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Showing papers on "Open design published in 2016"


Journal ArticleDOI
TL;DR: In this paper, a case study of how MakerBot Industries leveraged external communities and selective openness become the consumer market leader is presented, and the inherent complementarity of selective openness strategies between open and proprietary components is suggested.

86 citations


Proceedings ArticleDOI
07 May 2016
TL;DR: This paper re-interpreted Future Workshops and Co-operative Inquiry to demonstrate that a) autistic children can lead processes with a deliberately open design brief and b) this leads to explore design spaces that are un-imaginable for neuro-typical, adult designers.
Abstract: This paper describes the design work being conducted as part of the OutsideTheBox project. Within the time-frame of eight months, we engaged four children with autism in a participatory design process to develop their own smart object. We re-interpreted Future Workshops and Co-operative Inquiry to demonstrate that a) autistic children can lead processes with a deliberately open design brief and b) this leads us to explore design spaces that are un-imaginable for neuro-typical, adult designers. To capture these four design cases, we have developed Design Exposes, a concept that is inspired by annotated portfolios and Actor-Network Theory. We apply this concept to our cases and present four exposes that subsequently allow us to draw out intermediate-level design knowledge about co-creating technology with autistic children. We close by critically reflecting on the design processes as well as our concept of capturing them.

82 citations


Journal ArticleDOI
TL;DR: In this article, the authors explored the change process that university teachers need to go through in order to become fluent with Open Education approaches and developed a holistic framework for teachers, which takes into account all the dimensions of openness included in the definition and which provides teachers with self-development paths along each dimension.
Abstract: The paper explores the change process that university teachers need to go through in order to become fluent with Open Education approaches. Based on a literature review and a set of interviews with a number of leading experts in the field of Open Educational Resources and Open Education, the paper puts forward an original definition of Open Educator which takes into account all the components of teachers’ work: learning design, teaching resources, pedagogical approaches and assessment methods- of teachers’ activities. Subsequently, to help the development of teachers’ openness capacity, the definition is further developed into a holistic framework for teachers, which takes into account all the dimensions of openness included in the definition and which provides teachers with self-development paths along each dimension. By working on the definition and on the framework with the interviewed experts, the paper concludes that a strong relation exists between the use of open approaches and the networking and collaboration attitude of university teachers, and that in order to overcome the technical and cultural barriers that hinder the use of open approaches in Higher Education, it is important to work on the transition phases – in terms of awareness and of capacity building - that teachers have to go through in their journey towards openness.

53 citations


Journal ArticleDOI
TL;DR: It is argued here that upfront, design-led approaches intended to harness downstream end-user post-production hacking (pre-hack) are in line with Jones’ call from over three decades ago for design divergence and continuity through collaborative processes – which the authors now find in the field of Open Design.
Abstract: This article considers the practice of hacking in terms of making and modifying three-dimensional objects. In line with the work of a number of prominent thinkers in the field, the practice is considered to be a deliberate act by end users to not only understand, make accessible, de-alienate, appropriate and personalise products but also to demystify what Latour refers to as the ‘black box’ effect of established product archetypes. Where hacking is typically considered a post-production process, it is argued here that upfront, design-led approaches intended to harness downstream end-user post-production hacking (pre-hack) are in line with Jones’ call from over three decades ago for design divergence and continuity through collaborative processes – which we now find in the field of Open Design. This is discussed in light of the broader context of sustainability, which needs innovation from the ground up as well as top down.

23 citations



Proceedings ArticleDOI
27 Feb 2016
TL;DR: This workshop opens a discussion for these forms of collaborative appropriation, including field studies, design explorations, theoretical accounts, and critical reflections, to inform the design for collaborative appropriation.
Abstract: Previous workshops examined how individual users adopt and adapt technologies to meet local needs, “completing design through use.” However, there has been little systematic study of how groups engage collaboratively in these activities. This workshop opens a discussion for these forms of collaborative appropriation, including field studies, design explorations, theoretical accounts, and critical reflections. We invite submissions addressing the following and other topics in collaborative appropriation: Practical experiences in design for collaborative appropriation Flexible, open design and tailorability as support for collaborative appropriation Design goals, guidelines, and principles for collaborative appropriation Major drivers to design for collaborative appropriation Emergent roles (actors) in collaborative appropriation practices Characterization and differentiation of collaborative appropriation between couples, teams, groups, and communities Lessons learned from other design movements and research domains to inform the design for collaborative appropriation

