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PART 1 - Engineering Design An Introduction (2024-1)

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0% found this document useful (0 votes)
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PART 1 - Engineering Design An Introduction (2024-1)

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papalikeme
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 194

PART I

Engineering Design
An Introduction
Contents

Lecture 1. Technology: The Human-Designed World 1


Lecture 2. Electronic Circuit Practice (I) 23
Lecture 3. The Process of Design 47
Lecture 4. Electronic Circuit Practice (II) 70
Lecture 5. Development of the Team 79
Lecture 6. Generating and Developing Ideas 103
Lecture 7. Tools & Manufacturing 122
Lecture 8. Drawing to Develop Design Ideas 138
Lecture 9. Investigation and Research for Design Development 176
Lecture 1

Technology:
The Human-Designed World

-1-
1. INTRODUCTION
Our natural world is filled with human designed objects. We study about the
natural world in science but it is equally important that our human-designed world
technology
The term technology:
► The process of design, that is, solving problems with criteria and constraints
► The product, system, or environment that results from the design
► The new understanding or knowledge gained through the design and
production of product
☞ Everything man-made, including tangible and intangible

A technologically dependent society needs:


► Technology professionals who can understand design process and create
new products
► Technology experts who can help consumers use and manage those
products
► Citizens who can make intelligent technology choices

-2-
Technology in Our Everyday World
Items that exist in our “designed world”:
Home
Personal Use
Play
Entertainment
Exercise
Transportation

Courtesy of KitchenAid

Courtesy of Cate Gillon/Getty Images

Courtesy of American Honda Motor Co., Inc

-3-
2. DESIGN PROFESSIONALS
Design professionals may work individually or as part of a design team, but always
design under constraint. This means that they have limits on the time and money
allowed to do their work. They usually are employed by a company that provides
the resources and organization needed to produce their successful design.

All design professionals apply mainly their understanding of aesthetic and


math/science principles to create successful designs. Design professionals also
should apply ethical principles to their work by being concerned about the impact
of their work on the environment and society. For example, architects who design
residential and commercial structures must consider all the sets of principles
shown in Figure below.

-4-
공학설계

Applying
Design Continuum Applying
Mathematical
Aesthetic
And Scientific
Principles
Principles

Using the Knowledge of


Technical and Engineering Design Process

Engineering
Graphic/ Designers
Industrial Architectural
Fashion/ (Electrical, Mechanical, Civil,
Designers Designers
Stage Chemical, Computer,
Industrial, etc.)

*aesthetics: Having to do with appearance; a branch of philosophy that deals with human response to
visual stimuli leading to judgements about the things we see. These judgements usually result in
expressions of like or dislike and are related to cultural, economic, political, and moral values.

-5-
공학설계 2대 요소

기능성
공학설계
2대 요소
심미성

(+윤리성)
-6-
3. DESIGN AND THE INDUSTRIAL REVOLUTION
Most early human design was done by people using craft techniques to make
goods for themselves or their families. Each crafter designed and made each
product. Products made in a craft system take longer to produce and are
expensive to sell. ln a craft-based society, only a small number of people could
afford high-quality products. Before the twentieth century, technology was used
mostly to provide food, shelter, clothing, and other basic needs. Because more
than 50 percent of the population worked on farms, historians call this period the
Agricultural Age. More people began to move to cities and work in industries that
produced nonagricultural products. For the first time in the United States, more
people were involved in producing goods than in producing food. This period is
known as the Industrial Age (1907-1957), and it was a significant change from
previous human history. By the mid-twentieth century, another big change had
occurred. In the United States and in other developed countries, the number of
white-collar professional jobs outnumbered the blue-collar industrial jobs. This
meant that companies employed more workers to manage information about their
products than they employed to produce the products. The United States has been
in the lnformation Age or Technological Age since 1957.

-7-
The Agricultural, Industrial, and Information Ages have different qualities.
For example, power in the Agricultural Age came from owning land, power
in the Industrial Age came from having capital, and power in our
Information Age comes from having knowledge. Some people think we
are now entering a new age, in which power will come from taking an
international view of business and industry.

-8-
4. STANDARDIZATION
What do you do if a bolt is lost or broken on your bicycle derailleur or snowboard
binding? Make yourself a new one? Go to a machinist to have a new part custom
made? No-you go to the hardware store or ski shop to get a standard
replacement. Without standardization, you could not do this.
Standards affect every aspect of our lives. Without standards, you could not buy a
telephone and know that it would work both at home and your office. Even time
zones are an example of standards. Time zones were originally created by the
railroads in the late 1800s to synchronize the scheduling of trains. They are still
essential today for modern telecommunications and worldwide business and
finance. Standards lower costs to manufacturers and consumers, improve product
quality and safety, and help protect the environment.
Standardization:
A process of establishing a technical
consensus agreement that provides a
common set of expectations for quality or
compatibility of a material or product without
creating an unfair competitive advantage in
the marketplace.
-9-
5. GREATEST ENGINEERING ACHIEVEMENTS OF
THE TWENTIETH CENTURY

What are the greatest engineering achievements of the 20 th century?

1. Electrification 11. Highways


2. Automobile 12. Spacecraft
3. Airplane 13. Internet
4. Water Supply and Distribution 14. Imaging
5. Electronics 15. Household Appliances
6. Radio and Television 16. Health Technologies
7. Agricultural Mechanization 17. Petroleum and Petrochemical
8. Computers Technologies
9. Telephone 18. Laser and Fiber Optics
10. Air Conditioning and Refrigeration 19. Nuclear Technologies
20. High-performance Materials

How have these achievements affected our everyday lives?

- 10 -
6. SCIENCE AND TECHNOLOGY
Science and technology are terms that are often used together in the same
sentence but are not the same thing. Scientists certainly use technology and
technologists certainly use science, but there is a big difference between the
two. Science seeks answers to questions about the natural universe.
Science describes the natural world by asking why? Why do things in nature
happen the way they do?
For example, Sir Isaac Newton asked why planets move the way they do, and
why objects and projectiles fall to the ground. His answers described the
operating principles of gravity. More recently biologists have successfully
described the specific processes involved in cellular reproduction, which led to
the ability to clone mammals. Science is very important for understanding the
natural world.

- 11 -
Technology(Engineering), on the other hand, asks how? Technologists are
less concerned with understanding why things happen in our world than with
how to solve problems. Some technologists have broader goals. They strive
to improve a technology that can be used in many ways. For example,
electrical engineers are always trying to reduce the amount of power their
circuits consume. Such improvements would make a significant difference in
many products. Certainly, engineers working on a rugged computer would
benefit from circuits that use less power. Sometimes, the application of a
scientific principle comes before the understanding of the principle. The
telescope was invented 60 years before Newton began studying the physics
of optical devices. Designers sometimes find solutions before they
understand completely why those solutions work.

Science:
the study of what already exists

Technology (Engineering):
the study that creates something that does
not exist in the world

- 12 -
과학과 공학에 대해서

과학 (science) : 세상의 원리를 탐구하는 학문


- 자연과학
- 사회과학
- 인문과학 등

공학 (engineering) : 과학에서 얻은 세상의 원리를 활용하는 학문


- 기계공학
- 화학공학
- 원자력공학 등

공학의 의의 : 부가가치 창출
과학·기술이 인류에게 주는 혜택의 확산

- 13 -
기술이란 무엇인가?

기술 (technology) : 다음을 포함하는 인간이 만들어 낸 모든 것


- 문제를 해결하고자 하는 설계 과정
- 설계 과정에서 도출된 제품, 생산시스템, 생산환경
- 제품 설계와 생산과정에서 습득한 새로운 지식·이해

과학science
이미 존재하고 있는 세상의 원리를 탐구하는 학문

공학engineering
과학적 성과를 활용하여 존재하지 새로운 것을 창출하는 학문

기술
technology
과학과 공학을 바탕으로 새롭게 창출된 유형·무형의 성과물

- 14 -
7. IMPACTS OF TECHNOLOGY
We have already mentioned that every product has an environmental and
social impact that designers must consider. There is no such thing as a
technology without a consequence. Sometimes, these consequences are
predictable; sometimes, they are a complete surprise. But first, let's talk about
the four components of a basic technological system:
1. Inputs
2. Processes
3. Outputs
4. Feedback

If we want to heat a room in our home, we might light a fire in the fireplace.
This is an example of an open-loop system. As the fire burns, the room gets
hotter and there are few ways to control the temperature of the room. In
contrast to the fireplace, a home heating system utilizes a closed-loop system
heating all rooms in the house and controlling the temperature by using a
thermostat

- 15 -
- 16 -
Inputs
In a technological system, inputs help drive the system. Inputs might include
resources such as materials, energy, information, people, tools and machines,
and capital.

Processes
A system processes material, energy, or information. In many systems, at least
two of these are processed, one of which is energy. For instance, leather,
rubber, thread, and electricity are processed to create shoes. Can you think of
a technological system in which energy is not processed? In fact, every
process requires energy, even if it is the energy of human muscle.

