32 research outputs found
DEMARCHE DE CONCEPTION COLLABORATIVE ET PROPOSITION D'OUTILS DE TRANSFERT DE DONNEES METIER : <br />Application à un produit mécanique "le siège d'automobile".
This work lies within a Cifre convention and relates more particularly to trade data transfer between ergonomist and mechanic designers. This work is based on tools collaborative design for the optimization of car seats design. Adopting the point of view of the ergonomist, we fall under the research topic of the Laboratory associated with Design of Products and Innovation of the ENSAM on the integration of the trades in the design process. According to our industrial context, it is more precisely a question of identifying the phases of the seat design process in which the ergonomist can intervene and to instrument his collaboration with the design team, in particular with mechanic designers. The data transfer of the ergonomists to the designers is based on the transfer of written recommendations. After analyzing this object and showing its complexity, we will present how the collaborative design of the data transfer instrumentation can bring a pragmatic solution to the difficulties of the ergonomics integration in the car seat design. With this intention, we will first of all show the collaborative step installation. We will present then how the working group made up of two ergonomists and eight mechanic designers, enabled us to work out the principles of data transfer software design on two subjects: the positioning of the heads and the elbows of car seats user. After presenting these tools, we will approach the contributions of our work for the integration of ergonomics in the mechanical design.Ces travaux s'inscrivent dans le cadre d'une convention Cifre et portent plus particulièrement sur le transfert de données métier dans l'entreprise entre l'ergonome et le concepteur mécanicien, basé sur la conception collaborative d'outils d'optimisation de la conception de sièges d'automobile. Adoptant le point de vue de l'ergonome, nous nous inscrivons dans le thème de recherche du Laboratoire associé de Conception de Produits et Innovation de l'ENSAM sur l'intégration des métiers dans le processus de conception. Il s'agit plus précisément dans notre projet d'identifier les phases de la conception du siège d'automobile au sein desquelles l'ergonome peut intervenir et d'instrumenter sa collaboration avec l'équipe de conception, en particulier avec les concepteurs mécaniciens. Le transfert de données des ergonomes aux concepteurs est basée sur le transfert de recommandations écrites. Après avoir analyser cet objet et démontrer sa complexité, nous présenterons comment la conception collaborative de l'instrumentation du transfert de données peut apporter une solution pragmatique aux difficultés d'intégration de l'ergonomie dans la conception de siège d'automobile. Pour ce faire, nous montrerons tout d'abord la démarche collaborative mise en place. Nous présenterons ensuite comment le groupe de travail constitué de deux ergonomes et de huit concepteurs mécaniciens nous a permis de dégager les principes de conception d'outils logiciels de transfert de données sur deux sujets : le positionnement des têtes et des coudes des usagers de siège d'automobile. Après avoir présenter ces outils, nous aborderons les apports de nos travaux pour l'intégration de l'ergonomie dans la conception mécanique. Nous présenterons notamment l'échelle d'évaluation développé, permettant d'entrevoir des pistes de recherche pour l'évaluation de la collaboration pluridisciplinaire
A Pedagogical Game based on Lego Bricks for Collaborative Design Practices Analysis
Product innovations require creative multidisciplinary teams and efficient engineering collaborative processes. However collaborative design work requires specific socio-technical skills which are very difficult to acquire by students during engineering courses. Indeed the technical aspects of product design are often addressed in that kind of school but sociological, psychological, management and communication skills of collaborative works in design group are a real challenge for engineering teaching. In fact there is a lack of framework and tool for teaching and characterising collaborative practices during engineering design education (Prudhomme et. al 2003). In this paper, we propose a pedagogic game for engineering teaching program dedicated to simulate and analysis collaborative design practices within students teams. Our game is an adaptation of the Delta Design game proposed by Bucciarelli (1991). The Delta Design game is a powerful tool that could be used to analyse collaborative work with student. However, we had identified some limits that led us define a new game more dedicated to mechanical product design experimentations. As existing pedagogic games used during teaching and coaching program (www.seriousplay.com), our game is based on the use of Lego bricks and elements and a Lego CAD software named MLCad (www.lm-software.com/mlcad). The main objective of our game is to simulate a Lego spaceship design. During the design, each team member has a specific role with detailed rules. We defined five roles: an aerofoil engineer, a thermal engineer, an assembly responsible, an industrial designer and a motor designer. Opposite and converging design rules are proposed with several technological, esthetical, and economical parameters. The Lego bricks and elements are distinguished by their colour, form and functions and several associated characteristics: weight, cost, thermal resistance. The main objective of our work is to simulate mechanical design process in order to foster "reflexive analysis" according to Schön (1991) from students involved in these collaborative design experimentations. In our game, the technical complexity of the design task is deliberately reduced compared to real design office life but a lot of interactions among design team members are needed to build a 3D model of the Lego spaceship. This point is interesting for students training as they can analyse their behaviour in design groups due to video recording and photos taken during experimentations. As a conclusion, we would like to stress that the 3D (MLCad software) and electronic format of our game can be used in a distributed experimentation involving different engineering institutes or schools in the world. We are currently working on the test of our game in this collaborative environment and we plan to propose a "web student contest" based on our game in the future. References L.L. Bucciarelli "Delta Design Game", MIT, 1991. G. Prudhomme, J.F. Boujut, D. Brissaud, "Toward Reflective Practice in Engineering Design Education", International Journal of Engineering Education, Vol 19, n°2 328-337, 2003. D.A. Schön, "The Reflexive Practitioner: How Professionals Think In Action", Ashgate publishing, Cambridge, 1991.Pages: 473-48
FACTEURS INFLUENTS SUR LE CONSENTEMENT À TRIER DES CONSOMMATEURS FRANÇAIS. CAS DES EMBALLAGES DE LESSIVES LIQUIDES EN FRANCE
