UGent Industrieel Ingenieur Industrieel Ontwerpen Masterthesis 2016-17

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MASTER OF SCIENCE IN DE INDUSTRIËLE WETENSCHAPPEN INDUSTRIEEL ONTWERPEN 2016-17


UGent Industrieel Ontwerpen dankt de masterproef partners & coaches

Master of Science in de industriĂŤle wetenschappen: industrieel Ontwerpen


Design and integration of snap ðxations into thermoformed exterior accessories to enable mass customization in automotive applications

ABOUT

3 CRITERIA

HOW IT WORKS

HONDA EMOTIVE DESIGN TOOL A tool developed to stimulate and evaluate the creative design process of car accessories.

GET STARTED

MASTER THESIS Dries Caelen

SLOT HOLES

CONTEXT Because of my personal interest for the automotive industry, possible further studies and work in automotive design are under consideration. Therefore, this masterthesis was setup in collaboration with Honda Access Europe n.v. Aalst, owned by Honda Motor Europe since 1991. Styling, development and creation of accessories uniquely for the EU market is done inhouse. Mostly with production technologies which are less expensive compared to high pressure injection molding and often ðxed to the unit parts via double sided tape and/or male and female clips. Due to the fact that add-on parts are used, major desing changes are inpossible. The newly developed design are limited by the underlying old designs. If prominent areas can’t be tackled, insufðcient impact can be accomplished and potential customers will not be attracted. Can a change in production technology be achieved in such a way that a wider and more diverse customer audience can be approached? Can a change in production technology be achieved in such a way that extensive personalization and mass customization is attainable within the automotive industry?

RESEARCH

Front bumper Model 2013 Honda Civic TECHNICAL REALIZATION

EMOTIVE DESIGN TOOL

&YQMPSBUJPO PG ðYBUJPOT

Exploration of style directions

All Honda models use the same kind of slotholes in the general assembly of accessories for both exterior and interior parts. Vacuum forming can be used to create replacement parts instead of addon parts. The possibilities and feasibility of this new approach must be explored and will hopefully be comðrmed by this thesis. METHOD: Establish a design brief including: 1) A development guideline to snap vacuum formed ðxations into front and rear bumper slot holes. When this guideline is followed the part should meet the Honda requirement: a minimum tensile strength of 100 Newton. Lasercutted samples are used to elaborate a fully optimized ðxation. 2) A framework of styling guidelines that give the designer a general view of the main style directions: SPORTIVE - ELEGANT - ROBUST The information includes the positioning in the market segment and is a summary of a user experience, trends and technology report.

RESULT TECHNICAL REALIZATION: After the rapid prototyping showed that the intended goal (100N) is achievable, the decision was made to start a small series of test prototypes in cooperation with Aerolift, an automotive vacuum forming production company in Frankfurt (Germany). By using industrial production techniques the gap with prototyping techniques is bridged. Final prototypes with a material thickness of less than 2mm still meet the Honda requirement of 100N. EMOTIVE DESIGN TOOL: An online tool developed to stimulate and evaluate the creative process of car accessories design. The 3 main style directons are fully understood, this means a full analysis of all technical aspects, all inñuential trends and the user perception. Due to this, it’s possible to navigate a creative design process in a predetermined direction. This insight allows for the creation of speciðc designs for a speciðc target audience. Final test prototype

Sportive | Robust

DRIES CAELEN - DRIES.CAELEN@UGENT.BE


Design of a foldable camper unit for the FIAT Fullback aimed at adventurous travelers

CONTEXT For this project, a camping unit was developed as an accessory for the newly introduced FIAT Fullback from the FIAT PROFESSIONAL brand of FIAT CHRYSLER AUTOMOBILES (FCA). FIAT PROFESSIONAL is known in the industry for its class leading product range in the light commercial vehicle and camper vehicle markets. Because the Fullback model is FIAT PROFESSIONAL’s first vehicle in the pick-up truck class, the decision was made to develop a product that combines the capabilities of the FIAT Fullback as a thought off-road vehicle with the freedom of living, embedded in the DNA of the FIAT Campers. The focus lies on the user and the user experience where freedom and camping in the wild are the important key words. The product needs to address to this target audience for future marketing purposes and to contribute to the brand’s and the vehicle’s reputation. With this information in mind, the project was given the name Compact Camp. Since the focus lies on adventures and the FIAT Fullback, the unit needs to be able to accommodate two travelers and still allow for enough storages space for all necessary luggage and gear while the connection with the vehicle needs to be secure and integrated.

RESEARCH The Concentric Design methodology was used during the development of Compact camp. This method starts from a project definition and from then on each development stage builds upon the information of the previous stage and acts as a base for the next one. Thus each stage extends the scope of the design project. This is visualized in the circle built up with four layers. The focus on people led to extensive user research that determined the features and mechanism design of the product in order to meet the expectations of the target group. Using surveys and interviews, the target group was identified. Storyboards were created to determine the difficulties that can occur during the interaction with the product and which features are desirable to overcome unexpected difficulties. Next to the aspects of sleeping and storing, the loading system for the camper unit that is connected to the vehicle was examined and a new mechanism was developed. A user test was conducted focusing on the User Experience of loading the Compact Camp unit onto the FIAT Fullback. Based on these results, the whole design was adapted to increase the feeling of satisfaction of the users when interacting with the product.

RESULT The newly designed system allows for loading the Compact Camp onto the vehicle by only a single user. Finally, the design of this system and how the camping unit is connected to the vehicle was evaluated and the whole product was styled in such a way that all necessary components are integrated in one product as a stylish car accessory that is in line with the context of the FIAT Fullback. Compact Camp thus consists of two major components: the actual camping unit and the tubular base. This base integrates the loading system and is styled as a tubular accessory which is fixed to the FIAT Fullback, while the camping unit can be removed. The loading system uses a rail and a lever system to slide and lower the camping unit. Gas springs make sure no excessive force is required during the interaction and also acts as an extra safety. The camping unit incorporates a ladder to get in the tent that covers the adventurers at night. The tent is a folding soft shell that is supported by three bars and is equipped with a mattress. The mattress folds together with the hard cover shells that protect the tent while driving. A hatch allows campers to access the storage compartment of the FIAT FULLBACK, which is below the camping unit, without exiting the tent.

Yves Born - bornyves@hotmail.com


AERODYNAMIC OPTIMIZATION OF DISC BRAKES ON AERO BICYCLES

CONTEXT The importance of aerodynamics is getting bigger and bigger in road cycling. Bicycle manufacturers are able to optimize their bikes by using computer simulations and wind tunnel tests. For a number of years, disc brakes are becoming more popular on road bicycles. Their high braking performance in comparison to rim brakes makes them already the indisputable braking system in the mountainbike world. This masterthesis aims to combine both in a new aerodynamicaly optimized design. The focus was on the front brake as this brake has the biggest impact on the aerodynamics and also influences steering performance.

Iterations

Iterations

RESEARCH A measurement method was needed to compare the aerodynamics of the different concepts. The output had to be quantifiable in order to make quick numerical comparisons. Both CFD and wind tunnel tests can be used. During the prototyping phase, CFD is time consumming and requires specificic knowledge. Clay modeling facilitates iterative design using physical prototypes. These prototypes were then placed into a small scale wind tunnel. These results were compared to eachother and to the reference (conventionale caliper and fork), in this way the the number of concepts could be diverged. After the prototyping phase, the physical prototype was digitized in a CAD-model. CFD was used to visualize the airfoil around CAD-models, multiple iterations were made to optimize the concept. Further attention was paid to the assembly and maintenance of the new design.

