Collaborative Mixed-Reality Environment to Support the Industrial Product Development

Author(s):  
Giandomenico Caruso ◽  
Samuele Polistina ◽  
Monica Bordegoni

The paper describes a collaborative Mixed-Reality (MR) environment to support the product design assessment. In particular, we have developed a collaborative platform that enables us to improve the design and the evaluation of cars interior. The platform consists of two different systems: the 3D Haptic Modeler (3DHM) and the Mixed Reality Seating Buck (MRSB). The 3DHM is a workbench that allows us to modify the 3D model of a car dashboard by using a haptic device, while the MRSB is a configurable structure that enables us to simulate different driving seats. The two systems allow the collaboration among designers, engineers and end users in order to get, as final result, a concept design of the product that satisfies both design constraints and end users’ preferences. The usability of our collaborative MR environment has been evaluated by means of some testing sessions, based on two different case studies, with the involvement of users.

Author(s):  
Aybüke Aurum ◽  
Oya Demirbilek

As we enter the third millennium, many organizations are forced to constantly pursue new strategies to differentiate themselves from their competitors. Examples include offering customers streams of new products and services, as well as continuously seeking to improve productivity, services and the effectiveness of product design, development and manufacturing processes. Consequently, new concepts, approaches and tools are emerging quickly as the globalization trend expands across the world. Product complexity, pressures to reduce production cycle time, the need for stakeholders’ contributions and multinational company as well as consumer requirements create the demand for sophisticated multi-designer collaborative virtual environments where product design can be shared and acted upon (Kunz, Christiansen, Cohen, Jin, & Levitt, 1998; Ragusa & Bochanek, 2001; Anderson, Esser & Interrante, 2003). Thus, researchers and practitioners recognize that collaboration is an essential aspect of contemporary, professional product design and development activities. The design process is collaborative by nature. Collaborative design fosters participation of stakeholders in any form during the design process. The design of a successful product is dependent on integrating information and experiences from a number of different knowledge domains. These domains include consumer (end-user) requirements, industrial designers’ professional design skills as well as manufacturers’ needs. This results in a product that performs at a functional as well as aesthetic level and that can be manufactured by the right process at the right price. End-user involvement is essential to product design, since products that do not achieve consumer satisfaction or meet consumer needs are doomed to fail (Schultz, 2001). Accurate understanding of user needs is an essential aspect in developing commercially successful products (Achilladelis, 1971). Hence, it is very important for industrial designers to gather the end-users’ needs and incorporate them into their designs. The involvement of manufacturers in the initial stages of the domestic product design process can lead to a dramatic reduction in a product’s development lifecycle time, also facilitating the coordination of the purchasing and engineering functions (Bochanek & Ragusa, 2001; Demirbilek, 2001). The increasing complexity of artifacts and the globalization of product development are changing research methodologies and techniques. A prime example of this includes the application of a virtual collaborative design environment (VCDE) for product design and manufacturing. This article focuses on the concept of virtual collaborative design. It describes a research effort to investigate cross-cultural collaboration in product development using online applications for domestic product design. The aim of this research is to investigate issues related to the virtual collaborative design (VCD) process, and to bring an understanding of stakeholder needs during the collaborative design process as well as to improve the relationships between end-users, designers and manufacturers. The article presents findings based on a survey study conducted with four different potential stakeholders: representatives of consumers, software designers, industrial designers and manufacturers.


Author(s):  
Stefania Castellani ◽  
Jean-Luc Meunier ◽  
Frederic Roulland

We are interested in supporting users in a real world application, that of troubleshooting malfunctioning office devices, such as printers or copiers. Basing upon findings from case studies of troubleshooting activities that we conducted, we are constructing a Mixed Reality troubleshooting system. The system allows end-users to try to solve the problem they are experiencing with the device by themselves, with online support available on the device, or by collaborating with a remote troubleshooter. The architecture of the system is centered on a 3D representation of the device augmented with status data of the actual device coming from its internal sensors. The 3D representation is provided to the end-users on the device screen and to the remote troubleshooters on their desktops and it offers a number of means to interact with it providing help for troubleshooting the device. The main purpose of this paper is to illustrate a new interaction mode with the virtual representation for the end-users that we are designing for our system and that is based on the use of a detachable device screen.


