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  1. Free, publicly-accessible full text available October 1, 2024
  2. Abstract Although teamwork is being integrated throughout engineering education because of the perceived benefits of teams, the construct of psychological safety has been largely ignored in engineering research. This omission is unfortunate because psychological safety reflects collective perceptions about how comfortable team members feel in sharing their perspectives, and it has been found to positively impact team performance in samples outside of engineering. While prior research has indicated that psychological safety is positively related to team performance and outcomes, research related to psychological safety in engineering teams is less established. There is also a lack of comprehensive methodologies that capture the dynamic changes that occur throughout the design process and at each time point. In light of this, the goal of the current study was to understand how psychological safety might be measured practically and reliably in engineering student teams over time. In addition, we sought to identify factors that impact the building and waning of psychological safety in these teams over time. This was accomplished through a study with 260 engineering students in 68 teams in a first-year engineering design class. The psychological safety of the teams was captured for each team over five time points over the course of a semester long design project. The results of this study provide some of the first evidence on the reliability of psychological safety in engineering teams and offer insights as to how to support and improve psychological safety. 
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  3. Abstract

    The demand for additive manufacturing (AM) continues to grow as more industries look to integrate the technology into their product development. However, there is a deficit of designers skilled to innovate with this technology due to challenges in supporting designers with tools and education for their development in design for AM (DfAM). There is a need to introduce intuitive tools and knowledge to enable future designers to DfAM. Immersive virtual reality (VR) shows promise to serve as an intuitive tool for DfAM to aid designers during design evaluation. The goal of this research is to, therefore, identify the effects of immersion in design evaluation and study how evaluating designs for DfAM between mediums that vary in immersion, affects the results of the DfAM evaluation and the mental effort experienced from evaluating the designs. Our findings suggest that designers can use immersive and non-immersive mediums for DfAM evaluation without experiencing significant differences in the outcomes of the evaluation and the cognitive load experienced from conducting the evaluation. The findings from this work thus have implications for how industries can customize product and designer-talent development using modular design evaluation systems that leverage capabilities in immersive and non-immersive DfAM evaluation.

     
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  4. Abstract

    Although there is a substantial growth in the Additive Manufacturing (AM) market commensurate with the demand for products produced by AM methods, there is a shortage of skilled designers in the workforce that can apply AM effectively to meet this demand. This is due to the innate complications with cost and infrastructure for high-barrier-to-entry AM processes such as powder bed fusion when attempting to educate designers about these processes through in-person learning. To meet the demands for a skilled AM workforce while also accounting for the limited access to the range of AM processes, it is important to explore other mediums of AM education such as computer-aided instruction (CAI) which can increase access to hands-on learning experiences. Therefore, the purpose of this paper is to analyze the use of CAI in AM process education and focus on its effects on knowledge gain and cognitive load. Our findings show that when designers are educated about material extrusion and powder bed fusion through CAI, the knowledge gain for powder bed fusion is significantly different than knowledge gain for material extrusion, with no significant difference in cognitive load between these two AM processes. These findings imply that there is potential in virtual mediums to improve a designer’s process-centric knowledge for the full range of AM processes including those that are usually inaccessible. We take these findings to begin developing recommendations and guidelines for the use of virtual mediums in AM education and future research that investigates implications for virtual AM education.

     
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  5. null (Ed.)
    Abstract

    Given the growing presence of additive manufacturing (AM) processes in engineering design and manufacturing, there has emerged an increased interest in introducing AM and design for AM (DfAM) educational interventions in engineering education. Several researchers have proposed AM and DfAM educational interventions; however, some argue that these efforts might not be sufficient to develop higher-level skills among engineers (e.g., identifying design opportunities that leverage AM capabilities). Prior work has shown that longer, distributed educational interventions are more effective in encouraging learning and information retention; however, these interventions could also be time-consuming and expensive to implement. Therefore, there is a need to test the effectiveness of longer, distributed DfAM educational interventions compared to shorter, lecture-style interventions. Our aim in this research is to explore this research gap through an experimental study. Specifically, we compared two variations of a DfAM educational intervention: (1) a module-style intervention spread over two sessions with the introduction of DfAM evaluation metrics, and (2) a lecture-style intervention completed in a single session with no evaluation metrics introduced. From our results, we see that students who received the module-style intervention reported a greater increase in their DfAM self-efficacy. Additionally, students who received the module-style intervention reported having given a greater emphasis on part consolidation and feature size. Finally, we observe that the structure of the educational intervention did not influence the creativity of ideas generated by the participants. These findings highlight the utility of module-style DfAM educational interventions towards increasing DfAM self-efficacy, but not necessarily design creativity. Moreover, these findings highlight the need to formulate educational interventions that are effective and efficient.

