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1

Simpson, Timothy W. "A concept exploration method for product family design." Diss., Georgia Institute of Technology, 1998. http://hdl.handle.net/1853/17508.

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Taabodi, Amir. "Implementing an Integrated Product Service Offering Design Method for Complex Products and Systems." Licentiate thesis, Linköpings universitet, Industriell miljöteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-106785.

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Over the last decade, manufacturing firms have shown increasing interest to shift from selling physical products to providing solutions for customer needs. Several concepts, such as the Integrated Product Service Offering (IPSO), have been developed to support these companies. This thesis sheds additional light on aspects and consequences of applying the SPIPS (Solution Provider through Integrated Product Service development), an IPSO design method for a Complex Product Systems (CoPS) provider through a case study. The thesis reveals that a CoPS provider could benefit by applying the SPIPS method in terms of improving the environmental performance of CoPS, creating synergy between the SPIPS method and other managerial systems (e.g. Customer Value Management (CVM) and Research & Development (R&D) management) and service-related knowledge integration in the product development process. The SPIPS method can contribute to the environmental performance of CoPS to a wide extent. In the design phase, the most influential phase, the IPSO design method can provide different options to address the environmental performance of CoPS. In the use phase, with the highest environmental impact, the SPIPS method can facilitate the design of different services which could outperform existing technological solutions for changing physical products in terms of contribution to the environmental performance of CoPS. Furthermore, the SPIPS method can support CVM through developing analytical trees for customer values. Through evaluating the correlation between design parameters and finding the most important ones, designers can focus on the “hot spot” and managers can assign resources in an effective and efficient way. The customer-centric feature of the IPSO concept can also contribute to CVM in terms of improving the process of evaluating customer value, and by providing customized offerings to meet customer needs. In addition, based on the SPIPS method a process is developed to prioritize R&D projects with regard to provider value and customer value. Provider value and customer value, which are not always the same, are used as drivers for R&D project prioritization. The value-based Quality Function Deployment (QFD) is used to overcome the difficulty of systematically relating R&D projects with customer value. The value-based QFD improves the process of service-related knowledge integration in the design phase of product development, and provides designers with the opportunity to investigate the total effect of each R&D project on customer value over the product life cycle.
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Fulkerson, Sarah (Sarah Hampton) 1969, and Anna 1969 Halpern-Lande. "Product design and innovation : exploring breakthrough products (breakthroughs : a method and a madness)." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/9619.

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Thesis (M.B.A.)--Massachusetts Institute of Technology, Sloan School of Management, 1998.<br>Zip disk formatted for Macintosh.<br>Includes bibliographical references (leaves 31-33).<br>This paper has been an iterative rather than a breakthrough process. we approached the topic of product design and innovation with notions of what it meant and how good designs were created. our purpose here has been to provide some understanding of the complexity of the issues surrounding breakthrough product designs. we redefine a variety of terms that are used liberally in the field to provide some sort of precise understanding of our perspective. This thesis is not meant to be read in the traditional paper format rather, it has digital collateral <CD-ROM, zip disks> that are the true product of our research.<br>by Sarah Fulkerson and Anna Halpern-Lande.<br>M.B.A.
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Corbett, Brian. "Configuration design methods and mathematics for product families." Thesis, Georgia Institute of Technology, 2003. http://hdl.handle.net/1853/17283.

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Wright, Philip Solvang. "«Vision in Product design» as a method for universal design : «Vision in Product design» som metode for universell utforming." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for produktutvikling og materialer, 2014. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-26087.

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The intention of this thesis is to identify and address the methodological challenges with Universal Design. Since Universal Design can be understood as both a design approach and a design philosophy, challenges in both understandings are examined. The increased visibility of the disabled, and the baby boom that followed the years after The Second World War created a need for products accommodating the different user abilities of people of all ages, and this was the aim of Universal Design. Universal Design aims to capture a wide as possible user base, but putting the disabilities in context is difficult, and basing a design on a users lack of abilities can be constraining the designer from reaching creative and appropriate solutions. Universally designed products are also closely related assistive technology, which may stigmatize its users and hinder people from using such products. To counter these challenges, Vision in Product Design (ViP) is proposed as an alternative way of achieving Universal design in mainstream products. As a context-based, and interaction-driven design approach, it may be easier to find the appropriate and relevant context factors making more suitable products for more people.Identifying the challenges of Universal Design has revealed that there are alternative ways of interpreting what universality means for mainstream products. There has also been raised questions whether user abilities is a good starting point when designing universal products. Identifying social exclusion as a wicked problem shows that there are no correct or incorrect ways of approaching it. However, including human universals and human motivational goals into the definition of universal design, could provide solutions that are more inclusive than it is today.
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Fitch, Peder Erik. "Design forecasting : a method for performing DFX analyses in complex product design /." Thesis, Connect to this title online; UW restricted, 2004. http://hdl.handle.net/1773/7135.

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7

Nykänen, Arne. "Methods for product sound design." Doctoral thesis, Luleå tekniska universitet, Drift, underhåll och akustik, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-26577.

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Product sound design has received much attention in recent years. This has created a need to develop and validate tools for developing product sound specifications. Elicitation of verbal attributes, identification of salient perceptual dimensions, modelling of perceptual dimensions as functions of psychoacoustic metrics and reliable auralisations are tools described in this thesis. Psychoacoustic metrics like loudness, sharpness and roughness, and combinations of such metrics into more sophisticated models like annoyance, pleasantness and powerfulness are commonly used for analysis and prediction of product sound quality. However, problems arise when sounds from several sources are analysed. The reason for this complication is assumed to be the human ability to separate sounds from different sources and consciously or unconsciously focus on some of them. The objective of this thesis was to develop and validate methods for product sound design applicable for sounds composed of several sources. The thesis is based on five papers. First, two case studies where psychoacoustic models were used to specify sound quality of saxophones and power windows in motor cars. Similar procedures were applied in these two studies which consisted of elicitation of verbal attributes, identification of most salient perceptual dimensions and modelling of perceptual dimensions as functions of psychoacoustic metrics. In the saxophone experiment, psychoacoustic models for prediction of prominent perceptual qualities were developed and validated. The power window experiment showed that subjects may judge only parts of the sound. Power window sound consists of the motor sound and the scratching of a window sliding over the seal. The motor sound was filtered out and models developed using motor sound alone showed good agreement with listening tests. This demonstrated the human ability to separate sound from different sources and pointed out the importance of handling auditory stream segregation in the product sound design process. In Paper III sound sketches (simple auralisations) was evaluated as a way to assess sounds composed of several sources. Auralisation allows control of the contributions of different sources to a sound at the listening position. This way, psychoacoustic analysis and listening tests may be carried out on the contributions from sources separately and as an ensemble. Sound sketches may also serve to specify a target sound for a product. In Papers IV and V, the precision of auralisations related to intended use was investigated. Auralisations were made by filtering engine sounds through binaural transfer functions from source locations to the listening position in a truck cabin. In Paper IV simplifications of auralisations of one source were compared to artificial head recordings. For idling sounds auralisations through binaural transfer functions with a resolution of 4 Hz or better, or smoothed with maximum 1/96 octave moving average filters were found to preserve perceived similarity to artificial head recordings. In Paper V the effect of simplifications of transfer functions on preference ratings of auralisations was examined. This is of interest in applications where audible differences may be acceptable as long as preference ratings are unaltered, e.g. when auralisations are used as rough sound sketches. At 500 rpm idle speed, a resolution of 32 Hz or better, or smoothing with maximum 1/24 octave moving average filters showed no significant alteration of subject preference ratings. These figures may serve as guide for required accuracy in auralisations used for evaluation of idling sounds in truck cabins. To conclude, psychoacoustic analysis of total sound may be used for prediction of perceived sound quality as long as the sound is generated by one source. When several sources generate sound, auditory stream segregation effects in combination with cognitive effects may deteriorate the results. Auralisation is a useful tool in such cases, since it makes it possible to analyse the effects of contributions from each source. It can also be used for making sound sketches which can serve as support in the design process.<br>Godkänd; 2008; 20080925 (ysko)
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Carone, Michael Joseph. "Augmenting the product platform constructal theory method for multiple objectives." Thesis, Available online, Georgia Institute of Technology, 2004:, 2003. http://etd.gatech.edu/theses/available/etd-04062004-164618/unrestricted/carone%5Fmichael%5Fj%5F200312%5Fms.pdf.

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9

Sethebe, Keaboka M. "The development of product design guidelines based on a new conceptual framework." Thesis, Loughborough University, 2012. https://dspace.lboro.ac.uk/2134/11173.

