Tuesday, December 12, 2006

An Overview of the Design Process


Design


Design is the process by which the needs of the customer or the marketplace are transformed into a product satisfying these needs. It is usually carried out a designer or engineer but requires help from other people in the company.

Design essentially is an exercise in problem solving. Typically, the design of a new product consists of the following stages:


Product Design Specification ---> Concept Design ---> Detail Design ---> Manufacturing and Testing ---> Sales


The development of a new product may also require the development of a prototype to prove that new technologies work before committing resources to full-scale manufacture.
The traditional view of the design to manufacture process is that it is a sequential process, the outcome of one stage is passed on to the next stage.


This tends to lead to iteration in the design. I.e. having to go back to an earlier stage to correct mistakes. This can make products more expensive and delivered to the marketplace late. A better approach is for the designer to consider the stages following design to try and eliminate any potential problems. This means that the designer requires help from the other experts in the company for example the manufacturing expert to help ensure that any designs the designer comes up with can be made.


So what factors might a designer have to consider in order to eliminate iteration?


Manufacture - Can the product be made with our facilities?


Sales - Are we producing a product that the customer wants?


Purchasing - Are the parts specified in stock, or do why have to order them?


Cost - Is the design going to cost too much to make?


Transport - Is the product the right size for the method of transporting?


Disposal - How will the product be disposed at the end of its life?


Design Brief


The design brief is typically a statement of intent. I.e. "We will design and make a Formula One racing car". Although it states the problem, it isn't enough information with which to start designing.


Product Design Specification (PDS)


This is possibly the most important stage of the design process and yet one of the least understood stage. It is important that before you produce a 'solution' there is a true understanding of the actual problem. The PDS is a document listing the problem in detail. It is important to work with the customer and analyse the marketplace to produce a list of requirements necessary to produce a successful product. The designer should constantly refer back to this document to ensure designs are appropriate.

To produce the PDS it is likely that you will have to research the problem and analyse competing products and all important points and discoveries should be included in your PDS.


Concept Design


Using the PDS as the basis, the designer attempts to produce an outline of a solution. A conceptual design is a usually an outline of key components and their arrangement with the details of the design left for a later stage. For example, a concept design for a car might consist of a sketch showing a car with four wheels and the engine mounted at the front of the car. The exact details of the components such as the diameter of the wheels or the size of the engine are determined at the detail design stage. However, the degree of detail generated at the conceptual design stage will vary depending on the product being designed.


It is important when designing a product that you not only consider the product design specification but you also consider the activities downstream of the design stage. Downstream activities typically are manufacture, sales, transportation etc. By considering these stages early, you can eliminate problems that may occur at these stages.


This stage of the design involves drawing up a number of different viable concept designs which satisfy the requirements of the product outlined in the PDS and then evaluating them to decide on the most suitable to develop further. Hence, concept design can be seen as a two-stage process of concept generation and concept evaluation


Concept generation


Typically, designers capture their ideas by sketching them on paper. Annotation helps identify key points so that their ideas can be communicated with other members of the company.
There are a number of techniques available to the designer to aid the development of new concepts. One of the most popular is brainstorming.


This technique involves generating ideas, typically in small groups, by saying any idea that comes into your head no matter how silly it may seem. This usually sparks ideas from other team members. By the end of a brainstorming session there will be a list of ideas, most useless, but some may have the potential to be developed into a concept. Brainstorming works better if the members of the team have different areas of expertise.


Concept evaluation


Once a suitable number of concepts have been generated, it is necessary to choose the design most suitable for to fulfil the requirements set out in the PDS. The product design specification should be used as the basis of any decision being made. Ideally a multifunction design team should perform this task so that each concept can be evaluated from a number of angles or perspectives. The chosen concept will be developed in detail.


One useful technique for evaluating concepts to decide on which one is the best is to use a technique called 'matrix evaluation'


With matrix evaluation a table is produced listing important the features required from a product - usually this list is drawn up from the important features described in the product design specification. The products are listed across the table. The first concept is the benchmark concept. The quality of the other concepts are compared against the benchmark concept for the required features, to help identify if the concept is better, worse than, or is the same as the benchmark concept. The design with the most 'better than' is likely to be the best concept to develop further.


Most people who use the matrix technique will assign points, rather than simple, better, worse, same, so that it is easier to identify which concepts are the best. It is also likely that some features of the design will be more important than others so a weighting is used.


