Creativity and Design: Exploring Product Innovation
1. Creativity and Design
4. Creativity in Design
Dr. Ricardo Sosa & Dr. Kristin L. Wood
http://www.aci-institute.com/index.php/web/master_program/ProgStructure/5/104
2. Creativity and Design
The objective of this course is to introduce
students to the basics of product design,
including issues relating to product form and
function, as well as aesthetics and experience.
Students will learn how to integrate creative
ideas into product designs that would appeal to
consumers. Cutting edge and relevant issues in
product designs will be discussed. Special
emphasis will also be placed on examining
product designs in an Asian cultural context.
9. Creativity and Design
4. Creativity in Design
• Explorations in Creative Product Design
http://www.aci-institute.com/index.php/web/master_program/ProgStructure/5/104
10.
11.
12. How does design impact our daily lives?
What is creativity &
design?
http://www.webmastergrade.com/wp-content/uploads/2010/02/Abstract-Design.jpg
13. What are the most influential innovations in history?
http://gocoinventions.com/html/about.html
14. What are possible avenues to express
our imagination?
How do we enhance our creativity
individually and in teams?
How can we make a difference
& change the world?
15. Our Journey…
An Interactive E-Book Presentation
Beginnings
Chapter I
Chapter II
Chapter III
Chapter IV
Chapter V
…
Epilogue
Pic reference: http://secretsatsixth.livejournal.com/
25. Automating process of towel dispensing:
• Many previous designs required
physical contact with device
• Need process that prevents the
transfer of germs; improve
hygiene
AUTOMATION DESIGN
.
27. AIRCRAFT
PRODUCTS: UAVS -
RPA
• History
• A New Generation of Aircraft:
•Unmanned Aerial Vehicles (UAVs) or Remote Piloted Aircraft
28. UAV - RPA
• Intelligence-Surveillance-
Reconnaissance (ISR)
• Search and Rescue
• Natural Disaster Relief
• Safety of Human Personnel
• Aircraft with avionics and
sensors to control flight,
travel and loiter to way
points, and transmit
imagery and other
information
Need Genesis
29. Lone Star Challenge: The Mission
Create a long duration, autonomous
surveillance device for urban environments
• The Challenge:
– 24 hr surveillance
• Important Needs:
– Autonomous (high level commands)
– Total system weight <10 lbs
– No tether data links
– Transport by a team of 3 people
29
2007 - 2008
30. Lone Star Challenge: Customer Needs
Prospective Customers
• Military personnel
• Search and rescue operators
• Firefighters
• RC plane hobbyists
Top Derived Needs
• Long life
• Durability in crashes
• Ease of control
• Ease of setup
• Portability
• Maneuverability
• Covert
• Flexible system
30
2007 - 2008
31. Chosen Concept Description
Concept chosen was a Distributed Automata System
which consists of an Unmanned Aerial System (UAS)
dropping sensory pods
2007 - 2008
33. •Need: Pioneer an innovative
remote piloted aircraft to
provide sustained low energy
expenditure ISR and enhanced
capabilities for missions
AIRCRAFT PRODUCTS: PERCHING UAV
36. • Need:
• Video quality captured by UAVs is vital for the
success of any surveillance mission.
• Wind gusts can render the video information useless
• Gusts also cause deviations in the flight path of the
MAV, creating collisions with trees, buildings or other
objects
AIRCRAFT PRODUCTS: GUST-
RESISTANT WINGS
44. Need: to create an automated assistive guitar to
facilitate a person with disabilities to
communicate through the medium of music
ASSISTIVE TECHNOLOGIES: ASSISTIVE STRING INSTRUMENTS
Music therapy developmentally facilitates individuals to share their knowledge of new skills with others
45. Chapter III: Interactive E-Book
Presentation
Chapter 3:
Products for Developing
Countries
Prologue:
Beginnings
Chapter 1
Chapter 2
Chapter 3
46. 86% of the world lives in a developing country
4 Billion live on less than $4/day (PPP)
http://www.gaia-photos.com/wp-content/uploads/2010/01/zal_p12.jpg
47. PDC: Powered Parachute Project
• Working with Indigenous people
Technology and Education
Center (ITEC), Steve Saint –
Founder
• Lack of Transportation in Third
World Countries – Frontier
Environments
– Limited Roads
– Lack of adequate runways
– Limited trained pilots
• Make a flying vehicle
that can also drive
48. 53
PDC: I-TEC – Indigenous Peoples
Technology and Education Center
• Founder Steve Saint partly raised by Waodani2
• Empower indigenous peoples through technology
and education
(1) itecusa.org/who.htm; (2) www.endofthespear.com;
(3) http://www.itecusa.org/pds.htm
35 lbm portable
dental chair and
drill3
Off-road/aerial
four-passenger
vehicle (experimental)
Non-verbal medical
training materials
49. PDC: Jungle Transportation Options
Walk
slow (~ ½ mph or 0.2 m/s)
Boat/Car
limited to rivers/roads
Solution
“flying car” powered parachute
Airplane
complex & $$$ for
jungle dwellers
52. $
PDC: LeTourneau Engineering Global
Solutions (LEGS)
Ability to manufacture with locally available tools
Bethany Crippled Children's Clinic in Kenya, Bangladesh, Sierra Leon.
• Band saw
• Drill press
• Vacuum
• Dremel tool
inexpensivemaintenance
free
excellent
functionality
Provide leg prosthetic device to developing countries
53. PDC: Engineering Service with LEGS
Timothy Doris Peter
Kenyan Children with a L.E.G.S. Prosthetic
55. • Nearly one in five child deaths – about 1.5 million
each year – is due to diarrhea.
• Diarrhea kills more young children than AIDS, malaria
and measles combined.