17 citations


Journal ArticleDOI
TL;DR: In this paper, a case study explores the opportunities for students of industrial design engineering to engage with direct and indirect stakeholders by making their design process and results into open-ended designed solutions.
Abstract: This case study explores the opportunities for students of Industrial Design Engineering to engage with direct and indirect stakeholders by making their design process and results into open-ended designed solutions. The reported case study involved 47 students during a two-weeks intensive course on the topic of urban gardening. Observations were collected during three distinctive phases: the co-design phase, the creation of an open design, and the sharing of these design solutions on the online platform Instructables.com. The open sharing of local solutions triggered more global discussions, based on several types of feedback: from simple questions to reference to existing works and from suggestions to critiques. Also, some examples of re-appropriation of the designed solutions were reported. These feedbacks show the possibilities for students to have a global vision on their local solutions, confronting them with a wider and more diverse audience. The case study shows, on the other hand, the difficulty in keeping students engaged in this global discussion, considering how after a few weeks the online discussions dropped to an almost complete silence. It is also very difficult with such online platforms to follow the re-appropriation cycles, losing the possibility of exploring the new local context where the replication/modification of the designed product occurred. The course’s focus on open design is interesting from both the design and educational points of view. It implies a deep change in the teaching approach and learning attitude of students, allowing unknown peers to take part in the design process and fostering a global discussion starting from unique and local solutions.

14 citations


Journal ArticleDOI
TL;DR: The work in the open design community is collaborative; it is a symbiosis of interests between profit-making companies and members of the community resulting in win-win situations.
Abstract: This case study is a description of the open design community. The study identifies the main characteristics and methods of operation that frame and drive activities in the community. Qualitative research methods were mainly employed to gather and analyse the data. Work in the open design community is collaborative; it is a symbiosis of interests between profit-making companies and members of the community resulting in win–win situations. A word spin in the title of this paper indicates fast turns in the practices of the open design community. The study also proposes a potential direction for the future development of self-sufficient design and production of artefacts, platforms and services in an almost untouched area of scientific research.

