bluuebunny/crossref_metadata_2025_split huggingface dataset:
A FRAMEWORK FOR ANALYSIS AND DESIGN OF DYNAMIC AD HOC SOCIO-TECHNICAL SYSTEMS
Authors: Tozik Sergey , Reich Yoram 
Published: June 2023

AbstractAd-hoc systems are socio-technical systems emerging in response to dynamic problematic situations. These systems form when situation systems interact with respondent systems organized by human agents using elements available in the situation and assets brought in from outside the situation. The immediacy of formation, fast evolution, and short lifecycles of ad-hoc systems intertwine design, implementation, and operation activities in complex ways not addressed by current approaches to Systems Engineering focusing on more sedate environments. The proposed framework presents a language for classifying fundamental building blocks of ad-hoc systems – single-agent intervention, staging, readiness, and development systems. Further classification according to the physical location of agents and assets relative to situations generates 16 system classes on the 4x4 matrix of Ad-hoc Systems Gameboard, which is a helpful tool for managing the evolution of system portfolios. Combining the Gameboard with mapping the systems onto the PSI matrix reveals additional relationships and evolution patterns, opening up promising directions to address the challenge of designing, planning, and implementing interventions in complex situations.
EFFICIENT FORMALISATION OF TECHNICAL REQUIREMENTS FOR GENERATIVE ENGINEERING
Authors: Gräßler Iris , Preuß Daniel , Brandt Lukas , Mohr Michael 
Published: June 2023

AbstractCurrently, engineers need to manually analyse requirement specifications for determining parameters to create geometries in generative engineering. This analysis is time-consuming, error-prone and causes high costs. Generative engineering tools (e.g. Synera) cannot interpret natural language requirements directly. The requirements need to be formalised in a machine-readable format. AI algorithms have the potential to automatically transform natural language requirements into such a formal, machine-readable representation. In this work, a method for formalising requirements for generative engineering is developed and implemented as a prototype in Python. The method is validated in a case example using three products of an automotive engineering service provider. Requirements to be formalised are identified in the specifications of these three products, which are used as a test set to evaluate the performance of the method. The results show that requirements for generative engineering are formalised with high performance (F1 of 86.55 %). By applying the method, efforts and therefore costs for manually analysing requirements regarding parameters for generative engineering are reduced.
EMBEDDING PERCEPTION: HOW CHANGES IN MANUFACTURING APPROACH INFLUENCE INTERACTION-DESIGN PREFERENCES
Authors: Urquhart Lewis , Wodehouse Andrew 
Published: June 2023

AbstractThis paper explores how small-but–detectable changes in manufacturing protocol can alter interaction-design preferences for users. Building on a number of previous studies by the authors, this paper focuses on the manufacture of a set of emotionally attuned pattern-based surface texture designs by means of computer-numerically controlled (CNC) machining. An experiment is subsequently reported that explores how the variations in toolpath rastering approach can affect the visual and tactile qualities of the textures in relation to interaction-design preferences, with a focus on psychological experience. The implications with respect to user-centred design (UX) and manufacturing protocol more broadly are subsequently discussed, with recommendations for a reconfiguration of computer-aided manufacturing (CAM) approaches to better encode the diverse preferences that users may have when considering how products are manufactured.
ENHANCING ENGINEERING CREATIVITY WITH AUTOMATED FORMULATION OF ELEMENTARY SOLUTION PRINCIPLES
Authors: Livotov Pavel 
Published: June 2023