• Drinking contaminated water also leads to reduced
personal productive time, with widespread economic
effects.
• Need: Develop personal water filtration devices to
improve access to clean water supplies and improve
quality of life.
PRODUCTS FOR DEVELOPING
COUNTRIES: LIFESTRAW™
61. Develop an autonomous
network of health
monitoring sensors
and communication
hubs to assess bridge
safety and prevent
catastrophic failure
ENERGY HARVESTERS:
WIRELESS SENSOR NODE
DESIGN
62. Bridge Health Monitoring
There are 600,000
bridges in the
United States
150,000 are
labeled structurally
deficient
Aging infrastructure created a need for better inspection methods to prevent catastrophic failure
IH-35 in Minneapolis
63. Overall Objective
• Develop in-situ energy sources to support long-term
monitoring of highway bridges
– Evaluate potential energy sources
– Investigate alternative energy storage
– Develop innovative concepts for energy harvesting
– Design, build, and evaluate prototypes
– Integrate most promising concepts into monitoring system
64. 25.8 % of U.S. bridges are structurally deficient in 2006 and worsening.
66. System Design
Power monitoring system from bridge vibrations
Energy
Harvester
Strain gage WSN Node
WSN Router
WSN
Gateway
Strain gage
WSN Node
Energy
Harvester
Host
Controller
Energy
Harvester
67. Vibration Energy Harvesters from
Everyday Life
Paradiso, J. and Starner, T.,
“Energy Scavenging for
Mobile and Wireless
Electronics,” Pervasive
Computing, January-March
2005.
69. Bridge Frequency Analysis
16 December 2010 74
Power Spectrum of Several Locations Min, Max, RMS
Accelerations with
Location
To see change of ωn with location
Same frequencies not dominant at all locations
Varying magnitude with
location
70. Prototype
16 December 2010 75
CAD Prototype Components
• New combination of linear & nonlinear system
Mounting
[2]
71. Next Generation Design
16 December 2010 76
Exploded View
• 1/3 the volume, ½ the parts, easy adjustment, assembly, & mounting
Mounting
Iso View
79. No water theme park is complete without a
long run on a water slide, but what do you
do when you don't have the room? Let the
laws of physics give you a ride!
The team puts together an amazing, fun-
filled "slide-in-a-ring" and then turns on the
hose for some aquatic fun.
AMUSEMENT PARK RIDES:
ACORN’S PERPETUAL MOTION WATER
SLIDE
80. Ideation Activity
• Generate / Sketch Ideas: Water Park Slides
– Assume very little water available (a hose or small water
tank)
– Assume very little space (perhaps the size of a merry-go-
round or Ferris wheel)
– …
93. Design for Highly Mobile Robots
• Why?
– Urban Search and Rescue
• Involves human dangers including physical harm, difficult
access and hazardous materials
• Japan’s east coast post tsunami disaster, radioactive rubble,
missing persons
• 9-11 New York City post terrorist disaster
– Outdoor ISR, Search and Rescue, Recreation
• Exploration of caves and tunnel
– Searching for illegal activity or activity of interest
– Tool for spelunking, exploring new cavities for potential
future human exploration
– Perimeter Monitoring
• Collapsed Mine Rescue and Exploration
– Verifying survivor location to aide proper rescue drilling
– 2010 Chililean and New Zealand Disasters
95. Design Requirements: Evaluating the Scenarios
DEVICE MUST COPE WITH:
HAZARDOUS MATERIAL
(RADIOACTIVE OR OTHER)
RESTRICETED POINTS OF ACCESS
LARGE DEBRIS CAUSING LEDGES
AND CREVICES
ROCKY, MUDDY, SANDY, OR
SMOOTH TERRAIN
96. Design Requirements: Summary
1. Insertion / Retraction through
8 in (20cm) borehole
2. Negotiate rubble, mud,
& rough terrain
3. Negotiate 2 foot vertical
obstacles and crevices
103. Compliant Prosthetic Sockets
• Develop an efficient
CAD/CAE/CAM
framework to fabricate
prosthetic sockets
Interface between
prosthesis and limb
Selective compliance for
increased comfort
socket
attachment
fitting
pylon
prosthetic foot
104. Significance of the Work
• 400,000 living limb amputees in US alone
• 60,000 new amputees added annually
• 97% could benefit from prostheses to assist
locomotion
• 70,000 new prosthetists needed to meet
needs with current technology
• Use of CAD/CAM techniques is only way to
meet need
105. Selective Laser Sintering (SLS)
• Rapid Prototyping technique
Complex geometries with minimal cost penalty
Socket created directly from subject-specific
geometry
Allows direct integration of socket with other
components
Mating features
between socket
and pylon
106. Incorporation of spiral slots
• Slots can be directly
implemented within
socket wall through
straightforward CAD
operations
• Back wall is needed to
protect feature and
keep smooth outer
appearance
• Void space between
walls can be filled with
cushioning material
114. 119
OVERVIEW OF MBTI
• 4 letters define the
“type”
• Describes how a
person prefers to
interact with their
environment
• Various tests exist to
define “type”
E(for Extrovert) or…
I (for Introvert)
S (for Sensor) or…
N (for iNtuitor)
T (for Thinker) or…
F (for Feeler)
J (for Judger) or…
P (for Perceiver)
116. 121
MBTI: Design Team Roles
OB
OBSERVER
Sees all
sides
IS
SI
SE
ES EN
NE
NI
IN
S N
I
E
INSPECTOR
Detects & corrects errors.
INVESTIGATOR
Gets facts & know-how.
MODELMAKER
Builds & tests
rough prototypes.
TEST PILOT
Pushes performance envelope.
