DOI Article
ISSN 00178012
Framing design: a social process view of information system development
Proceedings of the International Conference on Information Systems
ISBN ICIS1998-X
Reinvigorating Innovation
DX Summit
DOI Article
ISSN 08943796
We describe an experiential approach to teaching new product design and business development in a year-long course that combines intensive project work with classroom education. Our course puts together up to six teams of graduate students from management and engineering who work on projects sponsored by individual companies. Student teams work with faculty from multiple disciplines and personnel from the sponsoring companies. The year-long format and involvement with company personnel provide opportunities for students to gain hands-on experience in a real product development project. Time constraints, coupled with students' determination to demonstrate what they can accomplish, stimulate teams to learn how to compress the design and development cycle.
To help students generalize from their own projects to a wider universe of product design and business development phenomena, students participate continuously in constructive critiques of others' projects; and in presentations, case discussions and workshops that help them learn about the product and business development process itself.
This article describes course objectives, syllabus, projects, sponsors, faculty, students and our course administration. In an effort to move towards a “paperless” course, we have put as much of the course material as possible on the World Wide Web; relevant websites are referred to in the article.
At the end of the course each team presents a prototype and a protoplan to the sponsoring company in a final report, which in many cases includes suggestions for the sponsor on how to improve its design and development process. Students' positive evaluations, along with their comments, indicate that they are attaining their educational goals. Course projects have resulted in commercialized products, patents, continuing development projects in sponsoring companies, and placements for students. The course has generated public relations value for the units involved and for the university as a whole.
Requirements and Benefits of Interactive Information Workspaces in Construction
8th International Conference on Computing in Civil and Building Engineering
This paper envisions a new type of construction information technology -
construction information workspace (CIW) - that enables project teams to visually
interact with project information to support the decision-making process. We
introduce a set of visualization and interaction functional requirements for CIW that
will provide teams with the ability to visually interact with relationships between
project information. These requirements stem from three research efforts:
observation of today's paper-based workspaces, observation of a 4D workspace on a
construction project, and prototyping of an interactive information workspace. These
observations show the potential opportunities and benefits for the use of CIW such as
improving the utility of project information and improving decision-making.
Effects of Analogous Product Representation on Future Design-by-Analogy
Proceeding of the 2007 International Conference on Engineering Design
Design-by-analogy is well-recognized for its power in innovation processes. Understanding the
cognitive processes involved in the formation of analogies is important for understanding the concept
generation process. This paper takes a distinctive interdisciplinary route to combine research in
cognitive psychology and design to develop a more complete understanding design-by-analogy and to
provide the basis for formal method development.
Designers use numerous external representations in the design processes including, but not
limited to, linguistic descriptions of the problems, diagrams and sketches. Information and prior
solutions the designer has seen are examples of internal representation. Representation has significant
impact on the design-by-analogy process. This paper presents experimental results showing that the
representation of a product in a person’s memory and the representation of the design problem
influence the person’s ability to solve the design problem based on an analogous product. This
experiment shows that appropriate representations facilitate design-by-analogy. A more general
semantic description of a product allows for a greater higher likelihood of using a previously
experienced product as a source analogy. These results are significant findings, especially regarding
their implications on innovation processes, design-by-analogy methods, and design-by-analogy tools.
Future work includes experiments to gain a broader knowledge of useful representations, the
development of design methods and experimental evaluation of the design-by-analogy methods.
DOI 10.1080/15710880601170784
ISSN 15710882
Utilization of Concept Selection Methods – A Survey of Finnish Industry
Proceedings of the 17th International Conference on Design Theory and Methodology
Grounded Leaps: Methodological Choices for Driving Innovation
presentation at Design Futures talk series
Collaborating to Success: An Experimental Study of Group Idea Generation Techniques
Proceedings of the 17th International Conference on Design Theory and Methodology
Information sharing for knowledge creation during early design phases
Proceedings of the 10th ISPE International Conference on Concurrent Engineering
Cognitive mechanisms underlying the creative process
Proceedings of the 4th conference on Creativity & Cognition
DOI 10.1145/581710.581730
ISBN 1-58113-465-7
DOI 10.1080/15710880601170891
ISSN 15710882
Empathy and experience in HCI
Proceeding of the twenty-sixth annual SIGCHI conference on Human factors in computing systems
DOI 10.1145/1357054.1357156
ISBN 978-1-60558-011-1
An Analysis Of Student Reflections From a Multidisciplinary New Product Development Class
Proceedings of the 3rd Symposium on International Design and Design Education
Design documentaries: inspiring design research through documentary film
Proceedings of the 6th conference on Designing Interactive systems
DOI 10.1145/1142405.1142441
ISBN 1-59593-367-0
DOI Article
ISSN 00178012
Meta4acle: Generating Compelling Metaphors for Design
Proceedings of the 20th International Conference on Design Theory and Methodology
