bluuebunny/crossref_metadata_2025 huggingface dataset:
Improvement of Collaboration between Testing and Simulation Departments on the Example of a Motorcycle Manufacturer
Authors: Schönwald Julian Ralf , Forsteneichner Christian , Vahrenhorst David , Paetzold Kristin
Published: July 2019

In testing and simulation departments in product development (PD) data types, data structures and data storage are often very different. Exchange of data and information is normally not automated and often not supported by management systems. This can lead to loss of time and information. A literature study in combination with 20 expert interviews and the analysis of documents as well as data storage structures and IT systems in a PD department of a motorcycle manufacturer were performed. Test and simulation processes were classified and standardized, documentation formats analyzed, standards in Test Data Management (TDM) and Simulation Data Management (SDM) as well as verification and validation processes compared. IT support in SDM is better than in TDM. An integration of TDM and SDM could lead to improved collaboration between testing and simulation departments. Options for this integration could be specific ontologies, object-oriented interfaces, a higher-level intermediate application, use of a common standard or integration of one standard into another one.
From Innocent Irene to Parental Patrick: Framing User Characteristics and Personas to Design for Cybersecurity
Authors: Kim Euiyoung , Yoon JungKyoon , Kwon Jieun , Liaw Tiffany , Agogino Alice M.
Published: July 2019

With the surging number of digital devices penetrating our daily routines, the risks inherent to cybersecurity—the protection of data on digital products connected to the Internet—have also increased since these devices (e.g., connected home devices, personal monitoring) collect, process, analyze and store users’ sensitive personal information. Thus, there is a pressing need to assist users in being aware of and dealing with potential cybersecurity threats. With the proposition that fulfilling the need starts with developing an in-depth understanding of the user behaviors in the context of cybersecurity, an exploratory study was conducted that employed three mixed qualitative and quantitative research methods—a trend analysis, an interview study, and an online survey study. The paper reports the user characteristics on (1) awareness levels of cybersecurity issues, (2) uses of digital devices, and (3) means of dealing with the privacy issues in product use. The results of the studies were translated into eight personas that systematically reflect distinct characteristics of users, which can help designers empathize with their potential users vulnerable to cybersecurity risks.
Semantic Analysis Approach to Studying Design Problem Solving
Authors: Georgiev Georgi V. , Georgiev Danko D.
Published: July 2019

To objectively and quantitatively study transcribed protocols of design problem solving conversations, we propose a semantic analysis approach based on dynamic semantic networks of nouns constructed with WordNet 3.1 lexical database. We examined the applicability of the semantic approach focused on a dynamic evaluation of the design problem solving process in educational settings. Using a case of real- world design problem-solving conversations, we show that the approach is able to determine the time dynamics of semantic factors such as level of abstraction, polysemy or information content, and quantify convergence/divergence of semantic similarity in design conversations between students, instructors and real clients. The approach can also be used to evaluate the aforementioned semantic factors for successful and unsuccessful ideas generated in the process of design problem solving, or to assess the effect of external feedback on the developed design solution. The proposed semantic analysis approach allows fast computation of the semantic factors in real time thereby demavonstrating a potential for both monitoring and support of the design problem solving process.
Inventions and Scientific Discoveries: Impact of Designers’ Collaborations on Creativity. An Analysis Towards Fixation Effects
Authors: Plantec Quentin , Le Masson Pascal , Weil Benoit
Published: July 2019

Scientific discoveries and inventions have long been established as two distinct and sequential activities. It has nonetheless been showed that projects aiming at producing both scientific discoveries and inventions could record impressive results. Our investigations are focusing on the creativity of collaborations outputs: a first agent is entailed to design a scientific discovery and another one invention. We use fixation effects as a performance measurement indicator for creativity based on Design Theory. We propose a first set of elements that can be suffering from fixation effects in both invention and scientific models designers reasoning. We propose a series of defixed inputs that could be shared between both designers to overcome their fixation effects. We highlight that if partners are engaged in one-way knowledge transfer it can conduct to “fixation traps”. We define a set of restrictive conditions that could conduct to a “cross-defixation process”: both actors would be able to create conjoint new inventions and scientific models in the non-fixed design path. In particular this process does not required designers to be defixed before starting the collaboration.
Comparing the Design Neurocognition of Mechanical Engineers and Architects: A Study of the Effect of Designer’s Domain
Authors: Vieira Sonia Liliana da Silva , Gero John S. , Delmoral Jessica , Gattol Valentin , Fernandes Carlos , Fernandes António A.
Published: July 2019

