Wednesday, August 12, 2009

Design in Manufacturing Engineering (3)

Philosophies and studies of design

There are countless philosophies for guiding design as the design values and its accompanying aspects within modern design vary, both between different schools of thought and among practicing designers. Design philosophies are usually for determining design goals. A design goal may range from solving the least significant individual problem of the smallest element to the most holistic influential utopian goals. Design goals are usually for guiding design. However, conflicts over immediate and minor goals may lead to questioning the purpose of design, perhaps to set better long term or ultimate goals.

Philosophies for guiding design

A design philosophy is a guide to help make choices when designing 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.

Approaches to design

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.

Some popular approaches include:

  • KISS principle, (Keep it Simple Stupid, etc.), which strives to eliminate unnecessary complications.
  • There is more than one way to do it (TIMTOWTDI), a philosophy to allow multiple methods of doing the same thing.
  • Use-centered design, which focuses on the goals and tasks associated with the use of the artifact, rather than focusing on the end user.
  • User-centered design, which focuses on the needs, wants, and limitations of the end user of the designed artifact.

Philosophies for methods of designing

Main article: Design methods

Design Methods is a broad area that focuses on:

  • Exploring possibilities and constraints by focusing critical thinking skills to research and define problem spaces for existing products or services—or the creation of new categories; (see also Brainstorming)
  • Redefining the specifications of design solutions which can lead to better guidelines for traditional design activities (graphic, industrial, architectural, etc.);
  • Managing the process of exploring, defining, creating artifacts continually over time
  • Prototyping possible scenarios, or solutions that incrementally or significantly improve the inherited situation
  • Trendspotting; understanding the trend process.

Philosophies for the purpose of designs

In philosophy, the abstract noun "design" refers to a pattern with a purpose. Design is thus contrasted with purposelessness, randomness, or lack of complexity.

To study the purpose of designs, beyond individual goals (e.g. marketing, technology, education, entertainment, hobbies), is to question the controversial politics, morals, ethics and needs such as Maslow's hierarchy of needs. "Purpose" may also lead to existential questions such as religious morals and teleology. These philosophies for the "purpose of" designs are in contrast to philosophies for guiding design or methodology.

Often a designer (especially in commercial situations) is not in a position to define purpose. Whether a designer is, is not, or should be concerned with purpose or intended use beyond what they are expressly hired to influence, is debatable, depending on the situation. Not understanding or disinterest in the wider role of design in society might also be attributed to the commissioning agent or client, rather than the designer.

In structuration theory, achieving consensus and fulfillment of purpose is as continuous as society. Raised levels of achievement often lead to raised expectations. design is both medium and outcome generating a Janus like face, with every ending marking a new beginning.

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Fig. 3. A 1938 Bugatti Type 57SC Atlantic from the Ralph Lauren collection. "Form follows function" can be an aesthetic point of view that a design can heighten, as often seen in the work of the Bugattis, Ettore, Rembrandt, and Jean.

http://en.wikipedia.org/wiki/Designs

Design in Manufacturing Engineering (4)

TERMINOLOGY

The word "design" is often considered ambiguous depending on the application.

Design and art

Design is often viewed as a more rigorous form of art, or art with a clearly defined purpose. The distinction is usually made when someone other than the artist is defining the purpose. In graphic arts the distinction is often made between fine art and commercial art.

In the realm of the arts, design is more relevant to the "applied" arts, such as architecture and industrial design. In fact today the term design is widely associated to modern industrial product design as initiated by Raymond Loewy and teachings at the Bauhaus and Ulm School of Design (HfG Ulm) in Germany during the 20th Century.

Design implies a conscious effort to create something that is both functional and aesthetically pleasing. For example, a graphic artist may design an advertisement poster. This person's job is to communicate the advertisement message (functional aspect) and to make it look good (aesthetically pleasing). The distinction between pure and applied arts is not completely clear, but one may consider Jackson Pollock's (often criticized as "splatter") paintings as an example of pure art. One may assume his art does not convey a message based on the obvious differences between an advertisement poster and the mere possibility of an abstract message of a Jackson Pollock painting. One may speculate that Pollock, when painting, worked more intuitively than would a graphic artist, when consciously designing a poster. However, Mark Getlein suggests the principles of design are "almost instinctive", "built-in", "natural", and part of "our sense of 'rightness'." Pollock, as a trained artist, may have utilized design whether conscious or not.