RESULT The results of this thesis is an innovative brake system of which the disc brake caliper is structurally and aesthetically integrated in order to optimize aerodynamic performance. Integration of the components, seamless transition between the fork and the caliper and an aerodynamic caliper, causes a significant decrease in drag. During the final wind tunnel test. Under yaw angles form -10° tot 10°, the fork and brake are 16% procent more effective than the conventional design. Under these angles, 4.3 Watt can be saved. Not only the aerodynamics are taken into account but also the assembly and maintenance. The assembly process is derived from the conventional disc calipers which means there is little adaptation for the bike mechanics and users.

BERT HEIRWEG - BERT.HEIRWEG@HOTMAIL.COM


THE DESIGN OF A COMPOSITE FOLDING BIKE TO IMPROVE THE USER EXPERIENCE OF COMMUTERS

Riding performance

CONTEXT Over the last years, the popularity of folding bikes has been increasing as a result of the rise of multi-modal transport. They are used by commuters as a complement to public transport. Despite the increasing popularity, the current market offer of folding bikes still represents quite some restrictions and downsides, which reduce their usability. This furthermore decreases the user experience of the commuters when using a folding bike. This shortcoming of present day folding bikes was the premise of this thesis. The main stakeholders of this thesis at Ghent University are the Industrial Design Center (IDC), the Composite Lab at the research group “Mechanics of Materials and Structures” at Technologiepark-Zwijnaarde and the UGent bicycle testing spinoff BikeLabs International. The radar chart shows a summary of the user tests that were performed at the beginning of the design process with popular folding bikes representing the current market offer. It moreover visualizes the market opportunity that is being addressed with the designed folding bike concept. The target group includes young commuters aged between 25 and 45.

Simplicity

Ergonomics

Brompton Dahon Strida

IDC

Lightweight

Price

Btwin

COMPOSITE LAB Beixo

BIKELABS INTERNATIONAL

Compactness

Folding speed

Opportunity

Intuitiveness

RESEARCH All three aspects of Design Thinking that define good design - Business, Technology and People were taken into account throughout the entire design process. The business aspect is the market opportunity that is being addressed with the designed folding bike. The technology aspect is the design, prototyping and development of the composite folding bike, including the development of the innovative folding and locking mechanisms, the single-sided suspension and all elements that result in maximizing the overall usability of the folding bike. The people aspect is represented in the goal to improve the user experience of commuters. This was achieved through a User Centered Design process in which prototypes were constantly verified with stakeholders. In addition, various user tests were performed to examine and prove hypothesis in terms of intuitiveness, folding speed, riding characteristics and user experience. These tests were conducted throughout the entire customer journey of commuters.

RESULT The User Centered Design process led to a disruptive folding bike design which addresses the demands and wishes of the stakeholders and capitalizes on the market opportunity. The designed bike has several unique selling propositions that maximize the usability of the folding bike and improve the user experience of commuters. The bike can be folded within seconds thanks to the intuitive and fast folding mechanism, consisting of two steps. Folding the frame is done with an upward lifting motion that both unlocks the locking mechanism and folds the frame in half. The bike does not have to be carried while folding and unfolding. Compacting the handlebar is achieved by sliding the telescopic stem into the front fork. In the first stage, the stem slides straight into the fork, allowing to quickly customize the handlebar height. The second stage of sliding is done with a spiral twisting motion, guided by the helix groove in the stem, enabling the handlebar to twist 90° and end up on top of and aligned with the frame. The 24-inch sized wheels maximize cycling comfort and performance while not adversely affecting the compactness when folded. The folded bike can be rolled like a trolley, which means there is no need to carry the bike during transportation by foot.

THOMAS VERVISCH - VERVISCHTHOMAS@GMAIL.COM


Developing a device for the isolation and cultivation of soil bacteria by Thomas Van den Langenbergh

CONTEXT The world population is expected to grow 31 % by 2050. In order to feed the growing population, rising demands for crop production must be met.However, cropyields may no longer be increasing in different regions of the globe. Today, pesticides and fertilizers are being used to improve yields. These pesticides and fertilizers showed negative effects on the environment and public health. The growing population, a demand for increasing yields together with a decreasing use of pesticides and fertilizers, implicates that new technologies are needed to achieve these objectives. A combination of different technologies will be required to achieve them: crop processing , precision agriculture, biotechnology (Genetically Modified Organisms), chemical plant control but also biology-based products for the control of diseases, to increase crop yield (research performed at the VIB).

RESEARCH Recent studies showed that bacteria located around the root of a plant can influence the plant’s growth, cold resistance, etc. Cultivating these bacteria for further research seems to be difficult. Most of these bacteria need their own environment (soil) to be able to be cultivated. This masterthesis aims the development of a device which enables the researchers to grow bacteria in their own environment. Providing a device which is leakage free, easy to assemble, and at the same time compatible with sterilisation methods, were the main challenges. Many prototypes have been built and this using rapid prototyping techniques such as lasercutting. User tests were performed together with with researchers to test the assembly methods and usability of the different prototypes.

RESULT We succeeded in developing a device which facilitates the cultivation of bacteria in their own environment. The device is leakage free, which means that bacteria can grow inside without being contaminated by microbial content from outside the device. Researchers were able to retrieve the bacteria from inside the device, which enables them to test these bacterial cultures on crops. Troughout the process a decrease of 37 % in the number of assembly steps could be achieved which provides a first step to a more efficient cultivation of those unique bacteria. This device opens a door to the unknwon world of bacteria in their natural environment. The application of this technology is not restricted to incrreasing crop yield. Further application could be marine biology, antartic research, etc.

Thomas Van den Langenbergh - thomasvdl94 @ hotmail.com


DESIGN OF A NEW OPEN-ENDED SORTING SYSTEM TO DECREASE THE ERRORS THAT OCCUR DURING THE SORTING PHASE

CONTEXT The design of the waste wall fits in the process of making the university campus Graaf Karel de Goedelaan in Kortrijk more sustainable. Analysing the critical points regarding sustainability in this context was the first step taken. Different domains were discovered and explored, such as mobility, energy, health and well-being, purchasing & waste policy, food, research, education … One topic was studied more into detail, and a proper solution was invented to make the chosen topic a bit more sustainable. This topic was the one of waste management and waste sorting. The main goal was not to reduce the amount of waste, but to tackle the first step in the process, being to make the target group of students, teachers and staff sort better. To achieve better sorting, the amount of errors that are made during the sorting phase should be limited to (as close as) zero. The most important step in reducing the errors is creating awareness and informing the target group. Knowledge on the sorting process is one of the 3 ingredients needed to achieve better waste sorting: the willingness to do it and the possibility to do it are the other ones. The thesis was done in close relationship with the Green Office Ghent.

RESEARCH The first step was the zero measurement, in which the amount of wrong sorted pieces waste was counted in 3 PMD bins inside the IDC building. It showed big variations per bin: 14.3%, 20% and 32.3% wrong sorted materials. To decrease these percentages, paper prototypes indicating which objects can and cannot be thrown into the PMD bin were attached to the lid. These interventions also showed varying results: only the the communication method of showing what cannot be put into the bin by use of pictures resulted on all 3 locations in a percentage wrong sorted materials lower than the national average of 15-16%. Because the results varied very much and the sample size of counted pieces was very small, another approach was necessary. This approach included the provision of extra bins, in which the objects that were discarded wrong the most, could be left. These were plastic cups, fruit leftovers, paper and plastic packagings. Most important aspects of these new, extra bins? That the purpose of them is clear, they fit in a uniform whole, they offer the necessary sorting options and they are easy and safe in use.

