bluuebunny/crossref_metadata_2025_split huggingface dataset:
Experimentation Throughout the Product Development Process - Lessons from Food and Beverage Ventures
Authors: Kukko-Liedes Ville , Mikkonen Maria , Björklund Tua 
Published: July 2019

AbstractEstablished companies turn to new ventures for bolstering exploration activities, but we know relatively little of the product development processes of startups and new ventures and how different stakeholders are utilized in these. The current study investigated the product development activities and experiments of eight Finnish food and beverage ventures in a multiple case study based on 22 interviews. How the developed products fit into the existing portfolio and experience of the ventures seemed to define their enacted development process. Internal experimentation was a constant feature, although the type of experiments varied between different phases of the development process. External-facing experiments were less frequent and more for validation than concept generation. On the other hand, they also carried important market creation functionalities. The results suggest that more nuanced terminology around experimentation would be useful to determine what type of experiments serve different goals in the development process.
Interdependencies Within the System of Objectives of a Product Generation in Industrial Practice
Authors: Albers Albert , Peglow Natalie , Spadinger Markus 
Published: July 2019

AbstractOne challenge in product development is the megatrend of product individualization in the automotive supplier industry. Requirements for a variant by the customer may differ from those by the provider wherefore conflicting goals can arise. To cope with variant requests in the quotation phase systematically, a method to evaluate variants is necessary. Based on evaluation criteria the requirements from the stakeholders are valued. While evaluating, an already criterion can have an impact on assessing the remaining criteria. For this reason, the present investigation emphases the interdependencies between the evaluation criteria in industrial practice representing interdependencies within goals, requirements and boundary conditions in an early stage of product development. Analysing decisive factors supports to identify subsequent activities in the development process of a variant. Experts of an international automotive supplier developed impact matrices and a scenario technique tool is used to interpret the matrices. In context of the model of PGE - Product Generation Engineering, findings derive to ensure a comprehensive basis for decision-making concerning a variant-request.
Is Organizational Design a Human-Centered Design Practice?
Authors: Auernhammer Jan Michel Kurt , Leifer Larry 
Published: July 2019

AbstractIn recent years design has had a renaissance in business and management research and practice. Several authors have discussed if management is a design practice and how far design ought to go to design behaviors. This article discusses, evaluates and explores organizational design as a human-centered design practice. Relevant theoretical concepts of organizational theory, design approaches and practices are discussed to evaluate gaps in management practices and potential opportunities for design practice. The study collected and analyzed data from two organizations. The researched revealed several propositions, which provide insights of the usefulness, appropriateness and value of a human-centered design practice to organizational design.
The Design Process at Le Corbusier, Case of the Ronchamp Chapel
Authors: Outmoune Nadjat , Arrouf Abdelmalek 
Published: July 2019

AbstractThis work falls within the empirical studies of design activity. Its project is to understand Le Corbusier's designing way and how does he work and structure his design processes. Doing so, it jumps above the descriptive and doctrinal knowledge of objects produced by “Le Corbusier” to study the actions and mechanisms that led to them.To achieve its aim, this study uses genetic method, developed by P.M. De Biasi of literary origin, this research method is made of three stages. The first one, which is of empirical nature, is one of data gathering. It leads to the establishment of genesis tables and to the classification of the all collected documents. The second stage, makes the analysis of all the collected documents one by one. It allows the restitution of the creative process of one projects “Le Corbusier” which is “la chapelle de Notre Dame du haut de Ronchamp”. The last stage is finally that define the design processe of the this project. The results show that the design activity of “Le Corbuiser” obeys the overall logic of one generic model which may be called his individual designing style.
Designing Physical-Digital Workspaces to Support Globally Collaborative Work
Authors: Tucker Andrea , Gidel Thierry , Fluckiger Cédric 
Published: July 2019

AbstractThis paper examines some aspects of physical-digital workspaces, focusing on multi-user, multi-touch technologies and how different workspaces impact collaboration. We introduce the concept of globally collaborative work. We chose to use case studies completed by groups of students in an engineering course to test different workspace modalities: the use of a large multi-touch table top in conjunction with a multi-touch board (vertical), the use of tablets with the multi-touch board, and finally the multi-touch board alone. The evaluation criteria are based on modes of interaction which emerge during globally collaborative work sessions: individual work, communication, coordination, cooperation and collaboration. We hypothesized that the workspaces would influence collaborative activity, expecting to see higher rates of collaboration in the table top environment than in the other two modalities studied. However, results showed less co-building and more cooperative work, as students divided their work and later attempted to negotiate a coherent product built on individual contributions. Lastly, we share a few design recommendations based on these results.
Assessing Concept Novelty Potential with Lexical and Distributional Word Similarity for Innovative Design
Authors: Nomaguchi Yutaka , Kawahara Takahiro , Shoda Koki , Fujita Kikuo 
Published: July 2019

