• Title/Summary/Keyword: Collaborative product development projects

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Applying a Product Data Analytics-based Quantitative Contribution Evaluation System for Participants to Collaborative Projects in Product Development Practices (협동 제품개발 실습에서 참가자 기여도 평가를 위한 Product Data Analytics 기반 정량적 평가 시스템 적용)

  • Do, Namchul
    • Journal of Engineering Education Research
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    • v.22 no.4
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    • pp.61-70
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    • 2019
  • As product development process becomes complex, it becomes more important for engineering students to experience collaborative product development. Especially the collaboration experience based on Product Data Management (PDM) systems is useful, since participants are likely to use the same environment for their professional product development. However, instructors have difficulties to evaluate contribution of each participant to their projects during the practices, since it is hard to trace personal activities for collaborative design processes. To solve this problem, this study suggests a data-driven objective method that analyses product data accumulated in PDM databases to evaluate numerically calculated contributions of participants to their class projects. As a result, the quantitative measures provided by the data-driven analysis with qualitative measures for project results can improve the fairness and quality of evaluation of contributions of participants to collaborative projects. This study implemented the proposed evaluation method with an information system and discussed the result of the application of the system to product development practices.

A Study on the Industrial Design in Computer Aided Product Development (컴퓨터 응용 제품개발 환경 하에서의 산업디자인에 관한 연구)

  • 이건표
    • Archives of design research
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    • v.11
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    • pp.84-93
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    • 1995
  • The paper aims to identify major research issues and basic framework of computer supported collaborative work in design through reviewing recent changes in product development which is getting more integrated, collaborative and computerized. At first the importance of collaborative work in design is discussed throughout the development of design process: from blackbox approach in vernacular design to recent Nigel Cross' es Hybrid model. Then Concurrent Engineering and Quality Function Depolyment are reviewed for showing recent phenomena of integration and collaboration in the process of product development. Computer-aided product development is demonstrated with the case of Blackboard system and Computergenerated form development. In order to outline the fundamental approach for computer-supported collaborative work in design, structures and processes of some related projects are introduced. Finally, based on the findings, some research issues for further rJevelopment are proposed.

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A Methodological Shift in Building Design through Development of Collaborative Design Platforms

  • Schumacher, Jonatan;Naugle, Matthew
    • International Journal of High-Rise Buildings
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    • v.3 no.4
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    • pp.279-283
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    • 2014
  • This paper introduces two platforms created by the development team at CORE studio, Thornton Tomasetti's global innovation studio. Collaborative platforms change the way that parties communicate and develop projects. Wikipedia is one of many great examples for a platform that supports collaborative development of a product - the world's largest encyclopedia. In the AEC industry, no such platform exists that can be used for collaborative development of a building project, and hence, information exchange between the parties involved, and modeling programs used in a project is slow and opaque. The platforms introduced in this paper allow for much greater transparency at all stages of the building design process, and hence improve the flow of information between parties involved in the process, both firm-internal and external. While traditionally, the use of a large number of different modeling and analysis platforms is hard to manage by a project team; this paper introduces methods that strengthen the design process by using a multitude of programs needed in the different building design phases.

Product Development Class using Product Data Management Software and 3D Printing (PDM 소프트웨어와 3D 프린팅을 활용한 제품개발 수업 운영 사례)

  • Do, Namchul
    • Journal of Engineering Education Research
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    • v.21 no.6
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    • pp.90-98
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    • 2018
  • This paper proposes a framework of engineering education for product development processes based on product data management (PDM) software and 3D printing. The PDM software supports the product development process-oriented educational coursework, collaborative team projects and project-based learning environment. The 3D printing supports the prototyping step in the product development process and helps participants consider physical realization of their designs during the product design and development phases. The framework was implemented in an introductory course for engineering students to product design and development, and author found that it is important to support rich communication among participants including lecturers, teaching assistants and students to enhance the quality of education and to overcome the burden of learning various computer-aided tools and 3D printing techniques needed for the framework.