12 citations


24 Jun 2016
TL;DR: The sharing economy is much more than collaborative consumption as discussed by the authors, even if this appears as the most visible achievement of this sector, but what are the common points between Airbnb, Uber, Wikipedia, Ulule, Blablacar, Kickstarter, the FabLabs/hackespaces, the Local exchange trading systems (LETS), Linux, etc?
Abstract: The Sharing Economy is much more than collaborative consumption (Botsman and Rogers, 2011) even if this appears as the most visible achievement of this sector. Production, consumption, finance, exchanges are disrupted by the sharing economy revolution. But what are the common points between Airbnb, Uber, Wikipedia, Ulule, Blablacar, Kickstarter, the FabLabs/hackespaces, the Local exchange trading systems (LETS), Linux, etc.? Most of these achievements rely upon digital platforms (Kenney and Zysman, 2015) enabling peer-to-peer exchanges. These digital platforms act as « weapon of mass collaboration » (Tapscott & Williams - 2007), flattening relationships between Internet users and inside organizations (Castells, 1996 ; 2002). Specifying what the sharing economy is isn’t an easy task. For-profit, non-profit, reciprocity, competition can be observed at a stage or another in the sharing economy galaxy. A bright constellation in this galaxy is the think tank Ouishare created in France in 2012. It’s s a « global community that connects people, organizations and ideas around fairness, openness and trust » (ouishare.net). For them collaborative economy deals with five phenomena: collaborative consumption, crowdfunding, open knowledge (open data, open education, open governance), the maker movement (open design and manufacturing, do it yourself), open and horizontal governance (participatory budgeting, open government initiatives, co-operatives, open value networks, do-ocracries, holacracies). Internet seems to enable peer-to-peer exchanges between consumers (Bauwens, 2005) who are also sometimes producers (Tapscot and William - 2007 speak about “prosumers” to stress how the lines have been blurring). Of course Uber and Airbnb’s algorithms are working like digital auctioneers: tiny invisible hands enabling peer-to-peer exchanges. Could this be the return of Smith or Hayek? Why am I asking this question? Because Jimmy Wales, Wikipedia’s founder, pointed out “Hayek’s work on price theory is central to my own thinking about how to manage the Wikipedia project” (Mangu-Ward, 2007). In order to figure out how to understand the complexity of the sharing economy we propose to explore three paths to characterize it. In the first one we’ll distinguish, with Karl Polanyi, two kinds of economy. Then we will try to figure out where to position the sharing economy (1). In the second one we’ll see if all the sharing economy organizations really share everything and how (2). The last way to characterize the sharing economy is around its global political project (3). 1) The economic anthropologist Karl Polanyi is known for his opposition to traditional economic thought. He distinguishes two ways to understand economy: formal and substantive (Polanyi, 1944). The formal meaning refers to an economy interested only in minimizing means and maximizing results (in neoclassical words: utility maximization under conditions of scarcity). The substantive meaning refers to how humans make a living interacting within their social and natural environments. In this case the economy is embedded in society. Karl Polanyi identifies four principles (or forms of integration) of economic behavior, three in a substantive meaning (reciprocity, redistribution, domestic administration) and the last in the formal sense (market exchange). These principles will be used to classify sharing economies. 2) The sharing economy seems to offer a third way between state and market, the collaborative commons (Rifkin, 2014), which are aimed to produce, innovate, manage, all in common (Ostrom, 1990; Hess & Ostrom, 2007). Some projects or organizations of the sharing economy are managed as common pool resources (Wikipedia, Linux). These projects/organizations have been deeply influenced by the free culture movement (Lessig, 2004 ; Suber, 2012 ; Stallman, 1985) very present in Internet culture (Castells, 1996 ; Benkler 2002) and are close to a an economy in its substantive meaning. The principles of common pool resource management (Ostrom, 1990) are, according to us, useful tools to characterize sharing economy projects. 3) Proponents of the sharing economy advocate action. This is to participate in the creation of a new world by being an agent of change. Acting is a way to test ideas and overcome the internal contradictions of the movement. 3D printers, laser cutters, digital milling machine found in all FabLabs provide access to a new form of bricolage, an interconnected DIY (Anderson, 2012 ; Lallement, 2015). More than a political project, a way of being: to not be a passive consumer and join the ranks of the makers (Anderson, 2012). The concept of bricolage (Levi-Strauss, 1962 ; Duymedian et Ruling, 2010 ; Gundry et al., 2003 ; Garud et Karnoe, 2003) could help us in identifying the real spirit of the sharing economy. On the one hand the culture of open access (Suber, 2012) where peers gather behind a socially useful project and produce in common; on the other huge corporations that take advantage of the opportunities opened up by the internet to establish a " netarchical capitalism” (Bauwens and Kostakis, 2014). The sharing economy concentrates contradictions. We hope to give, in this paper, some guidelines to identify sharing economies.

12 citations


Posted Content
TL;DR: In this article, the authors propose to see contracts as things or artefacts, and borrowing from architects and engineers the idea of design patterns: solutions to recurring problems, which may relate to contract forms, templates or clauses, but also go way beyond.
Abstract: Law as a profession has much in common with architecture and engineering. In contexts as diverse as business transactions, legislative work, and mediation, lawyers have been called legal architects or engineers. We propose seeing contracts as things or artefacts – something to be designed – and borrowing from architects and engineers the idea of design patterns: solutions to recurring problems. Our examples illustrate how design patterns may relate to contract forms, templates, or clauses, but also go way beyond. The paper concludes with an agenda for an open design pattern library for contracts, seeking to help share examples and best practices that enable better contract design and communication.

