Academic literature on the topic 'Digital product design'

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Journal articles on the topic "Digital product design"

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Burgess, Mark A. "Digital Product Development." Mechanical Engineering 130, no. 08 (2008): 34–38. http://dx.doi.org/10.1115/1.2008-aug-3.

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This article discusses changes in the digital product development. Advances in computing power are multiplying the capabilities of design engineers. Information technology has advanced at a tremendous pace. Developers of design systems have exploited this capability with sophisticated mathematics, and today's systems are capable of producing very complex designs in much higher definition than ever before. Advances in geometric modeling have made it possible to represent 3-D solids in minute detail. Process modeling, which began with the study of a single manufacturing process, eventually gave way to complete factory flow simulations. The recent advances in IT enabled crossing the boundaries among technology, geometry, and process modeling with integrated computer-aided engineering, computer-aided design, and process planning. Current trends have now extended process modeling throughout the integrated supply chain and the extended enterprise.
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Suharta, Asep, Amir Supriadi, and Nurkadri Nurkadri. "Design of Digital Based Volley Ball Basic Techniques Test Instrument." Budapest International Research and Critics Institute (BIRCI-Journal): Humanities and Social Sciences 4, no. 2 (2021): 3170–76. http://dx.doi.org/10.33258/birci.v4i2.2049.

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This study aims to design a digital-based volleyball basic technical skill test instrument using internet technology as its application. This study uses a research and development design method (Research and Development) used in this study is the Borg and Gall development model with 7 steps of potential problems, data collection, product design, product validation, design revision, product trial, product revision, trial usage, product revision, and production. This learning product was developed in the design of a digital-based volleyball basic technique test instrument. The products of this research are 1) produce a basic volleyball technical test instrument application product used in smartphones, 2) produce a villi ball basic technical instrument product that is easily accessible via the internet
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OTSUKA, Akimasa, Kazuyuki SASAJIMA, and Seiichirou HARA. "Decision Method of Statistical-Tolerance-Indices Considering Product Performance(Digital design and digital manufacturing)." Proceedings of International Conference on Leading Edge Manufacturing in 21st century : LEM21 2005.1 (2005): 39–44. http://dx.doi.org/10.1299/jsmelem.2005.1.39.

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NIELSEN, Johan, and Fumihiko KIMURA. "A Resource Capability Model to Support Product Family Analysis(Digital design and digital manufacturing (continued))." Proceedings of International Conference on Leading Edge Manufacturing in 21st century : LEM21 2005.2 (2005): 307–12. http://dx.doi.org/10.1299/jsmelem.2005.2.307.

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TOM, PAGE, and THORSTEINSSON GISLI. "NEURAL INTERFACES IN DIGITAL PRODUCT DESIGN." i-manager's Journal on Digital Signal Processing 6, no. 1 (2018): 1. http://dx.doi.org/10.26634/jdp.6.1.15155.

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Tao, Fei, Fangyuan Sui, Ang Liu, et al. "Digital twin-driven product design framework." International Journal of Production Research 57, no. 12 (2018): 3935–53. http://dx.doi.org/10.1080/00207543.2018.1443229.

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Li, Shan. "Synesthetic Design of Digital Elderly Products Based on Big Data." Wireless Communications and Mobile Computing 2021 (April 8, 2021): 1–9. http://dx.doi.org/10.1155/2021/5596571.

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With the development of digital information technology, digital products have been integrated into people’s lives. The advent of the era of big data and the application of artificial intelligence have greatly accelerated this process. However, the increasingly high-end technology of these digital products brings more and more complex operations. The use and operation of these digital products have become a huge problem for the elderly who have a low level of acceptance of digital products or even a little out of touch. The purpose of this article is to study the influence of synesthetic design of digital senior products based on big data on the development of digital senior products. This article first understands the current problems in the development of digital elderly products and the design concepts and design processes of these digital elderly products through questionnaire surveys and market research. Then, this article analyzes the importance of synesthesia design for digital product design for the elderly through literature research and related product design cases. Then, this article combines the application of big data technology and complex intelligent system to carry out the synesthesia design of digital elderly products, the most important of which is to use the image recognition technology of complex intelligent system and intelligent voice interaction technology to achieve the synesthesia effect of these product designs. Finally, this paper uses the mathematical model of maximum utility and some statistical methods to analyze the effect of the product synesthesia design experiment in this research. Studies have shown that synesthesia design can maximize the utility of digital products for the elderly. This result is more than 95% confident in statistical analysis. Therefore, synesthesia design plays an important role in the popularization and development of digital elderly products in the elderly consumer groups.
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Anciferov, S., A. Lyutenko, E. Sychev, and L. Sivachenko. "DIGITAL DESIGNING APPLYING GENERATIVE DESIGN." Technical Aesthetics and Design Research 1, no. 4 (2020): 38–44. http://dx.doi.org/10.34031/2687-0878-2019-1-4-38-44.