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The work described provides the development, implementation and evaluation of engineering product design guidelines suitable for engineering product designers. The motivation arises from collaborative efforts that continue to be made by the Least Economically Developed Countries (LDC) and the Most Economically Developed Countries (MDC) towards the development of the engineering design field. It is argued here that product design guidelines which are derived from existing product design methods enhance the capability of engineering designers to shorten time to market, deal adequately with product design constraints and boost supply chains. The sample for the proposed study is comprised of companies in Botswana (a least economically developed country) and the United Kingdom (a most economically developed country). The research has been conducted using a mixed qualitative research approach comprised of aspects from the framework method, cluster analysis and Kolb's model. The findings have identified five themes central to the product design process which are incorporated into the engineering product design guidelines. Case study work was conducted to validate the approach. The following claims are made for contributions to knowledge: 1. A conceptual framework which is a graphical co-ordinate system of engineering and management techniques required by nine engineering product design methods. The conceptual framework is arranged according to two orthogonal axes that describe the structure of the product design process and incorporate the need function form structure, the divergent convergent structure, the product design drivers, product realisation process and product development lifecycles. 2. The product design method notation which is a register of the expressions derived from the conceptual framework and is used to communicate and aid in the selection of a group of techniques being implemented, or intended for implementation by design teams; and 3. The configuration scheme which provides a clear link between components, subassemblies, products, projects, programmes and policies. The critical point put forward by this work is that the conceptual framework is only comprehensible today because the engineering product design methods in the public domain have imparted knowledge about the functions of physical products (described here as part of the need function form structure) at the expense of human needs and the interactive forms of human responses to physical products. The contributions of this research provide a holistic and coherent means of integrating design methodologies for the benefit of design teams in Botswana. The approach is, however, universal and may also be beneficial for design projects in the most economically developed countries.
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King, Adam J. (Adam Jack) 1970. "A method of comparing the costs of platform and unique product design." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/80003.

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Thesis (S.M.)--Massachusetts Institute of Technology, Sloan School of Management; and, (S.M.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 1999.<br>Includes bibliographical references (leaf 34).<br>by Adam J. King.<br>S.M.
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Torkelsson, Olle, and Markus Dauksz. "DFMA : A Methodology Study and Method Development." Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-9562.

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Volvo Cars Corporation (VCC) is devoted to Lean and Six Sigma, and has lately considered an imple-mentation of Design for Manufacturing and Assembly (DFMA) with the purpose of improving their product design process and production. The goal for this project work is therefore to investigate if DFMA is a beneficial method for VCC to use, how DFMA can be used and suggest a DFMA method. A literature study is performed as a starting point to understand DFMA methods and its possibilities. Scientific articles, technical books and online sources is used during the study in order to gather in-formation regarding DFMA implementations, application areas, approaches and potential risks that need to be eliminated for a successful implementation. In order to map the product development and manufacturing processes of VCC interviews are per-formed. The interviews also gathered information regarding what VCC employees thinks of DFMA and how they wish to use it. This information is compiled into a demand specification where the de-mands are weighted after importance by the interviewees. After the pre-study, three idea generation sessions is performed with three different focus groups. The generated ideas are then evaluated and classified. The remaining ideas are classified with the purpose of enabling the possibility to use a morphological chart to build whole concepts from the single ideas. Three concepts are chosen amongst the generated concepts. These concepts are then evaluated against the weighted demand specification. The concept considered most suitable is further devel-oped which resulted in a proposed DFMA method for VCC. A case study on a product is performed in order to communicate, test and evaluate the final DFMA method. The project is rounded off with discussions regarding DFMA and the suggested method from sustain-ability point of view and how to motivate usage. All results and discussions from the project are handed over to the company, enabling further research on a possible implementation of DFMA in the organization.<br>Volvo Cars Corporation arbetar hängivet efter metoderna Lean och Sex Sigma och har avsikt att im-plementera Design for Manufacturing and Assembly (DFMA) i syfte att förbättra deras produkt- och produktutvecklingsprocess. Målet med detta arbete är att undersöka om DFMA är en värdefull me-tod för VCC att använda och hur metoden kan tänkas användas och implementeras inom organisat-ionen. Som utgångspunkt för att förstå DFMA metoden och dess möjligheter genomförs en litteraturstudie. Under studien granskades aktuella vetenskapliga artiklar, tekniska böcker och webbkällor i syfte att samla information om DFMA-implementeringar, användningsområden, tillvägagångsätt och potenti-ella risker som behövs elimineras för en lyckad implementation av metoden. Vidare utförs intervjuer i syfte att kartlägga produktutvecklings- och tillverkningsprocessen samt samla information om hur anställda ställer sig till, och önskar använda DFMA. Denna information sammanställs sedan till en kravspecifikation där kraven i sin tur viktas av intervjuobjekten efter hur viktiga de anses vara. Tre idégenereringssessioner utförs därefter med tre olika fokusgrupper. Dessa idéer gallras sedan ut och klassificeras för att sedan kombineras med hjälp av en morfologisk tabell i syfte att bygga kon-cept av de enskilda idéerna. Tre koncept väljs ut bland de genererade koncepten. Dessa koncept utvärderas sedan mot varandra med kravspecifikationen som bedömningsskala. Det koncept som bedöms som mest lämpligt vidare-utvecklas och en föreslagen metod för VCC tas fram. För att testa och illustrera den slutgiltiga meto-den genomförs en fallstudie på en produkt. Arbetet rundas av med diskussioner kring DFMA och den föreslagna metoden ur både hållbarhets-synpunkt och motivationssynpunkt. Samtliga resultat och diskussioner överlämnas sedan till företa-get för att möjliggöra vidare undersökningar kring en eventuell implementation av DFMA.<br>DFMA FMEA DFM DFA Lean Produktdesign Metodutveckling
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Chen, Chien-Bang. "An approach to empathic design for assistive technology." Thesis, De Montfort University, 2012. http://hdl.handle.net/2086/9027.

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The levels of income and employment rates of people with disabilities are often lower than those without them. An effective way to free disabled people from these circumstances would be to design proper job accommodation for them. Ordinarily, physical conditions severely restrict their ability to carry out their work efficiently unless they have are provided with appropriately designed assistive technology (AT). However, due to the physical conditions unique to each disabled person, understanding the requirements of a disabled person is often a challenge to an AT designer. The aims of this research were to develop a design model for an empathy tool that would assist in the process of designing AT for job accommodation, and to explore the relationship between the use of empathy tools and the improvement of design elements in job accommodation AT. The design models employed were developed by analysing interviews with AT users and examining the results of observations and a literature review. The model was then used to build an empathy tool to be used in designing job accommodation AT for a selected subject; the empathy tools were used in a series of assessments of designer users. The results show that, when compared with tools used in traditional design briefs, empathy tools can successfully help designers to improve design elements in terms, respectively, of their understanding of users' physical abilities (22 per cent), work requirements (26.6 per cent), ergonomic requirements (22.8 per cent), and environment characteristics (21.4 per cent). Meanwhile, it is difficult for the tool to improve upon other design elements, about which one must learn by gaining design experience.
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Lee, Abraham. "A Hybrid Method for Sensitivity Optimization With Application to Radio-Frequency Product Design." BYU ScholarsArchive, 2014. https://scholarsarchive.byu.edu/etd/4358.

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A method for performing robust optimal design that combines the efficiency of experimental designs and the accuracy of nonlinear programming (NLP) has been developed, called Search-and-Zoom. Two case studies from the RF and communications industry, a high-frequency micro-strip band-pass filter (BPF) and a rectangular, directional patch antenna, were used to show that sensitivity optimization could be effectively performed in this industry and to compare the computational efficiency of traditional NLP methods (using fmincon solver in MATLAB R2013a) and they hybrid method Search-and-Zoom. The sensitivity of the BPF's S11 response was reduced from 0.06666 at the (non-robust) nominal optimum to 0.01862 at the sensitivity optimum. Feasibility in the design was improved by reducing the likelihood of violating constraints from 20% to nearly 0%, assuming RSS (i.e., normally-distributed) input tolerances and from 40% to nearly 0%, assuming WC (i.e., uniformly-distributed) input tolerances. The sensitivity of the patch antenna's S11 function was also improved from 0.02068 at the nominal optimum to 0.0116 at the sensitivity optimum. Feasibility at the sensitivity optimum was estimated to be 100%, and thus did not need to be improved. In both cases, the computation effort to reach the sensitivity optima, as well as the sensitivity optima with RSS and WC feasibility robustness, was reduced by more than 80% (average) by using Search-and-Zoom, compared to the NLP solver.
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Houldsworth, Austin. "For money's sake : introducing Redefinition Design - a method to break out of the ubiquitous monetary paradigm, in the hope of finding genuine alternatives." Thesis, Royal College of Art, 2018. http://researchonline.rca.ac.uk/3537/.

