{"title":"Exploring the Effectiveness of Providing Structured DfE Design Strategies During Conceptual Design","authors":"Donovan Ross, Vincenzo Ferrero, Bryony DuPont","doi":"10.1115/detc2019-98286","DOIUrl":"https://doi.org/10.1115/detc2019-98286","url":null,"abstract":"\u0000 The fuzzy front end of engineering design can present a difficult challenge, and as such, recent engineering design research has focused on guiding and influencing the way a designer ideates. Early ideation can be especially difficult when attempting to integrate specific design objectives in product design, called Design for X (DfX). Some examples of DfX are Design for Manufacturing (DfM), Design for Assembly (DfA), Design for Function (DfF), and Design for Safety (DfS). This paper will present two experiments exploring the efficacy of a structured Design for the Environment (DfE) design method called the GREEn Quiz (Guidelines and Regulations for Early design for the Environment) that provides designers with sustainable design knowledge during the conceptual design phase. The GREEn Quiz operates on a web-based platform and queries the designer about their design concepts; an end-of-quiz report provides abstract DfE knowledge to designers. While this abstract knowledge was able to be applied by designers in a former study, we hypothesize that providing targeted, specific design strategies during conceptual design may enable better integration in concept generation by novice designers. In this study, we created these DfE strategies, embedded these in the GREEn Quiz, and studied the efficacy of these strategies when presented to designers at both the expert and novice levels. Experimental results suggest that respondents with access to the strategy-based GREEn Quiz produced concepts with evidence of more sustainable design decisions and higher solution quality scores when compared to previous respondents and the control groups. This research encourages the consideration of downstream environmental impact knowledge during conceptual design, resulting in lower-impact products regardless of the previous DfE expertise of the designer.","PeriodicalId":143350,"journal":{"name":"Volume 7: 31st International Conference on Design Theory and Methodology","volume":"76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124091053","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"To Classify or Combine: The Effects of Idea Generation Mechanisms on the Novelty and Quantity of Ideas","authors":"S. Kirjavainen, Katja Hölttä-Otto","doi":"10.1115/detc2019-97141","DOIUrl":"https://doi.org/10.1115/detc2019-97141","url":null,"abstract":"\u0000 Idea generation is an integral part of creative problem solving that happens in all businesses developing products — whether they were services or physical products. Idea generation methods have been studied against one another to create an understanding on how to produce most novel and innovative ideas or how to use certain mechanisms such as incubation or analogies in order to promote idea generation.\u0000 This paper presents a study comparing two idea generation mechanisms used as interventions during an alternate uses test. A group of 61 participants either classified or combined their ideas from the first round of ideation to come up with more ideas on a second round of idea generation. An outcome-based approach was used to evaluate the data and two metrics, quantity and novelty were used to evaluate the resulting ideas per group and round and unique ideas produced after the intervention.\u0000 The results suggest that at least when ideating alone, it is useful to stop and use some time to either classify or stop, observe and start combining the ideas already produced. Both have a positive effect on idea novelty, but classifying ideas results in significantly higher novelty scores over combining ideas. There was no difference in the novelty of unique ideas between the two groups, but both had a positive effect on novelty of unique ideas. Classifying ideas into categories produced significantly more unique ideas than combining ideas.","PeriodicalId":143350,"journal":{"name":"Volume 7: 31st International Conference on Design Theory and Methodology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128449050","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Predicting Multi-Disciplinary Design Performance Utilizing Automated Topic Discovery","authors":"Zachary Ball, K. Lewis","doi":"10.1115/detc2019-97189","DOIUrl":"https://doi.org/10.1115/detc2019-97189","url":null,"abstract":"\u0000 Increasing the complexity of engineering design projects expands of the diversity of required topic knowledge. Multi-disciplinary design processes have the need for expertise from multiple fields of study. In the context of mass collaboration within engineering design, positioning key members within multi-disciplinary teams is of great importance. Determining how each discipline impacts the overall design process requires an understanding of the mapping between competency and performance. This work explores this mapping through the use of predictive models composed of various regression algorithms. Design performance of students working on their capstone design project is analyzed and the relationship between individual competencies is compared against their overall project performance. Each competency and project is represented as a distribution of topic knowledge to produce the performance metrics. Following the automated topic extraction of the textual data, the regression algorithms are applied. Three topic models and five prediction models are compared for their prediction accuracy. From this analysis it was found that representing both input and output variables as a distribution of topics while performing a support vector regression provided the most accurate mapping between ability and performance.","PeriodicalId":143350,"journal":{"name":"Volume 7: 31st International Conference on Design Theory and Methodology","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122729207","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Sketch Quality Bias: Evaluating Descriptions of Product Ideas With and Without Visuals","authors":"Jieun Kwon, Barry M. Kudrowitz","doi":"10.1115/detc2019-97232","DOIUrl":"https://doi.org/10.1115/detc2019-97232","url":null,"abstract":"\u0000 Idea visualization is a critical tool in a product development process. From early idea sketches to 3D prototyping, designers often visualize ideas for themselves