RESULT This requirements, together with the demand from the Green Office for a system to collect ‘slow waste streams’, resulted in the development of an open-ended, customisable system of modules in 2 sizes that can be stacked. In this way, a real ‘waste wall’ can be made, according to the needs of the context and users. The modules are designed to be as modular and adjustable as possible: only the frame is fixed, everything else (walls, top board, sliding mechanism, boxes ...) can be added and removed, changed in form, colour, quantity ... as needed in the context. 2 modules are connected via a simple connection plate, making sure the modules cannot move relative to each other. The amount of modules and their sizes can be chosen according to each context. In each module, a different waste stream can be collected. This is made clear on the outside by the design on the door. By changing this, the purpose can be adjusted. It is done by lasercutting the right icons and text from the front plate. The configuration and collected streams of the prototype was chosen according to the needs of university campuses in Ghent. For campus GKG and the Industrial Design Center, this would slightly differ.

KATRIJN HAEZEBROUCK - katrijnhzb@gmail.com


WASTE REDUCTION ON A MUSIC FESTIVAL CAMPSITE THE DESIGN OF A NEW CUSTOMIZABLE CAMPING SERVICE AND GEAR

CONTEXT Music festivals usually take place in the summer, that time of the year when the festival visitor can escape from reality. A music festival is a celebration and typical for this kind of events is that usual standards disappear. The downside of this happening is that the festival camping often leaves a lot of waste behind. Research shows us that 86% of the total amount of non-recycled waste originates from the festival campsite. Music festivals can be seen as a meeting place where various generations and cultures come together with the same purpose: to get away from the daily tune and just enjoy the sun, music, togetherness with friends and the atmosphere. Therefore music festivals are well-known and established events, especially for the younger generations. In addition to the music and the experience, a festival also contains educational function. Therefore it is important to address the sustainable aspect of a music festival.

“In particular the youth need to be addressed. They are the future; they want to enjoy nature and earth too. Festivals can radiate the new message.”

RESEARCH In order to find a solution for the waste problem a research was done consisting of four main parts: the festival visitors and their littering behaviour, causes of the waste problem, the fesitval waste management and the desired emotions of visitors during the festival period. Two types of waste can be distinguished: bulk waste and household waste. When leaving bulk waste behind, the festival visitor makes a conscious choice. Because of the cheap and low quality tent market, festival visitors often make the choice to dump their camping equipment. Leaving bulk waste also influences the visible environment the most and therefore is related to the amount of household waste left behind. We can conclude that a reduction of the bulk waste is the priority. To do so, a rent service was designed that provides equipment on the spot. In order to design a rent service, a costumer journey mapping was performed on the original camping scenario to find out where the bottlenecks are located and how the related unwanted emotions could be adapted. This qualitative study was used as a baseline to compare it with a new scenario and to determine whether the desired experiences were obtained.

RESULT ‘Recamp’ is a rent service that lends camping gear at the campsite. This product family of camping equipment is sustainable and its offered products can thus be reused multiple times, are fully recyclable and specially designed to fit the requirements of the festival visitor. Due to this lending service, the waste management hierarchy, meaning ‘reduce’, ‘reuse’ and ‘recycle’ is respected. It reduces the amount of produced camping gear, reuses the camping gear as long as possible and it recycles the camping gear at the end of its life span. The tent is designed in a way to connect with each other. As a result, an enclosed space is created which stimulates the ‘togetherness’ experience among friends. Furthermore, the service is fully customizable. For example, the festival traveler can choose how comfortable he wants to travel and how much money he likes to spend. This way, multiple target groups are taken into account.

Jonas Gheysens - jonas.gheysens@hotmail.com


Design of tangible tools for clothing design in virtual reality “Can virtual reality in combination with tangible tools result in good visualisations for designers?”

CONTEXT Designing clothes is an iterative process that takes up a lot of time for designers. New designs are sketched in a short period of time compared to the production time needed to produce several prototypes. Because sketching in fashion design is often done in different 2D views, a lot of time passes before a 3D model can be viewed and judged. There are already some software platforms on the market which allow designers to design their clothes in a 3D environment. The programs that give the designer the option to make digital clothes that can be transformed into real garment are often too difficult for real fashion designers to use. By applying Virtual Reality to refine the design of clothes, it becomes much easier and intuitive to use 3D clothing software. ‘VR fashiondesigner’ is a VR system designed by doing user tests in the field of fashion designers. From doing these tests, it became clear that fashion design is a physical process and fashion designers want to minimise their time sitting behind a computer. In this way the VR setup delivers a system where detail design and visualisations can be done in room scale. This thesis bridges the physical aspects of fashion design in combination with digital renders.

RESEARCH The product was designed by getting feedback from people from the industry as well as using academic resources. The different systems that already existed were researched In the beginning of the thesis. After doing further research, it was necessary to analyse the role of virtual reality in the application domain for fashion designers. By getting in contact with ‘real’ fashiondesigners more information could be gathered directly from observing and interviewing. The method in which the final setup was produced was created using an iterative process with testing concepts and prototypes and adjusting undesired aspects seen in user testing.Tests with Jo De Visscher, Essentiel and Van De Velde made it more clear which aspects should be further iterated on. The iterative process can be divided in four different stages: interviewing, scenario acting, user tests with standard VR equipment and in the last stage testing the whole system with custom designed controllers.

RESULT The end result was a new concept named ‘VR Fashion Designer’ a proof-of-concept VR application and custom controller that allows the user to visualize and make adaptation to the visualized model in virtual reality. The main benefit of the controller is allowing the user to interact with both physical and virtual things. The designer does not have to hold a controller in his hand anymore and can do virtual adaptations more precisely with a virtual pen. When using the software developed, the user is able to make small changes to the pattern of the clothes. There is also the option to change textures and add fixed elements (like pockets, buttons and zippers). Easy interaction is key because fashion designers want to visualize their idea as clearly as possible, but often have to make prototypes that demand a lot of effort. By placing the clothes in virtual reality, different changes can be judged without making a prototype for every change and the model can be viewed on a true to life scale on different bodytypes.

JAMIL JOUNDI - jamil.joundi@gmail.com


FEASIBILITY OF A DIGITAL BALLISTIC VISOR TECHNOLOGY-ERGONOMY-FUNCTIONALITY

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BRINGING NATURAL LIGHT INTO SAILING YACHTS

THROUGH STRUCTURAL AND AESTHETIC INTEGRATION OF TRANSPARENT AND TRANSLUCENT SURFACES

CONTEXT In a sailing yacht, bringing exterior light inside, greatly improves the appreciation of life aboard, just like in architecture and other transport vehicles, customers are the requesting party for more openness and light integration, preferably natural light. Up till now the solution to meet the customer’s expectation seemed logic: integrating more and bigger windows. But as the windows do not add structural strength, the remaining structure has to compensate for the holes cut for the windows. The windows also add a lot of weight and risky connections to the boat, which still has to be able to endure the harshest sailing conditions. Therefore, new alternatives have to be found to structurally integrate transparent or translucent parts into the deck or hull. Early research leads us to the conclusion that optimal structural integrity and translucency can only be obtained if the hull construction materials, which are glass fiber reinforced composites, are made transparent.

