Research on several problems of innovative design
introduction
design is a work that requires a variety of expertise and practical experience, including multiple processes such as analysis, synthesis, decomposition and evaluation. It is a creative activity that gives the correct realization of reasonable needs. The highest realm of engineering design is creativity, and invention is the core of the development and prosperity of science and technology. Product design is the most creative work, but so far, the research results of innovative design are rare
although innovative design is no longer shrouded in the mysterious aura of "talent theory" and "Heredity theory", so far, creation is not something anyone can complete. Although there are some research results of innovative design, they are mainly aimed at the research of different aspects of creative thinking, and have not formed a complete theory, such as brainstorming method, combined innovation method and analogy method, which mainly summarizes the phenomenon of how to effectively realize innovation; About the process of creative thinking, there are four stage theory and two-stage theory of creative thinking. The latter divides creative thinking into two obvious stages, that is, changing from strangeness to familiarity and from familiarity to strangeness. These mainly give a macro description of the creative thinking process; For design problems, Gero believes that it can be divided into three categories: conventional design, innovative design and creative design. There is no clear method to realize the latter two, even if there is no accurate definition of what is innovative design
what is the essence of innovative design? What are the main obstacles? With the rapid development of computer, what problems can be solved by using computer technology in innovative design? The answers to these questions will help to understand the significance of creative design more deeply, and will help to distinguish which work in creative design is the key factor affecting its realization on the computer, and distinguish which work can be completed with the help of existing computer technology and which work still needs to be completed by people
Starting with the resource model, this paper first discusses the commonness of design methods and the differences between innovative design and general design work. Based on the further study of the nature of the design process, a classification method of creative design is given, and the difficulties of various designs and the parts that can be realized by computer are pointed out1 re understanding of resources
resources: let Q and V be the ontology and variants of resource R, where Q1, Q2,..., Qi,..., QN, are the eternal truth propositions of ontology qi1, Qi2,..., QIM is the 1 of Qi. Whether opening the software can normally open the equivalent eternal truth propositions, then the ontology can be expressed as
the variables in the variants are V1, V2., VK, the corresponding value range is D1, D2,..., DK, Then the variant can be expressed as d=d1 × D2 ×…× DK, d 'is a subset satisfying the Q constraint, d' is called the variation range of resources, and dk= (D1, D2,... DK) is a point in resources. (Q, DK) an instance resource called resource R. Resource R can be expressed as
the ontology and variants of resources describe resources from different aspects. Only the organic combination of the two is the complete description of resources. The variation of resources is actually the feasible space of resources under the constraints of the resource ontology
the eternal proposition in resource ontology is either called the nature of resources or the characteristics or functions of resources in product development. These are the basis for resource selection in product development. For the convenience of discussion, they are collectively referred to as the nature of resources
in the development of production closed-loop control, which is also called target program automatic control products, designers use the nature of resource ontology, the basic unit that plays a role in product resources is the nature of resource ontology, the basic unit that designers think and use is resources, human conceptual resources are taken as the basic unit when thinking, and the specific material resources of the objective world are taken as the basic unit when using
in design, designers are concerned about the properties that can be used in the resource ontology, and they choose one or several properties in the resource ontology instead of all properties. A resource ontology has multiple properties, and properties work in a variety of ways. Different properties can produce different functions, can be used for different purposes, can also be used for the same purpose, and a property can also be used for different purposes, which depends on the use of resources
a resource ontology has multiple properties, and the value of resources lies in its properties. Properties depend on resources and cannot exist independently of resources, and the existence of these properties is not transferred by human will. When we choose resources, whether we like these properties or not, it objectively exists in the selected resource ontology. Among them, the properties that are beneficial to the design will work, and the properties that are not beneficial or even counterproductive to the design will also work. In the design, beneficial properties should be used to deal with harmful properties. For example, in shipbuilding, the reason why steel is selected is to make use of its properties in stiffness and strength, not its easy to rust property, nor its unhelpful property that its specific gravity is greater than water
since the core of product design is the use of resource nature, the key to the flexible use of resources is the flexible use of resource nature, and the flexible use of resources is the key to innovative design. Therefore, the following gives a classification of design from the nature of resources
2 classification of innovative design
innovative design: it can give new resources recognized by users that meet the needs of some people, or give new theories or methods that can guide the design of resources that meet the needs of some people