and others in the process of feedback and refinement. The viewers of these ideas (clients, investors, collaborators, and consumers) rely on these visual presentations to evaluate the potential of a designer’s idea. Although sketching ideas is common practice in the product design industry, little is known about the extent to which presentation quality influences viewers’ evaluations of ideas. This paper examines the power of product sketch quality on perceived idea evaluation. In the present study, a total of 400 participants were asked to evaluate a set of product ideas presented with and without a sketch. The results show that when product sketches were presented, the participants were heavily influenced by the sketch quality when evaluating the value of the idea, and the concept ratings were somewhat different when sketches were not present. The results imply that viewers’ perceptions of idea worthiness are possibly dependent on how an idea is visually presented.","PeriodicalId":143350,"journal":{"name":"Volume 7: 31st International Conference on Design Theory and Methodology","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124818618","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ashish M. Chaudhari, Ilias Bilionis, Jitesh H. Panchal
{"title":"Similarity in Engineering Design: A Knowledge-Based Approach","authors":"Ashish M. Chaudhari, Ilias Bilionis, Jitesh H. Panchal","doi":"10.1115/detc2019-98272","DOIUrl":"https://doi.org/10.1115/detc2019-98272","url":null,"abstract":"\u0000 Similarity assessment is a cognitive activity that pervades engineering design practice, research, and education. There has been a significant effort in understanding similarity in cognitive science, and some recent efforts on quantifying the similarity of design problems in the engineering design community. However, there is a lack of approaches for measuring similarity in engineering design that embody the characteristics identified in cognitive science, and accounts for the nature of design activities, particularly in the embodiment design phase where scientific knowledge plays a significant role. To address this gap, we present an approach for measuring the similarity among design problems. The approach consists of (i) modeling knowledge using probabilistic graphical models, (ii) modeling the functional mapping between design characteristics and the performance measures relevant in a particular context, and (iii) modeling the dissimilarity using KL-divergence in the performance space. We illustrate the approach using an example of a parametric shaft design for fatigue, which is typically a part of mechanical engineering design curricula, and test the validity of the approach using an experiment study involving 167 student subjects. The results indicate that the proposed approach can capture the well-documented characteristics of similarity, including directionality, context dependence, individual-specificity, and its dynamic nature. The approach is general enough that it can be extended further for assessing the similarity of design problems for analogical design, for assessing the similarity of experimental design tasks to real design settings, and for evaluating the similarity between design problems in educational settings.","PeriodicalId":143350,"journal":{"name":"Volume 7: 31st International Conference on Design Theory and Methodology","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128887385","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Seth Jacobs, M. Pfarr, M. Fazelpour, Abdul A. Koroma, Tseday Mesfin
{"title":"Effect of Team Size on Problem-Solving and Solution Quality: An Empirical Study","authors":"Seth Jacobs, M. Pfarr, M. Fazelpour, Abdul A. Koroma, Tseday Mesfin","doi":"10.1115/detc2019-97719","DOIUrl":"https://doi.org/10.1115/detc2019-97719","url":null,"abstract":"\u0000 The size of a team can affect how they tackle a design problem and solution quality. This paper presents a protocol study of the impact of team size on problem-solving and design solution quality. The protocols are coded with micro-strategies, and macro-strategies, and final solutions are scored using a rubric of meeting constraints, manufacturability, feasibility, and cost. The results show that the larger design team sizes analyze design solutions more frequently and propose solutions less than the smaller design teams. Among the three team sizes of 1, 3, and 5, the teams of three designers scored the best on final designs. These teams used a fair amount of both proposing solutions and analyzing solutions of micro-strategies. The teams of 5 designers use backtracking macro-strategies more frequent than teams of 3 and one because as the team size increases, more time is spent among team members to discuss previous ideas.","PeriodicalId":143350,"journal":{"name":"Volume 7: 31st International Conference on Design Theory and Methodology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131202470","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Proposing a Design for Tangibility Framework: A Digital Payments Case Study","authors":"Yanling Li, Weston L. Baxter","doi":"10.1115/detc2019-97873","DOIUrl":"https://doi.org/10.1115/detc2019-97873","url":null,"abstract":"\u0000 This research proposes a framework for designing tangibility into abstract interactions such as managing financial resources, health concerns and environmental impacts. A case study of the tangibility within cashless payments is presented, which adopted this framework to design, fabricate and test a tangible interaction in digital transactions. Digital transactions can significantly influence a consumer’s spending habits and decisions, commonly leading to increased expenditure compared to cash transactions. Several psychological mechanisms which influence conscientious spending due to differing payment methods were analyzed and employed to design a prototype incorporating a tangible interaction that is relevant to the consumer’s spending process. It is proposed that re-introducing tangibility into the payment process can increase one’s psychological ownership over their financial resources and purchased item, as well as the aversion towards paying. Results from the experiments show that the interaction enhances psychological ownership over digital currency but remain inconclusive on behavior change. The broader implications of enhancing tangibility for intangible objects is discussed.","PeriodicalId":143350,"journal":{"name":"Volume 7: 31st International Conference