bluuebunny/crossref_metadata_2025_split huggingface dataset:
REVISITING PROTOTYPING IN 2020: A SNAPSHOT OF PRACTICE IN UK DESIGN COMPANIES
Authors: Goudswaard Mark , Gopsill James , Harvey Mike , Snider Chris , Bell Andy , Hicks Ben 
Published: August 2021

AbstractThe importance of prototyping is unanimous with numerous studies into the media, types, roles and properties of prototypes. However, no recent papers have sought to examine and characterise industry practice and if and how this has changed since the early 2000s.To address this, a snapshot of industrial prototyping practice with particular attention to the what, when, why, how, and by whom is reported. The study involved five small-medium sized design companies based in the South-West of the UK and validation of the findings by two independent practitioners.The snapshot revealed that 3D printing and virtual prototyping tools have reached widespread adoption in SMEs,that their design processes are highly agile and iterative and are difficult to fit to any extant design process model.Rather, the approaches appear to implicitly comprise of three levels of design convergence: macro, meso, and micro, which correspond to finer/more detailed changes.The results also reveal the frequent transitions between digital and physical media and the need to manage these transitions to ensure the product representations in different media are appropriately up-to-date.
SIMULATION-BASED PERFORMANCE ANALYSIS FOR FUTURE ROBUST MODULAR PRODUCT ARCHITECTURES
Authors: Dambietz Florian M. , Greve Erik , Krause Dieter 
Published: August 2021

AbstractThe increased demand for customer-adapted product solutions shows an increasing trend of product variety, leading to an increased internal variety and therefore -costs. The concept of modularization provides apossible solution to this challenge by developing modular kits. Nevertheless, modularization methods to not lead to one individual modular kit, but to several alternatives. The decision of which alternative to implement can be crucial to the applying companys succes. During this decision-making both customer- and company perspectives need to be taken into account. This contribution is to present a simulation-based approach to support the decision making by using a model-based configuration system. Furthermore, as classical decision-making processes are based upon historical data, future aspects are usually not taken into account. In order to counteract this situation, this contribution intends to simulate as well future aspects impacting the modular product architecture. In this case, the simulation is used in order to evaluate the individual performances of a Design-for-Variety product architecture as opposed to a Design-for-Future-Robustness by applying this method to the example of customer-individual laser machines.
STUDY ON THE IMPACT OF COGNITIVE LOAD ON PERFORMANCE IN ENGINEERING DESIGN
Authors: Zimmerer Christoph , Matthiesen Sven 
Published: August 2021

AbstractThe objective evaluation of empirical studies is an important part when assessing demand and validating design methods. However, metrics that can also map cognitive processes during design are still lacking. In order to address this problem, an online study with 12 participants was conducted. The aim of this investigation was to find a relation between cognitive load and performance in engineering design tasks. To assess the cognitive load, the NASA-RTLX questionnaire was used as an established measurement tool and was related to the results achieved by the participants. The results show that there is a correlation between the two investigated parameters. Based on a statistical analysis a correlation between increasing cognitive load and a decrease in performance could be identified. The tasks used produce comparable results to other studies investigating cognitive load, but the task causing the highest cognitive load shows the widest scatter in performance. The u-curve as suggested by the state of the art was not visible in the study’s results, but the cognitive load should be nevertheless used for studies of design processes, because it may reveal a need for methodical support.
SUPPORT USERS TOWARDS MORE CONSCIOUS FOOD CONSUMPTION HABITS: A CASE STUDY
Authors: Bordegoni Monica , Carulli Marina , Spadoni Elena 
Published: August 2021