Reflections on design thinking
presentation at Harvey Mudd Design Workshop VI
Patterns of change in design metaphor: a case study
Proceedings of the SIGCHI conference on Human factors in computing systems
DOI 10.1145/274644.274656
ISBN 0-201-30987-4
Designing the world as your palette
CHI '05 extended abstracts on Human factors in computing systems
DOI 10.1145/1056808.1056816
ISBN 1-59593-002-7
A Longitudinal study of Learning Outcomes in New Product Development
Proceedings of ASME IDETC Design Education Conference
Wicked problems in project definition
Proceedings of the International Group for Lean Construction 10th Annual Conference
An Evaluation of the Pugh Controlled Convergence Method
Proceedings of the 19th International Conference on Design Theory and Methodology
Analogies and Metaphors in Creative Design
Proceedings of the Harvey Mudd Design Workshop VI: Design and Engineering in a Flat World
Time Variation of Design “Story Telling” in Engineering Design Teams
Proceedings of the 14th International Conference on Engineering Design
Metaphors in Conceptual Design
Proceedings of the 19th International Conference on Design Theory and Methodology
An Analysis of Designers' Sketching Activities in New Product Design Teams
Proceedings of the 16th International Conference on Design Theory and Methodology
Design Methods, Tools, and Outcome Measures: A Survey of Practitioners
Proceedings of the 19th International Conference on Design Theory and Methodology
Why are new products frequently canceled in midstream or introduced later than planned? Why do product developers often have no time to devote to "top priority" projects? Companies may not be integrating strategic, conceptual, and planning functions at the front end with the detailed design and development that follows. Khurana and Rosenthal isolated seven activities critical to product and project success.
The foundation elements, those that require cross-functional effort and senior management support, include developing a clear product strategy, formulating a product portfolio, establishing a structure that facilitates product development, and sharing responsibilities throughout the organization. Project-specific elements, which focus on the individual project, include clarifying the product concept, defining the product and market requirements, and planning and estimating the project's resource requirements. The authors point out that the interrelationships between the elements are as important as the elements themselves.
Khurana and Rosenthal examine in detail how the eleven companies in their study implemented the seven activities. While the authors rated two companies as outstanding and two as satisfactory, they considered seven to have serious deficiencies in their development of product strategies. Some had product development teams and managers but no one in charge of formulating product strategy. Others made decisions on new product development based on project criteria rather than strategic fit. And others had an isolated R&D department that funded projects based on technology rather than on their potential to satisfy product requirements.
How can a company improve its front-end process? Khurana and Rosenthal offer a checklist and map for diagnosing a company's integration of front-end activities. And they discuss how a company can make the transition to a better managed product development process.
Anil Khurana is assistant professor of operations management and Stephen R. Rosenthal is professor of operations management and director of the Manufacturing Roundtable at the School of Management, Boston University.
TRIZ as a Global and Local Knowledge Framework
Proceedings of the 10th ISPE International Conference on Concurrent Engineering
The potential of new developments in mobile technology, with capabilities for anytime, anywhere
wireless access, to affect pre-engineering education and technical literacy at the K-12 level remains
poorly understood. Mobile access to digital libraries provides unique opportunities for leveraging
valuable experiences outside of the classroom. This paper presents a user needs analysis of teachers,
students and parents with regard to understanding the potential of such mobile digital library
services to enhance science and technology learning in informal environments for students in U.S.
grades 4±5 and middle school. To study this area we discuss a methodology at the intersection of
design and research that borrows from qualitative research methods and traditional user-centered
design, together with frameworks for translating qualitative data into concrete user needs. We
present a summary of twelve need ``themes'' that emerged from the analysis together with
recommendations for how these themes inform the development of a mobile digital library
infrastructure and its digital learning resources. The recommendations are illustrated on an
informal learning scenario intended for a pre-engineering exercise using resources from the
NEEDS engineering education digital library at www.needs.org.
Managing the development of large software systems: concepts and techniques
Proceedings of the 9th international conference on Software Engineering
ISBN 0-89791-216-0
Informal Health and Legal Rights Education in Rural, Agricultural Communities Using Mobile Devices
Proceedings of the Fifth IEEE International Conference on Advanced Learning Technologies
ISBN 0-7695-2338-2
Getting down to business: Results using speedstorming to initiate creative collaborations
Proceedings of the Tenth European Conference on Creativity and Innovation
DOI 10.1080/15710880601170776
ISSN 15710882
Triangulation of Indicators of Successful Student Design Teams
Proceedings of the Harvey Mudd Design Workshop V: Learning in Engineering Design
Design Team Framing: Paths and Principles
Proceedings of the 20th International Conference on Design Theory and Methodology
Interactive effects of team and task shared mental models as related to air traffic controllers' team efficacy and effectiveness
Proceedings of the Annual meeting of the Academy of Management Conference
DOI 10.1080/15710880601170768
ISSN 15710882
Using Triz and Human-Centered Design for Consumer Product Development
Proceedings European TRIZ Association (ETRIA) World Conference
Increasing Innovation: A Trilogy of Experiments towards a Design-By-Analogy Methodology
Proceedings of the 19th International Conference on Design Theory and Methodology