bluuebunny/crossref_metadata_2025 huggingface dataset:
DESIGN FOR X: ENABLING THE REUSE OF SPACE HARDWARE?
Authors: Weiss Bernd Michael , Öhrwall Rönnbäck Anna , Laufer René , Clauss Margot
Published: June 2023

With a growing number of objects in space, the pressure to be sustainable and more efficient with resources is increasing. Driven by technological advancements, the reuse of space hardware becomes feasible and viable as alternative to spacecraft end-of-life disposal. Reuse of space hardware promises benefits in areas like mitigating space debris risks, cost reductions, and environmental sustainability on Earth and in space. However, challenges related to the space environment, like micro gravity, unknown changes due to radiation, and the energy requirements to perform maneuvers in space must be addressed in order to enable spacecraft reusability. Nonetheless, reuse of space hardware is an important objective related to long-term space exploration with implications on the human expansion into space. This paper investigates the requirements for reusability of spacecraft and if circular economy strategies can support implementing reusability for spacecraft. Based on the finding of expert interviews, it argues for design as a key enabler. It introduces design for X, design for circularity, and design for reusability, and explores how reusability of space hardware implies the need to include the space environment in design decisions.
DESIGN THINKING IN DATA-INTENSIVE HEALTHCARE IMPROVEMENT: LESSONS FROM A PERIOPERATIVE CASE STUDY
Authors: Stubbs Daniel James , Bashford Thomas Henry , Clarksons Peter John
Published: June 2023

Healthcare generates vast quantities of ‘routinely collected’ data that is recognised as a valuable substrate to drive improvement. Realising this benefit however, requires the sequential distillation of new knowledge before analytical findings are used to inform real-world change. This dichotomy requires the combination of techniques from data science (to derive meaningful knowledge) and improvement (to deliver change). Recognising this transdisciplinary need and the complexity of modern healthcare, we developed an improvement project to incorporate a ‘systems approach’ into the analysis of pseudonymised perioperative data for the purpose of redesigning the systems that deliver surgical care to older patients. This required the development of novel mixed-methods workflows combining tools used to realise a systems approach in practice and to support meaningful analysis, and to translate these findings towards ‘better’ care systems. This paper recounts the incorporation of these tools into ‘dataintensive improvement’ and reflects on the relevance of design thinking to improve the conduct of the necessary data science to achieve our ultimate aim, using data to improve services for older surgical patients.
DESIGNING BUSINESS MODELS FOR A CIRCULAR ECONOMY
Authors: Scholtysik Michel , Rohde Malte , Koldewey Christian , Dumitrescu Roman
Published: June 2023

The megatrend sustainability will significantly change the future value creation of manufacturing companies. Their current linear value creation models need to change to conform to the requirements of sustainability. To face the challenges the circular economy has emerged as a promising economic model. With the shift from a linear to a circular economy, companies have to adjust their current business models. However, they still lack knowledge and adequate methods to develop circular business models. Hence, the aim of the paper is a circular business model canvas (CBMC) for designing circular businesses. A systematic literature review was conducted to identify significant criteria for circular business models. The criteria were analyzed utilizing a qualitative content analysis to derive the business model elements required for the circular economy. Existing elements from the Business Model Canvas were enriched and five new elements, e.g., reverse logistics, were found. Then, the business model elements were logically arranged resulting in the CBMC. It guides companies to systematically develop business models for the circular economy. The CBMC was evaluated by applying it within a mediumsized company in the electronics sector.
DESIGNING FOR REHABILITATION MOVEMENT RECOGNITION AND MEASUREMENT IN VIRTUAL REALITY
Authors: Latif Ummi Khaira , Gong Zhengya , Nanjappan Vijayakumar , Georgiev Georgi V.
Published: June 2023

Virtual reality (VR)-based rehabilitation has been widely implemented to maintain and increase patient motivation during therapy sessions. Researchers nowadays design VR-based rehabilitation by leveraging off-the-shelf VR devices for easy access and application. However, researchers need to implement additional custom hardware or incorporate a specific algorithm to perform a real-time evaluation of each therapeutic movement. This study aims to design and develop a system with features for recognizing and measuring the upper limb rehabilitation movement in VR using off-the-shelf VR devices such as VR headsets, controllers, and trackers. This system is bundled and distributed as a single toolkit to accommodate other researchers in providing the evaluation feature for their VR-based rehabilitation system. The user experiment was conducted to verify the usability of this proposed design system. The experiment results show that the system can recognize 16 upper limb movements and provide several measurement data that researchers can use in providing the evaluation feature based on their design requirements.
DESIGNING WITH SELF-DETERMINATION THEORY: HOME-BASED DIGITAL EXERCISE INTERVENTIONS CREATING POSITIVE CHANGE
Authors: Şener Bahar , Pedgley Owain
Published: June 2023

