Aiming to help researchers capture output from the early stages of engineering design projects, this article presents a new research tool for digitally capturing physical prototypes. The motivation for this work is to collect observations that can aid in understanding prototyping in the early stages of engineering design projects, and this article investigates if and how digital capture of physical prototypes can be used for this purpose. Early-stage prototypes are usually rough and of low fidelity and are thus often discarded or substantially modified through the projects. Hence, retrospective access to prototypes is a challenge when trying to gather accurate empirical data. To capture the prototypes developed through the early stages of a project, a new research tool has been developed for capturing prototypes through multi-view images, along with metadata describing by whom, why, when, and where the prototypes were captured. Over the course of 17 months, this research tool has been used to capture more than 800 physical prototypes from 76 individual users across many projects. In this article, one project is shown in detail to demonstrate how this capturing system can gather empirical data for enriching engineering design project cases that focus on prototyping for concept generation. The authors also analyze the metadata provided by the system to give understanding into prototyping patterns in the projects. Lastly, through enabling digital capture of large quantities of data, the research tool presents the foundations for training artificial intelligence-based predictors and classifiers that can be used for analysis in engineering design research.
This exploration aims to understand people, interactions, decisions and learnings of development projects. According to [6], the output of most design activity is twofold; one part being information (explicit knowledge), and the other being experience (tacit knowledge). The output might be formalized in terms of text, numbers or simulation data, or crude, reflective prototypes used within the team [7, 8], which we summarize as 'artifacts'. Aiming to understand both design activity and output in product development, we are focusing on projects doing design of physical and mechatronic prototypes, with the research goal of observation and quantification of said design activity. Focus is placed on capturing tangible artifacts created as output from design activity, with the future aim to create a repository (Fig. 1) for storing the design output (artifacts from real industry examples) for future re-use. There are two main reasons for capturing the output from development projects; the first for researching the output, aiming to quantify prototyping tools and methods. The second is to help the designers during (by supporting documentation)
This paper proposes a wayfaring approach for the early concept creation stage of development projects that have a very high degree of intended innovation and thus uncertainty. The method is supported by a concrete game design example involving the development of a tangible programming interface for virtual car racing games. We focus onto projects that not only have high degrees of freedom, for example in terms of reframing the problem or iterating the final project vision, but are also complex in nature. For example, these can be projects that allow for the exploration and exploitation of unknown unknowns and serendipity findings. Process wise we are primarily focusing onto the early stage that precedes the requirement fixation, which we see as more dynamic and evolutionary in nature. The core conceptual elements that we have derived from the development experiences are: simultaneous prototyping in multiple disciplines (such as computer science, electronics and mechanics and engineering in general, abductive learning based on the outcome of rapid cycles of designing, building and testing prototypes (probing), and the importance of including all the involved disciplines (knowledge domains) from the beginning of the project on.
The subject of this study was the product development project creating a new innovative proof-of-concept (POC) prototype device that could control a connected industrial overhead crane in order to perform automatic or semi-automatic high precision lifts within a limited time frame. The development work focused on innovating a new measuring concept, which was parallel to finding suitable sensors for the application. Furthermore, the project resulted in a closed loop control system with Industrial Internet connected sensors and a user interface for factory workers. The prototyping journey is depicted to illustrate the decisions made during the product development project to contribute to both the pragmatic and the process discussion in the field of Industrial Internet. The purpose of this research was to explore and generate hypotheses for how new applications should be developed for heavy industry connected devices. The research question is: what are the implications of applying agile product development methods, such as Wayfaring, to heavy industrial machinery and Industrial Internet -based problems? The methodologies used in this paper, in addition to developing the device, are case study research and hypotheses generated from case studies. The hypotheses generated include that it is also possible to prototype large size connected machinery with low-cost and in a short time, and investment decisions for heavy Industrial Internet products become easier with concrete data from proof-of-concept prototypes by creating knowledge about the investment risk and the value proposition.
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