Design Principle Cards: Toolset to Support Innovations With Additive Manufacturing

Author(s):  
Carlye A. Lauff ◽  
K. Blake Perez ◽  
Bradley A. Camburn ◽  
Kristin L. Wood

Abstract Additive manufacturing (AM) continues to play an important role in product development, and many companies are searching for how to best integrate AM into their products, business models, and design processes. Often, AM is integrated into later stages of the design process for products during manufacturing and production. However, there is an opportunity to introduce AM in early-stage design, which could spark new business models and services in addition to re-thinking manufacturing for products. The central research question for this paper is what is an appropriate and useful tool to support innovations with AM early in the design process? Prior work has extracted and validated AM design principles. This paper describes the strategic development of AM Principle Cards from these design principles. The cards are a vehicle for codified AM design principles to be shared and understood in a way that inspires learning, creativity, and AM considerations during the early stages of the design process. They implement a number of best-known practices from an inductive principle-extraction study and literature related to the use of design stimuli, learning theory, design by analogy, and creativity. The AM cards were awarded a Singapore Good Design Award (SG Mark) for 2019. The AM Principle Cards were validated in two studies. In this paper, an ideation study is conducted with 85 designers to elicit feedback about the cards’ effectiveness to explain concepts related to AM and their ability to inspire creativity and new innovations. An additional ideation study was conducted with 61 participants that showed significant improvement in quality and novelty of ideas. The full deck of the final 27 AM Principle Cards is shared for design educators and practitioners to use.

2021 ◽  
Vol 1 ◽  
pp. 2571-2580
Author(s):  
Filip Valjak ◽  
Angelica Lindwall

AbstractThe advent of additive manufacturing (AM) in recent years have had a significant impact on the design process. Because of new manufacturing technology, a new area of research emerged – Design for Additive Manufacturing (DfAM) with newly developed design support methods and tools. This paper looks into the current status of the field regarding the conceptual design of AM products, with the focus on how literature sources treat design heuristics and design principles in the context of DfAM. To answer the research question, a systematic literature review was conducted. The results are analysed, compared and discussed on three main points: the definition of the design heuristics and the design principles, level of support they provide, as well as where and how they are used inside the design process. The paper highlights the similarities and differences between design heuristics and design principles in the context of DfAM.


Author(s):  
Daniela Faas ◽  
Qifang Bao ◽  
Daniel D. Frey ◽  
Maria C. Yang

AbstractThis paper explores the role of a designer's sense of engagement in early stage design. In the field of virtual reality, presence and immersion are standard measures of an individual's sense of engagement and involvement in an activity. High levels of presence might indicate that the designer is highly focused on the work. The central research question is the following: do designers who are more engaged in design activity, as measured by presence and immersive tendency questionnaires, produce better designs? An experiment was conducted to assess presence and immersive tendencies within the context of a hands-on, open-ended design-and-build activity. The results indicated that the designers' sense of immersion and presence ranged widely as well as their sense of frustration and calmness while performing the design activity. It was found that higher levels of presence correlated with either high design performance or low design performance. Lower levels of presence correlated with average design performance. No correlations were found between immersive tendency and design performance. This study suggests that some level of presence can be linked with better design, and it implies that level of presence might serve as an indicator of performance and learning in similar design-and-build activities.


Author(s):  
K. Blake Perez ◽  
Carlye A. Lauff ◽  
Bradley A. Camburn ◽  
Kristin L. Wood

Abstract Additive manufacturing (AM) has matured rapidly in the past decade and has made significant progress towards a reliable and repeatable manufacturing process. The technology opens the doors for new types of innovation in engineering product development. However, there exists a need for a design process framework to efficiently and effectively explore these newly enabled design spaces. Significant work has been done to understand how to make existing products and components additively manufacturable, yet there still exists an opportunity to understand how AM can be leveraged from the very outset of the design process. Beyond end use products, AM-enabled opportunities include an enhanced design process using AM, new business models enabled by AM, and the production of new AM technologies. In this work, we propose the use, adaptation and evolution of the SUTD-MIT International Design Centre’s Design Innovation (DI) framework to assist organizations effectively explore all of these AM opportunities in an efficient and guided manner. We build on prior work that extracted and formalized design principles for AM. This paper discusses the creation and adaptation of the Design Innovation with Additive Manufacturing (DIwAM) methodology, through the combination of these principles and methods under the DI framework to better identify and realize new innovations enabled by AM. The paper concludes with a representative case study with industry that employs the DIwAM framework and the outcomes of that project. Future studies will analyze the effects that DIwAM has on designers, projects, and solutions.