Outputs
The results of the processes are called outputs. The output of a home heating
system is a warm house and a comfortable family. But are there other outputs
that impact the individual or environment? Just outside the home there is
smoke escaping from the chimney vent, and somewhere not too far away,
there are clouds of emissions from a power plant's smokestack. There are four
types of outputs from all technological systems

- 17 -
Type I Outputs are both expected and desired. These are the outputs the system was
designed to produce. For example, warm air is the expected and desired output of a
home central heating system.
Type II Outputs are expected but undesired. Some outputs of technological systems are
not so obvious. Although the home central heating system provides heat, it can also
produce smoke and soot, carbon dioxide, and other unwanted by-products. These
.outputs are expected but not desired. A chimney is added to the home heating system
design to carry the smoke away from the people living in the house.
Type III Outputs are unexpected but desired. These are advantages resulting from the
use of certain processes .or resources unique to that system. A Type 3 Output is not
harmful, but rather a pleasant surprise. For example, the waste heat that is produced by
electricity-generation plants was considered a problem until someone came up with the
idea of selling it to local businesses, such as greenhouse nurseries, for winter heat.
Type IV Outputs give us greatest concern because they are undesired and unexpected.
Engineering or design failures usually fall into this category. Who would have imagined
that children could be physically hurt by using a computer? In fact, research is now
showing that children are developing musculoskeletal injuries by using an adult-sized
keyboard and workstation. Children are reporting discomfort in their wrists, neck, and
hand. In this case, the Type 4 Output was the failure to predict that children would
someday use computers for play and homework, and to account for the human factors
of children in their design
- 18 -
- 19 -
9. ETHICS AND DESIGN
The impacts of technology are not
simple and often involve ethical
dilemmas. All design professionals
must act ethically, as their work affects
individuals, society, and the
environment. Sometimes even the best
efforts at design solutions fail. The
space shuttle Challenger disaster is
studied frequently as an example of a
design failure that raises ethical
questions. Most engineering societies
and business organizations have
published codes of ethics. A code of
ethics describes the behavior expected
of the society's members and may
indicate how the behavior is enforced,
or what happens to someone who acts
unethically (see NSPE Code of Ethics
for Engineers).
- 20 -
- 21 -
8. SUMMARY
We have already mentioned that every product has an environmental and
social impact that designers must consider. There is no such thing as a
technology without a consequence. Sometimes, these consequences are
predictable; sometimes, they are a complete surprise. But first, let's talk about
the four components of a basic technological system:
1. Inputs
2. Processes
3. Outputs
4. Feedback

If we want to heat a room in our home, we might light a fire in the fireplace.
This is an example of an open-loop system. As the fire burns, the room gets
hotter and there are few ways to control the temperature of the room. In
contrast to the fireplace, a home heating system utilizes a closed-loop system
heating all rooms in the house and controlling the temperature by using a
thermostat

- 22 -
Lecture 2

Electronic Circuit Practice (I)

- 23 -
CONTENTS
1. Introduction

2. Major electric circuit elements


• Resister
• Condenser
• Transistor
• L.E.D. (Light Emitting Diode)
• Switch

3. Circuit practice using TR switch function

4. How to use Multi-electrical circuit board

5. How to Solder on Breadboard


• What is soldering
• Soldering steps

- 24 -
1. INTRODUCTION

Electrical energy is a form of energy


that we convert to utilize.
Electricity conduction occurs when
electrons are passed through a
conductor such as a metallic wire.

The flow of electrons can be compared


to passing a circular rope around a
group of people.
Electric current flows the reverse
direction.

- 25 -
1. INTRODUCTION

An electrical circuit is a closed loop or path


from one side of a power source to the other.
The three basic components of an electrical
circuit are an:
1. Energy source (battery)
2. Conducting path (wires)
3. Energy user or load (eg. globe or lamp)

- 26 -
2. MAJOR ELECTRIC CIRCUIT ELEMENTS

1. Resistor

• Resistors act to reduce current flow, and, at the same time, act to
lower voltage levels within circuits.
• Resistors are used to limit current flow, to adjust signal levels, bias
active elements

Ohm's law V=IR

• the voltage (V) across a resistor is proportional to the current (I)


and the resistance (R)

Ex) 12 V = 0.04 A X 300 ohm


24 V = 0.04 A X 600 ohm

- 27 -
2. MAJOR ELECTRIC CIRCUIT ELEMENTS
3rd band 4th band
Color 1st band 2nd band
(multiplier) (tolerance)

V=IR Black 0 0 × 100


Brown 1 1 × 101 ± 1% (F)
Red 2 2 × 102 ± 2% (G)
Orange 3 3 × 103
Yellow 4 4 × 104
Green 5 5 × 105 ± 0.5% (D)

Blue 6 6 × 106 ± 0.25% (C)


02× 105 Ω, ±10%
Violet 7 7 × 107 ± 0.1% (B)

Gray 8 8 × 108 ± 0.05% (A)

White 9 9 × 109
Gold × 10−1 ± 5% (J)
Silver × 10−2 ± 10% (K)
None ± 20% (M)

- 28 -
2. MAJOR ELECTRIC CIRCUIT ELEMENTS
3rd band 4th band
Color 1st band 2nd band
(multiplier) (tolerance)

Black 0 0 × 100
Brown 1 1 × 101 ± 1% (F)
Red 2 2 × 102 ± 2% (G)
Orange 3 3 × 103
Yellow 4 4 × 104
Green 5 5 × 105 ± 0.5% (D)

Blue 6 6 × 106 ± 0.25% (C)

Violet 7 7 × 107 ± 0.1% (B)

Gray 8 8 × 108 ± 0.05% (A)

White 9 9 × 109
Gold × 10−1 ± 5% (J)
Silver × 10−2 ± 10% (K)
None ± 20% (M)

- 29 -
2. MAJOR ELECTRIC CIRCUIT ELEMENTS
2. Condenser, Capacitor
• A capacitor (condenser) is used to store electronic energy
• Capacitor has two electrical conductors (plates) and a dielectric (i.e. an
insulator that can store energy by becoming polarized) between them.

Q=CV

C: capacitance • Connected power supply, a capacitor are charged.


• When the charged electronic energy equals to the
amount of capacitance, the capacitor starts to
discharge its charges

- 30 -
2. MAJOR ELECTRIC CIRCUIT ELEMENTS
Q=CV

Electrolytic Condenser (polarity)


Ceramic Condenser
Miller’s Condenser
Tantalum Condenser (polarity)

Polarized Condenser has different


length of legs.
Long leg indicates anode (+)
Short leg indicates cathode (-)

- 31 -
2. MAJOR ELECTRIC CIRCUIT ELEMENTS

- 32 -
2. MAJOR ELECTRIC CIRCUIT ELEMENTS
3. Transistor
• A transistor is a semiconductor device used to amplify and
switch electronic signals and electrical power.

• Switching action
If base voltage rises, current flows from collect to emitter
(switch is on).
• Amplifying action

C: collector
B: base
E: emitter

- 33 -
2. MAJOR ELECTRIC CIRCUIT ELEMENTS

- 34 -
2. MAJOR ELECTRIC CIRCUIT ELEMENTS

4. L.E.D. (Light-Emitting Diode)

• LED is a semiconductor device that emits


visible light when charged with an
electron current.

• LED is also polarized. Long leg indicates


anode (+).

- 35 -
2. MAJOR ELECTRIC CIRCUIT ELEMENTS

- 36 -
2. MAJOR ELECTRIC CIRCUIT ELEMENTS

5. Switch

• Circuit paths need to be connected to


each adjacent pins
• Such as 1-2, 2-3, 4-5, 5-6.

- 37 -
2. MAJOR ELECTRIC CIRCUIT ELEMENTS

- 38 -
3. CIRCUIT PRACTICE USING TR SWITCH

Light-Emitting Light-Emitting
Diode Diode A
A (LED) (LED) Switch

K K
100 KΩ 100 KΩ

330 Ω 330 Ω

+ - - + +

10 ㎌ DC
10 ㎌
/16V 9V
/16V
C C -
B B
Two lines aren't
connected
E E
CS9013 or CS9013 or
2SD 227 2SD 227

- 39 -
3. CIRCUIT PRACTICE USING TR SWITCH
• 1) Power OFF → TR1, TR2 OFF
• 2) Power On → LED1(A), R2, R3, LED2(A) + Power supply
• TR1(E), TR2(E) – Power supply
• 3) LED Off since TR1,2 OFF
• 4) The current flows to
• the lower resistance(error) Light-Emitter Light-Emitter

• of R2 and R3 Diode Diode


A (LED) (LED) A Switch
LED 1 LED 2
K K
100 KΩ 100 KΩ
R2 R3
330 Ω 330 Ω
R1 R4
+ - - + +

10 ㎌ DC
C1 C2 10 ㎌
/16V 9V
/16V
C C -
B B
Two lines
aren't
TR1 connected TR2
E E
CS9013 or CS9013 or
2SD 227 2SD 227

- 40 -
3. CIRCUIT PRACTICE USING TR SWITCH
• 5) In the case of R2<R3, TR2 base(B) + Power supply → TR2 ON
• 6) TR2 E → B → C → R4 (Overcurrent Cutoff) → LED2 ON
• 7) Some of the electrons at TR2 flow E → B → charging C1 condenser

Light-Emitter Light-Emitter
Diode Diode
A (LED) (LED) A Switch
LED 1 LED 2
K K
100 KΩ 100 KΩ
R2 R3
330 Ω 330 Ω
R1 R4
+ - - + +

10 ㎌ DC
C1 C2 10 ㎌
/16V 9V
/16V
C C -
B B
Two lines
aren't
TR1 connected TR2
E E
CS9013 or CS9013 or
2SD 227 2SD 227

- 41 -
3. CIRCUIT PRACTICE USING TR SWITCH
• 8) After completing C1 → Negative potential increases, reverse bias
current flows to TR2 B
• → TR2 OFF → LED2 OFF
• 9) The circuit including R2 is turned off, in the mean time, the circuit
including R3 is operating while C1 is fully discharged.
• 10) L1 and L2 continue to
• operate by turns.
Light-Emitter Light-Emitter
Diode Diode
A (LED) (LED) A Switch
LED 1 LED 2
K K
100 KΩ 100 KΩ
R2 R3
330 Ω 330 Ω
R1 R4
+ - - + +

10 ㎌ DC
C1 C2 10 ㎌
/16V 9V
/16V
C C -
B B
Two lines
aren't
TR1 connected TR2
E E
CS9013 or CS9013 or
2SD 227 2SD 227

- 42 -
4. HOW TO USE MULTI-ELECTRICAL CIRCUIT BOARD
Multi art board is consist of repetitive units including 12 cells in the
blue box.

