scholarly journals Intelligent Design of Product Forms Based on Design Cognitive Dynamics and a Cobweb Structure

2021 ◽  
Vol 2021 ◽  
pp. 1-17
Author(s):  
Wenjin Yang ◽  
Jian-Ning Su ◽  
Shutao Zhang ◽  
Kai Qiu ◽  
Xinxin Zhang

Design is a complex, iterative, and innovative process. By traditional methods, it is difficult for designers to have an integral priori design experience to fully explore a wide range of design solutions. Therefore, refined intelligent design has become an important trend in design research. More powerful design thinking is needed in intelligent design process. Combining cognitive dynamics and a cobweb structure, an intelligent design method is proposed to formalize the innovative design process. The excavation of the dynamic mechanism of the product evolution process during product development is necessary to predict next-generation multi-image product forms from a larger design space. First, different design thinking stimulates the information source and is obtained by analyzing the designers’ thinking process when designing and mining the dynamic mechanism behind it. Based on the nonlinear cognitive cobweb process proposed by Francisco and a natural cobweb structure, the product image cognitive cobweb model (PICCM) is constructed. Then, natural cobweb predation behavior is simulated using a stimulus information source to impact the PICCM. This process uses genetic algorithms to obtain numerous offspring forms, and the PICCM’s mechanical properties are the energy loss parameters in the impact information. Furthermore, feasible solutions are selected from intelligent design sketches by the product artificial form evaluation system based on designers’ cognition, and a new product image cognitive cobweb system is reconstructed. Finally, a case study demonstrates the efficiency and feasibility of the proposed approach.

2012 ◽  
Vol 2012 ◽  
pp. 1-13 ◽  
Author(s):  
Yang-Cheng Lin ◽  
Chung-Hsing Yeh ◽  
Chen-Cheng Wang ◽  
Chun-Chun Wei

How to design highly reputable and hot-selling products is an essential issue in product design. Whether consumers choose a product depends largely on their perception of the product image. A consumer-oriented design approach presented in this paper helps product designers incorporate consumers’ perceptions of product forms in the design process. The consumer-oriented design approach uses quantification theory type I, grey prediction (the linear modeling technique), and neural networks (the nonlinear modeling technique) to determine the optimal form combination of product design for matching a given product image. An experimental study based on the concept of Kansei Engineering is conducted to collect numerical data for examining the relationship between consumers’ perception of product image and product form elements of personal digital assistants (PDAs). The result of performance comparison shows that the QTTI model is good enough to help product designers determine the optimal form combination of product design. Although the PDA form design is used as a case study, the approach is applicable to other consumer products with various design elements and product images. The approach provides an effective mechanism for facilitating the consumer-oriented product design process.


Author(s):  
Francesco Montella ◽  
J. P. van Buijtenen

This paper presents a simplified and fast method to evaluate the impact of a single engine component design on the overall performance. It consists of three steps. In the first step, an engine system model is developed using available data on existing engines. Alongside the cycle reference point, a sweep of operating points within the flight envelop is simulated. The engine model is tuned to match a wide range of conditions. In the second step, the module that contains the engine component of interest is analyzed. Different correlations between the component design and the module efficiency are investigated. In the third step, the deviations in efficiency related to different component configurations are implemented in the engine baseline model. Eventually, the effects on the performances are evaluated. The procedure is demonstrated for the case of a two-spool turbofan. The effects of tip leakage in the low pressure turbine on the overall engine performance are analyzed. In today’s collaborative engine development programs, the OEMs facilitate the design process by using advanced simulation software, in-house available technical correlations and experience. Suppliers of parts have a limited influence on the design of the components they are responsible for. This can be rectified by the proposed methodology and give subcontractors a deeper insight into the design process. It is based on commercially available PC engine simulation tools and provides a general understanding of the relations between component design and engine performance. These relations may also take into account of aspects like production technology and materials in component optimization.


Author(s):  
Stephanie C. Thompson ◽  
Christiaan J. J. Paredis

Although recent work in Decision-Based Design (DBD) recognizes the need for an enterprise perspective in which the expected net revenue is the primary driver of utility, for the overwhelming majority of contributions in the DBD literature, the emphasis in the problem formulation is exclusively on the design artifact. This formulation of DBD problems is too narrow in scope, in that the use of resources during the design and development phase is overlooked. This omission makes it impossible to consider tradeoffs between the design artifact and the design process. In this paper, we reformulate the DBD problem in terms of the design process rather than the artifact. This new formulation more accurately represents the tradeoffs under consideration in an enterprise context and simplifies to the traditional DBD formulation if design phase resource use is assumed to be negligible. As a first step towards establishing this new formulation, a simple example problem is introduced and solved. The example involves a choice between two concepts, with an option to perform an analysis to reduce the uncertainty. Although several simplifying assumptions are made in this work that are not likely to apply in practical design problems, the intent of this work is to qualitatively explore the impact of relaxing some of the assumptions made implicitly in previous work in DBD. These assumptions include ignoring the costs of the design phase as well as the assumption that the value of a particular information source is independent of the ability to gain additional information from subsequent analyses. Solving the design process decision problem in this manner confirms the intuition that an analysis is worth performing only when the cost is low, the quality is high, and there is significant overlap in the predicted utility of the two concepts. In addition, this new DBD formulation is compared to related work in information economics, and we show that the new DBD formulation provides a more comprehensive model of the problem when a sequence of information sources is available.


