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1

Helal, Mayson Mahi, and Khawla Karim Kawthar. "Developing the design idea and its relative to signing the event." Wasit Journal of Engineering Sciences 6, no. 1 (April 3, 2018): 35–43. http://dx.doi.org/10.31185/ejuow.vol6.iss1.80.

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The research attempts to reveal the design thinking that goes on in the designer’s mind when he tries to allocate a certain activity inside the architectural project. The research views designing as an explicable process even if beginner or experienced designers couldn’t give convincing reasons for all the decisions they make. The designer is a person who works on the data given to him and produces his design idea through a planned succession of analytical, structural and evaluative steps until he reaches the best possible solutions. Accordingly, the research hypothesizes that the activity inside the architectural project depends, to a great extent, on the development of the design idea in the designer’s mind. The aim of the study has been to reach the best design method for activity inside the architectural project through design strategies.
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Rashkovits, Rami, and Ilana Lavy. "Mapping Common Errors in Entity Relationship Diagram Design of Novice Designers." International Journal of Database Management Systems 13, no. 1 (February 28, 2021): 1–19. http://dx.doi.org/10.5121/ijdms.2021.13101.

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Data modeling in the context of database design is a challenging task for any database designer, even more so for novice designers. A proper database schema is a key factor for the success of any information systems, hence conceptual data modeling that yields the database schema is an essential process of the system development. However, novice designers encounter difficulties in understanding and implementing such models. This study aims to identify the difficulties in understanding and implementing data models and explore the origins of these difficulties. This research examines the data model produced by students and maps the errors done by the students. The errors were classified using the SOLO taxonomy. The study also sheds light on the underlying reasons for the errors done during the design of the data model based on interviews conducted with a representative group of the study participants. We also suggest ways to improve novice designer's performances more effectively, so they can draw more accurate models and make use of advanced design constituents such as entity hierarchies, ternary relationships, aggregated entities, and alike. The research findings might enrich the data body research on data model design from the students' perspectives.
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Høier, Svein. "Lyden av mediering - En utforsking av nyere sjangertrekk innenfor filmtrailere [The sound of mediation - Exploring new aspects of the movie trailer genre]." MedieKultur: Journal of media and communication research 26, no. 48 (May 17, 2010): 11. http://dx.doi.org/10.7146/mediekultur.v26i48.1889.

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When it comes to experiencing traditional sound design in movies, the audience is often presented with hidden mediation and production processes: abrupt sound changes are softened, noise and annoying reverb are avoided, unwanted sound elements are reduced and desired sounds are amplified. Sound designers make these kinds of selections to enhance the illusion of continuity in an attempt to engage the audience. In most cases this means the sound designer will compose a sound track and furthermore the audience is not aware of the sound designer’s mediation and manipulation. In sharp contrast to this, many movie trailers include sound elements in which traces of the mediation process are clearly recognised and connected to various visual elements like camera movements, cuts, dissolves and speed variations like slow motion. The following discussion revolves around movie trailers and the use of sound elements that in themselves draw attention to the process of production and mediation, also involving a discussion of how the various sound elements function.
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BORG, JONATHAN C., XIU-TIAN YAN, and NEAL P. JUSTER. "Guiding component form design using decision consequence knowledge support." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 13, no. 5 (November 1999): 387–403. http://dx.doi.org/10.1017/s0890060499135030.

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This paper describes a generic approach to guiding designers when making decisions during the early stages of design. The objective of the research is to enable designers to foresee unintended life-cycle consequences during mechanical component design. Engineering design is a process of evolving solutions to a design problem through the commitment of decisions. As a designer commits a new design decision, a more concrete design solution is generated. Decisions made can have intended and unintended consequences on the performance of the life phase activities that follow, such as manufacturing, assembly, and disposal. Many existing tools only consider the impact of the design solution on later life-cycle phases when the solution is almost complete. This makes changes expensive and difficult. This paper presents a novel approach to how consequences encountered in down stream life-cycle phases can be brought to the designer's attention early in generation of component form. For this purpose, a knowledge model has been derived from a phenomena model. The phenomena model describes how life-cycle consequences are generated during component synthesis. An insight into the representation of the resultant knowledge model is discussed through examples. The implementation of a prototype Knowledge Intensive CAD tool, entitled FORESEE, aimed at supporting life-oriented, feature-based component synthesis and exploration, is also described. The results of the evaluation of FORESEE with a range of designers show that by using the system designers are motivated to explore alternative design solutions and are able to make more informed design decisions. This highlights that the knowledge structure provides a base for extending feature-based component design to a ‘Design Synthesis for Multi-X’ approach.
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Kaasgaard, Klaus. "FEATUREWhy designers sometimes make me cringe." Interactions 17, no. 1 (January 2010): 56–57. http://dx.doi.org/10.1145/1649475.1649489.

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Song, Wei Wei, and Kai Huang. "Study on the Design of Southern Anhui Tourism Commodities from the Perspective of Semitics." Advanced Materials Research 268-270 (July 2011): 2062–65. http://dx.doi.org/10.4028/www.scientific.net/amr.268-270.2062.

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Southern Anhui contains many Huizhou cultural elements. The designer is difficult to capture the required core elements because Huizhou cultural elements are many and complex. In the paper, Huizhou cultural elements are studied from the perspective of semitics, at the same time, Huizhou cultural elements are classified according to the element symbols. This will make for the designers to select directively the design elements. This saves time and can quickly get to the point for the designers.
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Neubauer, Ruth, Erik Bohemia, and Kerry Harman. "Rethinking Design: From the Methodology of Innovation to the Object of Design." Design Issues 36, no. 2 (April 2020): 18–27. http://dx.doi.org/10.1162/desi_a_00587.

