• 제목/요약/키워드: new product design

검색결과 1,503건 처리시간 0.033초

A New Product Development Using Robust Design and Decision Making Process

  • Lin, Than;Doan, Trieu An;Vu, Ngoc Anh;Cho, Guk-Hyun;Lee, Jae-Woo;Byun, Yung-Hwan
    • 시스템엔지니어링학술지
    • /
    • 제3권1호
    • /
    • pp.41-48
    • /
    • 2007
  • This paper presents a design methodology for developing a new push scooter. A case study is clone with effective planning processes to ensure the product quality under the different phases of a product design process. Parametric model based design process simulation and optimization is implemented by using ANSYS application tool. The relationship matrix and decision matrix are drawn by using several methods. The simulation results for deterministic design and robust design are compared. This entire design process phase can support the design and quality improvements for a new product development.

  • PDF

시나리오 기반 차세대 정보가전 신제품 개발 (Scenario-Based Design of The Next Generation Information Appliances)

  • 박지수
    • 디자인학연구
    • /
    • 제16권2호
    • /
    • pp.35-48
    • /
    • 2003
  • Home networking technology connects individual home appliances through a wired or wireless network and makes possible new functions that were impossible when they were used independently. However, the new functions must not simply be confusing arrays of functions that are possible to implement, but those absolutely necessary to the users. To develop innovative information appliances with such functions, scenarios were used and played guiding roles in suggesting new product ideas, making design mockups, and producing videos to show natural situations where the products would be used in home of the future. In the phase of suggesting new product ideas, user action scenarios in the home, generated by a team consisting of experts in the fields of cognitive engineering, user interface, computer science, cultural anthropology, interaction design, and product design, helped the team identify user needs and design factors necessary to fulfill those needs and suggest new product ideas from the design factors. In the phase of making design mockups, the procedures of using the products were described in the scenario format. Based on the scenarios the s쇼les and the user interfaces of them were designed. In the phase of producing videos, the interactions between the user and the product were embodied in the course of professional writers'arranging the scenarios of using the products for the scripts of the videos. Videos were produced to show the actual situations where the design mockups would be used in home of the future and the dynamic aspects of interaction design.

  • PDF

Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • 디자인학연구
    • /
    • 제19권3호
    • /
    • pp.93-104
    • /
    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

  • PDF

자연스러운 동작 분석을 통한 냉장고 Half Guard 조립체의 인간공학적 개선 (An Analysis of Natural Motion for Product Design : Refrigerator Half Guard Installation Part Design)

  • 박장운;김수진;유희천
    • 대한산업공학회지
    • /
    • 제37권1호
    • /
    • pp.10-18
    • /
    • 2011
  • Ergonomic product design considering users' natural use motion is of importance to improve the usability and satisfaction of a product. A five-step process of product design was developed in the present study by measuring and analyzing users' natural product-use motion with a motion capture system. The developed process was applied to ergonomic design improvement of a half guard installation part of refrigerator; new guard designs (diagonal and arc shape) were developed with the process and evaluated in terms of validity during the development as two measures (task satisfaction and similarity of natural motion). According to the evaluation result, the satisfaction at putting in- and out-task of new guard designs ($6.3{\pm}0.5$ points) was significantly higher than that of existing guard designs ($3.3{\pm}1.0$ points); the difference between natural motion and product-use motion in new guard designs ($1.0{\pm}0.3cm$) was significantly less than that of existing guard designs ($2.0{\pm}0.2cm$). The proposed process of natural motion analysis and product design is applicable to ergonomic product design and evaluation.

개념 설계 단계에서 인공 신경망을 이용한 제품의 Life Cycle Cost평가 방법론 (A Methodology on Estimating the Product Life Cycle Cost using Artificial Neural Networks in the Conceptual Design Phase)

