bluuebunny/crossref_metadata_2025_split huggingface dataset:
Coordination in Design Teams as a Lens to Identifying Team Roles
Authors: Collopy Arianne X. , Li Chengxi , Liu Tianyi , Adar Eytan , Papalambros Panos Y. 
Published: July 2019

AbstractCoordination in system design requires an interplay between different roles. In this work, we identify five design team roles that pertain to the partitioning and coordination of distributed design team tasks. The proposed characterization is based on self-reported responsibilities and communication behaviors from 109 student designers in 22 teams at the conclusion of a semester-long design project. The self-reports capture both how team members viewed their own work as well as communication patterns between team members. We leverage two representations of this data. Through text analysis, we identify keywords describing team member roles and responsibilities. Social network analysis can further distinguish roles based on team communication behaviors. Cluster analysis on both types of data identifies groups of individuals with similar characteristics. The resulting five clusters capture common roles in system design teams that simultaneously capture the diverse responsibilities and communication patterns.
How a Better Understanding of Relation can Increase Responsibility between Stakeholders?
Authors: Bolifraud Sylvain , Stal-Le Cardinal Julie 
Published: July 2019

AbstractConstruction projects are complex and subject to a lot of conflicts. The misunderstanding between actors is one cause of these conflicts. To understand actor's interrelation is fundamental.In this paper, we used FAcT Miror method to analyse the relation between the two main actors, Owner and Contractor. Based on the method we built a survey about Fears, Attractiveness and Temptations of treason of each actor, The Miror effect of the method allows us to evaluate what is the thought of an actor about the other and to measure differences between actors' thought on a specific aspect of the relation. Our results allow us to have a better understanding of the relation between Owners and Contractors on a construction project. Moreover, we point out specific aspects of the relation which need to be studied to improve the understanding.
Connecting Functional and Geometrical Representations to Support the Evaluation of Design Alternatives for Aerospace Components
Authors: Müller Jakob R. , Panarotto Massimo , Isaksson Ola 
Published: July 2019

AbstractNovel product concepts are often down-selected in favour of the incremental development of available designs. This can be attributed to the fact that for the development of a new product, simulations and analysis based on high-fidelity CAD models are required, which are expensive to create. To solve this problem, the use of a function model (FM) as intermediate step between ideation and embodiment is suggested.The approach has been examined in a case study with an aerospace company for the development of a turbine rear assembly, using multiple workshops and interviews with practitioners from the company. A multitude of novel solutions, even extending the functionality of the legacy design, were captured. The FM approach proved to support the representation, analysis, and configuration of 102 different concepts. Although supported by the FM model, the embodiment still showed to be a bottle neck for further development. The subsequent interviews with practitioners showed that the benefits of the approach were seen, but experienced as too complex.Further work will concern a more systematic connection between the FM and CAD model, in order to automate of the embodiment process.
Different Approaches to Democratise Design - Are they Equal?
Authors: Goudswaard Mark , Forbes Hannah , Kent Lee , Snider Chris , Hicks Ben 
Published: July 2019

AbstractThe democratisation of design permits greater stakeholder involvement in what has traditionally been a domain reserved for experts; the design process itself. This is enabled by technological advances in fields such as 3D printing, virtual reality and high-speed peer to peer communication technologies which have fuelled the development of new and innovative design methods. This paper compares and contrasts different approaches to the democratisation of design, and in particular, those that aim to involve wider stakeholders in the design process itself. Three different approaches(design by play, design by generation and crowdsourcing for design) are defined and contextualised within existing design frameworks and their respective suitabilities to democratise different design phases are considered. An exemplar use case of each approach is presented in order to assess how stakeholder engagement is affected by each democratising strategy. The discussion compares and contrasts the approaches with respect to their applicability and utility for different stages of the design process and how the power dynamics of the design process are altered when the different approaches are employed.
Extended Sequence Modelling in Design Engineering – Gaining and Documenting Knowledge about Embodiment Function Relations with the C&C2-Approach
Authors: Matthiesen Sven , Grauberger Patric , Schrempp Lukas 
Published: July 2019