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In this paper the two principal design methods applying in industry such as industrial design and computer-aided design and differences between them were studied. Design technology applying a generative design was considered. The most popular soft ware allowing a generative design realization is a Siemens Software – CAD/CAE-system Solid Edge with a wide range of tools for designing and analysis of new products. Procedure of generative design realization was carried out to determine an optimal geometrical shape of product taking into account specified boundary conditions and load using a CAD/CAE-system Solid Edge. The main goal of generative design is a rational using of source material for a final products manufacturing. When realization of generative design the preliminary analysis of loaded console to refine the values of strength and stiffness took place. Also, with the tool "Generative analysis" the generative analysis for geometrical model was made. As a result was two versions of generative analysis meeting a different requirements of customers. The main tendencies of generative analysis application for designing of a new product with less production and release time were presented.
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Könnö, Juho, Hannu Tienhaara, and Tero Frondelius. "Wärtsilä Digital Design Platform." Rakenteiden Mekaniikka 50, no. 3 (2017): 234–38. http://dx.doi.org/10.23998/rm.64621.

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We present a methodology for systematically using an SPDM platform as the cornerstone of product development. The target is to base product development on clearly defined targets and requirements in different phases of the product development lifecycle. This is achieved by means of a data-centered approach where all data is retained in a digital form in the platform. Instead of reporting, users are provided with different views to the same data. We will demonstrate how a static document-based validation system can be replaced by a common validation data platform. In addition, we aim to base the validation requirements on a reliability analysis workflow.
 In this case, the platform is used not only to handle the simulation data but to encompass the whole product validation scope. To this end, we show how to couple requirements to the simulations and handle all the design decision data together with the simulations and use these to drive the design. In addition, we present ways to replace simulation reports with dynamic dashboards. To complete the loop, we touch the topic of PLM integration as a tool for assuring completeness of validation data in the product lifecycle.
 The motivation for the activity is a dramatic reduction in product development time based on a possibly somewhat longer concept phase but less iterations during the detail design phase. We will also present decision making based on data stored in the platform as well as demonstrate the data-centered approach to validation data. In addition, other benefits such as the re-use of data and simulation workflows along with the automatically handled data management are demonstrated. To conclude, some end user opinions and experiences in adopting a new system will be presented.
 Future developments will include moving also the physical testing data and coupling that with the corresponding simulations and validation requirements.
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Huicong, Hu, and Lu Wen-Feng. "Design specification representation for intelligent product appearance design." E3S Web of Conferences 179 (2020): 02004. http://dx.doi.org/10.1051/e3sconf/202017902004.

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Traditional intelligent product design usually focuses on functional design, aiming to generate appropriate structures that would provide required functions. Design specifications are mainly formulized into technical descriptions or values that are related to certain functional or usability requirements. In today’s global market, to in-crease user satisfaction, the appearance design of a product become vital for users to make purchasing decisions. This is particularly true of today’s consumer products such as mobile phones, digital cameras, and other electronic products. In intelligent product appearance design, design specifications are merely described as basic geometric dimensions and types of surface materials. Additionally, the aesthetic considerations and emotional needs of product appearance are seldom discussed when establishing design specifications for product appearance design. In this regard, the objective of this study is to propose a design specification representation framework for intelligent product appearance design considering both emotional and aesthetic aspects. The framework be-gins to investigate user needs by acquiring user aesthetic experience. Based on the notion of aesthetic experience, a detailed representation model of appearance design specifications is provided for satisfying user emotional and aesthetic needs. Finally, a case study of the appearance design of digital cameras is provided to demonstrate the acquisition of user needs and establishment of design specifications based on the proposed framework.
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Dissertations / Theses on the topic "Digital product design"

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Tatangsurja, Hendra. "Digital filter design using stored product ROMs." Thesis, University of Ottawa (Canada), 1987. http://hdl.handle.net/10393/5332.