ENTREPENEUR
Explores new products
and methods.
INNOVATOR
Synthesizes new products.
VISIONARY
Imagines various product
forms and uses.
STRATEGIST
Speculates on project &
product future.
INFORMATION-GATHERING
IT
TI
TE
ET EF
FE
FI
IF
T F
I
E
REVIEWER
Compares results with goals.
SIMULATOR
Analyzes performance &
efficiency.
SCHEDULER
Sets deadlines &
breaks bottlenecks.
COORDINATOR
Focuses effort & saves time.
DIPLOMAT
Harmonizes team, client, & customer.
CONCILIATOR
Detects and fixes
interpersonal issues.
NEEDFINDER
Evaluates human factors &
consumer issues.
CRITIC
Addresses aesthetic &
moral issues.
DECISION-MAKING
ME
MEDIATOR
Referees
conflicts
117. 122
6-Hats Overview
• 6 “Hat Colors” represent 6 Communication styles,
originally from business management
• Instrument created to determine preferred hat(s)
• Provides basis for algorithm to choose and
understand teams
• Edward DeBono, Six Thinking Hats, Little & Brown,
1985
• Instrument Creator: Dr. Dan Jensen at USAFA
118. 123
6-Hats Overview
White Hat
* I focus on objective facts.
* I enter into a discussion without
preconceived ideas on a solution
Red Hat
* I have good intuition
* I think emotions should play a
significant role in decision making
Yellow Hat
* I usually see the positive side
* I tend to see the valuable
contributions in people’s ideas
119. 124
6-Hats Overview
Black Hat
* I can quickly see why an idea will
not work
* I like to play the “devil’s advocate”
Green Hat
* I am creative
* I am good at finding new
approaches to solving a problem
Blue Hat
* I like to lead the problem solving
process
* I focus on the big picture,
summarize and draw conclusions
120. 125
Extended Overview of 6-Hats Communication Styles/Roles
White Hat
I focus on objective facts.
I enter into a discussion without preconceived ideas on a
solution
I seek to know that facts of a situation
I seek to know the statistical evidence concerning a
decision
I try to think totally objectively about a situation
I seek to differentiate between facts and opinions
I am more interested in facts than opinions
Red Hat
My feelings sway my decisions
I have good intuition
I often have hunches about the best decision
My personal opinions play a significant role in my decision
making process
I listen to my emotions when making decisions
I am suspicious of other people’s decision making process
I think emotions should play a significant role in decision
making
Yellow Hat
I usually see the positive side of things
I can often see the good parts of even a bad idea
I am usually optimistic that a new idea will work
I tend to see the valuable contributions in people’s ideas
I believe that most new ideas have significant value
I usually “look on the bright side” of a problem
My comments are usually positive and constructive
Black Hat
I can quickly see why an idea will not work
I often can tell an idea will not work by judging from past
experience
I like to play the “devil’s advocate”
I can usually see the pitfalls in an idea
I can readily detect poor logic in someone’s argument
I find it easy to be critical of other’s ideas
I am often pessimistic of others ideas
Green Hat
I am creative
I often generate new ways of thinking about a problem
I easily think “outside of the box”
I am good at finding new approaches to solving a problem
I am constantly thinking of alternatives
I am not likely to settle for the “status quo”
I can easily generate new concepts
Blue Hat
I like to lead the problem solving process
I tend to think as much about the problem solving process as
the problem itself
I focus on the big picture, summarize and draw conclusions
I find myself trying to keep the group focused
I tend to try to optimize the group problem solving process
I often help the group clearly define the problem
I often find myself orchestrating the group
121. Creativity and Design
4. Creativity in Design
• Ideation-Creativity Methods
http://www.aci-institute.com/index.php/web/master_program/ProgStructure/5/104
124. 129
Examples of Analogy
Device that
allows
repeatable
printing
Problem
Description
Analogy Concept
Wine Press Gutenberg Printing
Press
125. 130
Examples of Analogy
Device that
provides
pseudorandom
frequency
changes for
transmission
encryption
Problem
Description
Analogy Concept
Player Piano Frequency-hopping
Radio Transmission
126. 131
Examples of Analogy
Device that
temporarily
secures two
materials without
adhesives and is
reusable
VelcroCockle Burr
Problem
Description
Analogy Concept
127. 132
Examples of Analogy
Device that
secures and cuts
unwieldy materials
such as tree
branches
Black & Decker Alligator
LopperAlligator Jaws
Problem
Description
Analogy Concept
128. Examples of Analogy
Device that can
traverse large
distances over
rough, uneven
terrain utilizing
wind power as the
source for
locomotion
Mars Exploration Robot
Tumbleweed
Problem
Description
Analogy Concept
129. Examples of Analogy
Portable device