Author(s):  
Rosie Parnell ◽  
Maria Patsarika

Defining the scope of children, young people, and architecture as a field is an interesting challenge, since architecture draws on the theories and knowledge of a wide range of disciplines to inform its own understandings. Scale also comes into question: architecture can be understood to be strategic as well as haptic; sociocultural and political as well as experiential and material. This article focuses primarily on architecture as design and social process, with a spatial product. Work in this field, as delimited, can be grouped into five areas: children’s spaces as product, the impact of built environment on children, design participation process, appropriation of space, and children’s architectural education. However, architecture as a discipline has not yet created a substantial scholarly body of work on any topic within this field, except perhaps for school design. Work related to children, young people, and architecture exists within Oxford Bibliographies at the scale of the city, neighborhood, and landscape—including school grounds (see the separate Oxford Bibliographies articles in Childhood Studies “Children and the Environment”; “Children’s Geographies”; “Geographies of Children and Childhood”; and “The Spaces of Childhood”. A selection of work addressing the city scale is included here as a context essential to the critical development and understanding of the spatial designer and architectural researcher. The work of historians—primarily centering on schools—is followed by sources that provide An Overview of Children’s Spaces, before moving on to specific Typologies of Space (see also the separate Oxford Bibliographies article in Childhood Studies “Children’s Museums”. The Participation in the Design Process section broadly considers spatial design process with children, where researcher-practitioners from a range of disciplines have made significant contributions. The Impact of the Built Environment on children as occupiers, or “users,” is considered in two separate realms: Health and Well-Being and Academic Performance and Student Behavior. Since the process of creating architecture is here understood to continue beyond design, into inhabitation, children’s creation of space through Appropriation of Space is given separate attention. Finally, the growing subfield of Children’s Architecture Education—or, more broadly, built environment education—is scoped through the few scholarly articles and book chapters that have emerged in recent years. In summary, this is a young field, as reflected in the lack of textbooks, anthologies, and journals dedicated specifically to children, young people, and architecture. There is great potential for architecture, including its design- and practice-based research methods, to make further contributions to understandings of childhood and its relationship to space.


Author(s):  
Jessica Menold ◽  
Timothy W. Simpson ◽  
Kathryn W. Jablokow

Each year, companies spend billions of dollars on product research and design. Studies indicate that anywhere from 40–50% of those resources are wasted on cancelled products or those which yield poor results. The largest sunk cost of product development occurs during the prototyping phase of the design process, yet engineering design research has largely overlooked this pivotal stage in the design process. This study is a portion of a larger project based on a new theoretical framework for prototyping called Prototype for X or PFX. PFX draws from Human-Centered Design (HCD), Design Thinking (DT), and Design for X (DFX) frameworks and methods to enhance the design process and enable designers to prototype more effectively. Among the anticipated impacts of PFX are increases in user satisfaction, technical quality, and manufacturability of end designs. The research described in this paper marks the first step in testing the impact of PFX on final design outcomes. Results from a between-subjects analysis indicate that PFX methods helped increase the desirability, feasibility, and viability of end designs. These results imply that teams introduced to PFX methods produced prototypes that outperformed designs from the control teams across user satisfaction, perceived value, and manufacturability metrics. These results improve our understanding of the prototyping process and highlight the potential impact that structured prototyping methods could have on end designs.


