38 research outputs found

    Visualisation d’information pour une dĂ©cision informĂ©e en exploration d’espace de conception par shopping

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    In Design space exploration, the resulting data, from simulation of large amount of new design alternatives, can lead to information overload when one good design solution must be chosen. The design space exploration relates to a multi-criteria optimization method in design but in manual mode, for which appropriate tools to support multi-dimensional data visualization are employed. For the designer, a three-phase process - discovery, optimization, selection - is followed according to a paradigm called Design by Shopping. Exploring the design space helps to gain insight into both feasible and infeasible solutions subspaces, and into solutions presenting good trade-offs. Designers learn during these graphical data manipulations and the selection of an optimal solution is based on a so-called informed decision. The objective of this research is the performance of graphs for design space exploration according to the three phases of the Design by Shopping process. In consequence, five graphs, identified as potentially efficient, are tested through two experiments. In the first, thirty participants tested three graphs, in three design scenarios where one car must be chosen out of a total of forty, for the selection phase in a multi-attribute situation where preferences are enounced. A response quality index is proposed to compute the choice quality for each of the three given scenarios, the optimal solutions being compared to the ones resulting from the graphical manipulations. In the second experiment, forty-two novice designers solved two design problems with three graphs. In this case, the performance of graphs is tested for informed decision-making and for the three phases of the process in a multi-objective situation. The results reveal three efficient graphs for the design space exploration: the Scatter Plot Matrix for the discovery phase and for informed decision-making, the Simple Scatter Plot for the optimization phase and the Parallel Coordinate Plot for the selection phase in a multi-attribute as well as multi-objective situation.Lors de l’exploration d’espace de conception, les donnĂ©es rĂ©sultantes de la simulation d’un grand nombre d’alternatives de conception peuvent conduire Ă  la surcharge d’information quand il s’agit de choisir une bonne solution de conception. Cette exploration d’espace de conception s’apparente Ă  une mĂ©thode d’optimisation en conception multicritĂšre mais en mode manuel pour lequel des outils appropriĂ©s Ă  la visualisation de donnĂ©es multidimensionnelle sont employĂ©s. Pour le concepteur, un processus en trois phases – dĂ©couverte, optimisation, sĂ©lection – est suivi selon un paradigme dit de Design by Shopping. Le fait de « parcourir » l’espace de conception permet de gagner en intuition sur les sous-espaces de solutions faisables et infaisables et sur les solutions offrant de bons compromis. Le concepteur apprend au cours de ces manipulations graphiques de donnĂ©es. La sĂ©lection d’une solution optimale se fait donc sur la base d’une dĂ©cision dite informĂ©e. L’objectif de cette recherche est la performance des reprĂ©sentations graphiques pour l’exploration d’espace de conception, pour les trois phases du processus en Design by Shopping. Pour cela, cinq reprĂ©sentations graphiques, identifiĂ©es comme potentiellement performantes, sont testĂ©es Ă  travers deux expĂ©rimentations. Dans la premiĂšre, trente participants ont testĂ© trois graphiques, pour la phase de sĂ©lection dans une situation multi-attribut, Ă  travers trois scĂ©narios de conception oĂč une voiture doit ĂȘtre choisie parmi quarante selon des prĂ©fĂ©rences Ă©noncĂ©es. Pour cela, un indice de qualitĂ© est proposĂ© pour calculer la qualitĂ© de la solution du concepteur pour un des trois scĂ©narios dĂ©finis, la solution optimale selon cet indice Ă©tant comparĂ©e Ă  celles obtenues aprĂšs manipulation des graphiques. Dans la deuxiĂšme expĂ©rimentation, quarante-deux concepteurs novices ont rĂ©solu deux problĂšmes de conception Ă  l’aide de trois graphiques. Dans ce cas, la performance des graphiques est testĂ©e pour la prise de dĂ©cision informĂ©e et pour les trois phases du processus dans une situation multi-objectif. Les rĂ©sultats rĂ©vĂšlent qu’un graphique est adaptĂ© Ă  chacune des trois phases du Design by Shopping :: le graphique Scatter Plot Matrix pour la phase de dĂ©couverte et pour la prise de dĂ©cision informĂ©e, le graphique Simple Scatter pour la phase d’optimisation et le graphique Parallel Coordinate Plot pour la phase de sĂ©lection aussi bien dans une situation multi-attribut que multi-objectif