that provides
both hand-held
and hands-free
lighting
Problem
Description
Analogy Concept
B&D Snake LightKing Cobra
130. Examples of Analogy
New sail that
includes
appropriate
flexibility but also
rigidity
Ship Sails
Bat Wing
Problem
Description
Analogy Concept
131. Examples of Analogy
Increases passive
cooling in public
spaces
“Airfoil Shape Structures”
Airfoil
Problem
Description
Analogy Concept
132. 137
Distant Design Analogy Example: Analogy
between two devices (Distant domain)
Vegetable
Peeler
Pick-up winder to
create coiled wire
pick-ups for an
electric guitar
134. 139
Concept Generation (Ideation) Methods
• Human beings have an innate ability for problem solving by
synthesis and analogy
• Synthesis – combining existing parts into novel
combinations (creativity)
• Analogy – illustration or extraction of an idea by means of
another familiar idea that is similar or parallel to it in some
significant features
• Most systems design is a synthesis / analogy from
knowledge of physical principles and existing designs
135. 140
• Engineers are typically well trained in fundamental
knowledge, but little training in synthesis leading to
innovation
• Theory – innovation is not a single “light bulb” event, but a
series of many complementary insights purposefully guided
towards desired results
• Goal of concept generation methods: increase skills in
concept generation (synthesis and analogy)
Concept Generation (Ideation)
Methods
136. 141
Concept Generation (Ideation)
Methods
Advantages of methods:
• Amplify concept generation ability
• Guide process towards desired results
• Diminish preconceived solutions (obstacles, since
first ideas are rarely “best”)
• Overcome “group think” and design fixation
137. 142
Ideation Methods
Formal Concept
Generation Methods
Intuitive
Directed
(Logical)
Group
Only
Group or
Individual
Brainstorming
Synectecs
Progressive
Methods
Sequential
PMI
K-J
6-3-5
Gallery Method
C-Sketch
Storyboarding
Affinity Method
Morphological Analysis
Check Listing
Action-Verbs
Design Catalogs
TIPS (TRIZ)
Inversion
Forward Steps
Factorization & Combinations
Axiomatic Principles
Physical Effects
Solution
Principles
Information Gathering
Information Gathering
138. 143
Overview of the Methods
Two Categories of CG Methods:
1. Intuitive methods – facilitate divergent thinking,
resulting in many ideas
2. Directed methods – systematic approach to using known
information to generate solutions
139. 144
Agenda for Our Study
Classical Brainstorming: Guidelines for Idea
Generation
Brainstorming with Mind Maps
Morphological Analysis
External Search
Design by Analogy (DbA)
SCAMPER: Idea Generators for Intuitive Concept
Generation
6-3-5 / CSketch (a brainwriting technique)
140. 145
Basic Guidelines for Idea Generation:
Applies to all Idea Ideation Methods
• Suspended judgment of ideas
• Present all ideas, including the bad or silly ones
• Wild and Crazy Ideas are good
• Build from others’ ideas: Piggy Backing and Leap Frogging
• Strive for quality and quantity
• Review the problem at the beginning of the session; re-represent
the problem especially in action
141. 146
Brainstorming Method: The Basics
Brainstorming (Mode of Communication: Verbal):
Select a facilitator and scribe
Review / Re-represent the problem ~10 minutes -
(task clarification, CN’s, specifications, etc.)
Rapid idea generation: facilitator uses categories of ideas
to piggy-back and leap-frog
When ideas trickle, either stop or use idea generators
(analogies, physical principles, etc.)
142. 147
Brainstorming Exercises
• Design Problem I: “System to prevent the
entrance of insects (bugs) to a home or other
residence”
• Design Problem II: “System to detect golf ball
hit from the tee box”
143. Ideation Exercise
• In teams of 4-5 persons, generate as many solutions
as possible to the “Detect Golf Ball” problem
• Time Limit: 15 minutes
• Share the ideas with the class
144. 149
Golf-Ball Detection Problem:
Merely a List…
Bright colored ball
Electronic Grid with ball emitter
Sound horn in ball
Exploding ball
Golf lessons
GPS System
Scent-Human
Scent-Dog
Virtual golf
Pressure sensitive ground
String attached to ball
Smoke trail
Shorter golf course
Putt-Putt golf
Spotters paced every 10 m
Colored golf course
Trajectory calculation system
Robotic arm hits ball
Mini-camera in ball
Light emitting ball
Ball shoots flare
Plexiglassside walls on golf course
Funnel shaped golf course
Speaker in ball; use microphone to call yourself
145. 150
Agenda for Our Study
Classical Brainstorming: Guidelines for Idea
Generation
Brainstorming with Mind Maps
Morphological Analysis
External Search
Design by Analogy (DbA)
SCAMPER: Idea Generators for Intuitive Concept
Generation
6-3-5 / CSketch (a brainwriting technique)
146. 151
Advancing a Brainstorming Session:
Mind Maps
• Step 1: Write Problem in the center
• Step 2: Add ideas: cluster into hierarchical groupings
– Look for categories!!
