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PHILOSOPHY OF ENGINEERING DESIGN
Design underpins every form of creation from objects to the way we plan and execute
our lives. For this reason it is useful to seek out some common structure that can be
applied to any kind of design, whether this be for video games, consumer products or
one's own personal life.
The word “DESIGN PHILOSOPHY”
is more generic and
can be leveraged to numerous fields such as mechanical, electronic, computer
science, fashion, leather, food processing etc.
Still, there can be a set of universal methods, concepts, techniques, tactics etc that
be used to products irrespective of any of the aforementioned fields. Few such
examples are planning, cost reduction, eco-friendly, optimization, space
requirement, life, durability, eco-friendliness etc.
A design philosophy is a guide to help make correct decision and choices when
considering such as ergonomics, costs, economics, functionality and methods of re-
design.
An example of a design philosophy is “dynamic change” to achieve the elegant or stylish
look you need. A design approach is a general philosophy that may or may not include a
guide for specific methods. Some are to guide the overall goal of the design. Other
approaches are to guide the tendencies of the designer. A combination of approaches
may be used if they don't conflict.
A design can be either a natural or man-made. Natural design, which is a gift of Mother
Nature, and man-made design one. A good example is natural design are “living
creatures” themselves. From the time of birth to the death, every activity is engineered
and standardized by nature.
On the other hand, the Man-made design, which in one way the present world that we
see. Man has always leveraged the ideas from the nature and tried to perfect it for his
world to end up in products. The man made design tend to change from time to time,
which is based on the requirement of that time.
For instance, few centuries before, man has never worried about resource
requirement, rework, cost involved etc and all he wanted was the final product. Such
that in traditional craft-based societies the conception or 'designing' of artifacts is not
really separate from making them; that is to say, there is usually no prior activity of
drawing or modelling before the activity of making the artifact. In modern industrial
societies, however, the activities of designing and of making artifacts are usually quite
separate. The process of making something cannot normally start before the process of
designing it is complete. In some cases- for example, in the electronics industry- the
period of designing can take many months, whereas the average period of making each
individual artifact might be measured only in hours or minutes.
In general designing is a creative activity that calls for a sound grounding in
mathematics, physics, chemistry, mechanics, thermodynamics, hydrodynamics,
electrical engineering, production engineering, materials technology, machine elements
and design theory, as well as knowledge and experience of the domain of interest.
Design is an essential part of the product life cycle. This cycle is triggered by a market
need or a new idea. This cycle represents a process of converting raw materials into
economic products of high added value. Designers must undertake their tasks in close
cooperation with specialists in a wide range of disciplines and with different skills.
Novelty in Design: New tasks and problems that are realized by original designs
incorporate new solution principles. These can be realized either by selecting and
combining known principles and technology, or by inventing completely new
technology. The term original design is also used when existing or slightly changed tasks
are solved using new solution principles. Original designs usually proceed through all
design phases, depend on physical and process fundamentals and require a careful
technical and economic analysis of the task. Original designs can involve the whole
product or just assemblies or components.
DIFFERENCE BETWEEN DESIGN AND ENGINEERING
DESIGN
TYPES OF DESIGN
There can be four types of design viz original design, adaptive design, variant design
and redesign
1. Original Design (or inventing) involves elaborating original (new/novel) solution
for a given task. The result of original design is an invention. An invention is a
new composition, device, or process. An invention may be derived from a pre-
existing model or idea, or it could be independently conceived in which case it
may be a radical breakthrough. Some examples: Transistor, A windowed
computer system with mouse device, Internet, LED and many more.
2. In adaptive design (a synthesis), one keeps to known and established solution
principles and adapts the embodiment to changed requirements. It may be
necessary to undertake original designs of individual assemblies or components.
In this type of design the emphasis is on geometrical (strength, stiffness, etc.),
production and material issues. Adaptive design can be novel but they do not
require any massive restructuring of the system of the system within which the
product operates. For example see the fist figure given below. The two chairs can
be adapted to form various useful shapes as per requirement of the customer
such as table, easy chair, office table etc. Similarly, the second one is an adaptive
Eyecare’s inexpensive glasses, with liquid-filled lenses that can be adjusted to
different prescriptions without a doctor’s help
Examples of Adaptive Design
3. In variant design (a modification), the sizes and arrangements of parts and
assemblies are varied within the limits set by previously designed product
structures. Variant design requires original design effort only once and does not
present significant design problems for a particular order. It includes designs in
which only the dimensions of individual parts are changed to meet a specific task.
In this type of design is referred to as principle design or design with fixed
principle. The Helmet shown below is just a modified version of an existing one.
Similarly, the Heat sinks shown below are different modified versions to improve
the heat transfer.
4. Selection design
Design task consists of selecting the components with the needed
performance, quality, and cost from the catalogs of potential vendors
Customization of design
Choosing of components / parts to for a new one
5. Industrial design
improving the appeal of a product to the human senses, especially its visual
appeal
design is more artistic than engineering
consideration of how the human user can best interface with the product
EVOLUTION OF PRODUCTS
The concept of product evolution applies to products changing physically over time, but
serving the same function or with some enhanced features, e.g., the broom and dustpan
being replaced by the vacuum cleaner. It is essential to mention that the engineering
undergo a process of evolution based on the customer needs.
The newly evolved product always updates the latest available technology and the
current need. In the recent days, it essential for a product to address issues like energy
efficiency, durability, compactness, safe handling, user friendly, etc. In the past many of
the above parameters were not considered effectively. Therefore, it essential for the
modern engineers to address all the factors in the earlier stage itself.
PAST METHODS OF SYSTEMATIC DESIGN
It is when only growth of industrial societies the ability to design has become considered
as a specialized talent of an engineer. Although many pro-historic monuments were
constructed before industrial era, the ways in which people design are actually rather
poorly or carelessly understood. Earlier, there has been a perception that many people
possess design ability to some degree, but that only a few people have a particular
design 'talent'. However, there is now a growing knowledge about the way of designing,
design ability, design process and how to logically and methodologically do it.
In the past, the designing is very closely related to arts and crafts. Free hand drawing
and sketching have been used in design for many centuries. During Cholas period, it is
recorded that the models are initially made before constructing the temple or any
construction work. Leonardo's experimentation followed clear scientific method
approaches, and his theorizing and hypothesizing integrated the arts and particularly
painting; these, and Leonardo's unique integrated, holistic views of science make him a
forerunner of modern systems theory and complexity schools of thought. Some are
shown below.
Later in late 18th
and early 19th
century,
sufficient strength, sufficient stiffness, low
wear, low friction, minimum use of
materials, easy handling, easy assembly etc
became important. The interrelationship
between many factors such as materials,
production methods, provision of adequate
strength etc was established.
NEED FOR A SYSTEMATIC DESIGN
The design of complex, complicated or a family of products is usually beyond the
intuitive skills alone of a designer or design team. We have to set out a strategy for the
development of solutions which aims to increase the probability of technical and
economic success of product design. The following should be considered very strictly for
successful products.
The proper technical property
Safety features
economic properties of a product
commercial importance
Reduction in rework
A flexible product design procedure - Establishing methods to repeatedly
completing the activity
Isolation of each activity
Recyclable and eco-friendliness products
The aforementioned points, however, cannot be realized if the designers do not have
the necessary domain knowledge and cannot work in a systematic way. Furthermore,
the use of such a procedure should be encouraged and supported by the organization.
Therefore the designer is supposed to follow Design methodology.
Questions
A DISCUSSION – WHAT TYPE OF DESIGN
ASSIGNMENT
1. List out some 15 examples of original design products and their variant and
redesigned products. Mention the references for every product.
2. Comment the type of design of the product shown below.
IMPORTANCE OF ENGINEERING DESIGN
The engineering design process can be used to achieve several different outcomes and
level of outputs. The procedure is more generic and thus, the process could be used to
design consumer goods such as ACs, microwave appliances, refrigerators, tools and
machineries. The same could also be used to achieve complex systems/products such as
a missile system or a jet transport plane. The same could also be used to achieve large
scale systems such as electrical power generating station or a petrochemical plant,
constructions like buildings, bridges, underground transportation etc. In this course the
emphasis will be more on product design because it is an area in which many engineers
will apply their design skills. Moreover, examples taken from this area of design are
easier to grasp without extensive specialized knowledge. The engineering design
process from three perspectives:
1. As scientific method and problem-solving methodology
2. That takes the role of design beyond that of meeting technical performance
requirements and introduces the idea that design must meet the needs of society
at large.
3. Cradle-to-the-grave road map of the design process, showing that the
responsibility of the engineering designer extends from the creation of a design
until its embodiment is disposed of in an environmentally safe way.
Productuse
Manufacturing
Product
Design
Conceptual
design
Market
development
Time
Percentageofproductcostcommitted
100
80
60
40
20
0
Product cost committed and incurred.
Design process impact
On Product cost: “Decisions made in the design process cost very little in terms of
the overall product cost but have a major effect on the cost of the product.”
On Product quality: “The true quality is designed into the product. You cannot
compensate in manufacturing for defects introduced in the design phase”
On product cycle time – competitiveness : “The design process should be conducted
so as to develop quality, cost-competitive products in the shortest time possible “
The design paradox between design knowledge and design freedom
There is a paradox inherent in the design process between the accumulation of problem
(domain) knowledge and
freedom to improve the design.
When one is creating an
original design, very little is
known about its solution. As
the design team proceeds with
its work; it acquires more
knowledge about the
technologies involved and the
possible solution. The team has
moved up the learning curve.
However, as the design process
proceeds, the design team is
forced to make many decisions
about design details, technology approaches, and so on. The freedom of the team to go
back and start over with their newly gained knowledge (experience) decreases greatly as
their knowledge about the design problem grows. At the beginning the designer has the
freedom to make changes without great cost penalty, but may not know what to do to
make the design better. The paradox comes from the fact that when the design team
finally masters the problem, their design is essentially frozen because of the great
penalties involved with a change. The solution is for the design team to learn as much
about the problem as early in the design process as it possibly can.
FIVE STAGES OF THE PRODUCT LIFE CYCLE
Throughout our history whatever we invent, create or produce has had a life cycle, this
cycle could be long lasting or short term. Money is one product that has had the longest
product life cycle, so are various agricultural and natural resources. These products have
changed, but still exist after thousands of years. Other products become fashionable
and then fade away, only to become part of another product or trend. The music
industry is one example of this, as Rock 'n' Roll in its pure form has evolved into the
various genres of modern music today. Gimmicks are products that have a short life
cycle, often victims of
changing fashions that
occasionally make a
comeback, and the Internet
is often the marketplace
were the product life cycle
can be short, and
forgettable.
Stages:
Introduction stage: A new
product is introduced onto
the Market, few people know
about it, and its success is
rarely guaranteed. Much time
and money is invested in
promoting this product, and
there is either no profit or
even a net loss during this
period.
Growth stage: The product starts to grow in popularity, sales increase as advertising
starts working and others start to imitate your product. Profits increase, and your
product steadily becomes a success.
Maturity stage: Your product becomes an established part of the Market, but sales start
to increase slowly as competition and pricing factors take place. At this stage advertising
1802 1830 1850 1900 1925 1945 1990 2000 2050 2090
Birth
Growth
Maturity
Birth
Growth
Maturity
Birth
Growth
Maturity
Explosives
Chemicals,
Energy
Chemistry,
Biology. . .
Knowledge -
Intensive
Solutions
costs are at their highest, whilst profits may start to drop. The market for your product
could reach saturation point.
Decline stage: Sales start to fall, as your product loses its appeal. Profits drop as
production is often cut, competition in the marketplace gets stiffer as advertising is cut
and plans are made to shelve the product in the future.
Innovation stage: Innovators take your product and may incorporate it into a new
product. This has happened to the humble FM radio and Camera which you find as a
basic feature on most hand phones. The decline of the original product has just lead
onto the use of it on a very new product. The product Life Cycle may not end it changes,
especially in this century of fast moving technology. Traditionally products faded away
into the memories of their users, but have often become part of a new product, that
faces the same decline in the future. Example: FM, Refrigerants (CO2 SO2), Some
Vegetables and food products, Some characters (Spiderman, Batman), Double Decker
buses, Boat transport in Chennai (planned).
TECHNOLOGY S – CURVE
The technology S-curve is a useful tool that can be used to describe the substitution
of new for old technologies at the industry level.
Know whether or not there is another technology generation to innovate towards
Know how far along the s-curve the business is at the moment and, therefore, being
able to balance the customer ’value’ of the current product versus the amount of
R&D investment required to mature the new generation product to a state where it
offers customers the same or preferably greater level of ‘value’
S-Curves are commonly used in technology forecasting. They show the paths of
product performance in relation to time or investment in R&D. It is a useful tool to
describe the inflection points and the limit of improvement of a technology.
Companies use this information to base their innovation strategies.
However inadequate use and some limitations of this technique lead to problems in
decision making.
S-curves visually depict how a product, service, technology or business progresses
and evolves over time. S-curves can be viewed on an incremental level to map
product evolutions and opportunities, or on a macro scale to describe the evolution
of businesses and industries.
On a product, service, or technology level, Scurves are usually connected to “market
adoption” since the beginning of a curve relates to the birth of a new market
opportunity, while the end of the curve represents the death, or obsolescence of
the product, service, or technology in the market.
Usually the end of one S-curve marks the emergence of a new S-curve – the one that
displaces it (e.g., video cassette tapes versus DVDs, word processors versus
computers, etc.). Some industries and technologies move along S-curves faster than
others. High tech S-curves tend to cycle more quickly while certain consumer
products move more slowly
Lifecycles and Market Adoption
The Lifecycle model suggests that market adoption reflects a bell curve that tracks to
customer/consumer adoption of a new technology, product or service. First come
the “early adopters” who are interested in testing out and trying something new.
After the early adopters come targeted market beachheads that represent segments
with specific needs that become reference points for other segments. The
technology then moves from custom solutions for specific segments to mass
manufacturing and distribution of standardized products for the mass market. From
there, the market matures. This is when late adopters who are adverse to “risk”
begin purchasing the tried and true solutions. Competitiveness becomes almost
entirely based on incremental improvements and economies of scale.
A simple example of these dynamics comes from the “typewriter” industry. The advent
of the manual typewriter was a true breakthrough. But then came the IBM Selectric
from “outside” the industry, displacing the manual technology and creating a new
“electric typewriter” industry. The word processor followed, driving IBM’s business into
obsolescence. And then of course the computer, Microsoft’s Word and desktop printing
represents the latest S-curve. This begs the question as to what will come next.
(Refer : Innovation Lifecycles Leveraging market, technology, and organizational S-
curves to drive breakthrough growth by Soren Kaplan )
S-Curve Documentation
technique
S-Curve - Lights
FAMILIARITY MATRIX
The familiarity of a technology to the firm is
the degree of the knowledge of the
technology exists within but not necessarily
embodied in the products. The familiarity of
the market is the degree to which the
characteristics and business patterns of a
market are understood within the firm, but
not necessarily as a result of participation in
the market. Every square can be directly
related to the of success rate.
DECREASINGKNOWLEDGEOFTHEMARKET
FAMILIARNEW,FAMILIARNEW,UNFAMILIAR
DECREASING KNOWLEDGE OF THE TECHNOLOGY
FAMILIAR NEW, FAMILIAR NEW, UNFAMILIAR
MARKET
PENETRATION
MARKET
EXTENSION
MARKET
EXPANSION
PRODUCT
EXTENSION
BUSINESS
EXTENSION
BUSINESS
EXPANSION
NEW BUSINESS
MODEL
BUSINESS
EXPANSION
PRODUCT
EXPANSION
1 2 3
4 5 6
7 8 9
DECREASINGKNOWLEDGEOFTHEMARKET
FAMILIARNEW,FAMILIARNEW,UNFAMILIAR
DECREASING KNOWLEDGE OF THE TECHNOLOGY
FAMILIAR NEW, FAMILIAR NEW, UNFAMILIAR
TOTAL LIFE CYCLE
The total life cycle of a part starts with the conception of a need and ends with
the retirement and disposal of the product.
Life cycle thinking expands the traditional focus on manufacturing processes to
incorporate various aspects associated with a product over its entire life cycle.
The producer becomes responsible for the products from cradle to grave and has,
for instance, to develop products with improved performance in all phases of the
product life cycle
The main goal of life cycle thinking is to reduce resource use and emissions
from/to the environment as well as to improve the social performance in various
stages of a product’s life.
In this way, companies can achieve cleaner products and processes, a
competitive advantage in the marketplace, and an improved platform to meet
the needs of a changing business climate.
Total life cycle
Life cycle thinking expands pollution prevention to include the complete product life
cycle and sustainability. Source reduction in a product life cycle perspective is then
equivalent to eco-design principles and what had been called the “6 RE philosophy”:
o Re-think the product and its functions. The product may be used more
efficiently, thereby reducing use of energy and other natural resources.
o Re-duce energy and material consumption throughout a product’s life
cycle.
o Re-place harmful substances with more environmentally friendly
alternatives.
o Re-cycle. Select materials that can be recycled, and build the product such
that it is disassembled easier for recycling.
o Re-use. Design the product so parts can be reused.
o Re-pair. Make the product easy to repair so that the product does not yet
need to be replaced.
Life Cycle Management (LCM)
LCM is a dynamic process; organizations may begin with small goals and
objectives with the resources they have and get more ambitious over time.