     
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  6. null (Ed.)
    Abstract

    Additive manufacturing (AM) processes present designers with unique capabilities while imposing several process limitations. Designers must leverage the capabilities of AM — through opportunistic design for AM (DfAM) — and accommodate AM limitations — through restrictive DfAM — to successfully employ AM in engineering design. These opportunistic and restrictive DfAM techniques starkly contrast the traditional, limitation-based design for manufacturing techniques — the current standard for design for manufacturing (DfM). Therefore, designers must transition from a restrictive DfM mindset towards a ‘dual’ design mindset — using opportunistic and restrictive DfAM concepts. Designers’ prior experience, especially with a partial set of DfM and DfAM techniques could inhibit their ability to transition towards a dual DfAM approach. On the other hand, experienced designers’ auxiliary skills (e.g., with computer-aided design) could help them successfully use DfAM in their solutions. Researchers have investigated the influence of prior experience on designers’ use of DfAM tools in design; however, a majority of this work focuses on early-stage ideation. Little research has studied the influence of prior experience on designers’ DfAM use in the later design stages, especially in formal DfAM educational interventions, and we aim to explore this research gap. From our results, we see that experienced designers report higher baseline self-efficacy with restrictive DfAM but not with opportunistic DfAM. We also see that experienced designers demonstrate a greater use of certain DfAM concepts (e.g., part and assembly complexity) in their designs. These findings suggest that introducing designers to opportunistic DfAM early could help develop a dual design mindset; however, having more engineering experience might be necessary for them to implement this knowledge into their designs.

     
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  7. null (Ed.)
    Abstract The capabilities of additive manufacturing (AM) open up designers’ solution space and enable them to build designs previously impossible through traditional manufacturing (TM). To leverage this design freedom, designers must emphasize opportunistic design for AM (DfAM), i.e., design techniques that leverage AM capabilities. Additionally, designers must also emphasize restrictive DfAM, i.e., design considerations that account for AM limitations, to ensure that their designs can be successfully built. Therefore, designers must adopt a “dual” design mindset—emphasizing both, opportunistic and restrictive DfAM—when designing for AM. However, to leverage AM capabilities, designers must not only generate creative ideas for AM but also select these creative ideas during the concept selection stage. Design educators must specifically emphasize selecting creative ideas in DfAM, as ideas perceived as infeasible through the traditional design for manufacturing lens may now be feasible with AM. This emphasis could prevent creative but feasible ideas from being discarded due to their perceived infeasibility. While several studies have discussed the role of DfAM in encouraging creative idea generation, there is a need to investigate concept selection in DfAM. In this paper, we investigated the effects of four variations in DfAM education: (1) restrictive, (2) opportunistic, (3) restrictive followed by opportunistic (R-O), and (4) opportunistic followed by restrictive (O-R), on students’ concept selection process. We compared the creativity of the concepts generated by students to the creativity of the concepts they selected. The creativity of designs was measured on four dimensions: (1) uniqueness, (2) usefulness, (3) technical goodness, and (4) overall creativity. We also performed qualitative analyses to gain insight into the rationale provided by students when making their design decisions. From the results, we see that only teams from the restrictive and dual O-R groups selected ideas of higher uniqueness and overall creativity. In contrast, teams from the dual R-O DfAM group selected ideas of lower uniqueness compared with the mean uniqueness of ideas generated. Finally, we see that students trained in opportunistic DfAM emphasized minimizing build material the most, whereas those trained only in restrictive DfAM emphasized minimizing build time. These results highlight the need for DfAM education to encourage AM designers to not just generate creative ideas but also have the courage to select them for the next stage of design. 
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  8. null (Ed.)
  9. null (Ed.)
    Abstract Concept screening is one of the gatekeepers of innovation process and thus is considered a vital component of engineering design. Yet, we know very little about how decisions are made during concept screening or the factors that inform these decisions. This is due, in part, to the fact that most prior work on concept screening in engineering design has focused on student populations or on industry professionals in an experimental setting which is not indicative of the risks and consequences professionals face in their daily work—particularly when it comes to innovative design process. Thus, the current study was developed to identify how the environmental settings (i.e., experimental versus naturalistic) and the role of the professionals in the design process (i.e., idea generators versus executives) impacts the criteria used to screen design ideas. Two studies were conducted including a workshop study with 45 design professionals from two companies in an experimental setting and a participatory ethnographic study with seven design professionals from a small electromechanical company in a naturalistic setting. The results showed stark differences in the criteria used to screen ideas between naturalistic and experimental practices and between idea generators and company executives. In addition, the results showed differences in the factors considered during concept screening between naturalistic and experimental environments. These results are used to identify opportunities for tools and methods that encourage the consideration of creative ideas in the engineering design industry and encourage appropriate risk-taking in engineering design. 
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