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The design literature theorizes design as the methodology of innovation, supposedly required for mediating the world’s separate entities, such as theory and practice, the human and the material, and subjective and objective knowing, coming “naturally” with the designer’s ways of knowing. But instead of taking such naturalizations for granted, we argue that through such positioning of design the specifics of design activity are obscured, along with the locations designers take within them. We propose that “design as a methodology” is an object produced by design. Investigating this object of design, and how it is made, will make visible what design activity is, and what locations the designers take within them.
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Kecsmar, J., and R. A. Shenoi. "Some Notes on the Influence of Manufacturing on the Fatigue Life of Welded Aluminum Marine Structures." Journal of Ship Production 20, no. 03 (August 1, 2004): 164–75. http://dx.doi.org/10.5957/jsp.2004.20.3.164.

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Designers are constantly looking for ways to reduce the structure weight to lower the overall displacement and hence the cost of fast ferries and other high-speed vessels. The easiest option for the designer is to choose a lightweight material. Aluminum has become the adopted choice of material for high-speed vessels owing to its high strength to weight characteristics. Unlike steel, aluminum is more prone to fatigue cracking and has no fatigue limit. In order to minimize weight, the designer will make use of finite element methods to optimize the scantlings and perform fatigue checks against established codes. This can lead to a structure that has the empirical margins of safety reduced owing to the accuracy of mathematical modeling. However, what is often overlooked is the effect the manufacturing process has on the fatigue life of the fabricated structure. This aspect is excluded from the designer's fatigue calculations, which assist in reducing the scantlings. Currently, there is no guidance for fatigue life reduction for the designer that establishes good and bad workshop practice, other than experience, or the implications of basic shipyard fabrication. It is shown that whereas strain-hardened alloys improve mechanical strength, they reduce ductility. This has consequences when forming the hull plate by potentially introducing crack like flaws into the alloy matrix if the plater overrolls the plate. If there is misalignment or there is too much gap between the plates, the weld will create localized stress concentrations. If the welder has poor joint preparation or gas shielding, porosity can be introduced into the weld. Porosity has a significant effect on the fatigue life of the weldment. This paper brings together a collection of data on such issues that the designer needs to be aware of to prevent an unwanted fatigue failure in the fabrication process.
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Byko, Maureen. "Designers make their mark with computer chips." JOM 53, no. 6 (June 2001): 12–13. http://dx.doi.org/10.1007/s11837-001-0094-8.

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Baker, William. "The Education of a Structural Designer." Academia XXII 9, no. 18 (December 18, 2018): 7. http://dx.doi.org/10.22201/fa.2007252xp.2018.18.67937.

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<div class="page" title="Page 1"><div class="section"><div class="layoutArea"><div class="column"><p><span>A structural designer needs to be able to create something new. What is the source of these new ideas? They can come from an understanding of technology, a knowledge of history, research and educated inspiration. </span></p><p><span>Not all structural engineers are structural designers, who create work that has structural engineering principles as a central aspect. What does a structural engineer need to learn to be a good structural designer? Structural designers need to understand structural theory, the behavior of materials, mathematics (including a deep understanding of geometry) and the difference between analysis and design. It is import- ant to understand structural failures and learn from what hasn’t worked in the past. They need to learn and understand the history of design and designers and have the ability to make freehand sketches. They need to lose their fear of criticism and learn how to free themselves to create. A knowledge of the history of art and architecture will help spark ideas and provide another basis for communication with collaborators. One challenge for structural designers is to go into unknown territory instead of continuing down the same path, but also to not be afraid of utilizing a known solution and adapting it to the situation at hand. A designer </span><span>needs to learn how to nd or create knowledge through research. </span></p><p><span>The fundamental question is: how can we design the education of engineers to create structural designers? </span></p></div></div></div></div>
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Zhang, Weiguo, Jianyao Shu, Xitong Hu, and Yun Mei. "Research on product innovation design methods." E3S Web of Conferences 179 (2020): 02076. http://dx.doi.org/10.1051/e3sconf/202017902076.

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When the prehistoric man began to pick up stones, wood and other materials to make tools, we can confirm that creativity is not only the designer’s personal patent but a natural gift of humanity. As product designers, we must have more creativity than ordinary people. By analyzing a large number of actual design works and award-winning works in international competitions for many years, the author summarizes the similarities of creative design and explores the application of innovative product design methods in design.
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Rao, Vivek, George Moore, Hyun Jie Jung, Euiyoung Kim, Alice Agogino, and Kosa Goucher-Lambert. "SUPPORTING HUMAN-CENTERED DESIGN IN PSYCHOLOGICALLY DISTANT PROBLEM DOMAINS: THE DESIGN FOR CYBERSECURITY CARDS." Proceedings of the Design Society 1 (July 27, 2021): 2831–40. http://dx.doi.org/10.1017/pds.2021.544.

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AbstractIncreasingly digital products and services make cybersecurity a crucial issue for designers. However, human-centered designers struggle to consider it in their work, partially a consequence of the high psychological distance between designers and cybersecurity. In this work, we build on the Design for Cybersecurity (DfC) Cards, an intervention to help designers consider cybersecurity, and examine a project-based design course to understand how and why specific DfC cards were used. Three findings result. First, designers found the intervention useful across all design phases and activities. Second, the cards helped design teams refocus their attention on the problem domain and project outcome. Third, we identify a need for support in framing and converging during user research, opportunity identification, and prototyping. We argue that the psychological distance between designers and the problem space of cybersecurity partially explains these findings, and ultimately exacerbates existing challenges in the design process. These findings suggest that design interventions must consider the psychological distance between designer and problem space, and have application in design practice across many complex problem domains.
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Harries, Judith. "Web designers." Early Years Educator 23, no. 2 (September 2, 2021): S12—S13. http://dx.doi.org/10.12968/eyed.2021.23.2.s12.

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Explore the wonderful world of spiders and webs with the children in your setting, helping them to better understand these often-maligned creatures and to value the contribution they make to our world.
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Allen, Dell K., and W. Van Twelves. "CAD in the CIM Environment: Where Do We Go From Here?" Applied Mechanics Reviews 39, no. 9 (September 1, 1986): 1345–49. http://dx.doi.org/10.1115/1.3149524.

