Matching Items (18)

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E-bike Retrofitting Kit

Description

The goal of this honors thesis creative project was to design, manufacture and test a retrofitted E-bike kit that met certain stated design objections. To design a successful E-bike kit,

The goal of this honors thesis creative project was to design, manufacture and test a retrofitted E-bike kit that met certain stated design objections. To design a successful E-bike kit, the needs of the customer were researched and turned into measurable engineering requirements. For the biker, these requirements are speed, range, cost and simplicity. The approach is outlined similarly to the capstone program here at ASU. There is an introduction in sections 1 and 2 which gives the motivation and an overview of the project done. In section 3, the voice of the customer is discussed and converted into requirements. In sections 4, 5,6,7 and 8 the design process is described. Section 4 is the conceptual design where multiple concepts are narrowed down to one design. Section 5 is the preliminary design, where the design parts are specified and optimized to fit requirements. Section 6 is fabrication and assembly which gives details into how the product was manufactured and built. Sections 7 and 8 are the testing and validation sections where tests were carried out to verify that the requirements were met. Sections 9 and 10 were part of the conclusion in which recommendations and the project conclusions are depicted. In general, I produced a successful prototype. Each phase of the design came with its own issues and solutions but in the end a functioning bike was delivered. There were a few design options considered before selecting the final design. The rear-drive friction design was selected based on its price, simplicity and performance. The design was optimized in the preliminary design phase and items were purchased. The purchased items were either placed on the bike directly or had to be manufactured in some way. Once the assembly was completed, testing and validation took place to verify that the design met the requirements. Unfortunately, the prototype did not meet all the requirements. The E-bike had a maximum speed of 14.86 mph and a range of 12.75 miles which were below the performance requirements of 15 mph and 15 miles. The cost was $41.67 over the goal of $300 although the total costs remained under budget. At the end of the project, I delivered a functioning E-bike retrofitting kit on the day of the defense. While it did not meet the requirements fully, there was much room for improvement and optimization within the design.

Contributors

Agent

Created

Date Created
  • 2017-05

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An Exploration of the Design and Execution of Gender-Neutral Retail Products

Description

Two gender-neutral products developed and sold by IKEA were studied in order to learn about the development of such items, as well as what makes gender-neutral products appealing to consumers.

Contributors

Agent

Created

Date Created
  • 2017-12

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Ciao: Empowering People with Celiac Disease

Description

Ciao is a product and digital application that allows people with celiac disease to gain control over their health as well as lead a more freeing life. The product is

Ciao is a product and digital application that allows people with celiac disease to gain control over their health as well as lead a more freeing life. The product is a compact cooking set that keeps utensils safe from the common cross-contamination that can be life-threatening to a person with celiac disease. The application allows people to find new restaurants that will be safe for them to eat at, scan the barcode of common food products for 8 of the most common allergens, and provide the most up to date research about celiac disease. Within the app, they can also find a sense of community by connecting with other members.

Contributors

Created

Date Created
  • 2020-05

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Devices to Monitor the Physiological Systems, and Alleviate Symptoms, of Lupus Patients

Description

Abstract: Within this insights report, I gather information (this includes primary and secondary research) pertinent to Lupus and Lupus patients, and I segment it into topics of either user, business,

Abstract: Within this insights report, I gather information (this includes primary and secondary research) pertinent to Lupus and Lupus patients, and I segment it into topics of either user, business, technology, or social (sustainable) related information. Within these topics, I analyze qualitative data and create charts to graphically depict my findings regarding Lupus symptoms and products pertinent to symptom relief. Through these graphs, I then find product opportunity gaps (POGs). For example, how to alleviate pain, provide energy, and reduce stress. After finding as many product opportunity gaps as possible, I then pick my top areas of interest. In the future, I will have brainstorming sessions dedicated to these POGs, and from these sessions, I can begin designing possible products to help monitor the systems, and alleviate the symptoms, of Lupus patients.

Contributors

Agent

Created

Date Created
  • 2014-05

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Form, Material, and Color: The importance of Aesthetics and User Experience in Product Design

Description

The purpose of this research project is to outline the design process and to uncover some of the considerations that designers must keep in mind in an effort to design

The purpose of this research project is to outline the design process and to uncover some of the considerations that designers must keep in mind in an effort to design more empathetically. These will include a focus on appropriate aesthetics, user experience design, and designing for innovation. These findings are then applied to a three-part design project to illustrate the importance of these guidelines.

Contributors

Agent

Created

Date Created
  • 2014-05

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Feeling the pull: using magnetic modeling to understand emotions in form

Description

Research in design, emotion, and product experience has focused on establishing a connection between the aesthetic qualities of products and emotions. Studies in product expression have demonstrated relevant patterns between

Research in design, emotion, and product experience has focused on establishing a connection between the aesthetic qualities of products and emotions. Studies in product expression have demonstrated relevant patterns between aesthetics and spatial reasoning. In design research, fully understanding latent qualities of consumers assists in developing an immersive product experience which in turn can engender a lasting product relationship. This study evaluates how people interpret the emotionality of form in order to establish a veritable method for interpreting emotional variables in 3D objects.