An Instructional Design for International Collaborative Learning Focusing on Communication

  • KAGETO, Makoto
    • Educational Technology International
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    • v.8 no.1
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    • pp.57-69
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    • 2007
  • The advantages of the Internet enable teachers in the world to break the communication barriers between their schools and collaborate with each other, giving them opportunities for richer educational practices than ever accomplished. I assume that collaborative learning like an international exchange naturally lead the students to acquire the knowledge to communicate with their peers using ICT skills. In this paper, two international exchange projects that have years of practice are reported, i.e., new types of collaborative education projects that the development of the Internet has enabled us to carry out. The international exchanges reported here have been possible because both students and teachers have effectively used the various functions of the Internet. To use English as a "common international communication language" is particularly important for the youth in Asia, and the students have come to realize the importance of English as a communication language through these projects. Also, since these practices are based on the infrastructure of the Internet, they have elucidated what kind of Internet use produces richer educational results .At the final stage of the exchanges, "joint presentation in English" is designed. Students communicate and collaborate over the network, and finally meet with each other and try to give a presentation as a product of their collaborative work. The files and scenes of their presentations are stored on the network and used as educational materials in Asia as well as models for the activities in the following years. We will report how to design international exchange education in this Internet age.

The Development and the Application of a Collaborative Design Prototyping Tool for Digital Products (디지털 제품의 협동적 디자인을 위한 프로토타이핑 도구 개발 및 활용 사례 연구)

  • Nam, Tek-Jin
    • Archives of design research
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    • v.17 no.4
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    • pp.119-128
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    • 2004
  • There is a lack of user centered design methods that support effective collaboration between designers and end-users for designing hardware and software integrated digital products. This paper presents the application of Collaborative Design and a new collaborative design prototyping tool for interactive digital product design projects. The tool consists of STCtools(State Transition Chart tools) software, hardware modeling materials, and physical interface toolkits for integrating software and hardware. STCtools allow users to create and edit States, to compose Events describing transitions between States, and to run intermediate or final results of STC. Using the hardware modeling materials and the physical interface toolkit, designers and end-users can collaborately examine the hardware and software integrated concepts in an early stage of the design process. Three collaborative design workshops of designing a portable digital guide for a theme park were accomplished to examine the feasibility of the tool. The results suggested that the tool supported iterative concept development and interactions between designers and end users. Although several user interface problems of STCtools were identified, the participants gave positive feedback on the role of the tool in collaborative concept generation and deployment. It is expected that the results of this study contribute not only to the collaboration between designers and end users, but also to the collaboration between designers, and between designers and other professionals.

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The Impact of Characteristics of Communication Media and Instruction Behavior on Collaborative Interaction and Project Performance (커뮤니케이션매체 특성과 교수행위 특성이 협력적 상호작용과 프로젝트 성과에 미치는 영향)