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The importance of computer-aided design (CAD) has not been fully appreciated as it relates to computer integrated manufacturing (CIM). The CAD product definition model can provide essential information for many down-stream production, estimating, tooling, and quality assurance functions in the CIM environment. However, the product definition model may be inaccurate or incomplete, thus causing incomplete communication with possible scrap, re-work, and missed production deadlines. Other problems are related to the fact that many of our expert designers are retiring and taking their expertise with them. Merely being able to make 2D or 3D drawings on a CAD workstation does not make its operator a designer. A knowledge of production processes, tolerances, surface finish, and material selection is needed to supplement a designers knowledge of user needs, product functional requirements, operating conditions, cost, quality, and reliability targets. One of the most promising methods for providing timely and accurate information to the designer on an “as-needed” basis is through the use of expert design systems. Such systems promise to bridge the knowledge gap between CAD and CAM and help to incorporate these functions into the overall CIM environment.
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Liow, K. M., P. S. Joseph Ng, and H. C. Eaw. "JomMachineLearning." International Journal of Business Strategy and Automation 2, no. 2 (April 2021): 54–71. http://dx.doi.org/10.4018/ijbsa.20210401.oa5.

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When a user intends to custom make a name card, the very first step that the printing service provider would ask for is their name card design artwork, yet users do not have their name card design artwork. The client would feel frustrated with the designer to create artwork that does not meet their requirements. The designer would also feel the same as the artwork has been rejected regularly by the client. From the primary data survey result, most respondents agreed that they have a clear idea in mind but have difficulty expressing their idea to the designer. The opinions concluded from the interviews would there be another choice for the user to design an artwork besides hiring a designer. This study has proposed a designer matching platform to match the client's preference and designer's talent and an online artwork design editor as an additional option for the user.
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Wibowo, Hastjarjo Boedi. "Desainer Grafis yang Menciptakan dan Menjual Produk Berupa Barang." Humaniora 4, no. 2 (October 31, 2013): 723. http://dx.doi.org/10.21512/humaniora.v4i2.3498.

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Graphic designers in their economic activities are more widely known simply as seller of the product in the form of services. Whereas in reality it is not so since the days of Art and Craft movement spearheaded by William Morris at the end of the 19th century. William Morris, a graphic designer, had created products with good design for sale. Many reasons are behind it, starting from desires to break free from pressures of the clients, expanding spaces to express creativity to economic motives. Discussion of graphic designers crossing border of disciplines by creating products is very interesting. They do not just perform the profession on the basis of orders (client-based), but they are able to read the market that will absorb the products they created. Even, they create market trend (as a trendsetter). At this level, a designer does not just make value-added work, but already at the level of creating new value (value creation).
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van Onselen, Lenny, Christine De Lille, and Dirk Snelders. "Design Requirements to Educate and Facilitate Junior Design Professionals to Reflect more Effectively on Critical Situations and Conflicts at Work." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1 (July 2019): 3241–50. http://dx.doi.org/10.1017/dsi.2019.331.

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AbstractJunior designers are not trained to cope with critical situations and conflict at work. Most design schools do not educate their design students to prepare them for (potential) conflict. As a result, junior designers often do not have conflict-handling skills to handle critical situations and conflicts. While some tools and methods exist to help them make responsible design choices, these often address value differences underlying (potential) conflict without taking the perspective of the designer, and thus without supporting young designers to start by reflecting on their own intrinsic values.The aim of this study is to find a way to help junior designers to reflect effectively on critical situations, thereby improving their conflict-handling skills. Data was collected through four steps in an action research. Researchers collaborated with an identity programme for junior design professionals. Insights from try-outs and small interventions were transferred into design requirements for an approach to educate and facilitate junior design professionals to reflect more effectively on critical situations.
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Homan, Devi Kurniawati. "Berpikir dan Berperilaku dengan Rasa." Humaniora 4, no. 1 (April 30, 2013): 203. http://dx.doi.org/10.21512/humaniora.v4i1.3430.

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Article discusses the importance for a designer to understand about psychology and consumers’ behaviors that act based on their feelings. Human as a complicated living creature has lot of feelings before making a reaction. The reaction itself is based on their own feeling from their experiences or the others’ before. In our daily life, we think a lot based on our feelings. We associate a stimulus with an unconscious physical or emotional response. A designer often needs to make a promotion, branding, and campaign for a product or something else. So, it is important for designers to know their targets and behaviors. By understanding their target behaviors, it is easier to predict or to design the reaction and response when the product or campaign is launched. The understanding of the psychology study is important for a designer as well as understanding the other branch of study beside their own study about aesthetics. When the designer understands a lot of things, they can make a creative, good and useful visual communication.
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Bailey, Robert W. "Performance vs. Preference." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 37, no. 4 (October 1993): 282–86. http://dx.doi.org/10.1177/154193129303700406.

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One of the main tenets of most company-sponsored quality programs is that the customer is always right. Designers frequently evaluate the goodness of their systems by simply asking users whether or not they like the interface. The fallacy of this approach is that users genrally make judgements based on their “preferences” and tend to ignore the more important performance issues. System designers frequently use their own preferences to make decisions, and then make major inferences about how users will perform with their system. Several past studies are reviewed to show that users can perform well and not like a system, or like a system and still not perform well. Two recent studies are reported showing a mismatch between designer's preferences for certain interface decisions, and measured user performance when using the resulting interfaces. It is proposed that better user interfaces are possible if we clearly separate the performance and preference concepts, recognize the limitations of each, and work to optimize one or the other (there is usually not sufficient time to optimize both). The only way to ensure that systems will elicit acceptable levels of performance is to conduct performance-oriented usability tests.
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Pauwels, P., T. Jonckheere, R. De Meyer, and J. Van Campenhout. "Increasing information feed in the process of structural steel design." International Journal Sustainable Construction & Design 2, no. 2 (November 6, 2012): 180–89. http://dx.doi.org/10.21825/scad.v2i2.20514.