AbstractGenerating novel design concepts is a cornerstone for producing innovative products. Although many methods have been proposed for supporting the task, their performance depends on human ability. The goal of this research is to build a method supporting designers to generate novel design concepts with the knowledge of what factors have positive effects on the novelty. Toward the goal, this research assumes that the more distant two function concepts chosen, the more novel idea would come up with by the combination of the two concepts. Based on the assumption, this paper introduces a notion of novelty potential of the combination of two function concepts, and proposes a method to assess it by the function similarity. It is calculated with the integration of a lexical database for natural language called WordNet and a distributional semantics method called word2vec. The proposed method is adapted to case studies in which students perform design concept generation for given design tasks. The correlation analysis is performed to verify the assessment performance of the proposed method. This paper discusses its possibility based on the results of the case studies.
Design Thinking: An Approach with Various Perceptions
Authors: Bouwman Sanne , Voorendt Jesper , Eisenbart Boris , McKilligan Seda 
Published: July 2019

AbstractDesign Thinking has become increasingly popular across different disciplines. However, what it exactly entails is becoming more and more vague, leading to the term being used for many different approaches and applications. This paper presents an interview study with experts on the application and training of Design Thinking in academia and industry. We find a divide with some seeing Design Thinking as a mere toolbox of methods, while others see it as an umbrella term for the mindset that determines how designers think and act. Subjects unanimously attest the approach large potential to support certain types of businesses, when applied under the leadership of trained designers, but see a lot of danger for the approach to become meaningless if it keeps being advertised as an all-purpose problem-solving tool. The interviewees further share extensive experiences on specific success factors and pitfalls in applying Design Thinking in practice.
French Biological Philosophy of Technology as a Candidate Perspective Furthering Design Methodology
Authors: Mulder Sander 
Published: July 2019

AbstractA first exploration is conducted to what the French biological philosophy of technology perspective has to offer to the field of design methodology. If this French perspective is combined with contemporary speculative pragmatism a generative design methodology emerges offering novelty in what is sensed as important in a design situation. Within this perspective, drawing upon the late French philosopher Gilbert Simondon, technical objects have their own mode of existence and their own trajectory of development apart from human intention.Designers working with such a generative design methodology follow the constitutive value of openness and attune to the regulative value of techno-aesthetic judgments. By way of a 'vignette+', a paradigmatic example from a real case, a more encompassing argument is made towards design situations where a sophisticated machine is 'inserted' into a domestic setting.The example taken is the use of an artificial kidney machine in a domestic setting and the development of a novel machine with a design team. Four aspects were sensed as important in the unfolding design situation and directions for further research are discussed.
Prototyping Canvas: Design Tool for Planning Purposeful Prototypes
Authors: Lauff Carlye , Menold Jessica , Wood Kristin L. 
Published: July 2019

AbstractWhile prototypes are critical to the creation of successful products and innovative solutions, building a prototype is characterized by large sunk costs and a plethora of unknowns. The versatility and effectiveness of prototypes paired with the ambiguous nature of developing a prototype can lead to wasted resources. Recent studies support this claim, demonstrating that under certain circumstances, designers often prototype without a clear purpose, building prototypes as a function of the design process rather than as a function of the design. These findings motivated the creation of the Prototyping Canvas, a tool to aid designers in planning for purposeful prototypes by identifying critical assumptions and questions to guide development. Business and engineering design literature influenced the development of the canvas, which was first tested with a client project in the SUTD-MIT International Design Centre (IDC). The feedback and insights from the design team guided revisions to the canvas. The updated canvas was then validated with 55 professionals during a design project sprint. The purpose of this paper is to present the Prototyping Canvas as a valid and effective design tool.
Reverse Engineered Design Automation: Applying Knowledge Based Engineering Techniques to a Case of Automotive Fixtures Design Configuration
Authors: Johansson Christian 
Published: July 2019

AbstractIn the production of automotive body components, fixtures are an important part of the ongoing work on geometrical assurance. The fixture is uniquely defined for each component, and the design and configuration of these are time-consuming and takes a lot of effort. The objective with this paper is to explore the use of a design automation approach and application to semi-automate the configuration process of the fixture product. The paper presents an approach to automate the configuration of the fixtures in a flexible way, by reverse engineering the configuration of the fixture product from a generic blueprint that represents the expected outcome of the process, using a knowledge-based engineering approach applied to a computer aided design (CAD) environment. A reverse-engineered design automation toolbox for a CAD-software is developed. The toolbox is developed to lead a user through the configuration process, in the way that the experts want it done, end-to-end, making use of some unconventional solutions from a design automation perspective.
The Cost of Learning from Failures and Mistakes in Product Design: Reviewing the Literature
Authors: Shafqat Ali , Oehmen Josef , Welo Torgeir , Willumsen Pelle 
Published: July 2019

