Beruflich Dokumente
Kultur Dokumente
Collaborators!
Danny Johnson, Matt Saunders, Joseph Lin!
Nicole Genco, Katja Holtta-Otto!
[3] Saunders M. N., Seepersad C. C., and Holtta-Otto K., 2009, “The Characterstics of Innovative,
Mechanical Products,” Proceedings of the ASME 2009 International Design Engineering Technical
Conferences & Computers and Information in Engineering Conference, pp. 1-10.! Empathic Experience Design (Seepersad) | 3!
WHAT IS AN INNOVATIVE
MECHANICAL PRODUCT? !
To investigate this question, we:!
• Analyzed 197 award-winning products. !
• Identified engineering characteristics of
innovation. !
• Investigated which characteristics were most
prevalent in award-winning products, relative
to competing products [3]. !
[3] Saunders, M. N., C. C. Seepersad and K. Holtta-Otto, 2011, “The Characteristics of Innovative
Mechanical Products,” ASME Journal of Mechanical Design, Vol. 133, No. 2, pp. 021009.!
Empathic Experience Design (Seepersad) | 4!
ENGINEERING CHARACTERISTICS OF
INNOVATIVE MECHANICAL PRODUCTS!
External User
Architecture! Function! Cost!
interactions! interactions!
• physical
• material flow! • size! • additional • purchase cost!
demands!
• energy flow! • layout! function! • maintenance
• sensory
• inform. flow! • usage environ.! cost!
demands!
• interact. w/
• cognitive
infrastructure!
demands!
[3] Saunders, M. N., C. C. Seepersad and K. Holtta-Otto, 2011, “The Characteristics of Innovative
Mechanical Products,” ASME Journal of Mechanical Design, Vol. 133, No. 2, pp. 021009.!
Empathic Experience Design (Seepersad) | 5!
ANALYSIS OF AWARD-WINNING
PRODUCTS BY INNOVATION
CHARACTERISTICS AND CATEGORIES!
4. Implement
With Customers for
Empathic With Designers
Customer Needs
Experiences! for Idea
Analysis! Generation!
5. Perform
5. Perform Idea
Customer
Generation!
Interviews!
ear plugs
Hearing
Deaf
ear protection headphones used during gun shooting
headphones with sound louder than ambient noise
Touch
Reduce
add layer between user and prototype (gloves)
Ability to distinguish tastes
consume more of a certain flavor prior to consumption (bitter, salty, sour, sweet, savory)
Taste
Reduce
reduce or eliminate sense of smell
close nose (clip)
Eliminate
isolate nose (snorkel goggles)
Smell
Reduce
smell stronger smell prior
Heighten
breathe strips to open nostrils
oven mittens, gloves, mittens
Hand
Physical
4. Implement
With Customers for
Empathic With Designers
Customer Needs
Experiences! for Idea
Analysis! Generation!
5. Perform
5. Perform Idea
Customer
Generation!
Interviews!
4. Implement
With Customers for
Empathic
Customer Needs
Experiences!
Analysis!
5. Perform
Customer
Interviews!
Obvious! Non-obvious!
Incremental! Empathic Experience Design?! Innovative!
Product Variants! Breakthrough Products!
www.rei.com! www.popsci.com!
Empathic Experience Design (Seepersad) | 16!
HYPOTHESIS!
Lin, J. and C. C. Seepersad, 2007,ASME DETC Design Theory and Methodology Empathic Experience Design (Seepersad) | 18!
Conference. Paper Number: DETC2007-35302.!
RESULTS!
6.0! 7.0!
6.0!
5.0!
5.0!
4.0!
4.0!
3.0!
3.0!
2.0!
2.0!
1.0! 1.0!
0.0! 0.0!
Control! Experimental! Control! Experimental!
Engineer! Non-Engineer! Engineer! Non-Engineer!
AGNES! UT Austin!
MIT Media Lab! NASA Senior!
nytimes.com! Design Project!
Empathic Experience Design (Seepersad) | 21!
CAN EMPATHIC EXPERIENCES HELP DESIGNERS
BECOME BETTER INNOVATORS?!
4. Implement
Empathic With Designers
Experiences! for Idea
Generation!
5. Perform Idea
Generation!
Product interaction!
Empathic Experience!
• Originality! Description
Common
Originality
0
Sfeas=10
Charyton, C., R. J. Jagacinski and J. A. Merrill, 2008, Psychology of Aesthetics, Creativity, and the Arts, Vol. 2, pp. 147-154.!
Linsey, J. S., 2007, Ph.D. Dissertation, UT Austin.! Empathic Experience Design (Seepersad) | 25!
!
HYPOTHESIS!
Standard
Standard
#
Mean
Error
#
Mean
Error
P-‐Value
Originality
3.61
0.23
4.56
0.24
0.002
Sensory
&
Feasibility
174
8.61
0.18
172
8.27
0.21
0.112
Environmental
#
ICM
Categories
1.46
0.08
1.75
0.08
0.006
Originality
3.87
0.16
5.22
0.19
0.000
Physical
Feasibility
128
8.55
0.17
101
8.39
0.21
0.295
#
ICM
Categories
1.72
0.10
2.33
0.10
0.000
35%!
30%! 28%! 26%! 26%!26%!
24%!
25%! 22%!
20%! 17%!
15%! 13%!
10%!
10%! 6%!
5%!
0%!
0! 2.5! 5! 7.5! 10!
Maximum Originality Score!
Control! Subject! Physical!
60%! 58%!
% of Designs Recieving Scores!
48%!
50%!
40%!
40%!
30%!
22%!
20%! 15%!
8%!
10%! 3%! 2%! 1%! 3%!
0%!
0! 2.5! 5! 7.5! 10!
-10%!
Environmental
User
FuncConality
Architecture
InteracCons
InteracCons
Cost
Sensory
Control
17.2%
27.0%
59.8%
40.8%
0%
Subject
16.3%
36.6%
63.4%
58.7%
0%
p-‐value
0.396
0.030
0.268
0.000
N/A
Environmental
User
FuncConality
Architecture
InteracCons
InteracCons
Cost
Physical
Control
10.9%
51.6%
39.1%
53.1%
0%
Subject
4.0%
73.3%
51.5%
84.2%
0%
p-‐value
0.0195
0.0005
0.0361
0.0000
N/A
50.0%!
40.0%!
30.0%!
20.0%!
10.0%!
0.0%!
Functionality! Architecture! Environmental User Interactions!
Interactions!
Control! Subject!
70.0%!
60.0%!
50.0%!
40.0%!
30.0%!
20.0%!
10.0%!
0.0%!
Functionality! Architecture! Environmental User Interactions!
Interactions!
Control! Subject!
5.00!
4.00!
4.00!
3.00!
3.00!
2.00!
2.00!
1.00!
1.00!
0.00!
Avg. # of categories in free Avg. # of Latent Customer 0.00!
speech! Needs! Control! Experimental!
3. Design 4. Implement
5. Generate
Empathic Empathic
Concepts!
Experiences! Experiences!
Select
Innovative
Concepts!
EED Methodology!