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Product Quality
Published in G.K. Awari, C.S. Thorat, Vishwjeet Ambade, D.P. Kothari, Additive Manufacturing and 3D Printing Technology, 2021
G.K. Awari, C.S. Thorat, Vishwjeet Ambade, D.P. Kothari
For those not familiar with production requirements, here are a few. Some of the formalities of operations needed for the move from prototyping to production include equipment calibration, operator certification and development of standards, ISO 9000 quality control, documentation, record-keeping and formal specifications, working to standards, and qualified materials operators and suppliers. For those not aware of these requirements, they can easily exceed the cost of design, prototyping, and process development. The costs of launching a product into production can be huge and if the production volumes are low the price per unit must be very high. The certification process may also require additional component builds, and verification that parts meet all requirements, regulations, and specifications, such as those required for testing and process verification followed by functional validation to assure customer requirements are met. Certification for AM may require automated systems specifically designed and built to automatically characterize AM materials to populate material property databases.
Design in Action: From Prototyping by Demonstration to Cooperative Prototyping
Published in Joan Greenbaum, Morten Kyng, Design at Work, 2020
There are a lot of issues involved in selecting a competent group of users to participate in design/prototyping activities. Many are not within the control of the designers, but are determined by power relations, technology agreements (in Scandinavia), and the like. System development literature (Harker, 1988; Pape & Thoresen, 1987; Grønbæk, Grudin, Bødker, & Bannon, 1990) and practice indicate that there are several ways to select participants. For example: middle managers who have an overview of the task domain;participants who constitute statistically representative samples;representatives elected by the users;employees with experience using computers;the most skilled workers among the future users;the most enthusiastic among the future users. In addition the design can start as a pilot project in one department.
The Response Time Spiral–Legacy of the Scale and Cost Management Strategies
Published in Rajan Suri, John Burke, Quick Response Manufacturing, 2020
In this book you will learn how to take time out for each of these activities, activities that are concerned with supplying the current spectrum of products. To implement quick response in new product introduction, you will also learn how to eliminate time from activities such as: DesignPrototyping and testingManufacturing ramp-up
Using cloud manufacturing to establish an ecosystem network for COVID-19 ventilator production
Published in International Journal of Computer Integrated Manufacturing, 2023
Maryam Rezapour Niari, Koroush Eshghi, Omid Fatahi Valilai
In general, the role of I4.0 technologies in the CMfg architecture is summarized in the following points: ‘Sharing Economy’, ‘Cloud & Internet’, and ‘Security and Privacy’ are the main pillars of architecture and are effective in all sectors.‘BDA’ integrated the whole cycle of data collection and analysis to feedback managers in serving customers with insight and sufficient knowledge.‘CPS’ and ‘IoT’ connect all entities in the network, monitor the ecosystem, and manage its energy consumption, performance and reliability.‘Blockchain’ facilitates identifying and tracking services during the manufacturing process in a trusted workspace.‘AI’, ‘Digital Twin’, and ‘Simulation’ are utilized for product design, prototyping, testing, control, performance evaluation and process monitoring.‘AR’ is used to virtualize real-world objects and services and model manufacturing and control processes.
The messy complexities of democratic engagement and empowerment in participatory design – an illustrative case with a community-based organisation
Published in CoDesign, 2020
Mamello Thinyane, Karthik Bhat, Lauri Goldkind, Vikram Kamath Cannanure
We further noted the role of the tools (both the design prototyping tools and the meeting and presentation aids/tools) towards amplifying the voices of the participants. The ability to work on individual low-fidelity designs with accessible tools, such as wireframes and paper sketches, allowed the participants to engage and express their design preferences and opinions, as noted by one of the participants ‘ … after prototype, hands on, I get to see what my design feels like. How it feels for complete newbie. Thinking about user friendliness’ (PDN_3:8). However, the tools utilised in the session were not always empowering and contributing positively to the interactions. This was noted in the case of the use of high-fidelity prototyping tools, which rendered the UI designs and components on various screens and allowed basic interaction from the user. This became a source of initial confusion and frustration for some of the participants as noted in the meeting notes that ‘ … they are confused about the high-fidelity prototype, not clickable … not zoomable’ (PDN_2).
A collaborative apparel new product development process model using virtual reality and augmented reality technologies as enablers
Published in International Journal of Fashion Design, Technology and Education, 2019
R. K. J. De Silva, T. D. Rupasinghe, P. Apeagyei
An overview of virtual aspects is stated here for a better understanding within this research context. Virtual prototypes, VR and VE; are often applied in different ways. VR may be defined as the use of a computer-generated 3D environment called a VE that a user can navigate and possibly interact with, furthermore, it facilitates real-time simulations of one or more of the user’s five senses (Gutiérrez, Vexo, & Thalmann, 2008). VR-based systems are becoming popular as they enable advanced forms of human–computer interaction based on a wide range of inputs, such as voice recognition and movement tracking, and an even wider range of outputs, such as advanced graphics, auditory displays and haptic interfaces (Seth, Vance, & Oliver, 2011). VR can be applied in different domains of manufacturing, such as design, prototyping, assembly and maintenance (Ong & Nee, 2004).