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Research initiatives throughout history have shown how a designer typically makes associationsand references to a vast amount of knowledge based on experiences to make decisions. With theincreasing usage of information systems in our everyday lives, one might imagine an information systemthat provides designers access to the ‘architectural memories’ of other architectural designers during thedesign process, in addition to their own physical architectural memory. In this paper, we discuss how theincreased adoption of semantic web technologies might advance this idea. We investigate to what extentinformation can be described with these technologies in the context of structural steel design. Thisinvestigation indicates possibilities regarding information reuse in the process of structural steel design and,by extent, in other design contexts as well.
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Filippi, Stefano. "Estimating Designers’ Performance considering Personal Characteristics and External Factors Together." Advances in Human-Computer Interaction 2020 (September 1, 2020): 1–14. http://dx.doi.org/10.1155/2020/1823291.

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Design team performance evaluation can occur in different ways, all of them requiring considerations on interactions among team members; in turn, these considerations should count on as many pieces of information as possible about individuals. The literature already explains how personal characteristics and/or external factors influence designers' performance; nevertheless, a way to evaluate performance considering several personal characteristics and external factors together is missing. This research tries to fill the gap by developing the Designer’s Performance Estimator (DPE), a ready-to-use tool for researchers and practitioners who need to make information about team members as richer as possible.
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Atmaji, Lutfi. "Proses Penetuan Harga Desain pada Desainer Grafis Freelance." JURNAL TATA KELOLA SENI 5, no. 1 (August 5, 2019): 42–49. http://dx.doi.org/10.24821/jtks.v5i1.3144.

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Abstrak Perkembangan teknologi digital telah menambah semua aspek, termasuk dunia pemasaran. Hal ini membuka peluang bagi bidang desain grafis atau desain komunikasi visual yang dibutuhkan oleh masyarakat. fenomena tersebut dapat dilihat dari maraknya berbagai perguruan tinggi untuk membuka program studi atau jurusan desain grafis/desain komunikasi visual. Para desainer muda lulusan perguruan tinggi tersebut, memiliki berbagai pilihan diantaranya menjadi karyawan perusahaan dan atau sebagai pekerja lepas (freelance). Dalam kasus freelance para desainer muda atau desainer pemula yang belum berpengalaman sering kali memiliki permasalahan menetapkan harga sebuah jasa desain dan rincian biaya produksinya ketika bertemu konsumen. Ketepatan dan rasionalitas rincian biaya desain yang ditawarkan tersebut, sebagai ukuran tingkat keprofesionalan desainer muda tersebut, jika biaya desain yang ditawarkan terkesan tidak rasional maka konsumen sering kali melakukan upaya penawaran yang memungkinkan kesepakatan harga akan merugikan desainer tersebut. Atas dasar fenomena tersebut, fokus artikel ini mengkaji proses apa saja yang perlu disetujui dalam harga bagi para desainer lepas/freelance r. Metode penelitian menggunakan metode kualitatif dengan instrumen penelitian berupa wawancara mendalam dan Diskusi Kelompok Terfokus atau FGD. Hasil dari artikel ini membantu para desainer pemula yang baru terjun di dunia freelance dalam menyetujui harga sebuah desain agar dapat membuat layak dan mendapatkan tempat yang tepat dalam industri kreatif modern saat ini. Abstract The development of digital technology has influenced various aspects of life, including the world of marketing. This opens opportunities for the field of graphic design or visual communication design that needed by the community. this phenomenon, can be seen from the rise of various universities to open study programs or graphic design majors / visual communication design. The young designers of the college graduates have various choices include being a company employee and or as a freelance worker. In the case of freelance young designers or novice designers who are inexperienced often have problems determining the price of a design service and the details of its production costs when meeting consumers. The accuracy and rationality of the detailed design costs offered, as a measure of the level of professionalism of the young designer, if the design costs offered seem irrational, consumers often make bidding efforts that allow the price agreement to harm the designer. On the basis of this phenomenon, the focus of this article examines what processes need to be approved in price for freelance designers/freelance rs. The research method uses qualitative methods with research instruments in the form of in-depth interviews and Focus Group Discussions or FGDs. The results of this article help beginner designers who have just jumped into the freelance world in agreeing to the price of a design to make it feasible and get the right place in today's modern creative industry.
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Garcia, Ana Cristina Bicharra, and H. Craig Howard. "Acquiring design knowledge through design decision justification." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 6, no. 1 (February 1992): 59–71. http://dx.doi.org/10.1017/s0890060400002948.

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Currently design documentation rarely records the designer's decision process or the reasons behind those decisions. This paper describes an effort to improve design documentation by having the computer act as an intelligent apprentice to the designer to capture the rationale during the design process. The apprentice learns about the features that make a specific case different from the standard. Whenever the designer proposes a design action that differs from the apprentice's expectations, the interface will ask for the designer for justifications to explain the differences. Later queries for design rationale are answered using a combination of the apprentice's domain knowledge and the designer-supplied justifications. The apprentice model is being implemented in a prototype system called ADD (Augmenting Design Documentation). The initial focus of the work is on HVAC (Heating, Ventilation, and Air Conditioning) design. Our starting point for implementing the apprentice model is observing how people develop HVAC system designs and then explain those designs.
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Poirier, Lindsay. "Devious Design: Digital Infrastructure Challenges for Experimental Ethnography." Design Issues 33, no. 2 (April 2017): 70–83. http://dx.doi.org/10.1162/desi_a_00440.

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Diverse disciplinary communities approach design with diverse design logics design directives informed by critical theoretical commitments that are to be translated into material form. Recounting the design of a digital humanities platform, this paper shows how design logics of existing digital infrastructure can at times be out of sync with those of a design community seeking to leverage it. I argue that, in such situations, a designer should do more than simply “make do” with available infrastructure; the designer should instead design deviously – leveraging infrastructure in ways that undercut its logics. This suggests that reflective design involves reflecting, not only on design practice, but also on the logics of the infrastructure available to designers.
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Rodriguez-Toro, C. A., S. J. Tate, G. E. M. Jared, and K. G. Swift. "Complexity metrics for design (simplicity + simplicity = complexity)." Proceedings of the Institution of Mechanical Engineers, Part B: Journal of Engineering Manufacture 217, no. 5 (May 1, 2003): 721–25. http://dx.doi.org/10.1243/095440503322011461.

