S.F.J. Flipsen
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36 records found
1
To validate the student’s enhancement in learning, an A/B test is executed which compares the PF approach using the experiential machine with traditional direct instruction (DI). Group A (nine students) used the machine and struggled before receiving instructional materials, while Group B (nine students) received direct instruction first. The students were interviewed on their experiences after the workshop and tested online on the content.
Results showed significant differences in student perceptions and experiences. Group A, using the experiential machines, felt more confident, enthusiastic, intrigued, and engaged compared to Group B. However, test scores of the exam a week later showed little differences between the two approaches.
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To validate the student’s enhancement in learning, an A/B test is executed which compares the PF approach using the experiential machine with traditional direct instruction (DI). Group A (nine students) used the machine and struggled before receiving instructional materials, while Group B (nine students) received direct instruction first. The students were interviewed on their experiences after the workshop and tested online on the content.
Results showed significant differences in student perceptions and experiences. Group A, using the experiential machines, felt more confident, enthusiastic, intrigued, and engaged compared to Group B. However, test scores of the exam a week later showed little differences between the two approaches.
In 2022, a new course on Repair was introduced. This course aligns with repair and with other R strategies like refurbishing, remanufacturing, and recycling. To engage students, the productive failure pedagogy was implemented in 8 weekly workshops. This method starts with an unsolvable exploratory problem, motivating students to learn the necessary knowledge. Workshops cover product architecture, disassembly documentation, part prioritization, legislation, directives, and human factors in repair design. The course, a master elective, has seen 25 to 50 students per run, working on client-based products to demonstrate improved circular economy fit.
This is the second IDE curriculum course using productive failure. Student evaluations (20 respondents) rated the course highly, with an overall grade of 8.5 out of 10 and a teaching, coaching, and feedback score of 4.68 out of 5. Students were highly engaged in making the circular economy actionable.
The paper will present the course, student outcomes, and qualitative learning experiences, focusing on the experiential learning aspect and the effects of productive failure on engineering courses. ...
In 2022, a new course on Repair was introduced. This course aligns with repair and with other R strategies like refurbishing, remanufacturing, and recycling. To engage students, the productive failure pedagogy was implemented in 8 weekly workshops. This method starts with an unsolvable exploratory problem, motivating students to learn the necessary knowledge. Workshops cover product architecture, disassembly documentation, part prioritization, legislation, directives, and human factors in repair design. The course, a master elective, has seen 25 to 50 students per run, working on client-based products to demonstrate improved circular economy fit.
This is the second IDE curriculum course using productive failure. Student evaluations (20 respondents) rated the course highly, with an overall grade of 8.5 out of 10 and a teaching, coaching, and feedback score of 4.68 out of 5. Students were highly engaged in making the circular economy actionable.
The paper will present the course, student outcomes, and qualitative learning experiences, focusing on the experiential learning aspect and the effects of productive failure on engineering courses.
Enhancing Ease-of-Disassembly Tools for Electronic Products
Insights from Assessing Computer Mice
To make electronic products fit for circular economy strategies such as life extension, refurbishment, and recycling, ease of disassembly is a key design quality. Several tools are available to assess the ease of disassembly of products during the design process, such as the ease of Disassembly Metric (eDiM) and Hotspot Mapping (HSM). The eDiM method uses the time-to-dismantle as a unit for calculating the ease of disassembly. The longer it takes to reach a priority part, the lower the ease of disassembly. Hotspot mapping scores the different parts in the product architecture and ranks them on its failure rate (priority parts), activity, time-to-disassemble, embodied environmental impact, and embodied economical value. These tools help designers prioritize which parts of the product need to be redesigned to improve its circularity. The eDiM tool is quick and easy to use but is based on generic proxy times, which may not be applicable to specific fastener designs or product types. On the other hand, the hotspot mapping tool uses actual recorded times to accurately identify disassembly hotspots. Recording the time-to-disassemble is more accurate, but is also more time consuming and depends on the operator's experience. Therefore it is difficult to come up with reproducible numbers. It is crucial to find the right balance for these tools, to be able to accurately identify hotspots while maintaining the usability. In this paper, we research how to develop product-specific proxy times in order to reduce the effort required for assessing hotspots. To reach our goal, we conducted a series of experiments to measure the actual disassembly times of different computer mice, and compared them with the predictions from eDiM. The results indicate that the tools provide accurate results for the most dominant fastener type used in this type of product (Phillips screws) but largely deviate from actual results for some other common fastening techniques, such as adhesives. Consequently, generic proxy times could not be used to correctly identify the product design hotspots. The authors suggest specific modifications to the ease-of-disassembly tools to improve their applicability, thereby supporting the design of circular electronics.