2020 ◽  
pp. 64-65
Author(s):  
Raul Sarrot

How might Designers transcend the barriers to creativity to achieve an ideal state of flow during their Design process? What type of ecosystems and other environmental agents affect their creative mindsets and behaviours during their process? How resilience and mental wellbeing play a role in their work during challenging times? How different cultural environmental backgrounds could play a role in troubleshooting roadblocks for creativity? What are the personal, societal and cultural impacts of recent Covid lockdowns in the Design process and do digital environments affect the ability to sustain a healthy design practice? How having the recent mindset of designing for a globalised world reacts to the reality of being in –and designing from– Aoteroa New Zealand’s safe ‘bubble’? How this new fluid reality could affect the mindset and behaviours of current and future Designers? Tracing parallels between Design education and industry-based practice, Flow is a research project that explores the mindsets and behavious of Designers during their creative process. Particularly, it delves into the Designers’ ecosystems taking into consideration the impact and influence of the different components and the conditions of digital and physical environments both chosen or imposed both in academic world and in industry. Flow goes beyond researching mindsets and behaviours. It also explores what could constitute potential bridges and barriers to creativity and what could ignite or enable positive and productive creative attitudes in Designers. Based on foundational art essays, such as Wassily Kandinsky’s classic ‘Concerning the Spiritual in Art’ and Hundertwasser’s ‘Five Skins’; and blending in points of view of traditional graphic or brand designers (such as Milton Glaser and Michael Bierut) and combining this with Positive Psychology concepts (such as Csikszentmihalyi’s optimal experience) and primary research done specifically by the author, this presentation challenges paradigms and contrasts core design principles and philosophies. It balances the tensions between the individual spark of creativity, the playful serendipity and the ‘inventor’s ligthbulb mindset’ and contrasts it with different creative processes, from the specialist’s apprentice/master craftsmanship model to more contemporary methodologies or techniques such as Design Thinking or Agile and their co-creation, prototyping and iteration modules. This provides the backdrop where mindsets and behaviours and the creativeecosystems are explored. As a piece of research, Flow doesn’t offer final crystalised answers or solutions yet instead poses critical questions and offers an open dialogue with diverse points of view based not only on specific primary and secondary research conducted over the last 5 years by the author yet also feeds from the author’s insights, a designer and academic with 30 years experience of combined practice in academia and industry field-work at a global scale.


Author(s):  
Chahinez Djari ◽  
Abdelmalek Arrouf

AbstractAmong the increasing number of researches about design thinking, several studies, empirically investigate the report between design process and different sources of inspiration. Visualization of Images represents one of the most current stimuli in the architectural design.This work focuses on the link between the active part of design process and images of precedents when visualized by the designer at the beginning of his design activity. It aims to identify and measure the impact of such visualization on the cognitive process of ideation.We use the protocol analysis method. Data are collected through design experiment and coded by the semio-morphic coding scheme. Results show that the visualization of images of precedents enhances the productivity of the ideation process. The process consistency is also improved by the apearence of homogeneous phases. Moreover the ideation process becomes more creative cognitively, by making the genesis of primitive chains of actions faster, easier and similar.Accordingly, this paper communicate the effect of a common practice such images’ visualization on the architectural design process to get insight on the cognitive befits of this practice.


Author(s):  
Jeanne LIEDTKA

The value delivered by design thinking is almost always seen to be improvements in the creativity and usefulness of the solutions produced. This paper takes a broader view of the potential power of design thinking, highlighting its role as a social technology for enhancing the productivity of conversations for change across difference. Examined through this lens, design thinking can be observed to aid diverse sets of stakeholders’ abilities to work together to both produce higher order, more innovative solutions and to implement them more successfully. In this way, it acts as a facilitator of the processes of collectives, by enhancing their ability to learn, align and change together. This paper draws on both the author’s extensive field research on the use of design thinking in social sector organizations, as well as on the literature of complex social systems, to discuss implications for both practitioners and scholars interested in assessing the impact of design thinking on organizational performance.


2009 ◽  
Vol 8 (1) ◽  
Author(s):  
Chalimah .

eamwork is becoming increasingly important to wide range of operations. It applies to all levels of the company. It is just as important for top executives as it is to middle management, supervisors and shop floor workers. Poor teamwork at any level or between levels can seriously damage organizational effectiveness. The focus of this paper was therefore to examine whether leadership practices consist of team leader behavior, conflict resolution style and openness in communication significantly influenced the team member’s satisfaction in hotel industry. Result indicates that team leader behavior and the conflict resolution style significantly influenced team member satisfaction. It was surprising that openness in communication did not affect significantly to the team members’ satisfaction.


2021 ◽  
Author(s):  
Ekaterina Mosolova ◽  
Dmitry Sosin ◽  
Sergey Mosolov

During the COVID-19 pandemic, healthcare workers (HCWs) have been subject to increased workload while also exposed to many psychosocial stressors. In a systematic review we analyze the impact that the pandemic has had on HCWs mental state and associated risk factors. Most studies reported high levels of depression and anxiety among HCWs worldwide, however, due to a wide range of assessment tools, cut-off scores, and number of frontline participants in the studies, results were difficult to compare. Our study is based on two online surveys of 2195 HCWs from different regions of Russia during spring and autumn epidemic outbreaks revealed the rates of anxiety, stress, depression, emotional exhaustion and depersonalization and perceived stress as 32.3%, 31.1%, 45.5%, 74.2%, 37.7% ,67.8%, respectively. Moreover, 2.4% of HCWs reported suicidal thoughts. The most common risk factors include: female gender, nurse as an occupation, younger age, working for over 6 months, chronic diseases, smoking, high working demands, lack of personal protective equipment, low salary, lack of social support, isolation from families, the fear of relatives getting infected. These results demonstrate the need for urgent supportive programs for HCWs fighting COVID-19 that fall into higher risk factors groups.


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