scholarly journals A Role-Activity-Product Model to Simulate Distributed Design Processes

Author(s):  
Ferdinand W ◽  
Simon K ◽  
Philipp Ring ◽  
Markus Zimmermann
Author(s):  
Kazuya Oizumi ◽  
Kazuhiro Aoyama

Management of product design projects becomes increasingly difficult as the complexity of products increases. For better management of such projects, well-considered preliminary coordination of design processes is essential. This paper proposes a method for coordination in the design process, which comprises two phases: 1) division of the design work into smaller tasks and sequencing them and 2) establishment of management activities. To facilitate this coordination, an integrated model of a product, process, and organization is proposed. The division and sequencing of design tasks is based upon analysis of the product model. The method utilizes rational prioritization of design parameters, which means identification of parameters that must be first considered for changes. The resulting design processes can show where coordination among design tasks is needed. This, in turn, implies the necessity of management. It is preferable for a different style of management to be adopted for each part. Here, the importance of management and organizational structure prescribe the style of management that should be adopted. In this paper, two approaches to management are discussed: 1) the formation of a pre-agreement, and 2) integration and after-approval. Throughout the paper, the example of a solar boat design is used to explain how the proposed method works and to demonstrate its feasibility.


Author(s):  
Erich Devendorf ◽  
Kemper Lewis

Time is an asset of critical importance in the design process and it is desirable to reduce the amount of time spent developing products and systems. Design is an iterative activity and a significant portion of time spent in the product development process is consumed by design engineers iterating towards a mutually acceptable solution. Therefore, the amount of time necessary to complete a design can be shortened by reducing the time required for design iterations or by reducing the number of iterations. The focus of this paper is on reducing the number of iterations required to converge to a mutually acceptable solution in distributed design processes. In distributed design, large systems are decomposed into smaller, coupled design problems where individual designers have control over local design decisions and seek to satisfy their own individual objectives. The number of iterations required to reach equilibrium solutions in distributed design processes can vary depending on the starting location and the chosen process architecture. We investigate the influence of process architecture on the convergence behavior of distributed design systems. This investigation leverages concepts from game theory, classical controls and discrete systems theory to develop a transient response model. As a result, we are able to evaluate process architectures without carrying out any solution iterations.


Author(s):  
Camilo POTOCNJAK-OXMAN

Stir was a crowd-voted grants platform aimed at supporting creative youth in the early stages of an entrepreneurial journey. Developed through an in-depth, collaborative design process, between 2015 and 2018 it received close to two hundred projects and distributed over fifty grants to emerging creatives and became one of the most impactful programs aimed at increasing entrepreneurial activity in Canberra, Australia. The following case study will provide an overview of the methodology and process used by the design team in conceiving and developing this platform, highlighting how the community’s interests and competencies were embedded in the project itself. The case provides insights for people leading collaborative design processes, with specific emphasis on some of the characteristics on programs targeting creative youth


2016 ◽  
Vol 11 (1) ◽  
pp. 34
Author(s):  
Maral Babapour Chafi

Designers engage in various activities, dealing with different materials and media to externalise and represent their form ideas. This paper presents a review of design research literature regarding externalisation activities in design process: sketching, building physical models and digital modelling. The aim has been to review research on the roles of media and representations in design processes, and highlight knowledge gaps and questions for future research.


Author(s):  
Irmiah Nurul Rangkuti ◽  
Harun Sitompul ◽  
Naeklan Simbolon

Abstrak: Penelitian ini bertujuan untuk: (1) menghasilkan media video pembelajaran rias karakter yang layak digunakan, mudah dipelajari mahasiswa dan dapat dipakai untuk pembelajaran individual, (2) mengetahui keefektivitasan media video pembelajaran rias karakter yang dikembangkan pada materi rias karakter. Penelitian pengembangan yang menggunakan model produk Borg dan Gall yang dipadu dengan model pengembangan pembelajaran Dick dan Carey. Hasil penelitian menunjukkan: (1) media video pembelajaran layak digunakan dalam pembelajaran rias karakter pada program studi pendidikan tata arias universitas negeri medan, (2) terdapat perbedaan yang signifikan antara hasil belajar mahasiswa yang dibelajarkan dengan menggunakan media video pembelajaran rias karakter dengan hasil belajar mahasiswa yang dibelajarkan dengan menggunakan media belajar buku teks. Hal ini ditunjukkan dengan hasil pengolahan data (thitung=3,285 )pada taraf signifikansi ɑ = 0,05 dengan dk 56 diperoleh (ttabel = 1,67 ), sehingga (thitung > ttabel), efektivitas penggunaan media video pembelajaran rias karakter = 80,46%. Hasil belajar kelompok mahasiswa yang dibelajarkan tanpa menggunakan media video pembelajaran rias karakter sebesar 71,72%. Dari data ini membuktikan bahwa penggunaan media video pembelajaran rias karakter lebih efektif dalam meningkatkan kompetensi dan pengetahuan mahasiswa pada pembelajaran rias karakter dari pada tanpa menggunakan media video pembelajaran. Kata Kunci: media video pembelajaran, rias karakte, pendidikan tata rias Abstract: This study aims to: (1) produce a suitable use of character makeup learning video media, easy for students to learn and can be used for individual learning, (2) to find out the effectiveness of media character makeup learning videos developed in character makeup material. Development research using the Borg and Gall product model combined with the learning development model of Dick and Carey. The results of the study showed: (1) learning video media is feasible to use in character makeup learning in the field state university education education program, (2) there are significant differences between student learning outcomes learned using the character makeup video learning media with student learning outcomes which was learned by using media learning textbooks. This is indicated by the results of processing data (tcount = 3.285) at the significance level ɑ = 0.05 with dk 56 obtained  (ttable = 1.67), so that (tcount> t table), effectiveness of using media character makeup learning videos = 80.46%. The learning outcomes of the group of students who were taught without using the character makeup learning video media amounted to 71.72%. From these data prove that the use of character makeup learning video media is more effective in increasing students' competence and knowledge in character makeup learning than without using learning video media. Keywords: learning video media, character makeup, makeup education


Author(s):  
Olga Olegovna Eremenko ◽  
Lyubov Borisovna Aminul ◽  
Elena Vitalievna Chertina

The subject of the research is the process of making managerial decisions for innovative IT projects investing. The paper focuses on the new approach to decision making on investing innovative IT projects using expert survey in a fuzzy reasoning system. As input information, expert estimates of projects have been aggregated into six indicators having a linguistic description of the individual characteristics of the project type "high", "medium", and "low". The task of decision making investing has been formalized and the term-set of the output variable Des has been defined: to invest 50-75% of the project cost; to invest 20-50% of the project cost; to invest 10-20% of the project cost; to send the project for revision; to turn down investing project. The fuzzy product model of making investment management decisions has been developed; it adequately describes the process of investment management. The expediency of using constructed production model on a practical example is shown.


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