
specified objectives and the relevant KPIs and to control the
system. The model can be used within a cyber-physical system, to
properly support the different functions and take the right
decisions through simulation ICT tools. This research task is part
of PERFoRM (Production harmonizEd Reconfiguration of
Flexible Robots and Machinery), a European funded project,
which aims at developing an innovative manufacturing system
based on a new agile concept introducing the implementation of
methods, methodologies and strategies for transforming existing
production systems into plug-and-produce production ones based
on Cyber-Physical Systems technologies. In particular, this paper
aims at describing the relationships among the KBFs (Key
Business Factors), namely the drivers of the production system,
and the relevant KPIs. The model has been validated through an
industrial use case, in order to gain important information about
constraints and opportunities for improvement in other contexts.This project has received funding from the
European Union’s Horizon 2020 research and
innovation program under grant agreement
No 680435.This project has received funding from the European Union’s Horizon 2020 research and innovation program under grant agreement No 680435.info:eu-repo/semantics/publishedVersio
Philosophy of cognitive technology
The educational and methodical manual on the philosophy and methodology of science supplements the lecture material with topical issues of the philosophy of digital technologies. The section "Philosophy of Natural Science and Technology" outlines the features of the classical philosophy of technology. In the section "Philosophy, science, man at the beginning of the III millennium" the prospects for the impact of the fourth industrial revolution on the applied use of digital technologies and technological features of the functioning of digital ecosystems are analyzed development of digital technologies and the role of philosophy in the analysis of the ethical aspects of the technological modernization of modern society
Human Machine Interaction
In this book, the reader will find a set of papers divided into two sections. The first section presents different proposals focused on the human-machine interaction development process. The second section is devoted to different aspects of interaction, with a special emphasis on the physical interaction