LCM is the application of life cycle thinking to modern business practice with the
aim to manage the total life cycle of an organization’s products and services
towards more sustainable consumption and production
LCM is systematic integration of sustainability, e.g. in company strategy and
planning, product design and development, purchasing decisions and
communication programs
LCM is not a single tool or methodology but a flexible integrated management
framework of concepts, techniques and procedures incorporating environmental,
economic, and social aspects of products, processes and organizations
LCM is voluntary and can be gradually adapted to the specific needs and
characteristics of individual organizations
PRODUCT DEVELOPMENT
PROCESS
OUR SCOPE OF
STUDY
Embodiment
Design
Problem statement
Benchmarking
Product dissection
House of Quality
PDS
Internet
Patent
Technical Articles
Trade Journals
Consultants
Creativity methods
Brainstorming
Functional models
Decomposition
Systematic design
methods
Decision making
Selection criteria
Pugh chart
Decision matrix
AHP
CONCEPT DEVELOPMENT
CONCEPT DEVELOPMENT - DEFINE PROBLEM
PROBLEM STATEMENT
• What product do we wish to develop ?
• What is difficult with the current product that we use?
• Why does it not do something we want it do?
DETERMINE WHAT TO DEVELOP
• ORIGINAL DESIGN
• ADAPTIVE DESIGN
• VARIANT DESIGN
• INDUSTRIAL DESIGN
• SELECTION DESIGN
WHERE TO DEVELOP
• COMPLETELY IN-HOUSE
• OUTSOURCE
BENCHMARKING
• Benchmarking is the process of identifying, sharing, and using
knowledge and best practices
• Benchmarking is the measurement against defined standards
(benchmark)
• Benchmarking is the process of comparing one's business
processes/product and performance metrics to industry bests or best
practices from other companies
KEY INDUSTRY
SUCCESS FACTORS
WEIGHTING
OUT OF 1
COMPETITOR
#1 RATING
COMPETITOR
#1 WEIGHTED
COMPETITOR
#2 RATING
COMPETITOR
#2 WEIGHTED
SPEED 0.4 6 2.4 3 1.2
CUSTOMER FOCUS 0.3 4 1.2 5 1.5
COST 0.2 3 .6 3 .6
PRODUCT
INNOVATION
0.1 7 .7 4 .4
TOTALS 1.0 20 4.9 15 3.7
Example : Modem
Problem statement
Benchmarking
Product dissection
House of Quality
PDS
Problem statement
Benchmarking
Product dissection
House of Quality
PDS
Plan for benchmarking
• Determine features, functions, and any other
factors that are the most important to end user
satisfaction.
• Determine features and functions that are
important to the technical success of the
product.
• Determine the functions that markedly increase
the costs of the product.
• Determine the features and functions that
differentiate the product from its competitors.
• Determine which functions have the greatest
potential for improvement.
• Establish metrics by which the most important
functions or features can be quantified and
evaluated.
• Evaluate the product and its competing products
using performance testing.
• Generate a benchmarking report summarizing all
information learned about the product, data
collected, and conclusions about competitors.
COMPARISON OF COFFEE MILLS
Discover the operational requirements of
the product.
How does the product operate?
What conditions are necessary for proper
functioning of the product?
Examine how the product performs its
functions.
What mechanical, electrical,
control systems or other devices are used
in the product to generate the desired
functions?
Determine the relationships between
component parts of the product.
What is the product’s architecture? What are
the major subassemblies? What are the key
component interfaces?
Determine the manufacturing and
assembly processes used to produce the
product.
Of what material and by what process is
each component made? What are the
joining methods used on the key
components?
Problem statement
Benchmarking
Product dissection
House of Quality
PDS
PRODUCT DISSECTION
(Reverse Engineering)
PRODUCT DISSECTION
(Reverse Engineering)
House of Quality (HOQ)
Every successful company has always used data and information to help in its planning
processes. In planning a new product, engineers have always examined the manufacturing and
performance history of the current product. They look at field test data, comparing their
product to that of their competitor’s product. They examine any customer satisfaction
information that might happen to be available. Unfortunately, much of this information is often
incomplete. It is frequently examined as individual data, without comparison to other data that
may support or contradict it. The House of Quality Matrix is the most recognized and widely
used form of this method. It translates customer requirements, based on marketing research
and benchmarking data, into an appropriate number of engineering targets to be met by a new
product design. There are many different forms of the House of Quality, but its ability to be
adapted to the requirements of a particular problem make it a very strong and reliable system
to use. Its general format is made up of major components. These include customer
requirements, technical requirements, a planning matrix, an interrelationship matrix, a technical
correlation matrix, and a technical priorities/benchmarks and targets section.
“As of now this is just an introduction towards HOQ. We will explore a real-time HOQ when we
go further into the subject”
Problem statement
Benchmarking
Product dissection
House of Quality
PDS
Improvement Direction
Units andECs
Room 2
Engineering Characteristics (ECs)
“Hows”
Room 4
Relationship Matrix
“What related to Hows”
Room 4
Importance Ranking
Room 7
Technical Assessment
Room 8
Target Values
Room 3
Correlation Matrix
Importance
Rating
Room 1
Customer
Requirement
(CRs)
“Whats”
Room 6
Customer Assessment
of Competing Products
Rating Competitors on
“Whats”
The Kano Model - A Tool for Sophisticated Designers:
Years ago, we came across the work of Noriaka Kano, a
Japanese expert in customer satisfaction and quality
management. In studying his writing, we learned about a model he created in the
1980s, known as the Kano Model. It predicted why users were initially delighted
and why the delight faded over time. We find the Kano Model to be an
indispensable tool for designers. Let's take the model apart, so we can
understand why it's so useful.
The Kano Model of Customer satisfaction (Figure 1) divides product attributes
into three categories: threshold (Basic performance curve), performance
(expected curve), and excitement (Delighted curve).
A competitive product meets basic attributes, maximises performances
attributes, and includes as many “excitement” attributes as possible at a cost the
market can bear.
Threshold Attributes (Basic performance) : Threshold (or basic) attributes are
the expected attributes or “musts” of a product, and do not provide an
opportunity for product differentiation. Increasing the performance of these
attributes provides diminishing returns in terms of customer satisfaction,
however the absence or poor performance of these attributes results in extreme
customer dissatisfaction. An example of a threshold attribute would be brakes on
a car.
Performance Attributes (Expected performance)
Performance attributes are those for which more is generally better, and will
improve customer satisfaction. Conversely, an absent or weak performance
attribute reduces customer satisfaction. Of the needs customers verbalise, most
will fall into the category of performance attributes. These attributes will form
the weighted needs against which product concepts will be evaluated. The price
for which customer is willing to pay for a product is closely tied to performance
attributes. For example, customers would be willing to pay more for a car that
provides them with better fuel economy.
CUSTOMER SATISFACTION - KANO DIAGRAM
GATHER INFORMATION
Internet
Patent
Technical Articles
Trade Journals
Consultants
Excitement Attributes (Delighted Performance):
Excitement attributes are unspoken and unexpected by customers but can result
in high levels of customer satisfaction, however their absence does not lead to
dissatisfaction. Excitement attributes often satisfy latent needs – real needs of
which customers are currently unaware. In a competitive marketplace where
manufacturers’ products provide similar performance, providing excitement
attributes that address “unknown needs” can provide a competitive advantage.
Although they have followed the typical evolution to a performance then a
threshold attribute, cup holders were initially excitement attributes.
Customer
satisfaction
Delighted
Disgusted
Product
Function
Absent Fully
implemented
Basic performance curve
No matter how good the achievement, it is
not going to impress the customer. The
customer expects this, without achieving
this you aren’t even in the market.
The more of this feature, the
happier the customer is. This
keeps you in the marketplace.
Delighted performance curve
The customer doesn’t expect
this. The customer is
pleasantly surprised, even if
the actual achievement is not
very good.
Need refers to a specific
requirement and implies that
a suitable item is not
available and must be
developed for the desired
purpose.
NEED OR OPPORTUNITY
Opportunity is the recognition
of a chance to develop a new
product that may be superior to
existing ones or less expensive.
SONY WALKMAN
CORDLESS PHONES CANNED FOOD
INSTANT COOLING CANS
SMART PHONES
GATHER INFORMATION
TYPES OF NEEDS (Consider a Digital Camera)
DIRECT NEEDS A DIRECT NEED IS A CUSTOMER NEED THAT THE
USER CAN DECLARE DIRECTLY.
Eg. Cost, good pictures, ease of operation
LATENT NEEDS THE USER DOES NOT EXPRESS A LATENT NEED
WITHOUT EXTENSIVE PROBING – REFER TO OTHER
PRODUCT
Eg. Obtaining prints, easy viewing on PC
CONSTANT NEEDS THESE NEEDS ARE INTRINSIC TO THE TASK OF THE
PRODUCT
Eg. Night-time picture taking, no. of digital images
(24 to 36 images), digital memomer
GATHER INFORMATION – INDENTIFYING NEEDS
TYPES OF NEEDS (Consider a Digital Camera)
VARIABLE NEEDS THESE NEEDS FADE AWAY DUE TO TECHNICAL
ADVANCEMENT
(Use of film storage – no more required)
GENERAL NEEDS AFTER SERVICE, INSURANCE, WARRANTY
NICHE NEEDS EXTRA FEATURES – LUXURY, AESTHETICS
Eg. SMS in the digital camera
LEAD THE CUSTOMER
“Our plan is to lead the public to new products rather than ask them
what they want. The public does not know what is possible, we do”
- Akia Morita, founder of Sony Corp
FOUR DOMAINS OF THE
DESIGN WORLD
CONSUMER
FUNCTIONAL
DESIGN
PROCESS
CONSUMER ATTRIBUTES
DESIGN ATTRIBUTES
PROCESS ATTRIBUTES
Eg.Cost,
Warranty
FUNCTIONAL ATTRIBUTES
Eg.Material
Eg.Strength
Eg.Process
THE CUSTOMER MAY BE A
CONSUMER, MARKETER, SALES MAN,
DESIGNER, EXPERIENCED PEOPLE
ETC.
AT EVERY STAGE THE NEED IS
ACCORDINGLY USED
GATHER INFORMATION – INDENTIFYING NEEDS
• GATHER RAW DATA
• INTERVIEWS
• FOCUS GROUPS
• VIDEO RECORDING
• PHOTOGRAPHY
• AUDIOTAPES
• OTHER OBSERVATION
• ESTABLISH
• IMPORTANCE
• QUANTIFY THE NEEDS
• ORGANIZE THE NEEDS
• HIERARCHY
• INTERPRET RAW DATA
• NEED STATEMENT
GATHER INFORMATION – INDENTIFYING
NEEDS
Discuss the needs with a single customer, one at a time in the
customer’s environment where the customer uses the product.
GUIDELINE FOR INTERVIEWING
• Introduce yourself and state the purpose of the interview.
• When and why do you use this product?
• Walk us through a typical session using the product.
• What do you like about the existing product?
• What do you dislike about the existing product?
• What issues do you consider when buying this product?
• What improvements would you make to the product?
• What would be a reasonable price tag for the product?
GATHER RAW DATA - INTERVIEWS
GATHER INFORMATION – INDENTIFYING
NEEDS
• Go with the flow – Wherever the customer takes you, follow along, and ask
why and how questions
• Use visual stimuli and props – Bring models of new product, competitor’s
products
• Suppress preconceived notions about the product technology – do not bias
the customer with any concept or technology. Uncovering a need that is
independent from the solution used helps in concept engineering
• Have the customer demonstrate – don’t just ask about the product, observing
the customer in action provides helpful information.
• Be alert for surprises and latent needs – pursue any surprise answer with a
question - Watch for nonverbal information – look for facial and body language.
GUIDELINES …..
Customer Data : Project / Product Name Interviewer(s) / Date
Customer :
Address
Willing to do follow up :
Type of user :
QUESTION CUSTOMER STATEMENT INTERPRETED NEED IMPORTANCE
Typical uses
Likes
Dislikes
Suggested
Improvement
INTERVIEWS : LIKE / DISLIKE METHOD
CUSTOMER NEED
ANALYSIS
GATHER INFORMATION
Project : Electric Wok ; Customer : Mr.XYZ ; Address : IIITD&M
Willing to do follow up : Y; Type of user : College Student
QUESTION CUSTOMER STATEMENT INTERPRETED NEED IMPORTANCE
Typical uses Stir-Fry
Steaming
Scrambling eggs
Cooking pasta
Likes Non-Stick surface
Size
Can stand on its own
Temperature response rate high
Aesthetically pleasing
Non-Stick surface
Compact
Stands on its own
Quick response time
Aesthetically pleasing
Good
Good
Should
Good
Good
Dislikes Short cord
Moves around when stirring
Entire assembly too high
Have to watch constantly
Temperature adjustment gets hot
Long extension cord
Can grip the table top
Compact (Flat)
Auto shut-off
Temperature insulated
Must
Good
Good
Nice
Should
Suggested
Improvement
Retractable cord ; Better Grip ; Hole through handle ; Make heating element casing
flat; Protection for switch …
CASE STUDY : REDESIGN OF AN ELECTRIC WOK
LIKEWISECONDUCT
MANYINTERVIEWS
Customer Data : Project / Product Name Interviewer(s) / Date
Customer : Address :
Willing to do follow up : Type of user :
QUESTION CUSTOMER STATEMENT INTERPRETED NEED IMPORTANCE
When usually used.
.
Is size a problem
.
.
INTERVIEWS : ARTICULATED USED METHOD
CUSTOMER NEED
ANALYSIS
• Conduct the interview with canned questions
• Walk through a typical session using the product
• You understand the information on every step in the
process of using product
GATHER INFORMATION –
IDENTIFYING NEEDS
Customer Data : Project / Product Name Interviewer(s) / Date
Customer :
Address
Willing to do follow up :
Type of user :
QUESTION CUSTOMER STATEMENT INTERPRETED NEED IMPORTANCE
When usually used
How big it is that
In the evening in the hostel and I
keep in my morning kit pouch
3X2X6 Reasonably compact
Least
Must
Is size a problem I look for the smallest size,
I dig my bag to find it. Striking appearance Least
Do you file I file at an angle, with a vertical and
angular motion
The clipper is not the most
comfortable in my hand
Some time slipping from my hand
File at an angle
Comfortable to file
Rubber holder possible
Must
Should
Must
CASE STUDY : FINGERNAIL CLIPPER
CONCEPT DEVELOPMENT
Problem statement
Benchmarking
Product dissection
House of Quality
PDS
Internet
Patent
Technical Articles
Trade Journals
Consultants
Creativity methods
Brainstorming
Functional models
Decomposition
Systematic design
methods
Decision making
Selection criteria
Pugh chart
Decision matrix
AHP
CREATIVE METHODS - IDEA GENERATION – IDEATION
IDEAS NOTEBOOK
• Record unusual or interesting ideas.
• Always carry an ideas notebook.
• Words/pictures/photographs
• Date ideas
• Re-visit and examine
• Encourage an ‘idea a week/month’
THERE IS NO MAGICAL FORMULA
Recognize changes in consumer tastes…….
Analyze the failures of others…..
Apply new technologies in new ways…
Try something different…food
Watch a tv show you don’t normally watch….
STRATEGIES FOR IDEATION
• BRAINSTORMING
• TRIGGER SESSION
• BRAIN WRITING
• SCAMPER
• MIND MAPS
BRAINSTORMING
It is a group approach to creative thinking
Best no of people: 3 to 10.
Generate as many idea/possible solution as possible – quantity counts.
Wild ideas are welcome – be as creative as you can be
‘hitchiking” is encouraged – build on the idea of others.
No criticism is allowed - defer judgment until later stage
TRIGGER SESSION – FROM UNTRAINED RESOURCES
• The problem owner defines the problem
• Each member of group writes down his ideas in shorthand (2 minutes
only)
• One member reads out his list - others silently cross out ideas read out
and write down “hitch-hiked ”ideas
• The second member reads out his list of ideas not already covered,
followed in turn by other members
• The last member reads out his original list and his “hitch-hiked” list
and procedure is repeated counter current (ie, if there are 6 folk, the
order goes 1,2,3,4,5,6,5,4,3,2,1,2,3,4,5,6...)
BRAIN WRITING
• Ideas are recorded by the individual who thought of them
• They are passed on to the next person who uses them as a trigger for
their own ideas
Brain writing pool:
• Using post-it notes or small cards, writes down ideas, and places them
in the centre of the table.
• Everyone is free to pull out one or more of these ideas for inspiration.
• Team members can create new ideas, variations or piggyback on
existing ideas.
MIND MAPS
A mind map is a diagram used to represent words, ideas, tasks, or
other items linked to and arranged around a central key word or
idea.
Mind maps are used to generate, visualize, structure, and classify
ideas, and as an aid to studying and organizing information, solving
problems, making decisions, and writing.
EXAMPLE OF MIND MAPS
SCAMPER : A BEST TOOL FOR ADAPTIVE AND VARIANT DESIGN
SCAMPER is a mnemonic that stands for:
SUBSTITUTE.
COMBINE.
ADAPT.
MODIFY/MAGNIFY/MINIFY
PUT TO ANOTHER USE.
ELIMINATE.
REVERSE.
