bluuebunny/crossref_metadata_2025_split huggingface dataset:
Exploratory Study of the Integration of Frugal Innovation in the Design of Products for the BoP
Authors: López Santiago Luis Miguel , Rohmer Serge , Díaz Pichardo René , Reyes Tatiana 
Published: July 2019

AbstractThe bottom of the pyramid (BoP) consists of 1.4 billion people living less than 1.25 USD per day. Fulfilling unmet needs of BoP people involves the design of products as a main activity. Designing products for the BoP faces two main problems. First, there is a general lack of understanding of the needs of users and second, traditional design methods may be limited in addressing the BoP context. Frugal innovation is positioned as a very interesting approach with the potential to adequately respond to the design challenges of the products for the BoP. However, studies in engineering design based on frugal innovation are still limited. In response to these issues, through an analysis and review of the literature, an exploratory mapping of the proposals in frugal innovation and the characteristics of the BoP was conducted. On the basis of the results, this paper defines a set of eight frugal criteria design and an identification of three dimensions that characterize a BoP context and two roles of BoP people. Finally, an association of BoP dimensions and roles with the key criteria of frugal design is proposed.
Digital Sketch Modelling: Proposing a Hybrid Visualisation Tool Combining Affordances of Sketching and CAD
Authors: Ranscombe Charlie , Zhang Wenwen , Rodda Jacob , Mathias David 
Published: July 2019

AbstractVisualisation of ideas and emergent designs is an essential ingredient in design practice. Sketching and CAD represent two widely used visualisation tools, each with complementary affordances that dictate their typical use during the design process. Sketching has affordances of fast and fluent visualisation whereas CAD affords easy modification of detailed designs. This paper proposes a hybrid tool, Digital Sketch Modelling, investigating the extent to which it can deliver complementary affordances of both sketching to CAD. Analysis of diary entries made by 62 postgraduate designers using sketching, digital sketch modelling and CAD within a design project forms the basis of the study. Results illustrate how digital sketching over crude 3d digital models, combined with benefits of digital image editing software enhance affordance for easy visualisation of ideas. Concurrently, the level of software used in Digital Sketch modelling led to fewer concerns over the level of difficulty to modify designs, enhancing the affordance for easy modification. As such we conclude Digital Sketch Modelling does combine affordances indicating its potential benefit in use between sketching and CAD.
Multisensory Nudging: A Design Intervention for Sustainable Hand-Washing Behavior in Public Space
Authors: Scurati Giulia Wally , Huang Siyuan , Wu Siyu , Chen Tengfei , Zhang Yueyao , Graziosi Serena , Ferrise Francesco , Bordegoni Monica 
Published: July 2019

AbstractThe scarce availability of water in highly populated cities is about to become a social problem. While the water service companies work on improving the distribution network in order to reduce losses, it is evident that one of the main problems is due to an excess of use of this resource by users. This consumption is relatively controlled when excessive consumption is clearly associated, in the consumer mind, with high costs. However, when users are in public places they tend to consume water because of a loss of correlation with costs. In this paper, we describe the design of a device to be installed in public environments, which aims to reduce the consumption of water. The device measures in real time the flow of water and sends the user visual and sound information trying to create a link between consumption and costs. The device has been installed in a university campus bathroom and has been tested. Test results show a reduction in water consumption, especially in the interactive prototype approach compared to the conventional treatment. Further modifications for future development of the interactive device is also discussed.
Towards a Theory for Unintended Consequences in Engineering Design
Authors: Walsh Hannah , Dong Andy , Tumer Irem 
Published: July 2019

AbstractConventional failure analysis ignores a growing challenge in the responsible implementation of novel technologies into engineered systems - unintended consequences, which impact the engineered system itself and other systems including social and environmental systems. In this paper, a theory for unintended consequences is developed. The paper proposes a new definition of unintended consequences as behaviors that are not intentionally designed-into an engineered system yet occur even when a system is operating nominally, that is, not in a failure state as conventionally understood. It is argued that the primary cause for this difference is the bounded rationality of human designers. The formation of unintended consequences is modeled with system dynamics, using a specific real-world example, and bifurcation analysis. The paper develops propositions to guide research in the development of new design methods that could mitigate or control the occurrence and impact of unintended consequences. The end goal of the research is to create a new class of failure analysis tools to manage unintended consequences responsibly to facilitate engineering design for a more sustainable future.
Method for Analysing Requirement Change Propagation based on a Modified Pagerank Algorithm
Authors: Gräßler Iris , Thiele Henrik , Oleff Christian , Scholle Philipp , Schulze Veronika 
Published: July 2019