AbstractIn embodiment design, functions are implemented in a technical systems embodiment. For doing so, design engineers need to understand the relations of embodiment and function. Many systems change their states during function fulfilment which complicates their relations and leads to ambiguity in design decisions. The challenge for design engineers is that they often need to make important decisions about the design before they can use sophisticated analytical models to investigate them. This contribution presents a structure for the C&C²-Sequence Model as a non-analytical model to support design engineers in modelling embodiment function relations. This structure contains four dimensions that are derived from the state of the art and preliminary work. It enables the structuring of gained knowledge about embodiment function relations and supports their communication in design engineering teams. Two development projects in academic and corporate environment are conducted using the structure to investigate its applicability. In these projects, design engineers were able to document and use gained knowledge about the investigated complicated systems.
Innovative Design Within Tradition - Injecting Topos Structures in C-K Theory to Model Culinary Creation Heritage
Authors: Hatchuel Armand , Le Masson Pascal , Weil Benoit , Carvajal-Perez Daniel 
Published: July 2019

AbstractIn “Grande cuisine” creation and tradition co-evolve in a rich number of ways. Great chefs still use recipes from the 19th century and may also reinvent gastronomy itself. The creation heritage of culinary Art is the paradoxical capacity to both “respect” tradition and “break” its rules. Building on C-K theory, we show that such creative heritage needs multiple and independent layers of knowledge that “speak” of basic fixed objects. These properties correspond to general mathematical structures that we find in Topos theory. Thus, C-K/Topos predicts creative design strategies that can respect tradition in different ways. It also proves a form of “innovation within tradition” - “sheafification” in Topos words- that is not a compromise and builds on tradition itself. These findings fit with the lessons of great books of gastronomy. C-K/Topos has a wide scope of validity: it applies to any innovative design that needs preserving systemic structures, like engineering systems or social and environmental systems. C- K/Topos models with a high generality how local and radical innovation can warrant systems incremental change. C-K/Topos will have implications for teaching and research.
Rhetorical Design Game for Expectation Alignment
Authors: Koskela Mikael , Pikas Ergo 
Published: July 2019

AbstractWhile the form of building construction delivery known as Integrated Design-Build (or Integrated Project Delivery) is necessary for handling the complexity of modern projects, it raises up a host of problems due to the amount and variety of stakeholders that are brought together to co-design. Namely, the difficulty in forming a shared mental model of expectations regarding the project can cause disappointment in the results, as well as time and cost overruns. This paper is about creating an intervention to alleviate those issues. Employing knowledge from the field of rhetoric in design, and of mental models, two Integrated Design-Build workshops were analyzed to extract a set of rhetorical topics (topoi) to all such sessions. A design game was formulated around the empirical data by an iterative design process, following established design game theory. The game was found to indeed more than double the alignment of a group's individual mental models, though more testing is needed to validate this.
Specifying Process Activities for Multi-Domain Matrix Analysis Using a Structured Textual Format
Authors: Knippenberg S.C.M. , Etman L.F.P. , Wilschut T. , van de Mortel-Fronczak J.A. 
Published: July 2019

AbstractThis paper proposes a method to automatically generate a multi-domain matrix (MDM) from textual activity specifications. The format for specifying these activities is based on a structured grammar derived from natural language and consists of two types of activities: goal activities and transformation activities. A goal activity describes the purpose of an action performed by an actor for the benefit of another actor in the system. A transformation activity describes an activity from the viewpoint of a single actor, who receives, generates, and outputs information or artifacts. If one describes activities using these two types of activity specifications, dependencies can be automatically derived between actors, activities, and parameters of the system and visualized in an MDM. Thus the generated MDM presents an organization DSM (actors), a process DSM (activities), and a parameter DSM (flows of information or objects), as well as the mapping matrices coupling the different domains. An illustrative house construction example demonstrates the effectiveness of the proposed activity specification format. The method may provide an outcome in understanding and managing complex systems.
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

AbstractIn 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

AbstractWith 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

AbstractTo 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

AbstractScientific 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

AbstractNew 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

AbstractThe 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

AbstractIn 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

AbstractUse 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

AbstractIn 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

AbstractAn 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

AbstractUser-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.