International audienceDe plus en plus de projets démontrent l'importance de la prise en compte des eco-comportements pour l'éco-conception. De plus les déchets sont pour 39% d'entre eux mal triés. Notre étude se focalise sur le recyclage des bidons de lessive. Pour identifier et définir les facteurs d'influence du à l'activité de tri sélectif, il nous est nécessaire de connaître le comportement des utilisateurs face à ce dernier. Nous avons interviewé 78 personnes de la région parisienne afin de déterminer si la dimension du flacon de lessive et l'emplacement de la machine à laver le linge avaient une influence sur le comportement de tri des emballages de lessives liquide concentrée et super-concentrée. De plus, nous avons associé les facteurs de motivations de ces comportements
Graphical support adapted to designers for the selection of an optimal solution in Design by Shopping
International audienceDesign space exploration, that is an embodiment of a paradigm Design by Shopping, refers to the systematic activity of discovery and evaluation of the elements in the design space in order to identify optimal solution by reducing the design space toward an area of performance. This activity is composed of three main phases: the discovery, the optimization and the selection. There are existing tools for the design space exploration with different graphs (ScatterPlot matrix, 2D and 3D scatter plot, parallel coordinates plot, etc.). These graphs are useful for the representation of multidimensional set of data with an unlimited number of alternatives (design points). Obviously, during the selection phase, designers face to a reduced design space with a limited number of design points (in a performance area). Thus, in our work, we try to identify which graph is the most adapted to the selection phase. It emerges, from literature, three graphs useful for the representation of multidimensional set of data (>3 variables) and with a limited number of alternatives (<50). Thus we have designed experimentation composed of 3 scenarios (with 13 design parameters and 5 variables of performance) performed by 30 participants. It results one graph more suited to the selection phase in the Design by Shopping: the Parallel Coordinates Plot
From environmental assessment to usage centered eco-design: taking into account the real impact of container-content system for the liquid laundry detergent
International audienceIt is shown in a study focusing on the use laundry detergents that are eco-designed provide no environmental gain (Chapotot et al., 2011). However, in this work aforementioned, there is no influence consideration on the environmental assessment of laundry detergent packaging themselves, nor the effects of logistical impact is expected to be also reduced by eco-designed solutions (insurance gain weight to transport). Here we study how this behavior influences the environmental impact of the packaging itself and of the complete product (washing, packaging and logistic). Taking into account the container-content system of laundry detergent, we show that neglecting the real behavior of users induces the risk of underachievement design. The eco-design of packaging cannot be reduced to a material choice or mass limitation of this package. It is in the way it performs on the effective consumption of the material contained that it has its greatest usefulness and influence
Information visualization for selection in Design by Shopping
International audienceIn Design by Shopping, designers explore the design space to gain an insight into trades, and feasible and impractical solutions, as well as to learn about alternatives before optimization and selection. The design space consists of multidimensional sets of data and, in order to select the best design from among numerous alternatives, designers may use several different graphs. In this study, we test to find the most appropriate graph to indicate the best solution corresponding to a set of objectives represented by a design scenario (1). A further constraint is that this must be done in the shortest possible time (2). Three graph types are tested in three different design scenarios where one car has to be chosen from a total of 40. A response quality index is proposed which computes the quality of a designer’s choice for any given scenario. In total, 90 tests with 30 participants were performed. The parallel coordinates plot proved to be the best graph for selection in Design by Shopping
Information visualisation for efficient knowledge discovery and informed decision in design by shopping
International audienceDesign space exploration (DSE) describes the systematic activity of discovery and evaluation of the elements in a design space in order to identify optimal solutions by reducing the design space to an area of performance. Designers sample thousands of design points iteratively, explore the design space, gain knowledge about the problem and make design decision. The literature tells us that DSE results in a decision of quality called informed decision, which is supported by information visualization. The representation of design points is seen as primordial to gain an understanding of the problem and make an informed decision. In our work, we have sought to identify what type of graph is best suited to the discovery phase, and enables designers to make an informed decision. We designed a web platform with four design problems, and carried out an experiment with 42 participants. We found a graph that was better suited to making a decision of quality and to gaining greater understanding: the scatter plot matrix
CHANGE THE VISUAL ALERT DISPLAY TO IMPROVE THE DECISION MAKING TIME: INDUSTRIAL SYSTEMS SUPERVISION CASE STUDY
International audienceMonitoring industrial systems in real time raises some cognitive problems especially due to the important number of alerts that must be aggregate by the monitoring system itself and prioritized by operators. Among other senses (vision and sound), color may bring valuable insights to operators for quickly understanding alerts and appropriately react. In our case of supervising interfaces in real time of oil exploitation, the operators have safety constraints concerning environment, machines and human. It is necessary to bring into focus the situation quickly to the operator so that he/she acts. In order to assist the operator during his/her activity and to limit his/her cognitive effort, the supervision interfaces are equipped with alerts which have several important levels like "danger", "critic", "weak anomaly" or "no problem". We perform an experiment focuses on the comparison of three alert colour tested on a supervision interface by users used to this interface types. Our results prove that one alarm color code is 47% more efficient in terms of time reaction of testers. This best colour is a "red gradation" i.e. from bright red for the "danger" alert to white for the "no problem" alert. This alert type is not only efficient for the supervision, but also for a strategic or piloting dashboard, even personal dashboard as personal expenses management