RP OR NOT RP: THAT IS THE CO-CREATION QUESTION

DS 82: Proceedings of the 17th International Conference on Engineering and Product Design Education (E&PDE15), Great Expectations: Design Teaching, Research & Enterprise, Loughborough, UK, 03-04.09.2015

Year: 2015
Editor: Guy Bingham, Darren Southee, John McCardle, Ahmed Kovacevic, Erik Bohemia, Brian Parkinson
Author: Koohgilani, Mehran; Powell, John; Underwood, Gary
Series: E&PDE
Institution: Faculty of Science & Technology, Bournemouth University
Section: Matrices and Assessment
Page(s): 246-251
ISBN: 978-1-904670-62-9

Abstract

The growth of rapid prototyping (RP) appears to show no sign of slowing. Within industry, recent advances in material development have driven the increased adoption of RP technologies for manufacture. Businesses and hobbyists have embraced the availability of low-cost, desktop 3D printers. Schools and universities have enthusiastically integrated 3D printing into their teaching, particularly within the fields of design and engineering. However, there is evidence that the popularity of RP is driving a disconnection between the worlds of industry and education. Recent comments by Apple’s head designer have highlighted a shortage in vital practical design skills among new graduates. These comments follow announcements of the closure of practical workshops within the design departments of several universities. Recent academic research has also been increasingly concerned about the educational benefits of utilising RP within design teaching. These developments raise a number of important questions for educators within design and engineering (D&E): Can the use of RP technology affect the development of other essential skills required in D&E? Is experience of RP technology an essential requirement for today’s D&E graduates? Is practical workshop experience an essential requirement for today’s D&E graduates? What view does the design industry take on these questions? Drawing on new research into the experiences of Bournemouth University’s BA/BSc Product Design students and industry professionals, this paper explores whether universities are providing students with the correct skills for today’s design industry; how RP affects the traditional design education approach; and whether the concept of co-creation through the combination of traditional physical fabrication and rapid prototyping is appropriate.

Keywords: Rapid prototyping, traditional prototyping, 3D printing, model making.

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