AbstractSeveral researchers have reported on the effectiveness of knowledge-based inventive stimuli, known in the Theory of Inventive Problem Solving (TRIZ), in enhancing engineering creativity, but few authors have focused on the comparative analysis of structured ideation in engineering design in terms of quantitative and qualitative outcomes. Previous studies have mainly concentrated on the investigation of exemplary selected single stimuli rather than on a critical assessment of the relationship between the structured application of inventive stimuli and their contribution to engineering design. The paper describes a method for the automated formulation of elementary creative stimuli for product or process design at different levels of abstraction and in different engineering domains. The experimental study evaluates the impact of structured automated idea generation on inventive thinking in engineering design and compares it with previous experimental studies in educational and industrial settings. The outlook highlights the benefits of using automated ideation in the context of AI-assisted invention and innovation.
EVALUATION OF E-SCOOTER TYRE PERFORMANCE USING DYNAMOMETER-BASED COAST-DOWN TESTS
Authors: Stilwell George , Gooch Shayne , Goodwin Max , Zarifeh Harry 
Published: June 2023

AbstractE-scooters have become a popular form of personal transport with millions of E-scooters used worldwide. This paper details an initial investigation into the relative differences in rolling resistance for a range of e-scooter tyres. Tyre performance was measured using dynamometer-based coast-down tests to determine the coast-down distance and coefficient of rolling resistance of each tyre. Insights from testing showed that e-scooter tyres had coefficients of rolling resistance that were 3.5 to 6 times the coefficient of rolling resistance of a 700x32C bike tyre. Comparisons between tyres of similar specification showed the tyres with solid inserts had more rolling resistance than a pneumatic tyre at the rated pressure. Comparisons of equivalent airless and pneumatic tyres the rated pressure indicated airless tyres had slightly better performance in terms of coast-down distance. The results also show how a decrease in tyre pressure increases rolling resistance, highlighting the importance of maintaining rated tyre pressure to improve e-scooter efficiency. The results from this study provide useful insights into the performance of tyres that can be used on low-powered vehicles.
EXTRACTING LATENT NEEDS FROM ONLINE REVIEWS THROUGH DEEP LEARNING BASED LANGUAGE MODEL
Authors: Han Yi , Bruggeman Ryan , Peper Joseph , Ciliotta Chehade Estefania , Marion Tucker , Ciuccarelli Paolo , Moghaddam Mohsen 
Published: June 2023

AbstractAspect-based sentiment analysis (ABSA) provides an opportunity to systematically generate user's opinions of specific aspects to enrich the idea creation process in the early stage of product/service design process. Yet, the current ABSA task has two major limitations. First, existing research mostly focusing on the subsets of ABSA task, e.g. aspect-sentiment extraction, extract aspect, opinion, and sentiment in a unified model is still an open problem. Second, the implicit opinion and sentiment are ignored in the current ABSA task. This article tackles these gaps by (1) creating a new annotated dataset comprised of five types of labels, including aspect, category, opinion, sentiment, and implicit indicator (ACOSI) and (2) developing a unified model which could extract all five types of labels simultaneously in a generative manner. Numerical experiments conducted on the manually labeled dataset originally scraped from three major e-Commerce retail stores for apparel and footwear products indicate the performance, scalability, and potentials of the framework developed. Several directions are provided for future exploration in the area of automated aspect-based sentiment analysis for user-centered design.
FOUR PATTERNS OF DATA-DRIVEN DESIGN ACTIVITIES IN NEW PRODUCT DEVELOPMENT
Authors: Lee Boyeun , Ahmed-Kristensen Saeema 
Published: June 2023

AbstractIn the midst of Industry 4.0 where digitalisation is stimulated through the Internet of Things (IoT), Big Data, and machine learning technologies, an increasing volume of valuable data has been acquired from sensors and interconnected devices. This data-driven paradigm can enable organisations to create new or improved products and services, build long-term customer relationships in a value co-creation manner, adapt to continuous business reconfiguration or address societal challenges such as sustainability. Scientific research addressing Data-driven design has increased steadily in the last few years. However, despite this, there is still a need for a comprehensive understanding of data-driven design processes. Thus, through a systematic literature review, we review the data-driven design activities observed in the new product and service development and types of data utilised in New Product Development (NPD) process. This paper contributes to design research and through reviewing the current landscape of Data-driven design identifies ten data-driven design activities and four-dimensional aspects in NPD process.
FROM HAPTIC INTERACTION TO DESIGN INSIGHT: AN EMPIRICAL COMPARISON OF COMMERCIAL HAND-TRACKING TECHNOLOGY
Authors: Cox Christopher Michael Jason , Hicks Ben , Gopsill James , Snider Chris 
Published: June 2023

