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A framework for ‘configuring participation’ in living labs 在生活实验室中“配置参与”的框架
IF 2.4 Q1 Arts and Humanities Pub Date : 2022-11-14 DOI: 10.1017/dsj.2022.22
F. Akasaka, Y. Mitake, Kentaro Watanabe, Y. Shimomura
Abstract In recent years, ‘living lab (LL)’, a design approach that actively involves users as partners from the early stage of the design process, has been attracting much attention. Compared with the traditional participatory design or co-design approaches, one of the distinctive features of the LL approach is that the process of and opportunity for user participation tends to be long-term and complex. Thus, LL practitioners must appropriately plan and design effective integration of user participation into the design process to promote co-creation with users. In other words, LL practitioners are required to ‘configure user participation’ for the effective promotion of co-creation. However, to date, the knowledge on how to properly configure long-term and complex user participation in LLs has not been systematically clarified, nor have its methodologies been developed. This study develops a novel framework for configuring user participation in LLs. Through a literature review and analysis on LL case studies, we identified the 11 key elements in five categories that should be considered while configuring user participation in LLs. Furthermore, on the basis of the identified elements, we developed a novel framework for configuring user participation in LLs, which is called the participation blueprint. We have demonstrated its use and have also discussed its theoretical and practical contributions to the LL and co-design research community.
摘要近年来,“生活实验室(LL)”作为一种从设计过程的早期阶段就积极让用户作为合作伙伴参与的设计方法,一直备受关注。与传统的参与式设计或联合设计方法相比,LL方法的一个显著特点是用户参与的过程和机会往往是长期和复杂的。因此,LL从业者必须适当规划和设计将用户参与有效地融入设计过程,以促进与用户的共同创作。换言之,LL从业者需要“配置用户参与”,以有效促进共创。然而,到目前为止,关于如何正确配置长期和复杂的用户参与LLs的知识还没有得到系统的澄清,也没有制定其方法。本研究开发了一个用于配置LLs中用户参与的新框架。通过对LL案例研究的文献回顾和分析,我们确定了在配置用户参与LL时应考虑的五类中的11个关键要素。此外,在确定的元素的基础上,我们开发了一个用于配置LLs中用户参与的新框架,称为参与蓝图。我们已经展示了它的用途,并讨论了它对LL和联合设计研究界的理论和实践贡献。
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引用次数: 3
Attribute dependency graphs: modelling cause and effect in systems design 属性依赖图:系统设计中的因果建模
IF 2.4 Q1 Arts and Humanities Pub Date : 2022-10-26 DOI: 10.1017/dsj.2022.20
S. Rötzer, S. Schweigert-Recksiek, Dominik Thoma, M. Zimmermann
Abstract Complexity in product design increases with little understanding of cause and effect. As a consequence, the impact of design decisions (or changes) on the product is difficult to predict and control. This article presents a model of cause and effect for design decisions that avoid circular dependencies: the so-called attribute dependency graph (ADG) models complex system behaviour and properties, and increases transparency by carefully distinguishing between what is realised and what is required. An ADG is a polyhierarchy, with design variables (directly controllable) at the bottom, quantities of interest (not directly controllable) on the top, and intermediate attributes. The dependencies represent causality in a simple sense: assigning values to design variables, representing the cause, will determine the values of the dependent attributes, representing the effect. ADGs do not account for what is required, but for what effects emerge by design activity. A set of rules makes them independent of designers’ views. They provide the structure for so-called INUS conditions, that is, insufficient but necessary parts of unnecessary but sufficient conditions that can be used for requirement development. The modelling approach is applied to one simple synthetic and then to two real-world design problems, the design of a water hose box and a passenger vehicle.
