Introduction Flashcards

(41 cards)

1
Q

Product - Definition

A

A product is something that was designed and made for a particular purpose or need.

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2
Q

Design (thing) - Definition

A

A design is a description of an artefact to be made

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3
Q

artefact - Definition

A

An artefact is an object made by a human being.

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4
Q

Design (discipline) - Definition

A

Design is the process or the art of creating designs

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5
Q

design problem - Definition

A

A design problem, or a design task, describes a situation in which a design goal is to be achieved, but the means and the way to get there are not yet known.

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6
Q

How is the solution to a design problem defined?

A

A solution (to a design problem) or a good design is a design achieving the design goal.

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7
Q

Product development - Definition

A

Product development is the set of activities beginning with the perception of a market opportunity and ending in the production, sale and delivery of product

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8
Q

What are market-related challenges?

A

challenges that are external, not controllable

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9
Q

What are designer-related challenges?

A

challenges that are internal, including your organization, would be different for someone else, somewhat controllable

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10
Q

What are design-related challenges?

A

challenges that are related to the product itself, independent of the designer, often controllable

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11
Q

Which external factors are the focus of the PESTEL analysis?

A

P - Political
E - Economic
S - Social
T - Technological
E - Environmental
L - Legal

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12
Q

What does VUCA stand for?

A

-Volatile = characterized by or subject to rapid or unexpected change
-Uncertainty = the state of being not clearly defined
-Complexity refers to system behavior that does not follow trivially from the behaviors of the interacting individual parts
-Ambiguity = the quality of being open to more than one interpretation; inexactness

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13
Q

What is the maximum capacity of the short term memory?

A

7 chunks

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14
Q

What ist solution fixation?

A

Reusing what you know is much easier than inventing something new.

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15
Q

What is one designer-related challenge that is related to the flow of information?

A

The flow of information can get very complex if a lot of stakeholders are involved

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16
Q

What are some examples for design-related challenges? Name 3.

A

-Many design goals
-Many design variables
-Many dependencies
-Many variants
-Counter-intuitive dependencies
-Large design spaces

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17
Q

What is the Dilemma of Product Development?

A

In the beginning: many possibilities, little information
In the end: fewer possibilities, abundant information

18
Q

Decomposition - Definition

A

To reduce complexity, large complex systems are decomposed
Decomposition = definition of separate design problems that designers can work on almost independently

19
Q

What is the difference between horizontal and vertical decomposition?

A

Horizontal decomposition is typically done by disciplines, vertical decomposition by level of detail.

20
Q

What should be known when decomposing a system?

A

When decomposing a system, ideally you know
-what is compatible with all requirements and
-what can be realized.

21
Q

Model - Definition

A

A model is a simplified representation of an original. It containts only what is relevant for a particular purpose.

22
Q

What are typical purposes for a model?

A

− Analysis, understanding
− Prediction
− Means for discussion

23
Q

Method - Definition

A

A method is a set of specific actions to be carried out in order to achieve a certain goal.
▪ Micro view
▪ Describes action items, operative character
▪ Example: Benchmarking

24
Q

procedure model - Definition

A

A procedure model is a coarse description of a development process.
▪ Macro view, typically for entire product
▪ Describes outcomes, more result-oriented, less focused on action
▪ Serves as a tool for planning, organizing and controlling
▪ Example: V-model

25
Property - Definition
A property is a description element for a product (or other things). It is useful to distinguish one product from another. We use the term property (1)for a property that is realized / instantiated =variable and a relation to a particular value that can be observed or measured (e.g. “Its color is gray.”, “Its mass is less then 100kg.”). (2) for a property variable, i.e., a class of possible realizations (e.g. “color”)
26
Value - Definition
A value is used for the instantiation of a property variable. E.g. "gray". It is something that can be observed or measured.
27
design variable - Definition
A design variable is an attribute whose value can be adjusted by the designer in order to reach a design goal. Example: Coil diameter
28
design parameter - Definition
A design parameter is a „frozen“ design variable, i.e., it cannot be modified by the designer for reasons related to the overall design task. Example: Mass of a vehicle for a chassis designer.
29
design space - Definition
A design space is a set of designs that are to be considered as solution candidates.
30
solution space - Definition
A solution space is a set of designs that are solutions.
31
quantity of interest - Definition
A quantity of interest is an attribute that measures the performance of a design. Example: stiffness of a spring (if your product is the spring), or time to accelerate from 0 to 100 km/h (if the product is the vehicle).
32
requirement - Definition
A requirement is a statement about a desired design, which can be evaluated as true (or false), corresponding to the requirement being (or not being) satisfied.
33
criterion - Definition
The term criterion is used in two ways: (1) requirement or (2) the quantity of interest that is used to formulate a requirement.
34
What are the typical phases in Product Developement?
-Planning -Concept Development -System-Level Design -Detail Design -Testing and Refinement -Production Ramp-Up
35
What are some key points that should be considered during the Planning phase? Name 3.
▪ Project mission ▪ Target market ▪ Business goals ▪ Key assumptions and constraints (external & internal) ▪ Needs of the target market / some requirements →What product to develop?
36
What are some key points/tasks that should be considered/ done during the Concept Development phase? Name 3.
▪ Needs of the target market ▪ Alternative concepts ▪ Selection ▪ Requirements ▪ Analysis of competitive products
37
What are some key points/tasks that should be considered/done during the System-level Design phase? Name 2.
▪ Product architecture, i.e., subsystem and their interfaces ▪ Allocation of responsibility for detail design ▪ Geometric layout ▪ Requirements on subsystems
38
What are some key points and tasks that should be considered/done during the Detail Design phase? Name 2.
▪ Complete specification of geometry & materials ▪ Tolerances ▪ Process plan for production ▪ Production cost and performance is determined
39
What are some key points and tasks that should be considered/done during the Testing and Refinement phase? Name 2.
▪ Manufacture pre-production prototype ▪ Alpha (production-intent parts) vs. beta (built with final production process) ▪ Evaluation
40
What are some tasks that should be done during the Production Ramp-Up phase? Name 2.
▪ Train ▪ Evaluate ▪ Launch ▪ Start production
41
Why are methods valuable? Name 3 reasons.
▪ Support creativity: Structured methods (like morphological analysis or TRIZ) help stimulate creative thinking by guiding idea generation. ▪ Improve decision quality: They provide objective criteria and systematic approaches for evaluating ideas and making design decisions based on facts rather than intuition. ▪ Reduce risk and cost: By applying traceable methods, errors can be detected earlier, iterations reduced, and costly latestage design changes avoided. ▪ Structure the process: They divide product development into clear steps, and serve as checklists. ▪ Enhance communication and collaboration: Common methods and models (e.g., function models, requirement lists) create a shared language among engineers, designers, and other stakeholders. ▪ Enable knowledge transfer and learning: Methods formalize experiences and best practices, making them teachable and reusable across projects and organizations.