The effects of rapid prototyping on product designers?

Hi all,
I am an industrial design student, coming to the end of a fantastic years placement. I am currenty writting my dissertation on “rapid prototyping and its effects on industrial design”. I have done most of my research already and even managed to interview a few local design consultancies but thought it would make for some interesting discussion here.

Some of the questions and areas i have covered so far are…

There is constant discusion about whether CAD has replaced sketching, but has rapid prototyping replaced the traditional skill of model making?
Has rapid prototyping changed your creative process as a designer?
What does it allow you to do differently now?
Do you just use it as a tool to show clients?
Is it just a safety net so parts can be checked and tested before they go into full production?
Have you ever used it to do low-cost low-batch products as a result of these technologies?
It would be particularly to hear from anyone who is old enough… i mean wise enough :stuck_out_tongue: to have seen the increased popularity of rapid prototying over recent years.

boyceUK

There is constant discusion about whether CAD has replaced sketching, but has rapid prototyping replaced the traditional skill of model making?

Replaced no - supplmented yes. Rapid prototyping in many cases is still just too expensive for the average consultancy to use - particularly in the case of low fidelity study models. In some cases (I’m in the corporate world) I haven’t touched a piece of foam since I’ve come in - every concept we want to prove out can be made as a wax model faster and more accurately than anything that we could do by hand.

Has rapid prototyping changed your creative process as a designer?
Yes.
What does it allow you to do differently now?
Rapidly test large numbers of concepts, evaluate subtle surfacing and geometry changes, validate ergonomics.

Do you just use it as a tool to show clients?

Clients/customers tend to be shown higher fidelity CNC’ed professional appearance models, rather than rough rapid prototyped parts.

Is it just a safety net so parts can be checked and tested before they go into full production?

RP parts are frequently used for evaluation, drop testing, etc.

Have you ever used it to do low-cost low-batch products as a result of these technologies?

No, any production parts even in small quantities are still manufactured with traditional means - though with lower cost, shorter lifespan tooling.

I teach a course on technology in the design process so this is a topic i address constantly. I have also been fortunate enough to work for a company that values the design process and has allowed me to build an amazing department both in personnel and cutting edge tools.

first:

Has rapid prototyping changed your creative process as a designer?
Do you just use it as a tool to show clients?
Is it just a safety net so parts can be checked and tested before they go into full production?
Have you ever used it to do low-cost low-batch products as a result of these technologies?

the simple answer is YES.

the one thing that i can’t seem to stress enough to my students and all those that come to me for info regarding new technologies. These things are tools and should not be cherished any more than a pencil or sandpaper. There is a tendency to covet these new devices and treat their output as precious and that can be very damaging to the design process. If you can integrate these tools in to your design process without letting their limitations define anything then you are truly exploiting their potential.

3-d Modeling and R-P can never replace sketching and traditional model making because product design and the appreciation of product design is tactile as much as it is visual. 3-d modeling and r-p can exist alongside the tried and true methods with equal importance because they offer advantages that the others do not. The advantage of one will always be countered by the advantages of another OR more appropriately the shortcomings of one process will be balanced by the advantages of another

And the argument that haptic modeling will finally bridge the gap is nonsense. I have a haptic modeling system, it is a wonderful tool but modeling with simulated feedback has nothing to do with holding a part in your hands. Haptic modeling is about fast organic intuitive input not about feeling the tangency of surfaces, the complimentary textures of an over molded part or following the perfectly planned parting line with your fingertip.

Maybe one day the technology will be available to translate all of those nuances to a digital input/feedback device. If we ever get to that point we could just replace all of our real products and environments with virtual ones.



and that’s all i have to say about that

We do a lot of RP parts. Typically 3-4 rounds of RP’s. In the end in asia, when we are looking at a CNC ren shape of the final CAD, there is always some hand finishing to get the surfaces just right that is then translated back into CAD. There are still some hand cut models going on, but less and less.

I still think hand model making is critical for students and young designers. As I learned how to make models and sculpt forms, I became a better sketcher. At some point I stopped drawing lines and started describing form on paper.

Good paper topic.

I did a topic quite similar to this a few years back – My study was on the socio-economic impact of these new technologies and techniques on the design industry, specifically looking at model makers. I had a few preconceptions that the new RP technologies would make traditional model making obsolete, that there would be reduced need for traditional techniques, hand crafted models/prototypes and subsequently jobs. What I discovered was a long way from that. I think the key point (as some have already stated on this topic) is that new RP technologies should be seen as new tools in a pretty extensive arsenal available to a designer. All these tools from sketching, marker rendering, sketch modeling, detailed CAD design, 3D rendering, rapid prototyping – the list goes on – all have different pros and cons. Good and experienced designers will be able to make the distinction and use the most appropriate tool for the task in hand.