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HABIB, MD AHASHAN, and LIPOL LEFAYET SULTAN. "Digital Tools for Product Development and Organizational Management." Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-20120.

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The report illustrates about the digital tools those are used for product development and organizational management (apparel sector). We went to Lectra Sweden AB, DTS solutions AB to search our planned information about those tools. We got some additional information from them as well. We were interested to learn about much software for this but we studied about Lectra Fashion PLM, PISA PDM, and ERP Garp system (CRM, SRM, MRM) as we could manage opportunity to know about them only.For Lectra, we focused on general idea about this software, its different divisions, its working procedure, its advantage to use, its possibility to use for every company. On the other hand, we concentrated on almost similar way of Lectra for PDM, PLM, ERP (CRM, SRM, and MRM).We got different divisions of Lectra, namely- Kaledo, Modaris, Diamino, Optiplan are using for various purposes, like - design, pattern making, marker making, spreading and cutting. On the opposite side of the coin, if companies implement PDM, PLM and ERP system, they can assist to manage the whole business chain very easily for instance- product development, order, purchase, manufacturing, stock/distribution, economy, logistics etcetera. We also knew that it is expensive to buy those software’s and require special skill to operate so it is not prolific to all company.<br>Program: Magisterutbildning i Applied Textile Management
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Nagaraj, Varun. "Emergent Learning in Digital Product Teams." Case Western Reserve University School of Graduate Studies / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=case1553980113426569.

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Doustmohammadi, Saeide. "Product Customization Through Digital Fabrication Technology." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1420635099.

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Cekceoglu, Engin. "Communicating Corporate Identity Through Form Attributes And Evaluating Visual Analogy Of Digital Cameras." Master's thesis, METU, 2006. http://etd.lib.metu.edu.tr/upload/12607864/index.pdf.

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The basic notion of this study is related with visual attributes of products which reflect the identity of the company as well as form and design consistency which is a factor forming corporate identity. The sub-notions of the topic are elaborated in the literature review. The efforts which aimed at finding out the distinguishing characteristics of products focused on certain sample products. Digital camera is selected for the field study. The objective of the study is to put evidence that firms can be distinguished from each other with the help of visual attributes of their products and to determine which factors are effective throughout this process.
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Lopes, Rodrigo Aranha Pereira. "Computational strategies applied to product design." Master's thesis, Universidade de Lisboa, Faculdade de Arquitetura, 2018. http://hdl.handle.net/10400.5/17993.

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Dissertação de Mestrado em Design, com a especialização em Design de Produto apresentada na Faculdade de Arquitetura da Universidade de Lisboa para obtenção do grau de Mestre.<br>Em diferentes ocasiões, Richard Sennett e Vilém Flusser descreveram que a prática e a teoria, a técnica e a expressão, a arte e a tecnologia, o criador e o usuário, antes compartilhavam a mesma raíz. Ao longo da história, no entanto, estes conceitos se dividiram com o design posicionado ao centro. Esta proposta de pesquisa visa, em primeiro lugar, contribuir para a diminuição desta herdada separação. Isso, por meio do uso de estratégias computacionais aplicadas ao design. O presente estudo aplicará essa abordagem ao projeto e construção de uma prancha de surfe. Um dos objetivos é desenvolver uma plataforma de codesign que permita aos usuários gerarem suas próprias pranchas de surf, por meio de modelagem algorítmica / paramétrica (Grasshopper e ShapeDiver). Um segundo aspecto considera criticamente os materiais utilizados na indústria do surf, com o objetivo de desenvolver produtos que utilizem materiais menos nocivos ao meio ambiente e com maior capacidade de controle e alteração em relação às capacidades de desempenho. Em particular, esta proposta visa desenvolver um algoritmo para gerar objetos com seus núcleos internos compostos por estruturas de papel. O objeto específico a ser gerado neste caso é uma prancha de surf.<br>ABSTRACT: As pointed out on different occasions by both Richard Sennett and Villém Flusser, practice and theory, technique and expression, art and technology, maker and user, once shared a common ground. Throughout history, however, they have become divided. Design stands in between. This research proposal firstly aims to contribute to the diminishing of this historical inheritance. This, by means of providing a workflow for designers with the use of computational strategies. The present study will apply this approach to the design and building of a surfboard. The goal is to develop a co-designing platform allowing users to generate their own tailor-made surfboard by means of algorithmic/parametric modeling (Grasshopper and Shapediver). A second aspect critically considers the materials used in the surf industry, with the objective of developing products using materials that are less harmful to the environment and with a greater capacity of control and alteration with regards to performance capabilities. In particular, this proposal aims to develop an algorithm that can be used to generate objects of paper structures composing their inner core. The specific object to be generated in this case, is a surfboard.<br>N/A
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Dodan'Li, Nihal. "Digital product labels and the mapping of consumer values." Thesis, Abertay University, 2013. https://rke.abertay.ac.uk/en/studentTheses/c697b0fe-d3e3-4f9a-b625-241cd3239b2b.