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Fig. 4. The new terminal at Barajas airport in Madrid, Spain

 

 

 

 

 

 

Design and Engineering

Engineering is often viewed as a more rigorous form of design. Contrary views suggest that design is a component of engineering aside from production and other operations which utilize engineering. A neutral view may suggest that both design and engineering simply overlap, depending on the discipline of design. The American Heritage Dictionary defines design as: "To conceive or fashion in the mind; invent," and "To formulate a plan", and defines engineering as: "The application of scientific and mathematical principles to practical ends such as the design, manufacture, and operation of efficient and economical structures, machines, processes, and systems.". Both are forms of problem-solving with a defined distinction being the application of "scientific and mathematical principles". How much science is applied in a design is a question of what is considered "science". Along with the question of what is considered science, there is social science versus natural science. Scientists at Xerox PARC made the distinction of design versus engineering at "moving minds" versus "moving atoms".

image Fig. 5. A drawing for a booster engine for steam locomotives. Engineering is applied to design, with emphasis on function and the utilization of mathematics and science.

Design and Production

The relationship between design and production is one of planning and executing. In theory, the plan should anticipate and compensate for potential problems in the execution process. Design involves problem-solving and creativity. In contrast, production involves a routine or pre-planned process. A design may also be a mere plan that does not include a production or engineering process, although a working knowledge of such processes is usually expected of designers. In some cases, it may be unnecessary and/or impractical to expect a designer with a broad multidisciplinary knowledge required for such designs to also have a detailed knowledge of how to produce the product.

Design and production are intertwined in many creative professional careers, meaning problem-solving is part of execution and the reverse. As the cost of rearrangement increases, the need for separating design from production increases as well. For example, a high-budget project, such as a skyscraper, requires separating (design) architecture from (production) construction. A Low-budget project, such as a locally printed office party invitation flyer, can be rearranged and printed dozens of times at the low cost of a few sheets of paper, a few drops of ink, and less than one hour's pay of a desktop publisher.

This is not to say that production never involves problem-solving or creativity, nor that design always involves creativity. Designs are rarely perfect and are sometimes repetitive. The imperfection of a design may task a production position (e.g. production artist, construction worker) with utilizing creativity or problem-solving skills to compensate for what was overlooked in the design process. Likewise, a design may be a simple repetition (copy) of a known preexisting solution, requiring minimal, if any, creativity or problem-solving skills from the designer.

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Fig. 6. Jonathan Ive has received several awards for his design of Apple Inc. products like this laptop. In some design fields, personal computers are also used for both design and production

 

 

Process Design

"Process design" (in contrast to "design process") refers to the planning of routine steps of a process aside from the expected result. Processes (in general) are treated as a product of design, not the method of design. The term originated with the industrial designing of chemical processes. With the increasing complexities of the information age, consultants and executives have found the term useful to describe the design of business processes as well as manufacturing processes.

image Fig. 7. An example of a business workflow process using Business Process Modeling Notation.

http://en.wikipedia.org/wiki/Designs

Using Music to Recall Information

The human mind is a very interesting thing and it is amazing how our memory works. Often college students study while listening to music. Unfortunately, while taking the test they are not allowed to listen to the music and therefore it might be harder to recall the information.

This is because their brain has attached the information they were studying to the music they were listening to at the time, and it does this automatically. Thus, they need that music playing to recall the information to answer the questions on the tests.

Of course, there is another way to do this, one that will actually help the college students recall information even faster. The best way to do this is to play only two or three songs over and over and over again while you're studying for your test. Then while taking the test sing those songs in your mind over and over again, all the information will come as fluidly as you would ever believe. This technique actually works.

Another thing that I used to do in college is study with a gal who wore a certain perfume, who also sat two seats away from me in class. Since I can always smell the perfume in class, and since we studied together, this helped my recall.

It was something I did purposely because I understood how the brain works. The same thing is true when using music to help you recall information, these techniques work, and they work well. All you are doing is using tricks of the brain due to the way it works and its basic structure. Please consider all this.

Lance Winslow - Lance Winslow's Bio. Lance Winslow is also Founder of the Car Wash Guys, a cool little Franchise Company; http://www.carwashguys.com/history/founder.html/.

Article Source: http://EzineArticles.com/?expert=Lance_Winslow

Design In Manufacturing Engineering (2)

DESIGN AS A PROCESS

Design as a process can take many forms depending on the object being designed and the individual or individuals participating.

Defining a design process

According to video game developer Dino Dini in a talk given at the 2005 Game Design and Technology Workshop held by Liverpool JM University, design underpins every form of creation from objects such as chairs 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.