(1) conventional design
has clear problems and complete problem solutions. The solutions of users' problems are included in the existing problem solutions, and generally only some parameters need to be changed
although conventional design does not belong to innovative design, it is still regarded as a separate category in order to ensure the integrity of design classification
(2) use common properties to invent (gizmos)
find problems, find common properties that can solve problems, and give the final solution. This generally corresponds to small inventions, but it meets certain needs. The key is the flexible use of the nature of existing resources
(3) use property combination to invent
find problems, recombine known properties, and finally give a solution to the problem. Here, we can also use the combination of properties of different resources to invent and use multiple properties of a certain resource to invent
(4) use uncommon properties for invention
find problems and find uncommon properties for invention. The key is to find available properties. It is more and more difficult to invent through the known properties of human beings. There are two main factors that affect people's invention by using known properties. First, human beings' prejudice against the good and bad existence of the neutral nature of concepts (resources). Prejudice is an important factor that affects people to make correct use of known properties for invention. Examples of invention through the shortcomings of existing resources are not uncommon; Second, designers have no idea about the nature of resources known to mankind. With the rapid development of science and technology, disciplines are becoming more and more detailed. Because designers know little about knowledge outside this discipline (including the nature of concepts), the knowledge of these disciplines cannot be applied to product development
obviously, the combination of properties will produce a combination explosion. The new resources constructed in this way are infinite, and some combinations are obviously meaningless. Therefore, only those innovations recognized by users and new resources that are useful to users can become new products that users are satisfied with
(5) invent by discovering the nature of the objective world
in product development, we can't find the nature that can be used for invention and creation, and only through the discovery of nature can we finally realize invention and creation. Experiment and analogy are the basic methods to discover properties
in practice, there is no theory for many phenomena. We just find properties rather than theories, and we can make inventions by using these properties. The discovery of properties can not only be used for the invention and creation of products, but also lay a good foundation for the final establishment of theories in this field through the continuous accumulation of properties. It is also the only way to establish theory
(6) discovery of theories covering a class of phenomena for invention and creation
it is obvious that establishing a theory covering a class of phenomena can deduce many useful properties for human beings from the theory, which will lead to the emergence of many inventions and creations, and can clearly give a clear solution to a large class of problems, which is also easy to further improve the solutions of many problems. Newtonian mechanics is the best example. In the future product development, there will be no problem of finding and discovering properties in the first two methods
nature discovery itself is a hard scientific research work. From the discovery of nature to whether it can move towards products, the key is whether it can be used and successfully serve the product innovation. This is also a hard scientific research work. It can be said that the discovery and utilization of nature are two different stages of innovative design
in the process of innovative design, property discovery is an important link. The purpose of brainstorming, analogy design, defect inverse usage and experiment methods is to find properties without theoretical guidance. The role of brainstorming and defect inverse usage is to find existing properties. With the continuous development of computer hardware, knowledge base and database, the use of computers is inevitable, It is also inevitable for human beings to discover the need and nature through experimental means
of course, having a lot of knowledge is the nature of having a lot of resources. It is the basis of innovative design, but this does not mean that innovative design can be completed. There is no problem that users need to solve and the use method of nature. A lot of nature can only be stored as knowledge, and cannot be transformed into new products
3 discussion on some problems related to innovative design
3.1 multi solution of product design
the development process of products is the construction process of resource tree. The construction process of resource tree is the implementation process of resource selection, utilization and connection. In this process, there are many factors that affect the final product (the solution of the problem) and lead to the diversity of solutions
it can be seen from the above discussion that in product development, the nature of resource ontology is used, and the basic unit used is material resources. The same group of properties can exist in different material resource ontologies, and these different resource ontologies can have different properties in addition to the same properties. In the design, because specific material resources are used, designers may have different results by using the same nature of different resource ontology to solve the same problem. For example, in the design of stools, steel pipes and wood can be selected as supports due to the requirements of strength and stiffness, but their different properties in other aspects lead to many different characteristics of the final product. Therefore, the same requirement can be implemented in different ways
on the other hand, many human needs have variants, which contain a certain range, so the solution of the problem must be a set. For example, in the design of stool
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