New tools from neuroscience allow design researchers to explore design neurocognition. By taking the advantage of EEG's temporal resolution we give up spatial resolution to focus on the performance of time-related design tasks. This paper presents results from an experiment using EEG to measure brain activation to study mechanical engineers and architects to compare their design neurocognition. In this study, we adopted and extended the tasks described in a previous fMRI study of design neurocognition reported in the literature. The block experiment consists of a sequence of 3 tasks: problem solving, basic design and open design using a physical interface. The block is preceded by a familiarizing pre-task using the physical interface and then extended to a fourth task using free-hand sketching. Brainwaves were collected from both mechanical engineers and architects. Results comparing 36 mechanical engineers and architects while designing were produced. These results indicate design cognition differences between the two domains in task-related power between the problem-solving task and the design tasks, in temporal resolution and transformed power.
A Review of Requirements and Approaches for Realistic Visual Perception in Virtual Reality
Authors: Gerschütz Benjamin , Fechter Marius , Schleich Benjamin , Wartzack Sandro
Published: July 2019

The amount of new virtual reality input and output devices being developed is enormous. Those peripherals offer novel opportunities and possibilities in the industrial context, especially in the product development process. Nevertheless, virtual reality has to face several problems, counteracting reliable use of the technology, especially in ergonomic and aesthetic assessments. In particular, the discrepancies in perception between the real world and virtual reality are of great importance.

Therefore, we discuss these most important issues of current virtual reality technology and highlight approaches to solve them. First, we illustrate the use cases of VR in the product development process. In addition, we show which hardware is currently available for professional use and which issues exist with regard to visual perception and interaction. Derived from the depiction of a perfect virtual reality, we define the requirements to address visual perception and interaction. Subsequently we discuss approaches to solve the issues regarding visual perception and evaluate their suitability to enhance the use of virtual reality technology in engineering design.
Adopting Immersive Technologies for Design Practice: The Internal and External Barriers
Authors: Hoang Dieu , Naderi Ehsan , Cheng Renée , Aryana Bijan
Published: July 2019

In the first quarter of the new millennium, the immersive technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) are only a few steps away from becoming the mainstream tools within the design industry. This study investigated the internal and external barriers of technology adoption within design-oriented businesses. A mixed method was used to collect and analyze the data from the employees of a large design firm. This research confirmed that external barriers such as funding, technical support, training, and business strategy that exist at the organizational level are interrelated with the internal barriers such as designers’ and managers’ perception and attitude toward the new technologies. The managerial applications were discussed later and the directions for future research were provided.
Comparing Virtual Reality and Desktop Interface for Reviewing 3D CAD Models
Authors: Horvat Nikola , Škec Stanko , Martinec Tomislav , Lukačević Fanika , Perišić Marija Majda
Published: July 2019

Use of virtual reality (VR) is considered beneficial for reviewing 3D models throughout product design. However, research on its usability in the design field is still explorative, and previous studies are often contradictory regarding the usability of VR for 3D model review. This paper argues that the usability of VR should be assessed by analysing human factors such as spatial perception and taking into consideration the complexity of the reviewed product. Hence, a comparative evaluation study has been conducted to assess spatial perception in desktop interface-based and VR-based review of 3D models of products with different levels of complexity. The results show that participants in VR more could perceive the fit of user interface elements, and estimation of the model dimensions had a lower relative error than in desktop interface. It has been found that various sensory cues are used to perceive the model size and that the employed sensory cues depend on the level of complexity. Finally, it is proposed that differences between a desktop interface and VR for reviewing models are more evident when reviewing models of higher complexity levels.
Functorial Model Management
Authors: Breiner Spencer , Pollard Blake , Subrahmanian Eswaran
Published: July 2019

In this paper we use formal tools from category theory to develop a foundation for creating and managing models in systems where knowledge is distributed across multiple representations and formats. We define a class of models which incorporate three different representations---computations, logical semantics, and data--as well as model mappings (functors) to establish relationships between them. We prove that our models support model merge operations called colimits and use these to define a methodology for model integration.
The Reuse of SysML Behaviour Models for Creating Product Use Cases in Virtual Reality
Authors: Mahboob Atif , Husung Stephan , Weber Christian , Liebal Andreas , Krömker Heidi
Published: July 2019

An early evaluation of a product along with the consideration of life phase specific actor(s) and environment(s) can help greatly to gain an understanding of the product's behaviour and interactions. Virtual Reality (VR) can help designers to examine later life situations of a product by means of use case scenarios. However, preparing a VR-scene is still a time-consuming and cumbersome task. A model based approach that uses behaviour models of SysML to describe a VR-scene can reduce the preparation efforts. Such an approach is helpful if it allows the reuse of already described VR-scenes or their contents. This paper talks about the reusability of SysML behaviour models that constitute a VR-scene. This reusability can only be achieved by the generic definition of model interfaces. Therefore, a new modelling approach is presented to facilitate the reuse of SysML behaviour models to form different use cases of a product in VR. This approach also talks about the interface definitions and the management of variants of SysML models. The presented approach is elaborated by an example model that contains variants and uses instances to build different use cases.
Combining Scrum and Design Thinking for a Highly Iterative and User-Centric Hardware Development Project
Authors: Augustin Laura , Schabacker Michael
Published: July 2019

User-centric development is essential to any product development project, especially in order to keep up with today's ever-changing product cycle.