RESEARCH Knowledge about transparent composites is minimal as the transparent property of composites has only been tested in army facilities or in non-structural applications. Most of the research facilities working with composite materials, focus on mechanical properties. To gather information about the parameters influencing the transparency of composites and to eventually manufacture transparent composites a lot of prototyping had to be done. Dozens of iterations with different materials and processes were tested and documented. The results of these tests are brought together and documented in the master thesis. The samples can be found in a material library. Thanks to intensive material research and process optimization, transparent composites with a transparency level of more than 70% were created. When applied in the structurally demanding environment of a sailing yacht, still a transparency level of more than 50% was achieved. Transparent composites will take their place in the construction of sailing yachts in the near future and will push boundaries in naval architecture and yacht design.

RESULT All knowledge gathered through research was implemented into the design and fabrication of a translucent hatch. This hatch was implemented into the “Ragazza” a racing sailing yacht where the boat has to be kept as light as possible. Although light is needed below deck, adding heavy non-structural windows is unacceptable. That’s why a light weight sandwich composite hatch is the perfect solution for this racing yacht. Without adding weight, the integration of natural light below deck increased significantly. Important areas such as the navigation station and the kitchen facilities, received twice the amount of light with the new hatch compared to the original one. Work intensive areas, where sailors need to select sails and prepare for sail changes received five times the amount of light, making the moments below deck more efficient, resulting in better racing results.

Stephan Flamand - stephanflamand.jr@hotmail.com


DESIGN OF AN INNOVATIVE FIRE DAMPER RESEARCH AND DEVELOPMENT RESULTING IN A PROOF OF CONCEPT Smoke evacuation

Compartmentation

Natural ventilation Smoke evacuation shafts

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Smoke evacuation shutters

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Smoke evacuation ducts and shafts Smoke evacuation dampers

Managing fire

Wall penetrations Sealing material

CONTEXT Every year, about 2 million fire incidents occur in the European Union. These incidents lead to 70.000 hospitalizations for fire-related injuries and 4.000 fire-related deaths every year. Safety measures and products to protect people and infrastructures against fire are a major concern in public buildings and companies as well as in private homes. When fire breaks out in a building, it is imperative that the fire safety measures provide the occupants with the possibility of safe escape. To allow for safe escape or rescue, the structural stability of the building and its elements must be guaranteed for an adequate period, thus creating a window for the occupants to escape, find help or be rescued. During the escape, smoke and hot gases must be regulated away from people to avoid suffocation and disorientation. Even though sprinkler systems have become more effective and advanced over the years, dampers remain essential in the prevention of smoke and fire propagation in buildings with a ventilation system. Dampers are placed inside the ventilation system, mostly in places where the ventilation duct crosses a wall that separates fire compartments. When fire breaks out, the damper closes and stops the transportation of air through the system. Thus ensuring that the fire is contained inside the compartment of origin.

Smoke evacuation

Fire testing in an industrial furnace

RESEARCH The general format of the design process used in this project consists of three steps: analysis, synthesis and evaluation. During the analysis phase, the problem was defined and the desired specifications were listed. The goals and technical requirements of the final product were set. These definitions and requirements as well as benchmark products and other sources of inspiration were the input for the next step in the process, the synthesis phase. In this next round, concepts and solutions were generated to comply with the defined requirements. These concepts were materialized using diverse prototyping techniques to create representative models of the concept. Finally, in the evaluation phase, these prototypes were tested and compared with each other. Using the results from these tests as well as criteria from the team at Rf-technologies and the predefined requirements, the most suitable concept was selected. After this selection, the next steps and iterations were defined. This process is repeated for every partial problem that was met or every decision that had to be made. After various rounds of iteration, a final model was obtained and prototyped. Using multiple identical prototypes, a professional fire test was performed to verify the concept.

Compartmentation

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Sample

Sensor

RESULT The concept or project definition, the results of the fire test, images of the prototypes or the final model, steps for future development, ... are not displayed or discussed here because the content and the results of this thesis are confidential until 31/12/2026.

ANDREAS LEGIEST - ANDREAS.LEGIEST@GMAIL.COM


DESIGNING A MODULAR SMART JEWEL BASED ON USER-CENTERED DESIGN

CONTEXT Smart jewelry is an upcoming product and is nowadays more and more successful in the jewelry market. If it is compared to a modular jewel, a problem with smart jewelry is to respond to all the needs and wishes of the users, where a modular jewelry design lacks the extra functionality to make jewelry useful. Smart jewels always have a functionality whereas a modular design would help to optimize the jewelry according to the needs of the user. The subject of this thesis is how a modular design and smart jewelry can respond to the user needs. The context for the product is every daily activity. This can be at work, while doing sports, meditation and even while sleeping. This jewel is designed for female young adults between 18 and 30 years old. It is a subgroup of the Millennials, because of the use of technology, with the characteristics of the Linker People: ‘A search for modular products’ and ‘Important combination/use of consumer technology’. The company I collaborated with is Fashion & Technology Design Studio, Jasna Rok. This company combines innovative fashion and cutting-edge technology.

RESEARCH Based on user tests, the needs of potential users are examined. An expected result was the variety of needs in different situations, where a modular design can respond to. Users preferred to choose the design of the shape and the type of functionality according to the activity or event they are attending. The search for innovation was important and many concepts were generated in the fuzzy front-end. The idea of the concepts was to achieve innovation with the help of a smart jewel. The design process is focused on the modularity of smart jewels. To get to this point, different conDFQUT XFSF HFOFSBUFE UIBU FBDI BQQFBSFE UP CF B TNBSU KFXFM JUTFMG 5IF Ă°OBM DPODFQU XBT FTUBCMJTIFE UISPVHI UIF Ă°OEJOHT PG VTFS UFTUT 5IF NFUIPE UIBU XBT BQQMJFE UP BDIJFWF UIF Ă°OBM DPODFQU XBT through user-centered design. Together with potential customers, the concept was tested and adjusted in order to reach a modular system accessible for as many users as possible. To optimize the product, usability and user experience tests were executed.

RESULT With a user-centered method, many requirements of users were taken into account in order to optimize the modular system. This modular smart jewel uses modularity to respond to the individual user’s needs with the option to choose the functional and design parts of the modules. To make the system easy and fast, magnets are used to connect the modules to one another. Besides that, it triggers the creativity of the user creating the possibility for them to design their own jewel using modules. In general, there are three steps to follow: in the store, during activities and when storing away. The technology is still in development to create even smaller electronic parts. With the use of an app, all the settings of the modules can be done. Data can be collected and the user can see the progress. As well as connecting the modules, it can be integrated into home automation. EXAMPLE - Athletic people that practice sports and participate in competitions, sometimes do not know when to stop and end up in the ‘red zone’ of their body. In such a situation, the person needs to be alerted to take it easy before collapsing. A vibration motor can give user feedback to the person when the heart rate is too high.

LIEN LENAERTS - lien.lenaerts@gmail.com


TeacherTool

DESIGN OF AN ADAPTABLE EDUCATIONAL TOOL, STIMULATING INNOVATIVE TEACHING FOR THE 21ST CENTURY

CONTEXT Students and teachers are aware of the evolution of modern education. ‘Evolution’, however, suggests continuing to work on a current model. But research has proven the need for a new model: a revolution! In a globalizing and digitizing society, we are more in touch with one another than ever before. Knowledge is universally accessible, making it able to grow exponentially. It can not be predicted where this expansion will end - which means that this and coming generations are training for jobs that do not even exist yet. To succeed in this, a new mentality is needed. A mentality appropriate for this and coming centuries: the mentality of ‘learning for life’. Teachers are needed in order to stimulate this mentality, since students require a mentor, a coach, a guide - a teacher able to intrinsically motivate students, and to organize learning environments stimulating the individual talents and capabilities of every student. However, a diversified approach in combination with a high workload and the necessity to stay upto-date with modern technologies is very demanding - even to the point where the modern teacher is losing confidence in his or her own capabilities.

