scholarly journals New Prototype Design Process: Integrating Designing Around Existing Patents and the Theory of Inventive Problem-Solving

2020 ◽  
Author(s):  
Lee king-lien ◽  
Chih-Hsiung Ku ◽  
Chao-Chia heng
Author(s):  
David G. Ullman ◽  
Thomas G. Dietterich ◽  
Larry A. Stauffer

This paper describes the task/episode accumulation model (TEA model) of non-routine mechanical design, which was developed after detailed analysis of the audio and video protocols of five mechanical designers. The model is able to explain the behavior of designers at a much finer level of detail than previous models. The key features of the model are (a) the design is constructed by incrementally refining and patching an initial conceptual design, (b) design alternatives are not considered outside the boundaries of design episodes (which are short stretches of problem solving aimed at specific goals), (c) the design process is controlled locally, primarily at the level of individual episodes. Among the implications of the model are the following: (a) CAD tools should be extended to represent the state of the design at more abstract levels, (b) CAD tools should help the designer manage constraints, and (c) CAD tools should be designed to give cognitive support to the designer.


Author(s):  
Masaharu Yoshioka ◽  
Tetsuo Tomiyama

Abstract Most of the previous research efforts for design process modeling had such assumptions as “design as problem solving,” “design as decision making,” and “design by analysis,” and did not explicitly address “design as synthesis.” These views lack notion and understanding about synthesis. Compared with analysis, synthesis is less understood and clarified. This paper discusses our fundamental view on synthesis and approach toward a reasoning framework of design as synthesis. To do so, we observe the designer’s activity and formalize knowledge operations in design processes. From the observation, we propose a hypothetical reasoning framework of design based on multiple model-based reasoning. We discuss the implementation strategy for the framework.


Author(s):  
Xinwei Zhang ◽  
◽  
Jin Wang ◽  
Jinsong Xiao ◽  
Guodong Lu ◽  
...  

The kinetic sculpture is an important aspect of modern urban landscapes and installation art. However, designing such a sculpture needs much time, imagination, engineering knowledge and even rework, which restrains iterations of design and imagination of artists. To allow designers to have a holistic perspective in design, and to simplify and accelerate the design process, we proposed a system to assist designers to build kinetic sculpture digital prototypes from sketches rapidly. The system simplifies the design pipeline as sketch processing, skeleton generation, unit assignment, and motion simulation. Different from other design tools, our system liberates designers from detailed modeling and animation. Therefore, they can focus on perfecting visual effects. User cases show that our system can spark the creativity and accelerate design process both for professional and inexperienced designers, and can generalize the pipeline to other kinetic applications.


Author(s):  
Darius Mehri

The author worked in the research and design department at a large Toyota company in the late 1990s and experienced an innovative process where engineers worked in tightly knit groups where monitoring, the informal hierarchy and dependence resulted from an emphasis on collective work. In the approach to innovation during the design process, the Toyota engineers were found to engage in an inductive process that placed an emphasis on the concrete and an orientation toward the field as a result of an approach that relied on experience based knowledge. The use of tacit and explicit knowledge is discussed within the context of the design process and the author finds that explicit knowledge dominates the improvement of productivity and organizational learning. The latest research in the sociology of culture and cultural psychology is used to highlight the cognitive approach to problem solving during the innovative process.


Author(s):  
Lauma Veita

In the 21st century design thinking or problem-solving methodology has obtained a wide response in product development and service provision. It is a way of thinking which takes us to changes. Currently, in Latvia the schools which implement vocational secondary education art and design education programmes and also vocational orientation education programmes in art and design area have obtained the broadest experience in design acquisition. Taking into account the significance of problem-solving in learners’ development, design has been included in the comprehensive education content. Teachers need a new skill – to organize the design process so that their pupils would acquire problem-solving skills in a practical action. How have the teachers organized the design process? What learning methods have been applied? How is the design thinking developed? Goal analyse theoretical knowledge in design thinking and teachers’ experience of learning technologies in design acquisition which has been acquired in art education of vocational orientation. The Latvian National Culture Centre has compiled the experience of art teachers in methodological material “No Tēla līdz dizainam. Putns” (“From Image to Design. Bird”), it can look at 24 individual or pedagogical workgroup design process methodology for primary school pupils. Using designer IDEO group 3 I model – Inspiration, Ideation, Implementation, in the methodological material, development of design thinking has been described with 10 different techniques. The author’s analysis conveys the possible competences, what knowledge and skills pupils acquire in the design process, what techniques and methods the teacher applies in the learning process in design acquisition. The methodological material used in the research is one of the first for elementary school pupils’ design thinking development in Latvia, it enables us to identify problems and needs for school teachers. 


