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In a first part design is situated as an activity which integrates four domains: the customer's domain, the functional one, the product and the process domains. Two phases are distinguished: the creative and the analytic one. Successively following aspects are discussed: Geometric Modelling, Interfacing Product Modelling, Features, Simulation and System Architecture.
Despite the intrinsic complexity of integrating individual, social and technologically supported intelligence, the paper proposes a relatively simple ‘connectionist’ framework for conceptualizing distributed cognitive systems. Shared information sources (documents) are represented as nodes connected by links of variable strength, which increases as the documents cooccur in the usage patterns. This learning procedure captures and exploits its users’ implicit knowledge to help them find relevant information, thus supporting an unconscious form of exchange. These principles are applied to a concrete problem domain: architects sharing design knowledge through a database of associatively connected building projects.
The commercial or industrial firm contemplating cogeneration at its facilities faces numerous basic design choices. The possibilities exist for fueling the system with waste materials, gas, oil, coal, or other combustibles. The choice of boiler, engine, turbine, generator, switchgear, and balance of plant can be bewildering. This paper presents an overview and a systematic approach to the basic system alternatives and attributes. The presentation illustrates how these options match the electrical and thermal needs of a firm, and what kind of operating economics and system paybacks have been achieved. Several cogeneration options are also illustrated to eliminate the problems and uncertainties of dealing with uninterested or non-cooperative utilities, as well as to minimize system costs.
Game design is an art form that deals with inherently interactive artifacts. Game designers craft games (assembled from rule systems and content), but they really seek to manipulate play: the interaction between games and players. When developing new games that are similar to past games, a designer may rely on previous experience with related designs and relatively easy access to players familiar with conventional design choices. When exploratorily venturing into uncharted territory, uncovering games that afford novel modes of play, there is a need for practical and technological interventions that improve a designer's access to feedback from the unfamiliar design scenario. In the interdisciplinary space between game design, design studies, computational creativity, and symbolic artificial intelligence (AI), my program of mechanizing e...
This chapter explains the nature of design-science research and indicates the contexts in which it is likely to be an appropriate research method to use. It also examines various approaches to design-science research that have been proposed in prior literature, points out their similarities and differences, and evaluates their strengths and weaknesses. Finally, it articulates an alternative approach to designscience research (which nonetheless is based on earlier approaches) that is aimed at (a) helping researchers undertake higher-quality design-science research, and (b) better evaluating the strengths and weaknesses of design-science research that has been done already.
This paper has been submitted to Journal of Mechanical Design.
Unacoma e Politecnico di Milano supportano giovani progettisti nell’applicazione delle teorie e degli strumenti del design, per pensare a macchine innovative.
This master’s thesis is a reevaluation of the dominant product design methodology. Designing products is not just a series of actions leading to the most cost-effective solution for manufacturing moving components and material specifications. By separating design methodology into three sub-categories (brand, social need, culture), a more user-focused and personalized approach can be used to determine what makes a design successful. Rather than looking at success within product design as being a result of financial success, success will be evaluated by its ability to impact societies, cultural movements, and individual user identities. Personal identity is developed as part of a cycle where the construction and development is through the accumulation of objects, which multiplies brand-centric cultural identities, therefore resulting in ...
The aim of this work is to provide solutions that optimize the tradeoffs among design, manufacturability, and cost of ownership posed by technology scaling and sub-wavelength lithography. These solutions may take the form of robust circuit designs, cost-effective resolution technologies, accurate modeling considering process variations, and design rules assessment. We first establish a framework for assessing the impact of process variation on circuit performance, product value and return on investment on alternative processes. Key features include comprehensive modeling and different handling on die-to-die and within-die variation, accurate models of correlations of variation, realistic and quantified projection to future process nodes, and performance sensitivity analysis to improved control of individual device parameter and varia...
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