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Redefinition design is a special case of speculative and critical design; it is intended to be used by designers in facing otherwise recalcitrant or refractory design situations. One subject that generates more refractory design situations than most is money. Thus, money will be the vehicle used to derive, articulate and apply the redefinition design methods. The future of money is heavily informed by ideas from its past. In this regard, the services and systems based around money, including industries focused on design, often embody a conservative culture that perpetuates old paradigms onto new technology. In this dissertation, I propose two research questions: RQ1: Paradigm Paralysis – what characterises the underlying assumptions that heavily inform the design and development of money? In the context of investigating the new methods associated with Redefinition Design, we firstly begin to examine and interrogate underlying and often tacit assumptions, taking the specific case of money. Though this question I elucidate the fundamental principles of money, which lie at the core of the longstanding mainstream monetary paradigm. The totality of money is broken down into four main constituents: monetary artefacts, currency systems, monetary mentifacts and finally the functional axioms of money. Revealing these core principles, and analysing them within specific cultural contexts, will inform the methods used in the development of the practical work. RQ2: Paradigm Breakout – What characterises a methodology that can facilitate designers to step beyond the underlying assumptions informing the development of money? This research has yielded strategies that allow the radical re-conception and design of currency systems and monetary artefacts, through the application of a redefinition design approach. The Redefinition Design methods developed in this research enable the designer to identify suitable alternative cultural contexts, such as historic or literary contexts. The methods prompt us to deconstruct these contexts, then reconstruct them with a design proposal that resonates with all cultural levels of the given context. Hence, in the case of entrenched social technologies like money, the resulting Redefinition Design proposals are harmonious with the alternative culture, but incongruous in the context of contemporary culture. These methods do not instigate a paradigm shift but rather a paradigm breakout.
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Bradley, Donald Albert. "A Method to Relate Product Tolerancing Decisions to Environmental Impacts and Costs in Manufacturing." Thesis, Georgia Institute of Technology, 2006. http://hdl.handle.net/1853/11607.

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Product tolerancing decisions made in product design have a significant effect on manufacturing environmental and cost performances by strongly influencing both the selection and operation of processing machinery. These decisions however are typically made without quantitative knowledge of their effects in manufacturing. With estimates of environmental and cost performances of manufacturing processes required to achieve specific part designs earlier in the product design cycle, designers may make more informed, and potentially better, design decisions with respect to manufacturing environmental and cost performance goals. In this thesis a method for quantifiably relating product tolerancing decisions to environmental and cost performances in manufacturing in order to provide decision support for cost and environmentally conscious design for manufacturing is developed. The method is instantiated as an Excel-based tool and exercised by two illustrative examples of increasing complexity, as well as a study of the manufacture of automotive transmission pinion gears with differing tolerance requirements. Uncertainty analysis is performed through the use of @RISK software; the uncertainty of parameters associated with manufacturing operations and machinery is captured through the use of probability density functions and Monte Carlo simulation is performed. Simulation results provide insight into the uncertainty of performance estimates and the risks associated with ensuing decision making. This method may be useful to product designers, as well as process planners, to support decision making efforts related to cost and environmental consciousness in the manufacturing phase of the product life cycle.
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Eigner, Martin, Thomas Dickopf, and Hristo Apostolov. "Interdisziplinäre Design Methodik." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2019. https://tud.qucosa.de/id/qucosa%3A36964.

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Statistiken der letzten Jahre bestätigen eine permanente Veränderung des Produktentwicklungsprozesses. Diese Veränderungen resultieren aus veränderten Marktbedingungen sowie aus neuen Anforderungen an das Produkt aus Kundensicht. [...] Nach einem kurzen Überblick über aktuelle disziplinspezifische und interdisziplinäre Entwurfsansätze und -standards aus den Bereichen Mechanik, Elektronik, Software, Mechatronik und Systems Engineering werden die Forschungsarbeiten des Lehrstuhls für Virtuelle Produktentwicklung (VPE) der TU Kaiserslautern zum Thema interdisziplinäre Produktentwicklung vorgestellt, welche sich zu einem ganzheitlichen Ansatz zur Entwicklung cybertonischer Systeme integrieren lassen. [...aus der Einleitung]
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Muteki, Koji MacGregor John Frederick. "Mixture product design using latent variable methods." *McMaster only, 2006.

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Rosengren, Hellman Jonas. "Modular Battery Base Unit : A Method-Based Design Approach." Thesis, KTH, Maskinkonstruktion (Inst.), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-183421.

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This thesis covers a product development process carried out in collaboration with Ericsson –Enclosure &amp; Power and their development of Radio Base Stations (RBS). As Ericsson expands into new markets, the different customer demands on their support systems increases in number and variation. In order to improve their business structure and still provide a wide array of product solutions, they are currently developing a new modular product family. Today numerous methods for product modularization exist, but there is a lack of experience of using such methods at Ericsson – Enclosure &amp; Power. This thesis is an exploration of what methods could be suitable to use in this context, and how to implement them in a beneficial way. The object of study is the Battery Base Unit (BBU), a mounting base for RBS cabinets that contains a compartment for backup batteries. A methodology is suggested for developing this product in a way that secures a proper modular structure. Part of the methodology consists of standard product development methods such as Quality Function Deployment (QFD), concept selection and prototyping. The other part consist of the modularization methods Function Structure Heuristics and Design Structure Matrix (DSM), that are employed first on functional level before developing concepts and secondly on component-based level while detailing the final concept. The thesis describes how these implementations have been made, how the product have been developed from idea to prototype and the resulting product modularity. The final design is evaluated against the product specification and the benefits and drawbacks of using a formalized modularization process for product development at Ericsson – Enclosure &amp; Power are discussed.<br>Detta arbete handlar om den produktutveckling som utförts i samarbete med Ericsson –Enclosure &amp; Power och deras utveckling av kabinett för radiobasstationer (RBS). Ericssons expansion på nya marknader ökar mängden krav på deras olika supportsystem. För att kunna vidareutveckla sin verksamhet och samtidigt erbjuda ett stort antal produktlösningar utvecklar de för närvarande en ny modulbaserad produktfamilj. Idag finns ett flertal metoder för produktmodularisering men man saknar erfarenhet av att arbeta med sådana metoder på Ericsson– Enclosure &amp; Power. Detta arbete undersöker vilka metoder som är lämpliga att använda i detta sammanhang, och hur man på bästa sätt ska implementera dem. Objektet för denna studie är Batteribasenheten (BBUn) som är ett fundament för montering av RBS kabinettet med ett utrymme för reservbatterier. Ett övergripande tillvägagångssätt föreslås för att säkerställa att utvecklingen av denna produkt inkluderar en bra modulär uppbyggnad. Delvis består tillvägagångssättet av vanliga produktutvecklingsmetoder såsom Quality Function Deployment (QFD), koncepturval och prototyper. I övrigt består det i modulariseringsmetoderna Function Structure Heuristics och Design Structure Matrix (DSM) som används först på funktionsnivå innan konceptgenereringsfasen och därefter på komponentnivå under detaljutvecklingen av det slutliga konceptet. Detta arbete beskriver hur dessa metoder har implementerats, hur produktenhar utvecklats från idé till prototyp samt den resulterande produktmodulariteten. Den slutliga utformningen utvärderas mot den angivna kravspecificeringen och fördelarna och nackdelarna med att använda en formaliserad metod för produktutveckling på Ericsson – Enclosure &amp; Power diskuteras.
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Lewis, Patrick K. "Multiobjective Optimization Method for Identifying Modular Product Platforms and Modules that Account for Changing Needs over Time." Diss., CLICK HERE for online access, 2010. http://contentdm.lib.byu.edu/ETD/image/etd3580.pdf.

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Corbett, Kramm Sandra M. (Sandra Maureen) 1972. "Web-enhanced customer design and configuration as a method of informing the new product development process." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/91768.

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Sanchez, Norberto. "Designing Engagement: A Method for improving Multisensorial Properties of Products." University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1554373954791942.

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Paine, Helen. "Laser shaping : a method for controlling the elastic behaviour of stretch fabrics for a targeted and graduated compressive effect on the body." Thesis, Royal College of Art, 2016. http://researchonline.rca.ac.uk/1805/.