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Current labels of consumer products provide some level of information to consumers but at the moment, this expanding labelling logic, and the multitude of requirements it generates, is often tricky to implement and difficult to translate into a clear and accessible form of communication for consumers to engage with. In the first part of the thesis, an analysis of current labels is carried out which examine a selection of widely used consumer products. This examination supports the objective to imagine the type of complementary information consumers may deem useful, and also highlights the difficulty there may be for consumers in accessing and verifying some key information that directly concerns the product they use and that may significantly influence the assessment they make of it. To improve the quality of the information provided to the public, a fourtiered architecture is proposed in the second section that can respond to the issues that have been identified during the analysis and also with reference to techno-sociological considerations presented in the Literature Review. The end result is an online database which generates real-time digital labels that uses collaborative logics and allows users to conveniently explore essential information about the products and services they use and make decisions more in accordance with their own requirements and values. The system also offers the possibility for the various label stakeholders to actively engage with the evolution of the product they manufacture, verify, legislate upon or consume depending on their relation to the product. In order to illustrate the potential of this architecture, the digital label is applied to informational situations commonly encountered by consumers. Conceptually, the digital label appears capable to meet consumer needs and is ready to be implemented into a prototype. The architecture is also considered against recent developments in terms of digital product labels, and appears to offer a solid foundation to catalogue, compare and analyse them critically. The third section of the dissertation is a reflection on the merits of the digital labelling system, this time from a sociological perspective. The discussion has two objectives (1) validating the digital label as an information arrangement capable of responding to current societal demands and (2) determining the label underlying principles in order to guide further development.
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Gultekin, Pelin. "The Negative Effects Of Technology-driven Design On User-product Interaction And Product Usability." Master's thesis, METU, 2004. http://etd.lib.metu.edu.tr/upload/12604954/index.pdf.

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In the last decades, the rapid change and prevalent use of technology are concerning, as they induced effects which mainly altered various encompassing contexts like consumer market dynamics and product development processes. Evidently, these transformations also affect the way users interact with products. It is observed that, technological novelties are applied in the competitive market as a tool for product differentiation. In addition, the rapid development of these technologies is a dominating factor on shortening product lifecycles. Resulting from these two factors, implementing latest technologies in new products is interpreted by producers as an absolute way of achieving market success. Consequently, most of the products in everyday life are designed with a primary aim to implement latest technological advances, without appropriate consideration of user requirements and characteristics. The phenomenon has negative consequences on product usability. This study basically examines the usability problems that are related with digital technology impelementations in consumer products. The evaluations are based on the contexts such as: changes in contemporary market conditions with the effects of the recent technological developments, technology-driven approaches in product development processes and the transformative consequences of digital technology applications on user-product interaction. Literature surveys are employed as method. Finally, interaction characteristics of digital products and the contexts in which they are used are evaluated and it is argued that, the usability problems are due to the deficiency in evaluations of user characteristics and requirements during the product development processes, in general terms.
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Zhang, Chaozheng. "Designing the Digital Collecting and Managing of Inspirational Pictures and Associated Inspirations for Product Design Students." University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1535378333413095.

