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Leveraging Biologically Inspired Design As An Effective Instructional Strategy 利用生物启发设计作为有效的教学策略
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002974
W. Wilson, Young Mi Choi
This project(s) adressed by this paper have been undertaken by graduate students in the MID program within the School of Industrial Design at the Georgia Institute of Technology. Georgia Tech offers both two and three year graduate programs, the longer program being intended for students without undergraduate training in design. As such, they lack basic design skills or familiarity with the design process. This prerequisite “certificate year” of studies is comprised of two semesters, intended to help students develop the skills and understanding needed for the subsequent two years of study. Most of the initial semester is focused on basic design skill building – specifically form, proportions, spatial relationships, structure, problem definition, user research, basic anthropometry, 2D visualization and model fabrication to name a few. The first opportunity for students to apply these skills to a complete project has traditionally been a lighting-related design project in which biologically-inspired design (BID) is used as a model for developing design solutions. Since 2013, this BID approach has been applied in 8 of the 11 years, collaborating with professors from Georgia Tech’s Center for Biologically Inspired Design who introduce the concept of biologically inspired design, discuss case studies where the BID process has been particularly effective, and to provide input & feedback throughout the design process to help guide the students as subject matter experts (SME) on BID. Students are given a project brief that details how students must identify a lighting-related problem and a biological inspiration that can be leveraged in solving the problem through design, along with specific project requirements. In an effort to facilitate identification of a biological inspiration, the class typically visits the local zoo or aquarium as a group with a focus on the unique characteristics of different organisms that might be utilized or emulated to innovate effective design solutions. This break from the routine has typically been both motivating and fun for the students who become very engaged in this project.While there are numerous approaches to the design process (i.e. Double Diamond, Circular Design Process, Design Thinking, Engineering Design Process etc.) using BID as a model for introducing the design process to new students has proven to be particularly effective. The final deliverables resulting from this effort frequently are outstanding – despite the fast pace of this project. This paper details how Biologically Inspired Design (BID) has been used successfully as a means of introducing the design process to graduate students.
本文所涉及的这个项目是由佐治亚理工学院工业设计学院MID项目的研究生承担的。佐治亚理工学院提供两年制和三年的研究生课程,较长的课程是为没有受过设计本科训练的学生准备的。因此,他们缺乏基本的设计技能,也不熟悉设计过程。这个先决的“证书年”学习由两个学期组成,旨在帮助学生培养接下来两年学习所需的技能和理解能力。第一学期的大部分时间都集中在基本的设计技能建设上——特别是形式、比例、空间关系、结构、问题定义、用户研究、基本人体测量学、2D可视化和模型制作等等。传统上,学生第一次有机会将这些技能应用到一个完整的项目中是一个与照明相关的设计项目,其中生物启发设计(BID)被用作开发设计解决方案的模型。自2013年以来,这种BID方法已在11年中应用了8年,与佐治亚理工学院生物启发设计中心的教授合作,他们介绍了生物启发设计的概念,讨论了BID过程特别有效的案例研究,并在整个设计过程中提供输入和反馈,以帮助指导学生成为BID的主题专家(SME)。学生将获得一个项目简介,详细说明学生必须如何识别与照明相关的问题,以及可以通过设计来解决问题的生物灵感,以及具体的项目要求。为了促进对生物灵感的识别,班级通常以小组形式参观当地的动物园或水族馆,重点关注不同生物的独特特征,这些特征可能被利用或模仿来创新有效的设计解决方案。对于那些非常投入这个项目的学生来说,这种脱离常规的休息通常既激励又有趣。虽然设计过程有许多方法(即双菱形设计过程,圆形设计过程,设计思维,工程设计过程等),但使用BID作为向新学生介绍设计过程的模型已被证明特别有效。尽管这个项目的速度很快,但最终的交付成果往往是出色的。本文详细介绍了生物启发设计(BID)如何被成功地用作向研究生介绍设计过程的一种手段。
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引用次数: 0
Breast Cancer Recovery Product Design Needs Using an Athlete Benefit Model (ABM) 乳腺癌康复产品设计需要使用运动员效益模型(ABM)
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002966
Susan L. Sokolowski, Andréa Leiserowitz, Michael Orlow, Juliana Courogen
To assist with breast cancer recovery, patients may be recommended to wear a compression bra or top by their physician or oncologic physical therapist. These products often have ineffective thermoregulation, support/compression, fit, mobility, and hand feel, along with being unattractive and expensive. What is unique about these challenges is that they could potentially be resolved through a sports product innovation lens. Sports product manufacturers innovate seasonally to develop products that reduce pain, edema, discomfort, and swelling through targeted support/compression, while addressing thermoregulation, fit, mobility, hand feel, aesthetics, and price. Therefore, the purpose of this study was to utilize a sports product design Athlete Benefit Model (ABM) to determine product needs for female and male breast cancer recovery. Through this work Strengths, Weaknesses, Opportunities and Threats (SWOT) analyses were conducted to determine design opportunities. Moving forward, the research will involve manufacturer identification, materials development, prototyping, sizing, and wear testing.