This paper explores the potential of combining specific aspects of Scrum and Design Thinking to maximise user integration as well as implementing short iterations in hardware development projects, in this use case a three-month development project at a German high-end homeware manufacturer. In addition to observations regarding the application of those approaches this paper will then offer a range of newly developed user-centric methods to efficiently integrate the user's perspective in future development projects, as well as feedback from the product developers at the company and comparisons to current methods.

This use case was furthermore able to illustrate how the employment of such methods made short and sprint-like development cycles within hardware development attainable.

These user-centric methods developed within the use case can be applied to future application- and user- oriented projects in order to speed up the product development process and ensure that the product or service matches the users’ needs and desires.
Comparison of Existing Agile Approaches in the Context of Mechatronic System Development: Potentials and Limits in Implementation
Authors: Heimicke Jonas , Niever Manuel , Zimmermann Valentin , Klippert Monika , Marthaler Florian , Albers Albert
Published: July 2019

The development of mechatronic systems has always been characterized by continuous handling of uncertainties. This challenge, which is associated with dynamic changes in the development context, is increasingly met by companies in the development of physical systems with the implementation of agile approaches in their development processes. However, since established approaches have their origin in software development, they reach various limits in the context of the development of mechatronic systems, e.g. due to the physical properties of the systems. Other features, such as transparent and flexible project management or targeted and early involvement of customers and users in development processes, can also be implemented in mechatronic system development. In order to derive the potentials and limits of existing agile approaches for the context of mechatronic system development, the present paper compares existing approaches with regard to relevant factors from the context of mechatronic system development. The aim is to create a basis for the targeted development, adaptation and use of agile approaches in the field of mechatronic system development.
Supporting Early Stage Set-Based Concurrent Engineering with Value Driven Design
Authors: Bertoni Alessandro , Bertoni Marco
Published: July 2019

Set-Based Concurrent Engineering is commonly adopted to drive the development of complex products and systems. However, its application requires design information about a future product that is often not mature enough in the early design stages, and that it is not encompassing a service and lifecycle- oriented perspective. There is a need for manufacturers to understand, since the early design stages, how customer value is created along the lifecycle of a product from a hardware and service perspective, and how to use such information to screen radically new technologies, trade-off promising design configurations and commit to a design concept. The paper presents an approach for the multidisciplinary value assessment of design concepts in sub-systems design, encompassing the high-level concept screening and the trade-off of different design concepts, and enabling the integration of value models results into a Set-based Concurrent Engineering process. The approach is described through its application in the case study of the development of a subsystem component for a commercial aircraft engine.
Understanding Community Behaviors in For-Profit Open Source Hardware Projects
Authors: Li Zhuoxuan , Seering Warren , Tao Tiffany , Cao Shengnan
Published: July 2019

Free contributors have successfully shown the potential in large/complex software co-creation in the Free and Open Source Software Movement, triggering many discussions and exploration ventures from academia to industry and to the government. Though many research efforts explored whether the same level of co-creation efforts could take place broadly in the hardware realm, very few research studies focus on profit-seeking hardware projects initiated by companies. In fact, the specific nature of being tangible and profitable makes company-led open source hardware projects suspicious to be really “open” to contributors. Community has been identified as the critical driver in many open projects. By reviewing the evolution of company-community interactions over time and different community behaviors in different open development context, authors in this paper hope to identify best community- company interaction forms for open source hardware companies. Using grounded theory and case studies, we construct a framework to describe and identify company community's different behaviors and different roles.
A Knowledge Based Approach to Support the Conceptual Design of ETO Products
Authors: Nardelli Miriam , Cicconi Paolo , Savoretti Andrea , Raffaeli Roberto , Germani Michele
Published: July 2019

The ever-increasing competitiveness, due to the market globalization, has forced the industries to modify their design and production strategies. A key point is the development of products that fulfil the individual customer needs as close as possible. ETO companies manufacture new products according to the customer technical requirements given in the request for proposal.