– Groupings help lead to more ideas
– Documents brainstorming
– Power of technique – utilizes fact that ideas in memory are
linked by association
147. 152
Golf-Ball Detection Problem: A Mind Map
Detect Golfball
Human
Golf
Lessons
Take Series
of Pictures
In Flight
Beep
Trail
Smoke
Trail
Change Game
Putt- Putt Golf
Robotic Arm
Hits Ball
Mylar Field
Virtual/
Video Golf
Shorter
Golf Course
Play at Night
Glowin the Dark
Ball Detects
Human
Change Human
Binoculars
Mimi Camera
in Ball
Shoot Laser
BeamBack
Hear Beeper w/Ear Phones
Proximity Sensor,
Beep when Close
Detect Angle & Speed:
Calculate Trajectory
Accelerometer
Radar Gun
Strain Gage
Rate if
Angle Change
Handle Orientation
Gyroscope
Inclinometer
Change Ball
Ball Inflates
String Attached
to Ball
Ball Becomes
Bigger
Jumping
Ball
Continuous Vertical
Bounce
Emit a Signal
Passive Emitter
Active Emitter
Bright
Colors
Magnetic
Ball
Smell:
Human Detects
Dog Detects Scent
Sound Horn
in BallGPS
Eject
Smoke
Exploding
Ball
Radio
Signal
LED Array
in Ball
Wave Flag
Beep
Speaker in Ball,
Use Microphone to
Call Yourself
Eject
Ink
Collar &
Antenna
Analogy: Fish
Finder
Measure with Speed of
Sound: Time to Hit Ground
Analogies
Hunting
Bird
Dog
Torpedo
Radar
Golf Course
Systems
Artillery
Field Observers:
Spotters
Course
Characteristics
Radar
System
Light
Beams
Video Cameras
FollowBall
(TV Display)
Electronic
Grid
Camera
Grid
Mylar
Course
Pressure
Sensitive
Ground
Add Plexiglass
or Nets to Sides
of Fairways
Funnel Shape
to Course
Change Course
Colors
148. Ideation Exercise
• In teams of 4-5 persons, generate as many solutions
as possible to the “Prevent Pest in Home” problem
• Utilize Brainstorming with Mindmapping
• Time Limit: 15 minutes
• Share the ideas with the class
151. 156
Agenda for Our Study
Classical Brainstorming: Guidelines for Idea
Generation
Brainstorming with Mind Maps
Morphological Analysis
External Search
Design by Analogy (DbA)
SCAMPER: Idea Generators for Intuitive Concept
Generation
6-3-5 / CSketch (a brainwriting technique)
153. 158
Morph Matrix
Functions
Current
Solution
New
Solution 1
New
Solution 2
Apply
finger
force
shaped
top, bent
bottom
shaped top
and bottom
Convert to
large force pivot linkage
Move file
into place
pivot out
file file on arm
slide arm
out
Stop
motion teeth hit
mechanical
stop
Release
force
spring of
bent
body
154. 159
Morph Matrix
Functions
Current
Solution
New
Solution 1
New
Solution 2
Hydraulic
Solution
Electrical /
Magnetic
Apply
finger
force
shaped
top, bent
bottom
shaped top
and bottom
Convert to
large force pivot linkage
Move file
into place
pivot out
file file on arm
slide arm
out
Stop
motion teeth hit
mechanical
stop
Release
force
spring of
bent
body piston magnet
163. 168
Agenda for Our Study
Classical Brainstorming: Guidelines for Idea
Generation
Brainstorming with Mind Maps
Morphological Analysis
External Search
Design by Analogy (DbA)
SCAMPER: Idea Generators for Intuitive Concept
Generation
6-3-5 / CSketch (a brainwriting technique)
165. 170
Agenda for Our Study
Classical Brainstorming: Guidelines for Idea
Generation
Brainstorming with Mind Maps
Morphological Analysis
External Search
Design by Analogy (DbA)
SCAMPER: Idea Generators for Intuitive Concept
Generation
6-3-5 / CSketch (a brainwriting technique)
167. 172
Example of Analogy:
Same domain analogy
Liquid measuring
device with
convenient to read
measurement
scales
New Measuring Cup
Historical Patent for
this problem
Problem
Description
Analogy Concept
168. 173
Distance Design Analogy Example: Analogy
between two devices (Distant domain)
Vegetable
Peeler
Pick-up winder to
create coiled wire
pick-ups for an
electric guitar
169. 174
The mapping of features of one thing to a
design problem you are trying to solve
Anytime you take information from an
example you have seen before
Can be same domain or distant domain
What is a Design Analogy?
171. What is Design by Analogy?
Leonardo’s drawings for
flying machines/devices
based on the analogy of
bat wings
172. Semantic Retrieval
Consider a nuclear chain reaction
based on physics concepts…
Similar concepts exist in
how we store an retrieve
information in our brain…
One concept
activates others…
Thus, we need a method/technique to enhance our creativity and assist us in retrieving
analogous ideas based on concepts and experiences stored in our memories… A
tremendously helpful technique utilizes the tool known as VisualThesaurus™
176. A Design Problem…
How to acquire, listen, organize, access and share music
The CD was the solution!!
But if you want to listen to
different artists, you have to
carry several CDs and constantly
recharge your CD player
177. • To solve the transactional design problem, we seek to generate re-
representations of the problem, memory retrieval mechanisms for
analogous ideas, and actual analogous solutions.
Keywords Trees
Blackbox
1. Functional Requirements
2. Customer Requirements
3. Statement Keywords
How to acquire, listen, organize, access and share music
Access
Acquire
Listen
Organize
Arrange
Store
Keywords
Design Problem…
182. WordTree Analogy Method Overview
Problem Descriptors
(problem statement / mission statement, CNs, functions)
Create Multiple
Problem Statements
Rotational Brainwritng:
Search for Analogies and Solutions
Round 1:Problem Statements
R2: Single Words from Tree
R3: Patent Results and Researched Analogies(Google)
Continue with Design Process
Identify Potential
Analogies
Create WordTrees (Re-represent the problem)
1. Team Generates Using Sticky Note
WordTrees by Rotational Brainwriting
2. WordNet results
3. Combine Team results with WordNet results
Identify Analogous
Domains
Patent Search
Analogous Domain
Research
Analogies
Functional Model
187. WordTree Analogy Method Overview
Problem Descriptors
(problem statement / mission statement, CNs, functions)
Create Multiple
Problem Statements
Rotational Brainwritng:
Search for Analogies and Solutions
Round 1:Problem Statements
R2: Single Words from Tree
R3: Patent Results and Researched Analogies(Google)
Continue with Design Process
Identify Potential
Analogies
Create WordTrees (Re-represent the problem)
1. Team Generates Using Sticky Note
WordTrees by Rotational Brainwriting
2. WordNet results
3. Combine Team results with WordNet results
Identify Analogous
Domains
Patent Search
Analogous Domain
Research
Analogies
Functional Model
188. 194
Agenda for Our Study
Classical Brainstorming: Guidelines for Idea
Generation
Brainstorming with Mind Maps
Morphological Analysis
External Search
Design by Analogy (DbA)
SCAMPER: Idea Generators for Intuitive Concept
Generation
6-3-5 / CSketch (a brainwriting, brainsketching
technique)
190. SCAMPER Questions…
Substitute
Adapt
• What can be substitute?