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Uslu, Ahmet. "Capture Time : Recording in digital era." Thesis, Konstfack, Industridesign, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-3901.

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The primary aim of this project is getting a complete understanding of photography’s development process and looking into future, user-centered innovations. Digital evolution changed the rules of product design. Products became a part of a complex system, consisting of a variety of different touch-points which also constantly extend. Photography and cameras are changing. Mobile phones, wireless connections and sharing platforms have a big impact on photography. Everything is getting connected to each other, both people and devices. How will digital photography adapt to this new world? How will people change their perception of images? Is it possible to design a camera considering all other systems around it? While designing a highly technological device, how can user-perspective be included in the design process?
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Books on the topic "Digital product design"

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Anthony, Radford, and Radford Antony, eds. Digital design: A critical introduction. Berg Publishers, 2012.

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Harman, Thomas L. The Motorola MC68332 microcontroller: Product design, assembly language programming, and interfacing. Prentice Hall, 1991.

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The Motorola MC68332 microcontroller: Product design, Assembly language programming, and interfacing. Prentice Hall, 1991.

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service), SpringerLink (Online, ed. Innovation in product design: From CAD to virtual prototyping. Springer, 2011.

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Color and design. Berg Publishers, 2013.

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Larson, William E. Universal signal conditioning amplifier. National Aeronautics and Space Administration, 1994.

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Design for kids: Digital products for playing and learning. Rosenfeld Media, 2014.

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Ghinato, Ada. Arte e tecnologia: Design digitale. Aracne, 2013.

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Digital design : new frontiers for the objects. Birkhäuser, 2000.

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Garcia-Ruiz, Miguel A. Cases on usability engineering: Design and development of digital products. Information Science Reference, 2013.

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Book chapters on the topic "Digital product design"

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Penty, Jane. "Electronic tools and digital gateways." In Product Design and Sustainability. Routledge, 2019. http://dx.doi.org/10.4324/9780203732076-9.

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Rizzi, Caterina. "Digital Human Models Within Product Development Process." In Innovation in Product Design. Springer London, 2011. http://dx.doi.org/10.1007/978-0-85729-775-4_8.

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Fucci, Massimo. "The Evolution of Digital Tools for Product Design." In Innovation in Product Design. Springer London, 2011. http://dx.doi.org/10.1007/978-0-85729-775-4_1.

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Ligtvoet, Andreas, Geerten van de Kaa, Theo Fens, Cees van Beers, Paulier Herder, and Jeroen van den Hoven. "Value Sensitive Design of Complex Product Systems." In Policy Practice and Digital Science. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-12784-2_8.

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Asión-Suñer, L., and I. López-Forniés. "Prosumer and Product Design Through Digital Tools." In Lecture Notes in Mechanical Engineering. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-41200-5_3.

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Lin, Rungtai, Ricer Cheng, and Ming-Xian Sun. "Digital Archive Database for Cultural Product Design." In Usability and Internationalization. HCI and Culture. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73287-7_20.

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Hofemann, Stefanie, Mikko Raatikainen, Varvana Myllärniemi, and Terho Norja. "Experiences in Applying Service Design to Digital Services." In Product-Focused Software Process Improvement. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-13835-0_10.

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Huang, George Q., and K. L. Mak. "Business Models of Digital Manufacturing Portals." In Internet Applications in Product Design and Manufacturing. Springer Berlin Heidelberg, 2003. http://dx.doi.org/10.1007/978-3-642-55778-1_6.

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Barros, Rafaela Q., Marcelo M. Soares, Márcio A. Maçal, et al. "Using Digital Thermography to Analyse the Product User’s Affective Experience of a Product." In Advances in Ergonomics in Design. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-41983-1_10.

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Rios, Larissa, Ernesto Filgueiras, and Farley Millano Fernandes. "UX Criteria Risk in Digital Product Investment: Literature Review." In Design, User Experience, and Usability. Design for Contemporary Interactive Environments. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49760-6_35.

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Conference papers on the topic "Digital product design"

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Yan, Zhou, Tang Hongke, Gong Li, and Zhang Guangyu. "Digital technology and digital product design." In 2006 7th International Conference on Computer-Aided Industrial Design and Conceptual Design. IEEE, 2006. http://dx.doi.org/10.1109/caidcd.2006.329422.