Detail design


In this stage of the design process, the chosen concept design is designed in detailed with all the dimensions and specifications necessary to make the design specified on a detailed drawing of the design.


It may be necessary to produce prototypes to test ideas at this stage. The designer should also work closely with manufacture to ensure that the product can be made.

Monday, December 11, 2006

Putting People Power Into Virtual RealityCompetition among design technologies is as keen as that of car marques. At Ford, engineers combine virtual reality with old-fashioned human verification.


To make sure that the cars we design are the ones our customers will want to buy and drive with satisfaction, we maintain a design practice which "keeps a human in the loop" by frequent use of prototyping for design and verification. However, the competitive nature of a consumer-focused industry requires constant reductions in the time it takes to bring a new vehicle to market.

Ford engineers perform interference checking between vehicle components using Digital Buck, an entirely electronic prototyping tool. This virtual reality system, based on tessellated data, provides real-time stereo viewing and animation.

Traditional physical prototyping methods present a significant challenge to reducing design time. The problem is not so much that the physical prototype takes too long to create, but rather that the act of physically prototyping a component removes the design from the electronic medium. Thus, a great need exists for effective electronic human-in-the-loop prototyping techniques, which, in a broad sense, describes the field of virtual reality (VR).

Developing effective VR applications requires much more than creating a human interface to an electronic model. In their least effective form, virtual prototypes present all the design bottlenecks of physical prototypes with less than half the fidelity. VR developers have to understand the constraints of the design process so they can make the appropriate tradeoffs to optimize the return value of the technology. Only if the cost of implementation is significantly less than the return value will the technology be considered for implementation. If the cost ratio of VR is not favorable, other competing technologies are waiting for the resources. The number of new technologies available today far outstrips our ability to implement them.

The design and manufacturing of a vehicle is referred to as a program, and the length of time of the design phase, from the time concepts for the vehicle are discussed until the first production vehicle rolls off the assembly line, is known as the cycle time. Program cycle times vary widely based on the complexity of the vehicle and the amount of design content carried over from previous programs. An entirely new vehicle may have a cycle time of four years and involve as many as 6,000 people. Thus, if an auto manufacturer were to release two new vehicles per year and allow for changes in the overall cycle plan, there would be approximately 10 programs in progress at all times.

Full-scale holograms can be generated directly from CAD models, giving Ford engineers unencumbered visual interaction with concepts and styling. Shown here is the hybrid powertrain of the new P2000 high-mileage vehicle.

The automotive design process combines three factors that make it unique from other industries and particularly well suited to VR applications. First, given the complexity of the product and the magnitude of the process, high-quality results will require detailed understanding of intermediate data on a regular basis. Achieving this understanding, given the time constraints, requires a reliance on electronic prototypes. Second, delivering products to meet rapidly changing customer needs will require fundamental design and engineering changes that can be accomplished only by restructuring the design process. Third, efficiently managing production runs of 10,000 to one million units for such a complex product places a significant emphasis on integrating design for manufacturing techniques up front in the process. Thus, the automotive process requires frequent CAE models, rapid adaptability, and concurrency of all phases of design.

At Ford, getting tens of thousands of people to work in the same design environment generally leads to differences of opinion. Regardless of the difficulties, however, design tool evolution has to be a constant process; we are always preparing for the next generation of technology. Ideally, the process should determine which tools are developed and used, but when program deadlines are at stake, there is no choice but to use the most robust tool at hand. New tools are constantly being developed and integrated, and the constraints placed on this development are worth describing.

A common data structure is required. Due to the extreme degree of concurrency in the design process (the manufacturing facility is constructed before the product concept is complete), there must be as few barriers to simultaneous design as possible. Even slight differences in model formats between tools require translations. These will be constant sources of error and delay. New technologies are significantly easier to integrate if they function on the general foundation data structures of the process.

Two-way data transfer must be simple. Each area with design responsibility is progressively and simultaneously refining its portion of the product model. To facilitate the correct evaluation of design tradeoffs, changes must be propagated quickly throughout the product design system. This so-called change process, more than any other factor, determines the cycle time of a new product. New technologies that hinder data communication are difficult to use.

Simulation cycle time includes pre- and postprocessing, and must be small. A program moves quickly and decisions are made based on the best available information. Once decisions are made, the change process makes them progressively more expensive to revisit. The impact that any technique, VR or otherwise, has on a program is maximized when the time window required to collect the data, preprocess it into required models, run the simulation, and capture the results in a meaningful, transmittable form is minimized. A technology that requires significant transformation of the common data model makes this difficult to achieve.

