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Sökning: hsv:(TEKNIK OCH TEKNOLOGIER) hsv:(Annan teknik) > Ericson Åsa

  • Resultat 1-10 av 82
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  • Bergström, Mattias, et al. (författare)
  • Educating engineering designers for a multidisciplinary future
  • 2007
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • Contemporary companies on a global market are experiencing constantly changing business demands and increased competition. Increasing focus in product development is now put on issues like understanding users and their needs, the context where users’ activities take place and creating sustainable solutions (McAloone, et.al., 2007). In manufacturing companies, engineering designers play a significant role in realising what is captured in these words.Future engineering designers will hold wider responsibilities for such tasks (McAloone, et.al., 2007; Larsson, et.al., 2005), thus challenging current engineering design education. Educating engineering designers today significantly differs from traditional engineering education (McAloone, et.al., 2007). However, a broader view of design activities gains little attention. The project course Product/Service-Systems, which is coupled to the lecture based course Product life and Environmental issues at the Technical University of Denmark (DTU) and the master programme in Product Development at the Luleå University of Technology (LTU), Sweden, are both curriculums with a broader view than traditional (mechanical) engineering design. Based on these two representatives of a Scandinavian approach, the purpose in this presentation is to describe two ways of educating engineering designers to enable them to develop these broader competencies of socio-technical aspects of engineering design. Product Development at LTU A process, called Participatory Product Innovation (P2I) underpins the master programme Product Development and originates from the Design for Wellbeing (DfW) framework (Larsson, et.al., 2005). This is an inclusive framework which seeks to bring together business, human issues and technology in a comprehensive approach to support the creation of tomorrow’s innovations. A main principle is that many different disciplines should contribute to spur innovation by collaboration across disciplines (Larsson, et.al., 2007). The P2I process starting position is in Needfinding (Patnaik and Becker, 1999), were the students conduct observations and interviews to gain access to ualities in the users’ context. An identified challenge here is to keep people in view and not jump into conclusions, i.e., to understand a situation perceived by its actors as problematic and to widen the design space. Product/Service-Systems at DTU Besides the teaching of traditional engineering skills, the curriculum for the project course aims to build up multidisciplinary competences such as understanding the socio technical aspects of product design and synthesis of products and delivery systems. The students are assigned to redesign an existing physical product, such as a washing machine, and turn it into a product/service-system. The main objective for the project is that the resulting solution should have a substantially lower environmental impact whilst maintaining a similar functional performance as the initial product. The student teams are first guided through an analysis of the initial product’s product life cycle, yielding insights into four aspects of product design:1. indentification of current environmental impacts, 2. life phase systems the product encounters, 3. activities that involve the human actor (i.e. customer) and the product, 4. actor-network that support and supply these activities throughout the product’s life. Based on the analysis, goals are set for the improved solution and concepts are developed for a new product/service-system. This way the students are lead through engineering and socio-technical analysis tasks and thereby laying the foundation for their synthesis work in the concept development phase of the project. Concluding Remark By emphasising socio technical aspects in a process model or in a project course, the students are more likely to consider users, their context and sustainable solutions. This we see as essential competencies in product/service-system design and functional product development. References Larsson, A., Larsson, T., Leifer, L., Van der Loos, M., Feland, J. (2005), Design for Wellbeing: Innovations for People, In proceedings of 15th International Conference on Engineering Design, ICED 05, August 15-18, Melbourne, Australia.McAloone, T.C., Andreasen, M.M., Boelskifte, P. (2007), A Scandinavian Model of Innovative Product Development, In Proccedings of the 17th CIRP Design Conference, Springer-Verlag, Berlin. Patnaik, D., Becker, R. (1999), Needfinding: The Why and How of Uncovering People’s Needs, Design Management Journal, 10 (2), 37-43.
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  • Bergström, Mattias, et al. (författare)
  • Needs as a basis for design rationale
  • 2008
  • Ingår i: Design 2008. - Zagreb : University of Zagreb. - 9789536313891 ; , s. 281-288
  • Konferensbidrag (refereegranskat)abstract
    • This study is based on data from a Swedish real-life industrial product development project for e-health care of elderly. The purpose in the paper is to discuss identification of user needs. Information about the elderly is transferred in recurrent meetings. Besides the perception that these meetings occupy time which could be spent giving care, the nurses find it problematic to convey such information to substitutes, as well as they have to rely on their memory. In this case, a Dictaphone device was a solution. Reports on practical activities of identifying user needs and how they affect decisions in product development are limited; one contribution of this paper is insights into such a case
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  • Bergström, Mattias, et al. (författare)
  • Prototyping – a way to think together
  • 2009
  • Ingår i: Research into Design. - Singapore : Research Publishing Services. - 9789810822774 ; , s. 450-457
  • Konferensbidrag (refereegranskat)abstract
    • The descriptive study presented in this paper is based on the empirical data generated by observing a global student design team. Their prototyping process are described and discussed to feed input to the facilitation of team based innovation. The emerging of a shared design vision as early as possible is vital for the subsequent design activities, in particular for innovation projects. Every day items, body language and simple rough prototypes are used by the student team to communicate their ideas, to generate feedback on the ideas and to put forward new ideas. The study indicates that the process of doing rough prototypes enables designers to make their implicit understandings visible in such cases when the development starts from scratch, e.g., innovations. Thus, prototyping, i.e., the use of rough prototypes and body language etc, assist designers to collaborate and share experiences in early phases when no agreed upon design vision exists.
