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1 – 10 of over 117000Ahmet Hamurcu, Şebnem Timur and Kerem Rızvanoğlu
With the release of headsets such as HTC Vive and Oculus Rift in 2016, fully immersive virtual reality (VR) technology has become available for industrial designers to represent…
Abstract
Purpose
With the release of headsets such as HTC Vive and Oculus Rift in 2016, fully immersive virtual reality (VR) technology has become available for industrial designers to represent and communicate design ideas. However, how this development will affect industrial design education practice is not clear enough yet. The purpose of this study is to reveal and discuss the current status of using VR in industrial design education and potentials of it.
Design/methodology/approach
In the first part of the study, the use of computer technology in industrial design education and how VR can be positioned in the existing system is discussed by the acceptance of “design” as “representation”. In the second part, the literature review carried out to unveil and analyse the efforts for using VR in industrial design practice and education is presented. The results of the review are interpreted together with the design process in industrial design education.
Findings
VR has the potential for changing the operating ways of not only sketching, visualising, modelling, prototyping, presenting, demonstrating and evaluating design ideas, but also getting inspiration and collaborating in industrial design education. However, it is first necessary to solve the issue of how it will be integrated into industrial design education.
Originality/value
This paper presents the preliminary presumptions regarding the integration of VR into industrial design education that can contribute to future studies.
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Vinayak Kalluri and Rambabu Kodali
The purpose of this paper is to present a systematic review and analysis of existing research articles on new product development (NPD) published in the 12-year period starting…
Abstract
Purpose
The purpose of this paper is to present a systematic review and analysis of existing research articles on new product development (NPD) published in the 12-year period starting from 1998 to 2009.
Design/methodology/approach
To explore the articles related to NPD, four key words namely new product, product design, product development and product innovation were used in combination of title or abstract or keyword of the articles through several knowledge databases. The abstracts of journal papers were read and a decision as to whether article belongs to any NPD research issue or not was made. In total, 1,127 research articles were categorized systematically and then analyzed on various principal NPD information groups.
Findings
Analysis of selected articles led to a certain level of dispersion in the publication of NPD research in different journals. It is found that more attention needs to be on knowledge and creativity management, communication and information transfer in any NPD process.
Originality/value
By observing extended literature from authors reviewing articles from various journals, growth in research, and variety of topics covered in NPD, a broad systematic multi journal review of NPD literature is clearly overdue. The authors have developed a comprehensive listing of publications on NPD where they have classified the surveyed papers according to various principal NPD information groups like: published year, NPD research stream, type of organization studied (industrial/consumer/service), level of innovation (high/moderate/low), NPD focus on frameworks, performance perspective (success, failure or both), NPD research design (conceptual/empirical and qualitative/quantitative) and NPD relevant best practice element. Based on the classification scheme, the issues were analyzed from the system's perspective and their implications to NPD research.
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Richard J. Clayton, Chris J. Backhouse and Samir Dani
The purpose of this paper is to reflect on how representative the literature is in identifying industrial practice to designing product‐service systems (PSSs).
Abstract
Purpose
The purpose of this paper is to reflect on how representative the literature is in identifying industrial practice to designing product‐service systems (PSSs).
Design/methodology/approach
The paper analyses literature to report on the existing approaches used to design PSSs. A single exploratory case study approach, based on semi‐structured interviews and archival data analysis, was used to understand an existing product‐service organisation's approach to designing PSSs. A total of 12 senior managers were interviewed from a cross section of the organisation, to gain multiple perspectives on the PSS design process and ten company reports were analysed.
Findings
The research has identified that the PSS design process reported by literature is not representative, lacking inputs and outputs to some phases and feedback. In total, 18 inputs and 11 outputs have been identified from the case study that are not reported by the literature. These create five feedback loops within the PSS design process used by the case study organisation. This suggests that the PSS design process is cyclic and iterative and not sequential, as reported by existing literature.
