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Teaching materials to accompany: Product Design and Development Chapter 12 Karl T. Ulrich and Steven D.Eppinger 2nd Edit

Teaching materials to accompany: Product Design and Development Chapter 12 Karl T. Ulrich and Steven D.Eppinger 2nd Edition, Irwin McGraw-Hill, 2000. Prototyping. Product Design and Development Karl T. Ulrich and Steven D.Eppinger 2nd edition, Irwin McGraw-Hill, 2000. Chapter Table of Contents

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Teaching materials to accompany: Product Design and Development Chapter 12 Karl T. Ulrich and Steven D.Eppinger 2nd Edit

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  1. Teaching materials to accompany:Product Design and DevelopmentChapter 12Karl T. Ulrich and Steven D.Eppinger2nd Edition, Irwin McGraw-Hill, 2000. Prototyping

  2. Product Design and DevelopmentKarl T. Ulrich and Steven D.Eppinger2nd edition, Irwin McGraw-Hill, 2000. Chapter Table of Contents 1. Introduction 2. Development Processes and Organizations 3. Product Planning 4. Identifying Customer Needs 5. Product Specifications 6. Concept Generation 7. Concept Selection 8. Concept Testing 9. Product Architecture 10. Industrial Design 11. Design for Manufacturing 12. Prototyping 13. Product Development Economics 14. Managing Projects

  3. Product Development Process

  4. Concept Development Process

  5. Prototyping Example:Apple PowerBook Duo Trackball

  6. Four Uses of Prototypes • Learning – answering questions about performance or feasibility – e.g., proof-of-concept model • Communication – demonstration of product for feedback – e.g., 3D physical models of style or function • Integration – combination of sub-systems into system model – e.g., alpha or beta test models • Milestones – goal for development team’s schedule – e.g., first testable hardware

  7. Types of Prototypes

  8. Physical vs. Analytical Prototypes Analytical Prototypes • Mathematical model of the product. • Can only exhibit behavior arising from explicitly modeled phenomena. (However, behavior is not always anticipated. • Some behavior may be an artifact of the analytical method. • Often allow more experimental freedom than physical models. Physical Prototypes • Tangible approximation of the product. • May exhibit unmodeled behavior. • Some behavior may be an artifact of the approximation. • Often best for communication.

  9. Focused Prototypes • Implement one or a few attributes of the product. • Answer specific questions about the product design. • Generally several are required. Comprehensive Prototypes • Implement many or all attributes of the product. • Offer opportunities for rigorous testing. • Often best for milestones and integration. Focused vs. Comprehensive Prototypes

  10. Boeing 777 Testing Brakes Test • Minimum rotor thickness • Maximum takeoff weight • Maximum runway speed • Will the brakes ignite? Wing Test • Maximum loading • When will it break? • Where will it break?

  11. Comprehensive Prototypes

  12. Prototyping Strategy • Use prototypes to reduce uncertainty. • Make models with a defined purpose. • Consider multiple forms of prototypes. • Choose the timing of prototype cycles. – Many early models are used to validate concepts. – Relatively few comprehensive models are necessary to test integration. • Plan time to learn from prototype cycles. – Avoid the “hardware swamp”.

  13. Rapid Prototyping Methods • Most of these methods are additive, rather than subtractive, processes. • Build parts in layers based on CAD model. • SLA=Stereolithogrpahy Apparatus • SLS=Selective Laser Sintering • 3D Printing • LOM=Laminated Object Manufacturing • Others every year..

  14. Virtual Prototyping • 3D CAD models enable many kinds of analysis: – Fit and assembly – Manufacturability – Form and style – Kinematics – Finite element analysis (stress, thermal) – Crash testing – more every year...

  15. BMW Virtual Crash Test

  16. Traditional Prototyping Methods • CNC machining • Rubber molding + urethane casting • Materials: wood, foam, plastics, etc. • Model making requires special skills.

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