9 citations


08 Sep 2016
TL;DR: In this paper, a Bamboo Bikes for Africa case study is presented where the open design process is used through an online community using social manufacturing techniques. And the best design is chosen, manufactured and compared to benchmark process chains, which proves that using crowd sourcing and co-creation, designs can be developed and improved to generate a significant amount of innovative designs.
Abstract: Manufacturing methods constantly change to adapt to societal needs. However, there is a new method aimed towards value creation emerging. This method or manufacturing paradigm is described as social manufacturing, which combines manufacturing with open design platforms. This paper discusses a Bamboo Bikes for Africa case study where the open design process is used through an online community using social manufacturing techniques. The best design is chosen, manufactured and compared to benchmark process chains. This study proved that using crowd sourcing and co-creation, designs can be developed and improved to generate a significant amount of innovative designs.

Proceedings ArticleDOI
22 Jun 2016
TL;DR: The paper provides a roadmap for developing and testing the Open Meta-Design framework, and therefore evaluating its relevance in supporting complex projects, and believes that such a framework could potentially facilitate the participation and the creation of open, collaborative and distributed processes, enabling therefore more relevant interactions for communities.
Abstract: The challenges posed by the complexity of our times requires the Design discipline to understand the many complex relationships behind the social, business, technology and territory dimensions of each project. Such nature of complex systems lays not only inside design projects, but also inside the design processes that generate them, and the ability of organizing them through meta-design approaches is becoming strategic. Since the turn of the century, the design discipline has increasingly moved its scope from single users to local and online communities, from isolated projects to system of solutions. This shift has brought researchers and practitioners to investigate tools and strategies to enable mass-scale interactions by adopting several models and tools coming from software development and web-based technologies: Open Source, P2P, DDD (Diffuse, Distributed, and Decentralized) systems. This influence has matured over the years, and if we observed in the past how such systemic models can be applied in the design practice (part 1), we are facing now a new phase where Design will have an increasing role in enabling such systems through the analysis, visualization and design of their collaborative tools, platforms, processes and organizations (part 2). This scope falls into the Meta-Design domain, where designers build environments for the collaborative design of open processes and their resulting organizations (part 3). In this paper, we address this phenomena by elaborating the Open Meta-Design framework (part 4), that provides a way for designing open, collaborative and distributed processes (including those in the professional design domain). The paper positions the framework among current meta-design and design approaches and develops its features of modeling, analysis, management and visualization of processes. This framework is based on four dimensions: conceptual (describing the philosophy, context and limitations of the approach), data (describing the ontology of design processes), design (visualizing designing processes) and software (managing the connections between the ontology and the visualization, the data and design dimensions). We believe that such a framework could potentially facilitate the participation and the creation of open, collaborative and distributed processes, enabling therefore more relevant interactions for communities. As a conclusion, the paper provides a roadmap for developing and testing the Open Meta-Design framework, and therefore evaluating its relevance in supporting complex projects (part 5). DOI: http://dx.doi.org/10.4995/IFDP.2016.3301

01 Jan 2016
TL;DR: In this paper, the authors discuss perspectives, and principles of R. Buckminster Fuller's philosophy and possible implications on the future role of industrial design, aimed at professional designers and students of design, looking to challenge their philosophical basis for design practice.
Abstract: This article discusses perspectives, and principles of R. Buckminster Fuller´s philosophy and possible implications on the future role of industrial design. The article is aimed at professional designers and students of design, looking to challenge their philosophical basis for design practice. The point of departure is an existentialistic question for the design profession. What one should design towards in general terms and what rationale can back up designing in general? The background is a review of texts by R. Buckminster Fuller, including also ideas from Design for the Real World by Victor Papanek. The following discussion is inspired by concepts from the book “Open Design Now” by van Abel, Evers, Klaassen and Troxler. Current trends in design and technology; digital fabrication, open source, open design and blockchain technology increase the freedom of the designer, but also the responsibility. These may be seen as potential remedies for humanity’s shortcomings in sustainably operating Spaceship Earth. Finally we can conclude with the fact that we are collectively going to design our future. What we want this future to be is up to us; we should consider truthfully what is important, and what is not. We should also in our pursuit of constructive practice, allow ourselves the privileged of letting go of “lovingly administered nonsense