Computational Design Synthesis is the research area focused on activities to automate the design phase in the production of products such ETO structures. In this context, Knowledge Based Engineering applications are usually applied to automate design routines and to implement a multidisciplinary product design. Knowledge should be elicited and formalized, so that it can allow the past cases retrieval and the connection between customer specifications and the product configuration tasks. This paper proposes an approach for the rapid definition of the product structure related to a ETO product, including the early cost evaluation in configurations. The research scope aims at defining a framework to support the knowledge repository, which is the Knowledge Based used to design new products and estimate their costs.
Applying Engineering Design Ontology for Content Analysis of Team Conceptual Design Activity
Authors: Martinec Tomislav , Škec Stanko , Šklebar Jelena , Štorga Mario
Published: July 2019

Studies of design activity have been dominantly reporting on different aspects of the design process, rather than the content of designing. The aim of the presented research has been the development and application of an approach for a fine-grain analysis of the design content communicated between designers during the team conceptual design activities. The proposed approach builds on an engineering design ontology as a foundation for the content categorisation. Two teams have been studied using the protocol analysis method. The coded protocols offered fine-grain descriptions of the content communicated at different points in the design session and enabled comparison of teams’ approaches and deriving some generalisable findings. For example, it has been shown that both teams focused primarily on the use of the developed product and the operands within the technical process, in order to generate new technical solutions and initial component design. Moreover, teams exhibit progress from abstract to concrete solutions as the sessions proceeded and focused on the functional requirements towards the end of the sessions.
Business Model Innovation for Circular Economy: Integrating Literature and Practice into a Conceptual Process Model
Authors: de Padua Pieroni Marina , McAloone Tim , Pigosso Daniela
Published: July 2019

A key question regarding business model innovation/development for circular economy is “how to make it happen in practice”? By systematically reviewing 92 approaches from circular economy and sustainability literature and practice, this research identifies requirements and proposes a holistic and systemic process for business model innovation for circular economy. This conceptual process model was consolidated based on the integration of the unique elements of sixteen existing process models. It comprises three-stages (sense, seize, transform) based on a dynamic capabilities view, and envisions 33 activities, 21 deliverables, 88 techniques/tools and 13 enablers or catalyzers for change. Besides enabling the view of processes and procedures with behavior and learning skills required to inspire circular economy thinking in business model innovation, it highlights the importance of 'formalized' decision-making procedures and includes activities to integrate sustainability thinking and to support the identification of required changes in product innovation/development.
Variation Analysis of Design Parameters of Fibre-Reinforced Plastic Parts
Authors: Franz Michael , Schleich Benjamin , Wartzack Sandro
Published: July 2019

Lightweight Design as an engineering domain is becoming more and more important in terms of sustainable mobility. Therefore, a large number of researchers is developing methods for utilisation of modern, but as well more complex materials with high lightweight potential. One subgroup of these materials are fibre-reinforced plastics (FRP). A lot of work is done supporting the design engineer in exploiting the structural and mechanical behaviour as good as possible. Whereas variations of laminate parameters, resulting from production, are poorly studied. Their impact especially on defined measures under load is of high importance, e.g. having a look on clearances in automotive industry. Because of the high complexity of FRP-parts, resulting from many laminate parameters, tolerancing is not an intuitive process. This is reflected in the fact that there is no defined procedure for tolerancing of FRP- parts. To support the design engineer the authors perform sensitivity analysis for simple loadcases to identify layers with a high importance on a defined measure. The results then are generalised to provide general guidelines to the design engineer.
A Survey of Design Reviews: Understanding Differences by Designer-Roles and Phase of Development
Authors: Chen James , Zucco Gustavo , Olechowski Alison
Published: July 2019

In this paper, we present the results of a survey of new product development practitioners regarding their design review experiences. We surveyed 128 product development professionals on their experience and preferences in design reviews. We found that the goals and type (location / synchronicity) of design reviews change over the course of a product development project. We found that the majority of design review meetings continue to be held as co-located, live, in-person meetings. For reviewing 3D models, we found that a native CAD package (rather than a viewer, or fixed views, or a physical prototype) is the most commonly used tool. We found a difference between Designers (more likely to be product engineers) and Non-Designers and their access to CAD software, as well as their preference for which tool to use at the design review for 3D model evaluation. We hope that our findings spark future work related to better understanding design reviews and design reviewers in context. Design reviews are an important part of industrial product development processes, so we believe future studies have a large potential to improve these design activities
Formulating Design Recommendations for the Acceptance of the Use and Results of Point-of-Care Testing in Low- and Middle-Income Countries: A Literature Review
Authors: Licher Yvonne Jolanda Melanie , Visser Jan Simon , Van G-Young , Diehl Jan Carel
Published: July 2019

