An Investigation on the Implications of Design Process Phases on Artifact Novelty

2015 ◽  
Vol 137 (5) ◽  
Author(s):  
Nur Ozge Ozaltin ◽  
Mary Besterfield-Sacre ◽  
Gül E. Okudan Kremer ◽  
Larry J. Shuman

Innovation, including engineering innovation, is essential for economic growth. Currently, while most design practices in engineering education focus on aspects of “good” technical design, elements of innovation may be neglected. This research investigates design process activities that yield innovative artifacts. Specifically, we examine the types of design activities, their timing, and the associations among each other. Specifically, two research questions are explored. First, what design activities do teams engage in that relate to the innovativeness of the resultant design artifact? Second, how do these design activities impact the succeeding activities across the design process (from problem definition to working prototype (WP))? To explore these questions, 16 senior capstone bioengineering design teams are followed as they advance from initial conceptualization to WP over an average 23 week period. Several significant measures suggest that innovative teams differ from their noninnovative counterparts in terms of what activities they engage in, how much they engage in the particular activities, and in what phase they conduct the activities. Specifically, certain activities utilized in the early phase (e.g., marketing) are essential for innovation. Moreover, in terms of iterations through activities, spending significant time and effort while developing a design, as well as having smooth, rich iterations throughout the process contribute to the innovativeness of the artifact.

Author(s):  
Sue Yi ◽  
Nicole B. Damen ◽  
Christine A. Toh

Abstract Shared mental models have been shown to enhance team performance. However, research has not observed the different types of sharedness of mental models that may uniquely impact the design process. Therefore, this study examines the types of sharedness of mental models that occur in design teams using Conversation Analysis on data collected from two design teams that performed activities in the early design process in a controlled lab environment. Designers were asked to develop an agreed upon list of ranked design principles, and then generate one or two solutions using the list. These design activities allow for the examination of the varying ways that designers share knowledge, negotiate, and reach understanding. Through our analysis, we identify characteristics of conversation that designers used to build shared understanding. Our results also show how team mental models are built from patterns of conversation that are evident during open-ended and unstructured design discussions. This work sets a foundation for future research to gain a deeper understanding of how designer mental models are shared in unstructured conversations that take place during design practice.


Author(s):  
Michael D. McNeese ◽  
Brian S. Zaff ◽  
Clifford E. Brown ◽  
Maryalice Citera ◽  
Jonathan Selvaraj

The need to understand the design process in all its complexity is motivated by an interest in the development of tools and technologies that would be capable of aiding collaborative design teams. This development effort depends upon an understanding of design activities as they occur within a real world context. Observations of design activities that are made without direct communication with the design team members may fail to capture many of the subtler aspects of the process - aspects that are best understood when described by the design team members themselves. In order to supplement observational studies, this paper presents a case study in which a dialog with members of a variety of collaborative design teams was established in order to elicit information about the nature of collaborative design. A knowledge acquisition technique, concept mapping, was used to achieve an understanding of the role of human factors specialists within the collaborative design process specific to the Air Force's system acquisition program. Results highlight various findings about the nature of design problem solving such as the way different organizational settings influence human factors input in the design process/product. The paper discusses the usefulness of concept mapping to capture in-depth design knowledge and how this type of knowledge complements other approaches to understanding design.


Author(s):  
Stefano Filippi ◽  
Daniela Barattin

Over the years, the increasing importance of interaction issues has suggested involving final users in design teams. This involvement requires a careful reasoning in order to maximize the users’ contribution. The research described in this paper aims at this maximization based on considerations about cognitive processes. The situated FBS framework — an existing tool to describe designers’ reasoning — is exploited to analyze the users and designers’ cognitive processes while they are designing together. The quantification of the cognitive effort allows highlighting and managing peaks, possible further interactions and missing activities. The result is a revised release of the design process, with a redistribution of the effort, an enhancement of the user-designer dialogue and the introduction of a new activity.


Author(s):  
Sultan Alyahya ◽  
Ohoud Almughram

Abstract The integration of user-centered design (UCD) activities into agile information systems development has become more popular recently. Despite the fact that there are many ways the merging of UCD activities into agile development can be carried out, it has been widely recognized that coordinating design activities with development activities is one of the most common problems, especially in distributed environments where designers, developers and users are spread over several sites. The main approach to coordinate UCD activities with distributed agile development is the use of informal methods (e.g. communication through using video conference tools). In addition to the temporal, geographical and socio-cultural barriers associated with this type of methods, a major limitation is a lack of awareness of how UCD activities and development activities affect each other. Furthermore, some agile project management tools are integrated with design platforms but fail to provide the necessary coordination that helps team members understand how the design and development activities affect their daily work. This research aims to support the effective management of integrating UCD activities into distributed agile development by (i) identifying the key activity dependencies between UX design teams and development teams during distributed UCD/agile development and (ii) designing a computer-based system to provide coordination support through managing these activity dependencies. In order to achieve these objectives, two case studies are carried out. Our findings revealed 10 main dependencies between UCD design teams and development teams as shown by six types of activity. In addition, the participatory design approach shows that developing a computer-based system to manage seven of these selected dependencies is achievable.


