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3,657 result(s) for "Industrial design Case studies."
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Visual conversations
This work puts design theory into a real-world context with examples and case studies from some of the world's leading designers. The book comprises a comprehensive introduction to the language of product design.
Design Management Case Studies
First Published in 2002. Routledge is an imprint of Taylor & Francis, an informa company. Robert Jerrard is Professor of Design Studies at the Institute of Art and Design, University of Central England. He has published widely and his research interests include risk assessment in design, ethnicity and entrepreneurship, and work based learning. David Hands is Senior Research Assistant at the Istitute of Art and Design, University of Central England. He has worked and published widely in the area of design policy analysis. Jack Ingram is Chair of the Programme of Postgraduate Design courses at the institute of Art and Design, University of Central England. He has published widely and is co-founder and executive editor of The Design Journal .
Making Virtual Worlds
The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point and the tools for people to create a new world online. Too often neglected in popular and scholarly accounts of such groundbreaking new environments is the simple truth that, of necessity, such virtual worlds emerge from physical workplaces marked by negotiation, creation, and constant change. Thomas Malaby spent a year at Linden Lab, the real-world home of Second Life, observing those who develop and profit from the sprawling, self-generating system they have created. Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? \"Lindens\"-as the Linden Lab employees call themselves-found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions. InMaking Virtual Worlds, Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He shows how the workers of a very young but quickly growing company were themselves caught up in ideas about technology, games, and organizations, and struggled to manage not only their virtual world but also themselves in a nonhierarchical fashion. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab.
Product and furniture design
With some 430 specially commissioned photographs and technical illustrations, this book describes more than 30 manufacturing processes, from the traditional and established to cutting-edge technologies.
Exploitation-Exploration Tensions and Organizational Ambidexterity: Managing Paradoxes of Innovation
Achieving exploitation and exploration enables success, even survival, but raises challenging tensions. Ambidextrous organizations excel at exploiting existing products to enable incremental innovation and at exploring new opportunities to foster more radical innovation, yet related research is limited. Largely conceptual, anecdotal, or single case studies offer architectural or contextual approaches. Architectural ambidexterity proposes dual structures and strategies to differentiate efforts, focusing actors on one or the other form of innovation. In contrast, contextual approaches use behavioral and social means to integrate exploitation and exploration. To develop a more comprehensive model, we sought to learn from five, ambidextrous firms that lead the product design industry. Results offer an alternative framework for examining exploitation-exploration tensions and their management. More specifically, we present nested paradoxes of innovation: strategic intent (profit-breakthroughs), customer orientation (tight-loose coupling), and personal drivers (discipline-passion). Building from innovation and paradox literature, we theorize how integration and differentiation tactics help manage these interwoven paradoxes and fuel virtuous cycles of ambidexterity. Further, managing paradoxes becomes a shared responsibility, not only of top management, but across organizational levels.
Assessment of virtual reality-based manufacturing assembly training system
Digital manufacturing concept is gaining a lot of attention and popularity due to its enormous benefits. It is considered as one of the pillars or component of Industry 4.0. With the advancements in technology, digital manufacturing is becoming a reality rather than a concept only. It is applied to various stages of the manufacturing process such as design, prototyping, and assembly training. Virtual reality (VR) is a cog in a wheel of digital manufacturing. It can be used in various phases of manufacturing. Planning and conducting assembly operations account for the majority of the cost of a product. It is difficult to design and train assembly operations during the early stages of product design. Assembly is a vital step in manufacturing, so firms provide training to their employees and it costs them time and money. Therefore, this research work extends VR applications in manufacturing by integrating concepts and studies from training simulations to the evaluation of assembly training effectiveness and transfer of training. VR provides a platform for “learning by doing” instead of learning by seeing, listening, or observing. A series of user-based evaluation studies are conducted to ensure that the virtual manufacturing assembly simulation provides an effective and efficient means for evaluating assembly operations and for training assembly personnel. Different feedback cues of VR are implemented to evaluate the system. Moreover, several case studies are used to assess the effectiveness of VR-based training. The results of the study reveal that participants trained by VR committed fewer errors and took lesser time in actual product assembly when compared against the participant from traditional or baseline training group.
Applications of Virtual Reality in Engineering and Product Design: Why, What, How, When and Where
The research on the use of virtual reality (VR) in the design domain has been conducted in a fragmentary way so far, and some misalignments have emerged among scholars. In particular, the actual support of VR in early design phases and the diffusion of practices involving VR in creative design stages are argued. In the present paper, we reviewed VR applications in design and categorized each of the collected 86 sources into multiple classes. These range from supported design functions to employed VR technologies and the use of systems complementing VR. The identified design functions include not only design activities traditionally supported by VR, such as 3D modelling, virtual prototyping, and product evaluation, but also co-design and design education beyond the early design phases. The possibility to support early design phases by means of VR is mirrored by the attention on products that involve an emotional dimension beyond functional aspects, which are particularly focused on in virtual assemblies and prototypes. Relevant matches between VR technologies and specific design functions have been individuated, although a clear separation between VR devices and supported design tasks cannot be claimed.