AbstractComplexity of products and systems is increasing through digitalization, interdisciplinarity as well as high technology maturity and new business models. In consequence, new product development (NPD) projects need to manage and satisfy a large number of requirements from a broad range of stakeholders. Yet, NPD projects are often delayed due to requirement changes. In this paper, a new method for analyzing requirement change propagation is presented. The method is based on the assessment of requirement interrelations structured in a requirements structure matrix by a modified page-rank algorithm. By the method, a high number of strongly interrelated requirements can be analyzed in an efficient manner. Additionally, higher-level interrelations as well as the relative weights of requirements are also incorporated in the analysis. Hereby, an efficient holistic approach towards the analysis of requirement change propagation is proposed.
Multi-level Decomposed Systems Design: Converting a Requirement Specification into an Optimization Problem
Authors: Beernaert T. F. , Etman L. F. P. 
Published: July 2019

AbstractComplex technological artefacts are often decomposed into smaller components to keep their design manageable. The resulting challenge is to coordinate decisions that involve multiple components and to design components such that high-level targets are met. Analytical Target Cascading (ATC) is an analytical coordination method for the optimization of decomposed systems, which we aim to incorporate in systems engineering design process. To this extent, we relate the domain of engineering optimization to the domain of requirements engineering, and propose a method that constructs an ATC problem from functional specifications and requirements written in the newly developed Elephant Specification Language. The proposed method is demonstrated in the two-level design of an automotive powertrain. This contribution is a step towards design automation and is expected to increase the usability of decomposed optimization techniques.
Streamlined Assessment to Assist in the Design of Internet-of-Things (IOT) Enabled Products: A Case Study of the Smart Fridge
Authors: Dekoninck Elies , Barbaccia Francesca 
Published: July 2019

AbstractThis paper shows how designers of IoT-enabled products can assess the environmental impacts associated with the user behaviour and the service system around the product. High-quality secondary data and a user-behaviour survey were able to highlight critical aspects of a smart fridge's design. A streamlined LCA looked at just the in-use phase of the product within 4 PSS scenarios. The system included: the effects on the food waste; grocery shopping methods; fridge door openings; and how the users interact with the smart fridge features. The results show that a smart fridge as within a PSS can reduce the impact on the environment (GWP of 21,700 kg CO2-eq within the ‘average PSS scenario’ and GWP of 23,100 kg CO2-eq for the normal fridge with ‘typical scenario’). The product's increased emissions are counteracted by the reduction in GWP due to: reduction in food waste; and shifts from brick-and-mortar grocery shopping to e-commerce. Therefore some of the critical aspects of the product's design that are most influential on the environmental impact of an IoT fridge are: the design of the web-browsing capability; and the use-by date tracking system.
Reframing the Design Process: Integrating Goals, Methods and Manifestation into the Co-Evolution Model
Authors: Storm Rosa , van Maanen Jeffrey , Gonçalves Milene 
Published: July 2019

AbstractIn their early years of education, design students may experience difficulties in reframing design problems. Since reframing is linked to creativity, this may be problematic. While there are some models available to describe the reframing process, it is yet unclear how they are supporting design students. This study concerned the development and test of a framing model based on co-evolution transitions, through a two-part study: interviews with expert designers and workshops followed by group interviews with novices. The resulting model offers a way of thinking and a way of working, based on the fluidity of the design process. This study yielded two major insights. Firstly, students tend to perceive the problem space to be fixed once they defined it, even if they discovered disparate information along the way. Secondly, the developed model provides students with guidance and confidence in dealing with complex problems. Our results have a considerable impact on design education, as it is important to reinforce to design students that both the problem and solution understanding are fluid, and this model provides initial steps to help designers structuring their process.
Evaluating Innovative Projects for and with Elderly People: Insights from Participatory Design Contests
Authors: Jean Camille , Cluzel François , Vallet Flore , Yannou Bernard 
Published: July 2019

AbstractSocieties are challenged worldwide to maintain or improve the life of an ageing population. In the meantime, it is an opportunity for businesses to develop products and services for the elderly. Participatory design - or co-design - promotes not only to design for, but also with and by older adults. Current studies tend to emphasize more field investigations and co-ideation than evaluation of co- designed outcomes with seniors. We are interested in two 24 hours-innovation contests in 2017 and 2018, yearly involving 10 teams of 3 students, elderly persons as potential beneficiaries and innovation experts. The aim of this paper is to analyse the variability of evaluation of generated projects between the elderly people and the innovation experts. The comparative analysis relies on the grades and ranking of projects against five criteria. Results show that elderly people provide consistent evaluations, but with a positioning slightly shifted compared to the experts. We conclude on recommendations for the evaluation process with a jury including seniors.
How to Design for Joy / Satisfaction - Two Different Approaches on How to Tackle the Task
Authors: Atzberger Alexander , Boffa Eleonora , Montero Joaquin , Paetzold Kristin , Vajna Sandor 
Published: July 2019

