Why are only certain consumer products the hot gifts to give and to get each holiday season? Last year the digital camera and the iPod portable music player (and its MP3 clones) were perhaps the leading contenders. One part of the answer is they are deliberately designed to deliver a high-quality consumer experience. Or as my colleague in Japan, Noriaki Kano of the University of Tokyo, has said about the best products, they "surprise and delight" the first wave of consumers to use them. The next part of the economic cycle is that the products are praised in design magazines and by word-of-mouth; before long they are must-have items for perhaps millions worldwide.
Rapid prototyping plays a critical role in their development. Somewhere in some back room are probably dozens of weirder-looking casings for cameras and MP3 players that did not feel quite right in the hands of focus-group participants or the earliest consumers, look right, or simply revealed to a design team that the inner electronics did not fit correctly in the external casing. One might think that with today's high-end computer-aided design (CAD) systems and high-resolution display screens, a product can be designed and assembled correctly in virtual space, then communicated to a factory and mass produced at the touch of a button. Indeed, many subsystems of the new Boeing 777 airplane were analyzed and designed virtually [1]. But experience designing, say, consumer electronics, computers, toys, home appliances, and automobiles seems to mediate against this virtual production facility for consumer products. In the Berkeley Manufacturing Institute's design work with electronics companies (such as Intel and Ford Motor Company), we create a succession of prototypes reflecting seven surprise-and-delight factors:
In focus groups, ideation groups, and ethnography studies, the invited participants prefer to see and feel real products, not just look at computer-generated images.
Nearly a dozen rapid prototyping processes (such as those at www.boedeker.com/sla.htm) are available for producing first-look components. Three are especially relevant to consumer products: stereolithography (SLA), fused deposition modeling (FDM), and 3D printing. SLA was introduced commercially in 1987 by 3D Systems, Inc. (www.3dsystems.com). Any SLA design-to-manufacture process involves three key steps:
SLA retains a preeminent position in the rapid prototyping family because it is still the most accurate, though less so than a standard computer numerical controlled (CNC) milling machine. High-resolution laser-based SLA can manufacture parts with tolerances of from +/-0.002 inches to 0.003 inches (www.boedeker.com/sla.htm). SLA models are used as the master in the processes described later. So why was there a need to invent and use FDM and 3D printing? The simple answer is they are progressively cheaper and faster but involve a trade-off in terms of accuracy. 3D printing is fast enough to produce two or three prototypes the same afternoon for ideation groups. "Fail often fast, then do it right" is the mantra at IDEO (www.ideo.com), a leading consumer products design company. FDM usually requires an overnight run. Both FDM and 3D printing can be run by inexperienced students and other novice operators, needing no careful calibration or expensive photocurable liquid.
Both these processes use the same file format as SLA. FDM creates the layers with the equivalent of hot toothpaste extrusion of plastic or a cake-icing tool extruding hot plastic in rows (or roads) with a super-fine point. 3D printing is like a Xerox machine squirting epoxy resin layer-by-layer and row-by-row onto a ceramic powder resembling cornstarch.
Beyond the methods needed to create a single prototype it is worthwhile to review the scalability to more prototypes and to mass production. Although rapid prototyping was introduced in 1987, regular prototyping is hardly new. Five thousand years ago, to get the attention of some well-to-do patron of the arts or industrial baronthen, as now, the ultimate consumersan early artisan from, say, Egypt or Korea would have used the lost-wax process to create one or more prototypes. Over a period of several days the artisan would laboriously carve wax models of, say, jewelry, ornamental tableware, or small statues. Sand or clay would then be hand-packed around the model. The wax would be melted out through a small drainage hole in the bottom to leave a hollow core. The small hole would be blocked, and molten metalsilver, gold, bronze, tin, or pewterwould be poured into the core through a wider hole at the top. After the metal had cooled and solidified, the prototype would be broken out of the sand, cleaned up, polished, and displayed for (it is hoped) purchase by the patron.
If it turned out to be a must-have item, the artisan might repeat the process. But perhaps the artisan would also invent shortcuts to speed the carving of the disposable wax models or simplify the original design to reduce the time-consuming carving phase. Thus, a few years later, the object might find its way into the equivalent of a mass market, in perhaps modified form.
In principle, little has changed. Today's modern computer-aided prototyping shops, receiving CAD files over the Internet, still produce small batches of aluminum molds for well-known consumer-product companies producing everything from video game controllers to water bottles to hand tools through a modified casting process in which the wax original is replaced with a prototype generated through SLA. Prototype engine parts for automobiles, tractor transmission parts, and medical devices are also commonly made in prototyping shops.
Unlike an early artisan's shop, where the expensive artwork/master is destroyed, today's prototyping shop employs a five-step process:
Plastic injection molding is an alternative manufacturing process, specially suited to very high-volume production. In it, a mold is made from aluminum (for short runs up to about 500 components) and/or hardened steel (for runs into the many millions of components). The aluminum molds can be cast as described earlier. Steel molds must be carved out on a CNC milling machine. The millions of components are created by shooting hot plastic into the central core of the moldsa challenging art form involving many design considerations in the original part. So it is again useful to first create an SLA or FDM prototype and show it to injection molding specialists for a series of evaluations involving three critical questions [3]:
War stories abound of consumer products and toys that reach a mold maker (most likely in Taiwan) in mid-August without these questions being addressed. As a result, the product or toy is not ready for the holiday buying season beginning in November.
Physical prototypes allow the evaluation of subassembly fit, system aesthetics, and overall quality before taking on the huge and high-risk cost of manufacturing.
For consumer electronics, PC devices, household appliances, and toys, creating physical prototypes is central to survival of the fittest. In the early planning stage of a new or revised product, physical prototypes allow the evaluation of subassembly fit, system aesthetics, and overall quality before taking on the huge and high-risk cost of manufacturing. The physical prototype guides the design process, enabling ideation and focus groups to get a feel for the real product. Later on, the prototype can be used to help coordinate suppliers. Rapid prototyping has thus become, and will remain, an engineering tool, as well as a psychological tool, in the orchestration of product development and supply chain management.
1. Norris, G. and Wagner, M. The Boeing 777. MBI Publishing Co., Osceola, WA, 2001.
2. Ulrich, U. and Eppinger, S. Product Design and Development. McGraw Hill, New York, 1995.
3. Wright, P. 21st Century Manufacturing. Prentice Hall, Upper Saddle River, NJ, 2001; Chapter 4: Rapid prototyping, 130170; Chapter 8: Plastic product manufacturing, 330365.
The Berkeley Manufacturing Institute is funded by Ford Motor Company, Intel, the National Science Foundation, and the California Energy Commission.
Figure. Tri-Connector Parts designed by Carlo H. Séquin of the University of California, Berkeley, and fabricated on a Stratasys fused deposition modeling machine for concept verification and functional testing of a flexible component that could snap together to make large models of smooth mathematical surfaces.
Figure. The four design stages involved in Intel's palm-size Personal Server evolving over six months, as the fit of the internal electronics, interaction with its antenna, and how it feels in the hands of its intended users were continually refined. (Roy Want and Trevor Pering of Intel and the author)
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