The well-thought implementation of technology within the product-service system (PSS) will undoubtedly contribute to the increase of healthy life expectancy and to the improvement of the wellbeing of society. The ‘Exercise-Well’ project, explored the problem and solution areas related to home-based exercise through digital interventions. Students worked in pairs and expected to propose a PSS solution providing a type of sports/physical activities for individuals to support their wellbeing. The proposed solutions were encouraged to create positive change especially through the integration of self-determination theory (SDT), but also be functionality suited to the persona. The project had the goals of directing students: i) to learn how digital technologies can be best tailored to assist people to exercise; ii) to consider engineering and healthcare domain constraints for utilizing convenient technological methods and integrating relevant hardware and software components; and iii) to motivate people by integrating autonomy, competence, relatedness into their design proposals. The paper demonstrated how SDT can be integrated into the design process, and how home-based digital exercise interventions can lead to creative solutions.
DEVELOPMENT OF A DESIGN SUPPORT TOOL FOR SYNTHESISING MULTI-STATE MECHANICAL DEVICE CONCEPTS
Authors: Majumder Anubhab , Chakrabarti Amaresh
Published: June 2023

Conceptual design synthesis, which focuses on generating solution alternatives, has a significant impact on the cost and quality of the final product. The development of radically new and significantly better solutions requires the generation and exploration of a large solution space. This work deals with the conceptual design synthesis of multi-state mechanical devices (MSMD). A scheme for representing a MSMD design task is described. Empirical studies have been carried out to develop a common understanding of the MSMD design synthesis process and use this knowledge for developing a prescriptive model. In order to support the effective and efficient use of the proposed prescriptive model, a web-based computational tool is developed.
A FOLLOW-UP ON THE METHODICAL FRAMEWORK FOR THE IDENTIFICATION, ANALYSIS AND CONSIDERATION OF UNCERTAINTY IN THE CONTEXT OF THE INTEGRATION OF SENSORY FUNCTIONS BY MEANS OF SENSING MACHINE ELEMENTS
Authors: Welzbacher Peter , Geipl Anja , Kraus Benjamin , Puchtler Steffen , Kirchner Eckhard
Published: June 2023

When integrating sensing machine elements for in-situ measurements in technical systems, special attention must be paid to uncertainty to ensure the reliability of the provided information. Therefore, a methodical framework for the identification, analysis and consideration of uncertainty was already developed in prior research, which still offers room for improvement regarding the included methods and tools. Therefore, in this contribution, the initially proposed methods and tools are adapted and extended to enhance their efficiency and applicability and to reduce their error proneness in order to increase the acceptance of the framework in practice. First, the identification of uncertainty is improved by means of an extended effect graph for an automated identification of disturbance factor induced data and model uncertainty. Second, the significance of the subsequent evaluation of uncertainty is enhanced by replacing the initially proposed local sensitivity analysis with a global sensitivity analysis. Finally, a flowchart is proposed that supports the identification of applicable and promising strategies for the development of measures to consider critical disturbance factor induced uncertainty.
DIMENSIONS OF PROXIMITY IN STAKEHOLDER CHOICE REFLECTED IN THE CREATION OF KNOWLEDGE-BASED INNOVATION ECOSYSTEM PARTNERSHIPS
Authors: Eriksson Vikki , Keipi Teo , Björklund Tua
Published: June 2023

In order to better understand the stakeholder choices of knowledge-based organisational actors, this study focuses on a novel application of Huber's (2012) dimensions of proximity salience, namely spatial proximity, social proximity and cognitive proximity. The population of the study is made up of knowledge-based organisational actors involved in developing an innovation ecosystem, in terms of stakeholder network creation. The extent to which the three proximity dimensions of stakeholder salience is evident in the stakeholder choices of these innovation-focused actors seeking knowledge-based collaborators is explored. Our findings show how various forms of proximity prompt the decision of who to work with among a diverse population of experts involved in building a cross-national innovation ecosystem. The various explanations that motivate stakeholder choice matched Huber's proximity dimensions. The findings provide new insight into stakeholder choice among knowledge-based organisations, and highlight a new proximity dimension indirectly linked to cognition proximity. Termed the “potential proximity” dimension, it involves attraction to stakeholders that represent strategic value.
EEG VARIATIONS AS A PROXY OF THE QUALITY OF THE DESIGN OUTCOME
Authors: Li Shumin , Becattini Niccolò , Cascini Gaetano
Published: June 2023