• Can the rules be changed?
• Other process or procedure?
• Other place?
• Other approach?
• What else instead?
• What else is like this?
• What other idea does this suggest?
• What other part can be changed? And
exchanged for what?
• Change characteristics of a component?
• Who could we emulate?
191. SCAMPER Questions…
Modify /
Distort
• What we can be magnified, made larger, or extended?
• What can be exaggerated? Overstated?
• How about greater frequency?
• How can this be altered for the better?
• Change meaning, color, motion, sound, odor, form, or shape?
Change the name?
• What changes can be made in the plans? In the process? In the
marketing?
Rearrange/
Reverse
• What other arrangements might be better?
• Interchange components? Other pattern? Other
layout? Other sequence? Change the order?
• Change pace or schedule?
• What are the opposites? What are the negatives?
• Should I turn it around? Up instead of down?
Consider it backwards?
• Reverse roles? Do the unexpected?
193. How to acquire, listen, organize, access and share music
A Design Problem…
The CD was the solution!!
But if you want to listen to
different artists, you have to
carry several CDs and constantly
recharge your CD player
194. Generating Solutions…
Adapt
• What else is like this?
• What other part can be changed?
• Who could we emulate? …
Who else organize, allow access and share things?....
A LIBRARY!
196. Ideation Activity
• Phase II of Design with Transactional Problems
– Phase II Problem and SCAMPER Information
– Survey
197. 204
Agenda for Our Study
Classical Brainstorming: Guidelines for Idea
Generation
Brainstorming with Mind Maps
Morphological Analysis
External Search
Design by Analogy (DbA)
SCAMPER: Idea Generators for Intuitive Concept
Generation
6-3-5 / CSketch (a brainwriting, brainsketching
technique)
198. 205
6-3-5 / Csketch Method (Brainwriting)
• Procedure (Mode of Communication: graphical):
6 – group members
3 – ideas (sketches & keywords) per paper (sub-round
#1, 15 minutes)
5 – complete rounds of exchanging papers
(5-10 min/exchange*6 people*5 round =2.5-5 hours
for 5 rounds)
199. 206
6-3-5 / Sketch Method
Guidelines
• Each rotation allows adding to and
synthesizing (combining) ideas
• Avoid negative written comments
• No talking! (Emphasizes sketching)
• Sketches with brief keywords
203. 210
6-3-5 / CSketch Case Study: Power
Driver
Primary Functions from the Functional Model
• Convert EE torque
• Import hand
• Increase torque
• Actuate electricity
• Change torque
• Couple Bit
204. 211
6-3-5 / Csketch Sub-Round 1
Motor
Epicyclic
Motor
Actuator
Switch
Actuator
Switch
Actuator
Switch
Battery
Battery
Battery
Bit
Storage
Bit
Bit
Bit
Storage
Hand
Grip
Hand
Grip
Hand
Grip
Screw
Chuck
Spring
Chuck
Spring
Chuck
Worm
Drive
Battery
Cavity/Latch
206. 213
Design
Problem
Design a d evice to q u ickly sh ell p ean u ts
in p laces like Haiti an d West Afr ican
Custom er
Needs
1 .Low cost
2 .Easy to m an u factu r e
3 .Qu ickly sh ellin g of a lar ge q u an tity of
4 .Rem ove th e sh ell with m in im al d am age
p ean u ts
Functions
1 .Im p or t en er gy
2 .Br eak th e sh ell
3 .Sep ar ate th e p ean u t fr om th e sh ell
Peanut Sheller Product Development
207. 214
Water Mill by a
Waterfall
Cam
Grate
Hopper
Graduated Concentric
Crushing Surfaces
Conveyor
Collection Bin
Hand Crank
Vertical Crushing
Plate
Water Mill by a
Waterfall
Cam
Grate
Hopper
Graduated Concentric
Crushing Surfaces
Conveyor
Collection Bin
Hand Crank
Vertical Crushing
Plate
208. 215
Boiling
Water
Water Mill by a
Waterfall
Cam
Vertical
Crushing Plate
Grate
Hopper
Graduated Concentric
Crushing Surfaces
Conveyor
Collection Bin
Hand Crank
Conveyor Drive
Grate
Fire
Water Inlet
Hopper
Vertical Crushing
Plate
Hopper
Boiling
Water
Water Mill by a
Waterfall
Cam
Vertical
Crushing Plate
Grate
Hopper
Graduated Concentric
Crushing Surfaces
Conveyor
Collection Bin
Hand Crank
Conveyor Drive
Grate
Fire
Water Inlet
Hopper
Vertical Crushing
Plate
Hopper
209. Ideation Activity
• C-Sketch
– In groups of 4-5 persons, discuss and review the design problem
– First five (5) minutes: Mindmap as many solutions as possible
– Next five (5) minutes: sketch three (3) diverse ideas on a sheet
of paper.
– Rotate paper to your right.
– Next five (5) minutes: modify and evolve ideas on the rotated
paper OR add an entirely new idea inspired by the ideas drawn
on the page
– Rotate and repeat…
– Design Problems:
• “Incentivize sustainable home or office energy use, including the
layout and implement of smart grid systems”
210. 217
1. Choose top priority
functions
2. Brainstorm / Mind
Map intuitive ideas
3. External Search for
additional ideas
4. Create morph matrix
of combined results
5. Perform 6-3-5 /
CSketch by seeding
with morph matrix
Overall
Ideation
Methodology
211. Theory of Inventive Problem
Solving: TIPS / TRIZ
• History:
– Creator: Genrich S. Altshuller (pen name Altov)
• First Invention: Scuba Diving Equipment When 14 Years of Age
• Soviet Navy Officer and Patent Expert
• 1940’s, Post World War II
– Russian Jew; placed in intellectual camp to Stalin
– Camp composed of engineers and cognitive psychologists
– Developed Science of Design based on study of patents (>200,000
patents; >300 person years)
– Theory based on the concept of contradictions, conflicts, and
negative correlations as inventive problems
212. Theory of Inventive Problem
Solving: TIPS / TRIZ
• Types / Levels of Patents:
– Level 1: Routine design problems solved by methods well known within the
specialty. No invention needed. About 32% of the solutions fell into this level.