为了帮助乳腺癌康复,医生或肿瘤理疗师可能会建议患者穿紧身衣或胸罩。这些产品通常具有无效的温度调节,支撑/压缩,贴合,移动性和手感,以及不美观和昂贵。这些挑战的独特之处在于,它们有可能通过体育产品创新的视角来解决。运动产品制造商季节性地创新产品,通过有针对性的支持/压缩来减少疼痛、水肿、不适和肿胀,同时解决体温调节、合身、机动性、手感、美观和价格问题。因此,本研究的目的是利用运动产品设计运动员效益模型(ABM)来确定女性和男性乳腺癌康复的产品需求。通过这项工作的优势,劣势,机会和威胁(SWOT)分析,以确定设计机会。下一步,研究将涉及制造商识别、材料开发、原型设计、尺寸和磨损测试。
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引用次数: 0
Understanding Footwear Traction Performance to Reduce the Risk of Outdoor Falls and Improve Mobility for the Aging Population 了解鞋类牵引性能,以减少户外跌倒的风险,提高老年人的流动性
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002021
Susan L. Sokolowski, Nicole Demby, E. Ende, Chrissy Bettencourt
Knowing that healthy aging lifestyles are connected to mobility and independence, the researchers wanted to examine how industrial design could be utilized to support this demographic. This research examined the traction performance of key footwear styles, to make recommendations on how to improve outsole design, to reduce the risk of outdoor falling. Falls are the leading cause of death and disability for the aging population. A footwear traction test method adapted from ASTM F2333-04 was used to collect data from six footwear styles with four common outdoor walking surfaces (wet and dry) and foot contact directions (normal and shuffle). The data determined that although the footwear tested were marketed for traction and safety, they greatly decreased performance in wet conditions and performed inconsistently across all flooring surfaces and outsole contact directions. Results from the work determined that better care with outsole design could improve footwear performance for aging users and potentially reduce the risk of injury for this growing demographic.