抽象产品设计的复杂性随着对因果关系的理解程度的降低而增加。因此,设计决策(或变更)对产品的影响很难预测和控制。本文为避免循环依赖的设计决策提供了一个因果模型:所谓的属性依赖图(ADG)为复杂的系统行为和属性建模,并通过仔细区分实现的内容和需要的内容来提高透明度。ADG是一个多层结构,底部有设计变量(直接可控),顶部有感兴趣的量(不直接可控)和中间属性。依赖关系在简单意义上代表因果关系:为设计变量赋值,代表原因,将决定依赖属性的值,代表效果。ADG没有说明需要什么,而是说明设计活动产生的效果。一组规则使它们独立于设计者的视图。它们为所谓的INUS条件提供了结构,即不必要但充分的条件中不充分但必要的部分,可用于需求开发。将建模方法应用于一个简单的合成问题,然后应用于两个真实世界的设计问题,即水管箱和乘用车的设计。
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引用次数: 5
An interactive bi-objective optimisation process to guide the design of electric vehicle warning sounds 基于交互式双目标优化过程的电动汽车报警声音设计
IF 2.4 Q1 Arts and Humanities Pub Date : 2022-10-10 DOI: 10.1017/dsj.2022.18
Tom Souaille, J. Petiot, N. Misdariis, M. Lagrange
Abstract Electric vehicles (EVs) are very quiet at low speed, which can be hazardous for pedestrians, especially visually impaired people. It is now mandatory (since mid-2019 in Europe) to add external warning sounds, but poor sound design can lead to noise pollution, and consequently annoyance. Moreover, it is possible that EVs are not sufficiently detectable in urban areas because of the masking effect from the background noise. In this paper, we propose a method for the design of warning sounds that takes into account both detectability and unpleasantness. The method implements a multiobjective interactive genetic algorithm (IGA) for the optimisation of the characteristics of synthesised sounds. An experiment is proposed to a first panel of participants in order to define a set of Pareto efficient sounds. At the individual level, sounds obtained with the IGA are compared to different sound design proposals. Results show that the quality of the sounds designed by the IGA method is comparable to those provided by a sound designer. From the sounds of the Pareto set, a design recommendation method based on the probability distributions of the sounds’ characteristics is proposed. An external validation with a second panel of participants shows that these recommended sounds constitute relevant trade-offs when compared to other design proposals.
摘要电动汽车在低速行驶时非常安静,这对行人,尤其是视障人士来说可能是危险的。现在(自2019年年中以来,欧洲)必须添加外部警告声音,但糟糕的声音设计可能会导致噪音污染,从而带来烦恼。此外,由于背景噪声的掩蔽效应,电动汽车在城市地区可能无法充分检测到。在本文中,我们提出了一种设计警告声音的方法,该方法同时考虑了可检测性和不愉快性。该方法实现了一种多目标交互式遗传算法(IGA),用于优化合成声音的特性。为了定义一组帕累托有效声音,向第一组参与者提出了一个实验。在个人层面,将IGA获得的声音与不同的声音设计方案进行比较。结果表明,IGA方法设计的声音质量与声音设计者提供的声音质量相当。从Pareto集合的声音出发,提出了一种基于声音特征概率分布的设计推荐方法。第二组参与者的外部验证表明,与其他设计方案相比,这些推荐的声音构成了相关的权衡。
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引用次数: 1
Process considerations for Product Lifecycle Management implementation for high-value Engineering-to-Order programmes 高价值订单工程项目产品生命周期管理实施的过程注意事项
IF 2.4 Q1 Arts and Humanities Pub Date : 2022-10-10 DOI: 10.1017/dsj.2022.21
D. A. McKendry, R. Whitfield
Abstract This paper presents the process considerations contained within the first ever framework for implementing Product Lifecycle Management (PLM) within high-value Engineering-to-Order (ETO) programmes. The scientific contribution of the research is the identification of the process-oriented factors that are instrumental in the successful implementation of PLM within an ETO context. The framework has been developed using a qualitative methodology based on the thematic analysis of 27 semi-structured interviews. The participants were senior personnel from 11 ETO organisations in the United Kingdom, France, Australia, the United States and Canada. The thematic analysis resulted in framework themes described in relation to the process objectives, challenges or enablers, and the contributing elements of the themes were then synthesised to illustrate their interconnectedness in supporting PLM implementation. Validation of the framework using 19 participants selected from seven ETO organisations resulted in 95% agreement with statements that assessed the quality, structure and versatility of the framework. This research contributed to the updated BAE Systems Maritime Naval Ships PLM strategy for the design, build and in-service support for the First of Class new generation Royal Navy vessel for a recent shipbuilding programme.