Research limitations/implications
This research is based on a single‐case study approach, limiting the ability to generalise findings, and does not provide a complete PSS design approach.
Practical implications
This research compares literature against industrial practice to PSS design, presenting insight to aid practitioner's design PSSs.
Originality/value
This paper fills a gap in the servitization and PSS literatures; evaluating the approaches reported by literature against existing industrial practice.
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To investigate the potential to employ tactile form‐shaping as a prerequisite to the production of physical industrial design models by rapid prototyping.
Abstract
Purpose
To investigate the potential to employ tactile form‐shaping as a prerequisite to the production of physical industrial design models by rapid prototyping.
Design/methodology/approach
Using a haptic feedback device to allow the designer to “feel” 3D virtual geometry as part of the evaluation and sculpting process. To maintain a close association with professional practice, this was undertaken as part of a product design case study in which a haptic feedback/rapid prototyping strategy was compared and contrasted with the more traditional workshop‐based shaping of Styrofoam by hand.
Findings
The use of a haptic feedback device facilitated the production of rapid prototype components that had been defined through feel and sculpting, albeit prior to the build process. Despite shortcomings in the ability to replicate activities undertaken in a workshop environment, other creative opportunities emerged that could not have effectively been produced using any other methods.
Research limitations/implications
Whilst based on generic industrial design methods, the findings are drawn from only one case study.
Practical implications
A useful evaluation for those wishing to undertake further research into haptic feedback modelling or employ such a system during professional practice.
Originality/value
The study moves forward the debate into the merits and application of virtual and physical modelling techniques and provides useful case study evidence of direct comparison.
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Introduction In many countries, including the UK, the “importance of design” is being cited with increasing frequency in the context of industrial activity and of national and…
Abstract
Introduction In many countries, including the UK, the “importance of design” is being cited with increasing frequency in the context of industrial activity and of national and international economic performance. Previously, concern about design among economists, industrialists and politicians had been dormant, since interest in the design aspects of manufactured goods reached a peak during the second half of the last century. In recent years, many governments have been preoccupied with the exploitation of technological innovation as a means of achieving marketing eminence and economic success. Similarly, much time and effort has been focused on improving manufacturing capability, restructuring working practices, protecting (or deregulating) markets, and developing new financial structures. At the level of the firm, these attitudes and approaches have been closely mirrored; it is only in the last year or two that it has become common for companies to make explicit reference to design. Phrases such as “better by design” and “design for living” give an indication of what may be a new emphasis in some companies. Whilst a few companies have paid consistent attention to design in the past — not only of the product or service, but of the environment as well — the majority have not. This is particularly marked in the UK and is closely reflected by the structures of senior management that are found in companies. Boardrooms are manned by directors of finance, marketing and operations; there is a universal absence of professional concern for the management and use of design resources.
The purpose of this paper is to describe and analyze the first experiences (activities, attitudes and inclinations) of an undergraduate student team with eco-design activities.
Abstract
Purpose
The purpose of this paper is to describe and analyze the first experiences (activities, attitudes and inclinations) of an undergraduate student team with eco-design activities.
Design/methodology/approach
Undergraduate students of an industrial design course were invited to participate in the design project. The activities of students were carried out in the class titled in Japanese “Sogo Project” (Overall Project). The project is experimental learning based on pedagogical case studies that students propose practical designs with a sustainable approach.
Findings
According to the activities and attitudes of the student team, they showed interest in focusing on sustainable consumption and consequently leant towards a socio-cultural rather than a technological eco-design approach in their works. The barriers to design education for sustainable design were found, and the student team expressed that the available support tool during their design process was complex. They also expressed that the tool was not compatible with their academic skills and background.
Research limitations/implications
This paper has limited participants, resources, time and contextual scale. Few Japanese educators are skilled in eco-design, and eco-design modules are also poorly integrated into undergraduate and graduate industrial-design courses at Japanese universities.