AbstractIn the course of the IPD International Summer School, two teams addressed the topic of devel-oping an integrated product, with the constraint of it being joyful for the user. One team has chosen an agile development approach whereas the second team approached it in a plan-driven manner. With the starting conditions for both teams being equal, a direct comparison between the agile and plan-driven development approach can be undertaken. The different courses of action are displayed and the different ways on how to approach the topic of achieving joy for the user are outlined. The results as well as the challenges associated with each approach are dis-cussed and an outlook on the transferability to other fields is given.
A Computational Study of the Effect of Experience on Problem/Solution Space Exploration in Teams
Authors: Perisic Marija Majda , Martinec Tomislav , Storga Mario , Gero John S 
Published: July 2019

AbstractThis paper presents the results of computational experiments aimed at studying the effect of experience on design teams’ exploration of problem-solution space. An agent-based model of a design team was developed and its capability to match theoretically-based predictions is tested. Hypotheses that (1) experienced teams need less time to find a solution and that (2) in comparison to the inexperienced teams, experienced teams spend more time exploring the solution-space than the problem-space, were tested. The results provided support for both of the hypotheses, demonstrating the impact of learning and experience on the exploration patterns in problem and solution space, and verifying the system's capability to produce the reliable results.
Measuring Systems Engineering and Design Thinking Attitudes
Authors: Greene Melissa T. , Gonzalez Richard , Papalambros Panos Y. 
Published: July 2019

AbstractSystems engineering and design thinking have been widely seen as distinctly different processes, systems engineering being more data-driven and analytical, and design thinking being more human- centred and creative. We use the term ‘design thinking’ to encompass the plurality of human-centered design processes that seek to unpack the core values behind design decisions. With the increased awareness that both systems engineering and design thinking need each other, the effects of a possibly persisting distinction on engineers’ attitudes toward these two processes are not well understood. In this paper, we describe the development and validation of a scale for measuring individual attitudes about systems engineering and design thinking. Thematic analysis of engineering and design literature is used to derive a Likert scale reflecting these attitudes. We use exploratory and confirmatory factor analysis to test and confirm this two-factor thematic representation, resulting in a 9-item Systems Engineering and Design Thinking Scale measure of attitudes.
Participatory and Inclusive Assistive Technology Innovation Clinics in Design Schools
Authors: Bhatnagar Tigmanshu , Patel Rohit , Roopchandani Bhavik , Ashraf Faisal 
Published: July 2019

AbstractPeople living with disabilities can have needs for Assistive Technology (AT) that are out of the scope of occupational therapists, commercial markets and charitable distributions. For such needs, designers, engineers, makers and clinicians in the local community can design and fabricate AT through an inclusive, participatory, user centred design process. By tapping into the skills, creativity, facilities and knowledge of local design, medical, engineering and management schools, we can make clinics for AT innovation, practical design education, business incubation and product provision. Through two case studies, we demonstrate the necessary steps towards this novel approach to compassionately design, fabricate and deliver bespoke and scalable AT innovations. The practice is multidisciplinary, it empowers people with disabilities to creatively challenge their problems, contributes to design education and requires a system to ensure product quality and follow ups. We envision that over years, this practice can become a movement that is able to systematically knit the patched ecosystem for AT, while contributing to the global understanding of design for people with disabilities.
Revealing Insights of Users’ Perceptions: An Approach to Evaluate Wearable Products Based on Emotions
Authors: Liao Ting , Tanner Kesler , MacDonald Erin 
Published: July 2019

AbstractThe wearable products market is growing rapidly. Engaging users on an emotional level may be the key to long-term use and attracting new customers. While researchers have proposed various design approaches to realize design qualities for wearable devices, emotional needs are overlooked in the design process. To bridge this gap, we developed an approach with an online tool that uses a two-axis interactive collage for users to compare and evaluate wearable products with targeted emotion-related descriptive words. This approach enabled us to explore how users perceive products and identify types of emotions that were associated with their preferences for and perceptions of the product's form and visible characteristics. The study demonstrated this design approach to reveal insights into the relationships between product characteristics and design goals, such as user comfort, user delight, and perceived product usefulness. The results showed that products that resemble clothes were perceived as more delightful and comfortable. This study suggests that the approach can be further used to explore other design concepts or goals.
The Personification of Big Data
Authors: Stevenson Phillip Douglas , Mattson Christopher Andrew 
Published: July 2019

