• 제목/요약/키워드: inventive ideas

검색결과 22건 처리시간 0.018초

6시그마 DMADOV기반 아리즈와 브레인스토밍을 이용한 취부용 피스제거 시스템의 공학문제 해결에 관한연구 (A Study on Solving Engineering Problems of a Piece-removing System using 6-Sigma DMADOV Technique with ARIZ & Brainstorming)

  • 이성조;정원지;이춘만
    • 한국생산제조학회지
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    • 제19권1호
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    • pp.50-56
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    • 2010
  • This paper presents a new design algorithm for piece-removing dynamical system, based on 6-Sigma DMADOV technique using ARIZ and Brainstorming. Our design target is the piece-removing system installed on a mobile platform of bead-grinding equipment. The 6-Sigma DMADOV technique guides us design process according to 6 steps, i.e., Define - Measure - Analyze - Design - Optimize - Verify. A Design strategy to reduce the weight of piece-removing dynamical system will be explored by using ARIZ, i.e.,(the abbreviation of Algorithm for Inventive Problem Solving in Russian). The ARIZ will result in a final solution that the height and angle control parts for a cutting tool should be replaced by a kinematical approach, rather than complicated mechatronic approach(using motors). The Optimize step is composed of two sub-steps: (i) Generating process for obtaining several ideas of piece-removing system by using Brainstorming technique, satisfying the final solution derived from the Design step using ARIZ, and (ii) Optimizing process for selecting the most optimal idea of piece-removing system by using Pugh's matrix from the viewpoints of weight, cost and accuracy. The laststep of Verify has shown that the final design obtained by the 6-Sigma DMADOV technique with ARIZ & Brainstormingcan improve an initial design with design requirements satisfied. In this paper, we have shown that ARIZ and Brainstorming can be cooperatively merged into 6-Sigma DMADOV to give us both a formulatedproblem-solving approach and diverse candidate solutions(or ideas) without trial-and-error efforts.

플립드 러닝과 마인드 원더링이 아이디어 창출에 미치는 영향: SIT와 BCC의 활용을 중심으로 (The Effects of Flipped Learning and Mind-Wandering on Idea Generation: Focusing on the use of SIT & BCC)

  • 여형석;박영택
    • 공학교육연구
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    • 제20권5호
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    • pp.23-33
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    • 2017
  • It is examined that how flipped learning and mind-wandering affect an idea generation task. For the purpose, the participants in the idea generation task are divided into two groups to learn SIT(Systematic Inventive Thinking) and BCC(Business Creativity Codes) as idea generating tools in advance. One group learned the tools in a classroom, and the other group through an online education program. The creativity level of an idea is evaluated in the dimensions of originality, practicality, and realizability. The creativity levels of the ideas from the two groups are not statistically different in all the three creativity dimensions. To examine the effect of mind-wandering, another group generated ideas two hours a day in four days instead of eight hours in one day. The creativity levels of the ideas from the third group are higher in the dimensions of originality and practicality. This shows that the effectiveness of flipped learning is not so different from the face-to-face learning in a classroom, and mind-wandering has a positive effect in the learning.

TRIZ 기반의 6스텝 기반 문제해결 프로세서와 추론방법 (Evolutionary Analogy of 6-Step Problem Solving Method Based on TRIZ)

  • 진태석
    • 한국산업융합학회 논문집
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    • 제23권1호
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    • pp.33-39
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    • 2020
  • In this research, Many people understand that the (accidental) tip and the "analogy" that leads to it have played a central role in many instances of creative problem solving.And it has been pursued as a way to get more hints to make a 'knowledge base' which is a collection of many cases. The Unified Systematic Inventive Thinking (USIT), which makes it easier to apply TRIZ, will seek out various ideas through a process of analyzing the current system and examining the ideal system more clearly. In this paper, we describe the rationale and application procedure of the "6 step thinking method" which improves the "4 step thinking method".