Each 3 horizontal red boxes and 1 vertical red box have 3


connected cells which allow current flow through the cells.

Using the feature that current can flow within 3 connected cells in
red boxes, we can organized a electrical circuit.

- 43 -
4. HOW TO USE MULTI-ELECTRICAL CIRCUIT BOARD

- 44 -
5. HOW TO SOLDER ON BREADBOARD
1. What is soldering

• Soldering is a process in which two or more metal items are joined


together by melting a filler metal (solder)

- 45 -
5. HOW TO SOLDER ON BREADBOARD
2. Soldering steps

Pre-step: Tinning The Soldering Tip


Step 1: Surface Preparation
Step 2: Component Placement
Step 3: Apply Heat Pre-step
Step 4: Apply Solder To The Joint

Step 2 Step 3 Step 4


- 46 -
Lecture 3

The Process of Design

- 47 -
Before You Begin
Think about these questions as you study the concepts in this chapter:

1. How are design processes similar for the various designer occupations
across the design continuum? How are they different?
2. What is a good example of the problem-solving process?
3. What is a good definition of a design process?
4. What are the three major components of a design process?
5. Why is the order of the design steps, or iteration of the design steps,
beneficial?
6. What are the major steps, or phases, of a design process?
7. How are creativity and innovation parts of a design process?
8. What types of constraints are common to most design projects?

design:
An iterative or repeating
decision-making process
that results in a plan to
produce a new product.

- 48 -
1. INTRODUCTION
Design process is the process of planned change. Instead of something changing
by accident, design demands that we plan change so that we end up with the
results we want. In a design process the goal is to minimize undesired effects and
control risk. Design also refers to the process used to create something new – to
solve a problem.
Design processes are used across the design continuum. Engineers at one end of
the continuum use more math and science tools in their design process. Engineers
design a variety of everyday products, from computer games to advanced medical
devices.
At the artistic end of the spectrum, graphic designers use design processes to
make decisions about color, contrast, sizing , shape, alignment, and perspective.
Graphic designers use design processes to achieve a certain visual appeal , and
their designs can include website, billboards, product packing, and TV
commercials.
The design process can be complicated. It is very important to remember, though,
that a design process is nothing more than a logical problem-solving technique. It
is a technique that has proven to be very effective and powerful. A good
understanding of problem-solving techniques is useful in all aspects of life, not just
designing products.
- 49 -
Design:
The process of planned change. Instead of unplanned changing by accident.
The goal of design process is to minimize undesired effects and control risk.
system, or environment that results from the design

Design process:
A systematic problem-solving strategy, with criteria and constraints, used to
develop many possible solutions to solve a problem or satisfy human needs
and wants and to narrow down the possible solutions.

Problem solving:
The process of understanding a problem, devising a plan, carrying out the
plan, and evaluating the effectiveness of the plan in order to solve a problem,
or meet a need or want.

- 50 -
공학설계
과학·기술에 기반한 통합적이고 반복적인 의사결정(decision-making)을 통해
새로운 성과물을 창출하기 위해 수립하는 계획.
의사결정은 설계자에게 주어진 요건을 충족시키고, 제약점을 극복하는 방향으로
수행되는 문제해결 과정임.

또한, 공학설계는 우연한 발견에 의한 것이 아닌 의도된 변화를 만들어 내기 위한


과정이며 설계성과물에서 부작용은 최소화 해야하고 위험 예기된 위험요소는
통제 가능해야 함.

요건 제약점

공학설계
의사결정을 통한 문제해결

유형 무형의 기술 도출
- 51 -
2. FOUR-STEP SOLVING
One of the most famous writers on problem solving was George Polya, a
mathematician dedicated to improving mathematics education. In 1945, he wrote
the book How to Solve It to summarize his work on problem solving. Polya’s four
steps to problem solving are:
(Polya’s Four Steps to Effective Problem Solving)

1. Understand the problem


2. Make a plan
3. Carry out the plan
4. Look back on the plan; how could it been better?

Problem solving:
The process of understanding a problem, devising a plan, carrying out the
plan, and evaluating the effectiveness of the plan in order to solve a problem,
or meet a need or want.

- 52 -
3. FIVE-STEP DESIGN PROCESS
A design process is a more detailed version of a problem-solving method.
The Museum of Science in Boston has developed a five-step process.
This five-step design process includes the following steps:
1. Ask
2. Imagine
3. Plan
4. Create
5. Improve
Five-step design process can be seen as an extended method of Four-step
problem solving . This method can be introduced for effective design.

All design processes contain three important parts:


1. planning
2. ordering
3. repetition (or iteration)

- 53 -
5-Step Design Process
START What is the problem? (1. 요건)
What are the constraints? (2. 제약점)
ASK What have others done?
(3. 기술현황 조사 분석)

Make your design


better.
Improve
Test it out. Imagine

GOAL What are some solutions?


(부작용 최소화, 위험요소 통제)
Brainstorming.
Choose the best.
(의사결정)
Draw diagrams
Follow your plan and
List materials and
create.
Test it out.
Create Plan equipment needed.
Estimate what to do, by
Whom and by When.
- 54 -
BRAIN-STORMING
- Brainstorming : 창의적 집단 사고 –
창의적인 해법 도출을 위해 4-5명 이상의 토론자가 각자의 아이디어 제시해 보는
토론 방법

- 브레밍스토밍 유의사항 5 -
브레인스토밍을 통해서
- 더욱 더 많은 아이디어가 제시되어야 함
- 아이디어 제시 과정에 다른 토론자는 제시된 의견에 대한 비판이나 비난을 하지
않아야 함.
- 토론 주제에 따라 적당한 시간을 정해두고 실시함.
- 토론 과정에 제시된 의견은 반드시 정리해서 기록함.

브레인스토밍을 통해서 제시된 의견이 정리된 후


- 객관적이고 논리적인 근거를 바탕으로 제시된 의견을 분석하여 최선의 결과를
도출해냄.

- 55 -
BRAIN-STORMING
- Decision matrix –

평가기준

평가항목 평가항목1 평가항목2 평가항목2 평가항목4 …


합계
평가점수 10점 10점 7점 5점 …

#1

#2

#3

… …

과제 : 효율적인 에너지 공급 방법

- 가상의 팀(virtual team)별로 의견을 제시함.

- 제시된 의견을 바탕으로 아래 내용이 수록된 보고서 작성, 제출.

1. 브레인스토밍 주제에 대한 정의
2. 의견제시
3.의견분석
4. 해법제시
- 56 -
Design Process
The 12-Step Design Process is:
1. Define the Problem
2. Brainstorming
3. Researching and Generating Ideas
4. Identifying Criteria and Specifying Constraints
5. Exploring Possibilities
6. Selecting an Approach
7. Developing a Design Proposal
8. Making a Model or Prototype
9. Testing and Evaluating
10. Refining
11. Creating or Making
12. Communicating Process and Results

- 57 -
Define the Problem
At this phase of the project, the problem is identified and defined.

Discussion of problem:

http://www.nasa.gov/mission_pages/hubble/
servicing/series/battery_story.html

• Disposal and rechargeable batteries have been used to power everything from
cellular phones to computers. The Hubble space telescope depends on
batteries to power its electronics during night orbits.
• Because the space craft has been in service for 18 years, the batteries have
come to the end of their service life.
• Example of solution: A new battery design that will replace existing batteries and
thus extend the life of the spacecraft as well as provide more power for future
instrument packages.

- 58 -
Brainstorming
Each team member contributes his or her unique ideas in order to
generate solutions to the problem.

Nickel- Lithium ion


cadmium polymer
batteries batteries

- 59 -
Researching and Generating Ideas
Used to discover prior implemented solutions to particular design problems.

Currently, the Hubble


space telescope is
using nickel-hydrogen
batteries.

Courtesy of JupiterImages/Plainpicture

- 60 -
Identifying Criteria and Specifying
Constraints
Detail what you intend to do and the imposed limitations.

The battery must:


• Not exceed 460 lbs
• 36" x 32" x 11"
• Min. of 75 amp-hours
• Deliver 24 volts

Courtesy of JupiterImages/Liquidlibrary.

- 61 -
Exploring Possibilities
Exploring all possible solutions. (This phase requires attention to detail.)

• Lithium ion polymer batteries varies


from 2.7 volts (discharged) to 4.23 volts
(fully charged).
• Have to be protected from overcharge
by limiting the applied voltage to no
more than 4.235 volts per cell used in a
series combination.

Courtesy Jim B. MacDonald

- 62 -
Selecting an Approach

Perform an assessment and then choose a design path.

I don’t really think this is


the right way to make
an assessment.

Courtesy of JupiterImages/Workbook Stock

- 63 -
Developing a Design Proposal

Create a clear documented description of the design.


Background: During Hubble’s
sunlight (or day) orbit, the solar
array panels provide power to the
electrical components and charge
the batteries. This supplies enough
power to support Hubble during its
night orbit.

http://www.nasa.gov/mission_pages/hubble/servicing/SM4/main/index.html

- 64 -
Making a Model or Prototype

With the design proposal completed, a model or prototype of


the solution is constructed.

http://www.nasa.gov/mission_pages/hubble/servicing/series/
battery_story.html

- 65 -
Testing and Evaluating

The model or prototype is tested to determine how well the design meets the
criteria set earlier in the project.

Courtesy of Aiolos, www.aiolos.com

- 66 -
Refining
Any problems and/or concerns indicated in the
testing phase are addressed in the refining phase.

Courtesy of Workbook Stock/JupiterImages

- 67 -
Creating or Making
At this point in the process, the design is sent to
production.

Courtesy of Z Corporation

- 68 -
Communicating Process and Results
At this point in the process, the final documentation is
prepared.