Haptic technology is used to create force-feedback constraints based directly on the CAD model. The desktop configuration (left) is used for component layout and assembly prove-out. The immersive configuration (below) lets engineers perform ergonomic evaluations directly on full-scale vehicles as soon as conceptual design begins.

The quality of the simulation must match the tolerances required. Interestingly, tool developers tend to overapply this constraint some of the time. Many virtual technologies already have adequate fidelity to perform certain design tasks, particularly those measuring human interaction with conceptual geometry.

The simulation must contain all the pertinent information. Within the context of a particular decision a designer is interested in only a certain subset of information that can be called pertinent. A successful application will be developed to have high bandwidth along those channels of information flow that the designer considers important to the problem being addressed.

Simulations must be robust to withstand low quality or incomplete data. Producing an optimum design in a concurrent environment in a short time requires that information on design constraints be passed from one activity to another. The cross verification of design constraints is the so-called feasibility process. The hallmark of feasibility testing is that it must be accomplished with low-quality data that does not meet design tolerances or, worse still, incomplete data that does not yet constitute a proper CAD model. Any technology must be robust to withstand unmatched surface boundaries, duplicate nodes, swapped surface normals, and a host of other unanticipated problems.

The technology must work for industrial-size models. The models are massive compared to those that may be used to validate research algorithms. For example, a production vehicle chassis may have 3,000 to 5,000 surface patches and occupy 50 to 100 MB; a low-quality tessellation of a vehicle exterior may have 80,000 polygons. If a technology has to simplify such models in order to function properly, it will be severely affected by all six preceding constraints.
One of the challenges in describing the integration of virtual reality into an industrial design process is to define just what VR means. To some, VR refers to a specific collection of technologies—a head-mounted stereo display, glove input device, and audio. To others, it is a system that differs from traditional simulation systems to the extent in which real-time interaction is facilitated, the perceived visual space is three-dimensional rather than two-dimensional, the human-machine interface is multimodal, and the operator is immersed in the computer-generated environment.

In the automotive design process, VR can take on many forms. In this context, an application will be said to incorporate VR technology if it enables the user to "experience" a computer model, or some aspects of it, by putting the "human in the loop." Due to the complexity of the overall model, such a VR application will not be an all-encompassing simulation of the entire product or process. Instead, the diversity of the process does allow for individual components of the design to be decoupled for detailed examination. In some cases, the computer model will be a close replica of reality, in others, an abstraction. Regardless, a VR tool should let the user interact with the model in a manner that resembles a real-life interaction.

Some of the VR projects at Ford are in the research stage; others have already been integrated into Ford's product development process. Particular attention is given to how each implementation satisfies the design guidelines illustrated in the previous sections, and to when a tradeoff has been made to compromise between integration and real-time performance. At first glance, it might seem that some applications are redundant, but the requirements of different user groups make the applications quite different.

A Ford engineer uses a Powerwall from Silicon Graphics to examine a full-scale stereoscopic view of the aerodynamic flow for a Formula One car calculated with a proprietary CFD code.
Within Ford the application that most closely matches the conventional definition of virtual reality is Digital Buck. The term "buck" is used in the automotive industry to describe a full-scale prototype. Usually, this would be an entire vehicle, but the term is also used in the context of any subcomponent. Thus, Digital Buck is an entirely electronic prototyping tool that provides real-time stereo display with an emphasis on real-time visualization of complex models. The Digital Buck team of Juliet Kraal, Elisabeth Baron, and leader Dave Roberts, engineers within the CAD Product Information Department, are collaborating with Engineering Animation Inc. of Ames, Iowa, on the development of this tool.

One of the critical advantages of human interaction with an electronic model is that only those surfaces that will actually be touched are required. Unlike a physical buck, no substrate of any kind is required and those surfaces that are used can be moved at will. This is a tremendous advantage that allows human-in-the-loop evaluations early in the design cycle when there is not enough data to build a physical prototype. Certainly, the electronic prototypes are incomplete, but they contain all the pertinent information an expert engineer requires to make good decisions. The expert user is more interested in tool functionality than tool fidelity. Therefore, the tool can use a tessellated mesh in order to achieve real-time interaction. The mesh itself is regenerated daily from the central CAD model. Depending on the size of the model, Digital Buck requires one or two processors of a Unix workstation.