Journal ArticleDOI
01 Oct 2016
TL;DR: The ‘Bee Lab’ project empowered participants to construct data-gathering devices, embodying Manzini’s SD approach, and yielded insights into motivation, community leveraging, public engagement for social good and more.
Abstract: Traditionally, design content creation has remained within professional practice and manufacturing industries. Open Design (OD) utilizes accessible fabrication, enabling lay users to create and reappropriate content. Citizen Science encompasses activities where communities gather contextual environmental data for scientific or community purposes. The paradigm combination provides opportunities for communities, grass-roots projects and social initiatives with opportunities to create ‘products’ addressing personal and global issues. Social design (SD) combines OD/ Citizen Science practices, empowering responses by fostering ‘innovations that are both good for society and enhance society’s capacity to act’. This article highlights a SD case study that applied OD/Citizen Science to beekeeping. The ‘Bee Lab’ project empowered participants to construct data-gathering devices, embodying Manzini’s SD approach. The case study aided motivated participants to address local/global issues, facing Apis mellifera (the honey bee). The project yielded insights into motivation, community leveraging, public engagement for social good and more. Insights have been distilled into repeatable stages for analogous activities. The results offer applications for communities, design agents or organizations wishing to address the burgeoning challenges facing social responses to nature.

Book ChapterDOI
01 Jan 2016
TL;DR: The designer of the future has to become a database designer, a meta-designer, who does not design objects, but creates multidimensional design spaces in which unskilled users are able to design their objects in a user-friendly way.
Abstract: 3D printing has the potential to bring about important changes in many domains, including the world of design. Especially because of its open character––the idea that anyone can be a designer or producer––3D printing challenges traditional design practices. In this light De Mul discusses the rise of Open Design, which is characterized by the fact that it involves downloadable works, that design is distributed, and that it is possible to recombine modules to personalize designs and to 3D print them at home or in a specialized shop around the corner. In order to gain a deeper insight into both the chances and the pitfalls of open 3D design, De Mul sheds light on some of the fundamental characteristics of the digital domain, specifically on database ontology, the ABCD of computing. Next, he examines the implications of database ontology for the world of 3D design. He argues that in a world of Open Design the designer should change (redesign) his activities. The designer of the future has to become a database designer, a meta-designer, who does not design objects, but creates multidimensional design spaces in which unskilled users are able to design their objects in a user-friendly way.

Book ChapterDOI
17 Jul 2016
TL;DR: It is concluded that implementing communication guidelines for publishing DAT on Thingiverse by involving both end users as well as health professionals in the research process is vital to the process of co-fabrication and modification in an open design context.
Abstract: This paper explores Downloadable Assistive Technologies (DAT) and the possibilities as well as the limitations of publishing and fabricating DAT through online 3D printing communities. A design probe was used for this research within the context of Thingiverse, in the form of a 3D printed dog wheelchair design probe – the FiGO Dog Wheelchair. FiGO enabled an exploration of co-customization of tools and processes for DAT, issues of design and communication around modification and personalisation, with several other themes emerging from the research. It is concluded that implementing communication guidelines for publishing DAT on Thingiverse by involving both end users as well as health professionals in the research process is vital to the process of co-fabrication and modification in an open design context.

Proceedings ArticleDOI
19 May 2016
TL;DR: The value of the OPEN design in the context of re-use is considered through the presentation and analysis of several other missions that have successfully made use of elements of the design.
Abstract: The Open Prototype for Educational NanoSats (OPEN) was created with the goal of providing institutions worldwide with access to a set of low-cost designs that could be easily modified and augmented for mission-specific needs. The basic design set has been created for and used to construct the University of North Dakota's OpenOrbiter CubeSat, which is currently awaiting a NASA launch awarded through the Educational Launch of Nanosatellites program. This paper considers the value of the OPEN design in the context of re-use through the presentation and analysis of several other missions that have successfully made use of elements of the design. These include deployable solar panel development, a power beaming demonstration mission and developing a space 3D printer.