2016 ◽  
Author(s):  
Amanda Visconti

This whitepaper offers an analytic discussion of the process and productfor Amanda Visconti's dissertation "How can you love a work, if you don'tknow it?": Critical Code and Design toward Participatory Digital Editions (dr.AmandaVisconti.com). The introductory section proposes a speculativeexperiment to test digital edition design theories: "What if we build adigital edition and invite everyone? What if millions of scholars,first-time readers, book clubs, teachers and their students show up andannotate a text with their infinite interpretations, questions, andcontextualizations?". Approaching digital editions as Morris Eaves'"problem-solving mechanism"s, the project designed, built, and user-testeda digital edition of James Joyce’s Ulysses with various experimentalinterface features: InfiniteUlysses.com. Three areas of research advancedthrough the project are presented: designing public and participatoryedition projects, and whether critical participation is necessary to suchprojects; designing digital edition functionalities and appearance to servea participatory audience, and what we learn about such an endeavor throughInfinite Ulysses' user experience data; and separating the values oftextual scholarship from their embodiments to imagine new types of edition.A review of theoretical and built precedents from textual scholarship,scholarly design and code projects, public and participatory humanitiesendeavors, and theories around a digital Ulysses grounds the report,followed by an overview of the features of the Infinite Ulyssesparticipatory digital edition. Section 2 discusses existing examples ofpublic participation in digital humanities (DH) projects, Section 3 focuseson digital editions and the design process, Section 4 reimagines thedigital edition by separating textual scholarship values from the commonembodiments of these values, and the conclusion sums up the interventionsof this project and lists next steps for continuing this research. Abibliography and appendices (full texts of user surveys, explanation ofproject's dissertational format, wireframes and screenshot from throughoutthe design process) conclude the report.


2019 ◽  
Vol 15 (1) ◽  
pp. 79-96 ◽  
Author(s):  
Maria Svensson ◽  
Katharina Dahlbäck ◽  
Ann-Marie Von Otter

The aim of this study is to contribute with knowledge about children’s practical work and communication in a technology-related problem solving activity, based on a fairy tale. More research about technology in preschool is needed, especially concerning children’s knowledge in relation to the technology (design) process. The study was conducted in a pre-school with two pre-school teachers. Children’s problem solving activities was documented by video recordings on four occasions. The results showed that the children worked with most parts in the technology process. The fairy tale contextualized the problem, sketches were used to communicate ideas and children’s solutions were inspired by the story as well as their experiences from everyday life. Combining the known (the fairy tale) and the unknown (the technology content) proves to be fruitful when solving a technology-related problem where imagination, knowledge and experience is required. 


Author(s):  
Damien Motte ◽  
Per-Erik Andersson ◽  
Robert Bjärnemo

Many specific and precise methods that support the mechanical engineering designer’s work during the conceptual design phase exist, while only a few general methods address the embodiment design and detail design phases. Our study presents the pattern of the designer’s problem-solving activity during the later phases of the design process. This model is in-tended to serve as a basis for further development of tools and methods directly oriented towards the de-signer at work in these stages of the design process. The descriptive model presented here is developed through observations of six designers at work in con-trolled experiments, and follows a previous study published elsewhere.


Author(s):  
David Kellmeyer ◽  
Glenn A. Osga

Usability testing is a well known method for obtaining user feedback during the design process, Dumas & Redish (1993), Gomoll (1996), Halgren & Smilowitz (1997), Treu (1994). Testing has been a continuous aspect of the Multimodal Watchstation (MMWS) conceptual design process with different usability testing techniques having been used through various portions of the design. Early cognitive walkthrough evaluation helped to focus design efforts toward complex or contusing portions of the interface. Lo-fidelity prototype design and testing then focused on improving these portions on an individual basis. Once satisfied, hi-fidelity prototype testing was used to determine how time and interaction workload affected performance. This paper presents the various usability techniques used throughout the design process, with some key results from each technique, including a discussion of project resource investment for various design prototypes. Results indicate that utilizing various usability testing techniques provides both time and cost effective answers throughout all stages of conceptual design.


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