The Design of Engineering

The Design of Engineering

Joseph William Pruitt (Slingshot Product Development Group, USA)
DOI: 10.4018/978-1-60566-352-4.ch003
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Abstract

The purpose of this chapter is to define the roles of engineering and design within the product development cycle looking at both the scientific and artistic methods used by the creators of new ideas. With the vastly different philosophies of product development between the engineer and the designer, the production manager is often faced with an ubiquitous tension that is frequently misdirected and mismanaged. The disparate design philosophies tend to force companies to pick either “science” or “art” in their development cycles which in turn creates either products that have no connection with human beings or products that cannot conceivably be produced on this planet. This chapter addresses these concerns and suggests methods in managing the creative insanity of successful product design.
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Background

It’s four in the morning on a muggy Sunday night in North Jacksonville and I’m sitting in a Wal-Mart® parking lot with a few friends playing a game of Tidily Winks™, waiting for the Tire and Lube Express® to open. My buddy Theron is dominating all of us by a solid 50 points. We had driven the two hour stretch down I-95 from Savannah, Georgia earlier that night in hopes of finding adventure before taking Theron to the airport where he would catch a seven o’clock flight out to the west coast. Ka-thump, thump, thump! That’s the sound of a shredded tire. As we sat there waiting for the tire center to open, it came to me: “This is what it’s all about…the story.” It is the stories derived from experience that unite humans and give importance and understanding to our relationships with the world around us.

In the age of mass consumerism and knowledge at the press of a finger, people are searching for meaning in life beyond the stainless steel espresso maker that matches the kitchen sink and the lemon scented dish soap that “leaves hands feeling soft.” People want to have a connection with their belongings that transcends the functional and dives into the experiential (Norman, 2003). As extreme as it sounds, people want to create stories with the products they buy and the services they purchase, because stories are how people remember and remembering is where the true value lies. If all that was written in the last paragraph was a monologue about the pros and cons of oblique engineering in the automotive industry, probably half of the people reading this chapter would stop and the other half would fall asleep. It was the essence of a shared experience, a story, which kept the reader intrigued and fascinated with the outcome. The story was where the value was maintained and the experience understood. This value in the experience must be conveyed within business, between and among departments, if it is to be successfully implemented.

This value of the story is further elaborated by designer Scott Klinker, who says

Key Terms in this Chapter

Human Centered: A design philosophy where the functionality, purpose and aesthetic of a product or service is tailored to the needs, wants and desires of the user. Similar to the term User Centered coined by author Donald Norman in his book The Design of Everyday Things.

Poignant Dictator: A product development manager that oversees both engineers and designers helping them to communicate and facilitate efficient design solutions while still adhering to both the Engineering and the Creative Method of design.

Self Brand: The contrived image that an individual communicates to the world. The self brand can be anything from clothing and accessories to personalized web pages and social networking sites.

Rational Designer: A human centered designer that works within the creative method but is still sensitive to the constraints of the engineering method and strives to find a unified balance by creating solutions that help the engineer do his job more efficiently.

Sentimental Engineer: A logical engineer that works within the engineering method but is still sensitive to the importance of aesthetics, beauty and human interaction with the products that are being developed, striving to facilitate the designer to create objects that have meaning in the lives of people.

Creative Method: The somewhat abstract form of problem solving that relies heavily on the subconscious mind to draw connections and parallels between seemingly unrelated problems to form a unified, concrete design solution.

Creative Divide: The division in human thinking between the analytical, engineering based approach to problem solving and the human centered approach to problem solving.

Engineering Method: The analytical and logical approach to problem solving that uses science, mathematics and physics to define, analyze and solve issues in order to ultimately improve the existence of life on earth.