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This research was commissioned and funded by The Welding Institute (TWI). The Welding Institute are a global research and development facility specialising in the joining of materials for industrial applications. The purpose of this research was to develop capability in textiles joining, particularly ultrasonic and laser welding technologies, which is relatively new to TWI. The appointed researcher adopted a ‘multi-strategy’ (Cresswell 2009) approach to the research; encompassing methods that were both familiar and unfamiliar to those usually adopted by TWI employees and researchers, whom mostly come from engineering and scientific backgrounds. The research was primarily undertaken with the adoption of a ‘craft-design’ approach that uses material investigation to explore and uncover interesting leads for investigation, which was the familiar approach of the researcher coming from a background in textile design. Material studies were carried out inquisitively without the formation of a particular hypothesis and insights were discussed with industry to identify potential commercial and functional application opportunities. Following the identification of an interest in welding stretchy fabrics Speedo agreed to become the main industry partner for the research, providing materials, access to testing equipment and validation of commercial opportunities for material samples relative to their application. The main hypothesis for the research Laser melted patterns can be used to control the elastic behaviour of stretchy textiles to have a targeted and variable compressive effect on the body developed through discussion with Speedo in response to material samples produced using transmission laser welding equipment. A predominant scientific approach was adopted during the second phase of the research to quantify and control this effect: to demonstrate repeatability and test it both on fabric and the body. Methods that were unfamiliar to the researcher prior to this research such as mechanical testing and microscopic analysis were employed. Selection of either a ‘craft design’ or ‘scientific’ approach was made pragmatically in response to the research as it developed. Through a retrospective analysis of applied methods throughout the research trajectory it has been possible to define this particular ‘multi-strategy’ project as a ‘sequential exploratory’ design (Cresswell 2009), whereby periods of subjective investigation are followed by empirical testing. The main process that has been developed by this research is a decorative method of controlling the elastic behaviour of stretchy fabrics using transmission laser welding equipment for a controlled and variable compressive effect on the body. Compression fabrics are used widely within the medical, lingerie and sportswear fields to apply pressure to the body either for an aesthetic or functional advantage. In swimwear, compression fabrics are applied to streamline the silhouette and minimise drag resistance. The technique developed by this research makes a contribution to knowledge within the field of laser processing of textiles, specifically within the field of transmission laser welding, and within the field of compression apparel. In the field of transmission laser welding a new functional capability for all-over surface patterns has been demonstrated. In the field of compression apparel a new decorative method for achieving an increasingly variable compressive effect for a smoother transition between different zones of stretch has been achieved. N.B. All redacted information throughout this thesis is confidential to Speedo.
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Hogberg, Dan. "Ergonomics integration and user diversity in product design." Thesis, Loughborough University, 2005. https://dspace.lboro.ac.uk/2134/7772.

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Consideration of products' ergonomic qualities is one important component for successful product development. Product designers engaged in the core activity of product development need methods that support the consideration of ergonomics along with other product requirements. This thesis aims to address these needs. The first part of the thesis investigates how people working within product development organisations communicate with and about users of their products. The general need for methods to support communication of user aspects in product development is identified through formal interviews with product developers and a review of the management, ergonomics and design literature. The second part of the thesis studies the factors which affect the integration of ergonomics in product design. Supportive methods, including User Characters, for evoking user consideration among designers together with Overlapping methods for scheduling ergonomics evaluation in product design processes are introduced and argued. The third part of the thesis reviews and discusses computer aided ergonomics as a means for integration of ergonomics in product design. A web-based support system for effective employment of human simulation tools is developed using a participative approach and evaluated based on the system's usability. The objective of the fourth part of the thesis is to study how human simulation tools can aid designers' consideration of human diversity to accommodate users of diverse anthropometric characteristics in multivariate design problems such as automobile cockpits. The work involves the evaluation of different approaches for the generation of specific manikin families which can be used as test groups for fitting trials in the virtual design process. The research demonstrates enhancements in design methodology knowledge to support integration of ergonomics in product design processes with a focus on anthropometric diversity in vehicle design.
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Carrião, Renato Lewenthal. "Method to represent IoT solutions during the Business Model Design of a Product-Service System (PSS)." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/18/18156/tde-12112018-141032/.

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Considering the competitiveness of global markets within an ever-changing environment, a company\'s Business Model should be able to innovate constantly to capture value within the company, while addressing better the customer needs. The PSS Business Model represents an innovation while providing value to the customer supported by a combination of products and services. However, the PSS Business Model also needs to innovate constantly. The Internet of Things (IoT) comprises networked objects able to interact with each other and to people, to reach common goals with a high level of efficiency, thus presenting potential to create a new value proposition to PSS Business Model Design. However, the existing literature represents an IoT solution into PSS Design, using either technical constructs or a high level free textual description. The goal of this study is to propose a \"Method to support the representation of IoT solutions during the PSS Business Model Design\". The method was developed based on the Design Research Methodology (DRM), comprising three research stages. During the first and second stages, a literature review was conducted to generate theoretical requirements for guiding the proposition of the method. During the third stage, the requirements were developed, and multiple case studies using secondary sources were used to propose the method in theory. During the final activity of the third stage, an exploratory application of the method for a Driverless PSS Car Sharing were applied and its results, as well as all the method\'s artifacts, were object of an initial evaluation by a focus group. The results indicated that method has potential to provide a common language for the PSS Business Model designers, while providing detailed information, to be added to the dimensions of a PSS Business Model that comprises IoT solutions.<br>Considerando a competitividade dos mercados globais dentro de um ambiente de constante mudança, o modelo de negócio de uma empresa deve ser capaz de inovar constantemente, capturando valor dentro da empresa ao mesmo tempo em que atende melhor as necessidades dos clientes. O modelo de negócio de PSS representa uma inovação ao entregar valor ao cliente através de uma combinação de produtos e serviços. No entanto, o modelo de negócio de PSS também precisa inovar constantemente. A Internet das coisas (IoT) compreende objetos em rede capazes de interagir uns com os outros e com as pessoas, para alcançar metas comuns com elevado nível de eficiência. Dessa forma, apresenta potencial para criar a nova proposta de valor para o desenho de modelo de negócio de PSS. No entanto, a literatura existente representa a solução de IoT usando ou constructos técnicos, ou um nível alto de descrição textual. O objetivo deste estudo é propor um \"Método de representação de soluções de internet das coisas (IoT) durante o design de um modelo de negócios de um Sistema produto-serviço (PSS)\". O método foi desenvolvido com apoio da Design Research Methodology (DRM), sendo composto de três fases de investigação. Durante a primeira e a segunda fase, realizou-se uma revisão da literatura para gerar requisitos teóricos para orientar a proposição de método. Durante a terceira fase, foram desenvolvidos requerimentos e analisados múltiplos estudos de caso, usando fontes secundárias, para propor o método na teoria. Durante a atividade final da terceira fase foi realizada uma aplicação exploratória do método, em um caso de um PSS de \"uso compartilhado de carros\" usando um carro autônomo. Em seguida todos os artefatos do método, e os resultados dessa aplicação exploratória, foram objeto de uma avaliação inicial por um grupo focal. Os resultados indicaram que o método tem potencial para fornecer uma linguagem comum para os desenvolvedores de modelo de negócio de PSS, proporcionando informações detalhadas, a serem adicionadas às dimensões de um modelo de negócio de PSS.
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Dickinson, Rebecca. "Statistical Methods for Improving and Maintaining Product Reliability." Diss., Virginia Tech, 2014. http://hdl.handle.net/10919/50516.

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When a reliability experiment is used, practitioners can understand better what lifetimes to expect of a product under different operating conditions and what factors are important to designing reliability into a product. Reliability experiments, however, can be very challenging to analyze because often the reliability or lifetime data tend to follow distinctly non-normal distributions and the experiments typically involve censoring. Time and cost constraints may also lead to reliability experiments with experimental protocols that are not completely randomized. In many industrial experiments, for example, the split-plot structure arises when the randomization of the experimental runs is restricted. Additionally, for many reliability experiments, it is often cost effective to apply a treatment combination to a stand with multiple units on it as opposed to each unit individually, which introduces subsampling. The analysis of lifetime data assuming a completely randomized design has been well studied, but until recently analysis methodologies for more complex experimental designs with multiple error terms have not been a focus of the reliability field. This dissertation provides two analysis methods for analyzing right-censored Weibull distributed lifetime data from a split-plot experiment with subsampling. We evaluate the proposed methods through a simulation study. Companies also routinely perform life tests on their products to ensure that products meet requirements. Each of these life tests typically involves testing several units simultaneously with interest in the times to failure. Again, the fact that lifetime data tend to be nonnormally distributed and censored make the development of a control charting procedure more demanding. In this dissertation, one-sided lower and upper likelihood ratio based cumulative sum (CUSUM) control charting procedures are developed for right-censored Weibull lifetime data to monitor changes in the scale parameter, also known as the characteristic life, for a fixed value of the Weibull shape parameter. Because a decrease in the characteristic life indicates a decrease in the mean lifetime of a product, a one-sided lower CUSUM chart is the main focus. We illustrate the development and implementation of the chart and evaluate the properties through a simulation study.<br>Ph. D.
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Smith, Ariadne G. (Ariadne Geneviève). "New product development methods : a study of open design." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/78500.