This paper presents an EEG (Electroencephalography) study that explores the correlation between the EEG variation across design stages and the quality of the design outcomes. The brain activations of 33 volunteers with engineering backgrounds were recorded while performing a design task using a morphological table to develop an amphibious bike. The EEG variations from the analysing/selecting stage to the illustrating stage were analysed based on the EEG frequency band and channel sets. A significant correlation between the detail level of the design outcome and the power variation mode was observed in theta, alpha and gamma bands, each involving different channel sets. Compared to the assessment results from two evaluators, using EEG variations as a proxy of the detail level of the design outcome could reach a maximum accuracy of 0.727, precision of 0.765, and recall of 0.889. These results also provide suggestions on the selection of the frequency bands and channel sets to achieve better prediction performance according to each metric.
EFFECTS OF IMMERSIVE VIRTUAL REALITY IN ENHANCING CREATIVITY
Authors: Nanjappan Vijayakumar , Uunila Akseli , Vaulanen Jukka , Välimaa Julius , Georgiev Georgi V.
Published: June 2023

In recent years, the use of virtual reality (VR) has been a promising opportunity to improve the immersive experience in virtual environments. In this study, we explore the effectiveness of immersive VR experiences on an individual's creativity. To do this, we first identified the characteristics of VR that are closely related to creative performance. Considering these factors, we designed and implemented the interaction method and the three outdoor and indoor virtual environments (Wilderness, City Park, and Office). We evaluated the effectiveness of the virtual environments with 12 participants. The user study results show that outdoor and indoor immersive virtual experiences improved their creativity skills. We concluded by analysing how factors such as simulator sickness and perceived workload influence creativity levels. Moreover, our study showed the potentiality of using immersive virtual environments to enhance individuals’ creative performance.
ENGINEERING GRAPH AS AN APPROACH TO SUPPORT DESIGN DECISIONS IN PRODUCT DEVELOPMENT
Authors: Schweitzer Gregor , Bitzer Michael , Vielhaber Michael
Published: June 2023

The requirements space is increasing due to non-functional areas such as security, resilience and sustainability gaining in importance. This creates a complex and dynamic space which makes it hard for engineers to take good data driven design decisions. Increasing the quality of design decisions allows to better set up development projects and develop more successful products and services. The design can most heavily be influenced in the early design phases, where design flexibility is high and resource commitment is low. Unfortunately, the system knowledge is also low in early phases. The Engineering Graph is a concept that connects data from different internal and external sources. It allows to connect product data stored in Product Lifecycle Management systems with system models and also add external sources from the Wikimedia Knowledge Graph, World Health Organization and World Bank. This interconnected data allows the support of engineers in managing the complex and dynamic requirement space and provide high system knowledge in the early design phases to support design decisions.
A FRAMEWORK FOR SMART EXPERIENCE DESIGN BASED ON ZERO-PARTY CUSTOMER EXPERIENCE DATA
Authors: Kim Yong Se
Published: June 2023

Data about customer experiences would be critical in smart product-service systems. Research is desired on how to establish a framework for Smart Experience Design based on customer experience data so that determining what kinds of customer data are needed and how these data are acquired effectively can be supported. This paper presents a framework and a method to design customer experience personalization services based on customer experience evaluation data obtained in real time and accumulated together with context data. Two illustrative cases are provided to demonstrate the validity of the framework of smart experience design based on customer experience data.
EVOLUTION OF INNOVATION IN INDUSTRY LIFE CYCLES: A COMPLEX NETWORK PERSPECTIVE
Authors: Padhee Soumyakant , Heydari Babak
Published: June 2023

Technological life cycles are driven by the changes in the shape and level of innovation, yet innovation rate is not directly observable and is difficult to trace. Innovation measured by patent-citation networks (PCN) cannot be estimated solely by quantity, whereas quality-adjusted quantity measurements are still prone to bias. Our paper complement PCN data analysis with an agent-based simulation (ABS) on networks to uncover the latent innovation that automatically accounts for the quality and quantity components instead of decoupling them. We build dynamic PCN for radio frequency 'CMOS' technology and subsequently develop ABS to replicate underlying innovation network formation. Comparing the real and synthetic data, we isolate latent innovation rate in PCN and by mapping pivotal patent assignees — innovators, we calculate the diversity of innovators in the technology market. Identifying innovation patterns, we show that, early on, innovation structures are less diverse and exploratory, but this grows and matures eventually until value creation become an expensive endeavor. Contrary to what is observed, we show how the abundance that appears are less significant publications mostly driven by exploitation in the technology market.
EXPANDING USER NEED FINDING THROUGH ABDUCTIVE REASONING
Authors: Bruggeman Ryan , Ciliotta Chehade Estefania , Ciuccarelli Paolo
Published: June 2023

Prior research has shown the importance of latent user needs for enabling innovation in early product development phases. The success of a product is largely dependent on to what extent the product satisfies customer needs, and latent user needs play a significant role in impacting the way the product or service unexpectedly delights the user. Complications arise because traditional need finding methods are not able to account for the nuances of latent user needs. A user's need is multidimensional while traditional methods are built on deductive reasoning. The traditional method isolates parts of the user's needs, only pointing to what is deducible within its search space. To address this, we introduce abduction as a way to broaden traditional need finding methods. From a logic based argument it is shown that abduction accounts for the dimensionality of user needs by integrating various traditional need finding theories using design knowledge to isolate the latent need. This theoretical development shows that latent need finding must go beyond a deductive focus, to developing methods that are able to conjecture with the deduced facts in order to abduce the latent user need.
EXPERIENCE OF CREATIVITY AND INDIVIDUAL CULTURAL VALUES IN IDEATION
Authors: Gong Zhengya , Nanjappan Vijayakumar , Georgiev Georgi V.
Published: June 2023