The SCAMPER method was mostly arranged by Bob Eberle. The SCAMPER meaning is not obvious until
you look into it. It is an acronym which unites a set of nine sub-techniques helping you transform any
product, service, object into something creatively new. As you learn about these nine techniques, try
asking yourself how a laptop, purse, toast, website, or any other object, concept or process can be
refined. SCAMPER is about searching out alternative ideas which provoke you (in a good way) by
making you think beyond your usual patterns. Alternatives you will generate while using the SCAMPER
method can help you solve your problem, become a good starting point, spur a brilliant idea that has
nothing to do with your situation, let you arrive at a conclusion that the most obvious approach is still
the best one. Technically SCAMPER is a checklist of creativity-boosting questions arranged into the
following mnemonic:
Let’s SCAMPER a typical jump clip
SUBSTITUTE : Substitute something – elements, information, individuals.
Typical questions
Can I replace or change any elements?
What can I substitute to make a positive change?
Who can I use instead?
Can the rules or approach be changed?
What if I use other materials/ingredients/procedures?
Can I rename it?
What if I swap this for that and see how things go?
Can I change my attitude towards the issue?
Can I substitute a component with a less costly alternative?
Trigger words : Alternate, Alternative, Replacement, Stand-in, locum, surrogate, proxy, deputy, reserve,
replace with, exchange, use instead, switch, swap, stand for, fill in for, take the place of, relieve,
deputize for, replace
COMBINE : Combine several parts of your problem to get something different and achieve synergy.
Typical questions:
What can I combine to make it more useful?
Can I combine/merge this product with another one to make it something new?
Can I combine the functions of the different elements?
What if I combine materials/ingredients?
How to combine people’s skills and company resources to improve the product?
Can I make the product/process multifunctional?
Trigger words : unite, join, merge, coalesce, mingle, conjoin, link relate, mix, blend, intermix,
amalgamate, bring together, mingle, commingle, fuse
ADAPT : Adapt or change certain components of your issue, alter its function, use part of another
component
Can I find something similar to the issue, but in a different context?
What other ideas does this suggest?
What have I learned in the past to apply to this situation?
What can I copy, borrow or (artistically) steal?
Whom could I live up to?
What processes can I adapt to suit my purposes? What else can be changed?
What are others doing to come up with solutions? Can I do the same?
Trigger words : Change, alter, modify, adjust, vary, revise, amend, bend, fit, rework, become ,
accustomed, familiarize, get a feel for, get used to, acclimatize, acclimate, find your feet, settle in adjust
MODIFY / MAGNIFY / MINIFY: Modify / Magnify / Minify part of the problem, or approach it in an
unordinary way or its strength or its properties etc
What can be made larger or extended?
What can be made higher, bigger, stronger?
Can I increase its frequency or modify the process?
Is there a new twist?
Can I improve the meaning, the color, the shape, the smell or the sound?
Can its form/shape be changed?
How can I increase the price by adding more value?
Trigger words : Enlarge, Blow up , Expand, Increase, augment, Extend, Heighten, Boost, Stretch, lessen,
Shorten, Restrict, Decrease, Reduce, Lower, Limit, Play down
PUT IN TO USE : Come up with other ways to use your product or services. Ask yourself how you can
solve your problem by re-implementing something from areas that have nothing to do with your current
issue.
What else can I use it for?
Can it be used by wider audiences than it was meant for?
Are there brand new ways to use it without changing?
What are the new ways to use it if modified?
Could kids use this? How?
If I knew nothing about it, would I easily guess its essence, functions?
Can I use it in other markets/fields?
What if I use the idea in a different place?
Trigger words: enlarge, increase, amplify, boost, expand, multiply, heighten, extend, stretch out,
lengthen, strengthen, intensify, improve, make seem more important, overstress, grow
ELIMINATE: Think of what might it lead to if you eliminated (or simplified) certain components of the
product/service/problem and imagine what you might do under the circumstances. This technique
enables you to come up with various ways of overcoming the difficulty
What can be eliminated, made smaller, minimized or even omitted?
How can I simplify it?
What elements can be removed without changing the function?
What’s non-essential?
What if I divide it into different elements?
Can it be narrowed down it its core functions?
What if I lower the price by taking something out?
How can this be streamlined?
What if I make it lighter or even portable?
How can I minimize cost, time and effort?
How can I minimize waste?
What can I do without?
Trigger words : Benefit, employ, contextualize, bring into play, exploit, take advantage of, make use of,
expend, source, luxuriate, utilize, reposition.
REVERSE / REARRANGE: Think of what you might do if part of your problem/process/product was
implemented in a different order or functioned in reverse. It helps you see your situation from different
perspectives.
Can I reverse the process or rearrange the idea?
Can I do it the other way round?
What if I turn it around or upside down? Down instead of up?
What if I interchange components?
Can this be considered backwards?
Can I use other patterns, layouts, sequences?
Can I do the exact opposite of what I planned at first?
How can I achieve the opposite effect?
How can I reverse roles?
Trigger words : Do away with, get rid of, limit, remove, exclude, omit, simplify, restraint, throw out,
control, waste, moderate, disregard, expel, shorten, abolish, eradicate, jettison, wipe out, curb, lessen,
temper, pass, restrict, exterminate, tone down, reduce, lower, purge.
Substitute
Combine
Eliminate
ReverseMinify
Magnify
SCAMPER
Substitute
Combine
Adapt
Reverse
SHAPE MIMICRY
CD RACK
PENCIL SHARPENER
MULTI STAND
BIO MIMICRY
Eastgate Building
Harare Zimbabwe
Termite mount
ARCHITECTURE
Cactus plant
Cactus
Building
• the skin of one of the hardiest plants of
the desert is applied to the design of the
facade of a desert building
• with hundreds of smart shades that open
and close depending on the strength of
the sun.
Architecture
Burke Brise
Soleil
• close/reopen at noon, and close at
5 p.m.
• Schedule is subject to change
without advance notice due to
weather/maintenance.
• wind sensors automatically close
the wings if the wind speed reaches
23 mph or greater
Renault and Ross Lovegrove
Concept Auto components
Benz bionic car Octopus to Jet Fighter
HONDA INTELLIGENT HORSE
Self-cleaning materials
Piezo + Wind + Grass ECO-Auger Bio Stream
Temperature and humidity sensors
TRIZ 40 Design Principles
(Adapted from Prof. Darryl Mann and Prof. Creax notes)
TRIZ – 40 Principles
• Russian scientist and engineer Genrich Altshuller
• Find out if inventive solutions from
• chaotic and unorganized thinking
• certain regularities and patterns
TRIZ FINDINGS FROM 300,000 PATENTS AND DISCERNED INVENTIVE PRINCIPLES
• 99.7% of inventions use already known solution principle
• Less than 0.3% are really pioneering inventions
• A breakthrough solution is a result of overcoming a contradiction
• Inventors and strong thinkers use common patterns
• Creative problem solving patterns are universal across different areas
• Evolution of man-made systems is governed by certain regularities and
trends
• New innovative ideas can be produced in a systematic way by reusing
previous experience and patterns of previous solutions
Principle 1. Segmentation
A - Divide an object into independent parts
 Gator-grip socket spanner
 Multi-pin connectors
 Bubble-wrap
 Have a range of different focal length lenses for a camera
 Multiple pistons in an internal combustion engine
 Multi-engined aircraft
 Pocket-spring mattress
 Stratification of different constituents inside a chemical process vessel
B - Make an object easy to assemble or disassemble
 Rapid-release bicycle saddle/wheel/etc fasteners
 Quick disconnect joints in plumbing and hydraulic systems
 Single fastener V-band clamps on flange joints
 Loose-leaf paper in a ring-binder
C - Increase the degree of fragmentation or segmentation
 Use of multiple control surfaces on aerodynamic structures
 16 and 24 valve versus 8 valve internal combustion engines
 Multi-blade cartridge razors
 Multi-zone combustion systems
 Build up a component from layers (e.g. stereo-lithography, welds, etc)
Principle 2. Taking Out
A - Separate an interfering part or property from an object, or single out the
only necessary part (or property) of an object
 Locate a noisy compressor outside the building where the compressed air is used
 Use the sound of a barking dog, without the dog, as a burglar alarm
 Scarecrow
 Non-smoking areas in restaurants or in railway carriages
 Automation removes humans
Principle 3. Local Quality
A - Change an object's structure from uniform to non-uniform
 Reduce drag on aerodynamic surfaces by adding riblets or 'shark-skin'
protrusions
 Moulded hand grips on tools
 Drink cans shaped to facilitate stable stacking
 Material surface treatments/coatings - plating, erosion/corrosion protection,
non-stick, etc
B - Change an external environment (or external influence) from uniform to
non-uniform
 Use a temperature, density, or pressure gradient instead of constant
temperature, density or pressure
 Introduce turbulent flow around an object to alter heat transfer properties
C - Make each part of an object function in conditions most suitable for its
operation
 Freezer compartment in refrigerator
 Different zones in the combustion system of an engine
D - Make each part of an object fulfil a different and/or complementary useful
function.
 Swiss-Army knife
 Combined can and bottle opener
 Hammer with nail puller
Principle 4. Asymmetry
A - Change the shape or properties of an object from symmetrical to
asymmetrical
 Introduce a geometric feature which prevents incorrect usage/assembly of a
component (e.g. earth pin on electric plug)
 Asymmetrical funnel allows higher flow-rate than normal funnel
 Put a flat spot on a cylindrical shaft to attach a locking feature
 Oval and complex shaped O-rings
 Introduction of angled or scarfed geometry features on component edges
 Cam
 Ratchet
 Aerofoil – asymmetry generates lift
 Eccentric drive
 Blohm und Voss observation aircraft
B - Change the shape of an object to suit external asymmetries (e.g. ergonomic
features)
 Car steering system compensates for camber in road
 Wing design compensated for asymmetric flow produced by propeller
 Turbomachinery design takes account of boundary layer flows (‘end-bend’)
C - If an object is asymmetrical, increase its degree of asymmetry.
 Use of variable control surfaces to alter lift properties of an aircraft wing
 Special connectors with complex shape/pin configurations to ensure correct
assembly
 Introduction of several different measurement scales on a ruler
Principle 5. Merging
A - Bring closer together (or merge) identical or similar objects or operations
in space
 Automatic rifle/machine gun
 Multi-colour ink cartridges
 Multi-blade razors
 Bi-focal lens spectacles
 Double/triple glazing
 Strips of staples
 Catarmaran/trimaran
B - Make objects or operations contiguous or parallel; bring them together in
time
 Combine harvester
 Manufacture cells
 Grass collector on a lawn-mower
 Mixer taps
 Pipe-lined computer processors perform different stages in a calculation
simultaneously
 Vector processors perform the same process on several sets of data in a single
pass
 Fourier analysis – integration of many sine curves
Principle 6. Universality
A - Make a part or object perform multiple functions; eliminate the need for
other parts
 Child's car safety seat converts to a stroller
 Home entertainment centre
 Swiss Army knife
 Grill in a microwave oven
 Radio-alarm clock
 Work-mate
 CD used as a storage medium for multiple data types
 Use of Standards in e.g. data exchange
 Cleaning strip at beginning of a cassette tape cleans tape heads
 Bathroom light-switch starts extractor fan
 Car glove compartment lid incorporates cup-holders
 Cordless drill also acts as screwdriver, sander, polisher, etc
 Fishing stool/container
Principle 7. Russian Dolls “Nested Doll”
A - Place one object inside another
 Place a safe inside a wall or under floorboards
 Retractable aircraft under-carriage
 Introduce voids into 3D structures
 Injected cavity-wall insulation
 Paint-brush attached to inside of lid of nail-varnish, etc
 Lining inside a coat
B - Place multiple objects inside others
 Nested tables
 Telescope
 Measuring cups or spoons
 Stacking chairs
 Multi-layer erosion/corrosion coatings
C - Make one part pass (dynamically) through a cavity in the other.
 Telescopic car aerial
 Retractable power-lead in vacuum cleaner
 Seat belt retraction mechanism
 Tape measure
 Stacked charge ammunition
Principle 8. Anti-weight
A - To compensate for the weight of an object, merge it with other objects that
provide lift
 Kayak with foam floats built into hull cannot sink
 Aerostatic aeroplane contains lighter-than-air pockets
 Hot air or helium balloon.
 Swim-bladder inside a fish
 Flymo cutting blade produces lift
B - To compensate for the weight of an object, make it interact with the
environment (e.g. use aerodynamic, hydrodynamic, buoyancy and other
forces)
 Vortex generators improve lift of aircraft wings
 Wing-in-ground effect aircraft
 Hydrofoils lift ship out of the water to reduce drag
 Make use of centrifugal forces in rotating systems (e.g .Watt governor)
 Maglev train uses magnetic repulsion to reduce friction
Principle 9. Preliminary Anti-action
A - If it will be necessary to perform an action with both harmful and useful
effects, this action should be replaced with anti-actions to control harmful
effects
 Make clay pigeons out of ice or dung in order that they do not have to be
collected afterwards.
 Masking objects before harmful exposure: Use a lead apron on parts of the body
not being exposed to X-rays, use masking tape when painting difficult edges, etc.
 Predict effects of signal distortion / attenuation and compensate before
transmitting
 Buffer a solution to prevent harm from extremes of pH
B - Create beforehand stresses in an object that will oppose known
undesirable working stresses later on.
 Pre-stress rebar before pouring concrete.
 Pre-stressed bolts
 Pre-shrunk jeans
 Decompression chamber
Principle 10. Preliminary Action
A - Perform, before it is needed, the required change of an object (either fully
or partially)
 Pre-pasted wall paper
 Sterilize all instruments needed for a surgical procedure.
 Self-adhesive stamps
 Holes cut before sheet-metal part formed
 Pre-impregnated carbon fibre reduces lay-up time and improves "wetting“
 Explosive reactive armour
B - Pre-arrange objects such that they can come into action from the most
convenient place and without losing time for their delivery
 Manufacture flow-lines
 Pre-deposited blade in a surgery cast facilitates removal.
 Car jack, wheel brace, and spare tyre stored together
 Collect all the tools and materials for the job before starting
Principle 11. Beforehand Cushioning
A - Prepare emergency means beforehand to compensate for the relatively low
reliability of an object (‘belt and braces’)
 Magnetic strip on photographic film that directs the developer to compensate for
poor exposure
 Back-up parachute
 Dual channel control system
 Air-bag in a car
 Spare wheel
 Relief valve
 Emergency lighting circuit
 Battery back-up
 Automatic save operations performed by computer programs
 Zip-files
 Mask borders of objects to be painted, use stencils
 Crash barriers on motorways
 ‘Touch-down’ bearing in magnetic bearing system
 Multiple hydraulic systems
 “Slime” puncture avoidance fluid
Principle 12. Equipotentiality
A - If an object has to be raised or lowered, redesign the object’s environment
so the need to raise or lower is eliminated or performed by the
environment
 Canal locks
 Spring loaded parts delivery system in a factory
 Mechanic’s pit in a garage means car does not have to be lifted.
 Place a heavy object on ice, and let ice melt in order to lower it.
 Angle-poise lamp; changes in gravitational potential stored in balancing springs
 Descending cable cars balance the weight of ascending cars
Principle 13. “The Other Way Round”
A - Invert the action(s) used to solve the problem (e.g. instead of cooling an
object, heat it)
 To loosen stuck parts, cool the inner part instead of heating the outer part.
 Vacuum casting
 Test pressure vessel by varying pressure outside rather than inside the vessel
 Test seal on a liquid container by filling with pressurised air and immersing
in liquid; trails of bubbles are easier to trace than slow liquid leaks
 Place nuts in a vacuum to get them out of their shells
 “Upside-down” motorcycle forks
B - Make movable parts (or the external environment) fixed, and fixed parts
movable)
 Hamster wheel
 Rotate the part instead of the tool.
 Wind tunnels
 Moving sidewalk with standing people
C - Turn the object (or process) 'upside down'
 Clean bottles by inverting and injecting water from below; the water then
drains by itself.
 Turn an assembly upside down to insert fasteners
 Open tinned beans from the bottom to get out beans that would otherwise
have stuck to the bottom due to storage
Principle 14. Spheroidality - Curvature
A - Instead of using rectilinear parts, surfaces, or forms, use curvilinear ones;
move from flat surfaces to spherical ones; from parts shaped as a cube
(parallelepiped) to ball-shaped structures
 Use arches and domes for strength in architecture.
 Introduce stress relieving holes at the ends of slots
 Change curvature on lens to alter light deflection properties
B - Use rollers, balls, spirals, domes
 Spiral gear (Nautilus) produces continuous resistance for weight lifting.
 Use spherical casters instead of cylindrical wheels to move furniture
 Archimedes screw
C - Go from linear to rotary motion (or vice versa)
 Rotary actuators in hydraulic system.
 Switch from reciprocating to rotary pump
 Linear motors
D - Use centrifugal forces
 Centrifugal casting for even wall thickness structures
 Spin components after painting to remove excess paint
 Watt governor
 Vortex/cyclone separates different density objects
Principle 15. Dynamics
A - Allow (or design) the characteristics of an object, external environment, or
process to change to be optimal or to find an optimal operating conditionA
 Adjustable steering wheel (or seat, or back support, or mirror position...)
 Gel fillings inside seat allow it to adapt to user
 Shape memory alloys/polymers.