For such an important concept, the question "What is Design?" appears to yield answers with limited usefulness. Dino Dini states that the design process can be defined as "The management of constraints". He identifies two kinds of constraint, negotiable and non-negotiable. The first step in the design process is the identification, classification and selection of constraints. The process of design then proceeds from here by manipulating design variables so as to satisfy the non-negotiable constraints and optimizing those which are negotiable. It is possible for a set of non-negotiable constraints to be in conflict resulting in a design with no solution; in this case the non-negotiable constraints must be revised. For example, take the design of a chair. A chair must support a certain weight to be useful, and this is a non-negotiable constraint. The cost of producing the chair might be another. The choice of materials and the aesthetic qualities of the chair might be negotiable.

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Fig. 1. Design, when applied to fashion, includes considering aesthetics as well as function in the final form.

 

 

 

 

 

Dino Dini theorizes that poor designs occur as a result of mismanaged constraints, something he claims can be seen in the way the video game industry makes "Must be Fun" a negotiable constraint where he believes it should be non-negotiable.

It should be noted that "the management of constraints" may not include the whole of what is involved in "constraint management" as defined in the context of a broader Theory of Constraints, depending on the scope of a design or a designer's position.

Redesign

Something that is redesigned requires a different process than something that is designed for the first time. A redesign often includes an evaluation of the existent design and the findings of the redesign needs are often the ones that drive the redesign process.

Typical steps

A design process may include a series of steps followed by designers. Depending on the product or service, some of these stages may be irrelevant, ignored in real-world situations in order to save time, reduce cost, or because they may be redundant in the situation.

Typical stages of the design process include:

These stages are not universally accepted but do relate typical design process activities. For each activity there are many best practices for completing them.

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Fig. 2. An architect at his drawing board, 1893. The Peter Arno phrase "Well, back to the old drawing board" makes light of the fact that designs sometimes fail and redesign is necessary. The phrase has meaning beyond structural designs and is an idiom when a drawing board is not used in a design.

Design In Manufacturing Engineering (1)

DESIGN
From Wikipedia, the free encyclopedia
(Redirected from Designs)


Design is the planning that lays the basis for the making of every object or system. It can be used both as a noun and as a verb and, in a broader way, it means applied arts and engineering (See design disciplines below). As a verb, "to design" refers to the process of originating and developing a plan for a product, structure, system, or component with intention. As a noun, "a design" is used for either the final (solution) plan (e.g. proposal, drawing, model, description) or the result of implementing that plan in the form of the final product of a design process. This classification aside, in its broadest sense no other limitations exist and the final product can be anything from socks and jewelry to graphical user interfaces and charts. Even virtual concepts such as corporate identity and cultural traditions such as celebration of certain holidays are sometimes designed. More recently, processes (in general) have also been treated as products of design, giving new meaning to the term "process design".

The person designing is called a designer, which is also a term used for people who work professionally in one of the various design areas, usually also specifying which area is being dealt with (such as a fashion designer, concept designer or web designer). Designing often requires a designer to consider the aesthetic, functional, and many other aspects of an object or a process, which usually requires considerable research, thought, modeling, interactive adjustment, and re-design.

With such a broad definition, there is no universal language or unifying institution for designers of all disciplines. This allows for many differing philosophies and approaches toward the subject. However, serious study of design demands increased focus on the design process.

Time Management at Work

Are you one of those who work for long hours each day, and still feel that the day had to be longer than 24 hours? You will have a boss to manage, your clients to answer, deadlines to meet, meetings to attend, and other requirements to be fulfilled to sustain your job. But, you can attend to all of these and more; if you understand the importance and steps to proper time management. We cannot expand time, but we can change ourselves to attain what we want to.

You can start managing yourselves by planning your day at work. Purchase a work diary. Make a list of tasks that you ought to complete on a particular workday, and then prioritize them, based on urgency. This list should include the meetings you need to attend, the phone calls you ought to make, and other routine activities. While you prepare the list of tasks, you need to keep enough number of breaks also in mind. If not a plan for the day, you can even create a plan for the whole week. However, you need to place the activities that are short at the top of the list.

Next you can allocate time for each task in the list. But, you need to plan it out in such a way that you are able to mix and work on longer and shorter tasks. It does not make much sense to keep all longer tasks together. Similarly, try to blend in small tasks that you enjoy doing along with long, monotonous jobs, to break the boredom and inefficiency resulting from it. While you assign time for the tasks, you should take care to assign a few minutes of buffer time for each task, irrespective of how long or short it is. This will help you to remain on track even if you are interrupted while you work on a task, something like a telephone call.

Against the time you estimated for an activity, you need to record the actual time you have taken as well. This comparison will help you to understand the element at work that steals away your time, without your being aware of it. If you genuinely took more time to complete something, you can allocate a little longer time for such tasks in the succeeding plans.

