Additional Info For Exam 1 Flashcards

1
Q

Why have corporate partners?

A
  • access to real design examples
  • real design engineers
  • tackle “real-world” problems
  • actual physical examples to apply analysis/testing developed through technical coursework
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2
Q

What a design should be

A
  • well thought out, modeled and engineered
  • best possible design options were considered and design choices properly selected and justified
  • performance optimized using engineering analysis
  • cheapest, most durable, easiest to assemble, lightweight, cheapest/easiest to maintain, most versatile, etc. (or some combination of these items)
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3
Q

Cost influence of product design

A
  • cost during design phase is low, but decisions made have significant effect on overall product cost
  • difficult to compensate for product weaknesses incurred during design phase in later phases
  • want to ensure that development process is comprehensive and provides best possible solutions
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4
Q

When PDP may not be useful

A
  • developing new technology
  • when prototype development is rapid and cheap (software)
  • when product release is rapid and cheap
  • when updates/requirements are simply implemented and cheap
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5
Q

Design method

A

State of the art -> identification of need -> conceptualization -> feasibility analysis -> production

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6
Q

Design paradox between design knowledge and design freedom

A

As project progresses, design engineers know more about the problem but they have less design freedom (they’re making decisions that make them committed to solutions).

*Important to define the problem as much as you can in the beginning when you have the most design freedom.

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7
Q

Customer definition (total quality management viewpoint)

A

Customer - Anyone who receives or uses or has some stake in the product including:

  • end users
  • purchasers
  • regulating bodies
  • supervising personnel
  • maintenance/installation personnel
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8
Q

Limiting target audience

A

Don’t be broader than necessary in your definition of customers or end users. Focus on a specific target group and satisfy their needs well.

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9
Q

Customer segmentation

A
  • de-averaging customer base

- allows company to focus on most profitable segments

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10
Q

Successful product development

A

Successful product development requires a good continual awareness of customer needs as well as a way to incorporate these needs into the product design

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11
Q

Qualitative market analysis techniques

A
-in-depth understanding of
   >basic market/customer needs
   >leading trends and issues
   >emerging priorities
-small set of customers, open format
-build new hypothesis and gain new understanding
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12
Q

Quantitative market analysis

A
  • test hypothesis
  • forecast magnitude of demand
  • large set of customers, structured questions
  • generally applied after qualitative techniques to test concepts
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13
Q

Ethnography

A
  • Study of users in live settings

- qualitative

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14
Q

Industry analogies

A
  • comparison against solutions in other industries

- qualitative

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15
Q

Focus groups

A
  • open discussion among target customers

- qualitative

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16
Q

Surveys

A
  • simple questions to determine satisfaction
  • ranking of preferences
  • quantitative
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17
Q

Attribute experiments

A
  • choosing between specific potential products or product attributes
  • individual attributes or combination of attributes
  • quantitative
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18
Q

In-market based research

A
  • applying live changes to product and seeing how customers react
  • high transaction market situations
  • quantitative
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19
Q

Market research sequence

A

1) synthesize and discover
2) validate and sharpen
3) prioritize and develop

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20
Q

Survey question requirements

A
  • unbiased
  • unambiguous
  • clear
  • brief
21
Q

Other background research

A
  • warranty data
  • customer complaints
  • failure data
  • injury data
22
Q

Importance of solution neutrality

A
  • allows for broader abstraction of design issue (“outside the box” creativity)
  • allows designers freedom to develop and assess design options
  • whole point of design/redesign is to do something not already done
23
Q

Fishbone diagram

A

-cause and effect analysis
-bone headings
>machines - issues with existing structured machines or parts
>methods - intentional processes or method is use (intended to do but causes problem)
>materials
>man (people) - unintentional mistake/accidents or errors caused by humans
> Mother Nature -environmental factors

24
Q

Fishbone diagram

A
  • repeat causes may represent root causes
  • look for causes where you can make quantifiable measures (used to track solution performance)
  • identify areas where action is available (addressable causes)
25
Q

What does a Fishbone diagram do?