on Design Theory and Methodology","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132353844","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Manipulating Trust of Autonomous Products With Affective Priming","authors":"Ting Liao, E. MacDonald","doi":"10.1115/detc2019-98395","DOIUrl":"https://doi.org/10.1115/detc2019-98395","url":null,"abstract":"\u0000 User-to-product trust has two notable aspects: (1) the user’s propensity to trust, and (2) the product’s trustworthiness as assessed by the user. Autonomous products, which perform many functions on their own with limited user input, require the user to exhibit trust at an appropriate level before use. Research in product trust thus far has focused on the product trustworthiness: manipulating the product’s design, for example, anthropomorphizing an autonomous vehicle and measuring changes in trust. This study flips the usual approach, manipulating a person’s propensity to trust and measuring response to an existing autonomous product, the Amazon Echo. We build on our past successes with priming exercises to reveal insights into the user-related factors of product trust. In this study, we used visual stimuli that evoked either positive, neutral or negative emotions as affective primes to influence users’ trust propensity before the interaction. The participants interacted with a mock-up of the Amazon Echo via ten pre-determined question-and-answer (Q&A) sets. During the interaction, the participants evaluated the Echo’s competence and if it met participants’ expectations. They also reported trust towards the Echo after the Q&A sets. Holistically, the affective primes show no significant effect on the trust propensity. For the subgroup of participants whose expectations of the product’s performance were met, both the perceived product competence and the affective primes have significant effects on trust propensity. These results demonstrate the complex nature of trust as a multidimensional construct and the critical role of product performance in trust formation. They also suggest that it will be difficult for a product to build trust with users who expect the product to perform in a different way than its intent — if one wants to design a product that builds trust, they should understand user expectations and design to meet them. This learning can facilitate the intentional design of the affective process in trust formation that helps build a healthy level of trust with autonomous products.","PeriodicalId":143350,"journal":{"name":"Volume 7: 31st International Conference on Design Theory and Methodology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130670335","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Dimensions of Product Similarity in Design by Analogy: An Exploratory Study","authors":"A. Gill, Arnold N. Tsoka, Chiradeep Sen","doi":"10.1115/detc2019-98252","DOIUrl":"https://doi.org/10.1115/detc2019-98252","url":null,"abstract":"\u0000 This paper explores dimensions of similarity in analogy-based design through a user study. Analogy is used in design to help designers use knowledge that exists between and across domains in order to solve design problems at hand. The five dimensions of similarity that were explored in this paper are: function, form, energy flow, material flow, and motion. Fifty student volunteers, majoring in Mechanical Engineering, were given electro-mechanical products that are to be designed, and were asked to select, from a set of options, other products that they considered could be useful references for their task, if those options were offered by a hypothetical design-by-analogy web-service. In their response, they were also asked to identify the dimensions along which they found their preferred reference products to be similar to the design product. It was observed that participants selected products based on similarity along multiple dimensions of analogy. Function-based similarity was the most dominant trait, followed by energy, motion, material, and form. The results from this study will help to design more elaborate studies that will inform the design of computational support algorithms that will aid designers by recommending analogous solutions to help with solution search and ideation.","PeriodicalId":143350,"journal":{"name":"Volume 7: 31st International Conference on Design Theory and Methodology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115466938","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"ContaBat: Designing and Prototyping an Attachable Sports Analytics Device That Provides Ball-Bat Impact Location for Performance Enhancement","authors":"U. Sarwar, K. Cheema, Tahira Reid","doi":"10.1115/detc2019-98517","DOIUrl":"https://doi.org/10.1115/detc2019-98517","url":null,"abstract":"\u0000 This paper introduces ContaBat, an attachable device for a cricket bat that provides important performance metrics like ball-bat impact location, rotation due to impact, and impact force which could be used by players, coaches and fans to gain insights about their performance. Of the metrics mentioned, obtaining the impact location is the most novel feature and is the focus of this paper. Piezo-electric sensors placed at the back of the bat are used to record pressure measurements due to impact and utilize time difference of arrival techniques (TDOA) to pinpoint the impact location. For further product realization and development, it was essential to create a prototype. The prototype was instrumental in providing testing conditions that could simulate a real-world environment, identifying the limitations of the data acquisition methods used, evaluating the usability of the product, and helping future researchers envision the final form of the product and the impact it could create before commercializing the product. The results of the algorithms showed that the accuracy of the methods used resulted in the impact location being within 0.002 m of the hit spot, with the percentage error being higher towards the edges of the bat than the middle. This paper will discuss in detail the data acquisition and data analysis methods used to measure impact location on a cricket bat, the design considerations while creating the prototype, and the insights gained from prototyping.","PeriodicalId":143350,"journal":{"name":"Volume 7: 31st International Conference on Design Theory and Methodology","volume":"172 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117321152","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}