The product design process involves communication of potential design solutions to customers. Fully functional prototypes are most suitable for this because they are readily accepted and allow simultaneous evaluation of all design criteria. However, they are often seen as expensive, time-consuming and not fully representative of the final product material. Therefore, they are usually reserved for customer validation of the final design rather than to keep them involved in every product evolution iteration. This research proposes that rapid prototypes should be used to facilitate a method referred to as Customer Interaction through Functional Prototypes (CIFP). An action research methodology was employed to test the efficacy of applying this method to a real-world product design brief. Customers were able to fully evaluate the aesthetic, ergonomic and functional parameters of the product during every design iteration. This resulted in accelerated product development, sensitivity to the client's needs, a new dimension of 'natural' communication and a successful product design.
International Journal of Product Development, 2005, 2, 4, 353.
design prototyping, rule-based systems, interaction matrix, Minkowski metric method, knowledge representation, customer-oriented product design, product development, design alternatives, design parameters, design values, user requirements, design characteristics, form representation, cup design, expert systems, intelligent design, and computer graphics.
Design alternative generation is regarded as a key activity in Product Design and Development (PDD) by determining the success of a PDD project. This study presents a design alternative generation procedure that integrates a design prototyping approach and a rule-based system to improve PDD efficiency. This approach aids designers in identifying design parameters and values in the development process and the rule-based system assists designers to link user requirements with design characteristics. In addition, an external computer programming procedure is established to identify variables and develop form representation for the design components. A case study on cup design is used to illustrate and validate the proposed approach. The results demonstrated the potential of the approach in enhancing the efficiency of conventional product design expert systems and providing the designer with a rapid way to generate design alternatives.
Journal of Innovation Economics, 2017, n° 23, 2, 185.
crowdfunding, rewards, management, incompetence, manufacturing, product development, and prototyping
The aim of this study is to contribute to the extant literature about the dynamics and management of crowdfunding projects by exploring how project creators? incompetence leads to delays and failure in rewards? delivery during the fulfilment stage. Thus, the research question of the study is: how do delays in rewards? delivery emerge over the fulfilment stage of crowdfunding projects? An exploratory research is performed in order to answer to the research question. The author collected and analysed secondary data and information about the delays/lack of rewards promised to backers by the creators of nine successful crowdfunding projects funded via the crowdfunding platform Kickstarter during the period 2011-2015. The results show which are the main incompetence-driven critical problems commonly faced by project creators during the fulfilment stage. These problems outline the distinction between ex ante incompetence and ex post incompetence by crowdfunding projects creators and four different types of rewards? delay. JEL Codes: M11, M13, O32
A physics-based cloth modelling system has been proposed, targeted at the virtual prototyping of garments of real interest and production. The system should allow designers to validate their styling/design choices on a digital apparel model before (or in place of) any physical prototyping. Taking into account the design complexity of real tailored apparel, CAD apparel models can be defined incorporating information about tailoring/assembly features. A graphical interface allows a user to create his/her garment by interactively specifying design elements such as layers, seams, pockets, constraints, aesthetic and functional lines. A discrete Newtonian particle-based model is considered for physics-based cloth simulation, originally defined for single textile layers and then extended to real-shaped apparel, by taking into account structural properties of materials and the previously defined design/assembly rules. Several garment models are proposed as test cases, designed for real apparel manufacturing and simulated on virtual mannequins.
Virtual Prototyping (VP) technology has been widely used to reduce the cost in the development of modern products. However, a typical mechatronic product includes the components from different engineering domains and its complexity keeps on increasing. Therefore, it becomes a great challenge to efficiently achieve VP of mechatronic products. A solution presented in this paper chooses Solution Elements (SE) as the basic design component, which encapsulates various engineering expertise. In addition, a conceptual model of ports and joints are created to compose those virtual components into mechatronic prototypes in a virtual environment. To reveal the achievement of our solution, this paper will concretely explicate (1) the definition of the conceptual models of SE, ports and joints; (2) the procedure and the matching guide in doing the system composition; (3) some interaction and visualisation issues to SE, ports and joints and (4) how team work is supported in the implementation work.
International Journal of Product Development, 2010, 11, 1/2, 25.
haptic modelling, conceptual design, product design, virtual prototyping, product development, haptics, CAD, computer-aided design, digital shapes, force computation, chip formation, and product modelling.
The paper presents the results of a research project aiming to develop an innovative framework for the conceptual design of products based on haptic technology. The system consists of a Computer-Aided Design (CAD) system enhanced with intuitive designer-oriented interaction tools and modalities. The system integrates innovative haptic tools with 6 Degrees of Freedom (DOF) for modelling digital shapes, with sweep operators applied to class-A surfaces and force computation models based on chip formation models. The system aims to exploit designers' skills in modelling products, improving the products' design process by reducing the necessity to build several physical models for the evaluation and testing of product designs. The system requirements have been defined after observing designers during their daily work and translating the way they model shapes using their hands and craft tools into specifications for the system. The system has been tested by designers, who have found it intuitive and effective to use.