– Level 2: Minor improvements to an existing system, by methods known within the
industry. Usually with some compromise. About 45% of the solutions fell into this
level.
– Level 3: Fundamental improvement to an existing system, by methods known
outside the industry. Contradictions resolved. About 18% of the solutions fell into
this category.
– Level 4: A new generation that uses a new principle to perform the primary
functions of the system. Solution found more in science than in technology. About
4% of the solutions fell into this category.
– Level 5: A rare scientific discovery or pioneering invention of essentially a new
system. About 1% of the solutions fell into this category.
213. Theory of Inventive Problem
Solving: TIPS / TRIZ
• Main Elements:
– Laws of System Evolution (8)
– Generalized Engineering Parameters (39)
– Design Principles (40)
– TIPS Parameter Matrix
– Physical Effects (>1000)
– S-Fields
– Systematic Methodology
214. Generalized engineering parameters for describing product metrics.
1
Weight of moving object 21 Power
2 Weight of stationary object 22 Energy loss
3 Length of moving object 23 Substance loss
4 Length of stationary object 24 Information loss
5 Area of moving object 25 Waste of time
6 Area of stationary object 26 Quantity of a substance
7 Volume of moving object 27 Reliability
8 Volume of stationary object 28 Accuracy of measurement
9 Velocity 29 Manufacturing precision
10 Force 30 Harmful actions affecting the design object
11 Stress or pressure 31 Harmful actions generated by the design object
12 Shape 32 Manufacturability
13 Stability of object's composition 33 User friendliness
14 Strength 34 Repairability
15
Duration of action generalized by
moving object
35 Flexibility
16
Duration of action generalized by
stationary object
36 Complexity of design object
17 Temperature 37 Difficulty to control or measure
18 Brightness 38 Level of automation
19 Energy consumed by moving object 39 Productivity
20 Energy consumed by stationary object
215. TIPS’ Design Principles (1-20) to solve engineering conflicts.
1
Principle of segmentation
Divide the object into independent parts that are easy to disassemble, increase the degree of
segmentation as much as possible
2 Principle of removal Remove either the disturbing part or the necessary part from the object
3 Principle of local quality
Change the object's or environment's structure from homogeneous to non-homogeneous. Let different
parts of the object carry different functions.
4 Principle of asymmetry Make object asymmetrical, or increase asymmetry
5 Principle of joining Merge homogeneous objects or those intended for contiguous operations.
6 Principle of universality Let one object perform several different functions. Remove redundant objects.
7 The nesting principle
Place one object inside another, which in turn is placed in a third, etc., or, let an object pass through a
cavity into another
8 Principle of counterweight Attach an object with lifting power or use the interactions with the environment, e.g., aerodynamic lift.
9 Principle of preliminary counteraction Perform a counter-action to the desired action before the desired action is performed
10 Principle of preliminary action
Perform the required action before it is needed, or set up the objects such that they can perform their
action immediately when required
11
Principle of introducing protection in
advance
Compensate for the low reliability of an object by introducing protections against accidents before the
action is performed
12 Principle of equipotentiality Change the conditions such that the object does not need to be moved up or down in the potential field
13 Principle of opposite solution
Implement the opposite action of what is specified. make a moving part fixed and the fixed part mobile.
Turn the object upside down.
14 Principle of spheroidality
Switch from linear to curvilinear paths, from flat to spherical surfaces, etc. Make use of rollers, ball
bearings, spirals. Switch from direct to rotating motion. Use centrifugal force.
15 Principle of dynamism
Make the object or environment able to change to become optimal at any stage of work. Make the object
consist of parts that can move relative to each other. If the object is fixed, make it movable.
16 Principle of partial or excessive action If 100% is unobtainable, try for slightly less or slightly more.
17 Principle of moving into a new dimension
Increase the object's degree of freedom. Use a multi-layered assembly instead of a single layer. Incline
the object or turn it on its side. Use the other side of an area.
18 Use of mechanical vibrations
Make the object vibrate. Increase the frequency of vibration. Use resonance, piezovibrations,
ultrasonic, or electomagnetic vibrations.
19 Principle of periodic action Use periodic or pulsed actions, change periodicity. Use pauses between impulses to change the effect.
20 Principle of uninterrupted useful effect Keep all parts of the object constantly operating at full power. Remove test or set-up runs.
216. TIPS’ Design Principles (21-40) to solve engineering conflicts.
21
Principle of rushing through Carry out a process or individual stages of a process at high speed.
22 Principle of turning harm into good
Use harmful factor to obtain a positive effect. Remove a harmful factor by combining it with other harmful
factors. Strengthen a harmful factor to the extent where it ceases to be harmful.
23 The feedback principle Introduce feedback. If there already is feedback, change it.
24 The go between principle
Use an intermediary object to transfer or transmit the action. Merge the object temporarily with another object
that can be easily taken away.
25 The self service principle
The object should service and repair itself. Use waste products from the object to produce the desired
actions.
26 The copying principle
Instead of unavailable. complicated or fragile objects, use a simplified cheap copy. Replace an object by its
optical copy, make use of scale effects. If visible copies are used, switch to infra-red or ultra-violet copies.