Apart from this, there might be days when you are a little relaxed, and do not have much to do. The rule is not to idle around and waste this time. You can manage this spare time effectively to plan for future tasks or activities. You can even use this time to clear your desk, clean up your desktop, or create templates or letters for future use.

Joe Daley
Logo Design Ideas at Logomyway.com

Article Source: http://EzineArticles.com/?expert=Joe_Daley

Joe Daley - EzineArticles Expert Author

PERANCANGAN PROGRAM SISTEM PENGKODEAN FITUR PRODUK (CODING SYSTEM) METODE OPITZ DENGAN MENGGUNAKAN PRO/ENGINEER

PERANCANGAN PROGRAM SISTEM PENGKODEAN FITUR PRODUK (CODING SYSTEM) METODE OPITZ DENGAN MENGGUNAKAN PRO/ENGINEER

Sunardi Tjandra

Prodi Teknik Manufaktur, Universitas Surabaya

s_tjandra@ubaya.ac.id

Abstrak

Produksi massal merupakan salah satu aktifitas dalam dunia industri yang sangat dominan, berkisar 60-80% dari semua aktifitas produksi. Kesulitan utama yang sering ditemui dalam produksi massal adalah menghasilkan sebuah produk, dengan varian yang cukup banyak, sehingga desainer harus merancang sebanyak jumlah varian yang diinginkan. Salah satu tahap perancangan adalah penggambaran komponen, baik secara manual maupun berbantuan software CAD. Jika ingin menggambar varian komponen yang bentuk dan dimensinya hampir sama dengan komponen yang sudah digambar, desainer harus mencari file gambar tersebut berdasarkan nama gambar yang sudah diberikan sebelumnya. Setelah menemukannya, barulah desainer dapat melakukan penggambaran ataupun pengembangan dari gambar tersebut. Proses mencari file gambar, sampai penggambaran ulang membutuhkan waktu yang cukup lama, apalagi jika komponen yang akan dirancang memiliki varian yang banyak. Hal ini tentu saja mempengaruhi biaya produksi, terkait dengan waktu produksi yang semakin lama sehingga produk tidak dapat diselesaikan tepat pada waktunya.

Group Technology (GT) merupakan filosofi dimana beberapa masalah adalah sama, masalah yang sama tersebut dikelompokkan lalu dibuat sebuah pemecahan tunggal untuk mengatasi hal tersebut sehingga menghemat waktu dan tenaga. Dalam aplikasinya, GT bermanfaat untuk mengoptimasi perencanaan dalam proses manufaktur, karena bentuk yang sama mengacu pada proses manufaktur sama untuk material yang sama. Sistem pengkodean Opitz (Opitz Coding System) dalam GT sangat membantu dalam mengetahui golongan suatu komponen, sehingga desainer dapat dengan mudah mengidentifikasi komponen yang sudah ada maupun yang baru. Hal ini dikarenakan, semua komponen yang mempunyai kemiripan bentuk dan dimensi akan digolongkan. Berdasarkan permasalahan tersebut, dilakukan perancangan program sistem pengkodean Opitz dengan menggunakan Pro/Engineer, yang bertujuan untuk mereduksi jumlah gambar melalui standarisasi, serta mereduksi proses menggambar ulang produk yang sudah ada.

Dalam pembuatan program ini, terlebih dahulu dilakukan pemodelan komponen dengan fitur-fitur yang disesuaikan dengan sistem Opitz menggunakan Pro/Engineer Selanjutnya membuat pengelompokan fitur-fitur ke dalam 5 digit kode berdasarkan kemiripan fitur dasar dari komponen tersebut. Kelima digit tersebut terdiri dari: part class, external shape and elements, internal shape and elements, plane-surface machining, dan auxiliary holes and gear teeth. Setelah itu dilakukan pembuatan program dengan menggunakan Pro/Program, sehingga desainer hanya perlu menginput 5 digit kode sesuai dengan varian komponen yang diinginkan. Setelah program selesai, dilakukan verifikasi terhadap program tersebut, untuk mengetahui apakah program yang dibuat sesuai dengan kebutuhan. Hasil keluaran program berupa gambar model 3D, sehingga desainer hanya perlu melakukan modifikasi dimensi atau menambahkan fitur lain yang tidak terdapat dalam sistem kode. Selanjutnya komponen tersebut dapat langsung ditampilkan dalam bentuk gambar kerja, beserta dimensi dan penjelasan lainnya. Dengan program ini, desainer lebih mudah dalam membuat gambar komponen yang mempunyai kemiripan fitur dasar tanpa harus menggambar dari awal sehingga dapat menghemat waktu dan tenaga serta mendukung proses pengembangan produk.

Kata kunci : opitz, coding, program, perancangan produk, group technology

 verifikasi program