AbstractIn the design phase of product development (PD) process, most new products face significant uncertainties and risks. Uncertainty is typically associated with a lack of information, while learning is a process that acquires information. Therefore, learning fast and at low cost decreases the uncertainty and increases the efficiency of the product design phase. This paper investigates the concept of the cost of learning in PD's design phase. Reviewing the literature, we conceptualize the cost of learning and review the learning methods considering three aspects in the design phase of the PD process: (1) costs associated with learning from mistakes and failures, (2) learning methods and (3) categories of learners. This paper thus provides the conceptual foundations for future work to increase the efficiency of the PD process by reducing the cost of learning from mistakes and failures.
A Neutral Form for Experiential Material Characterisation
Authors: Veelaert Lore , Moons Ingrid , Rohaert Sarah , Du Bois Els 
Published: July 2019

AbstractMaterials experience in design involves the meanings that materials convey to users through its expressive characteristics. Such meaning evoking patterns are influenced by parameters such as context, product (e.g.shape) and user. Consequently, there is a need to standardise experiential material characterisation and large-scale data collection, by means of a meaning-less or ‘neutral’ demonstrator to objectively compare materials.This paper explores the conception of this neutrality and proposes two opposing strategies: neutrality through complexity or through simplicity. In a pre-study with 20 designers, six associative pairs are selected as neutrality criteria, and shaped in 240 forms by 20 (non) designers in a main workshop. Following the simplicity strategy, these forms are averaged out in three steps by a team of five designers, based on a consensus on of delicate-rugged, aggressive-calm, futuristic-calm, masculine-feminine, traditional-modern, and toylike-professional, resulting in a selection of four averaged neutral forms.Finally, future research will focus on complexity to increase interactivity, so that consumers might be triggered in extensive material exploration.
Exploring the Effect of Combinational Pictorial Stimuli on Creative Design Performance
Authors: Hua Min , Han Ji , Ma Xuezi , Childs Peter 
Published: July 2019

AbstractVisual stimuli can be useful in supporting design ideation process. However, researchers still know very little about how stimuli should be delivered to designers during the early design stage. This question is crucial to the effective use of stimuli because previous researches have proved that ill-presented stimuli can have a negative impact on design creativity. Therefore, an empirical study was conducted with the aim of exploring if and how combinational pictorial stimuli can affect designers' creative performance. Results from a total of 36 participants show that the design outcomes presented by the group exposed to combinational pictorial stimuli were more creative than those given by the group exposed to no stimuli or randomly presented pictorial stimuli. These results imply that the form of stimuli delivery can affect creative design outcomes and combinational pictorial stimuli best support design creativity among these three conditions. These findings give us a better understanding of the roles that visual stimuli play in design, which is expected to bring us important implications for both design education and design support tool development
The Neurocognition of Three Engineering Concept Generation Techniques
Authors: Shealy Tripp , Gero John 
Published: July 2019

AbstractTechniques and processes used for concept generation rely on composing new concepts and analysis given situational context. Composition and analysis require distinct neurocognitive function. For instance, jazz composition relies heavily on the right brain, while math relies on the left. Similar to music and math, is concept generation hemisphere dominant? What differences exist when using varying techniques? Twelve graduate engineering students were given three design tasks and instructed to use brainstorming, morphological analysis and TRIZ. A device called fNIRS measured cognitive activation. The results find left hemisphere dominance. More specifically, the left dorsolateral PFC (dlPFC), which is central to spatial working memory and filtering information. Temporal differences do exist. Morphological analysis and TRIZ reinforced the use of the left dlPFC, while brainstorming increased the use of the right dlPFC and medial PFC (mPFC) late during concept generation. The right dlPFC contributes to divergent thinking and mPFC facilitates memory retrieval. One explanation is designers relaxed rule constraints and more deeply searched for associations during brainstorming.
Enabling Designers to Generate Concepts of Interactive Product Behaviours: A Mixed Reality Design Approach
Authors: Maurya Santosh , Takeda Yukio , Mougenot Celine 
Published: July 2019