Given this architecture, Digital Buck is used primarily to verify rather than to modify a design. (For instance, it is used to verify that components do not interfere with each other or violate packaging constraints. Components that the customer will use must be checked against ergonomic constraints.) Changes made to a tessellated model are difficult, if not impossible, to communicate back to a structured CAD model. For example, when a NURBS model is tessellated, the analytical relationships between patches and the patch boundaries themselves are lost. Thus, any change applied to the tessellated model would be sent back to the NURBS model without reference to these key components.

With a different user community in mind—stylists and modelers—Tom Scott, the director of the Ford Advanced Design Studio, is leading an advanced "replacement reality" research project aimed at producing a different kind of 3-D visualization tool. To stylists, experiencing the sight lines and proportions of the vehicle is paramount, and must be done as unobtrusively as possible, thus excluding head-mounted displays and other bulky devices worn by the user. Instead, holography is used to provide a full-scale, unencumbered stereo view of a vehicle model or components. To date, full-size and half-scale holographic representations of entire vehicles have been generated. All of these representations are full parallax views.
The Ford Vibration Simulator is used to evaluate the road feel of a vehicle at high fidelity. This configuration allows engineers to test-ride and compare a large number of vehicles in a short time.

In future releases, the user will be able to interactively shape the CAD model as if he or she were sculpting the clay model, thus potentially making this tool the digital clay buck of the future. The fact that the tool can be used to interact with incomplete models represents another significant advantage compared to physical bucks. Moreover, in a desktop configuration, such a tool could also be used to gain valuable customer feedback and to visualize craftsmanship issues before any type of model is created. In contrast to the Digital Buck, which ultimately contains an electronic version of every component in the vehicle, the pertinent information for styling includes only visible geometry, the so-called customer surfaces. These can be captured at a stage when the CAD model is still incomplete and uncomplicated. The smaller size of the model allows this technology to be applied directly to the NURBS model, allowing a tighter integration with the CAD model.

In many cases, engineers are not so much interested in reality, so to speak, as in understanding complex data sets. As part of the Virtual Wind Tunnel project led by Gary Strumolo, a senior staff technical specialist in the Ford Research Laboratory, a complex CAE code has been developed to analyze the pressures and vibrations due to airflow over a vehicle directly from a geometric model. The resulting data is rich with information, but overly complex. To alleviate this problem, a Powerwall from Silicon Graphics Inc. of Mountain View, Calif., is used to stereoscopically immerse the user in the resulting three-dimensional flow fields. The 8 x 10-foot screen of the Powerwall is back-projected in stereo from an Onyx workstation that has dual graphics pipes and two processors. Traditional alternatives would not permit such a revealing "walk" through the data.

The time saved in running the airflow analysis on a computer model and the accuracy of relative analyses between design variations put the stress on rapidly forming new CAD test models. A challenge for successful integration of this technology is to reduce the overall simulation cycle time. In other words, the time required to generate the necessary input models must be reduced and is the subject of ongoing investigation.

The applications described so far emphasize visual feedback, yet the visceral experience of driving a car is many-faceted. Not only do customers see the car, but they also touch it, hear it, and smell it. To achieve the full customer experience directly from a computer model requires information traditionally conveyed visually to be transmitted through the appropriate sensory channel.

In the Haptic Buck research performed by the authors, visual and haptic (force-feedback) sensory inputs are combined to provide an experience in which an engineer can look at and touch a computer model, mimicking the interaction with a physical prototype. In its immersive configuration, the Haptic Buck uses a grounded stereoscopic display registered with a large 6-degree-of-freedom haptic device. The immersive workspace is capable of representing the interior of an entire vehicle.

The Haptic Buck targets the same range of applications as the Digital Buck, but provides a complementary set of answers to engineering problems that require evaluation of human proprioception (the unconscious perception of movement and spatial orientation arising from stimuli within the body itself) in interacting with a vehicle's interior and components. Since emphasis is on tactile perception, simulations can be run with limited and incomplete geometric information taken from the early stages of the design process. For example, it is essential to assess the reachability of different parts of the instrument panel directly from constraints developed for the product concept, known as package data.