- 69 -
Lecture 4

Electronic Circuit Practice II

- 70 -
Contents

SOLDERING

CIRCUIT PRACTICE USING TR SWITCH

- 71 -
SOLDERING
IronⅠ인두기
Temperature Calibration

Iron tip

IronⅠ인두기

Cleaning sponge
Iron holder

Controller

On/off switch

- 72 -
SOLDERING
SolderⅠ땜납
유연납 : 납(Pb) – 주석(Sn) 합금이 사용됨
- 녹는점을 낮춤 Composition (wt% Pb)
- 기계적 강도 향상
- 비용절감

Temperature (℃)
183℃
18.3 61.9 97.8

[Pb] Composition (wt% Sn) [Sn]


Figure. Phase diagram of Pb-Sn alloy

무연납 : 납의 독성/환경문제로 무연 솔더 개발
Sn-Ag-Bi, An-Ag-Bi-In, Sn-Zn, Sn-Ag-Cu, Sn-Ag-Cu-Bi, Sn-Cu, Sn-Sb 등

- 73 -
SOLDERING
Soldering clampⅠ납땜 클램프

Magnifying lens

Clamp

- 74 -
SOLDERING
Solder suckerⅠ납 흡입기

- 75 -
SOLDERING
NipperⅠ니퍼

- 76 -
SOLDERING
Universal circuit boardⅠ만능기판

(앞) (뒤)

- 77 -
CIRCUIT PRACTICE USING TR SWITCH

Light-Emitting Light-Emitting
Diode Diode A
A (LED) (LED) Switch

K K
100 KΩ 100 KΩ

330 Ω 330 Ω

+ - - + +

10 ㎌ DC
10 ㎌
/16V 9V
/16V
C C -
B B
Two lines aren't
connected
E E
CS9013 or CS9013 or
2SD 227 2SD 227

- 78 -
Lecture 5

Development of the Team

- 79 -
Before You Begin
Think about these questions as you study the concepts in this chapter:

1. How did industry organize work prior to the 20th century?


2. What engineering professionals are on design teams?
3. How does one participate as a design team member?
4. How can successful teams really work while valuing individual differences?
5. What is the role of the team leader?
6. What tools are used to develop positive communication within a group or
team setting?

- 80 -
INTRODUCTION
The engineering design process captures the spirit, intelligence, and vision of the
human being.
When people work together toward a problem-solving goal, they can create
innovate solutions.
A special energy called synergy emerges when people communicate and listen to
each other to explore different ways to achieve the goal together.
Good teamwork and communication skills create synergy, and synergy improves
creativity. All of these qualities – teamwork, communication, synergy, and creativity
– are needed to create and produce any new design.

- 81 -
UTILIZATION OF TEAMS IN INDUSTRY TODAY
Modern industry favors the use of teams in almost every aspect of design and
production. This is in stark contrast to how industry was organized in prior
centuries. During the early Industrial Revolution, Adam Smith (18th-century
economics pioneer) was doing research on ways to improve production efficiency.
Smith observed that a group of specialized workers, each trained to perform only a
single task in the manufacturing process, could substantially increase the level of
productivity than when each individual performed all the tasks needed to complete
a single unit such as in craft production. This way of dividing a job into a well-
defined set of separate tasks has been a model for production and engineering for
decades. It is called division of labor : 분업 and it still seems to make sense, at least
on paper.

- 82 -
- 85 -
However, the shift in engineering is to have everyone on the design team have a
much broader role. Today, new products are most often produced by
multidisciplinary design teams, that contain people with different areas of
engineering expertise as well as expertise in business, finance, marketing, and
production. For example, a design team for a new smart phone would very likely
contain experts in mechanical or physical design, electrical design, computer
systems design, optical design (displays and optical interconnects), human factors
design, industrial manufacturing systems design as well as product engineering,
customer service, and business representation.

team:
A group with a common purpose
that achieves a specific goal using
each individual’s skills and mutual
cooperation to produce the end
product.

- 83 -
- 86 -
Why Work in a Group
• The diversity of different life and professional experiences
• Team members lead to a larger group of ideas and a variety of
approaches to solving problems.
• Team discussions can generate ideas, expand options, and
improve the final product. Even questions from naysayers are
helpful—both in clarifying ideas and identifying fatal flaws.
• A team is based on professional relationships that require you
to respect and value the skill sets other members bring to the
project.
• Colleagues work together to complete an assigned task.

- 84 -
Involving Everyone in the Design Process

Working as a design team member creates a workplace that values and gives
recognition to every person involved with a design. A design becomes a final
product only after input from all design team members, as well as individuals
involved in production and sales/distribution. The competitive demands on a
company in today's market economy require maximum productivity from each
person. With the team format, each person has the opportunity to contribute to the
success of the project, and to gain personal satisfaction in a job well done. Input in
the decision-making process and in providing solutions to problems results in more
personal responsibility and greater satisfaction. A design project may involve
multiple teams, so the task of each team member needs to be determined early in
the project. Each team on a design project may have a different job to do but all
members will share the same need for information. This is a must for collaboration
with each other.

collaboration
The process of people working together
to achieve a common goal

- 87 -
What Does It Mean to Be a Team Player?
• Requires a different approach than working alone.
• Not being in charge of everything.
• Sometimes being the supervisor; Sometimes being supervised.
• Being flexible and understanding that a team of only leaders
(followers) won't perform well.
• Exchanging points of view and learning from others.
• Knowing everyone on the team is responsible and accountable.

- 88 -
Team Roles
• The team leader does just that—leads.
• The timekeeper ensures that team meetings, project
schedules, and the like do not exceed their allotted time.
• The devil’s advocate challenges ideas without being
overbearing or unpleasant.

Courtesy of JupiterImages/Liquidlibrary

- 89 -
Virtual Teams and their Place in Engineering Design

In the past 10 to 20 years, both technology and growing economic globalization


has resulted in a new type of team, the “virtual team.” A virtual team is a
geographically dispersed group of task-driven members, with specific and
complementary skills, working toward a common purpose using a broad array of
communications tools and applications to support the team. The use of virtual
teams has become commonplace in companies and has transformed the way
many organizations are managing programs and projects. Although there are
challenges associated with the use of virtual teams, the benefits typically
overcome these challenges. The typical virtual team in industry averages around
12 to 25 people worldwide. Recent studies estimate that using virtualizing project
teams results in overall costs typically dropping 15 to 30 percent within the first
year of implementation. Through the use of virtual teams, projects can be
designed and delivered in a more effective manner, with regard to both time and
cost. Additionally, the use of virtual teams means organizations are no longer
limited by physical constraints, such as geography, varying time zones, and
access to skilled labor.

- 90 -
Because of this approach, companies can more easily form joint ventures, develop
alliances, and integrate more seamlessly with suppliers and vendors. Virtual
teaming enables organizations to join unique skills and resources from anywhere
on the globe to optimize strategies and development for more efficiently
responding to complex and competitive business requirements.
It is important to realize that, even with the obvious differences, virtual teams do
share common elements with traditional work teams, such as the need for well-
communicated goals and objectives, strong collaboration, prioritization of work,
and accountability for specific tasks and activities.

- 91 -
Benefits and Challenges of Virtual Teams
As identified, there are significant benefits to the use of virtual teams, but there are
also challenges that must be acknowledged and addressed. The obvious big
problem is that team members on virtual teams cannot easily come together in
person, which is the preferable method to meet. The challenge with virtual teams
is to use communications techniques and technologies to overcome this issue.
Note that with any virtual team, trust, project vision, and communication are also
critical elements to building highly successful projects. With that understanding,
the following are some of the major benefits and challenges that exist when
working as part of a virtual team

Benefits. Some of the most significant benefits of virtual teams include:


► Easier access to expertise. One of the most valuable benefits of working remotely is the
ability to hire the best person for a specific role (as opposed to limited hiring availability in a
defined region), which results in greater innovation and creativity.
► Allowing people to work together without the limitations of time, physical space, and fixed
resources.
► Cross-functional coordination and knowledge sharing among design team members.
► Project work can be performed 24/7, which produces greater efficiencies through reduced
costs, faster delivery times, and higher-quality products.
► An ability to build stronger business partnerships and alliances.
- 92 -
► Increased flexibility and agility to compete in the global market.
► Increased collaborative learning and leadership experiences that occur when working as
part of a virtual team.

Challenges. Key challenges almost all virtual teams today face include:
► Cultural differences. Teams require an added emphasis on respecting differences and
sensitivities to cultural nuances. Politics and cultural work styles may need to be addressed.
► Team integration and socialization. The specific experience and abilities of team members
are not always known by others; personal conflicts may be difficult to observe remotely.
► Nonverbal communication. Keep in mind that a large portion of human communication is
nonverbal (facial expressions or other bodily expressions) and that virtual team members
often do not see each other, so virtual teams need to take extra steps to ensure good
communication. When working in virtual environments, you may want to “overcommunicate“
in an effort to make sure all team members are receiving the appropriate information
► Decision making. Team decisions made and communicated are critical to virtual team
success but become more difficult with larger and more diverse teams.
► Accountability.It’s more difficult to hold team members accountable, as it’s much easier
for someone to “drop the ball” virtually than to do so in person.
► Misuse of terminology. This is also very common, and miscommunications are likely, such
as confusion about expectations, accountability for specific tasks, time lines, and so on

- 93 -
Development of the Team

The formation and structure of a team is based on the team goal, how well the
members will work together, and a commitment to a job or product. The team is
composed of people who are experts in their own fields and who are capable of
adjusting to the changing demands and needs of the project. A group of people
becomes a team when those people have a shared vision. A vision is the goal the
team wants to accomplish together. This vision motivates the team to work
together through good and bad times to meet this goal.
To create a team with vision takes hard work, and all team members must accept
the challenge of the vision. The team must have a plan of action to obtain the
vision. Team members will have to ask themselves, “Is my vision for success the
same as the team’s?”