The influence of culture on design is reflected in many aspects, such as design creativity, communication within design groups, and individuals' creative performance. Culture has a profound impact on design. For example, studies have identified the positive effect of a higher individualism-collectivism value on design team performance. To examine the influence of individual cultural values on the experience of creativity in ideation, we experimented by recruiting participants from different counties to complete two ideation tasks. Moreover, we collected their cultural values and experiences of creativity through two questionnaires. We also examined the connections between individuals' cultural values and their experiences of creativity in ideation. The results show five correlations between individuals' cultural values and their experiences of creativity when the country setting was a control variable. Recommendations based on the findings include that explorations of cultural influence and the relationship between culture and design or other fields irrelated to the country or society level have to measure individual cultural values (with the country setting as a control variable) instead of adopting country cultural scores.
EXPERIMENTAL VALIDATION OF A METHOD FOR SYSTEMATIC NEW DEVELOPMENT
Authors: Kuechenhof Jan , Krause Dieter
Published: June 2023

Creativity is an essential factor in the development of innovative products. 4 Step Creation (4SC) is a method for systematic ideation and can be used to enhance the new product development process. It aims to promote creativity in interdisciplinary teams and provides a framework for collaboration so that original ideas can emerge, laying the foundation for innovation. At the same time, the method can be used for continuous improvement of existing systems. In this contribution 4SC is used in a design method experiment following the Design Method Validation System (DMVS) to validate design methods in product development. The experiment was carried out at PAD2022 International Summer School on the example of a vacuum cleaner robot. Findings show, that the developed method promotes transparency, traceability of ideas and thus communication in the team. It also facilitates the integration of different stakeholders in the ideation phase. The experiment also shows that the DMVS is well suited for planning, conducting, and evaluating design experiments.
A FRAMEWORK FOR UNDERSTANDING MENTAL IMAGERY IN DESIGN COGNITION RESEARCH
Authors: Macfie Rebecca Louise , Hay Laura Anne , Rodgers Paul
Published: June 2023

Mental imagery is the experience of perceiving an object within one's own mind and is a subjective experience, leading to difficulties in the research and understanding of the phenomenon. This paper documents the development and verification of a framework for researching the elements of mental imagery. The framework was developed following a review of both psychology and design literature which signified three fundamental conceptual viewpoints of mental imagery: imagery modalities, dimensions of imagery ability, and imagery processes. The aim of this framework is to allow for structured research on mental imagery in any given research field. This is verified through discussion for the product design engineering discipline and provides a base for future work on this topic. The conclusions made in this paper reveal that mental imagery, and particularly visual mental imagery, is largely considered to be integral in design overlooking the different realities of designers and confirming a greater need to understand mental imagery experiences in product design engineering.
FLOW HEURISTICS FOR FUNCTIONAL MODELLING IN MODEL-BASED SYSTEMS ENGINEERING
Authors: Yildirim Unal , Campean Felician , Korsunovs Aleksandr , Doikin Aleksandr
Published: June 2023

Model-Based Systems Engineering (MBSE) is increasingly used across industries for the integrated modelling of complex systems to support model-based development and provide enhanced traceability between requirements and verification and validation of the system. This paper seeks to strengthen the function modelling methodology in MBSE by introducing an approach based on flow heuristics guided by the System State Flow Diagram schema. This provides function representations with an enhanced integrity in MBSE facilitating the solution-agnostic architecture modelling, and supports integrated simulation and function failure reasoning based on MBSE. The approach is illustrated with a case study of an electric bicycle implemented in the MathWorks System Composer environment.
FOSTERING DIVERGENCE DURING CONCEPTUAL DESIGN WITH INDUSTRIAL-BASED STUDENTS
Authors: Vuletic Tijana , Holliman Alexander “Freddie” , Thomson Avril
Published: June 2023

Teaching the same design module to two different cohorts, traditional design students and industry-based students, the outcomes of the conceptual design stage has shown differences in divergence achieved, looking at both number and quality of concepts. The activities of both cohorts across two years are explored, combining on campus studio based teaching and online teaching, through comparison of teaching approaches for both cohorts and their effect on the design outcomes. Findings show that the traditional design students create significantly larger number of concepts, discussed in more detail and engage more fully in the divergence-convergence design process. Then the recommendations are provided for approaches and techniques that could be implemented to the industry-based student teaching to encourage divergence during idea generation. These include increased levels of studio work focused design work separated from industry needs, more structure and mandatory use of all instructed design techniques by inclusion in the assessment, increased focus on intermediate tasks and contextualisation of design terms to the fields they are familiar with.
FROM EXPERIENCE-BASED TO KNOWLEDGE-DRIVEN DESIGN: A CASE STUDY OF A 3D-PRINTED PRODUCT
Authors: Højeng-Swensson Jakob , Pisinger Victor Mathias , Juul-Nyholm Herle Kjemtrup , Legarth Brian Nyvang , Eifler Tobias
Published: June 2023