了解到健康的老年生活方式与流动性和独立性有关,研究人员想要研究如何利用工业设计来支持这一人口统计。本研究考察了主要鞋类款式的牵引力性能,对如何改进大底设计提出建议,以减少户外摔倒的风险。跌倒是导致老年人死亡和残疾的主要原因。采用ASTM F2333-04的鞋类牵引力测试方法,收集六种鞋类的数据,包括四种常见的室外行走面(湿地和干地)和足部接触方向(正常和洗牌)。数据表明,尽管所测试的鞋类以牵引力和安全性为卖点,但它们在潮湿条件下的性能大大降低,并且在所有地板表面和大底接触方向上的性能不一致。这项工作的结果表明,更好的外底设计可以改善老年用户的鞋类性能,并有可能降低这一日益增长的人群受伤的风险。
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引用次数: 0
(Re)storying Empathy in Design Thinking (再)设计思维中的故事移情
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002971
M. Strickfaden, A. Ruiz, Joyce Thomas
Storytelling can be associated with temporality, memory, emotion, embodied ways of individually experiencing life, and social ways of collectively experiencing the world. Storytelling is also a kind of re-storying of human experience that has the potential to drive design solutions in very significant directions. We believe that storytelling has the potential to be a cornerstone towards breaking down assumptions about others and revealing beliefs and values about the people that designers call their users or audiences; and as such, storytelling can be significant to human-centred design processes and towards building empathy in design thinking. This paper highlights some of the central ideas around storytelling, re-storying and empathy from the fields of design studies, contemporary literature, psychology, and philosophy. This includes explorations into how designers invest time into storytelling and how this can lead towards deepening empathy and understanding of others’ circumstances. Our core assumption is that storytelling and re-storying are key ways to connect one person with another and to bring together groups of people through sharing and exploring details about individual experiences including intimate and emotional qualities of the human condition. Moving from our highlighted core concepts we put these to work through three projects created by authors and presented as case studies to better understand temporality, memory, emotion and embodiment, and to explore how empathy can be enacted. The three case studies are: a self-knowing activity called Embodied Maps; an activity that has been made into a short film called Evolving Lines; and an ethnographic film created to explore low vision and the urban environment called Light in the Borderlands. Each of these case studies are examples of different types of re-storying, woven together to shed light on and facilitate deep reflection and meaningful conversations about oneself and among people who carry distinct cultural knowledge and disparate lived experiences. Storytelling and re-storying in each of these case studies are developed through sustained and respectful dialogue over hours, weeks, and months as part of design inquiries leading to and facilitating meaning-making processes. This paper promises to illuminate how storytelling and re-storying can be used as a means to being a more empathic design thinker and move towards innovative design solutions that are more suitable, functional and, ultimately, valuable to people.
讲故事可以与时间性、记忆、情感、个体体验生活的具体方式以及集体体验世界的社会方式联系在一起。讲故事也是一种对人类经验的重新叙述,它有可能推动设计解决方案朝着非常重要的方向发展。我们相信,讲故事有可能成为打破对他人假设的基石,揭示设计师称之为用户或受众的人的信念和价值观;因此,讲故事对于以人为中心的设计过程和在设计思维中建立同理心非常重要。本文重点介绍了设计研究、当代文学、心理学和哲学领域的一些关于讲故事、重新讲故事和移情的核心思想。这包括探索设计师如何将时间投入到讲故事中,以及这如何能够加深对他人环境的同情和理解。我们的核心假设是,讲故事和重新讲故事是将一个人与另一个人联系起来的关键方式,通过分享和探索个人经历的细节,包括人类状况的亲密和情感品质,将一群人聚集在一起。从我们强调的核心概念出发,我们通过作者创建的三个项目来研究这些概念,并以案例研究的形式呈现,以更好地理解时间性、记忆、情感和体现,并探索移情如何实现。这三个案例研究分别是:一种名为“具身地图”的自我认知活动;这个活动被拍成了短片,叫做“进化的线条”;以及一部旨在探索低视力和城市环境的民族志电影,名为《边疆之光》。每一个案例研究都是不同类型的重新讲述的例子,它们交织在一起,阐明并促进了对自己以及拥有不同文化知识和不同生活经历的人们的深刻反思和有意义的对话。每个案例研究中的故事讲述和重新讲述都是通过数小时、数周和数月的持续和尊重的对话来发展的,作为设计调查的一部分,引导和促进了意义的形成过程。本文承诺阐明如何将讲故事和重新讲故事作为一种手段,成为一个更有同理心的设计思考者,并朝着更适合、更实用、最终对人们更有价值的创新设计解决方案迈进。
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引用次数: 0
Identification of Design Elements in Vehicle Interiors for creating an Appearance associated with Sustainability 识别车辆内饰的设计元素,以创造与可持续发展相关的外观
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002976
Julia Gritzbach, Franziska Kern, Philipp Pomiersky, W. Remlinger, Thomas Maier