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This paper presents an introduction to concepts of complexity in support of assembly-oriented design, to guide the designer in creating a product with the most effective balance of manufacturing and assembly difficulty. The goal is to provide the designer with such information throughout the design process that an efficient design is produced in the first instance. In this paper, definitions and applications of the term ‘complexity’ are reviewed, and then definitions appropriate for the situation are selected. The metrics required for comparison of different complexity variants is discussed. Finally, a research agenda is presented for development of the proposed metrics within the Designers' Sandpit project, to make complexity in design a practically useful concept.
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Arvola, Mattias, and Henrik Artman. "ENACTMENTS IN INTERACTION DESIGN: HOW DESIGNERS MAKE SKETCHES BEHAVE." Artifact 1, no. 2 (October 2007): 106–19. http://dx.doi.org/10.1080/17493460601117272.

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Kalsi, Monu, Kurt Hacker, and Kemper Lewis. "A Comprehensive Robust Design Approach for Decision Trade-Offs in Complex Systems Design." Journal of Mechanical Design 123, no. 1 (November 1, 1999): 1–10. http://dx.doi.org/10.1115/1.1334596.

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In this paper we introduce a technique to reduce the effects of uncertainty and incorporate flexibility in the design of complex engineering systems involving multiple decision-makers. We focus on the uncertainty that is created when a disciplinary designer or design team must try to predict or model the behavior of other disciplinary subsystems. The design of a complex system is performed by many different designers and design teams, each of which may only have control over a portion of the total set of system design variables. Modeling the interaction among these decision-makers and reducing the effect caused by lack of global control by any one designer is the focus of this paper. We use concepts from robust design to reduce the effects of decisions made during the design of one subsystem on the performance of the rest of the system. Thus, in a situation where the cost of uncertainty is high, these tools can be used to increase the robustness, or independence, of the subsystems, enabling designers to make more effective decisions. To demonstrate the usefulness of this approach, we consider a case study involving the design of a passenger aircraft.
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Ramaswamy, R., and Karl Ulrich. "A Designer’s Spreadsheet." Journal of Mechanical Design 119, no. 1 (March 1, 1997): 48–56. http://dx.doi.org/10.1115/1.2828788.

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We have observed that many designers use spreadsheet programs for preliminary parametric design calculations. The primary reason for this appears to be the flexibility and ease of use of spreadsheets as compared to more advanced analysis tools. However, current commercially available spreadsheets were originally designed for finance and accounting and do not naturally support the analytical techniques used in design and engineering. In this paper, we propose a fundamentally different kind of spreadsheet for use in preliminary parametric design. We describe the features of this spreadsheet that make it especially suitable for preliminary parametric design, discuss the theoretical basis for implementing it and present the results of preliminary user tests.
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Carnahan, J. V., D. L. Thurston, and T. Liu. "Fuzzing Ratings for Multiattribute Design Decision-Making." Journal of Mechanical Design 116, no. 2 (June 1, 1994): 511–21. http://dx.doi.org/10.1115/1.2919409.

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Early in the design process, problems can arise when information is incomplete and goals are not known precisely. When preliminary design evaluation is approached as a multiattribute decision-making problem, both the levels of attributes and their relative importance can be treated as fuzzy numbers elicited from the designer. However, information regarding estimated attribute levels might be lost in limiting the designer to the standard universe of discourse. Another problem is that the attribute weights might be difficult for the designer to determine. A methodology is demonstrated for ranking alternatives based on the fuzzy distance from a fuzzy goal. The concept of a fuzzy line segment is introduced in order to make the universe of discourse continuous, thus not restricting the designer to a small set of fuzzy inputs. The fuzzy line segment makes it possible to more closely reflect the designer’s estimates of performance of design alternatives and the relative weight assigned to each attribute. It facilitates more accurate and precise linguistic input, and also provides a way to “fuzzify” numeric input. As a result, Saaty’s Analytic Hierarchy Process (AHP) can be employed to assist the designer in more accurately determining attribute weights.
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30

Desai, Anoop, and Anil Mital. "An interactive system framework to enable design for disassembly." Journal of Manufacturing Technology Management 28, no. 6 (July 3, 2017): 749–71. http://dx.doi.org/10.1108/jmtm-04-2017-0070.

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Purpose The purpose of this paper is to present an interactive system to enable product design for disassembly and to offer robust and quick design solutions based on designers’ input. Design/methodology/approach The system utilizes an interactive questionnaire to communicate with the designer. The questionnaire is in the form of binary questions (Yes/No) and design questions that would enable the system to learn the objectives of the design. Solutions are based on a CAD supported design platform. The efficiency of each design is calculated using disassembly time as the metric of measurement using motion-time measurement (MTM). The designer would be able to make an informed decision with respect to component functionality, ease of disassembly and disassembly time. The paper presents a detailed framework and structure of this system. Findings The value of the system is corroborated by means of a case study of an actual product design. The system is structured to offer multiple solutions to a design problem so as to enable the designer to choose the option that best serves their needs. Originality/value This novel interactive system would accept customers’ design preferences as input and offer multiple solutions in order to solve the design problem. Process time is directly calculated using the MTM system of measurement by converting design features into time measurement units. Disassembly time can then be easily converted into disassembly cost by using standard conversion rates. The value to designers is obvious.
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Qian, Chen, and Xing Hua Guo. "A Research on Joint Urban Design Project in Undeveloped Area." Advanced Materials Research 671-674 (March 2013): 2480–83. http://dx.doi.org/10.4028/www.scientific.net/amr.671-674.2480.

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With taking part in WTO,the Chinese market of urban planning and urban design is gradually opening up,the way of joint design become more popular than before. It can bring positive impact to original mode of thinking training and reform traditional way of working, etc. However, foreign designers are not perfect. Mostly,they just focus on their personality and thinking,so it is difficult to make a perfect combination of concluding idea of design ,the environment, and the culture. So,the Chinese designer should take part in joint design project actively.
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32

Shea, Kristina. "Generative design defended Gender differences discussed." Architectural Research Quarterly 7, no. 1 (March 2003): 4–5. http://dx.doi.org/10.1017/s1359135503211933.

