首页> 外文会议>ASME international design engineering technical conferences and computers and information in engineering conference 2013 >BUILDING FAST TO THINK FASTER: EXPLOITING RAPID PROTOTYPING TO ACCELERATE IDEATION DURING EARLY STAGE DESIGN
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BUILDING FAST TO THINK FASTER: EXPLOITING RAPID PROTOTYPING TO ACCELERATE IDEATION DURING EARLY STAGE DESIGN

机译:快速构建,以更快地思考:在早期阶段设计过程中开发快速原型以加快开发速度

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While rapid prototyping has proved to be an invaluable resource for expediting particular phases of the design process, its decreasing cost of operation and increasing accessibility reveal greater potential for these tools to substantially impact the design process itself. While many studies have investigated the advantages of creating and interacting with physical models in engineering design, this study explores the value of delaying decisions and pursuing many prototypes as it applies to individual designers in the earliest phases of the design process. Inspired by The Second Toyota Paradox, we propose the use of Kolb's theory of experiential learning to reconcile the implications of set-based rather than point-to-point engineering with the value of an individual designer's learning through interactions with concrete objects. We compared the performance of engineering students in a design challenge. The independent variable was the number of prototypes the participant was required to produce in the first iteration. Participants who were instructed to produce more prototypes in the same amount of time in which their control counterparts were only required to produce one expressed much higher levels of time constraint and dissatisfaction in their primary prototypes. However, multiple-design participants' prototypes performed better, showed significantly greater improvement between iterations; in addition, satisfaction increased significantly after completion of the final prototype. We look to Kolb's theory of experiential learning and an individualized application of corporate concurrent engineering to suggest a new design process heavy in low-fidelity; low-quality physical models in early design stages.
机译:尽管快速原型已被证明是加速设计过程中特定阶段的宝贵资源,但其快速降低的运营成本和可访问性的增加显示了这些工具在很大程度上影响设计过程本身的更大潜力。尽管许多研究调查了在工程设计中创建物理模型并与之交互的优点,但本研究探索了延迟决策和追求许多原型的价值,因为这些原型在设计过程的最早阶段适用于单个设计师。受第二次丰田悖论的启发,我们提出使用科尔布的体验式学习理论来调和基于集合而非点对点的工程设计的含义与单个设计师通过与具体对象的交互学习的价值。我们在设计挑战中比较了工科学生的表现。自变量是参与者在第一次迭代中需要生产的原型数量。被指示要在相同时间量内生产更多原型的参与者,而其对照对象只需要生产一个原型,则他们对主要原型的时间约束和不满程度要高得多。但是,多设计参与者的原型性能更好,迭代之间显示出明显更大的改进。此外,完成最终原型后,满意度显着提高。我们参考Kolb的体验式学习理论和公司并发工程的个性化应用,提出了一种低保真度的新设计过程。设计初期的低质量物理模型。

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