Introduction To Product Design & Development Notes
Introduction To Product Design & Development Notes
Ghanwat
Product Development
Unit -1 Introduction to product design and development
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6. Engagement
Making experiences more interesting and stimulating for users such as gamification of business
software that makes work more enjoyable and creative.
7. Accessibility
Making things more useful for as many people as possible. For example, a design for a living
street that improves things for people with disabilities, children, seniors, people carrying large
items, bicyclists and emergency services.
8. Safety
Designs that are safer than the current state of the art such as an innovative design for a child
safety seat.
9. Quality
Making things more fit for purpose such as a design for a kite that is easier to launch and
control.
10. Reliability
Reliability such as an aircraft engine that is better at handling bird strikes without being
damaged.
11. Performance
Performance such as a high speed train that can be safely operated at a higher speed than
competing models.
12. Efficiency
Getting more output for each unit of input. For example, a passivetechnique for transporting
sunlight to the center of a building that reduces the use of electric lighting.
13. Sustainability
Designs that reduce environmental damage or improve quality of life. For example, a plastic
bottle that quickly biodegrades into harmless elements. Product designs are commonly
produced in millions of units. As such, product designers are in a unique position to save the
world.
14. Capacity
The ability to hold more such as an innovative rechargeable battery that stores more energy
that any other comparable technology.
15. Aesthetics
A revolution in the way that things look and feel.
16. Differentiation
Designs that differentiate products in some extremely valuable way. For example, innovative
use of shape, form and materials that generates demand and publicity for a product.
17. Durability
Designs that are more difficult to break. For example, a valve for a soccer ball that doesn't
allow the ball to be overinflated.
18. Complexity Hiding
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Making interfaces simpler without making the product simpler. For example, an aircraft that
has extremely complex safety systems that are relatively simple for pilots to use.
19. Integration
Things that are better integrated with other things. For example, a child car seat that is easy to
anchor in any model of vehicle.
20. Modularity
Things that can be deconstructed and customized with modules such as a mobile device that is
infinitely upgradable with hardware components that click into each other. For example, the
ability to add nearly infinite memory units to the device as you need them.
1.3 Prototyping:
➢ Prototyping is the most important process of product development. It directly
determines the direction of the entire software. I believe that no companies will release a
product without prototype design.
➢ What is a Prototype
The American Heritage Dictionary gives the following definitions for a prototype
(TAHDotEL04):
1. An original type, form, or instance serving as a basis or standard for later stages.
2. An original, full-scale, and usually working model of a new product or new version
of an existing product.
3. An early, typical example
The goals for developing a prototype are usually the same: To provide an early or
continuous ability to observe something about the nature of a product (i. e. evaluate ideas about
a product or weight alternatives for a product) (HH93). In interface development prototyping
is often used to receive feedback from users for the refinement of the final product in a usability
evaluation of the prototype. The term rapid prototyping refers to prototyping methods that
produce prototypes fast enough to leave a substantial amount of time for actual changes of the
product.
Prototyping addresses these issues with an iterative or spiral process, in which a simpler
model is continually refined toward the desired end. Basically, prototyping consists of a series
of phases in which a model is discussed and refined by the stakeholders, and then
implemented by the developers. Then the next phase follows the same pattern, but with a
slightly more detailed model. A prototype starts simply and grows in complexity. All
stakeholders – managers, users, developers, researchers, etc. – are included from the start
and at all levels of development. The aim is to work together to realize the common
objective and minimize misunderstanding and omissions. The methodology highlights
flexibility to accommodate change right up until the product is finalized.
➢ Prototype Categorization
There are several different ways to categorize prototypes. Typically, categories emphasize
one or more points along prototype dimensions as those presented in Figure 1 (VSK96):.
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• Features: How many features of the final product does the prototype include?
• Functionality: How much of the functionality of the final product is included in
the prototype (for each feature)?
• Interaction: How similar is the interaction with the prototype to the interaction
with the final product?
• Design: How similar is the prototype in design to the final product (color, graphic
design, . . . )?