AbstractDesign for Sustainability is a research area based on a multidisciplinary approach, which has become increasingly important in recent years. Great attention is paid to the design of products that can impact on users' behaviours, through embedded smart technologies, e.g. Internet of Things (IoT). In fact, IoT systems are able to “dialogue” with the users, supporting the identification of any misbehaviour, and suggesting more sustainable ones.This paper presents a research aiming at supporting users towards more conscious food consumption in their daily life to reduce food waste. As a case study, it has been developed an interactive system in which chicken eggs are used as main communication element. Indeed, the environmental footprint of the egg industry is very heavy, and eggs are one of the main wasted food. The interactive system consists of a physical product, an eggs tray, integrating sensors and actuators for handling the interaction with users. It is accompanied by an interactive application for monitoring eggs consumption, displaying eggs waste statistics, and an Augmented Reality part for children, aimed to improve their awareness about food waste and the impact on their food habits through an “edutainment” approach.
SUSTAINABILITY IN ENGINEERING EDUCATION - DESCRIPTION AND COMPARISON OF TWO UNIVERSITY COURSES
Authors: Kattwinkel Daniela , Heide Ludger , Syré Anne , Grahle Alexander , Bender Beate , Göhlich Dietmar 
Published: August 2021

AbstractSustainable products are becoming increasingly important for companies in order to succeed. However, the development of sustainable products poses a complex challenge, because alongside the classical product development requirements, additional social, economic and ecologic requirements arise. Despite the increasing relevance of this topic, sustainability is not yet fully integrated into the product development processes and mindsets within companies. Simultaneously, the integration of sustainability into engineering education is still insufficient and traditional teaching formats seem to be inadequate to teach such complex and multifaceted topics. Within this publication, the development, the contents and the implementation of two different university engineering courses for sustainability and environmentally compatible product development are described and compared. The different approaches to develop and incorporate sustainability into the engineering education and the usage of innovative teaching concepts are demonstrated to encourage and inspire other universities.
SUSTAINING BEHAVIOUR CHANGE THROUGH IMMERSIVE TECHNOLOGIES: TRENDS, PERSPECTIVES, AND APPROACHES
Authors: Wittmann Maximilian , Cash Philip , Mariani Milton , Maier Anja , Hansen John Paulin 
Published: August 2021

AbstractLong-term behaviour changes are critical to answering societal and individual challenges surrounding areas such as sustainability and health. Current understanding of how to bring about sustained behaviour is focused on the identification of Behaviour Change Techniques (BCTs) without explicit guidance on how these should be matched with technological solutions. Based on this gap we set out to answer the research question: What is the relationship between BCTs and interactive immersive technologies with respect to long-term, sustainable behaviour? To this end, we report a literature review on technology trends in the fields of human computer interaction, human robot interaction, and game design. Based on this review we develop three main contributions with implications for design theory and practice. First, we propose a number of characteristics and mechanisms in emerging immersive technologies. Second, we highlight technological pathways connected to specific BCT clusters likely to be disrupted: technology as a conveyor of information, an augmenter of feedback, and as an embodiment of empathy. Third, we explore these connections between BCT clusters and the actual technological interventions.
BIOINSPIRED COMPUTATIONAL DESIGN: A CASE STUDY ON A 3D-PRINTED LAMP BASED ON THE PHYSALIS ALKEKENGI
Authors: Graziosi Serena , Scurati Giulia Wally , Parmose Roberta , Lecchi Alberto , Bordegoni Monica , Ferrise Francesco 
Published: August 2021

AbstractNature has always been a source of inspiration for designers and engineers, through the imitation of biological patterns and structures. This emulating and creative process is nowadays supported by technologies and tools as additive manufacturing and computational design. This paper describes the design and prototyping of a lamp inspired by a plant called Physalis Alkekengi, known as Chinese Lantern. We present the development of an algorithm, based on a computational model from literature, to realize the 2D pattern and leaves. They were then 3D printed to create the structure of the lamp and obtain an aesthetical and symbolic shading effect.
THE IMMERSION CYCLE: UNDERSTANDING IMMERSIVE EXPERIENCES THROUGH A CYCLICAL MODEL
Authors: Lucho Lingan Cesar , Li Meng , Vermeeren Arnold P.O.S. 
Published: August 2021