RESEARCH The search for ‘the educational tool of the future’, suitable for student and teacher, started together with the educational publisher Uitgeverij Pelckmans. Students are demanding knowledge that is relevant and authentic, knowledge that comes in handy in the right place at the right time. Yet, they do not want to be ditched in some sort of online course. They need a coach, a guide, a mentor. Therefor, the task of the teacher is one of ‘the interpreter’, translating knowledge into small packages, understandable for every type of student. A differentiated approach, combined with a high workload, weighs heavily on the modern teacher. TeacherTool aims to lighten the load by tackling four core values: integrating automated administration lowering the administrative workload (1), providing a scaffolding for the teacher a guidline they can always rely on - with qualitative educational content and learning objectives checked by the educational publisher (2), implementing an overview of individual and classical results and working points per student per chapter (3), and combining this with an adaptable platform that gives the teacher the possibility to adapt lessons to the wishes and needs of the modern student (4).

RESULT On one side through moderated in-person usability testing, and through a concept test on the other, TeacherTool is submitted to the expectations of a diversified group of teachers (the think tank). Their qualitative findings are complemented with quantitative ones through a survey, asking the teachers how they would score their current methods and TeacherTool according the four UX-aspects: feeling confident (1), feeling innovative (2), feeling supported (3), feeling involved (4). The qualitative results can be illustrated through two quotes by ‘Traditional Trudy’ Nathalie. She started the TeacherTool-adventure stating the following: “Nowadays, students no longer have to think. They can take all the information they want directly from the internet. I no longer succeeded in motivating my students, which lead to the fact that I no longer teach today.” By the end of the TeacherTool-research, however, Nathalie said the following: “The tool is so tremendously userfriendly. I instantly want to get back behind my computer and make new lessons. It appeals to me on many levels, and excites me to start working again.” On every UX-aspect, TeacherTool seems an improvement of the traditional methods. In conclusion, it is safe to say that a tool like TeacherTool is able to motivate and inspire teachers.

CHARLOTTE BELLIARD - CHARLOTTE.BELLIARD@LIVE.BE


DESIGN OF A CUSTOMISABLE OUTDOOR GROUP GAME TROUGH USER PROFILING

CONTEXT The design of an outdoor group game for Avanco, an inspiring and motivation adventure company. They are daily encouraged to amuse diverse groups from little children to adults with different outdoor activities going form paintball to circus lessons. The project was set up to develop an outdoor activity around a pound. This activity should suit both children and adults and should be usable all year long. The design is focused on the development of a system to reach the requirements. Research has been done in order to find a solution to make a customized game each time a new group arrives.

RESEARCH In the first phase of the design process, the fundamentals of game design are highlighted. In literature, the “flow” theory and the self-determination theory are the most important. How can flow be implemented in the game? Here, competence of the player and his experienced challenge should be in balance. Only then, the player will experience flow, the optimal enjoyment. The game is based on four aspects: team spirit, physical and cognitive effort and challenge. By changing the ratio of the aspects, a different experience can be reached. Some people like a lot of challenge in a game, others prefer cognitive effort. In this way, a customized game is created. The interests of the individuals form the input of the game. Based on their interest, a suitable game is created. To determine the interests of the group, each participant completes a survey about the four aspects before playing the game. The survey is bases on existing substantiated tests. Also, each possible activity in the game has a score. This score is a combination of scores on criteria linking the interests of the group with the content of each activity. By selecting different activities, a customized game is created. The game is ever changing depending on the group, the context and the weather.

RESULT An innovative system is developed in order to combine a customized game. The interests of the user are used as input for the game. By doing different user tests, it became clear this way of working provides indeed an added value. The game can be adapted when change of context or interests occur. The different activities are all stocked in a database. This database can be extended by adding new activities. Each activity can be scored multiple times. The more scored, the more representive the average score will be. By adding activities to the database, the system is growing and the quantity of possible game combinations is growing. This makes the system more independent of any context. The game is developed for everyone, can be played at all times and is ever changeable. A customized game is here presented to make games more fun for everyone.

MARIEKE MAERTENS


AN IMPORTANT LESSON DESIGN OF AN EDUCATIONAL TOOLKIT TO INTRODUCE SUSTAINABILITY IN PRIMARY SCHOOLS

CONTEXT Poverty, inequality and climate change, are important topics to read about, hear about, talk about, yet there is still too little done about it. The reason for this can be found in the lack of knowledge of what the problems are and how to make a change. That was the starting point of this project and goes very broad. A solution, however, is found through the means of sustainability and seen as an open ended, context dependent problem. Sustainability as in sustainable development, is the act of creating a process that maintains itself over time. To tackle this, the project makes use of the Global Goals. These are 17 goals the government has been BCMF UP EFSJWF GSPN QSFTFOU EBZ QSPCMFNT 5BDLMJOH UIFTF (MPCBM (PBMT JT B รฐSTU TUFQ UPXBSET TVTUBJOBble development and a better planet for everybody. 5P BDIJFWF UIJT รฐSTU UIF HPBMT NVTU CF JOUSPEVDFE BOE UIJT DBO CF EPOF UISPVHI UIF NFBOT PG FEVDBUJon. To make sure that people integrate the importance of the Global Goals, the lesson starts in primary school. With younger children having the ability to learn faster and implying what they have learned, UIFSF JT OP OFFE UP VOMFBSO PME PS CBE IBCJUT *O PSEFS UP UFBDI BCPVU UIF (MPCBM (PBMT BOE รฐOE UIF connections between them, they are introduced in the form of a game.

RESEARCH The most important players in the game are the children. They are the ones discovering and learning BCPVU UIF XPSME 5P NBLF TVSF UIF DIJMESFO DBO EP UIBU TFWFSBM UFTUT XFSF QFSGPSNFE " รฐSTU UFTU XBT QFSGPSNFE UP รฐOE PVU BU XIBU BHF UIF DIJMESFO DBO VOEFSTUBOE UIF (MPCBM (PBMT "OE NPSF TQFDJรฐD JG they already have the ability to start system thinking by mapping out the goals and the connections. Communicating this knowledge is done through tools. The tools used in the game are based on edcuUJPOBM UPPMT VTFE JO DMBTT "OBMZTJOH UIFTF DMBTTJD UFBDIJOH UPPMT BOE SFรฐOJOH UIFN XJUI UIF FNQIBTJT on open endedness, resulted in the tools that can be found on the game cards. Roleplaying, visual TUPSZUFMMJOH BOE DSBGUJOH 3FรฐOJOH UIFTF XBT EPOF CZ UFTUJOH UIF HBNF JO UIF DMBTTSPPN DPOUFYU XJUI the children. Through tests it showed that the tools did not only need to communicate the knowledge, but also have to keep the childrens attention. One way to keep the attention is to create more interaction between the children and the game. To do this the players were introduced to several ways of making the connections, drawing them or making them physically. Another way to keep the childrens attention and keeping them motivated is by creating a wider offer of assignements that go with the tools.