AbstractTo design interactive behaviours for their products designers/makers have to use high fidelity tools like ‘electronic prototyping kits’, involving sensors and programming to incorporate interactions in their products and are dependent on availability of hardware. Not every designer is comfortable using such tools to ideate and test their concept ideas, eventually slowing them down in the process. Thus, there is a need for a design tool that reduces dependence on complex components of such tools while exploring new concepts for product design at an early stage. In this work, we propose a Mixed Reality system that we developed to simulate interactive behaviours of products using designed visual interaction blocks. The system is implemented in three stages: idea generation, creating interactions and revision of interactive behaviours. The implemented virtual scenario showed to elicit high motivation and appeal among users resulting in inventive and creative design experience at the same time. As a result, designers will be able to create and revise their interaction-behavioural design concepts virtually with relative ease, resulting in higher concept generation and their validation.
Method Toolbox for the Multidisciplinary Planning and Development of Adaptive Buildings
Authors: Honold Clemens , Leistner Sophia , Roth Daniel , Binz Hansgeorg , Sobek Werner 
Published: July 2019

AbstractAdaptive buildings constitute an interdisciplinary approach for realizing the next generation of buildings in order to reduce the immense material requirements and energy demand throughout all lifecycle phases. Based on a novel cooperation between the disciplines of Architecture and Civil and Mechanical Engineering, adaptive support structures and skins are developed within the Collaborative Research Centre SFB 1244. A holistic planning process is required in order to reduce the high complexity and achieve a goal-oriented procedure during the planning of such buildings and the development of integrated systems.Part of this research is the development of new specific and the transfer of established methods from different disciplines. The experience gained during the planning of an adaptive, high-rise demonstrator building within the research project has shown that the methods for application must be provided in the form of a method toolbox to present their purpose, application time and results within the planning team. Based on the examination of existing method toolkits, this paper focuses on the development of an approach while considering context-specific requirements.
Estimating the Impact of Design Automation: The Influence of Knowledge on Potential Estimation
Authors: Rigger Eugen , Lutz Alexander , Shea Kristina , Stankovic Tino 
Published: July 2019

AbstractAssessing the impact of design automation on design practice prior to its implementation is difficult and subject to uncertainties. One reason for this is the designers' lack of knowledge about design automation. In this work, an industrial case study focusing on conceptual design of hydraulic circuits is conducted to assess the impact of the designers' knowledge on design automation potential estimation. In particular, the impact of demonstrating a prototypical implementation of a design automation application is investigated as a means to enhance the designers' knowledge about design automation. In this respect, a given set of metrics is rated twice to enable a comparative study: prior to and after introducing the design automation prototype. The yielded results show that the knowledge impacts the rating and supports reliability of potential estimation. Further, it is shown that designers acknowledge design automation potential for the early stages of design given sufficient knowledge about design automation. Yet, the results also indicate that careful attention needs to be put on the aspects covered by the prototype in order to avoid biasing participants.
Perceived Quality Evaluation with the Use of Extended Reality
Authors: Stylidis Kostas , Dagman Andreas , Almius Håkan , Gong Liang , Söderberg Rikard 
Published: July 2019

AbstractIf designers want to communicate quality aspects of the product, there is a need to bring these characteristics into the measurable space of perceived quality (PQ) attributes. To illustrate the solution for designers' dilemma of the “best design choice” in this study we applied the PQ attributes importance ranking (PQAIR) method, with the example of a bread toaster. We choose for evaluation three PQ attributes which can significantly influence visual quality of a product: Gap, Flush and Parallelism. We performed the experiment measuring subjective preferences over the toaster designs of two respondent's groups - “Designers” and “Customers.” We used sequentially: (i) web-survey (still images); (ii) desktop system; and (iii) fully immersive head-mounted display system (Virtual Reality).Consequently, we conducted a post-experiment survey regarding subjective preferences, related to the PQ communication channels that have been implemented during the study. Our results indicate advantages and drawbacks for each PQ communication method that we applied in this experiment and encourage further research in the area of products' perceived quality assessment
Shedding Light on Game Engines and Virtual Reality for Design Ideation
Authors: Ekströmer Philip , Wever Renee , Andersson Patrik , Jönsson Johan 
Published: July 2019

AbstractWhile pen-and-paper sketches is generally considered the best tool for design ideation, there are certain areas of design where the ideas being generated do not easily lend themselves to sketching. This study reports on two cases that explores the use of game engines in combination with Virtual Reality (VR) to visualize lighting in the automotive industry. In the first case, the exterior lights of a car were visualized using Unreal Engine 4 and evaluated using research through design and expert interviews. In the second case, Unreal Engine VR Editor was used to explore ideation and concept development of interior lighting in long haulage trucks. The insights from the cases suggest that game engines and VR can be used to quickly develop and display ideas, concepts and scenarios in the early phases of the lighting design process. These strengths suggest that game engines and VR also have the potential to support design ideation for other types of design.