    Helping inhabitants in energy saving and getting inputs from usage for eco-design: Cooking case study

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    Inhabitants use energy to perform various activities of daily life in the private sphere i.e. the household scope. The activities they undertake are stochastic in nature and difficult to predict. Moreover there is a significant difference between real and theoretical uses of eco-designed products. It is therefore necessary to address the issue of measuring the real energy consumption of the inhabitants in order to identify their behaviour and decrease their environmental impact. In this paper we present an experimental study focusing on kitchen perimeter and cooking activity with two objectives: (1) ordering 20 advices to send to people by considering the perceived difficulty of practicing them and (2) identification of practice difficulties of eco-gestures by experience feedback. The aims are to get design inputs by increasing the difficulty of the activity and to identify needs related to a "weak" product design and consequently a user need to (re)design products for sustainable outcomes. Despite a low sample of 9 subjects, we get significant results allowing us to define a re-usable advices order and identify two real design needs from user feedbacks validating our approach

    Building Pathways for Empowering User Toward Prosumer Behaviour. The Design for Experience with the Prosumer Empowerment Concentric Model

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    Acting as prosumers can help the transition towardlow carbon and circular economies. This paper discusses whatcan be defined as “prosumer behaviours” and proposes aninnovative approach that fosters users in adopting dailyvirtuous experiences about energy production andconsumption. Such experiences are based on smart interfacesas they emerge from complex socio-technical systems thatcombined ICT devices, smart grids and user-centred toolscreated to empower users and facilitate the emergence of apositive intelligence. The Prosumer Empowerment Concentric(PEC) Model is presented here as an integrative vision tosupport the emergence of prosumer behaviours andperspectives are outlined via an interregional project thatproposes to experiment the PEC model in households andcitizen energy cooperatives

    INFLUENCE OF THE PRODUCT CONTEXT OF USE ON A HYBRID SPORT-HEALTH SEMANTICS

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    Products appearances are made of design choices influencing the way products are perceived. Products semantics is a methods used to understand and anticipate this phenomena. Nowadays, consumers consider sport products not only as “sport” but also as “health” products. Designers may then develop them as “sport-health” products. However, perception of “sport-health” products may vary according to the need to fit sport or health context of use. We present in this paper our experimental approach to understand the influence of sport and health contexts on “sport-health” semantics

    From the Definition of Colours Attributes to Build a Semantic Space: Application to a Sport-Health Dialogical Context of Use

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    Abstract The integration of user perception into the design process has become necessary to provide the best experience to users. All methods focusing on the interpretations of products are based on the same principle: identifying relationships between a semantics and physical attributes of products within a product domain. Sometimes this domain makes the definition of these relations more complex as for a dialogic context of us due to the lack of existing product. We propose in this paper a method to define a semantics directly from products attributes in regards with a dialogic product domain

    Fostering Collaborative Project Emergence Through Divergence of Opinion

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    Dans le contexte de l'Ă©mergence de projets d'innovation collaborative entre les clusters et les pĂŽles de compĂ©titivitĂ©, l'animation d'ateliers de crĂ©ativitĂ© permet d'identifier de nouvelles opportunitĂ©s. Le nombre d'idĂ©es gĂ©nĂ©rĂ©es est beaucoup plus important que le nombre de projets d'innovation collaborative mis en Ɠuvre par la suite. Pour amĂ©liorer ce ratio, nous vĂ©rifions que les discussions de groupe pourraient ĂȘtre facilitĂ©es en amĂ©liorant les phases d'idĂ©es et d'Ă©valuation des idĂ©es au cours du processus d'innovation. Surtout, dans cet article, nous testons de nombreuses hypothĂšses afin de montrer que la divergence d'opinions peut favoriser l'Ă©mergence d'un projet collaboratif.In the context of the emergence of collaborative innovation projects between competitiveness clusters, the animation of creative sessions permits to identify new opportunities. The number of ideas generated is a lot more important than the number of collaborative innovation projects implemented subsequently. To improve this ratio, we verify that group discussions could be facilitated by improving the ideation and evaluation phases of ideas during innovation process. Especially, in this article, we test many hypotheses in order to show that divergence of opinions can foster collaborative project emergence

    Analysis of energy consumption profiles in residential buildings and impact assessment of a serious game on occupants’ behavior