2013 ◽  
Vol 29 (1) ◽  
pp. 61-85 ◽  
Author(s):  
Patricia Everaert ◽  
Dan W. Swenson

ABSTRACT This active learning exercise simulates the target costing process and demonstrates how a management theory (goal setting theory) is relevant to a business improvement initiative (target costing). As part of the target costing simulation, student participants work in teams to address a business issue (product development) that moves across functional boundaries. The simulation begins with students learning how to assemble a model truck and calculate its product cost using activity-based costing. Students are then divided into teams and instructed to reduce the truck's cost through a redesign exercise, subject to certain customer requirements and quality constraints. Typically, the teams achieve cost reduction by eliminating unnecessary parts, by using less expensive parts, and by using less part variety. This exercise provides a unique opportunity for students to actively participate in a redesign exercise. It results in student teams creating a wide variety of truck designs with vastly different product costs. The case ends by having a discussion about target costing, goal setting theory, and the implications of the target costing simulation. This simulation contains a number of specific learning objectives. First, students learn how the greatest opportunity for cost reduction occurs during the product design stage of the product development cycle. Second, students see firsthand how design-change decisions affect a product's costs, and the role of the cost information in guiding those decisions. Third, students experience the cross-functional interaction that occurs between sales and marketing, design engineering, and accounting during product development. Finally, this exercise helps students understand the concept of target costing. The simulation is appropriate for undergraduate or graduate management accounting classes. Data Availability:  For more information about this case, contact the first author at [email protected].


2021 ◽  
Vol 1 ◽  
pp. 2691-2700
Author(s):  
Stefan Goetz ◽  
Dennis Horber ◽  
Benjamin Schleich ◽  
Sandro Wartzack

AbstractThe success of complex product development projects strongly depends on the clear definition of target factors that allow a reliable statement about the fulfilment of the product requirements. In the context of tolerancing and robust design, Key Characteristics (KCs) have been established for this purpose and form the basis for all downstream activities. In order to integrate the activities related to the KC definition into product development as early as possible, the often vaguely formulated requirements must be translated into quantifiable KCs. However, this is primarily a manual process, so the results strongly depend on the experience of the design engineer.In order to overcome this problem, a novel computer-aided approach is presented, which automatically derives associated functions and KCs already during the definition of product requirements. The approach uses natural language processing and formalized design knowledge to extract and provide implicit information from the requirements. This leads to a clear definition of the requirements and KCs and thus creates a founded basis for robustness evaluation at the beginning of the concept design stage. The approach is exemplarily applied to a window lifter.


2013 ◽  
Vol 3 (1) ◽  
pp. 18-33 ◽  
Author(s):  
John A. Denholm ◽  
Aristidis Protopsaltis ◽  
Sara de Freitas

This paper reports on a conducted study, measuring the perceptions of post-graduate students on the effectiveness of serious games in the classroom. Four games were used (Project Management Exercise, “Winning Margin” Business Simulation, Management of Change and Management of Product Design and Development) with scenarios ranging from product design to project management. The games might be classified as Team-Based Mixed-Reality (TBMR) games. The games were conducted over the period October 2010 to May 2011and the questionnaires conducted during June 2011. The results, from a sample size of 80 of largely international students, indicated a clear ranking of emotions experienced when participating in the games with “Exciting” outweighing “Apprehensive”, “Bored” and Indifferent”. The majority of students indicated that both “their team winning” and “showing their personal competence” were important to them. However 70% said that working in teams was valuable in itself implying that team-working was a strong element in the conclusion that the games were of value. For all four games, over 60% said that conflict was valuable and over 75% said participating improved their “working in teams” skills. The value of feedback was rated highly, as was improved motivation. Over 60% said that the participation in the games was more useful than lectures on the same topic.


2014 ◽  
Vol 1061-1062 ◽  
pp. 1233-1237 ◽  
Author(s):  
Pâmela Teixeira Fernandes ◽  
Osíris Canciglieri ◽  
Ângelo Márcio Oliveira Sant’Anna

This paper presents the findings of research exploring how designers could to evaluate and insert sustainability requirements in product design during the initial stages of the product development process. It describes the process of development of the method for sustainability consumable goods based from a literature review and explores its application in the development of packaging for cosmetic. The results show that the use of the method may be a promising solution for sustainable projects, providing the insertion of the reasoning for the inclusion of product development oriented to sustainability as a complement to traditional project requirements that existing in the models of product development.


Author(s):  
Jerson Duvan Peñaranda ◽  
Marta Bueno ◽  
Francisco Álvarez ◽  
Patricio David Pérez ◽  
Laura Perezábad

2014 ◽  
Vol 989-994 ◽  
pp. 3208-3211
Author(s):  
Dan Tong Li ◽  
Zheng Zhang ◽  
Jia Wen Deng ◽  
Ming Yu Huang ◽  
Xiao Feng Wan ◽  
...  

The rapid prototyping technology was introduced, including its definition, principle and characteristics. The advantages of rapid prototyping technology in new product development were analyzed. Application of rapid prototyping technology in design of mechanical parts, industrial model, medical model, ceramic products, automobile model and products based on ergonomics was discussed. The feasibility of rapid prototyping technology in product design and the optimization direction was prospected.


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