In its desktop configuration, this application uses a flat screen with or without stereo glasses and a variety of small haptic devices ranging from 3 to 6 degrees of freedom. In this form, it is a powerful tool for collision-free path generation and verification of assembly tasks, an area where visual-only simulations have fallen short of the mark.
In this CAD model of a manufacturing cell on the plant floor, a crane assists the user in handling heavy payloads and is free to move about the work cell except for the green, yellow, and red funnel cones. These are virtual constraints that guide the payload to the correct position on the passing assembly line.
The Haptic Buck has been tailored to the tessellated data structures better suited for the fast rendering of large models and to real-time collision detection. For this reason, like the Digital Buck, it has limited ability to propagate geometric changes to the central CAD model. At the same time, many of the decisions that can be made with this tool do not relate to product geometry as much as component location and path planning. One significant challenge, however, is the relatively poor quality of the tessellated mesh, in terms of its mathematical definition. The time required to correct duplicate or missing facets, for example, must be realistically included in the simulation cycle time. On the plus side, though, is the fact that the decisions being made do not rely on a haptic touch fidelity that is too difficult to achieve, so a wide variety of force-feedback devices can be used.
Flexing the traditional definition of VR beyond immersive environments opens up many areas of the design process to the benefit of VR tools targeted at very specific aspects of the CAD model. In these cases, a physical buck is often used in conjunction with a sophisticated computer model. Ford has a suite of tools to study human factors, including the Driving Interaction, Vibration, and Acoustical simulators.
The Driving Simulator project, led by Jeff Greenberg, a staff technical specialist in the Ford Research Laboratory, seats the driver inside a physical cab surrounded by a projection screen that provides a faithful visual replica of the entire visible external environment. Ford engineers use this platform to characterize human driving performance and comfort, and to experiment with different driver interfaces and tasks. The tradeoff between model complexity and faithfulness is carefully balanced to allow for real-time interaction while, at the same time, guaranteeing the soundness of the collected data. A physical set of active vehicle controls provides the tactile immersion. The audio feedback does not have to be perfect, but only representative. Of greater importance is the user's ability to focus in the vehicle when all senses are active. Simulation cycle time is a limitation, however, since this approach requires an existing prototype and significant setup time. At the same time studies that would be impractical on the test track, such as driver drowsiness, can now be simulated in depth.
Ford's Vibration Simulator and Acoustical Simulator complement the Driving Simulator. The Vibration Simulator, led by Ray Meier, a senior technical specialist in the Ford Research Laboratory, provides a full-scale realistic sensation of sitting in a car seat, holding the steering wheel, and feeling the vibration one would sense from the road. No visual images, no audio, and no dynamic road handling are reproduced—just the playback of this single decoupled realm (actually, 11 degrees of freedom) of the driving experience. In fact, it is the decoupling of the experience that makes this tool so successful for product evaluation. Future challenges are to generate vibration data directly from the CAD model. This, of course, will require a sophisticated interpretation of mechanical properties inferred from CAD model geometry.
The Acoustical Simulator, developed by Scott Amman and Mike Blommer, technical specialists in the Ford Research Laboratory, replicates the audio signal that a customer perceives while seated in different locations within a vehicle. In this case, however, the signal can be either taken from a road recording or generated directly from the CAD model.
Ford's augmented manufacturing research, led by Tom Pearson, a senior technical specialist in advanced manufacturing technology development, is an example of VR applied directly to the manufacturing process. Intelligent assist devices—conventional lift and hoist machinery guided by sophisticated control devices—are proposed to amplify human performance in material handling and assembly tasks. Virtual constraints that describe the acceptable boundaries within which valuable parts may move within an assembly cell are obtained directly from the CAD models of the assembly line and the vehicle. These constraints are then enforced by the intelligent assist devices so that a worker is free to move a heavy part throughout the work cell with the assist device, but is prevented from moving the part into regions where worker safety is compromised or the product may be damaged. In such a scenario, virtual surfaces and real auto components share the same workspace, and constraint information is conveyed to the user haptically.
Any successful application of virtual reality must address many issues related to the quality of the simulation. Specific examples include expanded field of view from display devices, stable position sensing from nongrounded displays, and accurate registration of multiple display devices and physical components. And beyond these issues are the psychological and sociological barriers to implementation that any new technology must overcome.
The most successful VR applications at Ford have targeted very specific tasks within the product development cycle, have balanced the seven design process constraints described here, and have added significant value to the product by shortening the design cycle and increasing the human-in-the-loop understanding of the product design—all without incurring a high process cost. While there may someday be a so-called "killer application" that revolutionizes the design industry, it is more likely that the steady, incremental migration VR implementations will provide the consistent long-term evolution required for VR to be considered a successful technology.