In low- and middle-income countries (LMIC), diagnostics are not always available in remote areas. Hospitals and healthcare centres are often too far from the community, and waiting times are up to a few hours even for relatively simple procedures. Moreover, travelling to the healthcare centre and taking the diagnostic test is frequently unaffordable. Point of Care Tests (POCTs) can improve the availability, accessibility and affordability of the diagnostics by providing the test at the time and place of patient care. Although many POCTs have been developed already, there remain challenges to enable the healthcare workers (HCW) and the patients to use the device in practice. In this paper, we aim to provide a systemic overview of the barriers and opportunities for the adoption of use and acceptance of the results of POCTs based on the literature. The barriers and opportunities were clustered into six themes and used to draw out recommendations for the future design.
Quantitative Characterisation for Non-Driving-Related Activities in Automated Vehicles
Authors: Fitzen Florian , Reimann Jan , Amereller Maximilian , Paetzold Kristin
Published: July 2019

The technological progress to automated driving not only influences the motion of the vehicle itself but also enables passengers to productively shape their driving time in a new way as they are not occupied with driving tasks anymore. Therefore, non-driving-related activities such as sleeping, working on a notebook or watching movies, become relevant user scenarios for functionally designing the automotive interior. For this purpose, a non-driving-related activity can be described by functions, which support the users in performing their intentional tasks, and functions carriers, which fulfil one or several functions. Basing on previous research findings, a quantitative survey is conducted in order to identify relevant and prioritised functions and function carriers. Five non-driving-related activities are taken into account: 'Making a call', 'sleeping', 'watching a movie', 'talking to passengers' and 'working on a notebook'. Results show a significant difference between general relevancy and specific prioritisation of functions and function carriers. In this contribution, the setup of the study is described, the outcome exemplified and further research steps are deduced.
A Framework for Development Architecture for Modular Products: Cross-Domain Variety Management Perspective
Authors: Oh Kwansuk , Lim Jong Wook , Cho Seongwon , Ryu Junyeol , Hong Yoo S.
Published: July 2019

Variety management is a cross-domain issue in product family design. In the real field, the relationships across the domains are so complex for most of the existing product families that they cannot be easily identified without proper reference architecture. This reference architecture should provide the cross- domain mapping mechanisms in an explicit manner and be able to identify the proper units for management. From this perspective of cross-domain framework, this paper introduces development architecture (DA) to describe the relationships between elements in market, design, and production domains and to give insights for the cross-domain variety management in the product development stage. DA has three parts: (1) the arrangement of elements in each domain, (2) the mapping between elements, and (3) the identification of management sets and key interfaces which are the proper units for variety management. The proposed development architecture framework is applied to the case of front chassis family of modules of an automobile.
Application Search in Solution-Driven Biologically Inspired Design
Authors: Lenau Torben Anker
Published: July 2019

In solution-driven BID (sol-BID) a challenge is to identify suited applications that will benefit from the solutions principles found in nature. A well-known example of sol-BID is the self-cleaning lotus plant, that has inspired lotus paint and other coating methods. However, sol-BID is often performed by biologists with insight into the biological strategy and organism and typically only little knowledge of technical applications and design methodology. Searching for applications is therefore a challenge to many. Sol-BID has many things in common with technical application search where new applications are sought for a specific production technology or another competence characterizing a company. Experiences from technical application search could therefore form a valuable input for how to perform sol-BID. The paper presents two case studies of application search and proposes a procedure to be used in solution driven BID.
Assessing the Impact of Abstract Representations and Reframing of Design Brief Information on Creative Ideation
Authors: Kang Jacob Kai Siang , Meurzec Rianne Wally , Chia Pei Zhi , Wood Kristin L. , Koronis Georgios , Silva Arlindo
Published: July 2019

The overarching goal of this work is to support creative ideation in engineering design with the aim of overcoming design fixation. We study the impact of abstract representations and ways to frame the problem in design briefs on the creativity of concept sketches. Framing/Reframing involves shifting perspectives on the design purpose and to reveal insights and opportunities. Two Framing/Reframing techniques are tested: the Ishikawa/Fishbone Diagram to identify root causes and a blend of Parnes’ Restatement/SCAMPER method to encourage divergence in problem perception. Abstract representations of requirements were used as stimuli to foster transfer and associative thinking. Using a full-factorial experimental design with brief variations, C-Sketch ideas developed by first-year engineering/architecture students were evaluated for their creativity. Our results showed a positive interaction effect for novelty and usefulness when the Fishbone Reframing method was used with abstract representation, but there was no difference in creativity scores when comparing the two Framing/Reframing methods between each other.
Intra-Firm and Inter-Firm Challenges in Servitization Ecosystem: Experiences from Five Product-Centric Firms in Different Industries
Authors: Chirumalla Koteshwar , Emmanuel-Ebikake Oyetola , Leoni Luna , Servati Mohsen
Published: July 2019