TRIZ도구를 이용한 유리병 표면부식장치 홀더 설계 (Holder Design for the Bottle Etching Machine Using TRIZ Tools)

  • 서승우;박강;김병재
    • 한국CDE학회논문집
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    • 제10권5호
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    • pp.365-374
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    • 2005
  • Most of people who are engaged in research and development find it difficult to solve the engineering problems creatively due to the lack of ideas. TRIZ is one of the emerging problem solving techniques that leads us to a very useful and clear solution. TRIZ consists of several tools such as ideal final result (IFR), physical and technical contradictions, 40 invention principles, resource, effect, etc. However, many designers think that TRIZ is hard to be applied to a design problem since there are several tools in TRIZ. Machine designers may want to see which tool is more effective than others. Thus, this paper provides sample solutions of a design problem: holder design for the bottle etching machine by applying several TRIZ tools. Difficulties in applying TRIZ to a design problem are discussed.

TRIZ를 활용한 유아 및 노약자를 위한 안전감지시스템 개발에 관한 연구 (A Study on Development of Security Detection System for Infant, the Old and the Weak by using TRIZ)

  • 이국환;이경원
    • 반도체디스플레이기술학회지
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    • 제7권1호
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    • pp.59-65
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    • 2008
  • There are no products, systems to manage health and detect security for infant, the old and the weak in Korea. Recently, the concerns of parents are increasing more about all of children(baby, infant, etc) because rate of birth is decreasing gradually. Also, the average span of human life is on an increasing trend according to well-being and evolution of medical treatment. Therefore, this treatise analyzed problems in managing and following-up infant, the old and the weak at present. By using TRIZ to solve problems, we devised new conceptional ideas, detail designs to manage health, detect security, cope with correspondences for them and developed the prototype and tested it. Excellent performances are proved through various field test.

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제작기법에 따른 종이가구 연구 (A Study in Paper Furniture depending on Production Method)

  • 장은진
    • 한국가구학회지
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    • 제17권1호
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    • pp.73-81
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    • 2006
  • Since early times, paper has been the leading means of expression in human civilization. Along with the development of languages, people have used paper as their major intermediation measures to flourish the culture. At this point of time when studies in latest design are various and abundant, these fixed ideas on paper should be eliminated first for inventive thinking and freedom of expression. Because breaking the established notion helps to diversify the function of paper. We can see furniture made of paper come in useful to our ancestors in their daily life with the development of "Hanjiquot;. Each piece of paper furniture had its own function and beauty depending on processing method. Not only has been used for materials of basic modeling in the process of modern furniture designing, paper has also been used for the main material for the purpose of a new trial. If we try to find out the ways to take diverse characteristics of paper and develop them, while overcoming the defects of the material, paper has great potentiality for many kinds of use in furniture industry.

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TRIZ를 도입한 공리적 설계방법에 의한 레이저 마커의 빔 분해기 개념설계 (Conceptual Design of a Beam Splitter for the Laser Marker Using Axiomatic Design and Triz)

  • 신광섭;박경진
    • 한국정밀공학회지
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    • 제21권5호
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    • pp.166-173
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    • 2004
  • Axiomatic Design has been developed as a general design framework during past two decades and TRIZ has been developed for a design tool over 50 years. Axiomatic design is quite excellent in that the design should be decoupled. When a design matrix is established, the characteristics of the design are identified concerning the coupling properties. If the design is coupled, a decoupling process should be found. However, axiomatic design does not specifically indicate how to decouple. In this paper, a design method is developed to use TRIZ in the decoupling process. The decoupling ideas are extracted from the substance field analysis and various methods in TRIZ. The mettled is applied applied to the conceptual design of a beam splitter for the laser marker and the results are analyzed.