A
  • further refines a general problem
  • helps flush out all possible causes
  • highlights the hierarchy of potential causes
  • gives some organization/justification for attacking certain causes
26
Q

Scope of solution

A
  • specific root causes to address

- scale of intended performance

27
Q

Benchmarking

A

Opportunities for competitive advantage

28
Q

Product dissection

A
  • taking an object apart to see how it works

- top-down approach to understanding nature of device (reverse engineering)

29
Q

Physical decomposition tree

A
  • natural way to represent objects
  • a graph representation is useful
  • hierarch can define objects made of many parts or subsystems
30
Q

Physical decomposition advantages

A
  • popular engineering design learning activity
  • great for existing object under designer’s control
  • provide great info on connectivity
  • one can gain experience with a class of artifacts
  • physics of artifact’s operation can become clearer by examining component parts
31
Q

Product dissection possibilities

A
  • used to discover/uncover operational requirements product
  • examine how existing product performs its functions
  • determine relationship between product parts
  • determine material, manufacturing, & assembly processes used to produce product

*Gain info that cannot be accessed any other way

32
Q

Physical decomposition drawbacks

A
  • requires existing design
  • not all design decisions can be inferred
  • can impose subtle constraints on designer
  • lacks standardization as a process
  • physical representation is good for thinking about the physical form of artifacts
  • designers must focus on functions of artifacts
33
Q

PDS

A
  • compilation of design planning process that governs engineering design tasks
  • describes intended output of entire design process
  • basic tool for design and manufacture of product
  • provides minimal info about how requirements are met (solution neutral)
  • evolutionary and will change during design process
34
Q

PDS template

A
  • product identification
  • market identification
  • key project deadlines
  • physical description
  • financial requirements
  • life cycle targets
  • social, political, legal requirements
  • manufacturing specifications
35
Q

PDS importance

A
  • defines target intentions of design (based on costumer preferences & market research)
  • keeps engineering aspects focused
  • documents and outlines goals upfront
  • should be defined early on in process
  • live document
  • can be thought of as a “contract” outlining what the design team is supposed to be producing
36
Q

Functional decomposition

A
  • breaking down entire task into functional requirements (FR)
  • min set of independent functions that together completely accomplish the overall product function
  • set of actions required to satisfy customer requirements
  • may be non-unique (several different combinations can represent overall function)
  • solution neutral
  • any measurable aspect of FR is an engineering characteristic
37
Q

Why/when functional decomposition performed?

A
  • allows abstract perspective of product or necessary functions for a problem solution (allows design freedom)
  • forces designers to think through necessary function of solution (& potential order/arrangement)
  • useful for concept generation of new products
  • useful reverse engineering of existing products (aka redesign)
  • can determining product architecture
  • can aid in organizing design process
  • can aid in justification of design choices
38
Q

Functional decomposition advantages

A
  • provides solution neutral representation of task/product
  • don’t need an existing product
  • uses standardized language to describe functions
  • understanding and focusing on functions will highlight important design considerations
39
Q

Why use statistics

A
  • we deal with variance and uncertainty in design
  • market analysis (customer preferences, demand forecasting)
  • variation in performance (of artifact and human interaction with artifact, environmental factors)
  • use in practice by many engineers
40
Q

ANOVA

A

Used to determine if there are statistical differences between means of samples from more than two populations

41
Q

Code

A
  • a collection of laws and rules that assists a government agency in meeting its obligation to protect the general welfare by preventing damage to property or injury or loss of life to persons.
  • Can include standards
42
Q

Standard

A
  • A generally agreed-upon set of procedures, criteria, dimensions, materials, or parts
  • design standards specify acceptable levels of technical requirements
43
Q

Chief aspects of designing to codes and standards

A
  • efficiency
  • safety
  • standardization (interchangeability, compatibility)
  • to meet laws/regulations
44
Q

Performance codes

A

State the requirement that is expected to be achieved but the method is not specified (“what” performance is needed, not “how”)

45
Q

Prescriptive codes

A

State the requirements in terms of specific details and leave less discretion to the designer (specifications may focus more on the “how”)

46
Q

Industrial design/product design/ergonomics

A

-concerned with visual appearance of product and the way it interfaces with the customer
>aesthetics appeal -interaction of product with human senses; subconscious but satisfies one of our basic needs
>ergonomics -user interactions with product and making sure it is easy to use and maintain

47
Q

Human factors design

A
  • study of interaction between people, products and systems they use, and the environment in which they work & live (aka human factors engineering or ergonomics)
  • applies info about human characteristics to creation of objects, facilities, and environments that people use
  • focus on ease of use of products
  • also includes cognitive loads
48
Q

Anthropometrics

A

-field of human factors that deals with measurement of the human body