Book ChapterDOI
TL;DR: In this paper, a legal framework for the development of Open Design projects under the name of CC-PlusDesign is presented. But design rights are not included in the current CC licences, and thanks to a specific tool offered by CC, it is possible to "enhance" a CC licence in order to include design rights and possibly to create an open design project under the CC-plusDesign tool.
Abstract: In recent years, 3D printing has become widespread due to the popularisation of new technologies and the diffusion of a culture based on access to and reuse of knowledge. This blend can be called Open Design. Many Open Design supporters argue that 3D printing technology can be seen as the cornerstone of a third industrial revolution. In this light, it is relevant to ask whether modern open designers can benefit from copyright protection and can successfully rely on open licences. In this chapter, Margoni focuses especially on Creative Commons (CC) licences. He provides an overview of the relevant EU copyright law provisions, and on some recent case law of the European Court of Justice. By examining the most relevant aspects of CC licences, including their applicability to products of design, Margoni can investigate whether a proper legal framework for Open Design exists. He concludes that design rights are not included in the current CC licences. However, thanks to a specific tool offered by CC, called CC-Plus, it is possible to “enhance” a CC licence in order to include design rights and possibly to create a legal framework for the development of Open Design projects under the name of CC-PlusDesign.


DOI
01 Aug 2016
TL;DR: This paper presents models exploring “standards integration” for Open Design purposes, enabling design agents to create “compliant” outputs, to benefit all and concludes that there are possible avenues for standardization, but that this must be tested in the field.
Abstract: Standards touch many aspects of our lives, from purchasing to consuming, to maintaining product con- sistencies (e.g. ISO 9001). Standardization aids replicating: compliance, quality and durability to diffuse geographic areas, driving innovation by providing constraints (BSI). Historically, standardization was a cornerstone for commerce enabling traders to interact, trusting accurate measures, used in judging a prod- uct’s worth. Open Design utilizes Internet-accessible digital making platforms, for creating and disseminat- ing ideas. The rise of Fabrication Laboratories and distributed digital manufacturing (e.g. domestic 3D printing) has increased accessibility of high-quality manufacture. Design agents as well as designers can create products; either for personal use from the bottom-up, or re-appropriate another maker’s solution. Reci- procity is key to the process. As such, in this paper we refer to design agents, rather than applying labels of “professional” or “user”. However, as design agents become enabled to produce complex artefacts, “objective validation” for shared blueprints quality, becomes imminent. For example, 3D printing is reviving DIY toy making, with materials that can degrade overtime, potentially presenting choking hazards. Due to this status quo, the authors are not presenting lawsuit opportunities, but preventative procedures whilst encour- aging proliferation of design agent led Open Design. Regulatory requirements for sectors touched by “open phenomenon” are unprepared. How can maker communities, design agents and others lead the way in pro- moting ways of working that enable robust quality control in open environments? To answer this question, interviews with British Standards Institute (BSI) representatives were triangulated with design workshops. This participatory approach to knowledge creation was chosen due to its inherent compatibility with the theoretical underpinnings of Open Design. This paper presents models exploring “standards integration” for Open Design purposes, enabling design agents to create “compliant” outputs, to benefit all. We conclude that there are possible avenues for standardization, but that this must be tested in the field.

27 Jun 2016
TL;DR: This paper proposes to investigate Open Design through examples of prosthetic hands, and frames a critical perspective on openness and how this paradigm encompasses or informs other design practices.
Abstract: Several design practitioners claim to follow an open design philosophy, using open sourcing material, models or tools. But there has been little work on framing the properties of artifacts produced that way, nor on studying how " openness " influence design processes (Aitamurto, Holland & Hussain, 2015). In this paper, we propose to investigate Open Design through examples of prosthetic hands. These highly specific and personalized devices have to answer highly sensitive social, personal, subjective and functional requirements. They perfectly illustrate the challenges the Open Paradigm may help tackling, such as greater inclusivity through the reduction of stigma, access to social participation and empowerment of users in general. First, we build upon the related work to identify properties of openness. We then present the methodology used to review nine different prosthetic hands. Building upon these examples, we frame a critical perspective on openness and how this paradigm encompasses or informs other design practices. We conclude by presenting our current and future work, to provide perspectives on the applications of our essay.

