910 research outputs found

    The integration of information and ideas : creating linkages through a novel concept design method

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    This paper describes the ICR Grid as a novel representation of information and ideas. Developed as a method for enhancing utilization of digital information sources in conceptual design, the name is derived from the cognitive processes (inform, create, reflect) that are systematically employed and the resulting grid output. As a prescriptive method, it requires design teams to find and build information resources in parallel with creating solutions. It does, however, maintain the freedom of designers to decide on the direction of exploration, and encourages flexible thinking by using an activity-based approach. The output of the method is a linked grid of information sources and their application that emphasizes their relationships and evolution over time. The paper reviews the evaluation of a prototype ICR Grid in a number of industrial scenarios using a shared OneNote document, and outlines the development path for future bespoke implementations. As digital technologies and organizational strategies continue to rapidly evolve, this work is timely in bringing new thoughts on how information is sourced, used and managed in the development of ideas. Issues regarding team structures and interaction, information reuse, and the capture of rationale are also addressed in relation to the grid format. It is anticipated the findings will be of particular interest to industrial designers, information specialists, and the digital library community, as well as being of relevance to any organization undertaking idea generation or problem solving

    Information and ideas : concept design in three industrial contexts

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    This paper reviews the application of a new concept design method in a number of industrial settings. The ICR Grid is intended to better integrate information into the concept design process. In addition to sketching and sharing concepts in a manner similar to the 6-3-5 Method, participants undertake information search tasks, use specific information items for concept development, and reflect on the merit of concepts as the session progresses. Three different companies were invited to utilise the method to address current design issues. Grid output, observation and semi-structured interviews were used to assess the performance of the method, with marked differences in use across organisations highlighting future potential applications and development

    Gaming techniques and the product development process : commonalities and cross-applications

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    The use of computer-based tools is now firmly embedded within the product development process, providing a wide range of uses from visualisation to analysis. However, the specialisation required to make effective use of these tools has led to the compartmentalisation of expertise in design teams, resulting in communication problems between individual members. This paper therefore considers how computer gaming techniques and strategies could be used to enhance communication and group design activities throughout the product design process

    Digital information support for concept design

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    This paper outlines the issues in effective utilisation of digital resources in conceptual design. Access to appropriate information acts as stimuli and can lead to better substantiated concepts. This paper addresses the issues of presenting such information in a digital form for effective use, exploring digital libraries and groupware as relevant literature areas, and argues that improved integration of these two technologies is necessary to better support the concept generation task. The development of the LauLima learning environment and digital library is consequently outlined. Despite its attempts to integrate the designers' working space and digital resources, continuing issues in library utilisation and migration of information to design concepts are highlighted through a class study. In light of this, new models of interaction to increase information use are explored

    A study of information & knowledge generated during engineering design meetings

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    During the design process, there is a wealth of information generated, and although it may not be obvious at the time, this information can be extremely useful at a later instance when it may be no longer available. Many information capture solutions utilise tools such as video and media capture, incorporating the idea that if you capture all information then you will not miss anything. However, this creates another problem. Not all the information captured will be useful, therefore how can you distinguish the information that is useful from information that is not? The challenge many organisations face is how to capture and store valuable informal information in a way that is both simple and efficient, whilst remaining unobtrusive to the designers involved and without inhibiting the design activities. Through the undertaking of a series of case studies and test scenarios, it is possible to observe, identify and evaluate the various degrees of information and knowledge being generated and passed amongst design engineering teams whilst performing design activities in meeting situations. Using multi-media recording equipment and observation techniques, insight can be gained into the decision making process design engineering teams encounter during the course of a design project, and thus it is possible to evaluate where improved techniques can be applied to enhance the recording of information for re-use

    Enhancing design learning using groupware

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    Project work is increasingly used to help engineering students integrate, apply and expand on knowledge gained from theoretical classes in their curriculum and expose students to 'real world' tasks [1]. To help facilitate this process, the department of Design, Manufacture and Engineering Management at the University of Strathclyde has developed a webĀ±based groupware product called LauLima to help students store, share, structure and apply information when they are working in design teams. This paper describes a distributed design project class in which LauLima has been deployed in accordance with a Design Knowledge Framework that describes how design knowledge is generated and acquired in industry, suggesting modes of design teaching and learning. Alterations to the presentation, delivery and format of the class are discussed, and primarily relate to embedding a more rigorous form of project-based learning. The key educational changes introduced to the project were: the linking of information concepts to support the design process; a multidisciplinary team approach to coaching; and a distinction between formal and informal resource collections. The result was a marked improvement in student learning and ideation

    Culture and concept design : a study of international teams

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    This paper explores the relationship between culture and performance in concept design. Economic globalisation has meant that the management of global teams has become of strategic importance in product development. Cultural diversity is a key factor in such teams, and this work seeks to better understand the effect this can have on two key aspects of the concept design process: concept generation and concept selection. To this end, a group of 32 students from 17 countries all over the world were divided into culturally diverse teams and asked to perform a short design exercise. A version of the Gallery Method allowed two kinds of activity to be monitored ā€“ the individual development of concepts and the collective filtering and selection of them. The effect of culture on these processes was the focus of the work. Using Hofstedeā€™s cultural dimensions, the output from the sessions were reviewed according to national boundaries. The results indicate that individualism and masculinity had the most discernable effect on concept generation and concept selection respectively

    Enhancing design learning using a digital repository

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    The process of design is context dependent and open-ended, and therefore does not revolve around a specific body of information or knowledge. The educational paradigm shift in the area of engineering design from teaching to coaching and the increased use of social constructivist learning ideals requires students to have access to as wide a range of information as possible. Digital resources provide an excellent opportunity for extending the range of information available to design students and to this end, as part of a joint research program with Stanford University, the University of Strathclyde has developed a groupware product called LauLima to provide students with a collaborative environment which allows them to gather, organise, store and share information. This paper describes the improvement to design learning, based on a Design Knowledge Framework, in a 3rd year product design engineering project from session 03/04 to 04/05 which has been facilitated by the implementation of this technology

    Anything Goes (February 25-27, March 4-6, 2010)

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    Program for Anything Goes (February 25-27, March 4-6, 2010)
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