Sustainability as a current trend in many industries is not only about developing products with a lower environmental impact, but also about communicating these efforts to customers. The vehicle interior is a key opportunity to communicate sustainability, as this is where the user interacts and experiences the vehicle during the use phase. Therefore, it is necessary to know which design elements create a user experience associated with sustainability. The purpose of this study is to identify design elements in vehicle interiors linked to sustainability.SIGNIFICANCEThe need to be aware of our environment and the responsible use of resources is an important topic now and in the future. Published in The Global Risks Report 2022, 84 % of more than 800 respondents in the Global Risks Perception Survey were either concerned or worried about the outlook for the world. This shows the interest of people to see changes in the world and in products. Product design can visualize those changes. As a result, the customer perception of sustainability is essential to communicate a future sustainable mobility through vehicle interiors.METHODSA literature review and an online survey are the used methods in this study. The literature review leads to a collection of design elements that might be perceived as sustainable. This collection includes product designs in general and especially concepts of interior design in architecture. From these results, the design elements for vehicle interiors to be tested were derived. According to Seeger (2005), the technical product design can be subdivided into four subgestalts. The subgestalts are layout, shape, color/surface and graphics. The chosen design elements are relatable to these subgestalts.The online survey has three main parts: demographic data, individual attitudes towards sustainability and a pairwise comparison of different vehicle interior design elements. The questions of the second part are based on the General Ecological Behavior Scale GEB-50 (Kaiser 2020) to determine individual environmental attitudes. Furthermore, items from the General Belief in a Just World Scale GBJW (Dealbert 2002) add the opportunity to measure the willingness to engage in prosocial actions, because the social dimension of sustainability is included in the tested design elements.With pictures of vehicle interiors a pairwise comparison shows, which design elements are associated with sustainability. Every picture shown in the third part of the questionnaire only includes a manipulation of one of the subgestalts.RESULTSThe analysis of the collected data shows which variations in design elements in the subgestalts layout, shape, color/surface and graphics are associated with sustainability in the vehicle interior. It also shows how the perception of design elements correlates with various demographic characteristics and individual attitudes toward sustainability. The results obtained can be used for the user-centered development of vehicle
可持续发展作为当前许多行业的趋势,不仅是开发对环境影响较小的产品,还包括将这些努力传达给客户。车辆内部是传达可持续性的关键机会,因为这是用户在使用阶段互动和体验车辆的地方。因此,有必要知道哪些设计元素创造了与可持续性相关的用户体验。本研究的目的是确定与可持续性相关的汽车内饰设计元素。意识到我们的环境和负责任地使用资源是现在和未来的一个重要话题。在《2022年全球风险报告》中,84 全球风险感知调查的800多名受访者中,有84%对世界前景感到担忧或担忧。这显示了人们对世界和产品变化的兴趣。产品设计可以将这些变化形象化。因此,客户对可持续性的认知对于通过车辆内部传达未来的可持续出行至关重要。方法采用文献法和在线调查法。文献回顾导致了一系列的设计元素,可能被认为是可持续的。这个系列包括一般的产品设计,特别是建筑室内设计的概念。根据这些结果,推导出待测车辆内饰的设计要素。根据Seeger(2005),技术产品设计可以细分为四个子格式塔。子格式塔是布局、形状、颜色/表面和图形。所选择的设计元素与这些子格式塔相关。这项在线调查有三个主要部分:人口统计数据、个人对可持续发展的态度以及不同汽车内饰设计元素的两两比较。第二部分的问题基于一般生态行为量表GEB-50 (Kaiser 2020),以确定个人的环境态度。此外,来自GBJW (Dealbert 2002)的项目增加了测量参与亲社会行动意愿的机会,因为可持续性的社会维度包含在测试的设计元素中。通过对汽车内饰的图片进行两两比较,可以看出哪些设计元素与可持续性有关。问卷第三部分显示的每张图片只包含对其中一个子格式塔的操作。结果对收集数据的分析显示,在子格式塔的布局、形状、颜色/表面和图形中,哪些设计元素的变化与车辆内部的可持续性有关。它还显示了对设计元素的感知如何与各种人口特征和个人对可持续性的态度相关联。获得的结果可用于以用户为中心的车辆内饰开发,以创造与可持续性相关的用户体验。下面的研究可以根据产生的结果制定可持续汽车内饰设计的指导方针。为了评估其他设计变化,更多的调查是可以想象的,类似的结构化问卷,只改变第三部分的图片。
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引用次数: 0
Pillow Forts: Teaching Design Through Play and Making 枕头堡垒:通过游戏和制作教学设计
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002972
Malcolm Stielow, M. Strickfaden
A pillow fort is something that many people will remember from their childhood yet tucked between the cushions there is tremendous potential for teaching valued information about three-dimensional and spatial design. Pillow forts is a proposed design studio assignment where theories that include elements, principles and processes related to industrial design, architectural design and spatially-oriented design fields are taught to students engaged in post-secondary education. The aim of this paper is to report on the methods and implementation of a pillow fort assignment in a design foundation studio course. This paper also presents the ontoepistemological methodology behind this deceptively simple assignment. Students are taught fundamental theories around three-dimensional design and then given a simple design goal to make a pillow fort in their living environment using only the objects they have in their immediate environment. By creating an opportunity for students to work with key theories of three-dimensional design, working through the design process using the languages of play, and making in their living environment, students can develop a deep and more holistic approach to designing without even realizing that is what they set out to do.
