Engineering Design Process. - PowerPoint PPT Presentation

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Engineering Design Process.

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Title: Engineering Design Process.


1
EST 200, Engineering Design Process
  • MEC

2
Contents
  • Design Process.
  • Ways to Design.
  • Design Process Map.
  • Stages of the Design Process.
  • Product Life Cycle.

3
Design Process
  • To design is to create a new product that turns
    into profit and benefits society.
  • Ability to design requires both science and art.
  • Art gained by practice and dedication to become
    proficient.
  • Science learned through a systematic process,
    experience, and problem-solving.

4
Design Process
  • A sequence of events and a set of guidelines
    that helps define a clear starting point that
    takes the designer from visualizing a product in
    his/her imagination to realizing it in real life
    in a systematic manner without hindering their
    creative process.

5
Design Process
  • Two ways to design.
  • Evolutionary Change
  • - Product allowed to evolve over a
  • period of time.
  • - Only slight improvement.
  • - Done if no competition.
  • - Limits creative capabilities of the
  • designer.

6
Design Process
  • Innovative Design
  • - Emphasis on new products.
  • - Companies for their slice of market.
  • - Heavily draws on innovation.
  • - Creative skills and analytical ability.
  • - Future designs to base results on the
  • past.

7
Design Process
  • Proficient designers control evolution and
    innovation so they occur simultaneously.
  • Emphasis is on innovation.
  • Designers to test their ideas against prior
    design.

8
Design Process Map
9
Design Process Map
10
Design Process Map
11
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12
Design Process
  • Formalize the design process.
  • Lean more towards addressing the problem.
  • Postpone the solution to the latter stages than
    finding a solution early on and then try to
    improve it.
  • Design is iterative, require a series of
    decisions to move the design along.

13
Stages of Design Process

14
Needs Market Analysis
Requirements
Requirements
Functions
Product Concept
Specifications
Conceptualization
Solution Concept
Evaluating Alternatives
Embodiment
Embodiment Design
Detailed Analysis Simulation
Detailed Design
Experiment
Marketing
15
Identifying Customer Needs
  • Client Request
  • - client submits a request for developing
  • an artifact.
  • - client may not express the need clearly.
  • - client may know only the type of product
  • he/she wants.

16
Identifying Customer Needs
  • Modified Design
  • - modification of an existing artifact.
  • - simplicity and ease of use.
  • - easy to use products appeal to
  • customers.

17
Identifying Customer Needs
  • New Product
  • - focus on profit for the company and
  • stockholders.
  • - every product preempted by another or
  • degenerates into profitless price
  • competition.
  • - New products have a characteristic
  • lifecycle pattern in sales volume and
  • profit margins.

18
Identifying Customer Needs
  • A product will peak out when it has saturated the
    market and then begin to decline.
  • Industry to seek out and promote a flow of new
    product ideas.
  • Patent protection to new products.

19
Market Analysis
  • Locate what is already available in the market
    and what they have to offer.
  • Sources of information
  • - Technical and trade journals.
  • - Abstracts.
  • - Research reports.
  • - Technical libraries.
  • - Catalog of component suppliers.
  • - Patent information.
  • - Online resources.

20
Market Analysis
  • Information gathered may reveal an available
    design solution and the hardware to accomplish
    the goal.
  • Knowledge of existing products will save the
    designer and client time and money.
  • Creativity may be directed towards generating
    alternatives.

21
Defining Goals
  • Define what must be done to resolve need(s).
  • Needs should be expressed in functional terms.
  • Definition is a general statement of the desired
    end product.
  • Difficulties encountered in design may be traced
    to poorly stated goals or hastily written goals.
  • Customer needs are not the same as product
    specifications.

22
Defining Goals
  • Customers will offer solutions.
  • Designers must determine the real needs, define
    the problem, and act accordingly.
  • Designer to clarify clients design requirements.
  • Objective tree is a tool used by designers to
    organize the customers wants into categories.

23
Product Life Cycle
24
Product Life Cycle
25
Product Concept Establishing Functions
  • Recognizing the generality of the need statement.
  • Recognizing where the problem/need stands in the
    whole system.
  • Assess what actions the product should perform
    during its lifetime and operation.
  • Consider the level at which the designer is asked
    to work.
  • Identify functions instead of potential solutions.

26
Establishing Functions
  • Remain solution neutral, no solution is referred
    to at this stage.
  • No fixation on a solution that the customer
    provides unintentionally.
  • Explore alternatives that can address the needs
    and goals.
  • Systematic design guides the designer to a
    problem-focused design than a solution-focused
    one.