To answer some of your questions more directly;

There is constant discussion about whether CAD has replaced sketching, but has rapid prototyping replaced the traditional skill of model making? & Has rapid prototyping changed your creative process as a designer?
I don’t think CAD has replaced sketching, I think it has augmented it. There are different things you can get from each technique – Sketching can be fast and allow you to quickly explore different forms, shapes and graphics. CAD can give you improved productivity in checking component package space – layouts etc. CAD and Sketch can produce visuals of your product – they may be of the same part but can be appropriate for different situations. For example we often produce glossy visuals of perfectly rendered products from CAD, these look great but when we’re talking and presenting to clients it can be often met with underwhelming response. We’ve found that introducing the sketch work, allowing the client see the story; see the creation of the product allows them to better understand the end glossy visual.

I think similarities can be drawn with traditional model making and RP. It’s about what best suits your situation. It follows that you need detailed CAD surface models to create RPs. For the early design process we will often sketch model alongside sketch development to understand the form – I find this makes CAD work so much easier, I find there is a fluidity to foam modeling that allows us to create surfaces and forms with out the concern of how to model it – yet. I find a sketch model can help the CAD process – I can visualise where to create splines and curves to create my surfaces. Beyond that we very rarely (if at all) create visual representation models without CAD. Typically in the development process we will 3D rout prolab or machinelab to create block models. This is often fairly inexpensive and allows us to finish our surfaces to accurately evaluate the 3D form. The machine or prolab is easily workable so we can make changes or quickly machine additional variations. (Often at this stage there is no detailed internal structure)

RP (SLS, SLA) costing is typically calculated by material volume cost, overall package size and a few other factors. The early RP’s we create are shelled surfaces with few internal surfaces normally from SLS. Further SLS models are then created with more and more detailing.

What does it allow you to do differently now?
For a recent project we had a suite of silicone tools made for a product. The detailed CAD work was done and an SLA master was made. The SLA master was then assembled with all the components, and a full fitting check was carried out – to catch any mistakes. The SLA master parts were then carefully hand finished (rubbed down, painted, lacquered and artificially grained) there is a great deal of skill in this process. The masters were then vacuum cast in silicone. We ended up with 30 fully working and visually representative prototypes. This entire process happened in about 3 weeks and the RP component of this was about 5-6 days.

Do you just use it as a tool to show clients?
No. Although these parts are used extensively in client meetings and design reviews throughout the process their use is not exclusively for presentation. For example the final prototype parts were cast in PU which allowed us to test the products quite extensively. We impact tested; high and low temperature operation testing; vibration tested and tested the product with focus groups to iron out bugs etc.


Is it just a safety net so parts can be checked and tested before they go into full production?
Not exclusively no although this is an important factor of the rapid prototyping. It is certainly more cost and time effective to capture any necessary design changes at a prototype stage than to have to modify tools etc.

I would say this is an area where I have seen big gains in RP over the last few years. There has been a steady stream of innovations in new materials available for the SLS, SLA processes (and that’s by no way exhaustive!) you can now sinter metals to simulate cast parts. There are processes that can give a chrome effect, or the materials can be coloured. RP materials can have mechanical properties that are similar to an injection moulded plastic which in turn allows a designer to gain greater insight into the performance of their design. At the same time RP is becoming more and more cost effective. I can have a complex geometry part (say 200 x 100 x 50 mm package size) rapid prototyped in a standard SLS material on my desk within 4 days for around £200. That’s pretty good and we find ourselves using the process more and more increasingly in place of the 3D routing or machining.

Have you ever used it to do low-cost low-batch products as a result of these technologies?
Only for batch prototypes so far.

Good luck with the dissertation,
Boz

One aspect of RP that I haven’t seen mentioned here is the scale of the product. For many of Stelpro’s smaller products, like thermostats, I’ll skip hand models and go straight to RP. It’s not much more expensive, but I can start to analyze detail as well as form quickly.

However, I was working on a larger product, the size of a waste paper basket, and in terms of time and money, it was better to cut foam by hand than try to RP. I was able to knock out 6 iterations in a couple of days using blue foam. I had a much better understanding of the form through this and the cost was 1/10 of RP.

This brings me to cars. I don’t think we’ll ever see clay models disappear from the industry because that hands on element is critical as well as the cost of trying to RP a huge form. That doesn’t mean technology won’t change the way those models are made and analyzed, but I think they will still be here in the next 20-30 years.

At this point they CNC mill the clay. An RP process doesn’t make sense at that scale, but a large scale CNC mill is pretty handy. They are still checked, finished and tweaked by hand, and then brought back into CAD… It’s ben talked about on here before, but also think about how many rounds of prototyping Apple does. They might not b hand finishing, but there is only so much you can see in the box. At some point you have to make a physical object in real materials and screw with it to get it right… maybe there will be a VR substitute for that at some point…