摘要本文介绍了有史以来第一个在高价值订单工程(ETO)计划中实施产品生命周期管理(PLM)的框架中包含的过程注意事项。该研究的科学贡献是确定了在ETO环境中成功实施PLM的过程导向因素。该框架是在对27次半结构化访谈进行专题分析的基础上采用定性方法制定的。参加者是来自英国、法国、澳大利亚、美国及加拿大11个经贸组织的高级人员。主题分析产生了与流程目标、挑战或促成因素相关的框架主题,然后综合这些主题的贡献元素,以说明它们在支持PLM实施方面的相互联系。使用从七个ETO组织中选出的19名参与者对该框架进行了验证,结果95%的人同意评估该框架质量、结构和多功能性的声明。这项研究有助于更新BAE系统海事海军舰艇PLM战略,为最近的造船计划设计、建造和在役支持一流的新一代皇家海军舰艇。
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引用次数: 0
Motion design and visual communication in the era of ‘diffuse design’ paradigm: analysis and evaluation of a didactic experiment “漫射设计”范式时代的运动设计与视觉传达:一个教学实验的分析与评价
IF 2.4 Q1 Arts and Humanities Pub Date : 2022-08-23 DOI: 10.1017/dsj.2022.15
Vincenzo Maselli, Giulia Panadisi
Abstract In recent years, co-creation and collaboration platforms to create and deliver new products and services have taken a step forward; this has led to the development of a new active involvement of users, who from co-designers have become independent designers, even if not experts. Co-design is dynamic and provides the tools to generate democratic design processes guided by the users themselves. The democratization of design tools is the premise for a new paradigm defined ‘Diffuse Design’ by Manzini (2015). This contribution explores the approaches of open design and open production with particular attention to the field of visual communication and the production of motion design artifacts. After an introduction to the co-design framework, the main open-production visual communication platforms are presented to offer an overview of the topic. Next, the potential of online platforms to enable non-designers to produce animated artifacts is explored by examining student projects in a motion design University course. The most significant outputs of the student experience are then described and critically analyzed. Finally, the conclusions investigate the different perspectives for reading the democratization of tools for creating visual artifacts and lay the foundations for future lines of research.
近年来,共同创造和协作平台在创造和交付新产品和服务方面向前迈进了一步;这导致了用户积极参与的发展,他们从共同设计师变成了独立设计师,即使不是专家。协同设计是动态的,它提供了由用户自己指导的民主设计过程的工具。设计工具的民主化是Manzini(2015)定义的“扩散设计”新范式的前提。这篇文章探讨了开放设计和开放生产的方法,特别关注视觉传达和运动设计人工制品的生产领域。在介绍协同设计框架之后,介绍了主要的开放式视觉交流平台,以概述该主题。接下来,在线平台的潜力,使非设计师产生动画文物是通过检查学生项目在运动设计大学课程探索。然后描述和批判性地分析学生经历的最重要的产出。最后,结论调查了阅读用于创建视觉工件的工具民主化的不同观点,并为未来的研究奠定了基础。
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引用次数: 1
Idea selection in design teams: a computational framework and insights in the presence of influencers 设计团队中的想法选择:影响者在场时的计算框架和见解
IF 2.4 Q1 Arts and Humanities Pub Date : 2022-08-23 DOI: 10.1017/dsj.2022.17
H. Singh, G. Cascini, Christopher McComb
Abstract Idea selection is crucial in design as it impacts the outcome of a project. A collaborative design activity could be considered as a social process where the interactions and individual states (such as the importance in the team and self-efficacy level) could affect decision-making. It is often seen in design teams that some individuals, referred to as ‘influencers’ in the article have more capacity to influence than others, hence they govern the team process for better or worse. Due to the limited work done in the past to study the effect of these influencers on design outcomes, the work aims at increasing the understanding by presenting some insights from its agent-based simulation. The simulation results show how different influencer team compositions affect design outcomes in terms of quality and exploration of the solutions. The idea selection starts with the agents who are ready with their solution in their ‘mind’. The work presented in this article describes a framework for simulating decision-making during idea selection by considering the influencer and majority effect. The empirical study presented in the article verifies the model logic, that is, the presence of influencer and the majority during idea selection and supports the assumption that individuals’ agreement on solutions proposed by other team members depends on the degree of influence and past agreement. The results of the simulation show that teams with well-defined influencers produced solutions with higher variety and had more uniform contributions from team members, but also produced solutions of lower quality.
