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Augmented Design with Additive Manufacturing Methodology: Tangible Object-Based Method to Enhance Creativity in Design for Additive Manufacturing

Article dans une revue avec comité de lecture
Auteur
LANG, Armand
ccSEGONDS, Frederic
ccJEAN, Camille
GAZO, Claude
GUEGAN, Jérôme
557826 Université Paris Cité [UPCité]
ccBUISINE, Stéphanie
470176 CESI : groupe d’Enseignement Supérieur et de Formation Professionnelle [CESI]
ccMANTELET, Fabrice
127758 Laboratoire Conception de Produits et Innovation [LCPI]

URI
http://hdl.handle.net/10985/21135
DOI
10.1089/3dp.2020.0286
Date
2021
Journal
3D Printing and Additive Manufacturing

Résumé

Additive manufacturing (AM) brings new design potential compared with traditional manufacturing. Nevertheless, traditional manufacturing knowledge remains embedded in the minds of designers and is a real cognitive barrier to design in AM. Design for Additive Manufacturing (DfAM) provides tools, techniques, and guidelines to optimize design with the specifics of AM. These methods are usable at different moments of the design process. Only few DfAMs focus on the early stages of design, the ideation phase, which allows for the most innovation. The literature highlights the effectiveness of methodologies based on tangible tools, such as cards or objects, to generate creativity. The difficulty with such tools is to be inspirational as well as formative. Therefore, this article presents a method to help designers capture the design potential of AM to design creative solutions at the early stages of product design, named the Augmented Design with AM Methodology (ADAM2). This methodology relies on the potential of AM, defined in 14 opportunities and a set of 14 inspirational objects, each representing an opportunity. Dedicated to creativity sessions, this methodology allows forcing the association between knowledge of a company’s sector and the design potential of AM. To validate the effectiveness of the ADAM2 methodology, we use it for an industrial application in a jewelry and watchmaking company. The results showed that ADAM2 promote the generation of creative solutions and the exploitation of the design potential of AM during the early design stages.

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Fin d'embargo:
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Documents liés

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  • A Proposal for a Methodology of Technical Creativity Mixing TRIZ and Additive Manufacturing 
    Communication avec acte
    LANG, Armand; GAZO, Claude; ccJEAN, Camille; GUEGAN, Jérôme; ccBUISINE, Stéphanie; ccMANTELET, Fabrice; ccSEGONDS, Frederic (Springer, 2019)
    The industry has quickly realized the importance of bringing creativity into product design. The industrial context requires robust and efficient methods and tools to access untapped sources of ideas. Furthermore, Additive ...
  • Avatar-mediated creativity: When embodying inventors makes engineers more creative 
    Article dans une revue avec comité de lecture
    GUEGAN, Jérôme; ccBUISINE, Stéphanie; ccMARANZANA, Nicolas; ccMANTELET, Fabrice; ccSEGONDS, Frederic (ELSEVIER, 2016)
    An important challenge today is to support creativity while enabling geographically distant people to work together. In line with the componential theory of creativity, self-perception theory and recent research on the ...
  • Supports technologiques collaboratifs à la méthode des Personas 
    Article dans une revue avec comité de lecture
    BARRE, Jessy; ccBUISINE, Stéphanie; GUEGAN, Jérôme; ccMANTELET, Fabrice; ccSEGONDS, Frederic; ccAOUSSAT, Améziane (Europia, 2016)
    In this paper, we present two experiments to test the impact of collaborative technology to support the Persona method. In the first experiment, 24 designers used the Persona method to anticipate user needs for the design ...
  • Social identity cues to improve creativity and identification in face-to-face and virtual groups 
    Article dans une revue avec comité de lecture
    GUEGAN, Jérôme; BARRE, Jessy; ccBUISINE, Stéphanie; ccMARANZANA, Nicolas; ccMANTELET, Fabrice; ccSEGONDS, Frederic (Elsevier, 2017)
    This research draws on the social identity approach to investigate group performance in face-to-face and virtual brainstorming settings. In particular, we display Social Identity Cues (SIC) on participants or on avatars ...
  • Using avatars to tailor ideation process to innovation strategy 
    Article dans une revue avec comité de lecture
    ccBUISINE, Stéphanie; GUEGAN, Jérôme; BARRE, Jessy; ccSEGONDS, Frederic; ccAOUSSAT, Améziane (SPRINGER, 2016)
    To face innovation challenges of the twenty-first century, companies should learn from proven successful strategies and draw on technological evolutions as well. Our proposal consists in aligning ideation to innovation ...

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