枕头堡是许多人童年时就会记得的东西,而在垫子之间有巨大的潜力,可以教授有关三维和空间设计的宝贵信息。Pillow forts是一项建议的设计工作室作业,其中理论包括与工业设计,建筑设计和空间导向设计领域相关的元素,原则和过程,教授给从事高等教育的学生。本文的目的是报告在设计基础工作室课程中枕头垫作业的方法和实施。本文还介绍了这个看似简单的任务背后的本体认识论方法论。学生们被教授三维设计的基本理论,然后给他们一个简单的设计目标,在他们的生活环境中制作一个枕头堡,只使用他们身边的物品。通过为学生创造一个使用三维设计关键理论的机会,通过使用游戏语言的设计过程,并在他们的生活环境中进行制作,学生可以开发出一种更深入,更全面的设计方法,甚至没有意识到这是他们开始做的事情。
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引用次数: 0
To Mandate or Not To Mandate: Internships in Industrial Design Education 强制还是不强制:工业设计教育实习
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002980
B. Barnhart, C. Hagins, Katherine I. Tierney
Internships are widely valued with students, educators, and professionals believing they support student success and improve readiness for entry into the profession. Students who participate in an internship related to their profession are more likely to find employment in their field. (Binder, Bagueley, Crook, and Miller, 2014). However, it is unknown how a mandated internship experience in industrial design education impacts student experiences, the rate of participation, and the perceived quality of the internship. Through internships, students are immersed in work culture, processes, and a variety of industrial design settings while also gaining a highly valued line on their resume. While their academic coursework focuses on learning core skill sets and theory, soft skills, professional expectations, and understanding of the realities of the field are often learned through an internship. Some postsecondary institutions have created a mandate for participating in at least one internship prior to graduation, yet little is known about the impact of a required internship in comparison to programs that prioritize internships but do not have a mandatory internship requirement for graduation. This study of two 4-year comprehensive universities in our country aims to assess various considerations around internships, including obstacles to participation, the impact of a mandate on when students participate in their internships, and how students obtained their internships. The study also investigates the legitimacy and quality of internships, and if demographics such as gender or race are a factor in participation. This study employed quantitative methods for data collection and analysis. A survey was administered at two separate 4-year industrial design programs in our country and included current 3rd year, 4th year, and graduated students from the prior year. The sample for the survey included (n=78) students, (n=43) from a program with a mandated internship program, and (n=35) from a program with no internship mandate. This study also included semi-structured interviews of 8 students, 4 from each institution to understand application rates, internship experiences, hiring process, and perception of value for their education and for their preparation for employment. This initial investigation is a model for further investigations involving a broader range of institutions and internship experiences.