在设计中,创意选择是至关重要的,因为它会影响到项目的结果。协作设计活动可以被视为一个社会过程,其中相互作用和个人状态(例如在团队中的重要性和自我效能水平)可以影响决策。在设计团队中,我们经常看到一些人,在文章中被称为“影响者”,比其他人有更大的影响力,因此他们可以更好或更坏地控制团队过程。由于过去在研究这些影响者对设计结果的影响方面所做的工作有限,本工作旨在通过提出基于代理的模拟的一些见解来增加理解。模拟结果显示了不同的影响者团队组成如何在解决方案的质量和探索方面影响设计结果。想法选择开始于那些在他们的“头脑”中准备好了解决方案的代理人。本文提出的工作描述了一个通过考虑影响者和多数效应来模拟想法选择过程中的决策的框架。本文的实证研究验证了模型逻辑,即在想法选择过程中存在影响者和多数,并支持了个人对其他团队成员提出的解决方案的同意程度取决于影响程度和过去的同意程度的假设。模拟结果表明,具有明确影响者的团队产生的解决方案多样性更高,团队成员的贡献更均匀,但也产生了较低质量的解决方案。
{"title":"Idea selection in design teams: a computational framework and insights in the presence of influencers","authors":"H. Singh, G. Cascini, Christopher McComb","doi":"10.1017/dsj.2022.17","DOIUrl":"https://doi.org/10.1017/dsj.2022.17","url":null,"abstract":"Abstract Idea selection is crucial in design as it impacts the outcome of a project. A collaborative design activity could be considered as a social process where the interactions and individual states (such as the importance in the team and self-efficacy level) could affect decision-making. It is often seen in design teams that some individuals, referred to as ‘influencers’ in the article have more capacity to influence than others, hence they govern the team process for better or worse. Due to the limited work done in the past to study the effect of these influencers on design outcomes, the work aims at increasing the understanding by presenting some insights from its agent-based simulation. The simulation results show how different influencer team compositions affect design outcomes in terms of quality and exploration of the solutions. The idea selection starts with the agents who are ready with their solution in their ‘mind’. The work presented in this article describes a framework for simulating decision-making during idea selection by considering the influencer and majority effect. The empirical study presented in the article verifies the model logic, that is, the presence of influencer and the majority during idea selection and supports the assumption that individuals’ agreement on solutions proposed by other team members depends on the degree of influence and past agreement. The results of the simulation show that teams with well-defined influencers produced solutions with higher variety and had more uniform contributions from team members, but also produced solutions of lower quality.","PeriodicalId":54146,"journal":{"name":"Design Science","volume":null,"pages":null},"PeriodicalIF":2.4,"publicationDate":"2022-08-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48416606","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}
引用次数: 0
Under the umbrella: components of empathy in psychology and design 在伞下:心理学和设计中的移情成分
IF 2.4 Q1 Arts and Humanities Pub Date : 2022-08-01 DOI: 10.1017/dsj.2022.13
Álvaro M. Chang-Arana, Antti Surma-aho, Katja Hölttä-Otto, M. Sams
Abstract Empathy is argued to be a key factor for a successful design discussion. However, such causality cannot be empirically proven based on how empathy is currently defined in design community. Empathy is used as an umbrella construct, broad and encompassing of diverse phenomena, making it difficult to quantify. We suggest improving such a situation by introducing a definition of empathy based on psychology literature, which provides structure and guidance for studying the role of empathy in design. We first break empathy to components. Then, we review empathy as used in design. Finally, we synthetize the reviewed material. From this synthesis, we conclude that empathy in design shares several key components of empathy in psychology; particularly with state influences, top-down control process and emotional stimuli. These are present in design methods although they have not been studied using such terms. Incorporating psychological components of empathy into design can help conceptualising empathy from a different angle, thus opening interesting new avenues for future research. We hope that our treatment provides present and future designers with some useful guidance.