In this paper, a case study of a redesign process for 3D-printed parts has been analysed. The purpose was to compare the implementation of specialist knowledge in hands-on engineering tasks with the previous experience-based approach. Here, specialist knowledge refers to systematic experimental work as a basis for Computer Aided Engineering (CAE). The case involves a set of compliant arms for an oil extraction device developed by a start-up company. Tensile tests of 3D printed dog-bone were performed to characterise the Young's modulus, tensile strength, and orthotropic behaviour of the material to build a material model based on Finite Element Analysis (FEA). With the material characteristics and three simple tests to estimate the optimisation constraints, the existing solution was disproven. Then, new solution candidates were generated and evaluated with input from the start-up company. The process resulted in a feasible solution as well as a reduction of maximum stress from 54MPa to 20MPa. The case highlights the value of specialist knowledge for characterisation of new technologies and design space constraints to reduce and improve iterations to solve a practical design problem.
FROM SKETCHES TO GRAPHS: A DEEP LEARNING BASED METHOD FOR DETECTION AND CONTEXTUALISATION OF PRINCIPLE SKETCHES IN THE EARLY PHASE OF PRODUCT DEVELOPMENT
Authors: Bickel Sebastian , Goetz Stefan , Wartzack Sandro
Published: June 2023

The digitalization trend is finding its way more and more into product development, resulting in new frameworks to enhance product engineering. An integral element is the application of new techniques to existing data, which offers an enormous potential for time and cost savings, because duplicate work in product design and subsequent steps is avoided. The reduction of costs can be further increased through the application as early as possible in the product development process. One solution is outlined in this publication, where the source of available data is principle sketches from engineering design. These represent the basic solution for technical products in a simplified way and are often deployed in the early stages of the development process. This representation enables not only a search of similar sketches but also other fields of interest such as product optimization or the search of CAD-geometries. To utilize this data in a practical way, a procedure is presented which recognizes the symbols of the sketches and subsequently converts them into graphs. An exemplary dataset from different gearbox layouts is used to present the application opportunities by performing similarity searches with multiple input formats.
A HIERARCHICAL EXPLORATION OF HOW DESIGN MARGINS ENABLE ADAPTABILITY
Authors: Jacobson Lindsey , Ferguson Scott
Published: June 2023

Our society is built on engineered systems. Engineers are becoming increasingly concerned with the sustainability of systems, particularly their ability to adapt to a changing world. Recently, there has been increased interest in exploring how design margins provide opportunities for a system change. There have been great developments in determining how design margins can absorb change at a system level, but it is still not clear how design margins might provide change opportunities at a decision variable level. In this paper, we show how system-level margins could be deconstructed to explore what change opportunities they may provide at a decision variable level. We also investigate how the coupling of functional requirements limits how system-level margins can be operationalized. Our analysis suggests that design margins can provide meaningful change opportunities at the decision variable level, but the mechanisms that produce these opportunities are complex. These insights lay the groundwork for future research on mapping and representing design margins in the context of system adaptability.
FUNCTION INTEGRATION IN ADDITIVE MANUFACTURING: A REVIEW OF APPROACHES
Authors: Tüzün Gregory-Jamie , Roth Daniel , Kreimeyer Matthias
Published: June 2023

This paper provides an overview of established approaches for function integration in additive manufacturing and critically compares their capabilities. One of the decisive factors is how functions and structures are addressed. This is necessary because function integration - among many others - affects material decisions and the manufacturing process chain. It is one of many reasons to rethink the product architecture and a way to support the design of resource-efficient products. Various strategies for function integration exist. However, there are currently no approaches in additive manufacturing that provide systematic support for early function integration.

A systematic literature review identified 21 unique approaches. All approaches were categorized according to their abstraction level within a product architecture and their design type to be supported. They were then compared on the basis of their categorization, design objective and strategy for function integration to allow for a better understanding of when to use the approaches in research and practice. Key findings and considerations for adapting function integration approaches to early design stages are presented. In addition, several research gaps were identified.
FURTHER DEVELOPMENT OF THE DESIGN PROCESS FOR HYBRID INDIVIDUAL IMPLANTS
Authors: Pendzik Martin , Holtzhausen Stefan , Heinemann Sascha , Paetzold Kristin
Published: June 2023

Additive manufacturing (AF) is characterised by a high degree of individuality and flexibility with regard to design and product layout. This enables the integration of different functions in a component. Due to these properties, AM has established itself in medical technology for the production of implants. Depending on the application, parameters such as resilience, biocompatibility and manufacturing restrictions play a varying role. So far, however, only limited research has been done on the design, manufacturing and application of hybrid implants (use of several materials). Although initial design and manufacturing guides exist, the problem of removing the hybrid implant from the shaping negative is hardly addressed.