STRAIN LIFE THEORY OF FATIGUE FAILURE

Engineering Design
STRAIN LIFE THEORY OF FATIGUE FAILURE (see section 7-2, text book)

The SAE Fatigue Design and Evaluation Steering Committee, in a report released in 1975 indicates, that the life in reversals to failure is related to the strain amplitude.
The total strain is the sum of the elastic and plastic components. Therefore the total strain amplitude is


The relationship between fatigue life and total strain (Manson-Coffin equation) is

s’F -The Fatigue strength co-efficient is the true stress corresponding to fracture in one reversal. (Tensile testing)
e’F – The Fatigue ductility co-efficient is the true strain corresponding to fracture in one reversal.
b- Fatigue strength exponent is the slope of the elastic-strain line and is the power to which the life 2N must be raised to be proportional to the true-stress amplitude
c- Fatigue ductility exponent is the slope of the plastic-strain line and is the power to which the life 2N must be raised to be proportional to the true plastic-strain amplitude.

The theory or equation can be used for obtaining the fatigue life of a part when the strain and other cyclic characteristics are given, however it is of little use to the designer. More over it is necessary to compound several idealizations and so some uncertainties will exists in the results. This theory is more applicable to low cycle fatigue

STRESS LIFE RELATIONS-THE S-N DIAGRAM

To determine the strength of materials under the action of fatigue loads, test specimens are subjected to repeated or varying forces of specified magnitude while the cycles or stress reversals are counted to destruction. The most widely used fatigue-testing device is the R.R Moore high-speed rotating beam machine. This machine subjects the specimen to pure bending (no transverse shear). Tests on several specimens are conducted under identical conditions with varying levels of stress amplitude. The results are plotted as an S-N diagram (Fig 7-6) usually on semi-log or on log-log paper.

DESIGN FOR STRENGTH-VARIABLE LOADING

Engineering Design

DESIGN FOR STRENGTH-VARIABLE LOADING

INTRODUCTION
The analysis and design of parts subjected to static loading are considered in the earlier chapter. In this chapter we will be considering how parts or component fail when subjected to variable (nonstatic) loading and how to design them.

Variable stresses
In a number of machine elements, conditions frequently arise, in which the stresses vary or they fluctuate between levels, even though the magnitude, direction and point of application of load do not change. For example, in a rotating shaft subjected to the action of constant force, inducing bending loads, a particular fiber on the surface undergoes both tensile and compressive stresses of the same magnitude for each revolution of the shaft. If the shaft rotate let us say 1750 rpm, the fiber is stressed in tension and compression successively 1750 times each minute. These and other kinds of such loading occurring in machine members produce stresses, which are called repeated, alternating, or fluctuating stresses.

Fatigue failure
Often machine members subjected to such repeated stressing are found to have failed even when the actual maximum stresses were below the ultimate strength of the material, and quite frequently at stress values even below the yield strength. The most distinguishing characteristics is that the failure had occurred only after the stresses have been repeated a very large number of times. Hence the failure is called fatigue failure

A fatigue failure begins with a small crack, the initial crack may be so minute and can not be detected. The crack usually develops at a point of discontinuity in the material, such as a change in cross section, a keyway or a hole. Once a crack is initiated, the stress concentration effect become greater and the crack progresses more rapidly. As the stressed area decreases in size, the stress increase in magnitude until, finally, the remaining area is unable to sustain the load and the component fails suddenly. A fatigue failure, therefore, is characterized by two distinct regions. The first of these is due to progressive development of the crack, while the second is due to the sudden fracture. The zone of sudden fracture is very similar in appearance to the fracture of a brittle material, such as cast iron, that has failed in tension.

A fatigue failure almost always begins at a local discontinuity such as a notch, crack, or other area of stress concentration. When the stress at the discontinuity exceeds the elastic limit, plastic stain occurs. For fatigue fracture to occur, there must exist cyclic plastic strains. Thus we shall need to understand the behaviour of materials subjected to cyclic plastic deformation.
Design For Manufacturing (DFM)


Successful mechanical design and engineering is environment and process dependent. There are many factors that affect the design. The following are major factors:
  1. Product scope, intent and complexity
  2. Time to market
  3. Cost
  4. Product Competitive Environment
  5. Organization infrastructure
  6. Design, engineering and manufacturing tools
  7. Staff experience


General Design Guidelines


Practice the "KIS" principle, (Keep It Simple)


For each assembly component, there is opportunity for a defective component and an assembly challenge. As the number of parts goes up, the total cost of fabricating and assembling the product goes up. Tolerance accumulation becomes more significant and may require additional design and manufacturing to produce an acceptable assembly. Additionally, creating design documents and manufacturing processes are additive, resulting in a more expensive product due to NRE (Non-recurring Engineering) and manufacturing costs. Costs related to purchasing, stocking, and general infrastructure also go down as the number of components is reduced. Inventory levels are reduced with fewer components. As the product structure and required operations are simplified, fewer fabrication and assembly steps are required, manufacturing processes and lead-times are reduced. The designer, engineer's and manufacturing should concurrently review all components within an assembly to determine whether components can be eliminated, combined with another component, or the function can be performed in a simpler way.