► Synergy is achieved.
► Individual team members achieve self-satisfaction
in knowing their contributions help reach the goal.
► A team with a vision is a highly motivated team.
► A common team vision builds better teamwork.
- 94 -
Team Success
The success of a team depends on synergy. Synergy happens when the team
becomes stronger. The team is then stronger than any one individual on the team.
Each team member must trust the other members and support any of the team
members in time of need. This requires that the team members recognize when
help is needed as well as know when to ask for help.
Team success is also dependent on effective leadership, whether this leadership is
in the form of self-management or as an appointed team leader. Some teams are
led by themselves. This is called a self-directed team. A self-directed team works
on the idea that everyone has an assigned job to do to achieve the team goal. To
achieve the goal, different team members may take the role of leader, depending
on their area of expertise.
Team success occurs when all team members understand the benefits of the team
process. This realization helps individuals to let go of their personal goals and join
the team with ideas that support the team goal.
► Synergy is achieved.
► Individual team members achieve self-satisfaction
in knowing their contributions help reach the goal.
► A team with a vision is a highly motivated team.
► A common team vision builds better teamwork.
- 95 -
Group Norms
Norms are often well known and established behavior. For example, not running in
the school hallway is a well-established norm. A team follows very specific steps to
establish group norms. Norms are very important because they govern the
behavior of each individual and ultimately the group. Often norms are already in
existence in a group without the group realizing it. For example, the most vocal
person may be automatically viewed as the team leader. Sometimes, it becomes
acceptable for one person to show up late to a group meeting because that person
is always late. If these unspoken norms are not acceptable, it is important that
they be discussed or they will likely lessen the effectiveness of team
communication. The team, as a team, must agree to change unacceptable norms.

Norms:
Principles of right action. They are binding
upon the members of a group and serve to
guide, control, or regulate proper and
acceptable behavior.

- 96 -
INFORMATION SHARING AS IT RELATES TO TEAMS
For any group or organization to move forward with an idea or dream for an actual
product, a plan for action must be in place. This strategy includes mutually agreed-
upon goals, standards for performance, and methods and expectations for
communication. Communication, if not planned, can be random and haphazard.
Poor or inadequate communication usually results in a crisis. This type of
communication breeds dissatisfaction, gossip and rumors, and a general
demoralization of the group as a whole. Thus, communication is the tool that
keeps all parts of the design process on track. When the goal or vision is not
shared or evident, communication breaks down and falls apart. Communication
only works when everyone’s ideas are heard and respected.

- 97 -
Making Team Communications Work
The level of effective team communication strongly influences how well the design
process progresses. Team members must communicate with individuals outside
the group as well as with each other. Let us examine the inner dynamics of teams
for effective communications. For teams to communicate effectively, their overall
purpose must be clear. This involves understanding the expectations for the team
and the team ’'s goals. One way to have effective communication is for the team to
have norms that set the standards for team communication. We have already
discussed the development of team norms and their importance. Now we want to
emphasize the norms that encourage open communication among the team
members. Some examples of communication norms are:
1. Each team member shares an opinion whether considered right, wrong, or
indifferent.
2. No question is a dumb question
3. All vital communications will be in writing.
4. Always verify total team understanding.
5. Reach important decisions through consensus

- 98 -
Reaching Consensus
In team communication, you should listen to everyone’'s opinions and allow all
members to have a voice. The expression of opinions allows everyone to have
ownership in the process. Agreement among the entire group is unlikely. The
process recommended for a group to keep moving forward on an issue is called
reaching consensus. A consensus decision is one that the entire team can support
although they personally may not agree with it. This type of decision is based on a
common goal that has already been established and upon which each team
member agreed.
A consensus decision is best for promoting teamwork and team focus. If
consensus absolutely will not work, resort to voting and majority rule.

- 99 -
Decisions Made by Consensus
• Consensus means finding an option that all team
members will support.
• Consensus doesn't mean that all team members
should select an option as their first choice.

- 100 -
You can reach consensus by following these 10 steps:

1.Define the purpose of the decision to be made by the team.


2.Use data and information to make intelligent decisions.
3.Come prepared with your own feelings on the issue at hand.
4.Share your thoughts about the issue.
5.Listen to all team members’ viewpoints.
6.Clarify any unclear issues with questions.
7.Value differing opinions. These opinions will help you look at the issue from a different
point of view.
8.Confront ideas, not people.
9.Work for a quality decision that the whole team can support.
10.Fully support the team discussion and individually take responsibility to see the project
through.

- 101 -
Team Communications Should Be Organized
Whether your team communication is written or verbal, email or posted, the
following is a good format to follow:

What – Explain the goal


Who – Who is responsible?
Why – The reason the task is being done
How – Suggested actions that may help accomplish the goal
Where – Location of the job to be done
When – Project timetable
What – Consequences, rewards, and penalties

Some people call this the “3-1-3” method (www-h-www).

- 102 -
Lecture 6

Generating and Developing Ideas

- 103 -
Before You Begin
Think about these questions as you study the concepts in this chapter:

1. What are some useful strategies to help think creatively about a problem?
2. Ideas need development to make them practical and useful. What can
you do to help refine design ideas and make them workable?
3. Does the appearance of a product have an impact on the success of a
product in the market place?
4. What significance does material choice have on what a product will look
like?
5. What are the design elements and principles used in the aesthetic design
of a product?
6. How do you go about choosing the best design?

- 104 -
INTRODUCTION
Scientist and Nobel laureate Linus Pauling said, "The best way to have a good
idea is to have lots of ideas." Nothing could be truer. With many ideas, you
improve the chances that one of them is a good one. There is little chance that
only one idea is the best idea.

Ideas are incredibly important to business.


New products come from ideas.
Improved techniques come from ideas.
More effective management comes from ideas.
Ideas are the cornerstone of innovation and successful business.

- 105 -
CREATIVE THINKING
Without some training and practice, creative thinking does not come easily to most
people. This is because most of our education experience and decision-making
situations involve convergent or deductive thinking, a type of thinking that involves
a defined logistic order.
We are often taught to look for the “right answers" to our problems, and we are
taught also that “not being right” means failure. In creative thinking, there are no
right or wrong answers-only ideas. Later, when we have a lot of ideas, we may use
logic to sift through them.
Edward de Bono, a recognized expert in the field of thinking and creativity, coined
the terms vertical thinking and lateral thinking to describe these concepts.

creativity: lateral thinking:


The ability to make or bring Thinking that follows
a new concept or idea into unconventional paths,
existence; marked by the sometimes called
ability or power to create. low probability thinking.

- 106 -
In vertical thinking, each idea rests on another idea in logical form, like a house
resting on a foundation. Edward de Bono describes it as high probability thinking,
which means we use this kind of logical thinking to function day to day.
Instead of analyzing each and every action we take, vertical thinking allows us to
make assumptions based on past experience, such as when we see a doorknob,
we reach out and turn it without analysis. Life would be nearly impossible without
vertical thinking.

Lateral thinking, however, is low probability thinking; that is, it follows quite
unconventional paths. Lateral thinking allows new ideas, while vertical thinking
follows previous paths. Learning how to think laterally, or “out of the box:’ is an
important step to creativity and design. As you look at the steps in the design
process, can you tell which steps emphasize logical or vertical thinking, and which
steps emphasize creative or lateral thinking?

- 107 -
GENERATING DESIGN IDEAS
Lateral Thinking
One of the creative thinking techniques involves the identification of the dominant
idea in the situation in which you are attempting to find a creative solution.
Personal desktop computers were historically architected to consist of three major
components: (1) a computer housing (that held the actual microprocessor-based
hardware), (2) a monitor, and (3) keyboard and mouse components.
The “dominant idea” in the marketplace was to keep this type of format, or
architecture, and to provide improvements for newer computers by improving one
or more of these three major components.
However, the computer company Apple Inc., has consistently challenged the
dominant idea of “ separate components" by designing all-in-one computers that
combine the microprocessor-based hardware with the monitor. An all-in-one
format, such as the very successful Apple “iMac”, provides customers a higher
ease of use and a product with less “cable clutter”.
The dominant idea has been compared to a hole dug in the ground. People may
enlarge the hole or they may dig it deeper, but it is easier to stay with that hole
than to begin digging a new hole elsewhere. “Breaking new ground" is a common
phrase that simply means to dig a new hole.
After you recognize the dominant idea, you can find different ways of looking at the
problem. - 108 -
Analogies
An analogy is a similarity between two unlike
things. In problem solving and design work,
analogies can play a helpful role in generating
ideas. It is said that Johannes Gutenberg's
invention of the printing press in 1455 was, in part,
a result of the analogy he saw in the coin punch
and wine press of the day (see Figure). He was
able to visualize a machine that combined the
principles of both devices to print words on paper
using individual letters.
In your design work, can you see similarities to
other problems? Do the solutions to these
problems hold useful ideas for your problem? If
you are working on a problem involving structural
design, can you find analogies in the structure of
plants or the human skeleton, or in other areas that
are totally unrelated to your design problem?
Seeing analogies may provide you with design
possibilities.
- 109 -
Brainstorming

Brainstorming is built on the belief that creative ideas differ from conventional
wisdom. In a brainstorming session, two or more people get together to exchange
ideas and use their ideas to stimulate more ideas. They try to get away from
conventional wisdom by letting their imaginations run wild and by reaching for
outrageous solutions.
This helps break down the logic of convention (vertical thinking) and provides an
atmosphere that encourages creativity. In brainstorming, participants must be
open and adopt a friendly environment in which new ideas will be welcome.

brainstorming:
A group technique for solving
problems, generating ideas, and
stimulating creative thinking by
unrestrained spontaneous
participation in discussion.

- 110 -
Organization of a brainstorming session

Brainstorming can be an effective strategy for generating a lot of ideas for solving
a problem. Here are some important rules for brainstorming.