The purpose of this paper is to analyse the challenges in the servitization journey of product-centric firms from an ecosystem perspective, considering both intra-firm and inter-firm levels. Prior research addresses the challenges of servitization in many sectors from different perspectives. However, the majority of studies primarily focus on the provider of an offering. There is a lack of in-depth studies on analysing servitization challenges from the broader set of network actors including customers, suppliers, and sub-suppliers at the intra-firm and inter-firm levels. A multiple case study method was used to analyse five product-centric firms from different industries that were engaged in servitization. At intra- firm level, our analysis shows that ‘coordination’ is a major challenge for the provider, supplier, and sub-suppliers, and that ‘uncertainty’ and ‘risk’ is a major challenge for the provider, customer, and supplier. At inter-firm level, ‘partnership management’ found to be a most significant challenge for provider, customer, supplier, and sub-suppliers. The study contributes to the discussion of the relational view approach for servitization research.
The Structure of Devops in Product-Service System Development
Authors: Srinivasan Rajaram , Eppinger Steven D. , Joglekar Nitin
Published: July 2019

We study a DevOps software development process for a Product-Service System (PSS) using a design structure matrix (DSM) representation. We find unique features such as nested, planned iterations at differing rates which are not evident in conventional engineering development projects. We describe the impact of integrating ongoing operations into a development process and identify some of the enablers that lead to adoption of a DevOps process. We conclude by discussing the implications of our findings and raise questions for further research.
A Theoretical Foundation for Developing a Prescriptive Method for the Co-Design of Circular Economy Value Chains
Authors: Blomsma Fenna , Pigosso Daniela C. , McAloone Tim C.
Published: July 2019

In order to operate in line with the circular economy (CE) concept, companies and other stakeholders need to work together to enable the circulation and cascading of resources. Although the need for proactive stakeholder management is a common theme in recent work on CE, little work has been dedicated to creating prescriptive methods for the co-design of CE value chains (CEVCs) focusing on selecting strategic partners, when to engage them and in what capacity. Following calls to connect the emerging CE literature with literature from existing bodies of knowledge, this paper explores the theoretical foundations of a CEVCs co-design method. Specifically, this paper explores resource-base view (RBV); resource dependency theory (RDT); and actor-network theory (ANT), and synthesises an outline for the co-design process of CEVCs. Reflections on the process link it to the extant co-design literature and explain how the process can be used for method and tool development.
Circular PSS Strategies: An Exploration of the Integration of Territorial Resources
Authors: Delgadillo Jaime Estephania Elizabeth , Reyes Carrillo Tatiana , Baumgartner Rupert
Published: July 2019

Product service systems (PSS) are frequently cited as key strategies in the transition towards the circular economy (CE). The main aim of the CE is sustainable development (SD), hence, this paper intends to highlight the importance of considering the territory in the design and implementation of circular PSS strategies for ensuring SD. This research is in an early stage, thus, a literature review was conducted to define the main characteristics of circular PSS, and the concepts of the territory, territorial and local resources from a PSS perspective. In addition, an analysis of the state-of-the-art approach of the integration of the territorial scale in the design and development of PSS strategies was conducted. This study contributes to the understanding of the territory and its relevance in the local value creation in circular PSS strategies. Furthermore, the results highlight the relevant role of collaboration and the importance of intangible resources in the mobilisation of other resources in the design of circular PSS strategies.
Design for the Passengers’ Sustainable Behaviour in a Scenario of the In-Flight Catering Service
Authors: You Fangzhou , Bhamra Tracy , Lilley Debra
Published: July 2019

This research aims to study the passenger's sustainable attitudes, in-flight catering behaviour, and to develop a persuasive model for behaviour change. Current studies towards the in-flight catering waste are primarily focused on dealing the recyclable materials such as cupboard, newspaper and food packaging. In a survey of 624 respondents, the environmental attitude was a poor predictor of environmental behaviour. The survey data were used to develop the persuasive model based on Persuasive Technology. Four phases of the in-flight catering are based on data from the passenger survey. In-flight touchpoints performed with persuasive function is proposed to raise awareness of food waste classification onboard. This study illustrates how persuasive strategies can change the passenger's food-wasting behaviour.
Ecological Advanced Innovation Design Approach for Efficient Integrated Upstream and Downstream Processes
Authors: Livotov Pavel , Mas'udah Mas'udah , Chandra Sekaran Arun Prasad , Law Richard , Reay David
Published: July 2019