实习受到学生、教育工作者和专业人士的广泛重视,他们认为实习有助于学生的成功,并为进入专业领域做好准备。参加与专业相关的实习的学生更有可能在他们的领域找到工作。(Binder, Bagueley, Crook, and Miller, 2014)。然而,目前尚不清楚工业设计教育中强制性的实习经历如何影响学生的体验、参与率和实习的感知质量。通过实习,学生们沉浸在工作文化、流程和各种工业设计环境中,同时也在他们的简历上获得了很高的价值。一些高等教育机构要求学生在毕业前至少参加一次实习,但与那些优先考虑实习但没有强制性毕业实习要求的项目相比,强制性实习的影响鲜为人知。本研究以我国两所四年制综合性大学为研究对象,旨在评估围绕实习的各种考虑因素,包括参与的障碍,授权对学生何时参与实习的影响,以及学生如何获得实习。该研究还调查了实习的合法性和质量,以及性别或种族等人口统计数据是否是参与实习的一个因素。本研究采用定量方法进行数据收集和分析。一项调查是在我国两个独立的四年制工业设计专业进行的,调查对象包括三年级、四年级和上一年毕业的学生。调查样本包括(n=78)名学生,(n=43)名来自有强制实习计划的项目,(n=35)名来自没有强制实习计划的项目。本研究还包括对8名学生的半结构化访谈,每所大学4名学生,以了解申请率、实习经历、招聘过程以及对他们的教育价值和就业准备的看法。这一初步调查是进一步调查的一个模式,涉及更广泛的机构和实习经验。
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引用次数: 0
Interdisciplinary industrial design strategies for human-automation interaction: Industry experts’ perspectives 人机交互的跨学科工业设计策略:行业专家的观点
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002025
Naomi Y Mbelekani, K. Bengler
Abstract. Highly automated vehicles are the next generational stage in a long evolutionary process of transport technology. Thus, it is important to consider human factors and ergonomic (HFE) issues that challenge the success of this coming wave of automation technology. Hence, careful consideration of industries’ design differences and similarities for real-world use cases is important. Additionally, a better understanding of the technological, infrastructural, social, and legal aspects that govern human-automation interaction needs to be examined on a comprehensive level, irrespective of industry. In retrospection, an industry-centred approach will help us uncover nuances of understanding on human aspects of advanced manufacturing. Thus, N=20 industry experts were invited to contribute their knowledge. The lessons learned based on different industry experts’ levels of understanding are crucial to consider, mainly for principles or strategies that are aligned with safe and risk-free interaction longevity.
摘要。高度自动化的车辆是运输技术长期进化过程中的下一代阶段。因此,重要的是要考虑挑战即将到来的自动化技术浪潮成功的人为因素和人体工程学(HFE)问题。因此,仔细考虑实际用例的行业设计差异和相似之处是很重要的。此外,对控制人机交互的技术、基础设施、社会和法律方面的更好理解需要在一个全面的层面上进行检查,而不考虑行业。回顾过去,以行业为中心的方法将帮助我们发现对先进制造中人为方面的理解的细微差别。因此,邀请了N=20位行业专家贡献他们的知识。基于不同行业专家的理解水平所获得的经验教训是至关重要的,主要是与安全和无风险交互寿命相一致的原则或策略。
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引用次数: 1
Evolution and Development Trends for Experience Design of Manufacturing Enterprises under the Background of Industry 4.0 工业4.0背景下制造企业体验设计的演变与发展趋势
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002023
Yonghong Liu, Zhaorui Zeng, Yanlin Yin, Yiming Song
The overall level of intelligent development of Chinese manufacturing enterprises (CME) is relatively low, and there are problems of large cost investment and low profitability in the process of realizing intelligent transformation. Starting from the development status and trend of Chinese intelligent manufacturing enterprises (CIME), this paper studies the application evolution and trend of experience design (EXD) in CME, and deeply analyzes the EXD problems of CIME. It proposes to build cross-organizational user experience design (UED) management and cross-product life cycle (LC) EXD strategy based on C2M (customer to manufacturing), help CIME solve problems such as lack of innovation momentum and effective links for collaboration and bring about transform and upgrade.