RESULT This resulted in the creation of a board game for children in primary schools, age between 5 and 11 ZFBST PME 5IF HBNF JOUSPEVDFT TPNFUIJOH DPNQMFY TVTUBJOBCJMJUZ BOE TJNQMJรฐFT JU UISPVHI UIF NFBOT PG PQFO FOEFEOFTT BOE HBNJรฐDBUJPO 5IF HPBM PG UIF HBNF JT UP MFBSO BT NVDI BT QPTTJCMF BCPVU UIF Global Goals and implying this knowledge by making connections. Not every class can go as far in making every possible connection. To compensate for this the game cards are designed in an open way. This leaves room for the teacher to adjust the assignments on the go or to easily create new assignments of their own using the tools. The game can end after making only one connection or after making thirty. This results into every player of the game, being a stronger or a weaker player, to be a winner. To make all this possible the game is reinforced with a visualization of all the Global Goals, small pawns to visualize the knowledge and large pawns to help make the connections. The game aims not only to be a game, but to be a tool to educate the adults of the future. Giving them the knowledge to make the world into a better place for every living being.

JOLAN SOENS - jolansoens@gmail.com


INNOVATIEF ONTWERP VAN EEN INTUÏTIEF MUSEUMONTHAAL MET EEN FOCUS OP HOSPITALITEIT MET EEN FOCUS OP PHYGITAL MARKETING Onderzoek naar hedendaagse musea en verbetering van het klassieke onthaal in samenwerking met Bailleul Ontwerpbureau.

WELKOM

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Laat je wegwijs maken door Nicolaas Rockox door je toegangsticket te scannen of door je identiteitskaart in de kaart lezer te stoppen.

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De laatste jaren ondergaan verschillende musea een transformatie en breken ze met de klassieke betekenis van het museum. Terwijl de traditionele musea aanvoelen als een gesloten en statisch milieu, openen nieuwe musea hun deuren naar de buitenwereld en proberen ze meer te zijn dan enkel de tentoonstelling en architectuur. Imaginaire lijnen die het klassieke museum definiëren worden overschreden. Wanneer er wordt gesproken over deze ‘onbegrensde’ musea, voelt het traditioneel onthaal als iets vreemd aan. Het wordt nog steeds als een aparte verplichting gezien in plaats van een overgangsfase tussen de buitenwereld en de wonderen van het museum. De werking van het onthaal is al jaren dezelfde terwijl deze echter zou moeten opgenomen worden in de huidige transformatie.

WORD VERLEID TOT EEN MUSEUMBEZOEK IN JOUW LEEFOMGEVING OP PLAATSEN WAAR JIJ HET NIET VERWACHT.

KOPEN ONLINE TICKET normaal tarief 0 - 18 jaar 19 - 25 jaar Studentenkaart +60 jaar groepen (+15) Lidkaart

TOTAAL

AANTAL 0 1 1 2 0 0 0

4

TICKET PRIJS / €0 €1 € 12 / / /

€ 13

OF LAAT JE OVERTUIGEN DOOR ANDEREN DANKZIJ USER GENERATED CONTENT (ZIE GASTENBOEK) OF DOOR DE WEBSITE VAN HET MUSEUM OPGEBOUWD VOLGENS CONTENT AWARENESS.

RESEARCH In deze thesis wordt er op zoek gegaan naar een alternatief voor de klassieke balie. Dit gebeurt in eerste instantie dankzij een algemene schematische voorstelling van de ‘costumer journey’ in de vorm van een service blauwdruk die toepasbaar is op alle musea. Bij de opbouw van deze service blauwdruk wordt er rekening gehouden met 4 thema’s: phygital marketing, hospitaliteit, social netwerken en intuïtieve technologie. Rond deze thema’s wordt er al vaak gewerkt in de retail en commerciële sectoren maar zij kunnen ook, bij correcte toepassing, voor een meerwaarde zorgen in de beleving van de bezoeker van het museum. Naast deze thema’s spelen ook de eisen en wensen van de bezoekers een doorslaggevende rol. Aan de hand van een onderzoek bij vier musea in Gent [MIAT, S.M.A.K., Design Museum, Huis van Alijn] de verwachtingen van de bezoeker in kaart gebracht bij het vormen van de ideale costumer journey en blauwdruk service. De finale costumer journey wordt bekomen door een wisselwerking van verschillende iteraties van conceptengeneraties en de bijhorende reflecties op het service blauwdruk.

SCAN JE TICKET OF JE IDENTITEITSKAART EN KOM ZO MEER TE WETEN OVER HET MUSEUM EN HET AANBOD AAN DE HAND VAN JOUW PERSOONLIJKE GEGEVENS EN ONTVANG DE BUTTON ALS TOEGANGSBEWIJS.

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RESULT SNIJDERSROCKOX HUIS

Aan de hand van de UX-test wordt er nagegaan of dit theoretisch schema ook in de praktijk aanslaat bij het doelpubliek. De conclusie wordt doorgetrokken in het ontwerp voor het Snijder& Rockoxhuis in Antwerpen. Dit ontwerp toont gedetailleerd hoe de toepassing van de service blauwdruk er zou kunnen uitzien. Hierbij wordt er een focus gelegd op het personaliseren van het bezoek en het betrekken van de bezoeker in de werking van het museum. De relatie tussen het museum en de bezoeker wordt vanaf het eerste contact versterkt tot het einde van de langdurige relatie.

TERUG

PAK DE PEN EN SCHRIJF JE BOODSCHAP EN HET JUISTE ADRES (IN BELGIË)

VERSTUREN

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Dank u wel voor het bezoek

ONTVANG DE HERINNERINGS-SMS WANNEER JE IN DE BUURT BENT VAN DE EERDER OPGEVRAAGDE LOCATIE EN ONTVANG EEN BEDANKINGSMAIL NA JE BEZOEK.

ALICIA TEERLINCK - alicia..teerlinck@ugent.be


WEARABLE MACHINE ACTIVATION FOR PRESS BRAKES FLEXIBLE CONTROL MOVEMENT AND CONTROL SYSTEM FOR PRESS BRAKES

CONTEXT LVD Group is company active in the metal industry. They produce three type of machines: laser cutting machines, punch presses and press brakes. They also develop the essential software to use in these machines. This master thesis is focusing on the press brake and more specifically the control system of the press brake. To fold a plate in different shapes, the operator uses different press stations on the press brake. One station exists out of different dies and punches. This way the operator can make a small fold or a big fold by using the different press stations on the press brake. If the operator wants to change the command on the press station, he must move the foot pedal. The foot pedal has a certain weight and is connected to a cable, that may not be pinched. This means the operator is limited in his freedom of movement.

RESEARCH The design process exists out of different steps. First step was considering competitor’s solutions for the control system of the press brake. Next to this, a benchmark research considered how people with limitations use body movement to place commands. The benchmark research compared the solutions used in a control system of industrial machines and control technologies. In general people use their body to control systems. In the idea exploration, all possible movement of body part were looked at. By using different selection and user experiences tests, the control system is optimized based on the demands and wishes of the operator. The system must be safe and ergonomic and the operator must be able to make the right fold in the sheet metal. The goal of the thesis is to develop a new control system which is wearable and gives the operator his freedom of movement.

RESULT The result is a hand controlling system. The system is mounted to a brace to make it easy for the operator to put on and off. To activate the system the operator must do a conscious movement by pressing twice on the hand button. If the system is active, the operator can control the press brake by pressing soft on the press button. The hand control system gives a clear feedback by using led and vibration. This makes it easier for the operator and makes the system safer. With a hand control system, the operator can make the right fold and in ergonomic good environment. The system is wearable and gives the operator the freedom of movement that he needs.