The Total Cost of Ownership Score
Unifying Repair with Durability and Improving Objectivity, Completeness, and Scalability
3D Printing for Repair
An Approach for Enhancing Repair
The availability and storage of spare parts are the main barriers to product repair. One possibility would be to 3D print spare parts, which would also enable the repair of products not intended to be repaired. Besides manufacturers, 3D printing spare parts is an interesting option for self-repair by consumers. However, the digitisation of spare parts for 3D printing is a challenge. There is little guidance on how to make a 3D-printed version of the original part. This paper establishes a framework through a literature review and experimental study to describe how to use 3D printing to produce spare parts for repair. Additionally, qualitative data coding was used to find the influence of previous experience, process implementation, and part complexity on the overall success of the 3D printing for repair (3DPfR) process. Our study showed that the 3DPfR process can be described as an iterative design for an additive manufacturing process that is integrated into a repair process. Additionally, it was found that the incorrect implementation of process steps was the most important predictor of the repair result. The steps that were performed incorrectly the most were synthesising design concepts (64%) and validating print quality (also 64%).
Disassembly
An essential enabler for repair
Opportunities For 3D-printable Spare Parts
Estimations From Historical Data
In September 2021 the faculty of Industrial Design Engineering has implemented a completely revised bachelor. Important differences between the old and the new bachelor are its focus on design for higher complexity, the teacher as a coach, and the need for students to learn in an autonomous way. Within the bachelor, first year engineering students are introduced to the world of physical embodiment of products. This includes materials and design, manufacturing techniques, functional analysis, product architecture and mechanics modelling. In the past years we used a classical approach in teaching mechanics of materials using direct instructions and problem-based learning as the learning approach. Unfortunately, many design coaches observed that the acquired engineering knowledge was applied superficially or even left out of scope in students' design projects. The complete overhaul of the bachelor and the seemingly short retention of topics related to product engineering, made us change our learning approach from Direct Instruction to Productive Failure (PF). Making mistakes is an important condition for learning, and Productive Failure incorporates this while promoting autonomous learning. In essence, Productive Failure is a method that fosters effective learning and fits very well with a general design approach of iterative and explorative learning. During the development of UPE, we designed several workshops in a PF kind of fashion and applied it in the 2021 course. During the run we came across several hurdles in teaching, related to workshop design, and the impact of changing learning culture, and the teachers' role. This paper will discuss our findings when applying Productive Failure in our own class which is used to improve the course and line up the educational team in becoming productive-failure teachers.