This research assesses the emotional perception of aesthetic values in 2D and 3D teapots. A teapot image collection and taxonomy was constructed with 101 images of teapots across four centuries. Eighty-four participants completed a card sorting task of twenty randomly distributed teapot images (taken from the total 101 image collection) into Plutchik's eight emotion categories. Individual pieces of the teapots were coded according to the base, handle, lid, or spout that was presented in the image. The coded pieces from the card-sorting task were arranged per frequency in the overall set. Through the use of response data from the card sorting task, a network of the images was developed in Pathfinder. The content of these results were compared to images of models gathered during an interview with an interactive co-creation method referred to as Magnetic Modeling. Magnetic Modeling is a methodological tool that allowed participants to manipulate individualized pieces of 3D printed teapots into proposed emotional labels.

The findings of this research establish prototypical associations in aesthetic traits and teapot piece combinations for each emotion category. Participant responses were categorized into 4 personas representing the types of perceptual bias in the studies' participants. A discussion and comparison of the methods for academic and theoretical practice is provided.

Contributors

Agent

Created

Date Created
  • 2014

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Developing an emotional design predictor for brand loyalty: an introductory research on interrelationship between brand loyalty and emotion, brand loyalty and culture

Description

The aim of this study is to conduct the empirical tests on consumer's emotional responses of product design and the relationship between emotion and consumer's attitudinal loyalty to identify if

The aim of this study is to conduct the empirical tests on consumer's emotional responses of product design and the relationship between emotion and consumer's attitudinal loyalty to identify if there exists potential relationship links between these two factors together by following certain regulation. This study also seeks to compare Brand Loyalty of Apple products across two different cultures - China and US to see if there are any differences regarding their brand loyalty construction and expression. The emotional responses on product design were also studied in order to reveal potential emotional design issues between the two different cultures. Results of this study show that: (1) Brand loyalty strengthens a consumer's emotion bond with a targeted brand through its product carrier. Emotion is seen as a predictor for brand loyalty based on consumer proportionality and conformity of expression. (2) Cognitive experience is not necessary nor a sufficient condition to build brand loyalty. Emotion and culture will be crucial in constructing brand loyalty without cognition. Cultural differences will affect brand loyalty, especially regarding attitudinal loyalty. (3) Different cultures share different ways of emotional expression. Based on the scope, limitations, and results of this research, Chinese consumers appear to be more sensitive in their emotional feelings of the iPad's design than American consumers.

Contributors

Agent

Created

Date Created
  • 2012

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Product design optimization under epistemic uncertainty

Description

This dissertation is to address product design optimization including reliability-based design optimization (RBDO) and robust design with epistemic uncertainty. It is divided into four major components as outlined below. Firstly,

This dissertation is to address product design optimization including reliability-based design optimization (RBDO) and robust design with epistemic uncertainty. It is divided into four major components as outlined below. Firstly, a comprehensive study of uncertainties is performed, in which sources of uncertainty are listed, categorized and the impacts are discussed. Epistemic uncertainty is of interest, which is due to lack of knowledge and can be reduced by taking more observations. In particular, the strategies to address epistemic uncertainties due to implicit constraint function are discussed. Secondly, a sequential sampling strategy to improve RBDO under implicit constraint function is developed. In modern engineering design, an RBDO task is often performed by a computer simulation program, which can be treated as a black box, as its analytical function is implicit. An efficient sampling strategy on learning the probabilistic constraint function under the design optimization framework is presented. The method is a sequential experimentation around the approximate most probable point (MPP) at each step of optimization process. It is compared with the methods of MPP-based sampling, lifted surrogate function, and non-sequential random sampling. Thirdly, a particle splitting-based reliability analysis approach is developed in design optimization. In reliability analysis, traditional simulation methods such as Monte Carlo simulation may provide accurate results, but are often accompanied with high computational cost. To increase the efficiency, particle splitting is integrated into RBDO. It is an improvement of subset simulation with multiple particles to enhance the diversity and stability of simulation samples. This method is further extended to address problems with multiple probabilistic constraints and compared with the MPP-based methods. Finally, a reliability-based robust design optimization (RBRDO) framework is provided to integrate the consideration of design reliability and design robustness simultaneously. The quality loss objective in robust design, considered together with the production cost in RBDO, are used formulate a multi-objective optimization problem. With the epistemic uncertainty from implicit performance function, the sequential sampling strategy is extended to RBRDO, and a combined metamodel is proposed to tackle both controllable variables and uncontrollable variables. The solution is a Pareto frontier, compared with a single optimal solution in RBDO.

Contributors

Agent

Created

Date Created
  • 2012

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Experience points: learning, product literacy and game design

Description

Game design and product design are natural partners. They use similar tools. They reach the same users. They even share the same goal: to provide great user experiences.

This thesis asks,

Game design and product design are natural partners. They use similar tools. They reach the same users. They even share the same goal: to provide great user experiences.

This thesis asks, "Can game design build better product learning experiences, and if so, how?" It examines the learning situations created by and necessary for product design. It examines the principles of game learning. Then it looks for opportunities to apply game learning principles to product learning situations. The goal is to create engaging and successful product learning experiences, without turning products into games.

This study uses an auto-ethnographic evaluation of a gameplay session as well as participant observation and interviews with gamers to gather qualitative data. That data is sorted with an A(x4) framework and used to create user experience profiles.

The final outcome is a toolkit that identifies areas where game design could improve the design of product user experiences, especially for product learning.

Contributors

Agent

Created

Date Created
  • 2016