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Editorial Advisory Board
Table of Contents
Foreword
Gabriele Meiselwitz
Preface
James Braman, Giovanni Vincenti, Goran Trajkovski
Acknowledgment
James Braman, Giovanni Vincenti, Goran Trajkovski
Chapter 1
Adérito Fernandes Marcos, Pedro Branco, João Álvaro Carvalho
Art objects might be described as symbolic objects that aim at stimulating emotions. They reach us through our senses (visual, auditory, tactile, or... Sample PDF
The Computer Medium in Digital Art's Creative Process
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Chapter 2
Salah Uddin Ahmed, Letizia Jaccheri, Guttorm Sindre, Anna Trifonova
The interaction between art and technology, especially computing technology, is an increasing trend in the recent years. The context of this... Sample PDF
Conceptual Framework for the Intersection of Software and Art
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Chapter 3
Joseph William Pruitt
The purpose of this chapter is to define the roles of engineering and design within the product development cycle looking at both the scientific and... Sample PDF
The Design of Engineering
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Chapter 4
Jim Bizzocchi, Belgacem Ben Youssef
The chapter describes the synergistic integration of distinct research and creation agendas, each firmly grounded in its own set of practices and... Sample PDF
Ambient Video, Slow-Motion, and Convergent Domains of Practice
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Chapter 5
Ethan Ham
Randomness is a slippery term that conveys different meanings in different disciplines. In mathematics, an individual number is random when there is... Sample PDF
Randomness, Chance, & Art
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Chapter 6
Holography: Re-Defined  (pages 103-112)
Martin Richardson, Paul Scattergood
When writing this chapter it became apparent that we were not only exponents of digital holography, but also the critics. This is a problem when it... Sample PDF
Holography: Re-Defined
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Chapter 7
Lorenzo Picinali
What is the real potential of computer science when applied to music? It is possible to synthesize a “real” guitar using physical modelling... Sample PDF
3D Sound Simulation over Headphones
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Chapter 8
Raphael DiLuzio
This is a guide for working with a visual art form using a digital time-based medium. This chapter will provide an overview of the necessary... Sample PDF
Broken Cinema: The Eye and Hand in a Time-Based Art
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Chapter 9
Ambivalent Interplay  (pages 146-161)
Heejoo Kim
The human vision, the most ubiquitous receptor of the human senses, has been the prevailing sensory organ for a noticeable manifestation of visual... Sample PDF
Ambivalent Interplay
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Chapter 10
Yueh Hsiu Giffen Cheng
The development of net art originates from the rising of net media generally. During the past two decades, Net art has overthrown the standards of... Sample PDF
The Aesthetics of Net dot Art
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Chapter 11
Nicola Quinn, Annette Aboulafia
People have used tools for artistic expression for millennia. Relatively recent is the use of digital technology to afford the creation of art.... Sample PDF
A Graphics Tablet as a Fine Art Tool
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Chapter 12
Greg J. Smith
This text seeks to contextualize the history of and discourse surrounding information visualization. It positions visualization in relation to... Sample PDF
Information Visualization and Interface Culture
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Chapter 13
Benjamin David Robert Bogart
“Memory Association Machine” (also known as “Self-Other Organizing Structure #1”) is the first prototype in a series of site-specific responsive... Sample PDF
Memory Association Machine
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Chapter 14
Stefano De Luca, Eugenia Benelli, Francesco Altarocca, Dario Dussoni
Designing good and sound architectural projects is a hard job. Generally these kinds of projects involve many stakeholders, everyone with his/her... Sample PDF
EVO-PARK: Designing Better Architecture Projects Using Participated and Interactive Genetic Algorithms
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Chapter 15
Sergiy Rakov, Viktor Gorokh, Kirill Osenkov
The chapter discusses the possibilities modern IT opens for Mathematics and its applications to real life, in particular to Art – by an example of... Sample PDF
Mathematics, Computer Mathematical Systems, Creativity, Art
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Chapter 16
Jim Barta, Ron Eglash
Students who may typically view mathematics as a sterile and disjointed subject are learning new skills and concepts using a suite of virtual design... Sample PDF
Teaching Artful Expressions of Mathematical Beauty: Virtually Creating Native American Beadwork and Rug Weaving
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Chapter 17
Mia Kalish
One visualization in Diné philosophy is four small dots arranged in a circular sequence at 90°, 0°, 270°, and 180°. Each position is associated with... Sample PDF
Visual Analytics and Conceptual Blending Theory
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Chapter 18
Lindsay Grace
Enculturation is the act of passing cultural ideologies from one person to the other. It is what breeds innovation instead of new creation. It is... Sample PDF
The Challenge of Enculturation on Art
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Chapter 19
Lindsay Grace
Software is philosophical. Software is designed by people who have been influenced by a specific understanding of the way objects, people and... Sample PDF
The Philosophies of Software
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Chapter 20
Technological Social-ism  (pages 343-374)
Judson Wright
Culture is a byproduct of our brains. Moreover, we’ll look at ways culture also employs ritual (from shamanistic practices to grocery shopping) to... Sample PDF
Technological Social-ism
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Chapter 21
Stephen A. Schrum
As creative people inhabit virtual worlds, they bring their ideas for art and performance with them into these brave new worlds. While at first... Sample PDF
Theatre in Second Life® Holds the VR Mirror up to Nature
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Chapter 22
Machinima in Second Life  (pages 396-416)
Stephany Filimon
This chapter provides a brief history of machinima, films created by computer users within virtual worlds, and focuses on machinima produced within... Sample PDF
Machinima in Second Life
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Chapter 23
Andrew Jinman
Massively multiplayer online role-playing games (MMORPGs) are becoming an increasingly popular recreational activity for social engagement.... Sample PDF
Player Motivation and Understanding Game Dynamics
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About the Contributors