The aim is to analyse and evaluate an existing procedure for the design of hybrid implants depending on individual requirements and to further develop it regarding the removability from the shaping negative. In this context, the extent to which the adhesive properties between the elements can be influenced by design changes is to be investigated.
GREEN PRODUCT PERSONALITY: DEVELOPING A PRODUCT CONCEPT MADE OF RECYCLED OCEAN PLASTIC BASED ON THE COLLECTION OF CONTEXT-RELATED PERSONALITY TRAITS
Authors: Kohllöffel Katharina , Luccarelli Martin , Carbon Claus-Christian
Published: June 2023

The replacement of conventional material with recyclates affects product personality, particularly regarding sustainability aspects influencing consumer behaviour. A definition of personality for products made of recyclates is missing in literature. As these products require appropriate aesthetics based on material origin to communicate the advantage concerning sustainability, there is a need for research in this regard. This paper aims to develop an adequate personality of a reusable water bottle made of ocean plastic by collecting personality traits that evoke associations related to the material's origin and sustainability. We conducted two quantitative field studies. Study 1 collected associated visual perceived attributes and context-related personality traits in order to develop and visualize a preliminary design. Study 2 evaluated the design regarding associated personality traits. The overall outcome was a product personality scale consisting of 23 items plus a concrete design recommendation for a water bottle made of recycled ocean plastic. The assessment of degree of sustainability was strongly influenced by participants’ associations with personal use, familiarity with usage and the factor of stability and resilience.
A HIERARCHICAL MACHINE LEARNING WORKFLOW FOR OBJECT DETECTION OF ENGINEERING COMPONENTS
Authors: Kent Lee , Snider Chris , Gopsill James , Goudswaard Mark , Kukreja Aman , Hick Ben
Published: June 2023

Machine Learning (ML) techniques are showing increasing use and value in the engineering sector. Object Detection methods, by which an ML system identifies objects from an image presented to it, have demonstrated promise for search and retrieval and synchronised physical/digital version control, amongst many applications.

However, accuracy of detection often decreases as the number of objects considered by the system increases which, combined with very high training times and computational overhead, makes widespread use infeasible.

This work presents a hierarchical ML workflow that leverages the pre-existing taxonometric structures of engineering components and abundant digital models (CAD) to streamline training and increase accuracy. With a two-layer structure, the approach demonstrates potential to increase accuracy to >90%, with potential time savings of 75% and greatly increased flexibility and expandability.

While further refinement is required to increase robustness of detection and investigate scalability, the approach shows significant promise to increase feasibility of Object Detection techniques in engineering.
HOW SHOULD WE PROTOTYPE? ESTABLISHING THE AFFORDANCES OF PROTOTYPING MEDIA AND APPROACHES
Authors: Snider Chris , Goudswaard Mark , Ranscombe Charlie , Hao Chaunpeng , Gopsill James , Hicks Ben
Published: June 2023

The breadth of media and approaches used when prototyping are vast, with each holding inherent properties that vary their suitability for a given prototyping activity.

While several have established classifications of types and purposes of prototypes, there is little by way of guidance for designers on how select and strategise prototyping given their activity needs, or how the prototype chosen may influence their process, success or efficiency.

This paper presents nine affordances of prototypes derived from literature, together characterising the properties of prototyping media or approaches that affect their suitability across prototyping activities.

The affordances are illustrated through application to physical and digital classes of prototypes and four real prototype cases, showing descriptive capability, inherent differences between the media, and enabling direct and consistent comparison.

By mapping affordances across many media and approaches, this work enables better method selection to align with activity needs, better description and comparison of media and approaches, and the ability the broadly interrogate and direct future development of prototyping technologies.
A KANSEI-ENGINEERING-BASED ACTIVE LEARNING MODULE FOR FAMILIARIZING MIDDLE-SCHOOL STUDENTS WITH BASICS OF PRODUCT DESIGN
Authors: Papantonopoulos Sotiris
Published: June 2023

The paper proposes a methodology for developing an active learning module adapted from the Kansei Engineering methodology that intends to engage and familiarize middle school students with basics of product design and the Kansei product design and culture, and develop design skills. The module includes an identification of the design elements of a selected product, the creation of an items/categories matrix, product clustering according to different criteria (shape, material, principle of operation), an analysis of product functions and main product characteristics, and an evaluation of products with a Kansei scale created by the students. This series of activities lead to a design-thinking-based product-design project culminating in the construction and evaluation of prototypes. It carefully considers how students can gradually learn by going from activity to activity leading to a design project. In doing so, important skills such as, among others, analytical thinking, divergent thinking, and critical thinking are intended to be practiced.
IDENTIFYING AND COMPARING SUBPROBLEMS IN FACTORY DESIGN PROCESSES
Authors: Herrmann Jeffrey W. , Gralla Erica , Fazelpour Mohammad
Published: June 2023