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Thesis (S.M. in Technology and Policy)--Massachusetts Institute of Technology, Engineering Systems Division, Technology and Policy Program; and, (S.M.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2012.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 70-75).<br>This thesis explores the application of open design to the process of developing physical products. Open design is a type of decentralized innovation that is derived from applying principles of open source software and crowdsourcing to product development. Crowdsourcing has gained popularity in the last decade, ranging from translation services, to marketing concepts, and new product funding. However, it is only in the past few years that open design has been considered as a method to create more innovative products in less time and for less money. While truly open design requires participants to collaborate and make contributions at each stage of the product development process, applications of open design to physical product development have been limited to accepting external contributions at only certain, less technical phases of design, such as planning, idea generation, or obtaining idea feedback. This thesis seeks to explore two questions related to creating a tool for open design in physical product development: what kind of tool can be developed to support crowdsourcing the full development of a physical product, and what types of design environments can benefit from this tool? Through a collaboration with GE Global Research for DARPA's Adaptive Vehicle Make (AVM) program, this thesis presents an early prototype of an online tool that allows for the open design of an entire product development process, in application to the development of a vehicle. Then, a framework is developed in order to identify the tool's applicability to other product development industries. Interviews with potential lead users in a number of different industrial sectors were conducted to better understand how this open design environment might be used and adapted for applications outside of a DARPA-driven vehicle design domain. Though the sensitive nature of projects in the defense and medical device industries prohibits this tool from used for its intended crowdsourcing purposes, there is promise for further development of the tool for uses in academic and education environments, and as an internal project management tool in other product development industries, such as aviation and consumer product design.<br>by Ariadne G. Smith.<br>S.M.<br>S.M.in Technology and Policy
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Abdul, Kudus Syahibudil I. "The value of personalised consumer product design facilitated through additive manufacturing technology." Thesis, Loughborough University, 2017. https://dspace.lboro.ac.uk/2134/34616.

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This research attempted to discover how Additive Manufacturing (AM) can best be used to increase the value of personalised consumer products and how designers can be assisted in finding an effective way to facilitate value addition within personalisable product designs. AM has become an enabler for end-users to become directly involved in product personalisation through the manipulation of three-dimensional (3D) designs of the product using easy-to-use design toolkits. In this way, end-users are able to fabricate their own personalised designs using various types of AM systems. Personalisation activity can contribute to an increment in the value of a product because it delivers a closer fit to user preferences. The research began with a literature review that covered the areas of product personalisation, additive manufacturing, and consumer value in product design. The literature review revealed that the lack of methods and tools to enable designers to exploit AM has become a fundamental challenge in fully realising the advantages of the technology. Consequently, the question remained as to whether industrial designers are able to identify the design characteristics that can potentially add value to a product, particularly when the product is being personalised by end-users using AM-enabled design tools and systems. A new value taxonomy was developed to capture the relevant value attributes of personalised AM products. The value taxonomy comprised two first-level value types: product value and experiential value. It was further expanded into six second-level value components: functional value, personal-expressive value, sensory value, unique value, co-design value, and hedonic value. The research employed a survey to assess end-users value reflection on personalised features; measuring their willingness to pay (WTP) and their intention to purchase a product with personalised features. Thereafter, an experimental study was performed to measure end-users opinions on the value of 3D-printed personalised products based on the two value types: product value and experiential value. Based on the findings, a formal added value identification method was developed to act as a design aid tool to assist designers in preparing a personalisable product design that embodies value-adding personalisation features within the product. The design method was translated into a beta-test version paper-based design workbook known as the V+APP Design Method: Design Workbook. The design aid tool was validated by expert designers. In conclusion, this research has indicated that the added value identification method shows promise as a practical and effective method in aiding expert designers to identify the potential value-adding personalisation features within personalisable AM products, ensuring they are able to fully exploit the unique characteristics and value-adding design characteristics enabled by AM. Finally, the limitations of the research have been explained and recommendations made for future work in this area.
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Watkins, Matthew. "An investigation into effective methods for teaching social sustainability within product design in British and Irish Universities." Thesis, Loughborough University, 2014. https://dspace.lboro.ac.uk/2134/14155.

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Consideration of sustainability in product and industrial design courses is becoming more common and relevant within higher education in the UK. However little is known about how widespread the teaching is and what is actually understood as sustainable design with discrepancies in the definitions used in different institutions. Literature highlights that many universities now engage with the tangible environmental aspects of sustainable design, whilst the intangible social aspects are left unaddressed. This thesis explores methods for encouraging and enabling students to address the social aspects within sustainable product design (SPD) education. The first research stage presents the results of a nationwide survey, which investigated how widely SPD is taught, which social aspects are addressed, how SPD is taught and assessed and the attitudes and awareness of it amongst academics. The second research stage presents further research into best practice in SPD through detailed interviews with leading academics in the field. A third research stage built upon the findings from both these studies, and sought to address a perceived weakness in SPD education; the lack of understanding and consideration of the social aspects in sustainable product design in teaching and project outcomes. Three Rethinking Design workshops were developed and tested at five universities in the UK and Ireland. These workshops were designed to introduce students to the wider social aspects of SPD, through the use of audio visual group based workshops. The design of the workshops enabled a learning environment where a deep understanding of the social aspects of Sustainable Product Design could be developed through; group work, discussion and critical reflection, which led to students exploring design thinking responses, suggesting that deep learning, had occurred.
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Mitchell, Valerie A. "Mobile methods : eliciting user needs for future mobile products." Thesis, Loughborough University, 2005. https://dspace.lboro.ac.uk/2134/15740.

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The research reported in this thesis had two aims. To investigate how the variability and complexity of the mobile context of use should be addressed when capturing user needs for mobile products and to explore the role of indirect methods of data capture as tools for eliciting user needs in a form appropriate for informing the scenario based design of mobile products during the. earliest stages of product development. This research presents a novel scenario-based approach to eliciting and representing user needs in a form suitable for informing the earliest exploratory stages of mobile product design. Within this approach scenarios are used to provide snapshots of actual or envisaged product use that can be used to find a starting point for design when there is no clearly defined focus for innovation. Scenarios are organized into sets using scenario tables to structure consideration of key variables within the mobile context of use. These key variables are identified as: mobility, emotion, social relationship and communication purpose. Three user studies were conducted using UK undergraduate students as the study population. Study One explored use of schematic representations ('maps') of each participant's social communications and mobility as tools for eliciting user needs, both in relation to existing mobile product use and in relation to projected use of future mobile product concepts. Study Two used a diary study method to explore existing mobile communications use. Ways of structuring consideration of the mobile context of use were explored and the effectiveness of the diary as a tool for eliciting user needs and for scenario generation was assessed. Study Three extended the diary study approach to include consideration ofthe emotional context of product use and to include pictorial feedback of diary entries to study participants. These personal representations of product use were used to further explore user needs and to prompt participants to generate narratives describing motivations for product use suitable for presentation in scenario form.
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Chaigne, Hoel. "Accelerated Testing: Development of a Normative Lifespan Method for Water-Sports Products." Thesis, Blekinge Tekniska Högskola, Institutionen för maskinteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20331.

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In the sports industry, the products currently being developed by design teams are degraded over time due to wear and tear. During the last decade, awareness about the global environmental crisis has increased and sports users are now more demanding about the environmental impact of products and services that they are using. Therefore, people are searching for companies that make durable and sustainable products and services. While the importance of durability regarding the development of a circular economy has been recognized, a concrete concept has not yet been specifically addressed in European product policies. Standards are missing and this research aims to develop a method, where companies from the water-sports industry could follow a step-by-step process to assess the normative lifespan of a product, especially in the early design stages of the product development process. The case study of OLAIAN, the DECATHLON surf brand, has made it possible to develop repeatable long-term quality test protocols on neoprene wetsuits and surfboards to characterize the ageing of these products. A product’s resistance is one of the durability factors that are tested in this method, by creating a database containing the number of uses a product has made and its evolution over time. This case study has allowed the testing of different protocols in co- creation with the surf organizations and explores further the study of a testing phase during the product development process. From these empirical findings, a 10-step method has been designed to estimate the normative lifespan of a product. Globally, the outcomes are intended for the design team, in order to know a product’s resistance over time and its weaknesses, thus being able to improve and further its lifespan. A second outcome is to fulfill information to complete studies on durability. Therefore, increase the reliability of Life Cycle Analysis and observe where is the biggest environmental impact in the product’s process (from inception to recycling) to take actions. This also helps to know more precisely the temporal warranty that companies can promise to their customers, and it completes studies on environmental indicators display to guide consumers to more sustainable choices. This study aims to allow in the future, sports organizations certified by Standardization organization for testing of products and the assessment of their durability. Further research on sensors or electronic devices, to more precisely follow the evolution of product during field- testing would be very relevant. As this thesis focused on field-testing for the reliability of products, based on these results further research in statistical models to support failures analysis in accelerated lab-testing must be implemented. Another opportunity is the emergence of platforms and product-service systems in the sports field. This could open up opportunities to have products used at a high frequency and in intense conditions to enable faster feedback on durability.
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Bare, Marshall Edwin. "Structuring Emperical Methods for Reuse and Efficiency in Product Development Processes." BYU ScholarsArchive, 2006. https://scholarsarchive.byu.edu/etd/1032.