Process engineering industries are now facing growing economic pressure and societies' demands to improve their production technologies and equipment, making them more efficient and environmentally friendly. However unexpected additional technical and ecological drawbacks may appear as negative side effects of the new environmentally-friendly technologies. Thus, in their efforts to intensify upstream and downstream processes, industrial companies require a systematic aid to avoid compromising of ecological impact. The paper conceptualises a comprehensive approach for eco-innovation and eco- design in process engineering. The approach combines the advantages of Process Intensification as Knowledge-Based Engineering (KBE), inventive tools of Knowledge-Based Innovation (KBI), and main principles and best-practices of Eco-Design and Sustainable Manufacturing. It includes a correlation matrix for identification of eco-engineering contradictions and a process mapping technique for problem definition, database of Process Intensification methods and equipment, as well as a set of strongest inventive operators for eco-ideation.
From Product to Dust: Looking at the Ways to Regenerate Value in Product Life Cycle
Authors: Menu Baptiste , Jenny Faucheu , Valérie Laforest , Jean-François Bassereau
Published: July 2019

The shift from linear to circular patterns is on the way and rise many questions. In the last ten years, reuse and upcycling are gaining more attention. Since reduce and reuse were describe as a priority by the European Union, some leading projects are unveiled in different countries. Scale and quality of those projects push the reuse issue out of the shadow, far from original prejudices who associate waste and reuse to « poverty » and « Do It Yourself ». Although Reuse emerge as a prominent question, the idea and boundaries of « what is reuse » appears to be blur and not clearly understood. This situation lead to general incomprehension, even for professionals. Reuse, repurpose, upcycling and recycling are usually considered to wear the same meaning despite a huge difference on what it implies.

In this paper we will examine these different notions through a pedagogical case study. We will draw the different ways to regenerate value at all steps of product life cycle in a precise manner. This allows to better insight the meaning of those issues in the case of student design education. In the same time, it aims to be a tool for teaching sustainable design and waste management.
A Modeling Approach for Elastic Tolerance Simulation of the Body in White Hang-On Parts
Authors: Zheng Hanchen , Litwa Frank , Reese Benjamin , Li Chenyang , Bohn Martin , Paetzold Kristin
Published: July 2019

Computer aided tolerancing (CAT) in the automobile industry is implemented by CAD tools. These tools analyze the manufacturability of complex assemblies with rigid single parts in an early stage to reduce the product development time and the cost for hardware prototypes. This paper proposes an approach to implement tolerance simulation for a compliant assembly, which includes manufacturing processes such as clinching, bolting and hemming by applying tolerance simulation tool. The fender- BIW system is simulated as a compliant–rigid system and the simulation model is applied to two production scenarios. The simulation results are compared with real measurement data, which demonstrates the efficacy of using simulation in early production as opposed to prototyping or other methods of design by showing the strong correlation between simulation results and as-built products.
MBSE-integrated Parametric Working Surfaces as part of a PLM Design Approach
Authors: Katzwinkel Tim , Löwer Manuel
Published: July 2019

This paper demonstrates a concept for a cross-domain strategy for the sustainable processing and dissemination of product information. Important functional product features are explicitly mapped as working surface information in different domain tools with the help of the contact channel method and are integrated using a model-based systems development approach. The approach uses established state of the art design tools and can be integrated into existing product development processes, knowledge based engineering concepts and product (system) lifecycle management strategies.
Doing it Right - Critical Success Factors for Design Thinking Implementation
Authors: De Paula Danielly , Dobrigkeit Franziska , Cormican Kathryn
Published: July 2019

Proficiency in design thinking (DT) can contribute to the success of many companies. Successful implementation of DT can be achieved by identifying its Critical Success Factors (CSFs). Critical success factors are items or actions that should be present in a particular project or situation in order to be successful. However, to date, there has not been any formal study on synthesizing the critical success factors for a successful DT implementation based on existing research. In light of this, the aim of this paper is to develop a conceptual framework that proposes factors that may play a role in influencing the success of the DT implementation. Based on best practices and protocols from thematic analysis, we analyzed and synthesized extant literature in order to recognize research topics from the selected papers and categorize them into specific themes to build a framework. This study significantly contributes to the body of knowledge related to DT by offering the first attempt to identify CSFs for DT implementation, which can allow companies to take required precautions to elude failures or problematic areas and be able to increase the success rate of implementing DT
Feature Engineering for Design Thinking Assessment
Authors: Arlitt Ryan , Khan Sumbul , Blessing Lucienne
Published: July 2019