When a design team faces the problem of designing a complex system, they are required to make several decisions. Because such design problems are difficult to solve all at once, teams often decompose the design problem into several smaller subproblems. This paper discusses the results of a study designed to understand how design teams decompose a factory redesign problem into sets of related subproblems and compare the subproblems obtained for each design team. This exploratory study analyzed the design activities of eight teams of professionals and used clustering to group the variables that the design teams considered. We found that the design teams used different decomposition strategies and different subproblems, but they more often considered subproblems with design variables of the same type, and some teams followed a top-down design process.
IDENTIFYING SUCCESSFUL APPROACHES DURING TESTING ACTIVITIES IN ENGINEERING DESIGN
Authors: Liewerenz Oliver , Grauberger Patric , Nelius Thomas , Matthiesen Sven
Published: June 2023

Testing activities to gain specific design knowledge play an essential role in engineering design, when a structure needs to be developed, for which knowledge from analytical models or documentation is missing. As research into these testing activities is difficult, few insights into successful approaches exist.

In this contribution, we investigate testing activities to gain specific design knowledge through a laboratory task, where 10 engineering students optimize a system using a web-based process chain including rapid prototyping and testing. Design and testing data are acquired from 110 prototypes in 3 hours. A differentiation of performance is conducted and approaches of high- and low-performers are investigated to identify patterns.

Based on these patterns, hypotheses, and metrics indicating successful and non-successful approaches are derived as basis for development of metrics for testing to gain specific design knowledge. A successful approach was overstep the limit, where participants accept destruction of their system to identify boundaries. An unsuccessful approach was the change of many parameters in later tests. These hypotheses and their metrics can then be used in development and validation of support for testing.
INTEGRATED DESIGN METHODOLOGY: A PROPOSAL FOR A SCIENTIFIC RESEARCH-BASED DESIGN PROCESS FOR STIMULI-RESPONSIVE PRODUCTS
Authors: Cano-Franco Julieth Carolina , Álvarez-Láinez Mónica Lucía
Published: June 2023

Complex global problems, such as sustainable crop production, where conventional products do not fully solve the problem due to their low efficacy and negative environmental impact, require rationally designed products. Generally, these products are based on efficient technologies and stimuli-responsive and high-performance materials. Considering the product design approach with a science-based approach such as drug development through QbD. We propose to merge the most relevant elements of these approaches in an integrated design methodology. Regarding the conceptual analysis, we propose two phases: initially, an early phase with conceptual solutions, followed by an advanced phase based on QbD elements to define the research hypothesis. Hence, optimal product conditions defined in the design space must comply with the required performance of the stimuli-responsive product. So, with this proposed integration we pretend to potentialize and strengthen the established tools for product design, achieving an advanced and robust design methodology.
INVESTIGATING THE PROCESS, DESIGN OUTPUTS AND NEUROCOGNITIVE DIFFERENCES BETWEEN PROTOTYPING ACTIVITIES WITH PHYSICAL AND DIGITAL LEGO
Authors: McClenaghan Adam , Goudswaard Mark , Hicks Ben
Published: June 2023

Design neurocognition is an emerging research area that can provide insights into the black box of designers’ cognitive processes. However, work to date has focused on neurocognition on its own, without integrating this with other design measures. This paper presents the results of a pilot study which brings together designer neurocognition with design output and assessment of the design process followed in a constrained prototyping activity comparing use of physical and digital Lego. This was achieved via EEG data capture, a TLX survey and measures of design output variance. Differences between physical and digital prototyping methods were found with respect to Task Related Powers of EEG signals and the design process followed with digital prototyping methods found to take longer, require more effort and cause more frustration. No differences were found with regard to design output. Whilst the sample size used (n=12) was small, future studies will use large sample sizes to increase their statistical power and will consider alternative EEG or fNIRS to capture brain activity due to challenges with the headset used in this study.
IS IT BETTER? EXPLORING THE EFFECT OF TRANSITION GOAL AND VIRTUAL REALITY ON TEAM PERFORMANCE
Authors: Horvat Nikola , Martinec Tomislav , Brnčić Marko , Škec Stanko
Published: June 2023