Design using "off the shelf" standard or OEM components to simplify design and manufacturing activities, to minimize the amount and diversity of inventories, and to standardize handling and assembly operations. Standard components will result in reduced NRE costs and higher quality. Standard component design charts can be used resulting in efficient design, PM&P activities and manufacturing tool inventories. Manufacturing education is simplified and automation as the result of operation standardization can be designed and implemented.


Design for ease of fabrication and assembly. Select processes compatible with the design intent, materials and production volumes. Select materials compatible with production processes and that minimize processing time while meeting functional requirements. Avoid unnecessary part features because they involve extra processing effort and/or more complex tooling.


Consider the following design guidelines:
· For higher volume parts, consider castings, extrusions or other volume manufacturing processes to reduce machining and in–machine time
· Consult with manufacturing to determine and design for solid mounting or other fixture-locating features on the component.
· Avoid thin walls, thin webs, or similar features that will result in distortions due to manufacturing
Avoid undercuts that will require special operations & tools
Design around standard cutters, drill bit sizes or other tools
Avoid small holes and threaded features as tool breakage and part scrap increases

Threaded Holes


Design for full thread depth. Usually 1.5 x major diameter provides adequate holding strength
Drilled hole depth (to the sharp point of the tool) is recommended to be at least equal to the full thread plus ½ major diameter, but never less than .050"
Material thickness as measured from the bottom of the drilled hole to next surface should not be less than the major diameter of the thread or diameter of hole, and not less than .050".
When material thickness allows, thru holes are preferred
Fixture/tooling material selection
When designing steel fixtures or tooling where high accuracy flatness, perpendicularity, parallelism or true position is required, specify the material as low carbon hot rolled. This material is very stable and will retain form much better than CRS (Cold Rolled Steel).

Flatness


Flatness should be applied with reasonable overall form tolerance as well as on a per unit basis as a means to prevent abrupt surface variation within a relatively small area of the feature. Depending on material thickness and application, a note can be added to design drawing: "FLATNESS MAY BE MEASURED WITH COMPONENT IN RESTRAINED CONDITION". Where applicable, note should include specific retraining requirements

Internal Radii


Always specify largest radius possible. Small diameter tools add significant cost to manufacturing process.
When design requires metalized plating such as nickel, silver or other, specify a CR "Controlled Radius" as applicable (CNC manufacturing). CAD model or design for non-standard radii. CNC machining will create a "hard corner" in that the machine will race to a radius corner and abruptly change onto the next direction. The CNC change of direction often creates "tool chatter" resulting in rough sharp edges at the radius corner. Non-standard or CR (Controlled Radius) will result in the CNC cutter to slow down and blend a smooth radius at the corner feature. The smooth radius feature will facilitate good metalized plating and avoid flaking common to small sharp edges.
When depth exceeds 5 X the diameter of the pocket radii, consult manufacturing on alternative fabrication methods. Depths of up to 10 X are possible when machining aluminum but, not all manufacturing facilities have capability
For deep sharp corner cutouts that require broaching or EDM, specify radii max at all cutout corners i.e. (4X R .008 MAX)

Dimensional Tolerancing


For surface composite curves such as, internal pockets, or other profiles that for CNC manufacturing a continuous cutting path will be established and manufactured. Design for and specify unilateral tolerances (+/- .010). Reason: Often the machine tools used to manufacture the components utilize a feature called "Cutter Compensation". This allows size control variation of the features being machined without having to control the NC program (file) to an exact match with the cutter diameter. For a continuous path, if "X" dimension has +0, -.005 and "Y" dimension has +.005, -0 tolerance specified, the cutter compensation cannot be used to control size, because adding or subtracting from cutter path input automatically invokes an error to the dimension of the other toleranced continuous path surface. Simply, a offset is input into the machine relative to the cutting tool to manufacture for mid tolerance of surface "X" at -.0025 however, this path is not compatible with the "y" surface in that the nominal offset is .0025 out of tolerance.