 Racing car suspension adjustable for different tracks and driving techniques
 Telescopic curtain rail allows for "one size fits all"
B - Divide an object into parts capable of movement relative to each other
 Articulated lorry
 Folding chair/mobile phone/laptop/etc
 Brush seals
C - If an object (or process) is rigid or inflexible, make it movable or adaptive
 Bendy drinking straw
 Flexible joint
 Strimmer
D - Increase the degree of free motion
 Use of different stiffness fibres in toothbrush – easily deflected at the edges to
prevent gum damage, hard in the middle
 Loose sand inside truck tyre gives it self-balancing properties at speed
Principle 16. Partial or Excessive Actions
A - If 100 percent of an object is hard to achieve using a given solution method
then, by using 'slightly less' or 'slightly more' of the same method, the
problem may be considerably easier to solve
 Over spray when painting, then remove excess.
 When painting walls, don't use the roller right up to the ceiling; touch up with a
brush
 Fill, then "top off" when pouring a pint of Guinness.
 Shrink wrapping process uses plastic deformation of wrapping to accommodate
variations in vacuum pressure.
 ‘Roughing’ and ‘Finish’ machining operations.
 Over-fill holes with plaster and then rub back to smooth.
 (Use of Pareto analysis to prioritise actions when not all can be achieved with the
available resources.)
Principle 17. Another Dimension
A - If an object contains or moves in a straight line, consider use of dimensions
or movement outside the line
 Serrated or scalloped edges on a knife blade or hole punch
 Curved bristles on a brush
 Coiled telephone cable
 “Stacked” elevator Petronas towers
B - If an object contains or moves in a plane, consider use of dimensions or
movement outside the current plane
 Spiral staircase uses less floor area
 Introduction of down and up slopes between stations on railway reduces
train acceleration and deceleration power requirements
 Conical instead of plain flange joint
C - Use a multi-storey arrangement of objects instead of a single-storey
arrangement
 Cassette with 6 CDs to increase music time and variety
 Multi-storey office blocks or car-parks
D - Tilt or re-orient the object, lay it on its side
 Dump truck
E - Use 'another side' of a given area.
 Mount computer chip components on both sides of a silicon card
 Fix a leaking car radiator or pipe by adding fluid sealant to the inside rather
than trying to seal from outside
 Nokia QWERTY phone
Principle 18. Mechanical Vibration
A - Cause an object to oscillate or vibrate
 Electric carving knife with vibrating blades
 Shake/stir paint to mix before applying
 Hammer drill
 Vibrate during sieving operations to improve throughput.
B - Increase its frequency (even up to the ultrasonic)
 Ultrasonic cleaning
 Non-destructive crack detection using ultrasound
C - Use an object's resonant frequency
 Destroy gall stones or kidney stones using ultrasonic resonance.
 Ease bottle cleaning by pulsing washing action at resonant frequency of bottles
D - Use piezoelectric vibrators instead of mechanical ones
 Quartz crystal oscillations drive high accuracy clocks.
 Piezoelectric vibrators improve fluid atomisation from a spray nozzle
E - Use combined ultrasonic and electromagnetic field oscillations.
 Mixing alloys in an induction furnace
 Ultrasonic drying of films – combine ultrasonic with heat source
Principle 19. Periodic Action
A - Instead of continuous action, use periodic or pulsating actions
 Hitting something repeatedly with a hammer
 Pile drivers and hammer drills can exert far more force for a given weight
 Replace a continuous siren with a pulsed sound.
 Pulsed bicycle lights make cyclist more noticeable to drivers
 Pulsed vacuum cleaner suction improves collection performance
 Pulsed water jet cutting
B - If an action is already periodic, change the periodic magnitude or
frequency
 Replace a pulsed siren with sound that changes amplitude and frequency.
 Washing machine/dish-washer water injection operates uses different cycles for
different load types.
 Dots and dashes in Morse Code transmissions
 Use AM, FM, PWM to transmit information
C - Use pauses between actions to perform a different action
 Clean barrier filters by back-flowing them when not in use.
 Inkjet printer cleans heads between passes
 Brush between suction pulses in vacuum cleaner.
 Multiple conversations taking place along the same telephone transmission line.
 Use of energy storage means – e.g. batteries, fly-wheels, etc
Principle 20. Continuity of Useful Action
A - Carry on work continuously; make all parts of an object work at full load or
optimum efficiency, all the time
 Flywheel stores energy when a vehicle stops, so the motor can keep running at
optimum power.
 Constant output gas-turbine in hybrid car, or APU in aircraft, runs at highest
efficiency all the time it is switched on.
 Constant speed/variable pitch propeller
 Self-tuning engine – constantly tunes itself to ensure maximum efficiency
 Heart pacemaker
 Improve composting process by continuously turning material to be composted.
 Continuous glass or steel production
B - Eliminate all idle or intermittent actions or work
 Self-cleaning/self-emptying filter eliminates down-time
 Print during the return of a printer carriage--dot matrix printer, daisy wheel
printers, inkjet printers.
 Digital storage media allow ‘instant’ information access (as opposed to tapes
which require to be rewound)
 Kayaks use double-ended paddle to utilise "recovery" stroke
 Computer operating systems utilise idle periods to perform necessary
"housekeeping" tasks.
 Rapid-drying paint
Principle 21. Skipping
A - Conduct a process , or certain stages (e.g. destructible, harmful or
hazardous operations) at high speed
 Use a high speed dentist's drill to avoid heating tissue.
 Laser eye surgery
 Cut plastic faster than heat can propagate in the material, to avoid deforming the
shape.
 Break toffee with an impulsive blow from a hammer
 Drop forge
 Flash photography
 Super-critical shaft – run through resonant modes quickly
Principle 22. Blessing in Disguise
A - Use harmful factors (particularly, harmful effects of the environment or
surroundings) to achieve a positive effect
 Use waste heat to generate electric power.
 Use waste heat from engine to heat passenger cabin
 Recycle waste (scrap) material from one process as raw materials for another
(e.g. chipboard)
 Use centrifugal energy in rotating shaft to do something useful – e.g. seal, or
modulate cooling air
 Use pressure differences to help rather than hinder seal performance
 Centrifugal clamping in high speed chuck
B - Eliminate the primary harmful action by adding it to another harmful
action to resolve the problem
 Add a buffering material to a corrosive solution (e.g. an alkali to an acid, or vice
versa)
 Use a helium-oxygen mix for diving, to eliminate both nitrogen narcosis and
oxygen poisoning from air and other nitrox mixes.
C - Amplify a harmful factor to such a degree that it is no longer harmful
 Use a backfire to eliminate the fuel from a forest fire.
 Use explosives to blow out an oil-well fire.
 Laser-knife cauterises skin/blood vessels as it cuts
Principle 23. Feedback
A - Introduce feedback (referring back, cross-checking) to improve a process
or action
 Automatic volume control in audio circuits
 Signal from gyrocompass is used to control simple aircraft autopilots.
 Engine management system based on exhaust gas levels more efficient than
carburettor
 Thermostat controls temperature accurately
 Statistical Process Control - Measurements are used to decide when to modify a
process
 Feedback turns inaccurate op-amp into useable accurate amplifier
B - If feedback is already used, change its magnitude or influence in
accordance with operating conditions
 Change sensitivity of an autopilot when within 5 miles of an airport.
 Change sensitivity of a thermostat when cooling vs. heating, since it uses energy
less efficiently when cooling.
 Use proportional, integral and/or differential control algorithm combinations
Principle 24. Intermediary
A - Use an intermediary carrier article or intermediary process
 Play a guitar with a plectrum
 Use a chisel to control rock breaking/sculpting process
 Drink coasters
 Dwell period during a manufacture process operation
B - Merge one object temporarily with another (which can be easily removed)
 Gloves to get hot dishes out of an oven
 Joining papers with a paper clip
 Introduction of catalysts into chemical reaction
 Abrasive particles enhance water jet cutting
Principle 25. Self-service
A - Make an object serve or organise itself by performing auxiliary helpful
functions
 A soda fountain pump that runs on the pressure of the carbon dioxide that is
used to "fizz" the drinks. This assures that drinks will not be flat, and eliminates
the need for sensors.
 Halogen lamps regenerate the filament during use--evaporated material is
redeposited.
 Self-aligning/self-adjusting seal
 Self-locking nut
 Self-cleaning oven/glass/material
 Self-repairing structures
 Abradable materials used in engines such that initial running-in ‘cuts’ optimum
seals into lining
 “Self-healing” cutting mat.
B - Use waste resources, energy, or substances
 Use heat from a process to generate electricity: "Co-generation".
 Use animal waste as fertilizer.
 Use food and lawn waste to create compost.
 Use pressure difference to reinforce seal action
Principle 26. Copying
A - Instead of an unavailable, expensive, fragile object, use simpler and
inexpensive copies
 Imitation jewellery.
 Astroturf
 Crash test dummy
 UAV excludes pilot
B - Replace an object, or process with optical copies
 Do surveying from space photographs instead of on the ground.
 Measure an object by scaling measurements from a photograph.
 Laser anemometry
 Virtual reality
 Virtual mock-ups/electronic pre-assembly modelling
C - If visible optical copies are already used, move to infrared or ultraviolet
copies
 Make images in infrared to detect heat sources, such as diseases in crops, or
intruders in a security system.
 Use UV as a non-destructive crack detection method
 UV light used to attract flying insects into trap
Principle 27. Cheap Short-Lived Objects
A - Replace an expensive object with a multiple of inexpensive objects,
compromising certain qualities, such as service life
 Disposable nappies/paper-cups/plates/cameras/torches/etc
 Matches versus lighters
 Throw-away cigarette lighters
 Industrial diamonds used in cutting tools
 Sacrificial coatings/components
 Post-Its
 Discarding-sabot armour piercing round.
Principle 28. Mechanics Substitution
A - Replace a mechanical means with a sensory (optical, acoustic, taste or
smell) means
 Replace a physical fence to confine a dog or cat with an acoustic "fence" (signal
audible to the animal).
 Finger-print/retina/etc scan instead of a key
B - Use electric, magnetic and electromagnetic fields to interact with the object
 Magnetic bearings
 Electrostatic precipitators separate particles from airflow
 Improve efficiency of paint-spraying by oppositely charging paint droplets and
object to be painted.
C - Change from static to movable fields, from unstructured fields to those
having structure
 Early communications used omnidirectional broadcasting. We now use antennas
with very detailed structure of the pattern of radiation.
 Magnetic Resonance Imaging (MRI) scanner
D - Use fields in conjunction with field-activated (e.g. ferromagnetic) particles
 Heat a substance containing ferromagnetic material by using varying magnetic
field. When the temperature exceeds the Curie point, the material becomes
paramagnetic, and no longer absorbs heat.
 Magneto-rheological effect – uses ferromagnetic particles and variable magnetic
field to alter the viscosity of a fluid
Principle 29. Pneumatics and Hydraulics
A - Use gas and liquid parts of an object instead of solid parts (e.g. inflatable,
filled with liquids, air cushion, hydrostatic, hydro-reactive)
 Transition from mechanical to hydraulic or pneumatic drive
 Inflatable furniture/mattress/etc
 Gel filled saddle adapts to user
 Hollow section O-rings
 Hovercraft
 Gas bearings
 Acoustic panels incorporating Helmholz resonators
 Hydraulic tappets
Principle 30. Flexible Shells and Thin Films
A - Use flexible shells and thin films instead of three dimensional structures
 Use inflatable (thin film) structures.
 Taut-liner trucks
 Tarpaulin car cover instead of garage
 Webbing
 Store energy in flexible/stretchable bags – e.g. accumulators in a hydraulic
system
 Membrane keyboards
B - Isolate the object from the external environment using flexible shells and
thin films
 Bubble-wrap
 Bandages/plasters
 Egg-box
 Tea bag
Principle 31. Porous Materials
A - Make an object porous or add porous elements (inserts, coatings, etc.)
 Drill holes in a structure to reduce the weight.
 Cavity wall insulation
 Transpiration film cooled structures
 Foam metals
 Use sponge-like structures as fluid absorption media
 Goretex fabric
B - If an object is already porous, use the pores to introduce a useful substance
or function
 Use a porous metal mesh to wick excess solder away from a joint.
 Store hydrogen in the pores of a palladium sponge. (Fuel "tank" for the hydrogen
car--much safer than storing hydrogen gas)
 Dessicant in polystyrene packing materials
 Medicated swabs/dressings
Principle 32. Colour Changes
A - Change the colour of an object or its external environment
 Use safe lights in a photographic darkroom.
 Use colour-changing thermal paint to measure temperature
 Light-sensitive glasses
 Camouflage
 Employ interference fringes on surface structures to change colour (as in
butterfly wings, etc)
 Colour changing plastic/temperature sensitive for child feeding spoon
B - Change the transparency of an object or its external environment
 Use photolithography to change transparent material to a solid mask for
semiconductor processing.
 Smoke-screen
C - In order to improve observability of things that are difficult to see, use
coloured additives or luminescent elements
 Fluorescent additives used during UV spectroscopy
 Use opposing colours to increase visibility – e.g. butchers use green decoration to
make the red in meat look redder
D - Change the emissivity properties of an object subject to radiant heating
 Use of black and white coloured panels to assist thermal management on space
vehicles.
 Paint object with high emissivity paint in order to be able to measure it’s
temperature with a calibrated thermal imager
Principle 33. Homogeneity
A - Make objects interacting with a given object of the same material (or
material with identical properties)
 Make the container out of the same material as the contents, to reduce chemical
reactions.
 Friction welding requires no intermediary material between the two surfaces to
be joined.
 ‘Liquid paper’ for correcting mistakes when writing
 Temporary plant pots made out of compostable material
 Human blood transfusions/transplants, use of bio-compatible materials
 Make ice-cubes out of the same fluid as the drink they are intended to cool
 Join wooden components using (wood) dowel joints
 Graphite “solid” pencil.
Principle 34. Discarding and Recovering
A - Make portions of an object that have fulfilled their functions go away
(discard by dissolving, evaporating, etc.) or modify these directly during
operation
 Use a dissolving capsule for medication.
 Ice structures: use water ice or carbon dioxide (dry ice) to make a template for a
rammed earth structure, such as a temporary dam. Fill with earth, then, let the
ice melt or sublime to leave the final structure.
 Bio-degradable containers, bags, etc.
 Casting processes – lost-wax, sand, etc.
 Sacrificial anode
B - Conversely, restore consumable parts of an object directly in operation
 Self-sharpening blades – knives/lawn-mowers/etc
 Strimmer dispenses more wire automatically after a breakage.
 Self-tuning automobile engines
 Propelling pencil
 Automatic rifle
Principle 35. Parameter Changes
A - Change an object's physical state (e.g. to a gas, liquid, or solid)
 Transition from mechanical to fluid or electrical drives
 Vaporise (or freeze) mercury to ease placing of very small amounts into
fluorescent light-bulb
B - Change the concentration or consistency
 Liquid versus bar or powder detergents.
 Abradable linings used for gas-turbine engine seals
C - Change the degree of flexibility
 Use adjustable dampers to reduce the noise of parts falling into a container by
restricting the motion of the walls of the container.
 Compliant brush seals rather than labyrinth or other fixed geometry seals
D - Change the temperature
 Raise the temperature above the Curie point to change a ferromagnetic
substance to a paramagnetic substance.
 Lower the temperature of medical specimens to preserve them for later analysis
E - Change the pressure.
 Pressure cooker cooks more quickly and without losing flavours.
 Electron beam welding in a vacuum.
F - Change other parameters
 Shape memory alloys/polymers
 Use high conductivity materials – e.g. carbon fibre
Principle 36. Phase Transitions
A - Use phenomena occurring during phase transitions (e.g. volume changes,
loss or absorption of heat, etc.)
 Latent heat effects in melting/boiling
 Soak rocks in water, then freezing causes water to expand – thus opening
fissures in rock, making it easier to break
 Heat pumps use the heat of vaporization and heat of condensation of a closed
thermodynamic cycle to do useful work.
 Volume expansion during water-to-steam transition
 Superconductivity
 Phase change hand-warmers
Principle 37. Thermal Expansion
A - Use thermal expansion (or contraction) of materials
 Fit a tight joint together by cooling the inner part to contract, heating the outer
part to expand, putting the joint together, and returning to equilibrium
 Metal tie-bars used to straighten buckling walls on old buildings
 Thermal switch/cut-out
 Shape memory alloys/polymers
 Shrink-wrapping
B - If thermal expansion is being used, use multiple materials with different
coefficients of thermal expansion
 Bi-metallic strips used for thermostats, etc
 Two-way shape memory alloys.
 Passive blade tip clearance control in gas-turbine engines.
 Combine materials with positive and negative thermal expansion coefficients to
obtain alloys with zero (or specifically tailored) expansion properites – e.g.
cerro-tru alloy used in the mounting and location of fragile turbine blade
components during manufacture operations
Principle 38. Strong Oxidants
A - Replace common air with oxygen-enriched air
 Scuba diving with Nitrox or other non-air mixtures for extended endurance
 Use of nitrous oxide injection to provide power boost in high performance
engines
B - Replace enriched air with pure oxygen
 Cut at a higher temperature using an oxy-acetylene torch.
 Control oxidation reactions more effectively by reacting in pure oxygen
C - Expose air or oxygen to ionising radiation
 Irradiation of food to improve preservative qualities.
 Use ionised air to destroy bacteria and sterilise food
 Positive ions formed by ionising air can be deflected by magnetic field in order to
(e.g.) reduce air resistance over an aerodynamic surface
D - Use ionised oxygen
 Speed up chemical reactions by ionising the gas before use.