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  • Bertoni, Alessandro, et al. (författare)
  • Enhancing intra-cognitive communication in product design with color-coded CAD models : a visualization approach
  • 2012
  • Ingår i: Proceedings of the 3rd IEEE International Conference on Cognitive Infocommunications. - Piscataway, NJ : IEEE Communications Society. - 9781467351874 - 9781467351867 ; , s. 487-492
  • Konferensbidrag (refereegranskat)abstract
    • Empirical investigation in the European aerospace industry has shown major drawbacks in the way design teams share information about the value contribution of a solution during early design stages. Across functions and organizations, design teams collaborate mainly using the contractual requirements as a basis, lacking of recording and communicating the contextual knowledge and the overall intent of product and service development projects. The paper proposes an approach that uses color-coded 3D CAD models for intra-cognitive communication of such value-related information to enhance the decision-making process in design. The paper first introduces the concept of product service systems and the benefits provided by visualization, afterwards it describes how value visualization can be implemented in a CAD 3D environment. A case study derived from the aerospace industry is presented to provide an example of application of the approach in a real industrial environment.
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  • Bertoni, Marco, et al. (författare)
  • Introducing PSS in product-based organizations. A case study in the manufacturing industry
  • 2010
  • Ingår i: Industrial product-service systems (IPS²). - Linköping : Linköping University Electronic Press. - 9789173933810
  • Konferensbidrag (refereegranskat)abstract
    • For traditional product-based companies PSSs represent a huge jump in the dark. Thus the introduction of PSS-like features, aiming to extend the artefact-based offering, is done gradually in the earliest stages, focusing on some value-adding aspects while excluding others. The main aim of this paper is to understand how the transition to PSS is initiated from a company perspective and how these PSS embryos are supported in everyday design activities. The authors have conducted a case study in the Swedish manufacturing industry to collect issues, challenges and opportunities related to the development of service-based offering in their early beginning. As a result they introduce the concept of knowledge-intensive products, seen as an intermediate step towards the full integration of products, software and services, and discuss their implication from a product development point of view.
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  • Bertoni, Marco, et al. (författare)
  • The Rise of Social Product Development
  • 2012
  • Ingår i: International Journal of Networking and Virtual Organisations. - Australia : Inderscience Publishers. - 1741-5225 .- 1470-9503. ; 11:2, s. 188-207
  • Tidskriftsartikel (refereegranskat)abstract
    • The aim of the paper is to discuss the rising potential of social software to increase the knowledge management capabilities of virtual product development teams. It presents six fundamental transitions, elaborated from the empirical findings, which justify the rise of a more bottom-up, social creation and sharing of engineering knowledge in the virtual organisation. The study suggests that traditional engineering knowledge management approaches alone are not sufficient to support development activities in the virtual organisation, and that such teams display an increasing demand for social, comparatively lightweight and remixable platforms for bottom-up, social creation and sharing of knowledge.
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  • Chirumalla, Koteshwar, et al. (författare)
  • Knowledge-Sharing Network for Product-Service System Development : Is it atypical?
  • 2012
  • Ingår i: The Philosopher's Stone for Sustainability. - Tokyo, Japan : Springer. - 9783642328473 - 9783642328466 ; , s. 109-114
  • Konferensbidrag (refereegranskat)abstract
    • The move towards offering Product-Service Systems (PSS) requires the involvement of stakeholders from different companies, possessing knowledge about the different product lifecycle phases. This setting poses unique challenges for traditional product manufacturers, which need to rearrange transaction-based relationships into long-term relationships of co-development. Knowledge sharing across organizational boundaries is, therefore, considered as a key enabler for the development of profitable PSS. The paper is based on a social network tie perspective, and its purpose is to describe and exemplify knowledge-sharing network for PSS development—in order to describe the impact of the shift toward PSS development on companies’ relationships and responsibilities. Based on the findings from two research projects involving various partners from the aerospace industry, the paper concludes that the development of profitable PSS relies on the development of strong and weak ties across the supply network. Finally, a five stages model of the evolution of tie strength is proposed for classifying relationships within the PSS knowledge-sharing network.
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  • Cox, Charles, et al. (författare)
  • Tendencies toward Problem-Setting and Problem-Solving: A Study of Operations Derived from Motivation Strategies
  • 2014
  • Ingår i: International Journal of Technology, Knowledge and Society. - 1832-3669. ; 10:2
  • Tidskriftsartikel (refereegranskat)abstract
    • User-centered approaches are a key concern for firms’ innovation practices, while higher engineering education typically focuses on the technical problem-solving activities. Recently, engineering education has incorporated team assignments for students where they are encouraged to manage open-ended problems. Yet, many students’ conduct appears to be “business as usual” and they do not make an attempt to shift their views. Reasons for this behavior need to be investigated to inform the engineering curricula. The purpose in this paper is to demonstrate the impact of distinct orientations on an open-ended design challenge in order to highlight differences, which have implications for learning and education. This study applies familiar educational psychology concepts to the unfamiliar setting of design education, focusing on user needs and acknowledging students’ orientations as a possible basis for guiding and accommodating design operations. Engineering design students were divided into two groups based on their individual orientation—namely the mastery and performance oriented types. The homogeneous groups reinforced the individual strategies and the effects on their operations could be observed. The distinct orientations had an impact on the open-ended design challenge. Results indicate considerations for conflicts between solving and setting, which might affect the involvement of users and their needs as resources in early product development. This study addresses how individual orientations in homogeneous groups have an effect on user-centered design in open-ended design tasks. Highlighting differences contributes to understanding challenges in innovation activities. The study indicates that students need different guidance and coaching to match their orientations.
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