AbstractAdvancements in prototyping technologies – haptics and extended reality – are creating exciting new environments to enhance stakeholder and user interaction with design concepts. These interactions can now occur earlier in the design process, transforming feedback mechanisms resulting in greater and faster iterations. This is essential for bringing right-first-time products to market as quickly as possible.While existing feedback tools, such as speak-aloud, surveys and/or questionnaires, are a useful means for capturing user feedback and reflections on interactions, there is a desire to explicitly map user feedback to their physical prototype interaction. Over the past decade, several hand-tracking tools have been developed that can, in principle, capture product user interaction.In this paper, we explore the capability of the LeapMotion Controller, MediaPipe and Manus Prime X Haptic gloves to capture user interaction with prototypes. A broad perspective of capability is adopted, including accuracy as well as the practical aspects of knowledge, skills, and ease of use. In this study, challenges in accuracy, occlusion and data processing were elicited in the capture and translation of user interaction into design insights.
‘INDRIYA’ – PARTICIPATORY DESIGN OF A MULTI-SENSORY LEARNING AID FOR CHILDREN WITH COMMUNICATION DISORDER
Authors: Venkatesh Kavyashree , Acharya Shakuntala 
Published: June 2023

AbstractDesigning for disability is a very specialised area as it requires interdisciplinary expertise, and designing assistive devices for children with communication disorder, is especially a challenge as these users are incapable of providing adequate and coherent feedback. With the adoption of participatory design approach, in collaboration with experts/professionals/educators, as pivotal stakeholders and a proxy for the end-users; a game-based, multi-sensory learning aid has been developed to train children on the concept of sense organs. Several concepts were generated and evaluated through special educator participation and based on a preliminary survey of external special educators as evaluators, the prototype was found to be suitable for the target user to enhance their communication skills. This paper captures a research through design perspective on the design of customisable solutions for beneficiary user groups, who are unable to offer feedback.
FUNCTION DRIVEN ASSESSMENT OF MANUFACTURING RISKS IN CONCEPT GENERATION STAGES
Authors: Brahma Arindam , Panarotto Massimo , Kipouros Timoleon , Isaksson Ola , Andersson Petter , Clarkson P. John 
Published: June 2023

AbstractDecisions made in the concept generation phase have a significant effect on the product. While product- related risks typically can be considered in the early stages of design, risks such as supply chain and manufacturing methods are rarely easy to account for in early phases. This is because the currently available methods require mature data, which may not be available during concept generation. In this paper, we propose an approach to address this. First, the product and the non-product (manufacturing and/or supply chain) attributes are modelled using the enhanced function means (EF-M) modelling method. The EF-M method provides the opportunity to model alternative solutions-set for functions. Dependencies are then mapped within the product and the manufacturing models, and also in between them. An automatic combinatorial method of concept generation is employed where each generated instance is a design concept-manufacturing method pair. A risk propagation algorithm is then used to assess the risks of all the generated alternatives.
HOW AND WHY INSTRUCTORS INCLUDE AND EXCLUDE SOCIAL, POLICY, AND ETHICAL CONSIDERATIONS IN DESIGN EDUCATION
Authors: Das Madhurima , Saadi Jana I. , Santos Marina , Roeder Gillian , Ostrowski Anastasia K. , Lee Stella , Breazeal Cynthia , D'Ignazio Catherine , Yang Maria , Verma Aditi 
Published: June 2023