2017 ◽  
Vol 8 (1) ◽  
pp. 53-57 ◽  
Author(s):  
Andrea Taylor ◽  
Tara French ◽  
Sneha Raman

ObjectivesProviding access to hospice services will become increasingly difficult due to the pressures of an ageing population and limited resources. To help address this challenge, a small number of services called Virtual Hospice have been established. This paper presents early-stage design work on a Virtual Hospice to improve access to services provided by a hospice (Highland Hospice) serving a largely remote and rural population in Scotland, UK.MethodsThe study was structured as a series of Experience Labs with Highland Hospice staff, healthcare professionals and patients. Experience Labs employ a participatory design approach where participants are placed at the centre of the design process, helping to ensure that the resultant service meets their needs. Data from the Experience Labs were analysed using qualitative thematic analysis and design analysis.ResultsA number of themes and barriers to accessing Highland Hospice services were identified. In response, an initial set of seven design principles was developed. Design principles are high-level guidelines that are used to improve prioritisation and decision making during the design process by ensuring alignment with research insights. The design principles were piloted with a group of stakeholders and gained positive feedback.ConclusionsThe design principles are intended to guide the ongoing development of the Highland Hospice Virtual Hospice. However, the challenges faced by Highland Hospice in delivering services in a largely remote and rural setting are not unique. The design principles, encompassing digital and non-digital guidelines, or the design approach could be applied by other hospices in the UK or overseas.


Author(s):  
Andrew W. Lo

AbstractFunding for early-stage biomedical innovation has become more difficult to secure at the same time that medical breakthroughs seem to be occurring at ever increasing rates. One explanation for this counterintuitive trend is that increasing scientific knowledge can actually lead to greater economic risk for investors in the life sciences. While the Human Genome Project, high-throughput screening, genetic biomarkers, immunotherapies, and gene therapies have made a tremendously positive impact on biomedical research and, consequently, patient lives, they have also increased the cost and complexity of the drug development process, causing many investors to shift their assets to more attractive investment opportunities. This suggests that new business models and financing strategies can be used to reduce the risk and increase the attractiveness of biomedical innovation so as to bring new and better therapies to patients faster.


2021 ◽  
pp. 62-77
Author(s):  
Negar Kalantar ◽  
Alireza Borhani

After sufficient consideration for the proper balance between material and formal constraints, this chapter describes a pedagogical approach that transforms the education of future architects through a 'form-finding' method, allowing the material to accommodate itself to form and celebrate its own nature. To enhance pedagogical improvement of foundational studies in architecture and further explore this pedagogy based on form-finding in early design education, this chapter also presents the challenges to integrating materiality within the design process, as derived from the incorporation of experimental form-finding methods into early-stage design.


Author(s):  
Catherine Elsen ◽  
Anders Häggman ◽  
Tomonori Honda ◽  
Maria C. Yang

Sketching and prototyping of design concepts have long been valued as tools to support productive early stage design. This study investigates previous findings about the interplay between the use and timing of use of such design tools. This study evaluates such tools in the context of team design projects. General trends and statistically significant results about “sketchstorming” and prototyping suggest that, in certain constrained contexts, the focus should be on the quality of information rather than on the quantity of information generated, and that prototyping should begin as soon as possible during the design process. Ramifications of these findings are discussed in the context of educating future designers on the efficient use of design tools.


2010 ◽  
pp. 444-469
Author(s):  
Carina Ihlström Eriksson ◽  
Thomas Kalling ◽  
Maria Åkesson ◽  
Tobias Fredberg

This article presents the consumer view of an innovative m-service, that is, the e-newspaper, which is published for a mobile reading device equipped with an e-paper display. The research question of this article is: What are the implications of the consumer view of future m-service innovation on business models? In this article, we present empirical results from an online survey with 3,626 respondents representing the consumer view. The factor analysis revealed three aspects of consumer preferences, that is, Ubiquitous access, Prestige of news source and Local anchorage and advertising. These were then correlated with media behavior and e-newspaper preferences to indicate three possible market segments. We then discuss the implications that these consumer views could have on developing new business models, followed by a comparison to earlier research. Finally, we propose an integrated e-newspaper business model framework consisting of three models, ubiquitous, local, and prestige.


2021 ◽  
Vol 1 ◽  
pp. 333-344
Author(s):  
Pascal Schmitt ◽  
Stefan Zorn ◽  
Kilian Gericke

AbstractAdditive manufacturing offers several potentials such as the freedom of design, part consolidation, function integration, or time and cost-savings. These potentials make AM interesting for industries such as aerospace, automotive and medical implants, and are also seen as enables for the creation of entirely new business models. Additive manufacturing has the potential to change the current manufacturing landscape substantially and has attracted much attention of industry and academia over the last decades.However, these developments require improvements concerning the technology itself and its successful implementation into the value creation chain. Driven by the promising market opportunities and upcoming technological developments, many research activities started.This paper presents a literature review of publications from the last 20 years. Based on this analysis, the evolution of the AM research landscape is portrayed. The research landscape is organised into four areas: machine and process, material, digital process chain and methodology. The paper summarises developments in each of these areas and concludes by presenting current and discussing future research topics.


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