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Product development requires that engineers have the ability to predict product performance. When product performance involves complex physics and natural phenomena, mathematical models are often insufficient to provide accurate predictions. Engineering companies compensate for this deficiency by testing prototypes to obtain empirical data that can be used in place of predictive models. The purpose of this work is to provide techniques and methods for efficient use of empirical methods in product development processes. Empirical methods involve the design and creation of prototype hardware and the testing of that hardware in controlled environments. Empirical methods represent a complete product development sub-cycle within the overall product development process. Empirical product development cycles can be expensive in both time and resources. Global economic pressures have caused companies to focus on improving the productivity of their product development cycles. A variety of techniques for improving the productivity of product development processes have been developed. These methods focus on structuring process steps and product artifacts for reuse and efficiency. However these methods have, to this point, largely ignored the product development sub-cycle of empirical design. The same techniques used on the overall product development processes can and should be applied to the empirical product development sub-cycle. This thesis focuses on applying methods of efficient and reusable product development processes on the empirical development sub-cycle. It also identifies how to efficiently link the empirical product development sub-cycle into the overall product development process. Specifically, empirical product development sub-cycles can be characterized by their purposes into three specific types: first, obtaining data for predictive model coefficients, boundary conditions and driving functions; second, validating an existing predictive model; and third, to provide the basis for predictions using interpolation and extrapolation of the empirical data when a predictive model does not exist. These three types of sub-cycles are structured as reusable processes in a standard form that can be used generally in product development. The roles of these three types of sub-cycles in the overall product development process are also established and the linkages defined. Finally, the techniques and methods provided for improving the efficiency of empirical methods in product development processes are demonstrated in a form that shows their benefits.
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Koltookian, John H. (John Haynes). "The Government has a method to get product to soldiers fast - big defense needs to catch up." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/106254.

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Thesis: S.M. in Engineering and Management, Massachusetts Institute of Technology, School of Engineering, System Design and Management Program, Engineering and Management Program, 2016.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 97-99).<br>Working within a large defense company has shown me the vast array of process that is created by contractors as a response to the numbers of requirements and processes that the Department of Defense has levied on the industry. These industry processes are geared towards very large defense development projects ($100M+) and, in my experience, do not work well for smaller (<$10M) rapid developments. The process does not enable contractors to get new products into the hands of warfighters expeditiously. The United States Government is aware of this and has been taking steps to create rapid procurement organizations that are empowered to develop and field new capabilities faster than the traditional process permits. These new organizations have exposed a new problem; large defense companies are so encumbered by the process they have matured that they have lost their agility and are unable to develop rapidly. How can that agility be restored within an industry where traditional process isn't fast enough anymore? Thesis Statement: An alternative process can be created within large defense companies that, when followed, allows fast and agile performance on rapid developments. This thesis explores the origin of the defense industry process, provides data showing that the current process isn't optimized and suggests an updated process that is streamlined for rapid development.<br>by John H. Koltookian.<br>S.M. in Engineering and Management
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Bare, Marshall Edwin. "Structuring empirical methods for reuse and efficiency in product development processes /." Diss., CLICK HERE for online access, 2007. http://contentdm.lib.byu.edu/ETD/image/etd1676.pdf.

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Chen, Yuan-chen, and 陳淵琛. "Optimality Design Method on Product Form Design." Thesis, 2000. http://ndltd.ncl.edu.tw/handle/86466758959534713748.

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碩士<br>國立成功大學<br>工業設計學系<br>88<br>In the fields of Industrial Designing, the design of form plays quite an important role. During the process of designing, it takes over-and-over fixing to achieve the shape that satisfies, after going through many mistakes. This often results in lowering of its competence in the market. This research tries to put the model of optimality design concepts into the practice of the design of a product''s form, which enables designers to search out the most suitable form by best ways of research. With the concept of the optimality design, the relationship between the image words and the form will be discussed as well. At present, most of these researches assume that the relationship between them is a linear dependent. This assumption prevents from lots of complicated calculating which might be required, however, it causes the error of the output. This research uses B-spline to form up the shape of the products from the outside, after doing questionnaire surveys and the data quantified, the relationship between form and image words is analyzed on the basis of interpolation、polynomial regression、B-spline、cubic spline or gray-system theory. The appropriate way will be choosed to put the solution and optimization method together, in order to search out the form that is expected, and programming it. This process not only describes the relationship and changes between form and image words more precisely, but also attains the goal of design automatic.
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Van, Wie Michael James. "Designing product architecture a systematic method /." Thesis, 2002. http://wwwlib.umi.com/cr/utexas/fullcit?p3110695.

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Ko, Hui-An, and 柯惠安. "A Product Design Method Of Technology-Driven Innovation." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/t4k45m.

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碩士<br>國立臺北科技大學<br>工業設計系創新設計碩士班<br>106<br>Usually the Technology R&D team does not understand the real needs of consumers, so they could not use existing technologies to develop innovative products successfully. By Applying Structure-mapping theory and AEIOU Framework, this discuss how to structures the attributes of functions of a specific technology, and map them to the attributes of demands of potential users as the source of concepts of innovative products close to their life styles. This study demonstrates structure-mapping of the technology of thermoelectric generation by recovering the waste heat onto the demands of charging of mobile devices, and then further propose the concept of innovative mobile power supply. R&D team could use the applied design method to re-examine the existing technologies and seek the opportunities to commercialize them.
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Shih-WeiWen and 溫是瑋. "Meaningful-function Forming Method for Innovative Product Design." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/03040162490905497281.

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Chih, Wu Tung, and 吳東治. "A Product Design Method of Re-design Derives from Human Experience." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/33348265241062613397.

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碩士<br>實踐大學<br>產品與建築設計研究所<br>98<br>Products provide users more than just functions. The expectations for products are the emotional elements. Experience designed products are the products that can easily enable users to relate to. This paper aims to classify experience with logical inductions and map out a series of operational steps into a design methodology, in order to facilitate a precise utilization and transformation of experiences for designers. First, this paper performs a literature review to gain an understanding of the issues relevant to different aspects and refers to traditional design techniques and experience design theories. It also gathers the tools for experience collections and assessments in order to generalize the factor classifications of experience as the basis of developing the operational steps for experience designs. Finally, it examines 10 international designs and 10 creations of the researcher to analyze the operational steps in the design process in order to validate the contribution of this paper to design activities. This paper proposes a general introduction to experience designs and the operational steps of experience designs. The conclusions are: (1) the developed experience and problem matrix can effectively stimulate design thinking and spark creativity; (2) experience systems are classified into five experience factors and three question factors based on the concept of experience systems; (3) a total of 10 criteria are established based on the criteria of different assessments and designs, in order to assist designs in the evaluation of experience and design concepts developed with the problem matrix; (4) experience designs can be divided into tasks-oriented and issues-oriented in accordance with the differences in purposes and perspectives; (5) the outputs of experience designs have to cover five layers, which are experience layer, concept layer, function layer, structure layer, appearance layer.
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Li, Yi-Le, and 李以勒. "Apply Environmental Footprint Impact Assessment Method in Product Design." Thesis, 2017. http://ndltd.ncl.edu.tw/cgi-bin/gs32/gsweb.cgi/login?o=dnclcdr&s=id=%22105CYCU5030057%22.&searchmode=basic.