AbstractThe present work introduces a cyclical model which showcases the process of immersion during Immersive Technological Experiences (ITEs) such as Virtual Reality, Augmented Reality and Mixed Reality. This model is based on the identified concepts around immersion and immersive environments across 30 years. The concepts' similarities were used to organize them on a cyclical model by acknowledging the user's presence at the beginning and end of immersive experiences. The proposed model's value relies on its cyclical approach based on a user-centred perspective and having a general overview of the immersion process. The Immersive cycle can serve as a mapping tool for developers and researchers, thanks to the inclusion of guidelines that complements the model. Both of these were used in three different examples of ITEs. Furthermore, the cyclical model could be used as a tool for ideation and conceptualization during the early stages of developing immersive experiences. Nevertheless, it is recognized that this is the first step in developing this model; therefore, it still needs to be validated and improved based on tests with developers, designers and researchers in the field.
THE LOGICS OF DOUBLE PROOF IN PROOF OF CONCEPT: A DESIGN THEORY-BASED MODEL OF EXPERIMENTATION IN THE UNKNOWN
Authors: Jobin Caroline , Hooge Sophie , Le Masson Pascal 
Published: August 2021

AbstractThe literature on design distinguishes between exploration-based experimentation and validation-based experimentation. This typology relies on an assumption that exploration and validation cannot and should not be performed simultaneously in the same experimentation. By contrast, some practitioners, such as les Sismo, propose that proof of concept might combine these two logics. This raises the question of what design logic might enable this type of combination of exploration and validation. We first use design theory to build an experimentation design framework. This framework highlights a typology of proof logics in experimentation related to proof of the known and proof of the unknown. Second, we show that these proof models are supported by les Sismo's cases and describe a diversity of arrangements of exploration and validation mechanisms: sequential, parallel, and combinational. Through the formalisation of proof of concept as a double proof (proof of the known and proof of the unknown), we show that proof of concept can be more than a tool for the go/no-go decision by gradually validating propositions, questioning the relevance of propositions, and discovering new propositions to be investigated and tested.
THE POSITIVE IMPACT OF AGILE RETROSPECTIVES ON THE COLLABORATION OF DISTRIBUTED DEVELOPMENT TEAMS – A PRACTICAL APPROACH ON THE EXAMPLE OF BOSCH ENGINEERING GMBH
Authors: Duehr Katharina , Efremov Pauline , Heimicke Jonas , Teitz Emilie Maria , Ort Ferdinand , Weissenberger-Eibl Marion , Albers Albert 
Published: August 2021

AbstractTo counteract competitive pressure, increasing customer requirements and growing product complexity successful distributed collaboration in product development is vital. Companies have to face new challenges, such as efficiency losses in communication. To overcome these challenges agile working practices, such as agile retrospectives, could be beneficial. The objective of this scientific work is to evaluate the benefit of agile working practices on the example of agile retrospectives, for the improvement of collaboration in distributed development teams. Based on literature analysis, qualitative and quantitative expert interviews following the DRM by Blessing and Chakrabarti, this scientific work shows that agile working practices have a high potential to improve distributed collaboration. To address this potential, several virtual agile retrospectives are developed and conducted within a distributed team at Bosch Engineering GmbH. The evaluation of this approach results in a high potential of agile retrospectives indicating an improvement tendency. Especially iteratively implemented virtual agile retrospectives have a positive impact on successful distributed collaboration.
BRAIN ACTIVITY OF INDUSTRIAL DESIGNERS IN CONSTRAINED AND OPEN DESIGN: THE EFFECT OF GENDER ON FREQUENCY BANDS
Authors: Vieira Sonia Liliana da Silva , Benedek Mathias , Gero John S. , Cascini Gaetano , Li Shumin 
Published: August 2021

