Lecture 10
Lecture 10
ENGINEERING DESIGN
College of Engineering
Princess Norah Bent Abdurrahman University
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LECTURE 10
CREATIVITY IN
ENGINEERING DESIGN
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CREATIVITY AND ENGINEERING
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WHAT SOME ONCE SAID:
• This 'telephone' has too many shortcomings to be
seriously considered as a means of
communication. The device is inherently of no
value to us. (Western Union internal memo, 1876)
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TEAMS AND CREATIVITY
• Teams combine* the
different backgrounds,
experiences and
thinking preferences of
individuals
• Interaction among team
members – other’s ideas
are used as stepping-
stones to more creative
ideas
• Willingness on the part
of a team to take greater
risks
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ENGINEERING CREATIVE METHODS
• Evolution: Incremental improvement; Every problem that
has been solved can be solved again in a better way.
• Synthesis: Two or more existing ideas are combined into a
third, new idea.
• Revolution: Completely different, new idea
• Reapplication: Look at something old in a new way.
• Changing Direction: Attention is shifted from one angle
of a problem to another
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Engineering Creativity and Constraints
• In engineering, creativity is useful only if it fits
into the realities* of the physical world
• A creative idea in engineering must conform
to the established physical laws
• A creative idea in engineering must conform
to our present knowledge of the nature of
matter, unless we invent or find a new form
of matter.
• Creativity in engineering is constrained by
feasibility and practicality.
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CREATIVITY STIMULATION* TECHNIQUES
1. Inversion
2. Morphological Analysis
3. Analogy
4. Brainstorming
Many others
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Techniques: 1 Inversion
• Inverting the problem to view it from a different
angle
• If you would like to save energy, explore wasting
energy
• The crow example: Water
too low in the jug.
Instead of trying to
explore how to go to the
water, explore how the
water can get to the crow.
Solution, put stones!
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Techniques: 2 Morphological Analysis
• The problem is divided into smaller
sub-problems.
• Concepts are generated to satisfy
each smaller problem.
• A four-step process
1. List the functions and features required
2. Identify as many ways (i.e. concepts) as possible
for each feature or function
3. Draw a table with features/functions listed
vertically and concepts listed horizontally
4. Identify all practical combinations
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Techniques: 2 Morphological Analysis (Example)
Design a means of transportation for disabled persons*
Feature Concept 1 Concept 2 Concept 3 Concept 4
Body Support armchair under arm leg support sofa
lock
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Techniques: 3 Analogy
• Personal analogy (imagine
yourself in the situation, e.g., if
designing a product, imagine
yourself as the product itself or one
of its functions)
• Direct analogy* (copy ideas from
nature, wild life)
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TECHNIQUES: 4 BRAINSTORMING*
Rules (within a comfortable/friendly environment):
• Define the problem to be solved
• No criticism allowed during the session
• Large quantity of ideas wanted (quantity over
quality)
• Crazy ideas are welcome
• Keep ideas short and snappy
• Combine and improve on others’ ideas “laterally”
(new categories) and “vertically” (new ideas in
categories)
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IDEA SELECTION
• Creative sessions lead to many ideas, how to select
the best one?
• Do some clustering first (merge similar ideas under
one heading)
• Then, apply one or more of the following options:
2. Voting
3. SWOT Analysis
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SELECTION: 1 QUESTIONS OPTIONS CRITERIA (QOC)
Option 1
Option 2
Option 3
Option 4
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SELECTION: 2 VOTING
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SELECTION: SWOT
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Final Thoughts
• For every good idea, expect to have tens of
bad or wrong or useless ideas
• You don’t have to be a mathematical genius.
But you should be competent in mathematics.
• Evaluate and improve the extent of your hands-
on and laboratory skills.
• Visualize how the work could be accomplished
(spreadsheets, flowcharts, drawing)
• Imagination is also crucial. Begin at the science
fiction level, then apply the constraints gradually.
• Keep a design notebook*
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THANK YOU
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