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碩士<br>中原大學<br>工業與系統工程研究所<br>105<br>With the increasing of global warming, but also the importance of environmental protection gradually awakens. To use environmentally friendly product, can promote the awareness of environmental protection. However, the current enterprise assessment of the impact of products on the environment, mostly carbon footprint, water footprint and other single environmental categories as an assessment, had ignore other factors that may cause environmental impact. By the European Commission raise the concept of environment footprint, that the integration of multiple-environmental assessment indicators, and the structure of the base on carbon footprint will be able to describe the integrity of environmental impact. Since the development of the environmental footprint is still budding, the current research result are still insufficient. Due to the above descriptions, this study aim to use environmental footprint to help designer choose the appropriate material to reduce the impact that product affect to the environment. In addition, using different material will affect the cost. Therefore, it becomes a multi-objective problem. In order to solve above problem, this study will collect and analyze the data provided by the suppliers. First, using life cycle assessment methods for product evaluation, include: the scope definition, life cycle inventory, life cycle assessment to analyze the raw materials and manufacturing stages of the material and resources accounted proportion of total environmental emissions, and the feature of each environmental category, second, the define the representative environmental impact levels, select a representative environmental category to make the environmental footprint more clearly visible for product characteristics. Finally, the use of the multi-objective Pareto method, we obtain multiple sets of solutions, and choose the appropriate program to help product designer not only choice the product that is friendly to environment, but also has the cost advantage. In order to increase the competitiveness of enterprise, and head towards the future of sustainable development.
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Chang-LinLee and 李昌霖. "Using Biomimetic Design Method to Develop Innovative Product Design Method for the Bottom of the Pyramid." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/49027270853692707821.

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碩士<br>國立成功大學<br>機械工程學系<br>104<br>With the progress of technology, eagerness for untapped markets from enterprises, promotion of the humanitarian spirit, the society gradually focus their attention on the regions suffering from resources deficiency. Dr.Prahalad described those who lives in these areas with a certain term Bottom of the Pyramid (BoP). He defined various innovative principles to aid them getting rid of the impoverished situation. This thesis will integrate Biomimetic design method, TRIZ theory and BOP innovative principles, make the characteristics of outstanding correspondence between the advantages of Biomimetic design and the needs of BoP design more specified, integrate the concepts of Biomimics into TRIZ theory, then proceed to BoP community application. This thesis collects related cases to form a BoP innovative database as well. Through the selection of index tags and the calculation of similarity with the existed cases, biomimetic keywords from TRIZ innovative principles are available for designers. Designers are capable of using Biomimetic searching method with the keywords to guide themselves to have an innovative Biomimetic design which matches the needs of BoP. This thesis develops inspecting standard for BoP products to evaluate the design is applicable for BoP regions or not. This thesis presents a progress of innovative design, which includes analyzing the difficulty through the ideas of Substance-Field Analysis, combining TRIZ innovative principles with BoP database to produce biomimetic keywords and leads to searching appropriate biological cases, inspecting the correlation between the biological cases and design problems with biological resources inspecting method to guild designers to generate innovative Biomimetic designations, and assessing the designation with standard for BoP products.
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Lyu, Syuan-Yi, and 呂宣誼. "The Study of Product Design Method Integrating Contradiction Matrix with Eco-Design." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/15311863066232486428.

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碩士<br>明新科技大學<br>工業工程與管理研究所<br>99<br>Along with the technological advances and the rapid flow of information, people continue to create more innovative technology products in order to make life more convenience and comfortable than the past. However, the huge industrial processes bring significant changes in the environment, the earth's resources are getting to dry up, the natural environment and ozonosphere have been destroyed, and leading serious threats to the survival of Earth's species. Therefore, in recent years, environmental awareness began to respect, and people explore green issues, hoping to make the earth resources and living things can be survival sustainable. This research attempts to integrate 39 engineering parameters of TRIZ with 7 environmental efficiency factors proposed by the World Business Council for Sustainable Development (WBCSD) to construct a green product design matrix, and use the patents of LED lights to verify the proposed model, and then, to design innovation green products of LED lights to confirm the validity of this green design matrix. This research showed, this new green design matrix allows designers to generate green products by improving the characteristics of the conflicting issues, and helps organizations to increase competitiveness and to achieve sustainable development goals.
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LUNG, SYUE-TING, and 龍學婷. "Game Controller Product Design by Combining Kansei Evaluation and Generative Design Method." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/5h7tw2.

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碩士<br>國立高雄師範大學<br>工業設計學系<br>106<br>With the successful development of gaming industry, the markets and needs for peripheral products of games increased accordingly. Consumers consider not only product's basic functions but also its demonstration of personal style as important features. The game controller is a relevantly important peripheral product for high-involvement game players. When it comes to the game controller, players will choose one on the basis of its functions as well as its style. And nowadays, the manufacturing of game controller is mainly based on the convenience, thus the mass production is adopted by most of the enterprises. For this reason, the design of game controller puts less emphasis on the perception of users. During the design process, designers usually apply computer-aided industrial design (CAID) to the product in the product's final phase instead of its very first design phase. It could lead to the low-efficiency style and design development as well as the time-consuming design period. Therefore, the objectives of this study are to: 1. understand the high-involvement game player's perception, needs and opinions regarding the game controller; 2. discover the relationship between the abstract perception and features of style; 3. apply the generative design system for creating a sample, which corresponds with user's perception. In this study, the Zaltman metaphor elicitation technique (ZMET) is used to interview the high-involvement game player's visual graphics, who is considered as the subject of research. The result of interview shows that high-involvement game players have two needs to fulfill when buying the game controller: "experiencing the game" and "relaxing". They expect that the game controller can have an appropriate sense of existence and a perfect sense of touch to obtain positive feelings such as "experiencing the game" and "relaxing". There are relevant emotional words appeared during the interview, and 10 groups of emotional adjectives are selected and arranged in order to use in the questionnaire survey. The cluster analysis is applied to select samples of controller and game controller's emotion questionnaire survey. The results of survey will be further analyzed by Hayashi’s quantitative theory type Ι. According to the results of survey, the high-involvement game player has more emotion-influencing game controller's style items than the low-involvement game player in 6 adjective groups; however, in an adjective group, it shows that the high-involvement game player possesses the same emotion-influencing game controller's style items as the low-involvement game player, but their focus on the style items is not exactly identical; the last but not the least, the low-involvement game player has one more emotion-influencing game controller's style item than the high-involvement game player in 3 last adjective groups. Based on the analytical results of emotional adjective groups in the interview and Hayashi’s quantitative theory type Ι focusing on high-involvement game player, the game controller models with different emotional features are constructed in Rhino and Grasshopper by including five controllable variables (upper edge, lower edge, handle length, chamfer and the point of chamfer) . The emotional models with features such as continuity, creativity, steadiness and lightness are created, and the results of Hayashi’s quantitative theory type Ι are used to review the models. After the comparison, it turns out that these four styles do have style bias of such perception. Finally, according to the findings of the study, the relationship between the abstract perception and features of style are put forward, hoping to help researchers in this field understand the game controller models with different emotional features and provide the reference for designers and enterprises to design the game controller.
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Chang, Cheng, and 張晟. "Studies on Modularity for Product Design by Assembly Evaluation Method." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/52732127710824601274.

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碩士<br>東海大學<br>工業設計學系<br>96<br>In a product development process, the product design phase spends most of the product development time and also influences the following manufacturing process the most. This study applies the method of Concurrent Engineering to evaluate product manufacturing and assembly elements when designing products. It can help to decrease the number of design alteration and the range of design adjustment in follow-up product development phases. In this study, it uses IDEF (Integrated Computer-Aided Manufacturing DEFinition) to plan a concurrent product development process. In the preliminary design phase, this study applies the CAD software — SolidWorks API (Application Programming Interface) to construct the rapid model builds up. This study applies Assemblability Evaluation Method (AEM) in the product evaluation phase. This method is used for evaluating the state of DFA (Design for Assembly) of the product in the early design phase. Furthermore, the manufacturing restriction and manufacturing process are based on the commands from the project senior engineer to construct a MDFM evaluation standard. In the study, it uses Visual Basic to write a MDFA/M (Modular Design for Assembly and Manufacturing) assistive evaluating program. It is used for constructing the variety of product modules. It can help to decrease the time spending for redesign and shorten the product development process. Therefore, an enterprise can accomplish the goal of cutting down the product development time spending through this program. This study evaluates the bicycle hub as case study verification. Because of modular design has the advantage of creating product varieties, this study applies modular design to design equivalent components of a product. It not only can construct product variety, but also can eliminate the time for redesign and decrease the whole product development time spending. In addition, it can help to fit the need of decreasing product development time of a corporation. This research completes the following works: 1. Applying IDEF to plan a visualized concurrent product development process to show a clear presentation of product design process and evaluation process. 2. Integrating Visual Basic and SolidWorks API to develop an assistive system for processing the rapid model build up. It can help to decrease the repeated drawing action and shorten the time for product design. 3. Applying AEM to evaluate the assemble ability of product and write MDFA/M evaluating program. This method can increase the interaction and communication chances between design end and manufacturing end to decrease the number of product design alteration and the range of design adjustment. 4. Utilizing the feature of modular design- sharing components in this study and applying bicycle hub and bicycle frame as a research case study of product design. This study tries to create the variety of product modules to satisfy the different needs from customers and shorten the product development process efficiently.
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Yang, Yi-tzu, and 楊一慈. "The Composition Method of Poetry Image Converts to Product Design." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/70368077621010348471.