1. Work in a group of at least three or four people.


2. One person must take notes; recording of emerging ideas is critical for allowing
revisiting of earlier inspirations
3. Define the problem well, and make sure that each person understands it.
4. Set relatively short time limits on each problem (30-60 min.).
5. Be spontaneous, be outrageous, be imaginative.
6. Listen carefully to other people’s ideas, and build on them.
7. Do not criticize, evaluate, or even elaborate. [Important!]
8. Go for quantity to ensure quality.
9. Evaluate only after your idea creation (“ideation”) session has ended

- 111 -
Mindmapping
This is a method that combines free word association and brainstorming. The idea
is to generate as many ideas with a central theme or topic as possible. Using the
theme or topic as a starting point, begin to write down thoughts that occur to you.
Do this as quickly as possible; do not analyze anything. You will have words/ideas
related to your central theme (main branches) and then words/ideas related to
these branches (see Figure).

- 112 -
DEVELOPMENT WORK
Ideas need development at two important stages.
The first stage is when one has a number of generated ideas, each having some
level of good potential for the project. In this first stage, each of these multiple
ideas will need to be developed to the point of either elimination or inclusion into
your project design.
The second stage is when a final solution path has been selected. More
development at the “final" stage is needed simply because all of the details of the
exact design have to be worked out. The amount of development effort will vary
with the complexity of the solution: Simple ideas may sometimes need little
development, while complex ideas almost always need much development.

The goal of development during early stages of the design process is to get the
idea into a shape that will tell you if it is a workable solution to the problem. Do not
stop when you achieve the first workable solution; develop your other solutions in
a similar manner.

- 113 -
After developing a number of workable ideas, you will choose which one to
implement. At this stage, the idea you have chosen undergoes further
development. The goal at this stage is to make the idea producible. You may need
to make detailed decisions about size, shape, materials, fasteners, finish, or other
considerations.
In the case of a nonmaterial-oriented project, such as one involving programming,
electronics, or media, decisions may involve flowcharting, logical sequencing,
storyboarding, or other considerations.
If your solution involves the construction of a physical product, designers use
technical drawings to enable communication among other professionals and for
the actual making of the product or system.

- 114 -
DRAWING TO DEVELOP DESIGN IDEAS

You were introduced to the design process, the central activity of all
technological and engineering design. Now, we look at some of the
communication techniques designers use, especially at the beginning of the
process, where ideas are just forming in the mind and need much
further development.
Design is derived from the Latin word [designare], "to mark out," which became
the French word, [dessiner], "to draw." Therefore, design is historically
associated with drawing.
Drawing, or making graphic images by some means, is an integral part of
being a professional designer or engineer. Drawing can also be very
useful to "everyday technologists-homeowners, parents, or businesspeople
solving practical problems.
- 115 -
The Many Uses of Drawing
Drawing plays several roles in the design process. These roles fall into three
major categories: exploration, idea development, and documentation. Drawing
includes sketching (rapid, freehand drawings) as well as more exacting
depictions such as those required for technical work, possibly using
instruments like compasses and straightedges. Sketching is shorthand for
artists. It is used to get information down quickly, as in visual brainstorming.
Detail drawing, for example, tends to be more careful and time-consuming.

Exploring the Visible World


Developing Ideas
Documenting the Process

- 116 -
Portfolio

A set of pieces of creative work intended to demonstrate a person’s ability or


to document the development of an idea over time.

Inventor’s logs

A very detailed diary of an inventor’s progress in the design or a new device


or system. The logbook should be bound, with entries consecutively dated.
The logbook provides proof of priority of the idea for patenting purpose.

- 117 -
- 118 -
Whole-Brain Drawing

Nearly everyone has the manual dexterity to draw, but by adolescence, many
people do not “remember" how to see. Drawing requires that we shift from
thinking in a verbal and sequential way to a more intuitive approach. Scientists
believe that verbal thinking happens on the left side of the brain, and visual
thinking happens on the right side. Everyone uses this visual thinking quite
naturally as a young child, but because most of our school experience by
seventh or eighth grade has focused on reading and math, we forget how to
see details and relationships that we need for drawing. Exercises and activities
can help people purposely activate the right side of the brain- the side that
artists use when drawing, painting, and sculpting. One of the main strategies is
to trick the overdeveloped left brain into inaction by challenging it to do things
it's not good at. The ultimate goal is to be able to use your whole brain, with
both halves working together, each doing what it does best.

- 119 -
- 120 -
- 121 -
Lecture 7

Tools & Manufacturing

- 122 -
목 차

1. 전동 드릴 (motor drill)

2. 톱 (saw)

3. 직소 ( jigsaw)

4. 사포 (sand paper)

5. 줄자 (tape-measure)

6. 직각자 (right-angle gauge)

7. 버니어캘리퍼스 (Vernier calipers)

- 123 -
1. 전동 드릴 (MOTOR DRILL)
드릴(Drill) 사용법

반드시 맨손으로 사용하고 직각을 유지하여 작동한다.

Twist Drill Bit: 철재, 목재, 플라스틱


5

Nonferrous metal,
3 4 steel, etc.
SUS, etc (Ti coating)

Masonry Drill Bit: 콘크리트, 벽돌, 석재 (hammer)

1
Wood Bit: 목재

- 124 -
1. 전동 드릴 (MOTOR DRILL)

Hole Saw 이중드릴비트

- 125 -
1. 전동 드릴 (MOTOR DRILL)

OK! No!

척 회전자에 비트 고정
척에 비트를 끼우고 손으로 돌려 고정 되면
키로 척에난 3곳의 홈을 모두 조여준다.

척키 보관!

- 126 -
2. 톱 (SAW)

1. 칼금 (칼/그무개) 2. 잘릴 부분 표시 3. 톱질
톱날 두께 고려
잘릴 부분: 톱날 바깥쪽

4. 한국 톱: 아래로 내릴 때(당길 때) 잘림
아래로 내릴 때 힘을 준다.

- 127 -
2. 톱 (SAW)

20º 40º

목재와 톱의 각도: 15º~45º


작은 각(얇거나 무른 목재): 느리지만 정교
큰 각(두껍거나 단단한): 빠르지만 힘듬

• 등대기톱: 목재 직선 절단 • 실톱: 다양한 재료 곡선 절단

- 128 -
3. 직소 (JIGSAW)

(1) 톱날 장착

톱날 각도 조절 레버

(2) 절단 각도 조절

- 129 -
3. 직소 (JIGSAW)

1. 목재에 원하는 모양을 그리고 고정시킨다.


01 01 01

2. 직소 날이 들어갈 수 있도록 드릴링 3. 절단


대각선 방향, ~8mm, 2-3개

- 130 -
4. 사포 (SAND PAPER)
사포 규격

Grit number: 단위면적 당 입자 수


#240
#150
#80
#600
#40

• 홀더 • 샌딩드럼

- 131 -
5. 줄자 (TAPE-MEASURE)
줄자 끝의 걸림쇠 약간의 여유 (걸림쇠 두께)
외부: 당겨서, 내부: 눌러서

- 132 -
6. 직각자 (RIGHT-ANGLE GAUGE)
(1) 일정한 간격의 직선

정수로 떨어지는 치수의 목재가 아닐 경우에는

1. 목재 한쪽 끝에 자의 “0”눈금을 맞춘다.
2. 원점을 잡고 정수로 나뉠 수 있는 눈금이 되도록 사선으로 맞춘다.
3. 만약 5등분을 할 경우에는 그림과 같이 표시하여 직선을 긋는다.

- 133 -
6. 직각자 (RIGHT-ANGLE GAUGE)
(2) 사선 그리기 (작도)

2a

- 134 -
6. 직각자 (RIGHT-ANGLE GAUGE)
(3) 곡선그리기 (탄성있는 직각자)

원하는 곡률에 따라 직각자를 이용하여 곡선을 그릴 수 있음

- 135 -
7. 버니어캘리퍼스 (Vernier calipers)

11.55mm 2.47cm

- 136 -
7. 버니어캘리퍼스 (Vernier calipers)

- 137 -
Lecture 8

Drawing to Develop Design Ideas

- 138 -
Contents

DRAWING BASICS

SKETCHING AND DRAWING TECHNIQUES

USING DRAWINGS IN THE DESIGN PROCESS

- 139 -
DRAWING BASICS
Elements of design
• Line (outline) – 외곽선
• Shape and form – 모양, 형태
• Value (shading) – 음영
• Color – 색
• Texture – 질감
• Space - 공간

Line(선) – 공간의 영역 정의
수학적으로 정의 된 선에는 방향과 길이 만 있고 너비가 없으나 스케치에서 선의
너비는 실제 일 뿐만 아니라 스케치의 모양을 결정함
line: straight (직선), curved (곡선), sharp (날카로움), fuzzy (흐린), uniformly thick
(불규칙한 두께), or varied.

- 140 -
DRAWING BASICS

Shape(모양) – 선(line)으로 정의된


2차원 물체의 모양

Geometric shape 기하학적 모양


Organic shape 자연적 모양
Rectilinear shape 직선으로만 구성된 모양

Form(형태) – 모양(shape)에 선, 명암, 음영, 색상 등의


디자인 요소가
더해져 3차원으로 확대된 형태

- 141 -
DRAWING BASICS

- 142 -
DRAWING BASICS

- 143 -
DRAWING BASICS

- 144 -
DRAWING BASICS
Value(명암)

선과 명암으로 기하학적 형태가 3차원적으로


구성되었음.
도면의 음영 또는 명도 범위가 클수록
3차원적으로 보임.
Light source (광원), Shading (음영)

- 145 -
DRAWING BASICS
Highlights (하이라이트)
빛이 밝거나 빛나는 표면에 부딪쳐 반사 되는 것을 표현함.
좀 더 사실적으로 보이도록 그리기 위해 하이라이트, 반사 등이
과장되게 표현되기도 함.

- 146 -
DRAWING BASICS
Color(색)

인간은 물체에 반사되어 눈으로 들어오는 빛의 파장으로 색깔 구분.