AbstractIn this paper, we present results from an experiment using EEG to measure brain activity and explore EEG frequency power associated with gender differences of professional industrial designers while performing two prototypical stages of constrained and open design tasks, problem-solving and design sketching. Results indicate no main effect of gender. However, among other main effects, a consistent main effect of hemisphere for the six frequency bands under analysis was found. In the problem-solving stage, male designers show higher alpha and beta bands in channels of the prefrontal cortices and female designers in the right occipitotemporal cortex and secondary visual cortices. In the design sketching stage, male designers show higher alpha and beta bands in the right prefrontal cortex, and female designers in the right temporal cortex and left prefrontal cortex, where higher theta is also found. Prioritising different cognitive functions seem to play a role in each gender's approach to constrained and open design tasks. Results can be useful to design professionals, students and design educators, and for the development of methodological approaches in design research and education.
THE RESEARCH DOMAIN OF PRODUCT-SERVICE SYSTEMS AND VOICE OF THE CUSTOMER: A SYSTEMATIC MAPPING
Authors: Toller Carl Nils Konrad , Bertoni Marco 
Published: August 2021

AbstractProduct-Service Systems (PSS) have emerged as a key concept to meet the societal and market trends of increasing customer needs through the entire life-cycle. Unfortunately, several companies are struggling with getting revenues from service investments and translating 'real needs' to design improvements. The demand of the designer to go beyond the Voice of the Customer (VoC) is evident. This paper aims to map the interventions proposed by research in the area of PSS and VoC. Using a systematic mapping approach, the research domain was analyzed with regards to context and interventions. The results show a progressive development in the research area with a focus on the specification and realization of needs. A gap exists in connecting the engineers with 'real needs' and integrating the customer as a natural part of the entire development cycle of a PSS. By performing a systematic mapping, future research can be more focused and hopefully increasing its impact.
THE ROLE OF CONSUMER INFLUENCES IN THE NEW PRODUCT DEVELOPMENT OF PACKAGED FOOD AND BEVERAGE VENTURES
Authors: Perttunen Erika Maria , Jung Summer D. , Kirjavainen Senni , Bjürklund Tua A. , Kim Sohyeong 
Published: August 2021

AbstractUnderstanding and applying consumers' needs in product development is key to success across various industries. The failure rate of new products, however, remains high because consumer demands are not adequately addressed. To investigate the role of consumers in the product development processes of small ventures, we conducted in-depth, semi-structured interviews of 40 packaged food and beverage small ventures in California and Finland. Our findings showed that consumers rarely drove the design of new products, but rather functioned as a source of validation or feedback for small improvements of existing products. Consumer feedback was often unstructured and concentrated in the latter stages of the product development process. However, even though customer involvement in the small ventures' product development was more restricted than recommended in cocreation literature their influence still brought meaningful changes to the products. Given the small ventures' lack of resources, future research on creative, low-cost ways to co-create is called for.
TOWARDS AGILE PRODUCT DEVELOPMENT – AN EMPIRICAL STUDY ON AN E-BIKE DRIVE
Authors: Zorko Damijan , Černe Borut , Tavčar Jože , Demšar Ivan 
Published: August 2021

AbstractToday's rapidly evolving and changing market dictates constant changes in design requirements during the development process of a product. If development teams are unable or unwilling to adapt to these changes, this will ultimately lead to an uncompetitive product. How the change in requirements will affect the development process depends on the complexity of the product and the development phase in which the change in requirements occurs. The principles of Agility and the methods that follow these principles help in the successful introduction of changes in the product development process. The paper provides guidelines for the development of complex physical products taking into account the principles of Agility. The guidelines were set based on a critical review of the e-bike drive development process.
UNDERSTANDING USAGE DATA-DRIVEN PRODUCT PLANNING: A SYSTEMATIC LITERATURE REVIEW
Authors: Meyer Maurice , Wiederkehr Ingrid , Koldewey Christian , Dumitrescu Roman 
Published: August 2021