Jilke Maelfeyt - jilke.maelfeyt@ugent.be


A SMART COLLAR FOR MONITORING THE HEALTH AND FERTILITY OF DAIRY CATTLE

CONTEXT In Flanders there are about 6000 dairy farms and 300 000 dairy cows. In order to stay cost competitive with other countries, Flemish farmers will need to increase their relatively small herd sizes. With a limited number of cows, a farmer is still able to monitor the health and fertility of each animal individually. Obviously, this is no longer practically feasible with large amounts of cows. As health and fertility are important economic factors in a dairy farm, farmers will need to rely on new technologies. This is why automatic health monitoring systems for cows are entering the market. In most of these systems, cows are equipped with a collar that tracks body data with a sensor. These data then get processed and translated into useful information for the farmer. However, the currently available solutions show different flaws. This is why research institute IMEC gathered different companies and academic partners to come up with an improved solution, the MoniCow-system. A smart collar lies at the heart of this system and to make this system work, different new technologies and technical components were developed. To test the functionality of the developed system a collar prototype had to be designed, ready to use in the harsh environment of a cow stable. Next to the practical prototype, a design vision was developed for a larger and more realistic market.

dataverwerking

data transfer datavisualisatie datavergaring

ingrijpen van de boer

RESEARCH To come up with a good design, a thorough analysis of the subject was carried out first. By visiting different dairy farms and talking to farmers, the daily life and specific behaviour of cows was analysed. Also, the surroundings in the stable were investigated to get a clear view on the circumstances and their implications on the collar design. Next to this practical research, a theoretical study was performed to learn more about the applied technologies, the life and behaviour of cows, economic backgrounds and material choices. After the initial research the development process was subdivided into different design challenges. To overcome these challenges a lot of prototyping was involved. This made the ideas tangible and made it possible to test them with real cows, as animal behaviour isn’t perfectly predictable on paper. Different prototyping methods were used such as traditional, virtual and rapid prototyping. The interaction between cow and collar was filmed to obtain both quantitative and qualitative results. These observations made gradual improvements of the design possible. Finally, the design was also developed technically. Material and production choices were made through technical research and practical prototypes.

RESULT The design process resulted into : a) a practical small-series prototype for the MoniCow-researchers b) a prototype as a vision for a realistic target market of around 2 million cows in the EU In both cases the collar mainly consists of three parts: a casing for the energy storage system, a casing for the electronics (sensors, processors, communication modules) and the collar belt itself. For the MoniCow-researchers, the prototype was designed for very accessible materials and easy, low-tech production techniques. This makes it possible to efficiently make up to 20 collars for further technical research. As for larger series, the other prototype was designed for more technically complex materials and production techniques. This can be useful for interested manufacturers such as DeLaval. Overall, the design process resulted in solutions that respect technical, economical and animal demands.

MAX SCHOEPEN - MAXSCHOEPEN@GMAIL.COM


GUIDELINES ON THE DESIGN AND IMPLEMENTATION OF STEREOLITHOGRAPIC 3D PRINTED MOULDS FOR LOW VOLUME INJECTION MOULDING

CONTEXT Injection moulding is a manufacturing process that is inextricably linked to the mass-production of plastic parts for a wide variety of end-use applications. It is the number one method for reshaping raw thermoplastic materials into functional parts, allowing industrial companies to produce thousands or even millions of identical pieces with ease. This is made possible due to the use of durable and sophisticated injection moulds made of aluminium or steel. These moulds are very expensive and time-consuming to manufacture as they are made using highly complex tooling methods such as CNC milling and Electrical Discharge Machining (EDM), and both cooling channels and ejector systems are incorporated. For low volume manufacturing purposes where production volumes of only tens to hundreds of parts are envisioned, the cost and lead time of these conventionally tooled moulds cannot be justified. Stakeholders are looking to find alternative manufacturing methods that can deliver suitable injection moulds for a fraction of the cost and at a fraction of the time. This experimental research explores the feasibility of additive manufacturing (AM) as an alternative tooling method for lowvolume injection moulding applications in both educational and industry setting.

RESEARCH The state-of-the-art of current additive manufacturing technology and its use in injection moulding is reviewed based on manufacturer’s white papers and user reports in the Do-It-Yourself community. These practical experiences show the potential advantages for both consumer level stereolithography and industrial photopolymer jetting in comparison to conventional tooling: volumes of 10 to 100 injection moulded parts are achieved with variable cost and lead time reductions depending on mould design and applied printing technique. In order to verify the feasibility and implementation of said 3D printed tooling within the University using the available machinery, five practical case studies are executed. These case studies describe the complete injection moulding process from start to finish, including the mould design and printing of said mould. The cases start from existing designs where the end-use parts are made using conventional rapid prototyping technology; manufacturing them using injection moulding in 3D printed moulds allows for a comparison between the end results, as well as their general cost overview and lead time. An iterative research method is applied: the thought process for each decision and design consideration is explained extensively.

RESULT The result of this research is a comprehensive guidebook on the implementation of additive manufacturing as a tooling method for low-volume injection moulding. An introduction to injection moulding gives the reader a first look at the basic operation of the injection moulding process, from available materials to machinery and industrial tooling. The following chapter delves deeper into additive manufacturing as a tooling method, starting with the state of the art. The core of this master scription are the five case studies in which each step of the practical research is described, giving users an idea of the practical steps required to go from an idea to a finished injection moulded part. From this practical study, guidelines and practical tips on the design of injection moulds specifically made using additive manufacturing are extracted. In conclusion, the technique described above is a suitable alternative or the manufacturing of injection moulds: it provides a cheap and fast tooling method for low-volume injection moulding. Its success rate however varies depending on quite a lot of factors: these include the applied printing technology, print materials and corresponding material properties, complexity of the resulting injection moulded part and corresponding parameters set on the injection moulding machine.

SENNE VAN DEN BROECK - VAN.DEN.BROECK.SENNE@GMAIL.COM


DENTALMAID

AN AUTOMATED TEETH CLEANING SYSTEM

CONTEXT Despite health being the most important thing for most people there is a lot of room for improvement. Studies have shown that dental diseases are still a big burden on our society. Dental diseases are the 3rd biggest health related cost globally and it keeps on rising. For instance, Europe spends annually 79 billion euros to cover the costs caused by oral and dental diseases. Yet it is easy to prevent dental diseases if you keep a good discipline in oral health and brush your teeth according to the guidelines that are well known. The key to having a good oral health is brushing your teeth 2 times a day, for at least 2 minutes using the correct technique, called the ‘ Modified Bass ’ technique. Dental plaque starts forming on your teeth 4 hours after they are brushed. When it is not removed correctly and keeps residing on the same place in your mouth, it will eventually lead to tartar. This in its turn leads to gingivitis (inflammation of the gums) and caries. So this is why it is so important dental plaque gets removed twice a day. Research has shown that only 48 % only brushes once a day, mostly doing it using a wrong technique and for less than one minute. This shows that the classic toothbrush clearly misses its target. People need a device that cleans their teeth for them, so there is no room for mistakes resulting in tooth decay.