2021 ◽  
Vol 1 ◽  
pp. 1373-1382
Author(s):  
Avril Thomson ◽  
Hilary Grierson

AbstractThe paper reports on a study that aims to gain an understanding of how senior engineering design students engage and attain throughout the various stages of the design process during a major design project. Following a literature review it sets out to answer 3 main research questionsQ1. Do students engage more with certain stages of the design process during major project work?;Q2. Do students attain better during certain phases of the design process during major project ?Q3. Is there a difference in this attainment between year groups of the same degree programme ?The methodology adopted employs an analysis of marks and an online questionnaire to collect data. Patterns and trends in how senior BEng and MEng Product Design Engineering students engage and attain within the design process are presented, identified and discussed and in turn used to inform reflection on the research questions set.


Author(s):  
Lisa A. Dixon ◽  
Jonathan S. Colton

Abstract Preceding research on the re-design process focused on the development and verification of an Anchoring and Adjustment design process model. Compared to the existing, predominantly top-down, models, this new model was tailored specifically to describe designers’ approaches to re-design tasks. Building upon that work, this paper presents an evaluation of a re-design process strategy that is based on the key elements identified in the Anchoring and Adjustment model (a general pattern for re-design activities and two evaluation metrics). The overall goal was to formulate an efficient and effective process management strategy unique to re-design activities. Data were collected from three industry re-design projects for the evaluation. First, an analysis of the data confirmed that the pattern of design activities and evaluation metrics used by the company’s designers could be mapped onto those that comprise the Anchoring and Adjustment model. Second, the analysis of the data suggested that with additional formalization — based on an anchoring and adjustment approach — the company’s current process management technique could provide more accurate feedback to the designers for the more efficient and effective management of their re-design processes. One of the industry case studies is detailed to illustrate the research results and conclusions.


Author(s):  
Meisha Rosenberg ◽  
Judy M. Vance

Successful collaborative design requires in-depth communication between experts from different disciplines. Many design decisions are made based on a shared mental model and understanding of key features and functions before the first prototype is built. Large-Scale Immersive Computing Environments (LSICEs) provide the opportunity for teams of experts to view and interact with 3D CAD models using natural human motions to explore potential design configurations. This paper presents the results of a class exercise where student design teams used an LSICE to examine their design ideas and make decisions during the design process. The goal of this research is to gain an understanding of (1) whether the decisions made by the students are improved by full-scale visualizations of their designs in LSICEs, (2) how the use of LSICEs affect the communication of students with collaborators and clients, and (3) how the interaction methods provided in LSICEs affect the design process. The results of this research indicate that the use of LSICEs improves communication among design team members.


2021 ◽  
Vol 24 (2) ◽  
pp. 1775-1780
Author(s):  
Carlos Glez-Morcillo ◽  
Victor Martin ◽  
David Vallejo Fernandez ◽  
Jose Castro-Schez ◽  
Javier Albusac

Graphic design is the process of creating graphics to meet specific commercial needs based on knowledge of layout principles and esthetic concepts. This is usually an iterative trial and error process which requires a lot of time even for expert designers. This expert knowledge can be modelled, represented and used by a computer to perform design activities. This paper describes a novel approach named Gaudii (standing for "Intelligent Automated Graphic Design Generator") which utilizes principles and techniques known from the fields of Evolutionary Computation and Fuzzy Logic to automatically obtain design elements. Experimental results that demonstrate the potential of the proposed approach are presented in the area of poster design.


Author(s):  
Marierose Van Dooren ◽  
Valentijn Visch ◽  
Renske Spijkerman ◽  
Richard Goossens ◽  
Vincent Hendriks

Personalization, the involvement of stakeholders in the design process, is often applied in serious game design for health. It is expected to enhance the alignment of a game to the preferences and capacities of the end-user, thereby increasing the end-user’s motivation to interact with the game, which finally might enhance the aimed-for health effects of the game. However, the nature and effect of personalization have never been systematically studied, making assumptions regarding personalization ungrounded. In this literature review, we firstly provide a proposal of our Personalized Design Process-model, where personalization is defined as stakeholder involvement in the Problem Definition-, Product Design- and/or Tailoring Phase. Secondly, we conducted a systematic literature review on this model, focusing on health and its effects. In this review, 62 of the 2579 found studies were included. Analysis showed that a minority of the studies were of methodologically higher quality and some of these tested the health effect by contrasting tailored versus non-tailored games. Most studies involved stakeholders in the Tailoring Design Phase. Therefore, we conclude that involving stakeholders in the Tailoring Phase is valuable. However, to know if personalization is effective in the Product Design- and the Problem Definition Phase, more studies are needed.


Sign in / Sign up

Export Citation Format

Share Document