 Separate oxygen from a mixed gas by ionising the oxygen (using a platinum
activator)
E - Replace ozonised (or ionised) oxygen with ozone.
 Oxidisation of metals in bleaching solutions to reduce cost relative to hydrogen
peroxide
 Use ozone to destroy micro-organisms and toxins in corn
 Ozone dissolved in water used to remove organic contaminants from ship hulls
Principle 39. Inert Atmosphere
A - Replace a normal environment with an inert one
 Prevent degradation of a hot metal filament by using an argon atmosphere.
 MIG/TIG welding
 Electron beam welding conducted in a vacuum
 Vacuum packaging
 Food packaging done in CO2 or nitrogen rich atmosphere to prevent spoilage
 CO2 fire extinguisher
B - Add neutral parts, or inert additives to an object
 Naval aviation fuel contains additives to alter flash-point.
 Add fire retardent elements to titanium to reduce possibility of titanium fire.
 Add foam to absorb sound vibrations – e.g. hi-fi speakers
 Fluidic dampers
Principle 40. Composite Materials
A - Change from uniform to composite (multiple) materials where each
material is tuned to a particular functional requirement
 Aircraft structures where low weight and high strength are required. (With
fibres aligned according to loading conditions – including multiple layers of
fibres aligned in different directions.)
 Composite golf club shaft aligns structures to give low weight, high shaft-wise
flexibility and high torsional stiffness.
 Concrete aggregate.
 Glass-reinforced plastic
 Fibre-reinforced ceramics
 Hard/soft/hard multi-layer coatings to improve erosion, etc properties.
 Non-stick coatings on cooking pans.
 Oils, etc contain additives to improve certain properties – e.g. sulphur improves
lubricity

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Philosophy and Introduction of Engineering Design

  • 1. PHILOSOPHY OF ENGINEERING DESIGN Design underpins every form of creation from objects to the way we plan and execute our lives. For this reason it is useful to seek out some common structure that can be applied to any kind of design, whether this be for video games, consumer products or one's own personal life. The word “DESIGN PHILOSOPHY” is more generic and can be leveraged to numerous fields such as mechanical, electronic, computer science, fashion, leather, food processing etc. Still, there can be a set of universal methods, concepts, techniques, tactics etc that be used to products irrespective of any of the aforementioned fields. Few such examples are planning, cost reduction, eco-friendly, optimization, space requirement, life, durability, eco-friendliness etc. A design philosophy is a guide to help make correct decision and choices when considering such as ergonomics, costs, economics, functionality and methods of re- design. An example of a design philosophy is “dynamic change” to achieve the elegant or stylish look you need. A design approach is a general philosophy that may or may not include a guide for specific methods. Some are to guide the overall goal of the design. Other approaches are to guide the tendencies of the designer. A combination of approaches may be used if they don't conflict. A design can be either a natural or man-made. Natural design, which is a gift of Mother Nature, and man-made design one. A good example is natural design are “living creatures” themselves. From the time of birth to the death, every activity is engineered and standardized by nature. On the other hand, the Man-made design, which in one way the present world that we see. Man has always leveraged the ideas from the nature and tried to perfect it for his world to end up in products. The man made design tend to change from time to time, which is based on the requirement of that time. For instance, few centuries before, man has never worried about resource requirement, rework, cost involved etc and all he wanted was the final product. Such that in traditional craft-based societies the conception or 'designing' of artifacts is not
  • 2. really separate from making them; that is to say, there is usually no prior activity of drawing or modelling before the activity of making the artifact. In modern industrial societies, however, the activities of designing and of making artifacts are usually quite separate. The process of making something cannot normally start before the process of designing it is complete. In some cases- for example, in the electronics industry- the period of designing can take many months, whereas the average period of making each individual artifact might be measured only in hours or minutes. In general designing is a creative activity that calls for a sound grounding in mathematics, physics, chemistry, mechanics, thermodynamics, hydrodynamics, electrical engineering, production engineering, materials technology, machine elements and design theory, as well as knowledge and experience of the domain of interest. Design is an essential part of the product life cycle. This cycle is triggered by a market need or a new idea. This cycle represents a process of converting raw materials into economic products of high added value. Designers must undertake their tasks in close cooperation with specialists in a wide range of disciplines and with different skills. Novelty in Design: New tasks and problems that are realized by original designs incorporate new solution principles. These can be realized either by selecting and combining known principles and technology, or by inventing completely new technology. The term original design is also used when existing or slightly changed tasks are solved using new solution principles. Original designs usually proceed through all design phases, depend on physical and process fundamentals and require a careful technical and economic analysis of the task. Original designs can involve the whole product or just assemblies or components. DIFFERENCE BETWEEN DESIGN AND ENGINEERING
  • 3. DESIGN TYPES OF DESIGN There can be four types of design viz original design, adaptive design, variant design and redesign 1. Original Design (or inventing) involves elaborating original (new/novel) solution for a given task. The result of original design is an invention. An invention is a new composition, device, or process. An invention may be derived from a pre- existing model or idea, or it could be independently conceived in which case it may be a radical breakthrough. Some examples: Transistor, A windowed computer system with mouse device, Internet, LED and many more. 2. In adaptive design (a synthesis), one keeps to known and established solution principles and adapts the embodiment to changed requirements. It may be necessary to undertake original designs of individual assemblies or components. In this type of design the emphasis is on geometrical (strength, stiffness, etc.), production and material issues. Adaptive design can be novel but they do not require any massive restructuring of the system of the system within which the product operates. For example see the fist figure given below. The two chairs can be adapted to form various useful shapes as per requirement of the customer
  • 4. such as table, easy chair, office table etc. Similarly, the second one is an adaptive Eyecare’s inexpensive glasses, with liquid-filled lenses that can be adjusted to different prescriptions without a doctor’s help Examples of Adaptive Design 3. In variant design (a modification), the sizes and arrangements of parts and assemblies are varied within the limits set by previously designed product structures. Variant design requires original design effort only once and does not present significant design problems for a particular order. It includes designs in which only the dimensions of individual parts are changed to meet a specific task.
  • 5. In this type of design is referred to as principle design or design with fixed principle. The Helmet shown below is just a modified version of an existing one. Similarly, the Heat sinks shown below are different modified versions to improve the heat transfer. 4. Selection design Design task consists of selecting the components with the needed performance, quality, and cost from the catalogs of potential vendors Customization of design Choosing of components / parts to for a new one
  • 6. 5. Industrial design improving the appeal of a product to the human senses, especially its visual appeal design is more artistic than engineering consideration of how the human user can best interface with the product
  • 7. EVOLUTION OF PRODUCTS The concept of product evolution applies to products changing physically over time, but serving the same function or with some enhanced features, e.g., the broom and dustpan being replaced by the vacuum cleaner. It is essential to mention that the engineering undergo a process of evolution based on the customer needs. The newly evolved product always updates the latest available technology and the current need. In the recent days, it essential for a product to address issues like energy efficiency, durability, compactness, safe handling, user friendly, etc. In the past many of the above parameters were not considered effectively. Therefore, it essential for the modern engineers to address all the factors in the earlier stage itself.
  • 8. PAST METHODS OF SYSTEMATIC DESIGN It is when only growth of industrial societies the ability to design has become considered as a specialized talent of an engineer. Although many pro-historic monuments were constructed before industrial era, the ways in which people design are actually rather poorly or carelessly understood. Earlier, there has been a perception that many people possess design ability to some degree, but that only a few people have a particular design 'talent'. However, there is now a growing knowledge about the way of designing, design ability, design process and how to logically and methodologically do it. In the past, the designing is very closely related to arts and crafts. Free hand drawing and sketching have been used in design for many centuries. During Cholas period, it is recorded that the models are initially made before constructing the temple or any construction work. Leonardo's experimentation followed clear scientific method approaches, and his theorizing and hypothesizing integrated the arts and particularly painting; these, and Leonardo's unique integrated, holistic views of science make him a forerunner of modern systems theory and complexity schools of thought. Some are shown below. Later in late 18th and early 19th century, sufficient strength, sufficient stiffness, low wear, low friction, minimum use of materials, easy handling, easy assembly etc became important. The interrelationship between many factors such as materials, production methods, provision of adequate strength etc was established.
  • 9. NEED FOR A SYSTEMATIC DESIGN The design of complex, complicated or a family of products is usually beyond the intuitive skills alone of a designer or design team. We have to set out a strategy for the development of solutions which aims to increase the probability of technical and economic success of product design. The following should be considered very strictly for successful products. The proper technical property Safety features economic properties of a product commercial importance Reduction in rework A flexible product design procedure - Establishing methods to repeatedly completing the activity Isolation of each activity Recyclable and eco-friendliness products The aforementioned points, however, cannot be realized if the designers do not have the necessary domain knowledge and cannot work in a systematic way. Furthermore, the use of such a procedure should be encouraged and supported by the organization. Therefore the designer is supposed to follow Design methodology.
  • 10. Questions A DISCUSSION – WHAT TYPE OF DESIGN ASSIGNMENT 1. List out some 15 examples of original design products and their variant and redesigned products. Mention the references for every product. 2. Comment the type of design of the product shown below.
  • 11. IMPORTANCE OF ENGINEERING DESIGN The engineering design process can be used to achieve several different outcomes and level of outputs. The procedure is more generic and thus, the process could be used to design consumer goods such as ACs, microwave appliances, refrigerators, tools and machineries. The same could also be used to achieve complex systems/products such as a missile system or a jet transport plane. The same could also be used to achieve large scale systems such as electrical power generating station or a petrochemical plant, constructions like buildings, bridges, underground transportation etc. In this course the emphasis will be more on product design because it is an area in which many engineers will apply their design skills. Moreover, examples taken from this area of design are easier to grasp without extensive specialized knowledge. The engineering design process from three perspectives: 1. As scientific method and problem-solving methodology 2. That takes the role of design beyond that of meeting technical performance requirements and introduces the idea that design must meet the needs of society at large. 3. Cradle-to-the-grave road map of the design process, showing that the responsibility of the engineering designer extends from the creation of a design until its embodiment is disposed of in an environmentally safe way. Productuse Manufacturing Product Design Conceptual design Market development Time Percentageofproductcostcommitted 100 80 60 40 20 0 Product cost committed and incurred.
  • 12. Design process impact On Product cost: “Decisions made in the design process cost very little in terms of the overall product cost but have a major effect on the cost of the product.” On Product quality: “The true quality is designed into the product. You cannot compensate in manufacturing for defects introduced in the design phase” On product cycle time – competitiveness : “The design process should be conducted so as to develop quality, cost-competitive products in the shortest time possible “ The design paradox between design knowledge and design freedom There is a paradox inherent in the design process between the accumulation of problem (domain) knowledge and freedom to improve the design. When one is creating an original design, very little is known about its solution. As the design team proceeds with its work; it acquires more knowledge about the technologies involved and the possible solution. The team has moved up the learning curve. However, as the design process proceeds, the design team is forced to make many decisions about design details, technology approaches, and so on. The freedom of the team to go back and start over with their newly gained knowledge (experience) decreases greatly as their knowledge about the design problem grows. At the beginning the designer has the freedom to make changes without great cost penalty, but may not know what to do to make the design better. The paradox comes from the fact that when the design team finally masters the problem, their design is essentially frozen because of the great penalties involved with a change. The solution is for the design team to learn as much about the problem as early in the design process as it possibly can.
  • 13. FIVE STAGES OF THE PRODUCT LIFE CYCLE Throughout our history whatever we invent, create or produce has had a life cycle, this cycle could be long lasting or short term. Money is one product that has had the longest product life cycle, so are various agricultural and natural resources. These products have changed, but still exist after thousands of years. Other products become fashionable and then fade away, only to become part of another product or trend. The music industry is one example of this, as Rock 'n' Roll in its pure form has evolved into the various genres of modern music today. Gimmicks are products that have a short life cycle, often victims of changing fashions that occasionally make a comeback, and the Internet is often the marketplace were the product life cycle can be short, and forgettable. Stages: Introduction stage: A new product is introduced onto the Market, few people know about it, and its success is rarely guaranteed. Much time and money is invested in promoting this product, and there is either no profit or even a net loss during this period. Growth stage: The product starts to grow in popularity, sales increase as advertising starts working and others start to imitate your product. Profits increase, and your product steadily becomes a success. Maturity stage: Your product becomes an established part of the Market, but sales start to increase slowly as competition and pricing factors take place. At this stage advertising 1802 1830 1850 1900 1925 1945 1990 2000 2050 2090 Birth Growth Maturity Birth Growth Maturity Birth Growth Maturity Explosives Chemicals, Energy Chemistry, Biology. . . Knowledge - Intensive Solutions
  • 14. costs are at their highest, whilst profits may start to drop. The market for your product could reach saturation point. Decline stage: Sales start to fall, as your product loses its appeal. Profits drop as production is often cut, competition in the marketplace gets stiffer as advertising is cut and plans are made to shelve the product in the future. Innovation stage: Innovators take your product and may incorporate it into a new product. This has happened to the humble FM radio and Camera which you find as a basic feature on most hand phones. The decline of the original product has just lead onto the use of it on a very new product. The product Life Cycle may not end it changes, especially in this century of fast moving technology. Traditionally products faded away into the memories of their users, but have often become part of a new product, that faces the same decline in the future. Example: FM, Refrigerants (CO2 SO2), Some Vegetables and food products, Some characters (Spiderman, Batman), Double Decker buses, Boat transport in Chennai (planned). TECHNOLOGY S – CURVE The technology S-curve is a useful tool that can be used to describe the substitution of new for old technologies at the industry level. Know whether or not there is another technology generation to innovate towards Know how far along the s-curve the business is at the moment and, therefore, being able to balance the customer ’value’ of the current product versus the amount of R&D investment required to mature the new generation product to a state where it offers customers the same or preferably greater level of ‘value’ S-Curves are commonly used in technology forecasting. They show the paths of product performance in relation to time or investment in R&D. It is a useful tool to describe the inflection points and the limit of improvement of a technology. Companies use this information to base their innovation strategies. However inadequate use and some limitations of this technique lead to problems in decision making. S-curves visually depict how a product, service, technology or business progresses and evolves over time. S-curves can be viewed on an incremental level to map
  • 15. product evolutions and opportunities, or on a macro scale to describe the evolution of businesses and industries. On a product, service, or technology level, Scurves are usually connected to “market adoption” since the beginning of a curve relates to the birth of a new market opportunity, while the end of the curve represents the death, or obsolescence of the product, service, or technology in the market. Usually the end of one S-curve marks the emergence of a new S-curve – the one that displaces it (e.g., video cassette tapes versus DVDs, word processors versus computers, etc.). Some industries and technologies move along S-curves faster than others. High tech S-curves tend to cycle more quickly while certain consumer products move more slowly Lifecycles and Market Adoption The Lifecycle model suggests that market adoption reflects a bell curve that tracks to customer/consumer adoption of a new technology, product or service. First come the “early adopters” who are interested in testing out and trying something new. After the early adopters come targeted market beachheads that represent segments with specific needs that become reference points for other segments. The technology then moves from custom solutions for specific segments to mass manufacturing and distribution of standardized products for the mass market. From there, the market matures. This is when late adopters who are adverse to “risk” begin purchasing the tried and true solutions. Competitiveness becomes almost entirely based on incremental improvements and economies of scale.