AbstractOrganizations all over the world, both national and international, gather demographic data so that the progress of nations and peoples can be tracked. This data is often made available to the public in the form of aggregated national level data or individual responses (microdata). Product designers likewise conduct surveys to better understand their customer and create personas. Personas are archetypes of the individuals who will use, maintain, sell or otherwise be affected by the products created by designers. Personas help designers better understand the person the product is designed for. Unfortunately, the process of collecting customer information and creating personas is often a slow and expensive process. In this paper, we introduce a new method of creating personas, leveraging publicly available databanks of both aggregated national level and information on individuals in the population. A computational persona generator is introduced that creates a population of personas that mirrors a real population in terms of size and statistics. Realistic individual personas are filtered from this population for use in product development.
Towards Virtual Assessment of Human Factors: A Concept for Data Driven Prediction and Analysis of Physical User-product Interactions
Authors: Wolf Alexander , Binder Nicole , Miehling Jörg , Wartzack Sandro 
Published: July 2019

AbstractThe early consideration of human factors in product development hugely favours the development of products, which excel with a positive user experience. The virtual environment of product development however, still has significant gaps in the virtual assessment and simulation of human factors, especially for user-product interactions composed of human movements. This motivates us to introduce a concept for data-driven prediction and analysis of user-product interactions. Heart of the concept is a predictive component that models the interaction between the user, represented by a musculoskeletal model, and the product, represented by product characteristics. We describe the implementation of this concept based on a pilot study for a lifting task. Motion capturing was performed to build a database and compare the results of our novel approach. The resulting kinematic and dynamic quantities show similar curve profiles with a small constant offset to the measured data. This indicates that the concept enables the virtual comparison of different designs or concepts regarding human factors.
Visualising User Experiences: Analysing Embodiment of UX in Autonomous Vehicle Concepts
Authors: Ranscombe Charlie , Rodda Jacob , Johnson Mark 
Published: July 2019

AbstractThe prospect of autonomous vehicles and associated technologies has disrupted traditional modes of vehicle operation and ownership. This requires automotive designers to shift their focus from designing vehicle form to consider the design of transport experiences. As such, there is a need to explore how best to support automotive designers in communicating user experiences (UX) alongside the physical design of vehicles. This paper presents an industry case study conducted with Ford Design Asia Pacific to assess the embodiment of UX in early concepts. Attributes of generalised model for UX are mapped to designers' storyboard illustration for the experience of an advanced concept for an autonomous vehicle interior. Results show how a mix of captions, sketches of users and contextual features illustrate different attributes of user experience. From findings we conclude firstly, the need to develop a toolkit to help designers communicate descriptions of as yet designed interactions. We also conclude that sketching contextual features of experience can provide a starting point to develop aspects of UX that can be used to differentiate and identify the Ford brand.
Assessing the Authenticity of the Student Learning Experience
Authors: Bissett-Johnson Katherine Mary , Radcliffe David F 
Published: July 2019

AbstractAuthentic learning is an approach to teaching where the learning is embedded in a real world context, in real situations or simulations, and offers students opportunities for problem solving challenges much like they will encounter in real life. This paper discusses and reflects upon the development a course designed to teach Socially Responsible Design approaches, methods and tools to Product Design Engineering students using global projects. Our research question was to investigate if this Socially Responsible Design course, it's structure, delivery, learning activities and assessments combined to deliver an authentic learning experience. Through informal interviews with staff, review of student reflections, review of university student feedback comments and consideration of final outcomes, all within the framework of Herrington and Oliver's nine elements of authentic learning, we found that this course did provide an authentic learning experience for many reasons. This study offers academics a frame work for reviewing existing and future courses with a view to creating or enhancing authentic learning experiences using project based learning
Biomimicry Design Education Essentials
Authors: Stevens Laura , De Vries Marc M.J. , Bos Mark M.J.W. , Kopnina Helen 
Published: July 2019

AbstractThe emerging field of biomimicry and learning to design with and for nature has expanded in recent years through a diversity of educational programs. Inspiration following natural forms may give the appearance of being sustainable, but the question remains, how sustainable is it? Misunderstanding the function of these forms may leave designers with products not as sustainable as desired. Biomimicry education addresses these issues by integrating three essential elements into their design thinking phases and by using analogical transfer while doing so. This field learns from nature as model, nature as measure, and nature as mentor, throughout the design process. Through examination, analyses and verification of students designs and reflective processes at The Hague University of Applied Sciences, this research considers natures analogies in educational factors, determining which elements are influential when incorporating biomimicry into design education.