Building Fast to Think Faster: Exploiting Rapid Prototyping to Accelerate Ideation During Early Stage Design

Building Fast to Think Faster: Exploiting Rapid Prototyping to Accelerate Ideation During Early Stage Design
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快速构建以加快思考速度:利用快速原型制作在早期设计阶段加速构思

DOI:
10.1115/detc2013-12635
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发表时间:
2013
期刊:
影响因子:
3.5
通讯作者:
Maria C. Yang
Maria C. Yang
中科院分区:
工程技术2区
文献类型:
--
作者:
April Zhu Kirsten Lim;Maria C. Yang

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虽然快速原型设计已被证明是加快设计过程的特定阶段的宝贵资源,但其降低的运营成本和增加的可访问性揭示了这些工具对设计过程本身产生重大影响的更大潜力。虽然许多研究已经调查了在工程设计中创建物理模型和与物理模型交互的优势,但本研究探讨了延迟决策和追求许多原型的价值,因为它适用于设计过程早期阶段的个人设计师。受第二丰田Parkshire的启发,我们建议使用Kolb的经验学习理论来调和基于集合而不是点对点工程的影响,通过与具体对象的交互,个体设计师的学习价值。我们比较了工科学生在设计挑战中的表现。自变量是参与者在第一次迭代中需要生产的原型数量。参与者被指示在相同的时间内生产更多的原型,其中他们的对照组只需要生产一个表达了更高水平的时间限制和不满,在他们的主要原型。然而,多设计参与者的原型表现更好,在迭代之间表现出更大的改进;此外,在最终原型完成后,满意度显着提高。我们期待Kolb的经验学习理论和企业并行工程的个性化应用,以建议在早期设计阶段采用低保真度、低质量物理模型的新设计流程。Copyright © 2013 by ASME
While rapid prototyping has proved to be an invaluable resource for expediting particular phases of the design process, its decreasing cost of operation and increasing accessibility reveal greater potential for these tools to substantially impact the design process itself. While many studies have investigated the advantages of creating and interacting with physical models in engineering design, this study explores the value of delaying decisions and pursuing many prototypes as it applies to individual designers in the earliest phases of the design process. Inspired by The Second Toyota Paradox, we propose the use of Kolb’s theory of experiential learning to reconcile the implications of set-based rather than point-to-point engineering with the value of an individual designer’s learning through interactions with concrete objects. We compared the performance of engineering students in a design challenge. The independent variable was the number of prototypes the participant was required to produce in the first iteration. Participants who were instructed to produce more prototypes in the same amount of time in which their control counterparts were only required to produce one expressed much higher levels of time constraint and dissatisfaction in their primary prototypes. However, multiple-design participants’ prototypes performed better, showed significantly greater improvement between iterations; in addition, satisfaction increased significantly after completion of the final prototype. We look to Kolb’s theory of experiential learning and an individualized application of corporate concurrent engineering to suggest a new design process heavy in low-fidelity, low-quality physical models in early design stages.Copyright © 2013 by ASME