  • 16. A simple example of these dynamics comes from the “typewriter” industry. The advent of the manual typewriter was a true breakthrough. But then came the IBM Selectric from “outside” the industry, displacing the manual technology and creating a new “electric typewriter” industry. The word processor followed, driving IBM’s business into obsolescence. And then of course the computer, Microsoft’s Word and desktop printing represents the latest S-curve. This begs the question as to what will come next. (Refer : Innovation Lifecycles Leveraging market, technology, and organizational S- curves to drive breakthrough growth by Soren Kaplan ) S-Curve Documentation technique S-Curve - Lights
  • 17. FAMILIARITY MATRIX The familiarity of a technology to the firm is the degree of the knowledge of the technology exists within but not necessarily embodied in the products. The familiarity of the market is the degree to which the characteristics and business patterns of a market are understood within the firm, but not necessarily as a result of participation in the market. Every square can be directly related to the of success rate. DECREASINGKNOWLEDGEOFTHEMARKET FAMILIARNEW,FAMILIARNEW,UNFAMILIAR DECREASING KNOWLEDGE OF THE TECHNOLOGY FAMILIAR NEW, FAMILIAR NEW, UNFAMILIAR MARKET PENETRATION MARKET EXTENSION MARKET EXPANSION PRODUCT EXTENSION BUSINESS EXTENSION BUSINESS EXPANSION NEW BUSINESS MODEL BUSINESS EXPANSION PRODUCT EXPANSION 1 2 3 4 5 6 7 8 9 DECREASINGKNOWLEDGEOFTHEMARKET FAMILIARNEW,FAMILIARNEW,UNFAMILIAR DECREASING KNOWLEDGE OF THE TECHNOLOGY FAMILIAR NEW, FAMILIAR NEW, UNFAMILIAR
  • 18. TOTAL LIFE CYCLE The total life cycle of a part starts with the conception of a need and ends with the retirement and disposal of the product. Life cycle thinking expands the traditional focus on manufacturing processes to incorporate various aspects associated with a product over its entire life cycle. The producer becomes responsible for the products from cradle to grave and has, for instance, to develop products with improved performance in all phases of the product life cycle The main goal of life cycle thinking is to reduce resource use and emissions from/to the environment as well as to improve the social performance in various stages of a product’s life. In this way, companies can achieve cleaner products and processes, a competitive advantage in the marketplace, and an improved platform to meet the needs of a changing business climate. Total life cycle
  • 19. Life cycle thinking expands pollution prevention to include the complete product life cycle and sustainability. Source reduction in a product life cycle perspective is then equivalent to eco-design principles and what had been called the “6 RE philosophy”: o Re-think the product and its functions. The product may be used more efficiently, thereby reducing use of energy and other natural resources. o Re-duce energy and material consumption throughout a product’s life cycle. o Re-place harmful substances with more environmentally friendly alternatives. o Re-cycle. Select materials that can be recycled, and build the product such that it is disassembled easier for recycling. o Re-use. Design the product so parts can be reused. o Re-pair. Make the product easy to repair so that the product does not yet need to be replaced. Life Cycle Management (LCM) LCM is a dynamic process; organizations may begin with small goals and objectives with the resources they have and get more ambitious over time. LCM is the application of life cycle thinking to modern business practice with the aim to manage the total life cycle of an organization’s products and services towards more sustainable consumption and production LCM is systematic integration of sustainability, e.g. in company strategy and planning, product design and development, purchasing decisions and communication programs LCM is not a single tool or methodology but a flexible integrated management framework of concepts, techniques and procedures incorporating environmental, economic, and social aspects of products, processes and organizations LCM is voluntary and can be gradually adapted to the specific needs and characteristics of individual organizations
  • 20. PRODUCT DEVELOPMENT PROCESS OUR SCOPE OF STUDY Embodiment Design Problem statement Benchmarking Product dissection House of Quality PDS Internet Patent Technical Articles Trade Journals Consultants Creativity methods Brainstorming Functional models Decomposition Systematic design methods Decision making Selection criteria Pugh chart Decision matrix AHP CONCEPT DEVELOPMENT
  • 21. CONCEPT DEVELOPMENT - DEFINE PROBLEM PROBLEM STATEMENT • What product do we wish to develop ? • What is difficult with the current product that we use? • Why does it not do something we want it do? DETERMINE WHAT TO DEVELOP • ORIGINAL DESIGN • ADAPTIVE DESIGN • VARIANT DESIGN • INDUSTRIAL DESIGN • SELECTION DESIGN WHERE TO DEVELOP • COMPLETELY IN-HOUSE • OUTSOURCE BENCHMARKING • Benchmarking is the process of identifying, sharing, and using knowledge and best practices • Benchmarking is the measurement against defined standards (benchmark) • Benchmarking is the process of comparing one's business processes/product and performance metrics to industry bests or best practices from other companies KEY INDUSTRY SUCCESS FACTORS WEIGHTING OUT OF 1 COMPETITOR #1 RATING COMPETITOR #1 WEIGHTED COMPETITOR #2 RATING COMPETITOR #2 WEIGHTED SPEED 0.4 6 2.4 3 1.2 CUSTOMER FOCUS 0.3 4 1.2 5 1.5 COST 0.2 3 .6 3 .6 PRODUCT INNOVATION 0.1 7 .7 4 .4 TOTALS 1.0 20 4.9 15 3.7 Example : Modem Problem statement Benchmarking Product dissection House of Quality PDS Problem statement Benchmarking Product dissection House of Quality PDS
  • 22. Plan for benchmarking • Determine features, functions, and any other factors that are the most important to end user satisfaction. • Determine features and functions that are important to the technical success of the product. • Determine the functions that markedly increase the costs of the product. • Determine the features and functions that differentiate the product from its competitors. • Determine which functions have the greatest potential for improvement. • Establish metrics by which the most important functions or features can be quantified and evaluated. • Evaluate the product and its competing products using performance testing. • Generate a benchmarking report summarizing all information learned about the product, data collected, and conclusions about competitors. COMPARISON OF COFFEE MILLS
  • 23. Discover the operational requirements of the product. How does the product operate? What conditions are necessary for proper functioning of the product? Examine how the product performs its functions. What mechanical, electrical, control systems or other devices are used in the product to generate the desired functions? Determine the relationships between component parts of the product. What is the product’s architecture? What are the major subassemblies? What are the key component interfaces? Determine the manufacturing and assembly processes used to produce the product. Of what material and by what process is each component made? What are the joining methods used on the key components? Problem statement Benchmarking Product dissection House of Quality PDS
  • 24. PRODUCT DISSECTION (Reverse Engineering) PRODUCT DISSECTION (Reverse Engineering)
  • 25. House of Quality (HOQ) Every successful company has always used data and information to help in its planning processes. In planning a new product, engineers have always examined the manufacturing and performance history of the current product. They look at field test data, comparing their product to that of their competitor’s product. They examine any customer satisfaction information that might happen to be available. Unfortunately, much of this information is often incomplete. It is frequently examined as individual data, without comparison to other data that may support or contradict it. The House of Quality Matrix is the most recognized and widely used form of this method. It translates customer requirements, based on marketing research and benchmarking data, into an appropriate number of engineering targets to be met by a new product design. There are many different forms of the House of Quality, but its ability to be adapted to the requirements of a particular problem make it a very strong and reliable system to use. Its general format is made up of major components. These include customer requirements, technical requirements, a planning matrix, an interrelationship matrix, a technical correlation matrix, and a technical priorities/benchmarks and targets section. “As of now this is just an introduction towards HOQ. We will explore a real-time HOQ when we go further into the subject” Problem statement Benchmarking Product dissection House of Quality PDS Improvement Direction Units andECs Room 2 Engineering Characteristics (ECs) “Hows” Room 4 Relationship Matrix “What related to Hows” Room 4 Importance Ranking Room 7 Technical Assessment Room 8 Target Values Room 3 Correlation Matrix Importance Rating Room 1 Customer Requirement (CRs) “Whats” Room 6 Customer Assessment of Competing Products Rating Competitors on “Whats”
  • 26. The Kano Model - A Tool for Sophisticated Designers: Years ago, we came across the work of Noriaka Kano, a Japanese expert in customer satisfaction and quality management. In studying his writing, we learned about a model he created in the 1980s, known as the Kano Model. It predicted why users were initially delighted and why the delight faded over time. We find the Kano Model to be an indispensable tool for designers. Let's take the model apart, so we can understand why it's so useful. The Kano Model of Customer satisfaction (Figure 1) divides product attributes into three categories: threshold (Basic performance curve), performance (expected curve), and excitement (Delighted curve). A competitive product meets basic attributes, maximises performances attributes, and includes as many “excitement” attributes as possible at a cost the market can bear. Threshold Attributes (Basic performance) : Threshold (or basic) attributes are the expected attributes or “musts” of a product, and do not provide an opportunity for product differentiation. Increasing the performance of these attributes provides diminishing returns in terms of customer satisfaction, however the absence or poor performance of these attributes results in extreme customer dissatisfaction. An example of a threshold attribute would be brakes on a car. Performance Attributes (Expected performance) Performance attributes are those for which more is generally better, and will improve customer satisfaction. Conversely, an absent or weak performance attribute reduces customer satisfaction. Of the needs customers verbalise, most will fall into the category of performance attributes. These attributes will form the weighted needs against which product concepts will be evaluated. The price for which customer is willing to pay for a product is closely tied to performance attributes. For example, customers would be willing to pay more for a car that provides them with better fuel economy. CUSTOMER SATISFACTION - KANO DIAGRAM GATHER INFORMATION Internet Patent Technical Articles Trade Journals Consultants
  • 27. Excitement Attributes (Delighted Performance): Excitement attributes are unspoken and unexpected by customers but can result in high levels of customer satisfaction, however their absence does not lead to dissatisfaction. Excitement attributes often satisfy latent needs – real needs of which customers are currently unaware. In a competitive marketplace where manufacturers’ products provide similar performance, providing excitement attributes that address “unknown needs” can provide a competitive advantage. Although they have followed the typical evolution to a performance then a threshold attribute, cup holders were initially excitement attributes. Customer satisfaction Delighted Disgusted Product Function Absent Fully implemented Basic performance curve No matter how good the achievement, it is not going to impress the customer. The customer expects this, without achieving this you aren’t even in the market. The more of this feature, the happier the customer is. This keeps you in the marketplace. Delighted performance curve The customer doesn’t expect this. The customer is pleasantly surprised, even if the actual achievement is not very good.
  • 28. Need refers to a specific requirement and implies that a suitable item is not available and must be developed for the desired purpose. NEED OR OPPORTUNITY Opportunity is the recognition of a chance to develop a new product that may be superior to existing ones or less expensive. SONY WALKMAN CORDLESS PHONES CANNED FOOD INSTANT COOLING CANS SMART PHONES GATHER INFORMATION TYPES OF NEEDS (Consider a Digital Camera) DIRECT NEEDS A DIRECT NEED IS A CUSTOMER NEED THAT THE USER CAN DECLARE DIRECTLY. Eg. Cost, good pictures, ease of operation LATENT NEEDS THE USER DOES NOT EXPRESS A LATENT NEED WITHOUT EXTENSIVE PROBING – REFER TO OTHER PRODUCT Eg. Obtaining prints, easy viewing on PC CONSTANT NEEDS THESE NEEDS ARE INTRINSIC TO THE TASK OF THE PRODUCT Eg. Night-time picture taking, no. of digital images (24 to 36 images), digital memomer GATHER INFORMATION – INDENTIFYING NEEDS
  • 29. TYPES OF NEEDS (Consider a Digital Camera) VARIABLE NEEDS THESE NEEDS FADE AWAY DUE TO TECHNICAL ADVANCEMENT (Use of film storage – no more required) GENERAL NEEDS AFTER SERVICE, INSURANCE, WARRANTY NICHE NEEDS EXTRA FEATURES – LUXURY, AESTHETICS Eg. SMS in the digital camera LEAD THE CUSTOMER “Our plan is to lead the public to new products rather than ask them what they want. The public does not know what is possible, we do” - Akia Morita, founder of Sony Corp FOUR DOMAINS OF THE DESIGN WORLD CONSUMER FUNCTIONAL DESIGN PROCESS CONSUMER ATTRIBUTES DESIGN ATTRIBUTES PROCESS ATTRIBUTES Eg.Cost, Warranty FUNCTIONAL ATTRIBUTES Eg.Material Eg.Strength Eg.Process THE CUSTOMER MAY BE A CONSUMER, MARKETER, SALES MAN, DESIGNER, EXPERIENCED PEOPLE ETC. AT EVERY STAGE THE NEED IS ACCORDINGLY USED GATHER INFORMATION – INDENTIFYING NEEDS
  • 30. • GATHER RAW DATA • INTERVIEWS • FOCUS GROUPS • VIDEO RECORDING • PHOTOGRAPHY • AUDIOTAPES • OTHER OBSERVATION • ESTABLISH • IMPORTANCE • QUANTIFY THE NEEDS • ORGANIZE THE NEEDS • HIERARCHY • INTERPRET RAW DATA • NEED STATEMENT GATHER INFORMATION – INDENTIFYING NEEDS Discuss the needs with a single customer, one at a time in the customer’s environment where the customer uses the product. GUIDELINE FOR INTERVIEWING • Introduce yourself and state the purpose of the interview. • When and why do you use this product? • Walk us through a typical session using the product. • What do you like about the existing product? • What do you dislike about the existing product? • What issues do you consider when buying this product? • What improvements would you make to the product? • What would be a reasonable price tag for the product? GATHER RAW DATA - INTERVIEWS GATHER INFORMATION – INDENTIFYING NEEDS
  • 31. • Go with the flow – Wherever the customer takes you, follow along, and ask why and how questions • Use visual stimuli and props – Bring models of new product, competitor’s products • Suppress preconceived notions about the product technology – do not bias the customer with any concept or technology. Uncovering a need that is independent from the solution used helps in concept engineering • Have the customer demonstrate – don’t just ask about the product, observing the customer in action provides helpful information. • Be alert for surprises and latent needs – pursue any surprise answer with a question - Watch for nonverbal information – look for facial and body language. GUIDELINES ….. Customer Data : Project / Product Name Interviewer(s) / Date Customer : Address Willing to do follow up : Type of user : QUESTION CUSTOMER STATEMENT INTERPRETED NEED IMPORTANCE Typical uses Likes Dislikes Suggested Improvement INTERVIEWS : LIKE / DISLIKE METHOD CUSTOMER NEED ANALYSIS GATHER INFORMATION
  • 32. Project : Electric Wok ; Customer : Mr.XYZ ; Address : IIITD&M Willing to do follow up : Y; Type of user : College Student QUESTION CUSTOMER STATEMENT INTERPRETED NEED IMPORTANCE Typical uses Stir-Fry Steaming Scrambling eggs Cooking pasta Likes Non-Stick surface Size Can stand on its own Temperature response rate high Aesthetically pleasing Non-Stick surface Compact Stands on its own Quick response time Aesthetically pleasing Good Good Should Good Good Dislikes Short cord Moves around when stirring Entire assembly too high Have to watch constantly Temperature adjustment gets hot Long extension cord Can grip the table top Compact (Flat) Auto shut-off Temperature insulated Must Good Good Nice Should Suggested Improvement Retractable cord ; Better Grip ; Hole through handle ; Make heating element casing flat; Protection for switch … CASE STUDY : REDESIGN OF AN ELECTRIC WOK LIKEWISECONDUCT MANYINTERVIEWS Customer Data : Project / Product Name Interviewer(s) / Date Customer : Address : Willing to do follow up : Type of user : QUESTION CUSTOMER STATEMENT INTERPRETED NEED IMPORTANCE When usually used. . Is size a problem . . INTERVIEWS : ARTICULATED USED METHOD CUSTOMER NEED ANALYSIS • Conduct the interview with canned questions • Walk through a typical session using the product • You understand the information on every step in the process of using product GATHER INFORMATION – IDENTIFYING NEEDS
  • 33. Customer Data : Project / Product Name Interviewer(s) / Date Customer : Address Willing to do follow up : Type of user : QUESTION CUSTOMER STATEMENT INTERPRETED NEED IMPORTANCE When usually used How big it is that In the evening in the hostel and I keep in my morning kit pouch 3X2X6 Reasonably compact Least Must Is size a problem I look for the smallest size, I dig my bag to find it. Striking appearance Least Do you file I file at an angle, with a vertical and angular motion The clipper is not the most comfortable in my hand Some time slipping from my hand File at an angle Comfortable to file Rubber holder possible Must Should Must CASE STUDY : FINGERNAIL CLIPPER
  • 34. CONCEPT DEVELOPMENT Problem statement Benchmarking Product dissection House of Quality PDS Internet Patent Technical Articles Trade Journals Consultants Creativity methods Brainstorming Functional models Decomposition Systematic design methods Decision making Selection criteria Pugh chart Decision matrix AHP CREATIVE METHODS - IDEA GENERATION – IDEATION IDEAS NOTEBOOK • Record unusual or interesting ideas. • Always carry an ideas notebook. • Words/pictures/photographs • Date ideas • Re-visit and examine • Encourage an ‘idea a week/month’ THERE IS NO MAGICAL FORMULA Recognize changes in consumer tastes……. Analyze the failures of others….. Apply new technologies in new ways… Try something different…food Watch a tv show you don’t normally watch….
  • 35. STRATEGIES FOR IDEATION • BRAINSTORMING • TRIGGER SESSION • BRAIN WRITING • SCAMPER • MIND MAPS BRAINSTORMING It is a group approach to creative thinking Best no of people: 3 to 10. Generate as many idea/possible solution as possible – quantity counts. Wild ideas are welcome – be as creative as you can be ‘hitchiking” is encouraged – build on the idea of others. No criticism is allowed - defer judgment until later stage TRIGGER SESSION – FROM UNTRAINED RESOURCES • The problem owner defines the problem • Each member of group writes down his ideas in shorthand (2 minutes only) • One member reads out his list - others silently cross out ideas read out and write down “hitch-hiked ”ideas • The second member reads out his list of ideas not already covered, followed in turn by other members • The last member reads out his original list and his “hitch-hiked” list and procedure is repeated counter current (ie, if there are 6 folk, the order goes 1,2,3,4,5,6,5,4,3,2,1,2,3,4,5,6...) BRAIN WRITING • Ideas are recorded by the individual who thought of them • They are passed on to the next person who uses them as a trigger for their own ideas Brain writing pool: • Using post-it notes or small cards, writes down ideas, and places them in the centre of the table. • Everyone is free to pull out one or more of these ideas for inspiration.
  • 36. • Team members can create new ideas, variations or piggyback on existing ideas. MIND MAPS A mind map is a diagram used to represent words, ideas, tasks, or other items linked to and arranged around a central key word or idea. Mind maps are used to generate, visualize, structure, and classify ideas, and as an aid to studying and organizing information, solving problems, making decisions, and writing.
