Conceptual Design Methods for New Aircraft Generators

Author(s):  
Steven M. Iden ◽  
Kevin Yost ◽  
Michael von Spakovsky ◽  
Darcy L. Allison
2015 ◽  
Vol 18 (6) ◽  
pp. 549-567 ◽  
Author(s):  
Robert E. Thompson ◽  
John M. Colombi ◽  
Jonathan Black ◽  
Bradley J. Ayres

Author(s):  
Ilayda Ozer ◽  
Zuhal Erden

AbstractSocial robots are in direct communication and interaction with people, thus it is important to design these robots for different needs of individuals or small groups. This has revealed the need to develop design methods for personalized or mass-individualized social robots, which are expected to respond to many different needs of people today and in the future. In this paper, a previously developed 3D DSM model is implemented in the systematic conceptual design of social robot families. The model is independent of any physical elements and based on behavioural elements as perception, cognition and motoric action. The data regarding 45 different social robots from 80 articles in the literature is used to identify these three behaviours of the existing social robots and the mutual relationships among these different behaviours are defined in order to develop a 3D DSM structure to be used as a basis for designing social robot families. The resulting novel 3D DSM is a general-purpose, basic model that can be used to identify behavioural modules to design social robot families.


Author(s):  
ABRAM WEAS ◽  
MATTHEW CAMPBELL

The method known as the analysis of interconnected decision areas (AIDA) has been in use for nearly 40 years, but has made little headway into engineering design. This paper describes an implementation of AIDA that is useful to engineering designers wishing to combine the solution principles of various subfunctions within a product in new ways. Traditionally, the method is used to understand how one decision affects the options available to other decisions in a large-scale project. The method is to be used interactively with designers participating in a brainstorming session so that ideas are added to AIDA and immediately combined with other compatible ideas. The existing implementation has been tested in a classroom setting in which upper level undergraduates have successfully used the AIDA method along with numerous of design methods to solve conceptual design problems.


2010 ◽  
Vol 118-120 ◽  
pp. 697-706
Author(s):  
S. Kaur ◽  
Glen Mullineux ◽  
Jason Matthews

Many previous researchers have shown design to be essentially the process of negotiating and resolving constraints. This has lead to a multitude of different design methods and approaches purely based on constraints; much of this work has concentrated on the late conceptual and embodiment phases of the design activity. The work presented in this paper has shown initial investigations into expanding these approaches to the earliest stages of the conceptual phase. The research has reviewed previous academic work, and the current approaches and understanding of designers working in the automotive domain. The findings of this research are presented and analysis given.


Author(s):  
I. Chiu ◽  
L. H. Shu

We have been studying the effects of language stimuli on design concept creativity. We are motivated to study language and design because of the established relationship between language and cognitive processes central to design such as reasoning. As creativity is an important measure of design, many design methods use stimuli with the aim of increasing concept creativity. Language relationships such as the opposition relationship provide a systematic method of generating non-obvious stimuli that may increase concept creativity. In this paper, we summarize and discuss two experiments where participants used oppositely related and similarly related word stimuli in conceptual design. We found that designers using oppositely related word stimuli developed more novel concepts. We also observed that opposite stimuli elicited designer behaviours that may encourage creative concepts. These results suggest that opposite stimuli is a practical method for encouraging creative design.


1970 ◽  
Author(s):  
E.G. Stevens ◽  
P.D. Cohn ◽  
R.J. Jackson ◽  
D.C. Kolesar ◽  
C.L. Mohr ◽  
...  

Author(s):  
Indradeep Kumar

The design methods based on aerospace model have been widely used in aircraft conceptual design for decades and proven very effective when restricted to simple problems with very approximate analyses. These monolithic, large, design and analysis codes are genuinely multidisciplinary, but as analyses become more complex, such codes have grown so large as to be incomprehensible and hence difficult to maintain. This chapter deals with the computational modeling of nanoparticles. Nanomaterials constitute a prominent sub-discipline in the materials and chemical sciences. Conventional materials like glass, ceramic, metals, polymers, or semiconductors can be acquired with nanoscale proportions. Nanomaterials have various microstructural distinctive attributes such as nanodiscs, nanotubes, nanocoatings, quantum dots, nanocomposites, and nanowires. The unique properties of nanoparticle-based materials and devices depend directly on size and structure dependent properties.


Author(s):  
Michele Fumarola ◽  
Jan-Paul van Staalduinen ◽  
Alexander Verbraeck

Simulation games have often been found useful as a method of inquiry to gain insight in complex system behavior and as aids for design, engineering simulation and visualization, and education. Designing simulation games are the result of creative thinking and planning, but often not the result of a rigorously applied design method. Design methods can be used to structure the creative process. The specific types of games we chose for studying design methods are simulation games focused on information-intensive domains, of which logistics management is an example. Our new design method takes into account the information intensiveness of the domain. The design method incorporates enterprise information management, simulation model design, and instructional design. The design method we propose uses ten steps in designing a simulation game: the first five for making a conceptual design and the final five for using the conceptual design as a basis for the simulation game. Iterative cycles are added to improve intermediate results. This paper discusses the design method and presents two different case studies. The first case study helped in developing the design method, while the second case study served for assessment and improvement.


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