Retina(망막)에는 Rods(간상체)와 Cones(추상체)로 구성되는
Photorespectors(광수용체)가 있는데

간상체는 명암을
추상체는 색을 감지.

색상은 인간에게
정신적·육체적으로 지대한 영향을
미치는 삶의 중요한 부분임.

- 147 -
DRAWING BASICS

Hue (색상), Value (명도), and Chroma (채도)

Hue : 빛의 파장에 따라 구분되는 색


red (700 nm), violet (400 nm)

Value : Hue의 깊이, 색깔이 반사하는 빛의 양

- tint (a light value of hue)


어떤 색에 흰색이 더해져 만들어지는 부드럽고 밝은 색
green + white= light green tint

- shade (a dark value of hue)


검은색이나 dark hue가 섞여 어둡게 된 색
green + black = dark shade of green

- 148 -
DRAWING BASICS *순색 : 원색(마젠타,옐로우,시안)중 2색을 섞어서 만들어지는
색, 2색의 비율에 따라 빨강 주황 연두 녹색 보라 등의 색이
만들어짐. 흰색,회색,검정인 무채색을 조금도 함유하지 않은

Chroma : Hue의 선명함 또는 강도
채도가 낮으면 '탁하다', 높으면 '선명하다'라고 표현,채도가 높을수록 색깔은 강하고
채도가 낮을수록 색깔이 없어지고
나중엔 색깔이 전혀 없는 흰색,검정,회색의 무채색이 됨
채도가 가장 높은 색은 순색이며 이것에 무채색을 섞는 비율에 따라 색이
늘어남, 동시에 채도는 낮아짐

- 149 -
DRAWING BASICS
Exercise 1. value scale

- 150 -
DRAWING BASICS
Primary Colors

혼합하여 다른 색을 만들 수 있는 기본색

Secondary and Tertiary Colors

Secondary colors : 두 가지 primary colors가 혼합되어 만들어 지는 색


Tertiary colors : secondary color에 primary color가 혼합되어 만들어 지는 색

Color wheel

3 primary colors
3 secondary colors
6 tertiary colors

- 151 -
DRAWING BASICS
RGB / CMYK

RGB : 빛의 3원색, 빛의 색
색 파장의 가장 기본이 되는 Red / Green / Blue
세 가지 색을 혼합하면 하얀색 (밝아짐)
→ 가산혼합

CMYK : 색의 3원색, 물체의 색


RGB로 구분되는 빛은 그 자체 빛의 색
그러나 물체의 색은 피사체에 반사되어 나온 빛의 색
청록색 cyan / 자홍색 magenta / 노란색 yellow가
색의 3원색 CMY로 표현함.
이론상으로는 색의 3원색을 혼합할 수록
채도와 명도가 낮아져 검정이 됨 (어두워짐)
→ 감산혼합
그런데 이론상 C, M, Y가 섞이면 black이 나오는 것
으로 설명했지만 실제로 혼합하면
pure black이 아닌 진한 회색이 나옴.
그래서 완전한 검정을 표현하기 위해 K (black)을
더한 것. CMYK

- 152 -
DRAWING BASICS

- 153 -
DRAWING BASICS
Texture : 기능적 / 심미적 측면에서 제품 구성의 중요 요소

기능성
nonslip “grip” on the
handle of a tool
a floor surface, or a
skateboard

심미성
시각적 요소

- 154 -
SKETCHING AND DRAWING TECHNIQUES

3차원 물체를 2차원 공간에 표현하는 방법으로 perspective drawing ┃투시도가 활용될
수 있음.
시점(視點)과 입체(立體)의 각 점을 연결하는 방사선(放射線)에 의하여 그려진 그림.
원근감(遠近感)은 잘 나타나나 실제의 크기는 나타내지 못함.
perspective drawing ┃투시도에서는 vanishing point ┃소실점이 사용됨.

또 다른 방법으로는 vanishing point ┃소실점이 사용되지 않는


isometric drawing ┃등각투영도가 있음. 실제 보여지는 모습대로 묘사되지 않지만
빠르게 보여줄 수 있음.

표현 대상을 정확하고 정밀하게 그리는 방법에는 technical drawing ┃제도(도면그리기)


법이 사용됨.

- 155 -
SKETCHING AND DRAWING TECHNIQUES
Perspective drawing ┃투시도

원근법을 적용하여 그리는 방법


가까이 있는 물체는 크게 멀리 있는
물체는 작게

사진에서 촬영자로부터 멀어져 가는


①건물의 지붕을 따라서 선을 긋고
② 바닥을 따라서 선을 긋는다면
두선이 서로 만나는 지점을 찾을 수
있다. 두 선이 서로 수렴하는 점을
vanishing point ┃소실점 이라 함.
창문의 위쪽과 아래쪽 선에서
소실점을 찾아 본다면 지붕과
바닥에서 찾아진 소실점과 같은
지점에서 소실점이 형성된다.

- 156 -
SKETCHING AND DRAWING TECHNIQUES

Linear perspective ┃직선원근법

인간의 눈에 의해 인지된 공간의 장면을 공간이 아닌 평면에 비슷하게 그림으로


표현하는 방법
일반적으로 물체는 관찰자로부터 멀 수록 더 작게 그린다.
물체는 보는 각도에 따라 다소 왜곡되어 보이기도 한다.
르네상스 시대에 개발된 그리기 기법

Point perspective ┃점원근법

One-point perspective, vanishing point를 하나만 사용하는 도면.


Vanishing point는 horizontal line 상에 위치함.
Horizontal line은 눈 높이이며 horizontal line을 어떻게 설정하는지에 따라
물체가 보이는 모습이 달라지기 때문에 도면에서 중요함.
Vanishing point는 물체의 정면과 또 다른 한 개 내지 두개의 면을 묘사하는데 사용되며
물체에서 너무 멀리 떨어진 측면에 위치하게 되면 물체가 왜곡돼 보이므로 주의해야함.

- 157 -
SKETCHING AND DRAWING TECHNIQUES

- 158 -
SKETCHING AND DRAWING TECHNIQUES
Exercise 2. Cube in One-Point Perspective

Step 1.

Use a ruler to make sure your lines are


straight. You can also draw on graph paper to
keep corners square. Draw a square, a line, and
a point in the positions shown in Figure 5-43.
The square is the front face, the closest side of
the cube you will draw. The line, called the
horizon line, stands for your eye level. The
vanishing point is the point where parallel lines
converge. It tells you where you are standing,
because it is projected back from your eyes
onto the horizon line.

- 159 -
SKETCHING AND DRAWING TECHNIQUES
Exercise 2. Cube in One-Point Perspective
Step 2.

Draw a dashed line from each corner of the


front face to the vanishing point.
These are imaginary lines. Next, draw a dashed
line parallel to the top edge of the square
about one-third of the way back to the horizon
line.
Place the dashed line between the diagonals
going back to the vanishing point.
Note that it is shorter than the top edge of the
square. This makes it appear to be at some
distance back from the square. If you draw a
dashed line parallel to the sides of the square
dropping down from the points where the
horizontal line meets the diagonals, you create
the top corners of the back face of the cube.
Where those lines meet the diagonals going
back to the vanishing point from the bottom For the time being, all the lines other than the
of the front face, draw a dashed line parallel to edges of the front square and the horizon line
the bottom of the front square. should be dashed. What you have drawn here
is a transparent cube (see Figure 5-44).

- 160 -
SKETCHING AND DRAWING TECHNIQUES
Exercise 2. Cube in One-Point Perspective

Step 3.

The position of the horizon line and vanishing


point tell us that you are directly in front of
the cube and slightly above it. What you see of
the cube is the front and top faces. Outline
those in solid black lines (see Figure 5-45). This
way you are showing what is seen and what is
not seen but is understood.

- 161 -
SKETCHING AND DRAWING TECHNIQUES
Interior Views

One-point perspective is also useful for drawing the interior of a room (or an entire
outdoor scene). When depicting a scene from a standing position, the horizon line is
placed just slightly above the center, and the vanishing point is usually centered on
this line (see Figures 5-46 and 5-47).

- 162 -
SKETCHING AND DRAWING TECHNIQUES
Interior Views

- 163 -
SKETCHING AND DRAWING TECHNIQUES
Interior Views

- 164 -
SKETCHING AND DRAWING TECHNIQUES
Interior Views

- 165 -
SKETCHING AND DRAWING TECHNIQUES
Outdoor Scene

Figure 5-48 shows an outdoor scene viewed from a one-point perspective. If


you follow the lines of the sides of the buildings back into space, they will converge
in a single point.

- 166 -
SKETCHING AND DRAWING TECHNIQUES

Two-Point Perspective ┃2점 원근법

Two-point perspective는 one-point perspective와 유사하지만


물체가 정면에 위치하고 있지 않은 경우 활용함

물체의 가장 가까운 부분이 면이 아니라 모서리이며


관찰자로부터 가장 가까운 모서리를 key edge라고 함

Horizontal line은 눈 높이이며 “bird’s-eye view”를 그리고자


한다면 수평선을 높이 설정 해야함.

Vanishing point는 그리고자 하는 종이 밖에 설정되는 경우가


많은데 두개의 vanishing point가 너무 가까우면 물체가 왜곡되어
보임.

- 167 -
SKETCHING AND DRAWING TECHNIQUES

- 168 -
SKETCHING AND DRAWING TECHNIQUES
Exercise 3. Horizon Line and Vanishing Points

Step 1.

To draw a box in two-point perspective, start with


a vertical line (the key edge) rather than a square
face; add a horizon line and two vanishing points
(see Figure 5-52).

The key edge is the closest corner of the box you


want to draw.

The horizon line is once again your eye level, and


the vanishing points are situated on the horizon
line to the left and right of the key edge. If you
place them fairly close together, you will get a
result that is quite dramatic (in fact, sometimes
uncomfortably distorted) and suggests that you
are close to the box.

If you place them quite far apart, you will get a


much more comfortable view, as if you are at
some distance from the box.