  • 38. SCAMPER : A BEST TOOL FOR ADAPTIVE AND VARIANT DESIGN SCAMPER is a mnemonic that stands for: SUBSTITUTE. COMBINE. ADAPT. MODIFY/MAGNIFY/MINIFY PUT TO ANOTHER USE. ELIMINATE. REVERSE. The SCAMPER method was mostly arranged by Bob Eberle. The SCAMPER meaning is not obvious until you look into it. It is an acronym which unites a set of nine sub-techniques helping you transform any product, service, object into something creatively new. As you learn about these nine techniques, try asking yourself how a laptop, purse, toast, website, or any other object, concept or process can be refined. SCAMPER is about searching out alternative ideas which provoke you (in a good way) by making you think beyond your usual patterns. Alternatives you will generate while using the SCAMPER method can help you solve your problem, become a good starting point, spur a brilliant idea that has nothing to do with your situation, let you arrive at a conclusion that the most obvious approach is still the best one. Technically SCAMPER is a checklist of creativity-boosting questions arranged into the following mnemonic:
  • 39. Let’s SCAMPER a typical jump clip SUBSTITUTE : Substitute something – elements, information, individuals. Typical questions Can I replace or change any elements? What can I substitute to make a positive change? Who can I use instead? Can the rules or approach be changed? What if I use other materials/ingredients/procedures? Can I rename it? What if I swap this for that and see how things go? Can I change my attitude towards the issue? Can I substitute a component with a less costly alternative? Trigger words : Alternate, Alternative, Replacement, Stand-in, locum, surrogate, proxy, deputy, reserve, replace with, exchange, use instead, switch, swap, stand for, fill in for, take the place of, relieve, deputize for, replace
  • 40. COMBINE : Combine several parts of your problem to get something different and achieve synergy. Typical questions: What can I combine to make it more useful? Can I combine/merge this product with another one to make it something new? Can I combine the functions of the different elements? What if I combine materials/ingredients? How to combine people’s skills and company resources to improve the product? Can I make the product/process multifunctional? Trigger words : unite, join, merge, coalesce, mingle, conjoin, link relate, mix, blend, intermix, amalgamate, bring together, mingle, commingle, fuse ADAPT : Adapt or change certain components of your issue, alter its function, use part of another component Can I find something similar to the issue, but in a different context? What other ideas does this suggest? What have I learned in the past to apply to this situation? What can I copy, borrow or (artistically) steal? Whom could I live up to? What processes can I adapt to suit my purposes? What else can be changed? What are others doing to come up with solutions? Can I do the same?
  • 41. Trigger words : Change, alter, modify, adjust, vary, revise, amend, bend, fit, rework, become , accustomed, familiarize, get a feel for, get used to, acclimatize, acclimate, find your feet, settle in adjust MODIFY / MAGNIFY / MINIFY: Modify / Magnify / Minify part of the problem, or approach it in an unordinary way or its strength or its properties etc What can be made larger or extended? What can be made higher, bigger, stronger? Can I increase its frequency or modify the process? Is there a new twist? Can I improve the meaning, the color, the shape, the smell or the sound? Can its form/shape be changed? How can I increase the price by adding more value? Trigger words : Enlarge, Blow up , Expand, Increase, augment, Extend, Heighten, Boost, Stretch, lessen, Shorten, Restrict, Decrease, Reduce, Lower, Limit, Play down
  • 42. PUT IN TO USE : Come up with other ways to use your product or services. Ask yourself how you can solve your problem by re-implementing something from areas that have nothing to do with your current issue. What else can I use it for? Can it be used by wider audiences than it was meant for? Are there brand new ways to use it without changing? What are the new ways to use it if modified? Could kids use this? How? If I knew nothing about it, would I easily guess its essence, functions? Can I use it in other markets/fields? What if I use the idea in a different place? Trigger words: enlarge, increase, amplify, boost, expand, multiply, heighten, extend, stretch out, lengthen, strengthen, intensify, improve, make seem more important, overstress, grow ELIMINATE: Think of what might it lead to if you eliminated (or simplified) certain components of the product/service/problem and imagine what you might do under the circumstances. This technique enables you to come up with various ways of overcoming the difficulty What can be eliminated, made smaller, minimized or even omitted? How can I simplify it? What elements can be removed without changing the function? What’s non-essential? What if I divide it into different elements? Can it be narrowed down it its core functions? What if I lower the price by taking something out? How can this be streamlined? What if I make it lighter or even portable?
  • 43. How can I minimize cost, time and effort? How can I minimize waste? What can I do without? Trigger words : Benefit, employ, contextualize, bring into play, exploit, take advantage of, make use of, expend, source, luxuriate, utilize, reposition. REVERSE / REARRANGE: Think of what you might do if part of your problem/process/product was implemented in a different order or functioned in reverse. It helps you see your situation from different perspectives. Can I reverse the process or rearrange the idea? Can I do it the other way round? What if I turn it around or upside down? Down instead of up? What if I interchange components? Can this be considered backwards? Can I use other patterns, layouts, sequences? Can I do the exact opposite of what I planned at first? How can I achieve the opposite effect? How can I reverse roles? Trigger words : Do away with, get rid of, limit, remove, exclude, omit, simplify, restraint, throw out, control, waste, moderate, disregard, expel, shorten, abolish, eradicate, jettison, wipe out, curb, lessen, temper, pass, restrict, exterminate, tone down, reduce, lower, purge.
  • 45. SHAPE MIMICRY CD RACK PENCIL SHARPENER MULTI STAND
  • 46. BIO MIMICRY Eastgate Building Harare Zimbabwe Termite mount ARCHITECTURE Cactus plant Cactus Building • the skin of one of the hardiest plants of the desert is applied to the design of the facade of a desert building • with hundreds of smart shades that open and close depending on the strength of the sun. Architecture
  • 47. Burke Brise Soleil • close/reopen at noon, and close at 5 p.m. • Schedule is subject to change without advance notice due to weather/maintenance. • wind sensors automatically close the wings if the wind speed reaches 23 mph or greater Renault and Ross Lovegrove Concept Auto components Benz bionic car Octopus to Jet Fighter
  • 49. Piezo + Wind + Grass ECO-Auger Bio Stream Temperature and humidity sensors
  • 50. TRIZ 40 Design Principles (Adapted from Prof. Darryl Mann and Prof. Creax notes) TRIZ – 40 Principles • Russian scientist and engineer Genrich Altshuller • Find out if inventive solutions from • chaotic and unorganized thinking • certain regularities and patterns TRIZ FINDINGS FROM 300,000 PATENTS AND DISCERNED INVENTIVE PRINCIPLES • 99.7% of inventions use already known solution principle • Less than 0.3% are really pioneering inventions • A breakthrough solution is a result of overcoming a contradiction • Inventors and strong thinkers use common patterns • Creative problem solving patterns are universal across different areas • Evolution of man-made systems is governed by certain regularities and trends • New innovative ideas can be produced in a systematic way by reusing previous experience and patterns of previous solutions
  • 51. Principle 1. Segmentation A - Divide an object into independent parts  Gator-grip socket spanner  Multi-pin connectors  Bubble-wrap  Have a range of different focal length lenses for a camera  Multiple pistons in an internal combustion engine  Multi-engined aircraft  Pocket-spring mattress  Stratification of different constituents inside a chemical process vessel B - Make an object easy to assemble or disassemble  Rapid-release bicycle saddle/wheel/etc fasteners  Quick disconnect joints in plumbing and hydraulic systems  Single fastener V-band clamps on flange joints  Loose-leaf paper in a ring-binder C - Increase the degree of fragmentation or segmentation  Use of multiple control surfaces on aerodynamic structures  16 and 24 valve versus 8 valve internal combustion engines
  • 52.  Multi-blade cartridge razors  Multi-zone combustion systems  Build up a component from layers (e.g. stereo-lithography, welds, etc) Principle 2. Taking Out A - Separate an interfering part or property from an object, or single out the only necessary part (or property) of an object  Locate a noisy compressor outside the building where the compressed air is used  Use the sound of a barking dog, without the dog, as a burglar alarm  Scarecrow  Non-smoking areas in restaurants or in railway carriages  Automation removes humans Principle 3. Local Quality A - Change an object's structure from uniform to non-uniform  Reduce drag on aerodynamic surfaces by adding riblets or 'shark-skin' protrusions  Moulded hand grips on tools  Drink cans shaped to facilitate stable stacking  Material surface treatments/coatings - plating, erosion/corrosion protection, non-stick, etc B - Change an external environment (or external influence) from uniform to non-uniform  Use a temperature, density, or pressure gradient instead of constant temperature, density or pressure  Introduce turbulent flow around an object to alter heat transfer properties C - Make each part of an object function in conditions most suitable for its operation  Freezer compartment in refrigerator  Different zones in the combustion system of an engine D - Make each part of an object fulfil a different and/or complementary useful function.  Swiss-Army knife  Combined can and bottle opener  Hammer with nail puller Principle 4. Asymmetry A - Change the shape or properties of an object from symmetrical to asymmetrical
  • 53.  Introduce a geometric feature which prevents incorrect usage/assembly of a component (e.g. earth pin on electric plug)  Asymmetrical funnel allows higher flow-rate than normal funnel  Put a flat spot on a cylindrical shaft to attach a locking feature  Oval and complex shaped O-rings  Introduction of angled or scarfed geometry features on component edges  Cam  Ratchet  Aerofoil – asymmetry generates lift  Eccentric drive  Blohm und Voss observation aircraft B - Change the shape of an object to suit external asymmetries (e.g. ergonomic features)  Car steering system compensates for camber in road  Wing design compensated for asymmetric flow produced by propeller  Turbomachinery design takes account of boundary layer flows (‘end-bend’) C - If an object is asymmetrical, increase its degree of asymmetry.  Use of variable control surfaces to alter lift properties of an aircraft wing  Special connectors with complex shape/pin configurations to ensure correct assembly  Introduction of several different measurement scales on a ruler Principle 5. Merging A - Bring closer together (or merge) identical or similar objects or operations in space  Automatic rifle/machine gun  Multi-colour ink cartridges  Multi-blade razors  Bi-focal lens spectacles  Double/triple glazing  Strips of staples  Catarmaran/trimaran B - Make objects or operations contiguous or parallel; bring them together in time  Combine harvester  Manufacture cells  Grass collector on a lawn-mower  Mixer taps  Pipe-lined computer processors perform different stages in a calculation simultaneously  Vector processors perform the same process on several sets of data in a single
  • 54. pass  Fourier analysis – integration of many sine curves Principle 6. Universality A - Make a part or object perform multiple functions; eliminate the need for other parts  Child's car safety seat converts to a stroller  Home entertainment centre  Swiss Army knife  Grill in a microwave oven  Radio-alarm clock  Work-mate  CD used as a storage medium for multiple data types  Use of Standards in e.g. data exchange  Cleaning strip at beginning of a cassette tape cleans tape heads  Bathroom light-switch starts extractor fan  Car glove compartment lid incorporates cup-holders  Cordless drill also acts as screwdriver, sander, polisher, etc  Fishing stool/container Principle 7. Russian Dolls “Nested Doll” A - Place one object inside another  Place a safe inside a wall or under floorboards  Retractable aircraft under-carriage  Introduce voids into 3D structures  Injected cavity-wall insulation  Paint-brush attached to inside of lid of nail-varnish, etc  Lining inside a coat B - Place multiple objects inside others  Nested tables  Telescope  Measuring cups or spoons  Stacking chairs  Multi-layer erosion/corrosion coatings C - Make one part pass (dynamically) through a cavity in the other.  Telescopic car aerial  Retractable power-lead in vacuum cleaner  Seat belt retraction mechanism  Tape measure  Stacked charge ammunition
  • 55. Principle 8. Anti-weight A - To compensate for the weight of an object, merge it with other objects that provide lift  Kayak with foam floats built into hull cannot sink  Aerostatic aeroplane contains lighter-than-air pockets  Hot air or helium balloon.  Swim-bladder inside a fish  Flymo cutting blade produces lift B - To compensate for the weight of an object, make it interact with the environment (e.g. use aerodynamic, hydrodynamic, buoyancy and other forces)  Vortex generators improve lift of aircraft wings  Wing-in-ground effect aircraft  Hydrofoils lift ship out of the water to reduce drag  Make use of centrifugal forces in rotating systems (e.g .Watt governor)  Maglev train uses magnetic repulsion to reduce friction Principle 9. Preliminary Anti-action A - If it will be necessary to perform an action with both harmful and useful effects, this action should be replaced with anti-actions to control harmful effects  Make clay pigeons out of ice or dung in order that they do not have to be collected afterwards.  Masking objects before harmful exposure: Use a lead apron on parts of the body not being exposed to X-rays, use masking tape when painting difficult edges, etc.  Predict effects of signal distortion / attenuation and compensate before transmitting  Buffer a solution to prevent harm from extremes of pH B - Create beforehand stresses in an object that will oppose known undesirable working stresses later on.  Pre-stress rebar before pouring concrete.  Pre-stressed bolts  Pre-shrunk jeans  Decompression chamber Principle 10. Preliminary Action A - Perform, before it is needed, the required change of an object (either fully or partially)  Pre-pasted wall paper  Sterilize all instruments needed for a surgical procedure.
  • 56.  Self-adhesive stamps  Holes cut before sheet-metal part formed  Pre-impregnated carbon fibre reduces lay-up time and improves "wetting“  Explosive reactive armour B - Pre-arrange objects such that they can come into action from the most convenient place and without losing time for their delivery  Manufacture flow-lines  Pre-deposited blade in a surgery cast facilitates removal.  Car jack, wheel brace, and spare tyre stored together  Collect all the tools and materials for the job before starting Principle 11. Beforehand Cushioning A - Prepare emergency means beforehand to compensate for the relatively low reliability of an object (‘belt and braces’)  Magnetic strip on photographic film that directs the developer to compensate for poor exposure  Back-up parachute  Dual channel control system  Air-bag in a car  Spare wheel  Relief valve  Emergency lighting circuit  Battery back-up  Automatic save operations performed by computer programs  Zip-files  Mask borders of objects to be painted, use stencils  Crash barriers on motorways  ‘Touch-down’ bearing in magnetic bearing system  Multiple hydraulic systems  “Slime” puncture avoidance fluid Principle 12. Equipotentiality A - If an object has to be raised or lowered, redesign the object’s environment so the need to raise or lower is eliminated or performed by the environment  Canal locks  Spring loaded parts delivery system in a factory  Mechanic’s pit in a garage means car does not have to be lifted.
  • 57.  Place a heavy object on ice, and let ice melt in order to lower it.  Angle-poise lamp; changes in gravitational potential stored in balancing springs  Descending cable cars balance the weight of ascending cars Principle 13. “The Other Way Round” A - Invert the action(s) used to solve the problem (e.g. instead of cooling an object, heat it)  To loosen stuck parts, cool the inner part instead of heating the outer part.  Vacuum casting  Test pressure vessel by varying pressure outside rather than inside the vessel  Test seal on a liquid container by filling with pressurised air and immersing in liquid; trails of bubbles are easier to trace than slow liquid leaks  Place nuts in a vacuum to get them out of their shells  “Upside-down” motorcycle forks B - Make movable parts (or the external environment) fixed, and fixed parts movable)  Hamster wheel  Rotate the part instead of the tool.  Wind tunnels  Moving sidewalk with standing people C - Turn the object (or process) 'upside down'  Clean bottles by inverting and injecting water from below; the water then drains by itself.  Turn an assembly upside down to insert fasteners  Open tinned beans from the bottom to get out beans that would otherwise have stuck to the bottom due to storage Principle 14. Spheroidality - Curvature A - Instead of using rectilinear parts, surfaces, or forms, use curvilinear ones; move from flat surfaces to spherical ones; from parts shaped as a cube (parallelepiped) to ball-shaped structures  Use arches and domes for strength in architecture.  Introduce stress relieving holes at the ends of slots  Change curvature on lens to alter light deflection properties B - Use rollers, balls, spirals, domes  Spiral gear (Nautilus) produces continuous resistance for weight lifting.  Use spherical casters instead of cylindrical wheels to move furniture  Archimedes screw
  • 58. C - Go from linear to rotary motion (or vice versa)  Rotary actuators in hydraulic system.  Switch from reciprocating to rotary pump  Linear motors D - Use centrifugal forces  Centrifugal casting for even wall thickness structures  Spin components after painting to remove excess paint  Watt governor  Vortex/cyclone separates different density objects Principle 15. Dynamics A - Allow (or design) the characteristics of an object, external environment, or process to change to be optimal or to find an optimal operating conditionA  Adjustable steering wheel (or seat, or back support, or mirror position...)  Gel fillings inside seat allow it to adapt to user  Shape memory alloys/polymers.  Racing car suspension adjustable for different tracks and driving techniques  Telescopic curtain rail allows for "one size fits all" B - Divide an object into parts capable of movement relative to each other  Articulated lorry  Folding chair/mobile phone/laptop/etc  Brush seals C - If an object (or process) is rigid or inflexible, make it movable or adaptive  Bendy drinking straw  Flexible joint  Strimmer D - Increase the degree of free motion  Use of different stiffness fibres in toothbrush – easily deflected at the edges to prevent gum damage, hard in the middle  Loose sand inside truck tyre gives it self-balancing properties at speed Principle 16. Partial or Excessive Actions A - If 100 percent of an object is hard to achieve using a given solution method then, by using 'slightly less' or 'slightly more' of the same method, the problem may be considerably easier to solve  Over spray when painting, then remove excess.  When painting walls, don't use the roller right up to the ceiling; touch up with a brush  Fill, then "top off" when pouring a pint of Guinness.