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Generative design techniques (‘Digital canopy: high-end computation/low-tech construction’ arq 6/3, pp230–245) tend to intrigue and slightly scare (arq 6/4, pp293–294 – letter from Sam Price) at the same time. It is reassuring to know that computers will only be as smart as we can program them. We can even control if they learn and how they learn. Design capabilities using generative methods agreeably are a product of both how smart we make the generative algorithms and how intelligently designers can make use of them. A human designer alone probably would not have come up with the canopy design built and a computer alone could not have.
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Chang, Teng Wen, and Sei Wo Winger Tseng. "A Form Generation System Based on Design Thinking Patterns." Advanced Materials Research 201-203 (February 2011): 1147–50. http://dx.doi.org/10.4028/www.scientific.net/amr.201-203.1147.

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Generative design system is a complex system that often focus on the technical and complex details thus away from building a system from the product designer’s thinking patterns. In addition, by focusing on the mechanism, the system is hard to construct and difficult to use for practical situation. Horizontal/vertical design thinking patterns are often used in product design practice, thus how designers make decision affect the generation reasoning. With the cognitive design researches on design thinking patterns, two research stages (experiment and implementation) are conducted and policy/generation rules are discovered during the experiment with 30 5-year design experts as focus group. An experimental system called thinking pattern-based generation system, a.l.a. ThinkGen is developed for testing the hypothesis.
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Liu, Yong Feng, Jian Wei Yang, Hong Sen Tian, and Ai Hua Zhu. "Research for Computer Integrated Manufacture in Complex Shape Piston of Diesel Engine." Applied Mechanics and Materials 130-134 (October 2011): 3884–87. http://dx.doi.org/10.4028/www.scientific.net/amm.130-134.3884.

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In order to improve complex shape piston productivity computer integrated manufacturing system (CIMS) technology is presented. Design elements need to be taken into account in CIMS technology, which are geometry, material choice, and rationalization of components (reducing assemblies) and cost. In design freedom phrase, this new design freedom will place much more responsibility on the designer to think about the exact requirements of a part – with the unlimited geometry capability designers will therefore need to be much more imaginative to make full use of the new manufacturing processes. New design paradigm is presented and mechanical designers will be able to manufacture any complexity of product they require. Effect of graded materials on product design is considered and 2D and 3D of piston are carried out. CAD issues and assembly constraints of complex shape piston of diesel engine are discussed. It gives new method to design and produce complex shape piston of diesel engine.
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Barros, Gil, and Leandro Veloso. "How the communication between designers was affected by ActionSketch, a technique to improve sketches in interaction design." InfoDesign - Revista Brasileira de Design da Informação 10, no. 1 (September 10, 2013): 1–17. http://dx.doi.org/10.51358/id.v10i1.162.

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Sketching is a well-established practice in many areas of design. Sketches and communication are tightly connected because one of the main functions of sketches is to help a designer communicate with colleagues. Interaction design is a new field of design that poses challenges for sketching and considering these challenges we proposed ActionSketch, a technique to improve the process of sketching for interaction design. We conducted four workshops with 24 professionals, followed by a period of continued use of approximately three weeks and an individual interview. Regarding communication between professionals, we found two sets of results: when all designers knew the technique and when some or all of the designers didn't know it. In the first case the technique facilitated the communication and points to three main benefits: verbal explanation was no longer needed; drawings became more evident; presentation of the drawings was less important. In the opposite case it ended being an obstacle. We argue that this is an intrinsic dilemma for the technique, there is a learning barrier, and we can only make the process easier. However, when at least one designer knew the technique it was no longer a barrier and even became a facilitator in critic situations. Given these results, claim that the technique has a positive effect on communication between professionals.
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Sayandeep, Nag. "Analog Versus Digital Design: When and Where to Make the Cut." Mapana - Journal of Sciences 1, no. 1 (August 15, 2002): 69–80. http://dx.doi.org/10.12723/mjs.1.7.

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System designers are frequently asked to create circuits that measure and control the analog world. One of the the challenges in these types of designs is to know when to convert the signal signal from the analog domain to the digital domain. In the analog domain, signal conditioning techniques such as gain, offset, and filtering are used to quickly modify the incoming signal. Alternatively, mathematical algorithms are used in the digital domain to implement similar functions. Every system design is unique and requires custom solutions for each case, but there are some general guidelines that can help the designer make the right decisions concerning where to draw the line. Two circuit scenarios will be discussed in this paper. With each of the two systems, the question of when and where to use analog signal conditioning strategies as opposed to digital techniques will be answered. The first scenario that will be used in this discussion is a simple RTD(Resistance Temperature Detectors) temperature sensing circuit. With this system, digital versus analog calibration, gain and offset techniques will be under evaluation.Filtering techniques is the second scenario that will be evaluated. Discussions will show that all circuit designs require a degree of analog filtering whether or not the input analog signal is DC or AC. From this premise, the advantages of analog versus digital filter designs will be investigated.
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RAKOV, Anton P. "THREE-DIMENSIONAL MODELING TECHNOLOGIES IN INDUSTRIAL DESIGN." Urban construction and architecture 11, no. 2 (December 15, 2021): 155–61. http://dx.doi.org/10.17673/vestnik.2021.02.20.

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Currently, specialists who use the skills of drawing, drawing, modeling and modeling in their work have largely begun to use the capabilities of computer technology and software. Working with digital models and three-dimensional modeling technologies are also within the competence of an industrial designer. This article att empts to make a selection of computer programs that are used in their work by industrial designers and classify the capabilities of this software according to its functional purpose. It is obvious that all the technologies of three-dimensional modeling listed in the article are very important for specialists engaged in technical aesthetics, artistic design, visualization, prototyping and prototyping of things.
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Inoue, Masato, and Wataru Suzuki. "Universal Design Considering Physical Characteristics of Diverse Users." International Journal of Automation Technology 13, no. 4 (July 5, 2019): 517–25. http://dx.doi.org/10.20965/ijat.2019.p0517.

