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Abstract: This paper describes an engineering design methodology, called conceptual design for assembly (CDFA) in the context of aircraft development, to assess aircraft systems’ installation during conceptual phase, in relation to industrial performance objectives. The methodology is based on a given framework (hierarchical structure) which includes a set of attributes, collected in recognized domains that characterize the aircraft systems installation. The framework of the CDFA methodology enables to analyze product architectures at different levels of granularity, splitting the global analysis into sub-problems (problem discretization) with the aim to help architects and designers to identify product architecture weaknesses in terms of fit for assembly performances. The CDFA methodology was applied on a complex system (the nose-fuselage of a commercial aircraft) presenting a high number of criticalities both for the product and its assembly operations. Results identified the architectural components leading to the less efficient assembly operations and the rationales enabling to elaborate alternative architectures for an improved product industrial efficiency.
Keywords: Aircraft design | Architectural design | Conceptual design | Design for manufacturing and assembly | Design methodology | Fit for assembly | Product development
Abstract: The a posteriori novelty metric proposed in 2003 by Shah and colleagues is still one of the most widely used in design research, constituting the reference for many experiments on creativity and effectiveness of ideation. However, recent research highlights that in the presence of ideas implementing different numbers of attributes, some non-negligible problems arise. The objective of this paper is to estimate the potential errors that can be committed when applying the metric of Shah et al. in these situations. The investigation has been performed by relying on a high number of randomly generated virtual sets of ideas. The results obtained revealed that the problem of “missing attributes”, if not opportunely faced, leads the considered metric to misleading novelty scores.
Keywords: Creativity | Novelty | Novelty assessment | Uncommonness | Virtual ideas
Abstract: Author would like to make corrections in the original publication. Author would like to add a reference to the part 4.3.1 (page 11, in the middle of line 12). The stimuli based on the technical trends of evolution were five stimuli that three of them were ready as TRIZ material course (Souchkov 2017) and two others were prepared by authors.
Abstract: This paper presents the outcomes of an exploratory research to clarify the performance of R&D designers when involved in design task for the ideation of the next generation of a technical system. The research aims also at clarifying if creative stimuli play a role in supporting ideation after idea generativity decreases because of natural exhaustion or the emergence of fixation. The effect of precedents (singular as patents, and structural as technology evolution trends), as well as design strategies (in the form of a design procedure for inventive problem solving) on idea generation, is compared by means of an experiment involving 24 R&D Iranian engineers. Precedents demonstrated to be more effective than design strategies in supporting productivity in idea generation, while generally they are not effective enough to support the generation of candidate ideas for the next generation of a technical system with a robust repeatability. The main recorded lacks depend on the capabilities of creative stimuli to support the generation of novel ideas, as they are generally effective in providing good results with reference to technical plausibility and relevance for a target audience. The results of the experiment are also discussed with reference to the efficiency of the design process (number of generated ideas per time unit). The outcomes of such studies, as part of a broader research objective, serve as input to support the development of a serious game to support R&D engineers to face design tasks for the next generation of technical systems with higher motivation and engagement, providing them with an improved design experience.
Keywords: Creative stimuli | Design models | Design precedent | Design strategies | Novelty | Radical innovation | Technological shifts
Abstract: According to several literature sources, Product Planning is acknowledged as a primary driver of future commercial success for new designed products, and it is schematically constituted by the identification of business opportunities and the selection of most promising alternatives. Despite the recalled relevance of Product Planning, it emerges that a marginal quantity of companies have adopted formal methods to carry out this task. The paper attempts to provide a major understanding about such a limited implementation of Product Planning techniques and other open issues emerging from the analysis of the literature concerning the initial phases of engineering design cycles. The presented study investigates the claimed benefits of methods described in the literature, the level to which such tools are diffused through educational programs in Technical Institutes, the expectations and the demands of a sample of enterprises with respect to new tools supporting Product Planning. It emerges that, whereas existing methods strive to fulfil relevant properties according to the perception of the companies, limitations come out in terms of the transfer of the proposed techniques and their perceived reliability.
Keywords: Design education | Fuzzy front end | Idea generation | Industrial survey | New product development | Review of design methods
Abstract: In the conceptual design stage, outcomes of industrial designers work are generally represented by set of sketches where curves, notes, shadows, and colors implicitly represent creative ideas. Signs and annotations are used to synthesize and concretize the design intent that, finally, will be transformed into the styling product visual appearance. The loss of the original design intent may be due to the complexity of the design process, and the involvement of different actors. Our aim is to provide a method and relative tools in order to interpret signs on sketches for eliciting the design intent. The analysis result is a set of aesthetic features that can be used for driving CAD modeling, in the case both of Reverse Engineering applications and of product modeling for restyling purposes. Sketches analysis is based on a semiotic interpretation driven by the formalization of the cognitive models used in the conceptual design phase. The approach showed promising results on different styling products test cases. © 2008 Springer-Verlag London Limited.
Keywords: 2D sketches | Cognitive models | Reverse Engineering | Semiotic analysis | Styling products
Abstract: Product design and optimisation today involves so many fields of expertise, many of which are in rapid evolution, that it can be very difficult for the designer to manage them. This paper describes the development of the DGLs (Design Guidelines), a knowledge-based tool that could be of great help to designers and engineers in modifying their products to get compatibility with different manufacturing and verification technologies. The current release of the DGLs, heavily influenced by the adoption of some ISO-GPS (Geometrical Product Specification) concepts, has been validated using the Rapid Prototyping technique called FDM (Fluid Deposition Modelling) and the CMM (Coordinate Measuring Machine) verification technique. © Springer-Verlag London Limited 2007.
Keywords: Design Guidelines | Geometrical Products Specifications (GPS) | ISO Technical Committee 213 (ISO/TC 213) | Knowledge based systems (KBS) | Rapid Prototyping
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