공리적 설계에서 트리즈를 이용한 연성설계의 비연성화 과정 (Decoupling Process of a Coupled Design in Axiomatic Design Using the TRIZ)

  • 신광섭;김용일;박경진
    • 대한기계학회논문집A
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    • 제31권1호
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    • pp.77-88
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    • 2007
  • Axiomatic Design has been developed as a general design framework during past two decades and TRIZ has been developed for a design tool over 50 years. Axiomatic design is quite excellent in that design should be decoupled. When a design matrix is established, the characteristics of the design are identified according to the coupling properties. If the design is coupled, a decoupling process should be found. However, axiomatic design does not specifically indicate how to decouple a coupled design. In this research, the coupling manner is classified into six patterns. Each pattern could be solved by an appropriate TRIZ module. A table, which matches the coupling pattern and a TRIZ module, is proposed for effective application of the two design theories. The decoupling ideas are proposed by using TRIZ modules. When the number of decoupled designs is more than one, the engineer should select the final idea. The proposed method is applied to practical cases such as a tape feeder and a beam adjuster of the laser marker.

20세지 후반의 현대 패션에 나타난 정크아트(Junk Ark)의 조형성에 관한연구 (A study on the formativeness of the junk Art represented in the second half 20th century fashion)

  • 이효진
    • 복식
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    • 제33권
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    • pp.5-25
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    • 1997
  • The purpose of this study was to analyze the characteristics of the Junk Art represented in the second half 20the century fashion. The highly developed material civilization resulted in human alienations environmental distruption. By this fact human being of the 20the century was to overcome social com-plexity. In this respect this research was focused that how the characteristics of the junk Art was expressed in the second half 20th century fashion. The concepts of the Junk Art lied in the creation of art work in the 2-dimentional plane of 3-dimentional space through the application of all junks (wood pieces industrial debris trash ready-made goods etc) cast by the mod-ern industrial society and the mass production system. Juck Art had been further envigorated in the footstep of the development of the collage method based on the creation of object aes-thetics. And junk artists have untitled social environments with art by assembling junks as a way of exploring the material world of cur-rent society and provided infinite possibilities of expressional medium and technique. Above all junk Art has been reflected in the fashion as well as other art. Especially a lot of the fashion design by the use of junks and the expressive image of junks is produced in the 20th century. That is many of fashion designers have always been aware of what is happening in the arts and have always been able to use the dis-coveries and ideas of the artist to help them solve design problems and creat fashion which are new inventive and reflective of their time. The fashion designers of the junk fashion design could be said to have presented much more possibilities and new development for-mulas to modern fashion design and provided a new order of other formative arts. Unlike the negative and destructive punk cyberpunk fashion junk fashion was a positive and optimistic aesthetics. junk fashion that keeps pace with science and the development of technology is devoted to trying to grasp the real form of ultimate re-ality.

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Study on the Development of a Fundamental course for Overcoming Blocks to Creativity in Design Education

  • In, Chi-Ho;Gwon, Eun-Gyeong
    • International Journal of Contents
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    • 제5권4호
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    • pp.81-87
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    • 2009
  • In the midst of a continued discourse and development concerning design education and its impact on innovation and creativity, I believe that design education still holds the key to enhancing design methodology while increasing creativity by having students take on several creative roles in an interactive and enjoyable studio course. Clearly, there exist impediments that block the creative process in our standard track in design education; however, a course entitled "The Creative Workshop" can overcome such obstacles. Through this course, a student can learn the essential skills of a designer: inventive thinking, a sense of aesthetics, and a spirit of collaboration. In addressing each of the three essential elements, this course has devised role-plays in the way of projects. Simply put, students will be required to demonstrate and, therefore, express their unique creativity that may have otherwise gone muted. Such creative expression can take form in a low stakes, open forum that heralds the invaluable attribute in design such as creative freedom. As a result, the true spirit of creativity is fostered rather than mere aesthetics and styling. Moreover, through role plays, the focus shifts its center from design, allowing each student to explore the uncharted areas of one's own creativity which may come naturally to some extend while disconcerting to others. It may prove particularly uncomfortable for Korean students whose ideas about education have been directly connected to the strict and regimented school system that stresses adherence to standardization such as the national college entrance exam. This course, therefore, is aimed stretch the scope and scale of students' creativity as they learn to collaborate on role plays, utilizing diverse skills from various disciplines.