AbstractCyber-physical systems (CPS) are able the collect huge amounts of data about themselves, their users, and their environment during their usage phase. By feeding these usage data back into product planning, manufacturers can optimize their engineering and decision-making processes. Despite promising potentials, most manufacturers still do not analyze usage data within product planning. Also, research on usage data-driven product planning is scarce. Therefore, this paper aims to identify the main concepts, advantages, success factors and challenges of usage data-driven product planning. To answer the corresponding research questions, a comprehensive systematic literature review is conducted. From its results, a detailed description of usage data-driven product planning consisting of six main concepts is derived. Furthermore, taxonomies for the advantages, success factors and challenges of usage data-driven product planning are presented. The six main concepts and the three taxonomies allow for a deeper understanding of the topic while highlighting necessary future actions and research needs.
UPCYCLING OBSOLETE MECHANICAL EQUIPMENT INTO INNOVATIVE LABORATORY TEST RIGS: A LOW-COST SOLUTION OR A SUSTAINABLE DESIGN APPROACH?
Authors: Rogkas Nikolaos , Tsolakis Eustratios , Kalligeros Christos , Vasileiou Georgios , Vakouftsis Christos , Kaisarlis Georgios , Markopoulos Angelos P. , Spitas Vasilios 
Published: August 2021

AbstractCircular Economy (CE) and the potential of reusing and recycling the products after the end of their life, becomes imperative for environmental, economic and social reasons. Especially during the 4th Industrial Revolution that is taking place nowadays, an increasing number of out-of-date equipment has to be replaced, which constitutes a chance and necessity to be reused, through recycling, redesigning and remanufacturing. The paper presents proof-of-concept studies regarding upcycling of obsolete and outdated equipment into novel test rigs mainly addressing research activities. Three such case studies are presented, namely the upcycling of an injection moulding machine into a modular test bench for power hydraulic components, the upcycling of scrap components into a hybrid hydraulic/ ICE powertrain rig and the functional augmentation of a gear roll tester to accommodate single and double flank tests. Significant savings in cost, raw materials and time are demonstrated in all cases and adherence to the CE objectives are observed.
USE INTERACTIVE MEDIA TO ENHANCE CREATIVITY OF DESIGNERS BY STIMULATING THE SENSES IN THE CONTEXT OF ART DESIGN EDUCATION
Authors: Liu Xiaoxiao , Nagai Yukari , Yabuuchi Kumi , Cui Xiuxia 
Published: August 2021

AbstractCreativity is very important for designers, and methods to stimulate designers' creativity are the long-term focus of art design education. The senses are an important channel for designers to receive information and define core issues. Stimulating the designer's senses can help enhance their perception and creativity, and is of great benefit for the quality and efficiency of the design outcome. Today's interactive media technology provides more possibilities and advantages for designers' perception and sensation. The purpose of this research is to explore a way to stimulate the designer's senses through the use of interactive media, thereby improving the designer's design thinking and creativity, and providing designers with innovative design support. By means of interactive ground projection and experiments, and discussion of the advantages of interactive media to stimulate designers' senses, this research proposes innovations in art design educational media, which is valuable for the training and learning of designers and the development of virtual education environment in the future.
USING PAGERANK AND SOCIAL NETWORK ANALYSIS TO SPECIFY MENTAL HEALTH FACTORS
Authors: Boodaghian Asl Arsineh , Raghothama Jayanth , Darwich Adam , Meijer Sebastiaan 
Published: August 2021

AbstractVarious factors influence mental well-being, and span individual, social and familial levels. These factors are connected in many ways, forming a complex web of factors and providing pathways for developing programs to improve well-being and for further research. These factors can be studied individually using traditional methods and mapped together to be analyzed holistically from a complex system perspective. This study provides a novel approach using PageRank and social network analysis to understand such maps. The motives are: (1) to realize the most influential factors in such complex networks, (2) to understand factors that influence variations from different network aspects. A previously developed map for children's mental well-being was adopted to evaluate the approach. To achieve our motives, we have developed an approach using PageRank and Social Network Analysis. The results indicate that regardless of the network scale, two key factors called "Quantity and Quality of Relationships" and "Advocacy" can influence children's mental well-being significantly. Moreover, the divergence analysis reveals that one factor, "Recognition/Value Placed on well-being at School" causes a wide range of diffusion throughout the system.