我国制造企业智能化发展总体水平较低,在实现智能化转型过程中存在成本投入大、盈利能力低等问题。本文从我国智能制造企业的发展现状和趋势出发,研究了体验设计在智能制造企业中的应用演变和趋势,并深入分析了智能制造企业中体验设计存在的问题。提出构建基于C2M (customer to manufacturing)的跨组织用户体验设计(UED)管理和跨产品生命周期(LC) EXD战略,帮助CIME解决缺乏创新动力和有效协作环节等问题,实现转型升级。
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引用次数: 0
Iterative Prototyping and Testing In The Development Of A Reliable And User-Friendly Dispensing Device For Medical Consumables 一种可靠且用户友好的医用耗材配药装置开发中的迭代原型和测试
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002009
Young Mi Choi Ph.D., Wendell Wilson
This project adressed by this paper was undertaken by two teams of undergraduate students in a Junior level design studio course within the School of Industrial Design at the Georgia Institute of Technology. The problem addressed by these students was identified and presented to the class by a local medical equipment manufacturer. In a brief that was provided to the class, the sponsor described the need for a reliable dispensing system for N-95 Masks to be used in the clinical environment. It had been observed that masks are typically stocked in open cartons or in improvised arrangements of repurposed baskets/containers that may be stacked on shelves or attached directly to walls. Since the industry sponsor offers a wall mounted rail system to provide equipment management in healthcare environments, it was expected that any design concept proposed be compatible with this proprietary system. The sponsor also made it clear that the use of electrical power in the design of dispensing mechanisms should be avoided so “smart” solutions were not explored in the course of this project.After being briefed on the problem and goals of the industry sponsor, students began with background research intended to help identify and understand the needs of various users, existing solutions, the use environment, as well as specific developmental requirements. Based on this preliminary research, students developed design goals and design criteria to guide subsequent development of conceptual design solutions. Aside from making the design ergonomic and user-friendly to operate, easy to manufacture, and aesthetically acceptable, the over-arching design objective of this project was the development of a design which (1) could be easily loaded directly from mask packaging; and (2) could reliably dispense masks with minimal failures (including failure to dispense, dispensing of multiple masks at a time, incomplete dispensing of masks and miscellaneous jams of the dispensing mechanisms). To achieve this goal, it was necessary for students to undertake a process of iterative prototyping and testing of their design concepts in order to fine tune design detailing and optimize functionality. This paper details the process of how iterative prototyping and testing was utilized by students to fine-tune their design concepts into reliable and user-friendly N-95 mask dispenser solutions. This effort was unique and educationally significant in that the typical design studio project results in conceptual solutions that seldom need to undergo such testing and refinement.
本文讨论的这个项目是由乔治亚理工学院工业设计学院初级设计工作室课程的两个本科生团队承担的。当地一家医疗设备制造商发现了这些学生提出的问题,并向全班介绍了这些问题。在提供给班级的简报中,赞助商描述了在临床环境中使用N-95口罩需要可靠的分配系统。据观察,口罩通常储存在开放的纸箱中,或临时安排重新使用的篮子/容器,这些篮子/容器可能堆放在架子上或直接附着在墙上。由于行业赞助商提供了壁挂式轨道系统来提供医疗保健环境中的设备管理,因此期望提出的任何设计概念都与该专有系统兼容。主办方还明确表示,应避免在点胶机构的设计中使用电力,因此在这个项目的过程中没有探索“智能”解决方案。在了解了行业赞助商的问题和目标后,学生们开始进行背景研究,旨在帮助识别和了解各种用户的需求、现有解决方案、使用环境以及具体的发展要求。基于这一初步研究,学生们制定了设计目标和设计标准,以指导概念设计解决方案的后续发展。除了使设计符合人体工程学,易于操作,易于制造和美观外,这个项目的总体设计目标是发展一种设计(1)可以很容易地直接从面具包装上加载;(2)能够可靠地分配口罩,故障最少(包括分配失败,一次分配多个口罩,口罩分配不完整,分配机构堵塞)。为了实现这一目标,学生们有必要进行迭代原型设计和测试他们的设计概念,以微调设计细节和优化功能。本文详细介绍了学生如何利用迭代原型和测试将他们的设计概念微调为可靠且用户友好的N-95口罩分配器解决方案的过程。这种努力是独特的,具有教育意义的,因为典型的设计工作室项目产生的概念解决方案很少需要进行这样的测试和改进。
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Interdisciplinary Practice in Industrial Design
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