Saturday 11 August 2012

Industrial-Engineering-Research-Paper (HEMANTH)


RESEARCH PAPER ON INDUSTRIAL ENGINEERING

“THE ROLE OF THERBLIGS IN AUTOMATED DESIGN PROCESS MAPPING”

Hemanth Kumar V (36)

The research presented in this paper involves the detailed analysis of a user's
actions whilst carrying out a design activity in a virtual reality (VR) environment.
It is proposed that the analysis can be used to extract the design knowledge that is
generated during the design session. By parsing and analysing the log files,
motion study analysis and process planning can be performed automatically.
Furthermore, IDEF0 diagrams can be automatically generated which allow the
processes occurring during the design session to be easily described and
visualised. The outcome of all the analysis will benefit future users by aiding them
in creating more efficient designs that will contain fewer errors and be less time consuming to produce.
When a designer completes a design in a computer-aided design (CAD) environment,
the end result contains only the solution to the design problem, but none of the design
knowledge that is created, or learned, during the session. This means that the reasons
the designer came up with the final solution will not be known to other users, unless that
information was explicitly stated by the designer, either during the design session or
afterwards. However, having to record this extra information will not only take more
time and effort, but it will also disrupt the design process and creativity of the user.
Therefore, it is proposed that if each individual action of the user during the design
session could be logged and analysed, it would give the potential for formalising the
design rationale of the designer. Rationale, in this case, refers to the user’s reasons for
making their design decisions during the session. Since the logging is carried out
unobtrusively and automatically in the background, the designer will not be disrupted
and no extra work will be required from them to record their design actions. After
obtaining the formalised design rationale, it could then be used to aid subsequent users,
who are carrying out a similar design task, by providing hints to them as well as
identifying any mistakes that they have made. In the research presented in this paper,
the actions of a user are logged while they are designing a cable assembly in a virtual
design environment, and then various techniques that are applied to analyse the logged
data is detailed.
The paper starts by discussing the related research in user-logging and cable design, and
then the immersive VR apparatus and experimental methodology used in this research is
detailed. This is followed by a section demonstrating the potential for automatically
generating manufacturing planning data. Furthermore, several visual techniques for
representing the user activity from the log files are presented which aid the
identification of signature patterns relating to design rationale. Next, the benefits of
representing the design processes using IDEF diagrams, and a way to generate them
automatically, is presented, before finally drawing some conclusions.

User Logging and Design Intent Identification
By considering the thoughts of the designer, it is possible to identify how important the
cognitive issues associated with design, as a creative process, are. In McPhee, design
is described as a mysterious mix of science and art that can only be understood by first
understanding how humans think and behave. It is also mentioned that design is 3 of 18
instinctive, as does Schöns’s “knowing-in-action” theory

Cable Harness Design Using Virtual Environments
The designing of cable harnesses, which refers to the assembly of cable, connectors and
clips, is a classic design problem and, even with the application of extensive CAD based packages available, many companies still utilise physical prototypes to create the
cable routes and to verify the design . In addition, human expert intervention is still
required to make fine adjustments and verify the solutions. Therefore, it would be
advantageous to investigate the nature of new human-driven tools to support interaction
with data in this domain. According to  integrating the human expert into the 4 of 18
‘system’ is crucial within VR applications because it treats the operator as an integral
part of the system
EXPERIMENTAL PROCEDURE AND ANALYSIS
Three constrained design tasks were developed and implemented to evaluate each
designer’s time on the system. These covered common harness design activities such as
routing, bundling, cable modification and choosing connectors. The log files were
subsequently analysed to identify which areas of the virtual design system were used,
the type of activity performed and their distribution within the total design time. The
participants were given sufficient information about the goals of the task along with the
main boundary conditions but were given the freedom to determine the final design
solution.
Task 1: Outline Design – This task, and the following one, is for training and
familiarisation purposes and involves the user generating two new electrical
interconnections within the product model using specific connectors and a specified
cable type.

Task 2: Detailed Design – Using pre-defined cable interconnections in a model, a
number of which had already been routed through a sequence of cable clips, the user
had to route the outline cables in the model through the cable clips to complete the cable 7 of 18
harness design.

Task 3: Redesign – The key experimental design evaluation task, this began with a
product model containing a completed, fully designed harness assembly. The user had
to complete some ‘engineering change requests’ requiring redesign of the cable harness.
The specific changes required were the addition of a new cable and the removal of one
of its associated connectors. Finally, there was another ‘undefined’ error within the
model – a cable routed through a solid wall – which the participants were required to
locate and fix by rerouting.


AUTOMATED LOG FILE ANALYSIS, MOTION STUDY AND PROCESS
MODELLING
Log File Analysis
In earlier work, the logged data generated during the VR design sessions were all
categorised and analysed, manually, which proved to be very time consuming.
Therefore, a spreadsheet macro was written that could carry out the analysis tasks
automatically. The first step in the macro is to parse the log file and assign each user
action into various categories which will aid in further analysis.


CONCLUSIONS
This paper has presented an automated way to generate assembly plans by utilising the
data that is logged from the user during a design activity. To give more realistic
assembly operation times, a table of standard real-world assembly times have been
mapped onto the corresponding virtual operation.
In addition, two analysis methods, called therbligs and chronocyclegraphs, have been
applied to study a user’s motion when carrying out a design task in the virtual 16 of 18
environment, to gain a detailed understanding of the user interactions and process
activities. Both methods have allowed any inefficiency in the user’s motion, processes
and VR interface design to be visually identified and analysed. One potential
application of the data obtained from the analysis is the extraction of ‘thinking time’ by
searching for pauses in the user’s activity or changes in their behaviour. This may
highlight areas where the user is thinking about the design, and may imply design intent,
or reasoning, from the actions leading up to, and after, an event where a design decision
has been made.
Finally, it is proposed that further analysis of the log files can allow design knowledge
to be acquired. Once the design knowledge has been extracted, IDEF0 diagrams can be
used to represent them, and it has been shown that they can be automatically generated.
An additional benefit of utilising IDEF0 diagrams is that they are widely used in
industry. By providing the design knowledge, stored in the IDEF0 diagrams, to
subsequent users carrying out specific design tasks, it can be used to aid them in
creating more efficient designs, more quickly.

REFERENCES
1. McPhee, K. Design Theory and Software Design, Technical Report TR 96-26,
Department of Computer Science, University of Alberta, Canada.
2. Schon, D.A.  The Reflective Practitioner: How Professionals Think in Action,
Arena, 1991.
3. Guindon, R., Krasner, H., and Curtis, B. Breakdowns and Processes During the
Early Activities of Software Design by Professionals, Empirical Studies of
Programmers - Second Workshop (December 1987) Washington, DC, pp 65-82.
4. Cross, N. Design cognition: Results from protocol and other empirical studies of
design activity, In C. Eastman, M. McCracken & W. Newstetter (eds.), Design
knowing and Learning: Cognition in Design Education. Amsterdam: Elsevier,
2001, pp 79-103.
5. Adelson, B., and Solway, E. The Role of Domain Experience in Software Design,
IEEE Transactions on Software Engineering, 1985, 11:1351-1360.
6. Guindon, R.  Designing the design process: Exploiting opportunistic thoughts,
Human-Computer Interaction, 1990, 5(2), pp.305-344.s

1 comment:

  1. I think virtual reality will have a bigger impact on the world than anyone can imagine. Reaching from the economy to evolution. I don't think the world is ready.
    Virtual Reality e-learning

    ReplyDelete