➢ Definition of prototyping
Prototyping refers to the early stage of software development, the core of
prototyping is to test the product and usually used for demonstration, testing,
communication and so on.
➢ Stages of prototyping
To performance the key functions of the software and the basic interaction process, what’s
more, it’s easy to modify, fast to prototype and the production costs are lower than other
prototypes.
Low-fidelity prototypes:
A prototype that compromises at least one of these dimensions is often called a low-
fidelity prototype. Low-fidelity prototypes often have limited functionality, features and
interaction. They are built mostly to depict concepts, design alternatives, or screen layouts.
Typical examples of low-fidelity prototypes include storyboards, drawings, paper mockups,
etc.
Medium fidelity prototype:
Medium fidelity prototype adds more details and the interaction is closer to the final product.
In most cases, medium fidelity prototype is enough for the user to fully experience the final
product, you can of the product and ensure that the major problems can’t be found in the
following development process. There is no clear separation between low-fidelity and high-
fidelity prototypes, several different techniques can also be classified as medium-fidelity
prototypes.
High-fidelity prototypes
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➢ Horizontal prototypes
Horizontal prototypes (cf. Figure 2) include the full set of features that will be integrated
in the final product but with limited functionality. This prototype is often involved in a
simulation of the interface. A vertical prototype covers only a small set of features but those
with full functionality. This prototype is used to evaluate parts of the system in depth, often
under real circumstances with real tasks. Scenarios are a mixture of vertical and horizontal
prototypes. In a scenario a user is led through the system along one or just a few paths. It only
covers as much functionality as is currently needed.
➢ Steps in prototyping:
1) decide on the goal of the project and its major components or categories
2) choose one or two features to begin with (usually in the main category or
home page)
3) create a preliminary design on paper
4) discuss the design with stakeholders with the aim of improving it
5) repeat steps 3 & 4 to generate a simple design that all can agree on
6) implement the design on the computer
7) repeat the consultation / refinement process until the features are ‘good
enough’ to continue
8) add another feature and repeat the prototyping process of consultation and
Refinement
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There are several important things to watch for during the process:
- be sure to hear from all stakeholders
- schedule regular meetings from the outset, to keep the project on time and avoid
costly delays
- clarify who is able to approve a prototype and allow the team to move to the
next step (this is typically one person, with perhaps a delegate or alternate)
- look for improvements and don’t see them as criticism
- don’t be afraid to make mistakes or say ‘foolish’ things – brainstorm
- don’t be afraid to change earlier decisions if new ideas warrant it
- don’t get bogged down on details – they may have to be changed later anyway
- be sure to keep to your timeline
- choose the appropriate step size for each version (discussed below)
- expect the early stages to take longer; the first few features will take the longest
- be sure to do the most important features early on, so that if you run out of time
you still have a worthwhile system
- but don’t do the most important feature first as you are learning the method!
- work together on the first few features to familiarize the whole team with the
look and feel
- if you delegate parts later be sure to compare them so that from the user’s point
of view they are consistent
- try to design for your least sophisticated user
- don’t have people test the parts that they have coded
Some tips:
- designing on paper at first speeds up the project and keeps the team from being
‘mesmerized’ by the computer screen
- paper designs bridge the gap between those comfortable with technology and
those less comfortable or knowledgeable
- if this is your first project, begin with an easy feature
- having a good paper layout makes screen design much simpler
- spend more time designing and less time coding
- precise details such as sizes of buttons or placement of graphics are often best
left until later when more features are added and the impact of the details can
be assessed
- use the experts you have – for example, not everyone has the design sense of a
trained graphic designer
- don’t have separate teams working independently on different sections, as these
rarely mesh into a coherent single project
- invite people who are not tech-savvy and don’t know the project to help with
testing to get a real world viewpoint.
Choosing an appropriate step size between versions is important to keep the project
manageable. Too large a step (i.e. too many new features or very difficult ones) may
result in frustration and non-productive meetings. Steps that are too small waste time and
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resources, which remain idle waiting for approval or critique. While step size changes in
every project, it should be based on the time between project meetings, the personnel
available, the skills available, and the maturity of the project. In the later stages, more can
be done in a step because earlier steps can be used as frameworks and models
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The economic success of a design depends on the skill exercised in marketing. Hence, this
phase aims at planning an effective distribution system. Different activities of this phase are
• Designing the packing of the product.