移情被认为是成功设计讨论的关键因素。然而,基于目前设计界对移情的定义,这种因果关系无法得到实证证明。同理心被用作一个伞形结构,广泛而涵盖了各种现象,因此很难量化。我们建议在心理学文献的基础上引入共情的定义来改善这种状况,这为研究共情在设计中的作用提供了结构和指导。我们首先将同理心分解为组件。然后,我们回顾共情在设计中的应用。最后,对所述材料进行合成。从这一综合,我们得出结论,设计中的共情与心理学中的共情有几个关键组成部分;特别是状态影响,自上而下的控制过程和情绪刺激。这些都存在于设计方法中,尽管它们还没有使用这些术语进行研究。将移情的心理成分纳入设计,有助于从不同的角度概念化移情,从而为未来的研究开辟有趣的新途径。我们希望我们的处理能为现在和未来的设计师提供一些有用的指导。
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引用次数: 5
Differentiating online products using customer perceptions of sustainability 利用客户对可持续性的感知来区分在线产品
IF 2.4 Q1 Arts and Humanities Pub Date : 2022-07-07 DOI: 10.1017/dsj.2022.14
N. El Dehaibi, E. MacDonald
Abstract Customers make quick judgments when shopping online based on how they perceive product design features. These features can be visual such as material or can be descriptive like a ‘nice gift’. Relying on feature perceptions can save customers time but can also mislead them to make uninformed purchase decisions, for example, related to sustainability. In a previous study, we developed a method to extract product design features perceived as sustainable from Amazon reviews, identifying that customer perceptions of product sustainability may differ from engineered sustainability. We previously crowdsourced annotations of French press reviews and used a natural language processing algorithm to extract the features. While these features may not contribute to engineered sustainability, customers identify the features as sustainable enabling them to make informed purchase decisions. In this study, we validate how our previously developed method can be generalised by testing it with electric scooters and baby glass bottles. Features perceived as sustainable for both products are extracted and second, participants are tested on interpreting the features using a novel collage approach. Participants placed products on a set of two axes and selected features from a list. Our results confirm that the proposed method is effective for identifying features perceived as sustainable, and that it can generalise for different products with limitations. Positively biased Amazon reviews can limit the natural language processing performance. We recommend that designers use our method when designing products to capture feature perceptions and help inform customer-oriented design decisions.
消费者在网上购物时,会根据对产品设计特征的感知做出快速判断。这些特征可以是视觉上的,比如材料,也可以是描述性的,比如“漂亮的礼物”。依靠特征感知可以节省客户的时间,但也可能误导他们做出不知情的购买决定,例如,与可持续性相关的购买决定。在之前的一项研究中,我们开发了一种方法,从亚马逊评论中提取被认为是可持续的产品设计特征,发现客户对产品可持续性的看法可能与工程可持续性不同。我们之前众包了法国媒体评论的注释,并使用自然语言处理算法提取特征。虽然这些功能可能对工程的可持续性没有贡献,但客户认为这些功能是可持续性的,使他们能够做出明智的购买决策。在这项研究中,我们通过测试电动滑板车和婴儿玻璃瓶来验证我们之前开发的方法是如何推广的。提取两种产品的可持续性特征,其次,测试参与者使用新颖的拼贴方法来解释特征。参与者将产品放在一组两个轴上,并从列表中选择特征。我们的结果证实,所提出的方法对于识别可持续性特征是有效的,并且它可以推广到具有局限性的不同产品。带有积极偏见的亚马逊评论会限制自然语言处理的性能。我们建议设计师在设计产品时使用我们的方法来捕捉特征感知,并帮助告知以客户为导向的设计决策。
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引用次数: 1
Communication patterns in engineering enterprise social networks: an exploratory analysis using short text topic modelling 工程企业社交网络中的沟通模式:基于短文本主题建模的探索性分析
IF 2.4 Q1 Arts and Humanities Pub Date : 2022-06-08 DOI: 10.1017/dsj.2022.12
Sharon A. Ferguson, Kathy Cheng, Lauren Adolphe, Georgia D. Van de Zande, David Wallace, A. Olechowski
Abstract Enterprise social network messaging sites are becoming increasingly popular for team communication in engineering and product design. These digital communication platforms capture detailed messages between members of the design team and are an appealing data set for researchers who seek to better understand communication in design. This exploratory study investigates whether we can use enterprise social network messages to model communication patterns throughout the product design process. We apply short text topic modelling (STTM) to a data set comprising 250,000 messages sent by 32 teams enrolled in a 3-month intensive product design course. Many researchers describe the engineering design process as a series of convergent and divergent thinking stages, such as the popular double diamond model, and we use this theory as a case study in this work. Quantitative and qualitative analysis of STTM results reveals several trends, such as it is indeed possible to see evidence of cyclical convergence and divergence of topics in team communication; within the convergence–divergence pattern, strong teams have fewer topics in their topic models than weaker teams; and teams show characteristics of product, project, course, and other themes within each topic. We provide evidence that the analysis of enterprise social networking messages, with advanced topic modelling techniques, can uncover insights into design processes and can identify the communication patterns of successful teams.