Journal ArticleDOI
TL;DR: Wang et al. as mentioned in this paper proposed the concept of open design and investigated related design pattern, method and self-organization mechanism to enable efficient implementation of consumer participation in product design process.

DissertationDOI
TL;DR: In this paper, the authors claim that aircraft conceptual design consists of any analysis process which can be completed within one hour, by a single engineer, and apply this process to the case study of a supersonic transport jet, and examine the robustness and merit of the result.
Abstract: Aircraft conceptual design is a challenging analysis problem. The earliest stages of design involve an extraordinarily open design space with myriad unknown variables, yet the analysis used to choose the direction of the design must necessarily have very low cost. We introduce a new approach to develop the analysis used at this phase of design. We claim that aircraft conceptual design consists of any analysis process which can be completed within one hour, by a single engineer. We create such a process using API automation of off-the-shelf commercial engineering software. We apply this process to the case study of a supersonic transport jet, and examine the robustness and merit of the result.

Proceedings ArticleDOI
01 Aug 2016
TL;DR: MagPDK is the only open-source design kit for magnetic processes available to date and provides a common environment for researchers, circuit designers and EDA developers to explore the MTJ-based circuit design space not only in the behavioral level, but in the physical implementation level as well.
Abstract: In this paper, we introduce MagPDK, an open-source process design kit that represents a magnetic tunnel junction fabrication process Based on the widely known open design kit FreePDK, MagPDK extends it by adding magnetic tunnel junction devices on top of the standard CMOS transistors The core of this design kit includes physical design verification rules, connectivity and parasitic extraction decks and a set of parametric cells representing variations of the MTJ device Electrical simulations can be performed by integrating MagPDK with external MTJ compact models For this purpose, wrappers are provided for three open-source models available in the literature A basic set of non-volatile standard-cells and memory bit-cells is supplied with the package to illustrate its capabilities All of the elements in the PDK were developed using de-facto standard formats, such as OpenAccess, LEF and Spice, and can be seamlessly employed within industry-standard digital, analog or mixed-signal design flows In addition, MagPDK is backward-compatible with any FreePDK-based layout With MagPDK, which is the only open-source design kit for magnetic processes available to date, we provide a common environment for researchers, circuit designers and EDA developers, so that they can explore the MTJ-based circuit design space not only in the behavioral level, but in the physical implementation level as well

Patent
03 Nov 2016
TL;DR: In this paper, a project management part 33 generates a design project of the design request, stores the proposal in association with the proposal, and transmits image data for displaying correspondence relations between the design requests relating to each other and the proposal and correspondence relation between the proposals relating to the design frame to a terminal device 3, and makes the terminal devices 3 display these correspondence relations.
Abstract: PROBLEM TO BE SOLVED: To realize an effective open design.SOLUTION: A project management part 33 generates a design project of the design request (a) upon receipt of the posting of the design request, stores the proposal in association with the design request (a plurality of proposals can be stored in association with one design request) (b) upon receipt of the posting of the proposal of a solution to the design request, generates a design frame having data structure capable of describing a series of design works and stores the generated design frame in association with the proposal (a plurality of design frames can be stored in association with one design) (c) upon receipt of a generation request of the design frame for the proposal, and (d) transmits image data for displaying correspondence relation between the design requests relating to each other and the proposal and correspondence relation between the proposals relating to each other and the design frame to a terminal device 3, and makes the terminal device 3 display these correspondence relations.SELECTED DRAWING: Figure 1

01 Apr 2016
TL;DR: The FiGO Dog Wheelchair as discussed by the authors is a 3D printed dog wheelchair design probe published on Thingiverse with the purpose of exploring issues of design and communication of downloadable assistive technologies (DAT).
Abstract: This major research project explores Downloadable Assistive Technologies (DAT) and the possibilities as well as the limitations of publishing and fabricating DAT through online 3D printing communities. A design probe was used for this research within the context of Thingiverse, in the form of a 3D printed dog wheelchair design probe – the FiGO Dog Wheelchair. FiGO enabled an exploration of issues of design and communication of DAT. Through research involving both end users as well as a health professional, as well as interactions within the FiGO project page on Thingiverse, criteria for communicating DAT published on Thingiverse were developed, and a second FiGO project page reflecting these criteria was prototyped and evaluated. It is concluded that DAT could potentially benefit most greatly from a structured set of guidelines of use and communication of risks in the form of a design brief, and that there are specific considerations to developing a meaningful design brief for DAT including: 1) Tell the story of the design, 2) Do not make assumptions about the end user, 3) Clear instruction about the design use, 4) Inclusion of source files to enable user participation and extension of the design.