  • Ko, Yun-Jung;Chung, Kyung-Soo;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.18 no.4
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    • pp.83-103
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    • 2008
  • In the new web based learning environment which has recently emerged, a variety of new learning objectives and teaching methods suited to this learning environment have been adopted. Recently, web based project-based learning methods have received a great deal of attention from those wishing to improve learning performance. The objective of this study is to identify the impact of characteristics of communication media and instruction behavior on collaborative interaction and project performance through web based group projects. The characteristics of communication media were divided into richness, flexibility, and ease of use, and the characteristics of instruction behavior were divided into support and expression, which are independent variables. Collaborative interaction as a mediate variable, was divided into information sharing and negotiation. Project performance was the dependent variable. To verify the proposed research model empirically, an experiment was conducted in which learners participated in on-line and off-line courses with group projects. The group project was conducted virtual product development(VPD), and designed a web-site about the VPD. At the end of the project, a survey was conducted. Of the 270 students, 239 responded. The students were assigned to groups of 3 or 4 members, and represented different genders and levels of computer competence. The reliability, validity, and correlation of research variables were analyzed using SPSS 14.0, and the measurement model and the structural goodness-of-fit of the research model were verified through SEM analysis using Lisrel 8.54. We found important results as follows; First, richness and ease of use has positive impacts on each of sharing information and negotiation. This suggests that richness and ease of use are useful in sharing information which is related to the task and agreeing in opinions among group members. However, flexibility has not positive impacts on sharing information and negotiation. This implies that there is no great difference in performance of PC and information literacy of user. Second, support and expression of instructor have positive impacts on sharing information and negotiation. This indicates that instructors play an important role in encouraging learners to participate in the project and communicating with them, sharing information related to the project, making a resonable decision and finally leading them to improve a project performance. Third, collaborative interaction has a positive impact on project performance. This result shows that if the ability to share information and negotiate among students was improved then a project performance would be improved as well. Recently, in the state of revitalized web based learning, it is opportune that web-based group project is practically conducted, and the impact of characteristics of communication media and characteristics of instruction behavior on sharing information, negotiating among group members and improving a project performance is verified. On the basis of these results, we propose that forms of learning, such as web based project, could be one of solution which is to enforce interaction among learners, and ultimately improve learning performance. Moreover web-based group project is able to make up for a weakness which makes it difficult to make interpersonal relations or friendship among learners in computer mediated communication or web based learning.

Retail Product Development and Brand Management Collaboration between Industry and University Student Teams (산업여대학학생단대지간적령수산품개발화품패관리협작(产业与大学学生团队之间的零售产品开发和品牌管理协作))

  • Carroll, Katherine Emma
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.3
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    • pp.239-248
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    • 2010
  • This paper describes a collaborative project between academia and industry which focused on improving the marketing and product development strategies for two private label apparel brands of a large regional department store chain in the southeastern United States. The goal of the project was to revitalize product lines of the two brands by incorporating student ideas for new solutions, thereby giving the students practical experience with a real-life industry situation. There were a number of key players involved in the project. A privately-owned department store chain based in the southeastern United States which was seeking an academic partner had recognized a need to update two existing private label brands. They targeted middle-aged consumers looking for casual, moderately priced merchandise. The company was seeking to change direction with both packaging and presentation, and possibly product design. The branding and product development divisions of the company contacted professors in an academic department of a large southeastern state university. Two of the professors agreed that the task would be a good fit for their classes - one was a junior-level Intermediate Brand Management class; the other was a senior-level Fashion Product Development class. The professors felt that by working collaboratively on the project, students would be exposed to a real world scenario, within the security of an academic learning environment. Collaboration within an interdisciplinary team has the advantage of providing experiences and resources beyond the capabilities of a single student and adds "brainpower" to problem-solving processes (Lowman 2000). This goal of improving the capabilities of students directed the instructors in each class to form interdisciplinary teams between the Branding and Product Development classes. In addition, many universities are employing industry partnerships in research and teaching, where collaboration within temporal (semester) and physical (classroom/lab) constraints help to increase students' knowledge and experience of a real-world situation. At the University of Tennessee, the Center of Industrial Services and UT-Knoxville's College of Engineering worked with a company to develop design improvements in its U.S. operations. In this study, Because should be lower case b with a private label retail brand, Wickett, Gaskill and Damhorst's (1999) revised Retail Apparel Product Development Model was used by the product development and brand management teams. This framework was chosen because it addresses apparel product development from the concept to the retail stage. Two classes were involved in this project: a junior level Brand Management class and a senior level Fashion Product Development class. Seven teams were formed which included four students from Brand Management and two students from Product Development. The classes were taught the same semester, but not at the same time. At the beginning of the semester, each class was introduced to the industry partner and given the problem. Half the teams were assigned to the men's brand and half to the women's brand. The teams were responsible for devising approaches to the problem, formulating a timeline for their work, staying in touch with industry representatives and making sure that each member of the team contributed in a positive way. The objective for the teams was to plan, develop, and present a product line using merchandising processes (following the Wickett, Gaskill and Damhorst model) and develop new branding strategies for the proposed lines. The teams performed trend, color, fabrication and target market research; developed sketches for a line; edited the sketches and presented their line plans; wrote specifications; fitted prototypes on fit models, and developed final production samples for presentation to industry. The branding students developed a SWOT analysis, a Brand Measurement report, a mind-map for the brands and a fully integrated Marketing Report which was presented alongside the ideas for the new lines. In future if the opportunity arises to work in this collaborative way with an existing company who wishes to look both at branding and product development strategies, classes will be scheduled at the same time so that students have more time to meet and discuss timelines and assigned tasks. As it was, student groups had to meet outside of each class time and this proved to be a challenging though not uncommon part of teamwork (Pfaff and Huddleston, 2003). Although the logistics of this exercise were time-consuming to set up and administer, professors felt that the benefits to students were multiple. The most important benefit, according to student feedback from both classes, was the opportunity to work with industry professionals, follow their process, and see the results of their work evaluated by the people who made the decisions at the company level. Faculty members were grateful to have a "real-world" case to work with in the classroom to provide focus. Creative ideas and strategies were traded as plans were made, extending and strengthening the departmental links be tween the branding and product development areas. By working not only with students coming from a different knowledge base, but also having to keep in contact with the industry partner and follow the framework and timeline of industry practice, student teams were challenged to produce excellent and innovative work under new circumstances. Working on the product development and branding for "real-life" brands that are struggling gave students an opportunity to see how closely their coursework ties in with the real-world and how creativity, collaboration and flexibility are necessary components of both the design and business aspects of company operations. Industry personnel were impressed by (a) the level and depth of knowledge and execution in the student projects, and (b) the creativity of new ideas for the brands.