  • 59.  Shrink wrapping process uses plastic deformation of wrapping to accommodate variations in vacuum pressure.  ‘Roughing’ and ‘Finish’ machining operations.  Over-fill holes with plaster and then rub back to smooth.  (Use of Pareto analysis to prioritise actions when not all can be achieved with the available resources.) Principle 17. Another Dimension A - If an object contains or moves in a straight line, consider use of dimensions or movement outside the line  Serrated or scalloped edges on a knife blade or hole punch  Curved bristles on a brush  Coiled telephone cable  “Stacked” elevator Petronas towers B - If an object contains or moves in a plane, consider use of dimensions or movement outside the current plane  Spiral staircase uses less floor area  Introduction of down and up slopes between stations on railway reduces train acceleration and deceleration power requirements  Conical instead of plain flange joint C - Use a multi-storey arrangement of objects instead of a single-storey arrangement  Cassette with 6 CDs to increase music time and variety  Multi-storey office blocks or car-parks D - Tilt or re-orient the object, lay it on its side  Dump truck E - Use 'another side' of a given area.  Mount computer chip components on both sides of a silicon card  Fix a leaking car radiator or pipe by adding fluid sealant to the inside rather than trying to seal from outside  Nokia QWERTY phone Principle 18. Mechanical Vibration A - Cause an object to oscillate or vibrate  Electric carving knife with vibrating blades  Shake/stir paint to mix before applying  Hammer drill  Vibrate during sieving operations to improve throughput. B - Increase its frequency (even up to the ultrasonic)  Ultrasonic cleaning  Non-destructive crack detection using ultrasound
  • 60. C - Use an object's resonant frequency  Destroy gall stones or kidney stones using ultrasonic resonance.  Ease bottle cleaning by pulsing washing action at resonant frequency of bottles D - Use piezoelectric vibrators instead of mechanical ones  Quartz crystal oscillations drive high accuracy clocks.  Piezoelectric vibrators improve fluid atomisation from a spray nozzle E - Use combined ultrasonic and electromagnetic field oscillations.  Mixing alloys in an induction furnace  Ultrasonic drying of films – combine ultrasonic with heat source Principle 19. Periodic Action A - Instead of continuous action, use periodic or pulsating actions  Hitting something repeatedly with a hammer  Pile drivers and hammer drills can exert far more force for a given weight  Replace a continuous siren with a pulsed sound.  Pulsed bicycle lights make cyclist more noticeable to drivers  Pulsed vacuum cleaner suction improves collection performance  Pulsed water jet cutting B - If an action is already periodic, change the periodic magnitude or frequency  Replace a pulsed siren with sound that changes amplitude and frequency.  Washing machine/dish-washer water injection operates uses different cycles for different load types.  Dots and dashes in Morse Code transmissions  Use AM, FM, PWM to transmit information C - Use pauses between actions to perform a different action  Clean barrier filters by back-flowing them when not in use.  Inkjet printer cleans heads between passes  Brush between suction pulses in vacuum cleaner.  Multiple conversations taking place along the same telephone transmission line.  Use of energy storage means – e.g. batteries, fly-wheels, etc Principle 20. Continuity of Useful Action A - Carry on work continuously; make all parts of an object work at full load or optimum efficiency, all the time  Flywheel stores energy when a vehicle stops, so the motor can keep running at optimum power.  Constant output gas-turbine in hybrid car, or APU in aircraft, runs at highest
  • 61. efficiency all the time it is switched on.  Constant speed/variable pitch propeller  Self-tuning engine – constantly tunes itself to ensure maximum efficiency  Heart pacemaker  Improve composting process by continuously turning material to be composted.  Continuous glass or steel production B - Eliminate all idle or intermittent actions or work  Self-cleaning/self-emptying filter eliminates down-time  Print during the return of a printer carriage--dot matrix printer, daisy wheel printers, inkjet printers.  Digital storage media allow ‘instant’ information access (as opposed to tapes which require to be rewound)  Kayaks use double-ended paddle to utilise "recovery" stroke  Computer operating systems utilise idle periods to perform necessary "housekeeping" tasks.  Rapid-drying paint Principle 21. Skipping A - Conduct a process , or certain stages (e.g. destructible, harmful or hazardous operations) at high speed  Use a high speed dentist's drill to avoid heating tissue.  Laser eye surgery  Cut plastic faster than heat can propagate in the material, to avoid deforming the shape.  Break toffee with an impulsive blow from a hammer  Drop forge  Flash photography  Super-critical shaft – run through resonant modes quickly Principle 22. Blessing in Disguise A - Use harmful factors (particularly, harmful effects of the environment or surroundings) to achieve a positive effect  Use waste heat to generate electric power.  Use waste heat from engine to heat passenger cabin  Recycle waste (scrap) material from one process as raw materials for another (e.g. chipboard)  Use centrifugal energy in rotating shaft to do something useful – e.g. seal, or modulate cooling air
  • 62.  Use pressure differences to help rather than hinder seal performance  Centrifugal clamping in high speed chuck B - Eliminate the primary harmful action by adding it to another harmful action to resolve the problem  Add a buffering material to a corrosive solution (e.g. an alkali to an acid, or vice versa)  Use a helium-oxygen mix for diving, to eliminate both nitrogen narcosis and oxygen poisoning from air and other nitrox mixes. C - Amplify a harmful factor to such a degree that it is no longer harmful  Use a backfire to eliminate the fuel from a forest fire.  Use explosives to blow out an oil-well fire.  Laser-knife cauterises skin/blood vessels as it cuts Principle 23. Feedback A - Introduce feedback (referring back, cross-checking) to improve a process or action  Automatic volume control in audio circuits  Signal from gyrocompass is used to control simple aircraft autopilots.  Engine management system based on exhaust gas levels more efficient than carburettor  Thermostat controls temperature accurately  Statistical Process Control - Measurements are used to decide when to modify a process  Feedback turns inaccurate op-amp into useable accurate amplifier B - If feedback is already used, change its magnitude or influence in accordance with operating conditions  Change sensitivity of an autopilot when within 5 miles of an airport.  Change sensitivity of a thermostat when cooling vs. heating, since it uses energy less efficiently when cooling.  Use proportional, integral and/or differential control algorithm combinations Principle 24. Intermediary A - Use an intermediary carrier article or intermediary process  Play a guitar with a plectrum  Use a chisel to control rock breaking/sculpting process  Drink coasters  Dwell period during a manufacture process operation B - Merge one object temporarily with another (which can be easily removed)  Gloves to get hot dishes out of an oven
  • 63.  Joining papers with a paper clip  Introduction of catalysts into chemical reaction  Abrasive particles enhance water jet cutting Principle 25. Self-service A - Make an object serve or organise itself by performing auxiliary helpful functions  A soda fountain pump that runs on the pressure of the carbon dioxide that is used to "fizz" the drinks. This assures that drinks will not be flat, and eliminates the need for sensors.  Halogen lamps regenerate the filament during use--evaporated material is redeposited.  Self-aligning/self-adjusting seal  Self-locking nut  Self-cleaning oven/glass/material  Self-repairing structures  Abradable materials used in engines such that initial running-in ‘cuts’ optimum seals into lining  “Self-healing” cutting mat. B - Use waste resources, energy, or substances  Use heat from a process to generate electricity: "Co-generation".  Use animal waste as fertilizer.  Use food and lawn waste to create compost.  Use pressure difference to reinforce seal action Principle 26. Copying A - Instead of an unavailable, expensive, fragile object, use simpler and inexpensive copies  Imitation jewellery.  Astroturf  Crash test dummy  UAV excludes pilot B - Replace an object, or process with optical copies  Do surveying from space photographs instead of on the ground.  Measure an object by scaling measurements from a photograph.  Laser anemometry  Virtual reality  Virtual mock-ups/electronic pre-assembly modelling
  • 64. C - If visible optical copies are already used, move to infrared or ultraviolet copies  Make images in infrared to detect heat sources, such as diseases in crops, or intruders in a security system.  Use UV as a non-destructive crack detection method  UV light used to attract flying insects into trap Principle 27. Cheap Short-Lived Objects A - Replace an expensive object with a multiple of inexpensive objects, compromising certain qualities, such as service life  Disposable nappies/paper-cups/plates/cameras/torches/etc  Matches versus lighters  Throw-away cigarette lighters  Industrial diamonds used in cutting tools  Sacrificial coatings/components  Post-Its  Discarding-sabot armour piercing round. Principle 28. Mechanics Substitution A - Replace a mechanical means with a sensory (optical, acoustic, taste or smell) means  Replace a physical fence to confine a dog or cat with an acoustic "fence" (signal audible to the animal).  Finger-print/retina/etc scan instead of a key B - Use electric, magnetic and electromagnetic fields to interact with the object  Magnetic bearings  Electrostatic precipitators separate particles from airflow  Improve efficiency of paint-spraying by oppositely charging paint droplets and object to be painted. C - Change from static to movable fields, from unstructured fields to those having structure  Early communications used omnidirectional broadcasting. We now use antennas with very detailed structure of the pattern of radiation.  Magnetic Resonance Imaging (MRI) scanner D - Use fields in conjunction with field-activated (e.g. ferromagnetic) particles  Heat a substance containing ferromagnetic material by using varying magnetic field. When the temperature exceeds the Curie point, the material becomes paramagnetic, and no longer absorbs heat.
  • 65.  Magneto-rheological effect – uses ferromagnetic particles and variable magnetic field to alter the viscosity of a fluid Principle 29. Pneumatics and Hydraulics A - Use gas and liquid parts of an object instead of solid parts (e.g. inflatable, filled with liquids, air cushion, hydrostatic, hydro-reactive)  Transition from mechanical to hydraulic or pneumatic drive  Inflatable furniture/mattress/etc  Gel filled saddle adapts to user  Hollow section O-rings  Hovercraft  Gas bearings  Acoustic panels incorporating Helmholz resonators  Hydraulic tappets Principle 30. Flexible Shells and Thin Films A - Use flexible shells and thin films instead of three dimensional structures  Use inflatable (thin film) structures.  Taut-liner trucks  Tarpaulin car cover instead of garage  Webbing  Store energy in flexible/stretchable bags – e.g. accumulators in a hydraulic system  Membrane keyboards B - Isolate the object from the external environment using flexible shells and thin films  Bubble-wrap  Bandages/plasters  Egg-box  Tea bag Principle 31. Porous Materials A - Make an object porous or add porous elements (inserts, coatings, etc.)  Drill holes in a structure to reduce the weight.  Cavity wall insulation  Transpiration film cooled structures  Foam metals  Use sponge-like structures as fluid absorption media  Goretex fabric B - If an object is already porous, use the pores to introduce a useful substance
  • 66. or function  Use a porous metal mesh to wick excess solder away from a joint.  Store hydrogen in the pores of a palladium sponge. (Fuel "tank" for the hydrogen car--much safer than storing hydrogen gas)  Dessicant in polystyrene packing materials  Medicated swabs/dressings Principle 32. Colour Changes A - Change the colour of an object or its external environment  Use safe lights in a photographic darkroom.  Use colour-changing thermal paint to measure temperature  Light-sensitive glasses  Camouflage  Employ interference fringes on surface structures to change colour (as in butterfly wings, etc)  Colour changing plastic/temperature sensitive for child feeding spoon B - Change the transparency of an object or its external environment  Use photolithography to change transparent material to a solid mask for semiconductor processing.  Smoke-screen C - In order to improve observability of things that are difficult to see, use coloured additives or luminescent elements  Fluorescent additives used during UV spectroscopy  Use opposing colours to increase visibility – e.g. butchers use green decoration to make the red in meat look redder D - Change the emissivity properties of an object subject to radiant heating  Use of black and white coloured panels to assist thermal management on space vehicles.  Paint object with high emissivity paint in order to be able to measure it’s temperature with a calibrated thermal imager Principle 33. Homogeneity A - Make objects interacting with a given object of the same material (or material with identical properties)  Make the container out of the same material as the contents, to reduce chemical reactions.  Friction welding requires no intermediary material between the two surfaces to be joined.  ‘Liquid paper’ for correcting mistakes when writing
  • 67.  Temporary plant pots made out of compostable material  Human blood transfusions/transplants, use of bio-compatible materials  Make ice-cubes out of the same fluid as the drink they are intended to cool  Join wooden components using (wood) dowel joints  Graphite “solid” pencil. Principle 34. Discarding and Recovering A - Make portions of an object that have fulfilled their functions go away (discard by dissolving, evaporating, etc.) or modify these directly during operation  Use a dissolving capsule for medication.  Ice structures: use water ice or carbon dioxide (dry ice) to make a template for a rammed earth structure, such as a temporary dam. Fill with earth, then, let the ice melt or sublime to leave the final structure.  Bio-degradable containers, bags, etc.  Casting processes – lost-wax, sand, etc.  Sacrificial anode B - Conversely, restore consumable parts of an object directly in operation  Self-sharpening blades – knives/lawn-mowers/etc  Strimmer dispenses more wire automatically after a breakage.  Self-tuning automobile engines  Propelling pencil  Automatic rifle Principle 35. Parameter Changes A - Change an object's physical state (e.g. to a gas, liquid, or solid)  Transition from mechanical to fluid or electrical drives  Vaporise (or freeze) mercury to ease placing of very small amounts into fluorescent light-bulb B - Change the concentration or consistency  Liquid versus bar or powder detergents.  Abradable linings used for gas-turbine engine seals C - Change the degree of flexibility  Use adjustable dampers to reduce the noise of parts falling into a container by restricting the motion of the walls of the container.  Compliant brush seals rather than labyrinth or other fixed geometry seals D - Change the temperature  Raise the temperature above the Curie point to change a ferromagnetic substance to a paramagnetic substance.  Lower the temperature of medical specimens to preserve them for later analysis
  • 68. E - Change the pressure.  Pressure cooker cooks more quickly and without losing flavours.  Electron beam welding in a vacuum. F - Change other parameters  Shape memory alloys/polymers  Use high conductivity materials – e.g. carbon fibre Principle 36. Phase Transitions A - Use phenomena occurring during phase transitions (e.g. volume changes, loss or absorption of heat, etc.)  Latent heat effects in melting/boiling  Soak rocks in water, then freezing causes water to expand – thus opening fissures in rock, making it easier to break  Heat pumps use the heat of vaporization and heat of condensation of a closed thermodynamic cycle to do useful work.  Volume expansion during water-to-steam transition  Superconductivity  Phase change hand-warmers Principle 37. Thermal Expansion A - Use thermal expansion (or contraction) of materials  Fit a tight joint together by cooling the inner part to contract, heating the outer part to expand, putting the joint together, and returning to equilibrium  Metal tie-bars used to straighten buckling walls on old buildings  Thermal switch/cut-out  Shape memory alloys/polymers  Shrink-wrapping B - If thermal expansion is being used, use multiple materials with different coefficients of thermal expansion  Bi-metallic strips used for thermostats, etc  Two-way shape memory alloys.  Passive blade tip clearance control in gas-turbine engines.  Combine materials with positive and negative thermal expansion coefficients to obtain alloys with zero (or specifically tailored) expansion properites – e.g. cerro-tru alloy used in the mounting and location of fragile turbine blade components during manufacture operations
  • 69. Principle 38. Strong Oxidants A - Replace common air with oxygen-enriched air  Scuba diving with Nitrox or other non-air mixtures for extended endurance  Use of nitrous oxide injection to provide power boost in high performance engines B - Replace enriched air with pure oxygen  Cut at a higher temperature using an oxy-acetylene torch.  Control oxidation reactions more effectively by reacting in pure oxygen C - Expose air or oxygen to ionising radiation  Irradiation of food to improve preservative qualities.  Use ionised air to destroy bacteria and sterilise food  Positive ions formed by ionising air can be deflected by magnetic field in order to (e.g.) reduce air resistance over an aerodynamic surface D - Use ionised oxygen  Speed up chemical reactions by ionising the gas before use.  Separate oxygen from a mixed gas by ionising the oxygen (using a platinum activator) E - Replace ozonised (or ionised) oxygen with ozone.  Oxidisation of metals in bleaching solutions to reduce cost relative to hydrogen peroxide  Use ozone to destroy micro-organisms and toxins in corn  Ozone dissolved in water used to remove organic contaminants from ship hulls Principle 39. Inert Atmosphere A - Replace a normal environment with an inert one  Prevent degradation of a hot metal filament by using an argon atmosphere.  MIG/TIG welding  Electron beam welding conducted in a vacuum  Vacuum packaging  Food packaging done in CO2 or nitrogen rich atmosphere to prevent spoilage  CO2 fire extinguisher B - Add neutral parts, or inert additives to an object  Naval aviation fuel contains additives to alter flash-point.  Add fire retardent elements to titanium to reduce possibility of titanium fire.  Add foam to absorb sound vibrations – e.g. hi-fi speakers  Fluidic dampers Principle 40. Composite Materials
  • 70. A - Change from uniform to composite (multiple) materials where each material is tuned to a particular functional requirement  Aircraft structures where low weight and high strength are required. (With fibres aligned according to loading conditions – including multiple layers of fibres aligned in different directions.)  Composite golf club shaft aligns structures to give low weight, high shaft-wise flexibility and high torsional stiffness.  Concrete aggregate.  Glass-reinforced plastic  Fibre-reinforced ceramics  Hard/soft/hard multi-layer coatings to improve erosion, etc properties.  Non-stick coatings on cooking pans.  Oils, etc contain additives to improve certain properties – e.g. sulphur improves lubricity