Course Objectives The Course Content Enables Students To
Course Objectives The Course Content Enables Students To
The students are required to understand the parts of various machine tools and operate them.
They are required to understand the different shapes of products that can be produced on these
machine tools.
1. Introduction of general purpose machines -lathe, drilling machine, milling machine, shaper,
planing machine, slotting machine, cylindrical grinder, surface grinder and tool and cutter
grinder.
2. Step turning and taper turning on lathe machine
3. Thread cutting and knurling on -lathe machine.
4. Drilling and tapping
5. Shaping and planning
6. Slotting
7. Milling
8. Cylindrical surface grinding
9. Grinding of tool angles.
Course outcomes:
The students can operate different machine tools with understanding of work holders and operating
principles to produce different part features to the desired quality.
Course Objectives:
Study of various machine internal parts
Dynamics of machining by varying parameters
Automation of machine parts
Learning outcome
Knowledge:
The students know how to approach innovation challenges from a human-centered
perspective. They understand that the best innovations are usually the ones that address
deep human needs which point to meaning and the human experience. They acknowledge
that a multidisciplinary approach to innovation is a powerful way to incorporate the
perspectives of many different kinds of people, and that diversity is key to the development
of continuous, and radical innovations. The students also uncover the importance of
approaching innovation projects with a prototyping mind set, where iterations, trial and
error, and even failure are all part of a valuable, creative learning process.
Skills:
- The students are able to empathize with a broad group of stakeholders to understand their
needs through the ethnographic method.
- The students are able to define and re-define innovation challenges by asking the right
questions, and not necessarily focusing on the right answers.
- The students are able to develop many creative ideas through structured brainstorming
sessions.
- The students are able to develop rapid prototypes to bring their ideas into reality as
quickly as possible, and obtain feedback.
We will employ the latest project- and problem-based learning pedagogies, involving real-
life challenges, storytelling/storydoing, soft prototyping, and iterative methods.
With regards to the evaluation, we will focus significantly on the design-thinking process,
the insights learned, and the skills developed during the educational journey. The quality
and applicability of the final prototypes will not be our sole focus.
Further on evaluation
Portfolio assessment is the basis for the grade in the course. The portfolio includes a team-
based project presentation (40%), a design-driven, knowledge portfolio (40%) and a 5-page
reflective essay (20%). The results for the parts are given in %-scores, while the entire
portfolio is assigned a letter grade.
Since the grade is mostly based on team/group hand ins, we strongly encourage repeating
students to do the course again. In special cases a long paper can mitigate a course
repetition, details have to be discussed and approved by the lecturer.
Learning objectives
The learning objectives of the innovation design course are related to a professional profile
able to master the following functions:
- To organize and lead an innovative project, using design-thinking approach, develop new
product and services in the digital 4.0 industry, Internet of things, creative industry,
advanced manufacturing companies, sustainability, and public administration.
- To lead the research of the needs of the customers and the stakeholders, find out and
understand the state of the art, apply methodologies and surveys useful to define product
or service specifications.
- To develop the product/service innovation taking into account not only the customer
needs, but also the manufacturability, the costs and the constraints related to the
production process.
- To manage User Experience (UX) methodologies and Human Machine Interaction (HMI)
design, for the development of design solution developed by the team, to ensure a rich and
satisfactory user experience.
- To produce documentation outlining and defining the innovative solutions proposed by the
project team, in order to ensure performance, relevance, feasibility and appropriateness of
the cost objectives.
- To apply evaluation methods of the potential impact of the product on the environment,
and to promote design choices and realization processes that optimize the environmental
performance of products and services.
-To communicate the project, the process and the product through storytelling and
presentations managing the design and implementation of multimedia communication
products.
- To coordinate and organize training programs with the aim of promoting a culture for
creativity and innovation through the application of design thinking approaches and
methods.
These learning objectives will be realized thanks to the synergy of four Departments of two
different Universities, through courses in the following four areas:
2. Innovation engineering
3. Innovation management
4. Synthesis
The first three areas are very specific, while the fourth one aims at summing up the entire
learning objectives in a coherent and useful way. The “Innovation design for human needs”
area relates to methods and tools to develop innovative projects based on the people
needs, through the workgroup methodology. The “Innovation engineering” area gives the
basis to evaluate and quantify the technical and economic feasibility of the creative
solutions proposed, in an industrial perspective. The “Innovation management” area
provides methods and tools for market and scenario analysis, to manage workgroups and to
define innovative strategies. Moreover, it provides useful way to create networks with
partners and people from other organizations to ease to introduction in the society of
innovative products and services.
The “Synthesis” thematic area provides for the synergistic application techniques
methodologies and strategies of skills and tools learned in the other areas, developing the
project that will be discussed in the final thesis. It also offer the student an opportunity for
experimentation in the field in developing the project in direct contact with a specific
industrial reality and to test their ability to self-management and programming. Particularly
important from the point of view of learning outcomes is the offer of three parallel paths
strongly linked to the specific skills of the departments involved and the entrepreneurial
history of the territories involved.
What you will learn
How to take the many ideas you generate and determine which ones are likely to produce
specific, desired outcomes
Have fundamental capabilities in the methods used for practicing Design Thinking
Understand challenges and benefits of Design Thinking
Be able to communicate clearly about Design Thinking
Be open to innovating in multidisciplinary teams
Have a process and mindset suited to innovation and creative problem-solving
Be prepared to participate, contribute, ask and answer questions, and to think creatively.
Consider the following questions:
Acquire a design thinking mindset, so that you can translate your learnings during the
course to drive innovation in your company
Develop viable solutions to user challenges using the design thinking and hypothesis-
driven innovation processes.
Gain user empathy through observation and interviewing, and develop user insights
to identify unmet needs.
Use multiple brainstorming techniques to find innovative solutions.
Prototype a solution to a user challenge.
Develop and test a business model or business case to support the viability of the
solution.