• Planning effective and economic warehousing systems.
• Planning advertisement techniques
• Designing the product for effective distribution in the prevailing conditions.
Phase VI Planning for Consumption/use
The purpose of this phase is to incorporate in the design all necessary user oriented
features. The various steps are
• Design for maintenance
• Design for reliability
• Design for convenience in use
• Design for aesthetic features
• Design for prolonged life
• Design for product improvement on the basis of service data.
Phase VII: Planning for Retirement.
This is the phase that takes into account when the product has reached the end of useful life. A
product may retire when
• It does not function properly
• Another competitive design emerges
• Changes of taste or fashion
The various steps in this phase are
• Design for several levels of use
• Design to reduce the rate of obsolescence.
• Examine service terminated products to obtain useful information.
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• Fear of authority
• Difficulty in visualization
• Inability to distinguish between cause and effect
• Inability to collect complete information
• Unwillingness to be different
1.6 STANDARDIZATION:
➢ Standardization is concerned with the use of common components, products, or processes
to satisfy heterogeneous needs.
➢ It necessitates designing an overly robust product or the use of a robust process (often
amore flexible process). Different aspects of standardization have been discussed in the
literature.
➢ Tarondeau [18] argued that standardization results in higher productivity, larger lot sizes,
decrease in the number of reference points to be managed, decrease in the stock level, and
the reduction of complexity of a manufacturing system.
➢ The unnecessary cost of robustness may be balanced by increased productivity and
decrease in product and process control.
➢ Lee and Tang [15] developed a mathematical model to determine the best compromise
between the investment necessary for the standardization and the profit resulting from the
economy of scale. They considered the standardization of products and processes.
➢ Erol [6] proposed a mathematical model for standardization of low value components that
was solved by Dupont et al. [5]
➢ Fouque [8] identified favourable scenarios for the standardization of two components into
one. The uncertainty of the components demand increases, the service level of the
components increases, the components have similar costs, and the demand for the two
components is small. Standardization aggregates the risk and the uncertainty of the
standardized component is smaller than the uncertainty of each individual component. Then
the buffer sizes may be reduced and the productivity and service level may increase [4].
➢ Thoteman and Brandeau [19] determined the optimal level of internal standardization of
products with
characteristics that do not differentiate models from the customer’s point of view. They
concluded that an optimal design (for cost) may be also obtained.
➢ The group technology [11] approach involves grouping parts, products, and processes that
are similar, and
therefore it can be applied to standardization. Numerous algorithms are available to define
these groups
according to various criteria, e.g., production cost, setup time, and in-process inventory.
➢ Researches have demonstrated that standardization may result in improved efficiency by
taking advantage of the economy of scale and simplifying manufacturing processes.
Different levels of standardization are considered (see Figure 2):
− Use of common components in different products.
− Design of standardized products for comparable requirements.
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1.7 Simplification:
➢ It is the process of reducing variety of a product by limiting product range, design or type
of material. Simplification offers boost to standardization. Let us understand it by an
example. The technology for color TV is available to its manufacturers. They can
manufacture TV set of any size from palm size to big screen. But normally, 14", 15", 16",
18", etc., are the fixed sizes. Why not to have 14.01", 14.02". 14.03"..., as the variety to a
customer
➢ The answer is simplification in marketing, manufacturing and planning. The marginal
difference in size or specification does not offer real change in attributes, which may be
termed as variety. Therefore, simplification is needed in product development.
➢ Simplification provides better customer service due to limited variety, better after-sales
planning, and reduced volume. It is also helpful in reducing inventory level and complex
material planning. It is helpful in focusing effort on limited parts and therefore lesser cost
may be anticipated. It is also helpful in better product quality due to concerted effort on
limited product range.
➢ Combination of simplification and standardization leads to specialization. Limited but
focused product variety is helpful for a company to specialize in a particular area.