AbstractDesign and engineering are socio-technical enterprises used to solve real-world problems. However, students in these fields are often under-equipped to consider the ethical and societal implications of their work. Our prior work showed that these societal considerations are more consistently embedded in design pedagogy in non-engineering than in engineering courses at MIT. Here, we examine underlying causes for this through a survey of instructors (231 courses from 29 departments). The main contribution of this work is an analysis of whether and how instructors incorporate social, ethical, and policy considerations in design pedagogy. The majority of respondents (60.6%) included these topics in their courses, primarily through discussion of social justice, identity groups, and ethics. These concepts were included more in non-engineering courses (65.8%) than engineering courses (46.9%). Many instructors, especially in engineering, cited irrelevance as the reason for not engaging with these topics in their courses (86.1% compared to 44.2% in non-engineering). We suggest that instructors question this perception and use the examples provided as a starting point to explore integration of these concepts into their technical content.
HOW DO PROTOTYPES CHANGE? CHARACTERISING QUANTITATIVE AND QUALITATIVE CHANGES BETWEEN PROTOTYPE ITERATIONS
Authors: Real Ricardo , Snider Chris , Goudswaard Mark , Hicks Ben 
Published: June 2023

AbstractPrototyping strategies and technology often focus on reducing the fabrication time and cost between design iterations, however, there is limited knowledge about the specific characteristics of change that prototyping strategies aim to impact. To investigate, and better understand these characteristics, this study curates and systematically analyses a representative dataset of 50 'real-world' prototype samples. The study aims to explore the various elements that constitute a design change and to determine their impact on the scale of volumetric change detected. The results highlight emergent patterns and correlations between study metrics to better understand the reasons for design change and the frequency and scale of changes detected in the sample dataset. Findings reveal that the purpose of a design change is, in certain cases, highly correlated to the scale of change affected, and that some changes are more prevalent in the dataset than others, with an average volumetric difference of 4.2% between sample versions detected. The study provides an initial characterisation of prototype change to guide iterative prototyping processes and improve the efficiency and effectiveness of design iterations.
HOW DOES VIRTUAL REALITY (VR) FACILITATE DESIGN? A REVIEW OF VR USAGE IN EARLY-STAGE ENGINEERING DESIGN
Authors: Liao Ting , She Jinjuan 
Published: June 2023

AbstractVirtual reality (VR) has been widely used in engineering design in different ways. It has the potential to enhance some design aspects, such as visualization and interaction, but might be incapable of solving the others. There are no consensus or general guidelines on how VR can facilitate design processes. This paper aims to understand how VR is currently used in engineering design at an early stage, so that researchers and practitioners can better know when and how to use VR for efficient design activities. Specifically, this paper reviews the research questions and applications addressed by using VR technology. The study helps identify the design questions currently studied, and gaps to be filled in order to use VR effectively for optimal design outcomes. This review also provides guidelines about when and how to use VR in design research and practices.
HYBRID EDUCATION CONTENT AND PLATFORM FOR BACHELOR CURRICULUM IN TECHNOLOGY AND ENGINEERING
Authors: Eynard Benoit , Bachmann Pascale , Le-Loch Sébastien , Picard Damien , Guérin Jean-Dominique , Bricogne Matthieu , Reyes Tatiana 
Published: June 2023

AbstractDuring coronavirus time, academic organisations and education institutions have been faced to amazing and radical changes from one day to the other of their teaching contexts, practices, materials and standards and so on. Due to pandemic, in many countries professors, teachers, educators have been obliged to switch on remote education and teaching models with numerous virtual and digital solutions that at the beginning were more or less efficient and professional based. The paper will present a experiment feedback for large hybridation of technology and engineering curriculum for bachelor degree in French higher education system. The educational content and platform has been developed by the consortium of 14 different universities and higher education institutions. In the global topics covered by the project, a specific focus will be given in the paper on subject dealing with engineering design, systems engineering and sustainanibility.
IMMERSIVE GAZE SHARING FOR ENHANCING COMMUNICATION IN DESIGN EDUCATION: AN INITIAL USER STUDY IN THE CONTEXT OF ARCHITECTURAL DESIGN CRITIQUES
Authors: Kahlon Yuval , Maurya Santosh , Fujii Haruyuki 
Published: June 2023