Originality/value
The paper contributes to an initial discussion in the field of Japanese industrial-design education regarding the principles of and barriers to design education for sustainability.
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The improvement of the quality of design and the reduction of failure related cost is seen as a crucial competitive requirement for UK manufacturing industry. To achieve these…
Abstract
The improvement of the quality of design and the reduction of failure related cost is seen as a crucial competitive requirement for UK manufacturing industry. To achieve these goals, industry must adopt current methods in support of design for quality (DFQ) for analysing potential problems and predicting quality, and integrate these effectively with the appropriate stages of their new product development process. The utilisation and success rate of these techniques in UK companies is, however, relatively low compared to those in countries such as the USA and Japan. In this paper, the fundamental concepts and key areas of opportunity in design improvement using the main DFQ support techniques are reviewed and a framework for their application and integration is presented to support concurrent product development. The typical experiences and problems concerning the application and implementation of techniques are discussed and areas where new research should be directed are touched on so that DFQ techniques may better enhance industrial practice in the achievement of high quality products.
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The paper intends to determine the extent to which environmental sustainability issues are integrated in the curricula of industrial design programs in Australian universities.
Abstract
Purpose
The paper intends to determine the extent to which environmental sustainability issues are integrated in the curricula of industrial design programs in Australian universities.
Design/methodology/approach
Industrial design lecturers and program heads were invited to participate in a web‐based survey on their university's industrial design curricula. Online university handbooks were also examined to determine which courses cover sustainability aspects. Survey results were then tabulated and analysed using descriptive statistics.
Findings
The study shows that, while there is a concern that sustainable development issues are important and relevant to design courses, the permeation of environmental sensitivity through most industrial design curricula, and indeed among design academics, is only starting to gain ground. Comparative examination of the curricular structures in Australian universities offering degree programs in industrial and product design revealed that, on average, 12 out of every 100 credit points earned have sustainability content.
Practical implications
The paper informs industrial design academics that much more work has to be done in order to educate the next generation of designers about their responsibilities to the planet and its people. It tells them where we currently are and the gaps that we have to bridge in order to achieve environmental sustainability.
Originality/value
The paper is original in the field of Australian industrial design education, and builds on work in other disciplines about incorporating sustainability aspects in tertiary education.
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EVERY reader who ever served in the forces of the Crown will know that charge those footsloggers were convinced was the Sergeant's delight: Dumb Insolence. This was brought…
Abstract
EVERY reader who ever served in the forces of the Crown will know that charge those footsloggers were convinced was the Sergeant's delight: Dumb Insolence. This was brought against a man who failed to reply when spoken to. (We must admit that if you did answer, he might find another charge or at least bellow at you “SHUT UP!”.)
Jason B. Forsyth and Thomas L. Martin
To be successful, pervasive computing requires a balance of computing, design, and business requirements to be considered throughout the design process. Achieving this synthesis…
Abstract
Purpose
To be successful, pervasive computing requires a balance of computing, design, and business requirements to be considered throughout the design process. Achieving this synthesis requires a level of interdisciplinary design that is not present in current pervasive design tools. To understand the state of the art and provide insight to future tool designers, the purpose of this paper is to present a survey of design tools for pervasive computing and consider their ability to be used in interdisciplinary design.
Design/methodology/approach
The authors have performed a survey of tools covering many areas within pervasive computing and have evaluated the abilities of each tool with established metrics for pervasive design tools.
Findings
While the paper has found many design tools are available for constructive pervasive applications, few are suitable through all phases of the design cycle or useful across all the intended application domains of pervasive computing.
Originality/value
This survey provides an understanding of the state of pervasive design tools, with regards to interdisciplinary design, which has not previously been performed. Additionally, the authors provide evaluations of the pervasive tools when used in an interdisciplinary setting. These evaluations provide insight to key metrics and allow tool designers to understand the needs of their intended audience.
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