RESEARCH When looking at our dental hygiene practices, three big problems occur that cause the state of our dental health. People do not brush twice a day for the recommended time, they do not know the correct technique and the same places get skipped over and over again resulting in accumulating dental plaque. When analyzing the ‘ Modified Bass ‘ technique we see that the brush needs to move in an orbital manner, creating small and short vibratory circular movements. This movement is translated to a mechanical system that recreates the ‘ Modified Bass ‘-movement. This movement is then translated to a mouthpiece that cleans the teeth simultaneously, creating the DentalMaid. With it , one can not miss any dental plaque spot on their teeth, because of the short usage time the user will be more inclined to use it twice a day and their teeth get cleaned with the correct technique.

RESULT When conducting user tests with the DentalMaid both on experience and efficacy, promising results where seen. The overall experience of the DentalMaid was pleasant and the users were admissible for a product like the DentalMaid. Especially the usage time (40 seconds) was a big advantage compared to the manual and electric toothbrush. The tests on efficacy showed that it did effectively remove dental plaque, and in one case even more so than when the user brushed his teeth with a manual toothbrush. This all shows that the DentalMaid is in fact a product that could help a lot of people in obtaining a good dental health and it is a step towards a future with less dental health problems.

BEFORE USE OF DENTALMAID

AFTER USE OF DENTALMAID

USER TESTS ON EFFICACY : DENTAL PLAQUE IS COLOURED PINK WITH ERYTHROSINE

THOMA VELGHE


MODULAR ADAPTABLE KARTING TRACK AND THE INFLUENCE ON THE USER-EXPERIENCE

Current track

CONTEXT

Adapted track

A karting center is a company where customers can rent karts. Which are go-karts powered by combustion engines or electrical engines. After they rented a kart, they can now participate in a kart race at the karting center. This is usually a friendly race between friends or colleagues, but there are also competitive races. These friendly races are often team building activities for companies or to celebrate an event. During the race each participant is tested on their racing-skills. These include fast reflexes, risk-reward assessment, speed and distance estimation, track awareness and race line knowledge. The purpose of this master thesis is to improve the user experience at the karting center. There are different ways to achieve this. But this case is approached by an Industrial Design Engineer. The solution will be partially mechanically and partially user experience based. The end solutions needs to add an extra value to the karting center, so that it stand outs from his competitors. So that the center becomes even more unique. The project is in cooperation with the karting YETI-Eeklo.

RESEARCH

Current barrier system: - Steel plate as permanent anchorpoint - Every 10-15 blocks - 3-4 bolts with chemical anchoring - Double latching strap - Polyethylene plating on both sides

Modular adaptable barrier system: - Mobile anchorpoint with 2 latches - Sections of 10 blocks - 2 ground tubes with chemical anchoring - Double latching strap - Polyethylene plating on both sides

Multiple user-experience tests were held at the karting track over the year. A broad market researech was done by interviewing customers and personnel at different kartings. The next research was a 2 page questionnaire that was filled in by over 50 customers. They also had a chance to rate and suggest ideas of futuristic additions to the experience. From these results some concepts were tested at the karting. By testing the concept we can conclude whether the concept is worth more research or not. With the results of all previous researches, a selection matrix is set up and the most promising concept is then chosen. The concept that had the best feasibility is to create a modular system that could quickly adapt the karting track barrier system. This gives the karting center the possibility to give the customers multiple options of on which track they want to race. From different user experience tests, we can conclude that customers like the ability to choose different tracks and it is a positive influence on the experience. The option to choose multiple tracks means customers will race more sessions per visit and they will visit more often.

RESULT The modular adapting system consists of moving certain barrier sections of the track. This way the area of the section is adapted but also a part of the track will be driven in the reverse direction. This small change in the barrier often leads to big changes in the track layout. The track can now be changed in between races. With the designed product, the mobile anchorpoint, the section can be released from the ground tubes, moved and then locked into another position. To move the section, the track marshal needs to release 2 latches at both ends of the section. The section is now free to be pushed into the new position. The latches now lock into the other ground tubes. The sections needs to be secured to the ground in order to absorb the impact of potential crashes. The strength of the new anchorpoint is simulated in CAE software, which pointed out that it could absorb multiple impacts before it would break. The mobile anchorpoint prototype can now be used at the karting, it is already installed in the barrier blocks. During the final installation we need to drill holes in the asphalt layer so that the ground tubes can be fixed with chemical anchoring. The karting will then be able to adapt the track in the wink of an eye.

How to use the mobile anchorpoint? 1. Position the latches above the ground tubes

2. The latches fall into the tubes when they hit

3. Press the latch all the way down

4. Turn the latch inwards to lock the pin into the slot

Maarten Van Gestel - maarten_vangestel@hotmail.com


HOUSEHOLD CLEANING AND WRING SYSTEM FOR PEOPLE WITH A HAND DISABILITY

CONTEXT Every person wants to go through life as independently as possible. However this isn’t always possible, diminished force or movement restrictions in either the hands or wrists can make simple household tasks quickly become hard or impossible to accomplish. One of these tasks is the wringing of cloths. The focus lays on everyday household usage. One of these target groups is the elderly, this because of the growing physical limitations and declining mental capacity old age induces. There are more than 2,5 million people older than 60 in Belgium alone. The other target group are people with hand and wrist problems. In the Netherlands it is estimated that per 1000 people, 125 suffer from some kind of hand or wrist problem, with approximately 250,000 people per year treated . The focus within the target groups lays on women older than 55, this group has the most risk to develop some condition to the hands of arms, and suffer from greater strength loss than men or younger women. By observation of the target group it is also noted that the traditional role pattern is still strongly present. The observed problems within the group are, reduced force, restricted movement, pain, and declining learning and adaptability skills.

RESEARCH The design and development of a wring system which addresses the stated problems happens in a systematic approach. A first observation and literature study of the target group revealed the workflow and bottlenecks in the cleaning process, as expected the workflow was very standard with the biggest flaw the rinsing and wringing of the cloth. Analyzing the benchmarks revealed the different ways cloths are wringed and where there’s need for improvement. A conclusion is made in which the most prominent design aspects are, the wringing method, the force needed in relation with the water extracted from the cloth, the efficiency of the construction and the ergonomics. With the gathered data a system analysis is made in which different concepts are created. To choose a concept a benchmark test is done. By analyzing the test it is concluded that wringing by rotational force and a pump mechanism is the most efficient and user friendly method. The first concept is created and the specific design features are further tested witch benchmarks to reveal the flaws in the concept. The process starts over in which a new concept gets created and prototyped. The aspects of the product are tested and linked back to the design aspects and demands to evaluate the concept.

RESULT From the conclusions from previous stages the end concept is created and the most important design features of the product were mapped and tested. (1) Housing: A clear housing is chosen because this is less intimidating to the user and shows immediate feedback. Out of tests it is concluded that 4l water is enough for the cleaning process. (2) Anti-slip: On the bottom of the housing an anti-slip is glued to insure more stability on any kind of surface and to help absorb the forces on the spinner. (3) Construction: A level system is used, The bottom level is used to wet and rinse the cloth, the top level to wring the cloth. A slide guide and base is used to switch levels by pulling it up with the push button. A basket for the cloth is placed in the base. (4) Spin system: The spin or rotation system and exist of 4 big parts. The outer lid which remains static, the inner lid which is connected to the basket and spins, the internal parts which converts the downwards force to rotation force and the pump system. (5) Push button: The interaction with the spinner happens through the push button/pump system. The force needed to start the spinning is low, but this means the button needs to be pushed repeatedly in succession to ensure maximum efficiency.

ENZO MARTIN


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