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OAKES, J., and A. DOELLING. "Digital product definition data exchange via IGES." In Aircraft Design, Systems and Operations Meeting. American Institute of Aeronautics and Astronautics, 1987. http://dx.doi.org/10.2514/6.1987-2913.

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Chen Xu. "Product design semanteme expression under the digital environment." In 2009 IEEE 10th International Conference on Computer-Aided Industrial Design & Conceptual Design. IEEE, 2009. http://dx.doi.org/10.1109/caidcd.2009.5374867.

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Olaru, Sabina, and Ionela Badea. "Circular product design assessment applied to clothing products." In The 8th International Conference on Advanced Materials and Systems. INCDTP - Leather and Footwear Research Institute (ICPI), Bucharest, Romania, 2020. http://dx.doi.org/10.24264/icams-2020.iv.15.

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One of the major Strategic Innovation Theme and corresponding Research Priority for the next years is Circular Economy and Resource Efficiency, according to Euratex. Recently, the European Commission launched the new "Industrial Strategy for a globally competitive, green and digital Europe", that will help deliver on three key priorities: maintaining European industry's global competitiveness and a level playing field, at home and globally, making Europe climate-neutral by 2050 and shaping Europe's digital future. In this context, innovation and market potential of the European textile and clothing industry involve the frequent use of the terms “Circular Economy”. Forward, the sector will operate according to a globalised and efficient circular economic model which maximises the use of local resources, exploits advanced manufacturing techniques and engages in cross-sectorial collaborations and strategic clusters. Although the benefits of the circular economy are fairly well understood, in reality there are few industrial examples of companies that have implemented a circular economy paradigm. Circular product design provides long-term sustainability performance for products, by applying the principle of "designing out waste". This paper presents the application of circular product design assessment for clothing, by using two practical tools to assess products' circularity: HotSpot Mapping and Circularity Calculator (developed by Delft University of Technology, Netherlands). Generally, clothing products need major redesign to fit the circular economy, so it is essential to assess the potential of the various circular strategies such as Reuse, Repair, Remanufacture and Recycle.
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Garneau, Christopher J., and Matthew B. Parkinson. "Optimal Product Sizing through Digital Human Models." In Digital Human Modeling for Design and Engineering Symposium. SAE International, 2008. http://dx.doi.org/10.4271/2008-01-1921.

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"Ceramic Product Design based on Digital Art." In 2018 International Conference on Culture, Literature, Arts & Humanities. Francis Academic Press, 2018. http://dx.doi.org/10.25236/icclah.18.078.

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Bordegoni, Monica, and Umberto Cugini. "Merging Digital and Physical-Based Design." In ASME 2016 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/detc2016-60525.

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Product designers are more and more addressing the design of product experience, in addition to the more traditional product design, where the focus of the design practice is on the interaction between the product and its users. Traditional methods and tools used so far for the design of products are not suitable to the design of experience. Among the emerging methods, experience prototyping seems effective and well addressing the new requirements of experience design. The paper describes the emerging technologies enabling experience prototyping, and provides some examples where this new methodology for experience design has been applied.
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Huang, Shurong, Defang Liu, Linzhen Zhou, and Bin Wang. "PDM-Based Product Design Knowledge Integration." In 2009 International Conference on Networking and Digital Society (ICNDS). IEEE, 2009. http://dx.doi.org/10.1109/icnds.2009.131.

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Elspass, Wilfried J., Uwe Leonhardt, and Markus Meier. "Application of Digital Mock-ups As Visualization Link for Configuration of Customer Specific Products." In ASME 1999 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1999. http://dx.doi.org/10.1115/detc99/cie-9036.

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Abstract The scope of this paper is to discuss the central role of digital mockups as a main visualization and verification tool within the development of customer specific products. Shown with the example of a new machining center the various utilization possibilities of the digital mock-up in the overall development process is discussed. The digital mock-up must be understood as a visualization subset of the digital product, which is supposed to be the most complete digital representation of the real physical product possible. The importance of the digital mock-up within the development of customer specific-products is addressed with respect to the main development stages. Moreover effective tools and data management for the specific customization are presented.
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Hong, Song, Yu Suihuai, Ye Lin, and Zhao Minglei. "An Affordance-Based Product Shape Design Method." In 2013 Fourth International Conference on Digital Manufacturing & Automation (ICDMA). IEEE, 2013. http://dx.doi.org/10.1109/icdma.2013.30.