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    The paper has a focus on energy consumption habits, trends and intervention strategies in residential buildings, mainly through the serious game approach with a combination of direct consumer feedback through smart metering. More than 150 homes in France and Spain have been involved in the research experiment and the consumption habits of approximately 50 homes were deeply analyzed. The applied methods, processes, results and findings of the monitoring data analysis are presented in the paper with two aims. First, consumption profiles and trends were determined for apartment homes with regard to heating, domestic hot water and electric consumption. Second, the impact of a serious game experiment was assessed comparing energy consumption, indoor air temperature and users' habits (based on questionnaires) before and after launching the experiment.Game to promote energy efficiency action

    Application Ă  l’enseignement des statistiques en Ă©cole d’ingĂ©nieurs

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    L’enseignement des statistiques fait partie du socle de connaissances nĂ©cessaires dans le cadre d’une formation d’ingĂ©nieurs gĂ©nĂ©ralistes. Cependant, les rĂ©sultats des Ă©tudiants dans cette discipline n’étaient pas Ă  la hauteur des objectifs pĂ©dagogiques fixĂ©s. Une refonte des modalitĂ©s d’enseignement a Ă©tĂ© menĂ©e en s’appuyant sur trois constats : les apprenants (1) ne percevaient pas l’intĂ©rĂȘt de la discipline pour leur futur mĂ©tier, (2) souhaitaient ĂȘtre plus actifs dans leur phase d’apprentissage et (3) apprĂ©ciaient l’usage des outils numĂ©riques comme supports Ă  leur formation.Un travail, menĂ© par l’équipe pĂ©dagogique, a dĂ©fini l’adaptation de l’enseignement proposĂ© en intĂ©grant plus de pĂ©dagogie active et plus d’outils numĂ©riques. Cette communication prĂ©sentera la dĂ©marche pĂ©dagogique innovante issue de ce travail. Cette dĂ©marche s’appuie sur un cas d’étude nĂ©cessitant une implication forte des apprenants pour servir de base Ă  un apprentissage par problĂšme et est soutenue par des « briques » numĂ©riques (contenant chacune un apport thĂ©orique, des exercices et une Ă©valuation) permettant Ă  l’apprenant d’avancer Ă  son rythme suivant un escalier pĂ©dagogique pour atteindre les objectifs pĂ©dagogiques. Les premiers rĂ©sultats sont trĂšs prometteurs tant du point de vue des Ă©valuations (amĂ©lioration significative des notes) que de la satisfaction des Ă©tudiants comme des enseignants

    Decision Support System for technology selection based on multi-criteria ranking: Application to NZEB refurbishment

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    Refurbishing existing building into Near Zero Energy Building (NZEB) is a key objective for the European Union. In order to achieve high rate of conversion, new refurbishment process must allow Decision Makers (DMs) (architects or designers) to sort through an ever increasing list of new technologies while taking into account uncertain preferences from multiple stakeholders. A Decision Support System (DSS) based on Multi-Criteria Decision-Making (MCDM) approaches is proposed. The DSS enables the DMs to browse the solutions space by selecting the relevant criteria, order them by preferences and specify the granularity in the assessment of the technologies regarding each criteria. This DSS is based on a ranking algorithm that operates on multiple types of quantitative (continuous, discrete, or binary) and qualitative (nominative or ordinal) variables from technological and human sources. An online user interface allows the real-time exploration of the solution space. A sensitivity analysis of the algorithm is conducted to expose the influence of the ranking algorithm parameters and to demonstrate the robustness of this algorithm. The proposed DSS is eventually implemented and validated through a use case concerning the choice of insulating materials considering heterogeneous criteria that model sustainable constraints.REfurbishment decision making platform through advanced technologies for near Zero energy BUILDing renovatio

    Proposal of a user-centred approach for CPS design: pillbox case study

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    Product design greatly evolves for years, due to the increasing complexity of products, from simple monodisciplinary products to mechatronics systems then cyber-physical systems. Teams involved in the development of such systems are strongly interdisciplinary and require adequate engineering design methods. We propose hereafter a dedicated design process that integrates systems engineering approach, creativity tools and user-centered design methods. This design process has been implemented within a case study from e-health sector: a home-care provider asked us for developing and experimenting a ‘connected’ pillbox. After detailing main results of this development, we analyze them and propose methodological improvements. We finally conclude on some perspectives for studying engineering design in the context of global e-health systems
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