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SKETCHING AND DRAWING TECHNIQUES
Exercise 3. Horizon Line and Vanishing Points

Step 2.

Draw a light line from the top and bottom of the


key edge to each vanishing point (see Figure 5-
53).

Step 3.

Now, draw the vertical lines that represent the far


edges of the two side walls on either side of the
key edge (see Figure 5-54). Outline each side of
the box. The side that is closer to a vanishing
point will be shorter
than the other side.

- 170 -
SKETCHING AND DRAWING TECHNIQUES
Exercise 3. Horizon Line and Vanishing Points

Step 4.

Draw a light line back to the opposite vanishing point from the back corners of the two visible
sides (see Figure 5-55). This will outline the top of the box. Because you are above the box, you
can see three faces- two sides plus the top.

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SKETCHING AND DRAWING TECHNIQUES
Exterior and interior two-point perspective

- 172 -
SKETCHING AND DRAWING TECHNIQUES

Isometric drawing ┃등각 투영법

육면체를 투영할 때, 3축의 선분이 각각 120도로 이루어져 윤곽이


정육각형이 되는 투영을 등각투영이라 한다. 이 경우, 좌표축상의
길이는 실제 길이보다 짧게 되지만, 이것을 실제 길이로 묘사한
것을 등각도라 한다.

하나의 투영도로 입체를 나타낼 수 있는 것으로 설명도(說明圖)


등에 이용된다.

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SKETCHING AND DRAWING TECHNIQUES

Exercise 4. Isometric Drawing


Step 1. Draw the front vertical edge of the cube (see Figure 5-61).
Step 2. The sides of the box are drawn at 30 degrees to the horizontal to the
required length (see Figure 5-62).
Note: All lengths are drawn as actual lengths in standard isometric.
Step 3. Draw in the back verticals (see Figure 5-63).
Step 4. Draw in the top view with all lines drawn 30 degrees to the horizontal (see
Figure 5-64).

- 174 -
USING DRAWINGS IN THE DESIGN PROCESS
Preliminary Sketches

Annotated Sketches

Developmental Sketches and Drawings

Production Drawings

- 175 -
Lecture 9

Investigation and Research for


Design Development

- 176 -
Contents

1. KEY POINTS

2. INTRODUCTION

3. CASE STUDY: HISTORY OF KETCHUP

4. ASKING QUESTINS

5. USING MARKET RESEARCH

6. USING PRIMARY SOURCE

7. USING SECONDARY SOURCE

- 177 -
KEY POINTS

조사 분석의 필요성은?

Heinz의 Top-DownTM ketchup bottle 개발과정

질문을 결정하는 방법

조사 분석 수행 방향

공학설계를 위한 조사 분석 수행 방법

- 178 -
INTRODUCTION

Keys to be a successful designer


Right Question Consulting the Right Sources

• Obvious question • Market research


• Additional questions • Demographics┃인구통계

- 179 -
CASE STUDY: HISTORY OF KETCHUP

Ketchup의 유래 - 1800년대 초 Virginia에서 발간된 간행물에서 그 기원을 아시아의 절인


생선으로 기록함

1875년까지 식품산업은 캔이나


병 속에 담긴 가공된 식품에 대한
소비자의 신뢰를 얻고자 함
19세가 말 Henry Heinz와 John
Heinz 형제 그리고 사촌 Frederick
Heinz는 tomato ketchup을 병에
담아 판매하기 시작함.

- 180 -
CASE STUDY: HISTORY OF KETCHUP
Background
1869 1906 1918
Ketchup bottle Heinz Passage of Heinz
Amber glass Ketchup bottle the first Company
Pure Food • support for the
Clear glass new act
Green glass and Drug Act • employ scientific
*최초의 식약법 통과 control and
Consumers can laboratory testing
Food cans and
see the contents to ensure product
bottles were Mile stone for food
inside quality
developed in the processing industry
(the first compony)
early 1800s

Polyethylene plastic replaced glass in the 1980s, making it easier to pour the ketchup and
eliminating the danger of broken glass.

Unfortunately, consumers still complained about the initial “watery” first squirt and pouring
remained difficult as the bottle became empty.

Kids and adults love ketchup. Forty-six percent of all people surveyed said that ketchup was
their favorite condiment. Heinz produces more than one billion ounces of ketchup per year.
With annual sales of over $1 billion, Heinz ketchup sales represent twice the market share
of the nearest competitor.
- 181 -
CASE STUDY: HISTORY OF KETCHUP
Problem Identification

Bill Johnson, chairman and CEO of H.J. Heinz, explained to the design team that
> the company must always look for ways to innovate their older brands. <
Mr. Justin Lambeth, Heinz brand manager, was told
> to come up with the “next new product for ketchup!” <

Investigating and Research

Consumer market trend research


• Number 1 factor : Convenience

- 25% of consumers used a knife to get the ketchup out


NEW BOTTLE DESIGN
- 15% of consumers stored their bottle upside down

Risks of major change of products


• New design can confuse consumers
→ erode brand recognition
→ reduce market share
- 182 -
CASE STUDY: HISTORY OF KETCHUP

Standard Heinz ketchup bottles

PET(poly-ethylene terephthalate) plastic bottle with 0.25 inch orifice

New design concept

Upside-down, inverted bottle


Self-sealing cap using silicon valve closure design
Bottle shape to fit smaller hands and fill softer
Grip for children can hold and control
Aesthetics
To keep the traditional keystone label

- 183 -
CASE STUDY: HISTORY OF KETCHUP
Testing and Evaluating

Preliminary More
Design Using CAD/CAM
Concept
Stable
Base

A bigger base
would give more
Upside- stability but would Optimized
down also increase cost - bottle
Bottle a trade-off the Design
design team need
to consider.

• CAD computer aided drawing


• CAM computer aided manufacturing

- 184 -
CASE STUDY: HISTORY OF KETCHUP
Testing and Evaluating

• Silicon valve performance (leaking and sealing)


• Cost of new closure
• During the test marketing, consumers indicated
that avoiding the mess around the traditional lid of
the upright bottle was very attractive feature.
• Consumers willing to pay a premium price for the
convenience of the new package design.

- 185 -
CASE STUDY: HISTORY OF KETCHUP
Post Log

• The new Top-Down package introduced in 2000 reflected the collaborative spirit of the
design team.
• Even companies with instant brand recognition like H.J. Heinz must invest and adapt to
keep up with new consumer expectation.
• Colored ketchup products including green, purple, pink, orange, teal, and blue were
added to the new product line but have since been discontinued.
• In 2005, Heinz formally dedicated a new $100 million, 100,000 square foot “Global
Innovation and Quality Center” near Pittsburgh, Pennsylvania. Teams of researchers,
engineers, package designers, chefs, food technologists, and nutrition and quality
assurance professionals will work to deliver new products, new packages, better
nutrition and product taste, and improved consumer value.
• In addition to direct product improvement, the center will conduct basic research on
understanding the value of antioxidant lycopene on consumer health, while botanists
and agronomists work to develop tomato hybrids to improve yield, color, and flavor.

- 186 -
ASKING QUESTINS
Closed question
What were the caused of the Civil War?
A question that has only one
How did Thomas Edison invent the light bulb?
correct answer

Open-ended question
How can I decide a bicycle that can be
A question that has many
transported in the trunk of a car?
possible correct answer

- 187 -
USING MARKET RESEARCH
Primary sources & secondary sources
General questions
Specific questions
Market research
Company Consumer
Industry trends
Market potential Demographics of consumers

Primary Source
Information that is original and has not been summarized or reported by someone other
than the person or group responsible for the information

Secondary Source
Information that has been previously published usually by someone else.

- 188 -
USING PRIMARY SOURCE
The most reliable information
e.g. researching patent information or reading a research article written by a person or
company

Using or creating primary research information requires much more commitment of time and
money. The design team can use existing studies or conduct their own telephone surveys,
online bulletin boards, informal focus groups, or direct-mail surveys; conduct laboratory
studies on materials, processes, or systems; or conduct test marketing to determine the
desirability of the potential product. The team can also hire market research companies to
question consumers about their purchasing habits. This information allows the business
decision makers to make thoughtful decisions about the development of a product. Market
research and laboratory studies are essential tools of product development, and the
advertising and sales forces can later use the collected information.

Consumer-Based information
consumer group
telephone
internet
face to face

- 189 -
USING PRIMARY SOURCE
Intellectual property
A term used to describe certain types of ideas and information for the purpose of
determining the legal right of ownership
- patent – copyright -trademark

Patent information
A form of legal protection granting exclusive right to the inventor of a unique new product or
process

특허 존속 기간은 출원 후 20년, 의약품의 경우 1회에 한해 연장 등록이 가능하며 연장기간은


최대 5년, 따라서 의약품의 경우 출원 후 최대 25년이 특허 존속기간.

- 190 -
USING PRIMARY SOURCE
Trademark and Copyright Protection

A copyright is similar to a trademark but relates to protecting original works such as literary,
dramatic, musical, artistic, and certain other intellectual works, both published and
unpublished.
Material that has been issued a copyright is marked with the © symbol. The owner, such
as the author of a book, is granted exclusive rights to reproduce the copyrighted work, to
prepare derivative works, to reproduce and distribute copies of the work, to perform the
copyrighted work publicly, or to display the copyrighted work publicly.

Plagiarism is a common form of inappropriate use of another person’s work.


Plagiarism results when someone uses a direct quote or paraphrases the work of another
person without giving credit to the author(s). Students who plagiarize can fail a
course where the material was used or can be expelled from their college
or university.
Some students may not be aware of the seriousness of plagiarizing, but need to know
that people who plagiarize in the marketplace are commonly fired from their jobs.

- 191 -
USING SECONDARY SOURCE
Library Homepage
Web Portals
Encyclopedias
Internet
Magazines, Trade Journals, and Newspapers

- 192 -

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