27 Cheap short life instead of expensive longevity Replace an expensive object that has long life with many cheap objects having shorter life.
28 Replacement of a mechanical pattern
Replace a mechanical pattern by an optical, acoustical or odor pattern. Use electrical, magnetic or
electromagnetic fields to interact with the object. Switch from fixed to movable fields changing over time. Go
from unstructured to structured fields.
29 Use of pneumatic or hydraulic solutions Use gaseous or liquid parts of an object instead of solid parts.
30 Using flexible membranes and fine membranes
Replace traditional constructions with those made from flexible membranes or thin film. Isolate an object
from its environment using flexible membranes or thin film
31 Using porous materials
Make the object porous or use porous elements, e.g., inserts, covers, etc. If the object is already porous, fill
the pores in advance with some useful substance.
32 The principle of using color
Change the color or translucency of an object or its surroundings. Use colored additives to observe certain
objects or processes. If such additives are already used, employ luminescence traces.
33 The principle of homogeneity Interacting objects should be made of the same material, or material with identical properties.
34 The principle of discarding and regenerating parts
Once a part has fulfilled its purpose and is no longer necessary, it should automatically be discarded or
disappear, e.g., evaporate, or change its shape. Parts that become useful after a while should be
automatically generated.
35 Changing the aggregate state of an object Change state, e.g., solid to liquid. Use pseudostates and intermediary states, e.g., elastic solid bodies.
36 The use of phase changes Use phenomena occurring in phase changes, e.g., use of volume changes, heat dissipation, etc.
37 Application of thermal expansion
Use expansion or contraction of materials by heat. Use materials with different thermal expansion
coefficients.
38 Using strong oxidation agents
Replace air with enriched air or replace enriched air with oxygen. Treat the air or oxygen with ionizing
radiation. Use ionized oxygen. Use ozone.
39 Using an inert atmosphere Replace the normal environment with an inert one or a vacuum.
40 Using composite materials Switch from homogeneous materials to composites.
220. Theory of Inventive Problem
Solving: TIPS / TRIZ
• Basic Methodology:
1. Determine the conflict(s) in the design problem.
2. Formulate as conflicts in generalized engineering parameters (refer to
table).
3. Determine the intersections of the TIPS Parameter Matrix for the number
indices of the engineering parameters (refer to matrix).
4. Read the principles that apply to help solve the problem (or simply try all
40 design principles (refer to tables).
5. Use the design principles to develop creative solutions to the conflict(s),
referring to the examples of the design principles as analogies and by
carrying out an extensive search for physical effects (refer to table) that
satisfy the design principle.
6. Sketch and refine the idea(s), such as through the 6-3-5 / CSketch Method,
so that it may be integrated into the entire product concept.
221. TIPS Application I
• Domain: Clothes Iron
– Conflict / Contradiction: Heavy weight to remove wrinkles
(adhesion of clothing fibers) but desire low human force to
operate (ergonomics)
– Generalized Parameters: Weight of Moving Object (#1) vs.
Force (#10)
– TIPS Parameter Matrix Indicates Principles:
8, 10, 18, 37
– Exemplar inventive concepts from principles: segmented
iron, counter weighted iron, clam shell iron press, eccentric
weight iron with vibration isolation, ultrasonic iron vibrating
water molecules, heated iron or steam iron
222. TIPS Application II
• Domain: Metal Shot
Manufacturing
– Conflict / Contradiction: Directing
shot versus wear on piping (ducting)
and acoustic noise generated
– Generalized Parameters: Duration of
action generalized by moving object
(#15) vs. Energy consumed by
moving object (#19)
– TIPS Parameter Matrix Indicates
Principles: 6, 28
Pipe
Shot
Figure 10.13. Conflict for a pipe transport system.
Pipe
Shot
MagnetsProtective Shot
Layer
Figure 10.14. Generated solution to resolve conflict.
223. TIPS Application III
• Domain: Fingernail Clipper
Product
– Conflict / Contradiction: need to
import the hand (large dimensions
and surface area for comfort and
nail access) versus the need for
compact storage
– Generalized Parameters: User
Friendliness (#33) vs. Area of
Stationary Object (#6)
– TIPS Parameter Matrix Indicates
Principles: 15
Figure 10.15. Fingernail clipper concept, with the need for compact stor
224. TIPS Application IV
• Domain: Cat Litter Box
– Conflict / Contradiction: litter to
surround and encapsulate cat waste
vs. separate the waste easily from
the litter (easy cleaning)
– TIPS Parameter Matrix Indicates
Principles: 7, 13
Figure 10.16a. Inventive solution to the waste filtration function of a ca
product
225. Creativity and Design
4. Creativity in Design
• Idea Representation
http://www.aci-institute.com/index.php/web/master_program/ProgStructure/5/104
226. 233
Jigsaw Exercise: Activity Diagram
Compare &
Choose Saw
Beginning of
Life Cycle
Test Trial
Saws
Purchase
Saw
Transport
Saw
Termination of
Life Cycle
Dispose or
Recycle Saw
Unpackage
Saw
Set-Up
Saw
Stow
Saw
Maintain
Saw
Retrieve
Blade
Stow
Blade
Insert
Blade
Stow
Battery
Load
Battery into
Charger
Retrieve
Battery
Align
Material & Saw
Prepare to
Cut
Cut
Material
Load
Battery
Watch
Cut
Adjust
Cut
Move
Saw
Stop
Sawing
Move
Saw
Clean
Work Area
229. 236
Product Prototype Cases
Keurig coffee brewer industrial design
prototype. The parts are completely
non-functional solid blocks, but the
prototype conveys the look and feel.