In our Integrated Product Design master at the Delft faculty of Industrial Design Engineering we see a growing diversity in our student population. Besides a growing number of different nationalities there are also significant differences in prior education, competences, and socioemotional aspects. Within the Advanced Embodiment Design (AED) course, students work in teams on a client-based design project for one full semester. In 2018-2019, 22 student-teams started out their endeavour, coached by eight coaches. Within the course an important learning objective we want to offer students is the opportunity to experience and perform in a successful team, acknowledge all students' input, and experience a successful result. During the process of embodiment design, the project teams come across several hurdles which challenges team performance and their project progress, and thereby influences the project results. To maximise the performance of student design-teams we have conducted two studies researching the challenges these teams come across over the course of the semester. One study was based on the coaches' experiences during the project (Flipsen & Persaud, 2016), and the other one on the students' individual reflections on the project (Flipsen, Persaud & Magyari, 2021). The challenges our students come across are analysed and relate to becoming a team, doing the project right, and finalising the project successfully. The results of both studies are used to develop a framework supporting coaches in maximising the performance of multi-diverse design teams. The framework is built around the Theory U (Scharmer 2016), a model describing how teams work with each other, following the right path to success (presencing) or off-tracking by muddling through, or by absencing. To track the different team's performances, we use a project-group tracking-system existing of seven Key Performance Indicators combined with a coach journal. The combination of KPI's help the team of coaches to pinpoint lower performing teams and intervene when needed. In this paper we will present the framework, consisting of (i) preparatory activities to initiate trust, teambuilding, and a successful student cooperation, (ii) a system to track the student-teams' health and performance and pinpoint troublesome groups, and (iii) responsive activities related to the hurdles teams might come across and how to reverse them. To assist the individual coach, we have developed several responsive activities the coach can use to intervene, slowing down the process of dysfunctionality and revert the process towards highly performing teams. The activities are tested in the two cohorts following our initial studies in 2018-2019.
The Circularity Calculator
A tool for circular product development with Circularity and potential value capture indicators
When developing products for a circular economy, designers and manufacturers want to assess their solutions and choose between alternatives early in the design process. This paper describes the Circularity Calculator, a tool that has been developed to help designers assess the potential resource circularity and value capture of products in the first design stages. The tool provides quantitative indicators that help determine whether and which circular strategies are potentially viable for the company.
This paper discusses the methodology behind the Circularity Calculator, which uses four KPIs that have been developed for assessment; a Circularity indicator, Value Capture indicator, Recycled Content indicator and a Reuse Index. We will explain how the dashboard interface is used to model a linear and circular product system which can be compared on its economic potential. The tool is illustrated with an example concerning the analysis of a household blender. ...
When developing products for a circular economy, designers and manufacturers want to assess their solutions and choose between alternatives early in the design process. This paper describes the Circularity Calculator, a tool that has been developed to help designers assess the potential resource circularity and value capture of products in the first design stages. The tool provides quantitative indicators that help determine whether and which circular strategies are potentially viable for the company.
This paper discusses the methodology behind the Circularity Calculator, which uses four KPIs that have been developed for assessment; a Circularity indicator, Value Capture indicator, Recycled Content indicator and a Reuse Index. We will explain how the dashboard interface is used to model a linear and circular product system which can be compared on its economic potential. The tool is illustrated with an example concerning the analysis of a household blender.
Circular Design of Composite Products
A Preliminary Framework Based on Insights from Literature and Industry
Circular design of composite products
A framework based on insights from literature and industry
Composite materials are an attractive material choice as they enable lightweight, low-maintenance products with a long lifespan. Recycling these materials, however, remains a chal-lenge. Homogeneous material composition and the use of thermoset matrices complicate repro-cessing, and result in low-grade recyclate. This means that closing the loop for these materials in a circular economy remains challenging, especially for glass fibre-reinforced thermoset composites. For a circular economy, products need to be designed to preserve product functionality, material properties, and economic value for as long as possible. However, recovery strategies, design aspects and their interconnectedness are currently largely unexplored for products containing fibre-rein-forced polymers. The aim of this study was to identify circular strategies and determine design aspects for products containing composites. To achieve this, we conducted a systematic literature review and consulted experts. The circular strategies are largely similar to generic circular economy strategies as far as product integrity is concerned. However, on a material level, we identified addi-tional approaches, the most notable of which is structural reuse, which preserves the material quality and thereby value. The design aspects were clustered and positioned along the product design process to support implementation. Finally, the strategies and design aspects we identified were brought together in a framework to support product design and design research for products containing composite materials in the context of a circular economy.