Journal Article
TL;DR: In this paper, a study of senior-level mechanical engineering students was conducted to determine if the effects of setting common goals could be quantified, and they found that interventions can beeffectively used to explicitly set common goals for the group, and interventions have immediate positive effects on the levelof performance and levels of motivation.
Abstract: Many senior level capstone design courses encourage students to develop innovative solutions to open design projects fromindustry partners. Student teams that function at a high level are more likely to develop innovative solutions. Priorresearchers have proposed that there are four stages to the development of groups: forming, storming, norming, andperforming. It has been seen that students often get ‘‘stuck’’ in the storming stage and only after they coalesce as a team andset common goals (Norming Phase) can they perform at the highest level to achieve said goals (Performing Phase). Theresearch presented in this paper, focuses on two main areas: (1) understanding what motivates undergraduate engineeringstudents when working on design projects and (2) determining the effects of goal alignment interventions on design teams.A study of senior-level mechanical engineering students was conducted to determine if the effects of setting common goalscould be quantified. Five of the total eighteen design teams were selected and guided to set common goals during theirdesign project. Each team was composed of four or five mechanical engineering students. It was found that the teams thatreceived ‘‘interventions’’ had an increase in level of performance (p-value = 0.14) and motivation (p-value = 0.19) whencompared to teams that were left to their own devices. The main conclusions are summarized as: (1) interventions can beeffectively used to explicitly set common goals for the group, (2) interventions have immediate positive effects on the levelsof performance and levels of motivation, and (3) a positive correlation between performance and motivation is found.

Book ChapterDOI
01 Jan 2016
TL;DR: The BotBar has been developed to respond to the significant challenge of integrating smart technologies and sensor loops with industrial robot arms, while also documenting an interaction design studio that prototyped sensor-based integrations with the BotBar.
Abstract: The BotBar has been developed to respond to the significant challenge of integrating smart technologies and sensor loops with industrial robot arms. The process has focused on the robot as an open design platform, utilized as a nexus for education and collaboration between the disciplines of Architecture and Interaction Design. This paper discusses the success and challenges that have emerged from this project, while also documenting an interaction design studio that prototyped sensor-based integrations with the BotBar.

Book ChapterDOI
Yaojen Liu1
01 Jan 2016
TL;DR: In this article, the authors discuss the value of IP sharing for design fields and propose a mechanism that small and mid-size design companies could follow to reduce intellectual property costs and the cost of being charged with IPR infringement.
Abstract: Intellectual property rights protection is one of the major strategies of publishing, printing, and packaging companies. It strengthens competitive advantages in a highly competitive environment, particularly, in the digital age. New packaging structure, and packaging content and visual design are valuable targets to be protected under IPR mechanisms. Under IPR mechanisms, not only IPR costs are high for R&D but also the high risk being charged with IPR infringement. For small and mid-size design service companies, it is too complicate to treat IPR issues and difficult to reduce IPR costs. Is there any IPR mechanism that small and mid-size design companies could follow to reduce intellectual property costs and the cost of being charged with IPR infringement? “Technology and knowledge sharing” has developed since the last decade of the 20th century. The open-source movement philosophy has developed to several mechanisms, such as, Open Design, Science Commons, and Creative Commons. This paper is focused on “Creative Commons and IP sharing”, to discuss the value of IP sharing for design fields. “Increasing marginal utility” is a major economic theory in this paper used to describe what benefits Open Design And Creative Commons could contribute to the design, publishing, printing, and packaging industries. Expert interviews and case studies are major research methods of this article.