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To achieve a universal design that satisfies diverse user requirements associated with aging and internationalization, designers must make a decision based on diverse user requirements. Designers have generally incorporated average human physical characteristics in their designs. Thus, user limitations are critically important. Traditional design methods often regard engineering and product design as iterative processes based on point values. However, when user information is represented as a point value, the resulting product satisfies only that specific user group and does not necessarily satisfy diverse user groups. This study proposes a universal design method that obtains diversely ranged design solutions for user requirements. The proposed method defines diverse user requirements, design variables, and user characteristics as sets, which range in value. To represent user information accurately, users are classified into numerous groups using classification techniques. Design variables are divided into two types: control and noise. Control factors are designer-controllable variables that are based on design specifications. Noise factors are designer-uncontrollable variables representing user characteristics. To derive a ranged design solution set, designers clarify the relationship between performance and design variables. Ranged solutions satisfying required performance are derived for each group using all relational expressions and ranged variable values. The combinations of divided design variables that cannot satisfy the required performance are eliminated from the design proposal, and the narrowed range of design variables become ranged solutions. The ranged solutions are derived for each group, and the common range of design variables is the ranged solution for all users. This paper chooses the design problem of the strap height of a train as a case study of the proposed universal design method. In this case study, we consider diverse user requirements based on the variability of physical characteristics. This paper discusses the suitability of our proposed approach for obtaining ranged solutions that reflect the physical characteristics of diverse users.
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39

Binnard, Mike, and Mark R. Cutkosky. "Design by Composition for Layered Manufacturing*." Journal of Mechanical Design 122, no. 1 (January 1, 1999): 91–101. http://dx.doi.org/10.1115/1.533549.

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Three dimensional rapid prototyping processes, also called layered manufacturing or solid freeform fabrication (SFF), promise designers the ability to automatically fabricate complex shapes. SFF processes were invented with the assumption that designers would submit complete part models for automated planning and manufacturing. This planning process is normally based on some form of “decomposition,” for example, slicing into layers. Especially for newer, more complex SFF processes, there are several disadvantages to this approach, primarily that decomposition is difficult and does not reliably produce good process plans. Furthermore, it is hard for the designer to get feedback on the manufacturability of his design, and today’s decomposition systems are not fully automated. This paper presents an alternative approach, “design by composition,” where users build designs from “primitives” that include high-level manufacturing plans. When the user combines two primitives with a Boolean operation, software will automatically generate a manufacturing plan for the new design from the plans for the source primitives. In contrast to the decomposition method, design by composition offers several benefits to designers, primarily access to manufacturability feedback during design-time, a greater degree of automation, the ability to create designs with embedded components (such as sensors, electronic circuits, bearings, and shafts), and enhanced control over manufacturing plans. These advantages make design by composition a more attractive approach to SFF processing, especially for designers who are new to these processes. [S1050-0472(00)01701-3]
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Chung, Hyun, Thomas Lamb, and Jong Gye Shin. "A Generic Shipyard Computer Model – A Tool for Design for Production." Journal of Ship Production 16, no. 03 (August 1, 2000): 160–72. http://dx.doi.org/10.5957/jsp.2000.16.3.160.

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Ship designers perform trade-offs frequently, but often without adequate information or tools to perform them. This results in many decisions that are sub-optimal. Too few tools have been developed to help the ship designer, and those that have, usually have been developed in businesses other than shipbuilding. Ship designers performing trade-off analysis are usually interested in the impact on service performance, although today more are looking at design for production impacts of their designs because of the recognition that acquisition cost is still the major life cycle cost contributor for commercial ships. Those that are considering Design for Production, attempt to develop relative costs of the alternatives by applying parametric cost estimating relationships, if available, or simply best judgment. A better tool would be a computer based generic shipyard model that the designer could use to quickly model a shipyard so that the alternative designs could be processed through the model of the shipyard and the resulting material manpower and schedule impacts be determined. Conversely, such a model could also be used to determine any necessary changes to the shipyard to make it suitable for a specific new design approach or new ship type. The paper describes a Generic Computer Shipyard Model developed as part of the graduate research sponsored by a NAVSEA Cooperative Agreement under the NA VSEA Professor of Ship Production Science, and give examples of its use as a Design for Production tool.
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41

Abdelall, Esraa S., Luay Alawneh, and Mohamed Eldakroury. "A manufacturability-based assessment and design modification support tool." Journal of Applied Research and Technology 18, no. 6 (December 31, 2020): 410–24. http://dx.doi.org/10.22201/icat.24486736e.2020.18.6.1366.

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In the light of momentous technological development and market competitiveness, designers struggle to generate creative and successful designs to survive in the market and stay competitive. However, being in such a stressful work environment, any slip, or flaws during the design stages, particularly those related to manufacturing, can make design more vulnerable to fail. Therefore, the designer is in need of aiding means to guarantee minimizing and controlling these costly errors. Thus, this paper presents a new tool, called DesMod, to help the novice designers as well as the design students avoid such issues, as well as to save time, effort and cost. Through DesMod, the designer can assess the manufacturability of the design and receive design modification suggestions and feedback at early design stages. This can be achieved by simply importing 3D CAD models in STEP or IGES format within DesMod. Next, the design features can be recognized in a hybrid way, either automatically and/ or manually; then mapped to the corresponding database in the background. Any additional manufacturing-related information such as materials, surface quality, production volume, among others, can be also entered. Once information about the design is entered and mapped, the manufacturability assessment and the associated design modification suggestions can be generated and stored in PDF format. In this paper, the casting module of DesMod was tested with many designs ranging from simple to complex, and acceptable results were obtained.
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42

Parthenios, Panagiotis, Stefan Petrovski, Nicoleta Chatzopoulou, and Katerina Mania. "Reciprocal transformations between music and architecture as a real-time supporting mechanism in urban design." International Journal of Architectural Computing 14, no. 4 (September 29, 2016): 349–57. http://dx.doi.org/10.1177/1478077116670743.