Design of tolerances should be within manufacturing capabilities.


Concurrently designing for manufacturing will greatly improve product quality and reduce fabrication costs. Consult with manufacturing early in the design process. After completion of preliminary drawings, meet with manufacturing and review design intent, requirements and determine manufacturing process requirements. Manufacturing should review tolerances and determine process capabilities to meet dimensional limits. Manufacturing should identify tolerance challenges that require design and requirements review. In general, design should avoid unnecessarily tight tolerances that are beyond the natural capability of the manufacturing processes. Determine when new production process capabilities are needed early to allow sufficient time to determine optimal process parameters and establish a controlled process. Tolerance stack-ups should be considered on mating parts. Overall assembly tolerances should be calculated, and interface as well as clearance requirements understood. Surface finish requirements can be established based on actual manufacturing processes employed however, surface finish requirements should be understood and design intent accurately defined.
Simplify design and assembly so that the assembly process is unambiguous. Components should be designed so that they can only be assembled in one way; they cannot be reversed. Roll pins, dowel pins or offset mounting holes can be employed.
Design for components orientation and handling to minimize non-value-added manual effort, ambiguity or difficulty in orienting and merging parts.

Basic principles to facilitate parts handling and orienting are:


Parts must be designed to consistently orient themselves. Examples are dowel pins.
Product design must avoid parts that can become tangled, wedged or disoriented.
Verify clearance for assembly tooling such as hand tools and fixtures.
With hidden features that require a particular orientation, provide an external feature, guide surface or design alignment fixturing or tooling to correctly orient the part.
Design in fasteners large enough that are easy to handle and install

Design for efficient joining and fastening.
Threaded fasteners (screws, bolts, nuts and washers) can be time-consuming to assemble. Consider design alternatives that will reduce fastener count. Use uniform screw sizes here practical.

Personal Profile

Suhairi Ahmad
MSc,B.Eng(Hons)Mech,Dip.Ed

Academic Qualification:
Bachelor in Mechanical Engineering with Honors (USMalaysia) 2001
Diploma in Education-Mechanical Engineering Studies (MPTKL) 2004
Masters of Science- Building Technology ( USMalaysia ) 2006

Professional Qualification:
Graduate Engineer (Registered with Board of Engineers, Malaysia)


Current Position:
Lecturer in Mechanical Engineering Department
TUANKU SYED SIRAJUDDIN POLYTECHNIC.

External Appointments:
1) Technical Advisor, TAMBUN TULANG (P) SDN BHD (2003-2005)

2)Member - Technical Committee for Research & Consultancy POLIMAS (2003-2006)

3) Instructor, POLIMAS-MAEM Techno-school Program (2004-2006)

4) Instructor, KSS-Diploma in Manufacturing Technology Program (2004-2006)

Key Experiences:
Feasibility studies, planning and design of infrastructure works

Design of drainage ,water supply & wastewater treatment facilities.

Professional Practice – Engineering Design & Infrastructure System

Responsibility:
1. Head of Engineering Design Committee-JPPKK,KPTM: present
2. Project Co-ordinator: Jul 2004-Jul 2006

Supervision:

Supervised 3 groups of student for Final Semester Project.
Teaching and course development:

Teaching, since 2001, in the area of mechanical engineering
Lectures
1) Engineering Design
2) CAD/CAM
3) Strength of Materials
Research :
1) Building Infrastructure & Technology
2) Assembly of Mechanical Component using PC-based Application
Consultancy:
Consultant to environmental infrastructure design, engineering analysis & evaluation.

Sunday, December 10, 2006

Suhairi Ahmad Official Website


Engineering Design - An Introduction
ABET Definition of Design

Engineering design is the process of devising a system, component, or process to meet desired needs. It is a decision-making process (often iterative), in which the basic science and mathematics and engineering sciences are applied to convert resources optimally to meet a stated objective. Among the fundamental elements of the design process are the establishment of objectives and criteria, synthesis, analysis, construction, testing and evaluation. The engineering design component of a curriculum must include most of the following features: development of student creativity, use of open-ended problems, development and use of modern design theory and methodology, formulation of design problem statements and specification, consideration of alternative solutions, feasibility considerations, production processes, concurrent engineering design, and detailed system description. Further it is essential to include a variety of realistic constraints, such as economic factors, safety, reliability, aesthetics, ethics and social impact." Elsewhere in the ABET criteria for accreditation, they stress the use of teams in solving problems and performing designs.