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碩士<br>雲林科技大學<br>工業設計系碩士班<br>97<br>The article applied the design philosophy and the methodology of imagism to the design creations. Imagism essentializes the everyday objects observed by the poets and the unusual viewpoints discovered from the seemingly ordinary things in life, which are the exact source of image symbols. However, the symbols created within the works are not physically projected but through the transformation of the real world manifest the shape of the subjective world. The image is therefore born in both the realistic and imaginary world of the creators. The author injected the essence of poetic emotionalization and applied the design techniques and the manifestation of image constitution during the developing process to express the following three connotations in a piece of work, (1) The meditation of connotation, e.g. the acquirement of image symbols through the observation of everyday objects. (2) The contribution to the principle of emotionalizing and simplifying image symbols. (3) The development of personal creating mode through the transformation of design techniques.
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Liu, Meng-Chang, and 劉孟昌. "Morphing Method for Shape Generation and Synthesis in Product Design." Thesis, 1999. http://ndltd.ncl.edu.tw/handle/70803654862462533397.

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碩士<br>國立成功大學<br>工業設計學系<br>87<br>Abstract: Product design is a problem-solving activity, whose purpose is to develop a successful product fitting consumers'' needs.To achieve this goal, systematic methods have been used by designers to obtain an optimal solution through the process of data collection, analysis, synthesis and decision making. In today''s highly competitive market place, the strategy of developing a product is transformed from product-push type to market-pull model. Facing the intense changes in the market, a well-designed product should not only satisfy consumers'' physical requirements but should also satisfy their psychological needs. In daily life, people like to use image words to invoke moods in an object or product. However, the psychological problem focused on the image perceptions or mental feelings for a product is full of fuzziness and uncertainties. Traditionally, this mental recognition problem with high fuzziness is usually solved by the designer based on his/her intuitive feeling, experience, inspiration from artistic works, and habit. In this design model, lacking of theoretical support, it is difficult to obtain, exactly and effectively, a product really meeting consumers'' needs. In design process, embodying the design concept is a very important work. In the past, the image of a product is usually described by using an image scale. The image scale is, however, easily used to grasp the 2D image but difficult to grasp the 3D image of a product. To fill this gap, a feature-based shape morphing method for product form design is proposed in this study. In this model, a feature-based method is first used to construct a CAD model of a product. The image perception of the product is then quantified by using ''semantic difference (SD)'' and the relationships between the morphed shapes and image words are analyzed with ''grey theory''. A consultative computer program is then constructed based on these basic data. With this program, the designer can start to develop design ideas and will quickly obtain a product form that fits the demanded image by inputting an image word. Though LCD form design is taken as an example in this study, this method can also be used to develop other products.
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Bohan-Lee and 李柏翰. "The Research of Product Development Using Fuzzy Axiomatic Design Method." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/91783731548702783587.

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碩士<br>義守大學<br>管理學院管理碩博士班<br>101<br>Product diversification and short life cycle cause new product development and design, which are also the key factors for business competition. If the design and development of a product can reduce the manufacturing cost and improve the quality, it will be the source of competitive advantage. In the current era of customization, customer demand has become the driving force and indicator of product development, thus to meet customer demand for the product design and development is today’s important trend. A successful product depends on its decision making of the development processes; therefore, this study aimed to the perspective of axiomatic design, and combined with fuzzy theory to more precisely analyze the coupling problem caused by two or more functional requirements in product design, and through the innovative and inventive principles of TRIZ, it tried to seek for the design parameters to solve the conflict or contradictory of functional requirements; then through fuzzy information axiom to effectively measure product design solutions, and select the best one. Finally, this study picked a southern factory as an example to assess the feasibility and practicability of the models in this research.
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Wang, Bo-jin, and 王伯晉. "A Design Method Based on Product Analysis and Blending Theory." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/9mmypk.

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碩士<br>國立臺北科技大學<br>創新設計研究所<br>100<br>This study will change the SWOT analysis to become the SWIP that explore the product&apos;&apos;s features and usage, and be divided into two parts: the product itself and the user perception. And applying quantitative research to prove that the products collected which product is more suitable as the reference target of the creative design, then sort out the design criteria. And think by association method, relational method and cognitive psychology, then learned the similar things of results with the reference target. And then applying the blending theory, reference to the target and similar things to do metaphor, and will know the results and design criteria as a reference in the elements of creative design, let the process utilized more smoothly. Creative design case applying the blending theory of the mirror, single-scope and double-scope, each method has a different process and meaning. For example, extension core reel in the first case, it is applying the blending theory of mirror type, because all features are the same of the structure, allowing users to connect more easily with metaphors of product. The dispenser in the second case is applying the single-scope, mainly to the structure of the soap dispenser, and mapping each element by the concept of building and design with the nobility sense of the soap dispenser. The guitar stand in the third case is applying the double-scope, and do metaphor with appearance and mechanism, this type is blending the new structure by the two different structures, so it is the most innovative ways.
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Lee, Lin-Chien, and 李林兼. "Studies on Cooperative Generative Design Method for Product Shapes Development." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/cd44jj.

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博士<br>國立交通大學<br>應用藝術研究所<br>106<br>It is well-known that generative design has been employed in the field of architecture in recent years, due to the extraordinary application of complicated shape algorithms. The complicated surfaces or shapes can then be dismantled into several parts of engineering information for manufacture. In the product design field, designers also apply generative design techniques to generate patterns for product feature or random shapes. However, the intensive shapes increase the difficulty for traditional manufacturing, and criticism of similar forms in the same style is arising. As a result, the irregular random complicated shapes were recognized as generative design. In fact, generative design should not be limited to particular shape features or application tools. It can be a practical design process or design thinking method. This research focuses on applying generative design in practical routine / non-routine design processes where product designers define the shape grammar and cooperate with generative designers to construct visual generative programs to explore product shapes. iPhone series shapes were employed as a case study in routine design for three generative types: 1) generative pattern, 2) generative structure, and 3) generative styles, whereby the same program is used to demonstrate how the Cooperative Generative Design Method (CGDM) assists designers in exploring shape development in three different kinds of product shape. On the other hand, two MP3 speakers and five computer mice concept designs were employed as non-routine design case studies to illustrate the custom CGDM for complicated shapes or surfaces. Then, the drawing and CGDM manipulation experiment was conducted and the result demonstrates that CGDM can encourage design students to think and develop product shapes if their shape thinking and transforming abilities are weak.
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Hsueh, Ching-Fang, and 薛青芳. "A Method of Design-by-Analogy for Innovative Product Concepts." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/cp3wqq.

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碩士<br>國立臺北科技大學<br>工業設計系創新設計碩士班<br>106<br>This study attempts to combine WordTree, emotional design, hierarchical task analysis and brainwriting to propose a method of Design by Analogy (DbA) that integrates product functions and emotional images and applies it to a design workshop. The participants were 53 undergraduate students of National Taipei University of Technology. In the first stage, the participants were requested to complete the Kaufman Domain of Creativity Scale (K-DOCS). The second stage implemented a design workshop on the innovative experience of gas cylinder users, including functional innovation tasks and emotional positive tasks. The propositions, emotion words, hierarchies, nodes, and examples of the outcomes were analyzed using WordTree structures. The third stage compared the scores of K-DOCS, the frequency of using analogy, and the numbers of levels and nodes in the WordTree structures. The results show that, (1) The proposed method can assist the participants to consider the functional and emotional factors together in develop creative product concepts. (2) The participants with higher creativity in art domains have more levels and more ideas when using WordTree for cross-disciplinary design. (3) The participants who with engineering backgrounds have fewer successful uses of analogies than that of design backgrounds. These findings provide some insights for educational practice on cross-domain design talents and related design research.
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Lin, Zhi-Ying, and 林治穎. "A strategic framework toward product innovation using design thinking method." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/pmfp5n.

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碩士<br>國立臺灣科技大學<br>工業管理系<br>104<br>Innovation is now seen as the key to sustainable competitive advantage, and understood as a process that can be managed and controlled. Design thinking was identified as an effective approach that could help create such solutions, and contribute to product innovation process. The purpose of this research is to investigate barriers and contributors of using design thinking by different types of companies, and identify an effective strategy for embedding design thinking into innovation process. Using a framework combined with three design thinking training workshops, in-depth interview, and thematic analysis, as a lens to examine and address the above questions. It was indicated that the effective strategy of embedding design thinking includes: 1) clarifying the real bottlenecks to innovation and 2) establishing an opened product innovation culture.
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