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Product Development concerns the most economically feasible method for applying the
principles identified through Research. Development involves design/redesign and fabrication
of new or modified product and then testing it to find its usefulness.
➢ Product Research and Development are concerned with all aspects of the product
design and applications including its:
(ii) Quality,
(ii) Adaptation, i.e., developing an improved product for an already existing in the market, e.g.,
the introduction of electronic and atomic clocks (against mechanically spring wound
clocks).
(iii) Invention, e.g., synthetic fibres, nylon, etc., for making garments and other items of use.
Frequently a completely new design results, e.g., the development of more reliable rotary, fuel
injection pumps for diesel engines in place of old reciprocating types of pumps. Product
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development generally involves considerable expenditure; but a concern has to meet it if it has
to survive when competition is hard.
(ii) By Adaptation.
(v) By advertising – asking people to send their ideas and announcing prizes for the best idea.
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5. Control systems etc., are established, and it is decided whether to manufacture the product
on mass scale or job-lot basis.
B. Simplification,
C. Specialization,
D. Diversification, and
E. Interchangeability.
A. Standardization:
Standards are at the base of all mass production. They make possible thousands of different
articles to be placed within the reach of everybody. When one purchases a new spark plug for
a scooter or car, he knows that it will screw into the engine head all right. Why? Because spark
plug threads are standardized Standards convey the sense that there are only certain specific
sizes made and sold. Standards are carefully established specifications for products, materials,
etc.
Standardization means producing maximum variety of products from the minimum variety of
(i.e., standardized) materials, parts, tools and processes. Standardization is one way which leads
to economical products. Standardization usually means that non-standard products will not be
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➢ Standardization procedure:
Steps involved:
(a) With the help of market research, sales statistics, etc. decide what to sell in future.
(c) From the range, ask the designer to develop minimum variety of components to match the
range.
➢ Classification:
‘Classification’ is of great value in material and component standardization. Classification aims
at, systematically, grouping items, together by their common features and subdividing them by
their special features. A system of classification and coding is necessary for the design of new
products within the range defined.
A code consists of letters and numbers. The aim is to classify from general to particular. Taking
an example of grinding wheels for classification and coding purposes, various wheel features
are denoted by letters and numbers. A code is marked on the grinding wheel.
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➢ Advantages of standardization:
All sections of a company benefit to some degree from standardization.
1. Design department:
a. Fewer specifications, drawings and part lists have to be prepared and issued.
b. Thus more time is available to develop new designs or to improve established designs.
2. Manufacturing department:
a. Lower unit costs.
j. Longer production runs are possible with fewer changeovers; wider use of automation and
mechanisation.
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k. The operations can be analysed and broken down into short repetitive cycles which can be
easily mastered.
3. Marketing department:
Marketing section gets better quality products of proven design at reasonable prices.This leads
to a greater sales volume.
iii. Greatly reduced pre-production planning activities. Fewer issues of new planning cards.
iii. Fewer delays arise from waiting for materials, instructions, tools, etc.
iii. Because of large purchase quantities involved, favourable purchase contacts can be made.
ii. Operators become familiar with the work and produce jobs of consistent quality.
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8. Work-study section:
i. Efficient break down of (limited) operations into short repetitive cycles and effective work
measurement afford considerable opportunities for work-study.
9. Supervision:
i. All the above points help the supervisor to run his department efficiently and more
effectively.
ii. Less time is wasted in resolving production snags such as wrong information’s, faulty
tooling, etc.
iv. More time is available to the supervisor to make useful records and preserve statistics.
10. Costing:
i. Costing can obtain better control by installing standard costing.
➢ Disadvantages of standardization:
i. Reduction in choice because of reduced variety and consequent loss of business or custom.
ii. Changes in public taste seriously affect a company producing only standardized product
range.
iii. It becomes difficult to introduce new models because of less flexible (existing) production
facilities and due to the high cost of specialised production equipment.
iv. Standardization tends to favour large famous companies, because small or new concerns
can rarely get much business even by producing same items and by selling them at the same
price as the big companies.
v. Standards once set, resist change and thus standardization may become an obstacle to
progress.