AbstractGaze sharing is an emerging technology which can enhance human communication and collaboration. As such, it is expected to play an important role in future educational practices. To date, its application was not explored in the context of design education. Additionally, it was mainly implemented in non-immersive environments, which are limited in their potential for engaging learners. Acknowledging the growing interest in immersive learning, as well as the promise made by gaze sharing technology, we strive to develop an immersive gaze sharing environment, to support design education. As a first step, we have implemented and tested an immersive gaze sharing system for supporting design learners. The system was then tested by focusing on a scenario of architectural design, with the aim of collecting valuable user feedback regarding its usability and potential. Our initial user study informs developers of such systems regarding potential issues that may be encountered during deployment in a real-world setting and proposes concrete ways to address these. These insights can help to pave the way for integrating gaze sharing system into design education practices in the near future.
INCORPORATING FIELD EFFECTS INTO THE DESIGN OF MODULAR PRODUCT FAMILIES
Authors: Kuechenhof Jan , Berschik Markus C. , Beibl Julia , Alonso Fernández Iñigo , Otto Kevin , Krause Dieter , Isaksson Ola 
Published: June 2023

AbstractWith advancing digitalization, new technologies with more and more digital components make it necessary to integrate new components into current and future products. Sensors and actuators, such as motors, emit electromagnetic and thermal fields that can greatly affect product performance. Recent work has considered fields at the functional level using functional structures and at the system level using DSM. In this paper, the effects of fields on product architecture are investigated at the component level. Using an appropriate visualization, the impact of fields on the product structure is considered. Architectural guidelines are then used to develop suitable product structures. The methodological approach is then applied to a product family of vacuum cleaner robots. The overlaid field information helps to gain deeper insights into the product architecture. The approach is useful for representing alternative structures. The new mapping of functional and structural relationships by moving module boundaries against fields can help promote architectural innovation.
INCREASING STUDENT CONFIDENCE THROUGH EXPERIENTIAL DESIGN EXERCISES IN ENGINEERING SCIENCE COURSES
Authors: Krauss Gordon 
Published: June 2023

AbstractThis study investigates the impact on student confidence of completing in-lecture engineering design activities focused on the application of specific engineering science topics within a materials engineering course. Many times, engineering science courses are taught with the expectation that the course content can be easily translated by students at a later time to apply in engineering design activities. By measuring student self-reported confidence across several related topics before and after completion of the in-lecture design exercises the impact of the exercises on student confidence has been quantified. On average, students have a lower than desired confidence in applying the specific materials engineering topics to a design problem after completing only the course content on the subject. Following completion of the related seventy-five minute design exercise, student confidence increased by a statistically significant degree. These results suggest that close integration of topical content learning with design application activity may be a useful method to improve engineering student confidence and, by extension, retention.
A KNOWLEDGE GRAPH AND RULE BASED REASONING METHOD FOR EXTRACTING SAPPHIRE INFORMATION FROM TEXT
Authors: Bhattacharya Kausik , Chakrabarti Amaresh 
Published: June 2023

AbstractRepresentation of design information using causal ontologies is very effective for creative ideation in product design. Hence researchers created databases with models of engineering and biological systems using causal ontologies. Manually building many models using technical documents requires significant effort by specialists. Researchers worked on the automatic extraction of design information leveraging the computational techniques of Machine Learning. But these methods are data intensive, have manual touch points and have not yet reported the end-to-end performance of the process. In this paper, we present the results of a new method inspired by the cognitive process followed by specialists. This method uses the Knowledge Graph with Rule based reasoning for information extraction for the SAPPhIRE causality model from natural language texts. Unlike the supervised learning methods, this new method does not require data intensive modelling. We report the performance of the end-to-end information extraction process, which is found to be a promising alternative.