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The more complex our cities become, the more difficult it is for designers to use traditional tools for understanding and analyzing the inner essence of an eco-system such as the contemporary urban environment. Even many of the recently crafted digital tools fail to address the necessity for a more holistic design approach which captures the virtual and the physical, the immaterial and the material. Handling of massive chunks of information and classification and assessment of diverse data are nowadays more crucial than ever before. We see a significant potential in combining the fields of composition in music and architecture through the use of information technology. Merging the two fields has the intense potential to release new, innovative tools for urban designers. This article describes an innovative tool developed at the Technical University of Crete, through which an urban designer can work on the music transcription of a specific urban environment applying music compositional rules and filters in order to identify discordant entities, highlight imbalanced parts, and make design corrections. Our cities can be tuned.
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43

Jeong, Hwa Young, and Hae Gill Choi. "A Quality Model for Success Manufacturing System." Applied Mechanics and Materials 197 (September 2012): 342–45. http://dx.doi.org/10.4028/www.scientific.net/amm.197.342.

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The manufacturing system in the factory has been changing more complex, and the user who is system engineer or operator wants more powerful and efficient manufacturing system. Therefore the system developer and designer needs to know the factor what is important quality for the manufacturing system with their needs. This paper propose quality model for success manufacturing system. For this work, we extracted the quality attributes from exist work fitting on their needs. And we construct a quality model to consider their relation each other. Finally we expect our model can be help and give guideline to the system engineers or designers when they make a plan to develop the manufacturing system.
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44

Jelínek, Petr, Jiří Sedlák, and Barbora Lišková. "Comparison of Polysun Simulation with Direct Measurements of Solar Thermal System in Rapotice." Advanced Materials Research 1041 (October 2014): 158–61. http://dx.doi.org/10.4028/www.scientific.net/amr.1041.158.

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Design of small solar thermal systems used in family houses is currently commonly based only on experience of designers who rely on a few basic rules. But these sophisticated systems’ design should be tailor-made according to the needs and habits of the users, because their behavior has great impact on the systems’ efficiency. This is why we should use computer simulations – to design the most appropriate option that would fulfill the needs of the users. In this paper we compare computer simulation (using Polysun - Designer software) of a small solar thermal system installed on a passive house in Rapotice with in-situ measurements. From this comparison we make conclusions applicable for design of similar systems.
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45

Han, Soon-Hung, Dong-Kon Lee, Kyung-Ho Lee, and Kyu-Yeul Lee. "Visualization of the Conceptual Design Process of Ships by a Graphical User Interface." Journal of Ship Production 10, no. 02 (May 1, 1994): 90–98. http://dx.doi.org/10.5957/jsp.1994.10.2.90.

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To improve ship designer's productivity in the conceptual design process, the concept of visualization has been applied. It transforms a conventional text-based software for the conceptual design of ships into a system with WYSIWYG (What You See Is What You Get) user interface. Most of the decisions which a designer should make in a design process can be made with the help of mouse buttons and graphical objects displayed on a computer screen. In implementing such a graphical user interface (GUI), the concept of graphics standards has also been introduced to increase portability of the developed system. The Motif widget set has been selected as the baseline system software. With the developed functions, both the ship and the design process can be better visualized.
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46

Colville, A., P. Weaving, and T. Cooper. "How infection prevention professionals can make it easier for designers and planners." British Journal of Infection Control 8, no. 4 (September 2007): 22–24. http://dx.doi.org/10.1177/1469044607082077.

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47

Hekkert, Paul, and Nazlı Cila. "Handle with care! Why and how designers make use of product metaphors." Design Studies 40 (September 2015): 196–217. http://dx.doi.org/10.1016/j.destud.2015.06.007.

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48

Lin, Gui Yu, Xing Zeng, and Han Yu Liu. "Calculation of Chip Removal Air Volume of Blasthole Drill." Advanced Materials Research 472-475 (February 2012): 712–18. http://dx.doi.org/10.4028/www.scientific.net/amr.472-475.712.

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Whether selection of chip removal air volume is reasonable or not, do affect the performance of blasthole drill and bit’s life. How to calculate air volume always make the designers confused. In this paper, writer use theory of gas-solid two-phase flow and energy principle combined with characteristic of rock ballasts from the mine site to determine particle rising speed, free floating speed and air flow rate of the rock ballasts. And according to the relation between particle and particle group’s floating speed calculate floating speed and the corresponding chip removal air volume among different diameter of particle of the same minerals. It can provide a method of calculation to designer, which is very reference value to for the practical application.
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49

Zheng, Jin Xing, Zhao Gang, and Yang Zhao. "Study on the Manufacturing Service Trading Platform Based on Processing Behavior." Key Engineering Materials 579-580 (September 2013): 113–21. http://dx.doi.org/10.4028/www.scientific.net/kem.579-580.113.

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Collaboration, cloud computing have been identified as key business technology trends that will reshape enterprises worldwide. Cloud manufacturing (CM) - the manufacturing version of cloud computing can be implemented by various approaches. A part model based on processing behavior was developed and the definition, classification and data structure expressed by XML were presented. Processing behavior as trading service unit, can be requested or responded by designer clients or manufacturer clients on the trading service platform. Meanwhile, the data exchange protocol and trading mechanism were analyzed, and the workflow of the trading service platform was given. Finally, a case study of manufacturing trading service platform was demonstrated, which enable designers and manufacturing to make a deal, exploring the specific application of could manufacturing.
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50

Vera, G. Alonzo, Marios Pattichis, and James Lyke. "A Dynamic Dual Fixed-Point Arithmetic Architecture for FPGAs." International Journal of Reconfigurable Computing 2011 (2011): 1–19. http://dx.doi.org/10.1155/2011/518602.

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In FPGA embedded systems, designers usually have to make a compromise between numerical precision and logical resources. Scientific computations in particular, usually require highly accurate calculations and are computing intensive. In this context, a designer is left with the task of implementing several arithmetic cores for parallel processing while supporting high numerical precision with finite logical resources. This paper introduces an arithmetic architecture that uses runtime partial reconfiguration to dynamically adapt its numerical precision, without requiring significant additional logical resources. The paper also quantifies the relationship between reduced logical resources and savings in power consumption, which is particularly important for FPGA implementations. Finally, our results show performance benefits when this approach is compared to alternative static solutions within bounds on the reconfiguration rate.
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