摘要企业社交网络消息网站在工程和产品设计中的团队交流越来越受欢迎。这些数字通信平台捕捉设计团队成员之间的详细信息,对于寻求更好地理解设计中的通信的研究人员来说,是一个有吸引力的数据集。这项探索性研究调查了我们是否可以在整个产品设计过程中使用企业社交网络消息来建模沟通模式。我们将短文本主题建模(STTM)应用于一个数据集,该数据集由32个参加为期3个月的强化产品设计课程的团队发送的250000条消息组成。许多研究人员将工程设计过程描述为一系列收敛和发散的思维阶段,例如流行的双菱形模型,我们在这项工作中使用了这一理论作为案例研究。STTM结果的定量和定性分析揭示了几个趋势,例如在团队沟通中确实可以看到主题的周期性趋同和发散的证据;在收敛-发散模式中,强团队的主题模型中的主题比弱团队少;团队在每个主题中展示产品、项目、课程和其他主题的特征。我们提供的证据表明,利用先进的主题建模技术对企业社交网络消息进行分析,可以揭示对设计过程的见解,并可以确定成功团队的沟通模式。
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引用次数: 3
Geometric robustness and dynamic response management by structural topometry optimisation to reduce the risk for squeak and rattle 通过结构拓扑优化实现几何稳健性和动态响应管理,以降低吱吱声和嘎嘎声的风险
IF 2.4 Q1 Arts and Humanities Pub Date : 2022-05-31 DOI: 10.1017/dsj.2021.26
M. Bayani, Karl Lindkvist, Minh Tang, L. Lindkvist, C. Wickman, R. Söderberg
Abstract Historically, squeak and rattle (S&R) sounds have been among the top quality problems and a major contributor to the warranty costs in passenger cars. Geometric variation is among the main causes of S&R. Though, geometric variation analysis and robust design techniques have been passively involved in the open-loop design activities in the predesign-freeze phases of car development. Despite the successful application of topometry optimisation to enhance attributes such as weight, durability, noise and vibration and crashworthiness in passenger cars, the implementation of closed-loop structural optimisation in the robust design context to reduce the risk for S&R has been limited. In this respect, the main obstacles have been the demanding computational resources and the absence of quantified S&R risk evaluation methods. In this work, a topometry optimisation approach is proposed to involve the geometric variation analysis in an attribute balancing problem together with the dynamic response of the system. The proposed method was used to identify the potential areas of a door component that needed structural reinforcement. The main objective was to enhance the design robustness to minimise the risk for S&R by improving the system response to static geometrical uncertainties and dynamic excitation.
摘要从历史上看,吱吱嘎嘎(S&R)的声音一直是最严重的质量问题之一,也是乘用车保修成本的主要原因。几何变化是造成S&R的主要原因之一。然而,在汽车开发的预设计冻结阶段,几何变异分析和稳健设计技术一直被动地参与开环设计活动。尽管成功地应用了地形测量优化来增强乘用车的重量、耐用性、噪音和振动以及耐撞性等属性,但在稳健设计背景下实施闭环结构优化以降低S&R风险的工作受到了限制。在这方面,主要障碍是计算资源的需求和缺乏量化的科技风险评估方法。在这项工作中,提出了一种拓扑优化方法,将属性平衡问题中的几何变化分析与系统的动态响应结合起来。所提出的方法用于识别需要结构加固的门构件的潜在区域。主要目标是通过改善系统对静态几何不确定性和动态激励的响应,增强设计稳健性,以最大限度地降低S&R风险。
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引用次数: 1
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Design Science
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