1,721,126 research outputs found
Design computing and cognition
Design Computing and Cognition has been through the years a recurring topic of AI EDAM special issues. A regular stream of articles is constituted by updated and extended versions of papers presented at the homonymous conference, the International Conference on Design Computing and Cognition (DCC). This special issue embeds a selection of suitably extended and updated papers that were presented at DCC’18 and are complemented by further contributions aimed to depict the latest research and some relevant trends in this domain. The growth of awareness about the fundamental importance of ‘designing’ changes in all dimensions of society is accompanied by the increased rigor of research in Design, along with the differentiation of research motivations and objectives. Similarly, in the computational domain, design research can be carried out by conjecturing design processes, constructing computational models of those processes, and then examining the behaviors of the resulting computational systems in simulated experiments
AN EXPERIMENT-DRIVEN MASS-PERSONALISATION MODEL: APPLICATION TO SAXOPHONE MOUTHPIECE PRODUCTION
Mass-personalization (MP) presents an opportunity to meet diversifying customer needs in consumer products market with a near mass-production efficiency. Traditional product development methodologies fall short to guide design for MP and a dedicated systematic methodology is essential. The proposed approach bases on a dynamic product template that automatically adapts with user input and produces a reliable output. This paper presents the workflow towards mass-personalization of saxophone mouthpieces with focus on design automation
Reflections on the FBS model: proposal for an extension to needs and requirements modelling
The paper proposes an extension of the Function-Behaviour-Structure (FBS) framework in order to represent Needs and Requirements and their relationships with the Function, the Behaviour and the Structure of an artefact. Needs and Requirements are modelled as further types of variables to describe, with the same formal approach of the situated FBS model, the transformation processes, which occur in the earlier stages of design. The suggested model is clarified through an application to the information gathered within an industrial project to reduce water and energy consumption of a washing machine. By situating Needs and Requirements into the FBS framework, it is possible to properly represent all the tasks and the related cognitive processes characterizing the earliest stages of the new product development
Teamwork quality in multi-disciplinary design: Extending the frontiers of design in education
DO ALL CREATIVE STIMULI WORK THE SAME? INSIGHTS FROM A WORKSHOP WITH PROFESSIONALS
The paper presents a comparative study that explores the effectiveness of creative stimuli to foster the generation of creative ideas in non-trained professionals during a co-creative design session. Solution-related stimuli (e.g. patents or biological strategies) are confronted with problem-based stimuli (e.g. TRIZ contradictions or Ideal Final Result), which are less studied in the literature. The 40 participants to the experimental activity benefited from both kind of stimuli, but the solution-related ones allowed a more comprehensive exploration of the design space
Analyzing the cognitive processes of an interaction design method using the FBS framework
The engineering design community is debating since more than two decades on the development of models and methods suitable for analyzing the cognitive processes that occur within design activities. An acknowledged model in this domain is the situated FBS framework that describes the design process as consisting of elementary sub-processes defined in terms of modifications on functions, behavior and structures. This framework has been successfully applied to the analysis of the information gathered within industrial innovation projects and to the related design activities. However, it is definitely unusual to use it for analyzing a design method itself, so as to highlight its potential shortcomings and suggest directions of further development. In this paper, the authors investigate this original application through a detailed examination of the IDIM, an interaction design integrated method aimed at generating and validating innovative design suggestions related to interaction issues. The highlighted criticalities are discussed and some suggestions for possible IDIM improvements are depicted. © 2013 The Design Society
ANALYSING THE EFFECT OF SELF-EFFICACY AND INFLUENCERS ON DESIGN TEAM PERFORMANCE
Social media influencers (SMI) are gaining interest and many are studying their influence on the online audience, little is known about the role played by them in offline teams. One such attempt to study the effect of influencers in co-design team is presented in this paper, where individuals who are confident in their abilities drive the team process. Thus, self-efficacy is considered for determining influencer behaviour. Results expose the relationship between self-efficacy and influencer status on the design process, besides briefly highlighting the effects on above-average teams
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