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Reports on the topic "Digital product design"

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Pollock, Wilson. Pivot the Future Makers: Building our People and Places. Edited by Musheer O. Kamau, Sasha Baxter, and Golda Kezia Lee Bruce. Inter-American Development Bank, 2021. http://dx.doi.org/10.18235/0003188.

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Pivot is a movement of radical ideas for the Caribbean of the future. In 2020, the IDB and its partners (Caribbean Climate Smart-Accelerator (CCSA), Destination Experience (DE), and Singularity University) launched The Pivot Movement and asked the people of the Caribbean to think of big ideas to transform the region. A small group came together at The Pivot Event to design 9 moonshots for electric vehicles, digital transformation and tourism. Pivot: The Future Makers is a comic book produced by the Pivot partners and illustrated by Caribbean artists. In it, the 9 moonshots have been developed into fictional stories as a simple and powerful means of conveying possible, probable futures, to help us visualize the Caribbean in 2040.
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Slattery, Kevin. Unsettled Topics on the Benefit of Additive Manufacturing for Production at the Point of Use in the Mobility Industry. SAE International, 2021. http://dx.doi.org/10.4271/epr2021006.

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An oft-cited benefit of additive manufacturing (AM), or “3D-printing,” technology is the ability to produce parts at the point of use by downloading a digital file and making the part at a local printer. This has the potential to greatly compress supply chains, lead times, inventories, and design iterations for custom parts. As a result of this, both manufacturing and logistics companies are investigating and investing in AM capacity for production at the point of use. However, it can be imagined that the feasibility and benefits are a function of size, materials, build time, manufacturing complexity, cost, and competing technologies. Because of this, there are instances where the viability of point-of-use manufacturing ranges from the perfect solution to the worst possible choice. Unsettled Topics on the Benefits of Additive Manufacturing for Production at the Point of Use in the Mobility Industry discusses the benefits, challenges, trade-offs, and other determining factors regarding this new level of AM possibilities.
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DiGrande, Laura, Sue Pedrazzani, Elizabeth Kinyara, et al. Field Interviewer– Administered Dietary Recalls in Participants’ Homes: A Feasibility Study Using the US Department of Agriculture’s Automated Multiple-Pass Method. RTI Press, 2021. http://dx.doi.org/10.3768/rtipress.2021.mr.0045.2105.

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Objective: The purpose of this study was to assess the feasibility of administering the Automated Multiple-Pass Method (AMPM), a widely used tool for collecting 24-hour dietary recalls, in participants’ homes by field interviewers. Design: The design included computer-assisted personal interviews led by either a nutritionist (standard) or field interviewer. Portion estimators tested were a set of three-dimensional food models (standard), a two-dimensional food model booklet, or a tablet with digital images rendered via augmented reality. Setting: Residences in central North Carolina. Participants: English-speaking adults. Pregnant women and individuals who were fasting were excluded. Results: Among 133 interviews, most took place in living rooms (52%) or kitchens (22%). Mean interview time was 40 minutes (range 13–90), with no difference by interviewer type or portion estimator, although timing for nutritionist-led interviews declined significantly over the study period. Forty-five percent of participants referenced items from their homes to facilitate recall and portion estimation. Data entry and post-interview coding was evaluated and determined to be consistent with requirements for the National Health and Nutrition Examination Survey. Values for the number of food items consumed, food groups, energy intake (average of 3,011 kcal for men and 2,105 kcal for women), and key nutrients were determined to be plausible and within reasonably expected ranges regardless of interviewer type or portion estimator used. Conclusions: AMPM dietary recall interviews conducted in the home are feasible and may be preferable to clinical administration because of comfort and the opportunity for participants to access home items for recall. AMPMs administered by field interviewers using the food model booklet produced credible nutrition data that was comparable to AMPMs administered by nutritionists. Training field interviewers in dietary recall and conducting home interviews may be sensible choices for nutrition studies when response rates and cost are concerns.
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