  • 서광규;박지형
    • 한국정밀공학회지
    • /
    • 제21권9호
    • /
    • pp.85-94
    • /
    • 2004
  • As over 70% of the total life cycle cost (LCC) of a product is committed at the early design stage, designers are in an important position to substantially reduce the LCC of the products they design by giving due to life cycle implications of their design decisions. During early design stages, there may be competing concepts with dramatic differences. In addition, the detailed information is scarce and decisions must be made quickly. Thus, both the overhead in developing parametric LCC models fur a wide range of concepts, and the lack of detailed information make the application of traditional LCC models impractical. A different approach is needed, because a traditional LCC method is to be incorporated in the very early design stages. This paper explores an approximate method for providing the preliminary LCC, Learning algorithms trained to use the known characteristics of existing products might allow the LCC of new products to be approximated quickly during the conceptual design phase without the overhead of defining new LCC models. Artificial neural networks are trained to generalize product attributes and LCC data from pre-existing LCC studies. Then the product designers query the trained artificial model with new high-level product attribute data to quickly obtain an LCC for a new product concept. Foundations fur the learning LCC approach are established, and then an application is provided.

어포던스 이론에 기반한 제품 모델링 디자인 및 평가 연구 (Product Modeling Design and Evaluation Research Based on Affordance Theory)

  • 진자죽;김치용
    • 한국멀티미디어학회논문지
    • /
    • 제25권2호
    • /
    • pp.390-397
    • /
    • 2022
  • Affordance is a kind of mental physiology, used by psychologist Donald A. Norman as a design idea, defined as "the property that something can directly and essentially provide something to a person or animal". This idea of returning to the essence and providing properties intuitively has a new guiding effect on product design. The purpose of this thesis is to take the theory of affordance as the basis of design concept, and redesign the shape of desktop lamps in small home appliances, so as to optimize the product shape. A product styling design method based on the concept of affordance is established through four major classifications of affordance, and a styling design scheme is completed using a tabletop luminaire in small home appliances as an example, and then a product styling design evaluation system is used to evaluate the new tabletop luminaire styling design scheme and the existing styling, and the evaluation results are analyzed. Finally, it is concluded that a new product styling design method based on affordance is constructed, and the feasibility and effectiveness of this method are verified, which provides ideas and theoretical basis for product styling design.

감성공학을 이용한 미래지향적 신제품개발에 관한 연구 (A kansei engineering method to convert subjective customer requirements into product design functions)

  • 이순요;권규식
    • 대한인간공학회지
    • /
    • 제12권2호
    • /
    • pp.29-43
    • /
    • 1993
  • This paper presents a conceptual approach to convert customer requirements expressed in ordinary language into a form of qualitative and quantitative functions for developing new products. This approach attempts to combine the concepts of the value engineering and the Kansei engineering. It emphasizes that customer require- ments should be interpreted and reflected on the design of new product. Specific are discussed for extracting subjective requirements and transforming them into qualitative and quantitative functions for product design. This approach is expected to provide the product designer with a systematic efficient tool for incorporating subjective requirements into a product design.

  • PDF

의복소비가치가 프리미엄급 린넨의류의 사용유용성과 용이성 및 신제품 수용의도에 미치는 영향 (The Effects of Clothing Consumption Value on Usefulness, Ease of Use and New Product Acceptance Intention of Premium Linen Apparel)

  • 조현선;김찬호
    • 한국의상디자인학회지
    • /
    • 제20권2호
    • /
    • pp.17-29
    • /
    • 2018
  • This study aims to determine the effects of clothing consumption value, usefulness of clothing and ease of use on the new product acceptance intention of premium linen apparel. A survey was conducted among male and female consumers, and a total of 328 responses were analyzed. Frequency, factor analysis, and multiple regression analysis were used for data analysis using SPSS WIN Ver.21.0. The results of this study are as follows. First, clothing consumption value was classified into five factors: social value, fashionable value, individual value, practical value and emotional value. Usefulness and ease of use were found two factors and the new product acceptance intention of premium linen apparel was found one factor. Second, all factors of clothing consumption value had a positive effect on usefulness. The higher the values of the five factors of clothing consumption value, the higher usefulness. Third, fashionable value affected ease of use, but individual value had no positive effect on ease of use. The higher the fashionable value, the higher the ease of use, but, the higher the individual value, the lower the ease of use. Fourth, all factors of clothing consumption value had a positive effect on the new product acceptance intention of premium linen apparel. Therefore, clothing consumption value is important to the new product acceptance intention of premium linen apparel. Moreover, usefulness and ease of use influenced the new product acceptance intention of premium linen apparel. This shows that consumers' new product acceptance intention of premium linen apparel increases if the product is they are perceived to be useful and easy to use.