A Design of Cooperative Works Platform for software Development Productivity (소프트웨어 개발 생산성 향상을 위한 공동 작업 플랫폼 설계)

  • Cho, Sung-Been;Kim, Jin-Suk
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.1
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    • pp.73-85
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    • 1998
  • Today's Software Systems are becoming bigger, larger and more complex than ever before. To develop largerscale projects, it is required that many experts of different fields participate and cooperate in the same project. So, it is an applied area of CSCW(Computer Supported Cooperative Works} that centers around methodologies and tools that enable cooperative works by geographically distributed people engaged in all aspects of product development. In this paper, we designed a multi-user cooperative works platform, SPACE(Software Platform for distributed Application sharing under Cooperative Environment} as a infrastructure that support to CSCW based system development for telecommunication and information system. SPACE has a fully distributed architecture under Windows 95 environment, has an application sharing mechanism enabling collaborative use of mteractive application adapt to a mixed GUI sharing technology which capture GUI and screen information, and also, an event sharing technology that has a replicated architecture.

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Development of Design Collaboration Management System for Multiple Participants in Design Projects (설계프로젝트 참여자간 협업지원을 위한 설계협업관리 시스템 개발)

  • Lee, Jee-Hee;Yi, June-Seong;Shin, Seung-Woo;Park, Kyung-Rog;Lim, Ji-Youn
    • Korean Journal of Construction Engineering and Management
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    • v.11 no.3
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    • pp.23-32
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    • 2010
  • Construction Projects have mutual collaborative structures among various participants for common objectives. Most of all the design project which is the initial phase in the project is crucial for determining project overall quality and requires intimate and continuous relations between project participants. Thus, this study suggests Design Collaboration Management System for successful performing projects through cooperation among participants in the initial stage of projects. First, expert interviews were performed to figure out present conditions of design collaboration management and problems. The factor analysis was applied to draw owner's collaboration factors and engineer's collaboration factors. Based on those factors, this study suggests design cooperation management process which gives a framework for systematic management method. Through the process the design collaboration management system was developed which helps owner/designers/engineer's co-work. The System suggested from this study realizes systematic information management tool and through that it is expected to improve design product;'s quality, and further contribute the advancement of project.