As design and design thinking become increasingly important competencies for a modern workforce, the burden of assessing these fuzzy skills creates a scalability bottleneck. Toward addressing this need, this paper presents an exploratory study into a scalable computational approach for design thinking assessment. In this study, student responses to a variety of contextualized design questions – gathered both before and after participation in a design thinking training course – are analyzed. Specifically, a variety of text features are engineered, tested, and interpreted within a design thinking framework in order to identify specific markers of design thinking skill acquisition. Key findings of this work include identification of text features that may enable scalable measurement of (1) user-centric language and (2) design thinking concept acquisition. These results contribute toward the creation of computational tools to ease the burden of providing feedback about design thinking skills to a wide audience.
Semantic Measures for Enhancing Creativity in Design Education
Authors: Georgiev Georgi V. , Casakin Hernan
Published: July 2019

Analysing verbal data produced during the design activity is helpful to gain a better understanding of design creativity. To understand exchange of information in terms of creative outcomes, a semantic analysis approach was used to measure the semantic content of communications between students and teachers. The goal was to use this tool to analyse design conversations, and to investigate their relation to design creativity, assessed in terms of originality, usability, feasibility, aesthetics, elaboration, overall value and overall creativity. Abstraction, Polysemy, Information Content and Semantic Similarity were employed to explore 35 design conversations from the DTRS10 dataset. Main findings suggest that a significant relationship exists between Information Content and Originality, and between Information Content and Overall creativity of the produced design outcomes. Significant relations were also found between Abstraction, Polysemy, Information Content, and Feasibility, as well as between Semantic Similarity and Overall Value of the outcomes. Implications for the use of semantic measures for encouraging creativity in the design studio are discussed.
Roadmap to Consider Physiological and Psychological Aspects of User-product Interactions in Virtual Product Engineering
Authors: Wartzack Sandro , Schröppel Tina , Wolf Alexander , Miehling Jörg
Published: July 2019

To successfully facilitate user-centred design, a multitude of different aspects has to be considered, from purely physiological to psychological-emotional factors. The overall aim is to increase the customer satisfaction by enhancing the fit between products and their users in the respective context of use. Further virtualisation of user-centred design processes holds the potential to convey the concepts of frontloading and predictive engineering from classical product engineering. Our vision is to facilitate a comprehensive consideration of user-product interactions in virtual product engineering operationalised by the mission to develop methods and tools to assess and design user-product interactions according to physiological and psychological aspects. A variety of work has already been done to model musculoskeletal user groups, to configure, predict, simulate and optimise physical user-product interactions, to integrate such models into CAD or to map individual subjective values to product design. Nevertheless, there are still research areas to be addressed to enable a comprehensive implementation of the mentioned approach. These are discussed in the present contribution.
A Research through Design Framework from the Evaluation of a Meta-Design Platform for Open and Collaborative Design and Making Processes
Authors: Menichinelli Massimo
Published: July 2019

The democratisation of technologies, knowledge and activities have been changing the world of designers, blurring the boundaries between amateur and professional designers, especially within the connected phenomena of the Maker Movement and Indie Designers. Within this context, how can be collaborative design processes documented, analysed, managed, shared? This article investigates the role of meta-design digital tools for the facilitation of distributed systems of creative agents, formally trained and informal amateurs that collaboratively design and produce artefacts. It documents a research study organised for testing a digital meta-design platform with users and the researcher as meta-designer: the results provide insights for improving the platform but also for building a comprehensive research through design framework that connects meta-design research and practice for exploring the role and nature of meta-design and meta-designers in facilitating collaborative design processes starting from their description with digital ontologies.
Experimental Evaluation of a Debiasing Method for Analysis in Engineering Design
Authors: Nelius Thomas , Matthiesen Sven
Published: July 2019

During analysis in engineering design, systematic thinking errors - so-called cognitive biases - can lead to inaccurate understanding of the design problem. With a simplified version of the Analysis of Competing Hypotheses - ACH method and a simplified decision matrix, the confirmation bias in particular can be minimized. To evaluate this method, it was taught to experienced design engineers and mechanical engineering students. During the experimental evaluation the participants analysed a real technical problem. The procedures and results were compared with a previously conducted study with the same task. The design engineers have not changed their approaches and could not further improve their analysis success. The students profited considerably from the training. They have mentioned twice as much supporting evidence and six times as much contradicting evidence through the training indicating a more extensive analysis. As a result, the students showed significantly fewer signs of confirmation bias than without training. The findings suggest that debiasing strategies should be introduced early in engineering design education.