Transition activities, such as design reviews, are often utilised in product development to evaluate the conducted work and plan future actions. While key decisions are made during these activities, they are still underexplored. This paper studies the effect of transition goals and virtual reality (VR) on transition team performance. In an experimental study, four-member teams conducted two transition-related experimental tasks (validation and verification) working in one of the two conditions (VR or desktop interface). The results show that transition goals and VR affect performance. More specifically, the validation-oriented transition was more efficient but less effective than the verification one. Furthermore, the performance of the validation-oriented transition compared to the verification one was increased in VR and decreased in a desktop interface. Finally, the high-performing teams consistently discussed new issues, while low-performing teams had prolonged moments of not discussing anything new. These findings suggest that desktop interface and VR are not substitutable but rather complementary technologies.
LET'S TAKE THIS OFFLINE: A THEMATIC ANALYSIS OF VIRTUAL CONFLICT IN HYBRID COLLABORATIVE DESIGN TEAMS
Authors: Flus Meagan , Ferguson Sharon , Olechowski Alison
Published: June 2023

Conflict can be both a productive and detrimental reality of design collaboration. While most studies on conflict characterize findings by type (conflict about the task, process, or interpersonal relationships), we extend this typology to understand the causes, topics, and outcomes of conflict. To do so, we analyze communications in a virtual chat platform, collected in a hybrid work environment. A thematic analysis on over 6000 messages between student design teams on the enterprise communication platform Slack revealed three emergent conflict themes: Engineering Design, Project Management, and Communication. A mapping of the themes to a widely-cited typology of conflict found an over- representation of task (productive) and process (detrimental) conflict in the Engineering Design and Project Management themes, respectively. The distribution of types of conflict in the Communication theme is representative of the entire dataset, suggesting that communication can be a cause and outcome in all types of conflict. Overall, our classification of conflict is the first step towards describing triads of the causes, topics, and outcomes of conflict, a contribution which will drive the development of interventions for design team conflict.
LINKING CROSS-DOMAIN INFORMATION TO SUPPORT THE DEVELOPMENT OF COMPLEX SYSTEMS
Authors: Baschin Julian , Schmidt Ronald , Schneider David , Vietor Thomas , Kizgin Umut Volkan
Published: June 2023

Due to an expanding number of mechatronic functionalities in modern technical products, the proportion of software and electronic components is also increasing. As a result, the products are developed by different engineering domains in complex development processes. To handle the growing complexity, Systems Engineering (SE) is increasingly important for development organizations of enterprises. System Engineering (SE) is understood as an approach to network the individual engineering domains and shall lead to a collaborative development of complex systems. Model-Based System Engineering (MBSE) expands SE by using common models and software tools to describe und visualize the systems. However, MBSE is not widely established in enterprises today. On the one hand, the introduction requires a distinct and consistent system understanding and collaborative way of working. On the other hand, the application of the existing tools requires extensive tool competencies due to many possible functions and features. Therefore, this paper presents a concept and a software based tool for a lean implementation of SE/MBSE to support the collaborative development of complex technical systems in small and medium-sized enterprieses.
LINKING DIGITAL B2B PLATFORM BUSINESS MODELS AND PRODUCT DEVELOPMENT: A BIBLIOMETRIC ANALYSIS AND LITERATURE REVIEW
Authors: Brecht Patrick , Hendriks Daniel , Niever Manuel , Hahn Carsten , Pfaff Felix , Rapp Simon , Albers Albert
Published: June 2023

Developing digital platform business models, especially in business-to-business (B2B) markets, has a high potential for companies who successfully develop their products in generations. The model of SGE - System Generation Engineering describes the development of mechatronic systems on subsystem level. The authors investigate to what extent a comprehensive and unified methodology can be identified, connecting the research areas of product development and digital B2B platform business models. Therefore, this study conducted a bibliometric analysis of scientific data to identify a research gap and a qualitative literature review to affirm the relevance of future research in this research area. The results show a gap between the research areas of digital B2B platform business models and product development. Essentially, several renowned platform researchers suggested performing future research with a methodology that fulfils the following purposes: (1) improve the general understanding of digital platforms, (2) understand their success factors and development, and (3) deal with challenges (e.g., monetization) and loss of valued personal relations in B2B markets through digitization.
MACHINE LEARNING-BASED VIRTUAL SENSORS FOR GUIDING USER BEHAVIOUR: A CASE STUDY ON HOUSEHOLD APPLIANCES
Authors: Ilare Dennis , Cascini Gaetano , Manzoni Stefano , Mansutti Alessandro
Published: June 2023

The Agenda 2030 calls for collective awareness, starting with individuals. The interaction between users and household appliances produces a relevant amount of data that can be elaborated through Machine Learning algorithms to guide users towards sustainable behaviours. In particular, the data already available on household appliances can be conveniently used to create Virtual Sensors, increasing the overall information about the system. This paper focuses on the description of the pipeline for the creation of Virtual Sensors and applies it to a no-frost refrigerator. The Data Acquisition phase is described and feeds the Model Creation phase. For the case study, the data have been discretized and labelled to train a Random Forest algorithm. The validation of the model has been done on an independent dataset. An analysis of the minimum prediction accuracy required for the model is reported. Furthermore, experimental data shows the effect of hot load positioning on the compressor's working time rate.