➢ Applications of standardization:
Standardization can be applied to a major extent in the following fields:
1. Finished products, e.g., cars and televisions.
3. Material Standardization, e.g., both of direct materials (plain carbon and alloy steels, arc
welding electrode core wires, etc.) and indirect materials (such as oils and greases).
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International standardization:
It becomes very necessary to follow international standards if a country has to capture the
export market. The work of international standardization is carried out under the aegis of ISO
(International Organisation for Standardization). Most industrialized countries are members of
ISO. ISO was founded after World War II. ISO does not issue independent standards of its own
but it makes recommendations which are included in the national Standards of the collaborating
countries.
National standardization:
Every country has its own national standards. Is in India, BS in UK, DIN in Germany are a few
examples of national or home standards.
B. Simplification:
The concept of simplification is closely related to standardization. Simplification is the process
of reducing the variety of products manufactured (known as variety reduction). Simplification
is concerned with the reduction of product range, assemblies, parts, materials and design. A
manufacturer may reduce the number of different types of radio sets from a dozen to three or
four to simplify his range. Simplification makes a product, assembly or design, simpler, less
complex or less difficult.
Simplification removes the superfluous. It decreases variety of sizes; for example a garment
factory making tea-shirts in sizes 16,16¼, 16½ ,16¾ ,17,17¼ etc., can eliminate superfluous
sizes such as 16¼,16¾,17¼, etc., and thus simplify its production line. A production line is
generally simplified when it possesses unnecessary complexity and confusion. Often variety
reduction will reveal that a subassembly or component needs simplification.
➢ Variety reduction:
(i) Variety reduction consists in identifying the existing variety and then removing unnecessary
items from the system.
(ii) Classification and codification help locating and identifying all items (i.e., products,
materials, components, etc.).
(ii) How the simplification will affect customer demand and volume of sale?
➢ Advantages:
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Simplification involves fewer, parts, varieties and changes in products; this reduces manufac-
turing operations and risk of obsolescence. Since simplification reduces variety, volume of
remaining products may be increased. Simplification provides quick delivery and better after-
sales service. Simplification reduces inventory and thus results in better inventory control.
Generally speaking, simplification implies fewer parts and fewer the parts, the lower the
production costs. Thus, simplification reduces price of a product. Simplification improves
product quality.
C. Specialization:
Specialization is the natural outcome of the application of standardization and simplification.
Specialization means concentrating efforts on a particular field of action or towards a specific
attempt. A worker is said to be specialized in a work when he acquires skill and proficiency in
it by concentrating solely on it (i.e., on that particular work or job).
➢ Advantages:
(1) Workers achieve a high state of skill and proficiency.
(2) They take smaller times to complete the activity in which they are specialized.
(3) Thus they raise their salaries and their standard of living.
➢ Limitation:
(1) Specialized labour and equipment are not flexible, i.e., they cannot be used for other
purposes.
➢ Applications:
(1) Specialization is universal in application; it is a rule rather than exception in today’s
industry.
(i) Products,
(ii) Processes,
(iii) Individuals,
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(iv) Companies,
D. Diversification:
Diversification is just contrary to simplification. Diversification means addition of new
products or introduction of established products into new markets. This tends to increase
complexity of the methods of manufacturing, because, sometimes consumers like to have
variety in type, size, colour and quality of products being manufactured.
This adds to the cost characteristic of the production which is of varied nature. The extent to
which diversification programme can be carried out must be determined by market analysis of
probable volume at varying levels of diversification compared with production cost of the
volumes obtainable at those various levels.
Industries generally expand. An automobile concern may think in terms of diversifying in its
own product lines, an aircraft concern may like to expand in the field of propulsion or
electronics, and so on. Diversification adds to the classes of consumers served, by developing
new technical knowledge.
(B) Stability:
i. To offset seasonal slumps.
iii. To provide balance between high margin and low margin products.
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viii. To develop a strong competitive supply position by offering several close substitute
products.
(E) Growth:
i. To counter market saturation on present products.