27
Product Concept Task Specifications
  • Designer to list all pertinent data and
    parameters that tend to control the design and
    guide it towards the desired goal.
  • Sets limits on the acceptable solutions.
  • Not to be defined too narrowly- designer will
    eliminate acceptable solutions.
  • Not to be defined too broad or vague - will leave
    the designer with no direction to satisfy the
    design goal.

28
Solution Concept Conceptualisation
  • Starts with generating new ideas.
  • Designer to review market analysis and task
    specifications.
  • Requires free-hand sketches for producing a
    series of alternative solutions.
  • Alternatives not to be worked out in detail but
    recorded as possibilities to be tested.
  • Alternatives to perform the functions to be
    listed in an organized fashion.

29
Solution Concept Evaluating Alternatives
  • Decision to be made on which alternative(s) to
    enter the next, most expensive, stages of the
    design process.
  • A scoring matrix forces a more penetrating study
    of each alternative against specified criteria.

30
Embodiment Design
  • Details not included yet - no dimensions or
    tolerances, etc.
  • A clear definition of a part, how it will look,
    and how it interfaces with the rest of the parts
    in the product assembly.
  • Concept may remain the same, execution and parts
    or the embodiment of the design can change.

31
Analysis and Optimisation
  • Synthesis phase of design completed once a
    possible solution for the stated goal chosen.
  • Analysis phase begins known as detailed design.
  • Solution to be tested against physical laws.
  • Manufacturability of the chosen product to be
    checked to ensure usefulness.

32
Analysis and Optimisation
  • Iterative sequencing with the original synthesis
    phase.
  • Analysis requires a concept to be altered or
    redefined then reanalyzed.
  • Design is constantly shifted between analysis and
    synthesis.
  • Analysis includes estimation followed by order of
    magnitude calculation.

33
Analysis and Optimisation
  • Estimation
  • educated guess based on experience.
  • Order of magnitude analysis
  • - a rough calculation of the specified
  • problem.
  • - not an exact solution.
  • - gives the order in which the solution
  • should be expected.

34
Experiment
  • Design on paper transformed to a physical
    reality.
  • Piece of hardware constructed and tested to
    verify the concept and analysis of the design as
    to its work ability, durability, and performance
    characteristics.
  • First to deal with the mock-up, then the model,
    and finally the prototype when entering the
    experimental stage.

35
Experiment Techniques of Construction
  • Mock Up
  • - least expensive technique.
  • - provides the least amount of information.
  • - quick and relatively easy to build.
  • - constructed to scale from plastics, wood,
  • cardboard etc.
  • - to check clearance, assembly technique,
  • manufacturing considerations, and
  • appearance.

36
Techniques of Construction
  • Model
  • - representation of a physical system
  • through a mathematical similitude.
  • - to predict behavior of the real system.
  • - four types of models true model,
  • adequate model, distorted model,
  • dissimilar model.

37
Models
  • True model
  • - exact geometric reproduction of the
  • real system.
  • - built to scale.
  • - satisfies all restrictions imposed in
    the
  • design parameters.
  • Adequate model
  • - to test specific characteristics of the
  • design.

38
Models
  • Distorted model
  • - purposely violates one or more design
  • conditions.
  • - violation required when it is difficult to
  • satisfy the specified conditions.

39
Models
  • Dissimilar model
  • - no apparent resemblance to the real
  • system.
  • - through appropriate analogies.
  • - accurate information on behavioral
  • characteristics.

40
Techniques of Construction
  • Prototype
  • - an idea comes to life.
  • - constructed, full-scale working physical
  • system.
  • - most expensive experimental
  • technique.
  • - produces greatest amount of
  • information.

41
Marketing
  • Requires specific information that defines the
    device, system, or process.
  • Designer to put his/her thoughts regarding the
    design on paper for the purpose of communication
    with others.
  • Communication involved in selling the idea.

42
Marketing
  • Documents for communication
  • Flyer
  • - contains a list of the special features
  • design can provide.
  • - advertisements, promotional
  • literature, market testing etc.

43
Marketing Documents
  • Report
  • - detailed device description, how it
  • satisfies the need, how it works, detailed
  • assembly drawing, specifications for
  • construction, list of standard parts, cost
  • breakdown, and other information.
  • - ensures that the design is understood and
  • constructed as intended.

44
Thank You
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