(F) Miscellaneous:
i. To maintain reputation for industrial leadership.
iii. To comply with the desires (or whims) of owners or management. Probably the easiest route
to diversification is through merger or acquisition.
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E. Interchangeability:
The system of interchangeable manufacture is considered as the eighth great invention of the
Industrial revolution. The credit to first establish such a system of interchangeable manufacture
in 1798 goes to an American, Eli Whitney, who carried out a contract for ten thousand muskets.
Interchangeable manufacture played an extremely important role in the growth of mass produc-
tion techniques and is very common today. The concepts of specialization, standardization and
simplification are closely inter-related and lead to interchangeability.
(ii) Manufacturing process should be selected to make components within the specified toler-
ances.
(iii) A system of inspection and quality control should check that only components within the
specified tolerances are accepted for use.
In interchangeable system is also called a limit system or system of limits and fits. Fig. 5.3
gives the concept of limits, tolerance and allowance.
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The larger and smaller dimensions of the hole or shaft are called the LIMITS; there is a high
limit (HL) and a low limit (LL). The difference between the high and low limits (which is the
margin allowed for variations in workmanship) is known as TOLERANCE (T).
unilateral when tolerance is allowed on one side of the nominal diameter, e.g., and it is called
bilateral when tolerance is allowed on both sides of the nominal diameter,
Suppose we have the specifications related to the project than by checking that
specifications without executing to see whether the specifications are up to the
mark or not is what we have done in verification.
Similarly Validation of the software is done to make sure that the software always
meets the requirements of the customer by executing the specifications of the
project and product.
Note that the customer and end users are concerned in validation of the software.
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client and the person who issue the books, collect fines etc. are comes under the
category of the end users.
➢ Verification and Validation example is also given just below to this table.
Verification Validation
➢ Methods of Verification
1. Walkthrough
2. Inspection
3. Review
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Product Development is a complete product development cycle from market analysis, product
specifications, concept/industrial design, costing, scheduling, testing, manufacturing,
Logistics, customer feedback, improvements and all other aspects of getting a product into
the market.
➢ Product Design
Product Design is complete product design process that includes product industrial design,
user experience, 3D Cad modelling, design calculations, simulation. Responsibility of a good
product design is to make product working as per design specifications.
➢ Conclusion
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➢ Introduction
• Rapid prototyping technologies are able to produce physical model in a layer by layer
manner directly from their CAD models without any tools, dies and fixtures and also
with little human intervention.
• RP is capable to fabricate parts quickly with complex shape easily as compared to
traditional manufacturing technology.
• RP helps in earlier detection and reduction of design errors.
➢ All RP techniques employ the basic five-step process.
• Create a CAD model of the design
• Convert the CAD model to STL format
• Slice the STL file into thin cross-sectional layers
• Construct the model one layer a-top another
• Clean and finish the model
➢ CAD Model Creation:
• First, the object to be built is modelled using a Computer-Aided Design (CAD)
software package.
• Solid modellers, such as Pro/ENGINEER, tend to represent 3-D objects more
accurately than wire-frame modellers such as AutoCAD, and will therefore yield
better results.
• This process is identical for all of the RP techniques.
➢ Conversion to STL Format:
• The second step, therefore, is to convert the CAD file into STL format. This format
represents a three-dimensional surface as an assembly of planar triangles
• STL files use planar elements, they cannot represent curved surfaces exactly.
Increasing the number of triangles improves the approximation
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• The powdered material is kept on a delivery platform and supplied to the building
area by a roller.
• For each layer, a laser traces the corresponding shape of the part on the surface of the
building area, by heating the powder until it melts, fusing it with the layer below it.
• The platform containing the part lowers one layer thickness and the platform
supplying the material elevates, providing more material to the system.
• The roller moves the new material to the building platform, levelling the surface, and
the process repeats.
• Some SLS prototype machines use two delivery platforms, one on each side of the
building platform, for efficiency, so the roller can supply material to the building
platform in both directions.
PRODUCT DEVELOPMENT 34
Introduction to product design & development | D.H. Ghanwat
PRODUCT DEVELOPMENT 35