Posts Tagged ‘manufacturing’

Frames of Preference

Sunday, March 7th, 2010

plane-and-axes

 

When promoting the virtues of additive or ‘direct’ manufacture, it’s common for enthusiasts (like me) to bang on about the fact that the processes impose far fewer design constraints than apply in traditional manufacturing. Of course it’s true: words and phrases like draft angle, undercut, sink mark, ejector pin, gate scar, witness line, flash, draw axis — and so on — that govern so cruelly the design of plastic parts, for example, mean little or nothing in Additive World. Direct technologies do impose constraints on design but they are fewer, and kinder.

 

To anticipate the ways that new, less constraining manufacturing technologies can and will influence our engineering and design, we need to understand how traditional methods — everything from the first-ever chipped rock to the latest micro injection-moulding machine or laser cutter — influence not just the design of the parts they’re making, but also the very engineering and design principles we employ.

 

Until additive came along, there were three main ways to make things: subtraction — cut, chip, grind material away from a lump of stuff; moulding — squish, squeeze, pour liquid phase material into shape before it becomes solid; then forming: take a sheet or linear material (that had probably been through a process already to get that way) and then bash, smash, bend or press it into shape. Do these by hand and you have considerable licence with the shape — or geometry, as it’s fashionable to say these days — but use an industrial, machine-age version of the process, like milling, die-casting or press-forming (respectively) and expect considerable restrictions on your geometric freedom.

 

Machines and tools impose geometrical frames of reference on the parts being made — the centre axis of a lathe-turned part being the simplest example. Mechanised subtraction, moulding and forming processes tend to set up a dominant plane that orients the part — a machine bed or tool face for example, along with dominant axes normal to that plane. This is shown for each process type in my illustration, above. This kind of geometrical stereotyping (if you can call it that) has a powerful influence, not just on the way products look, but also and much more importantly on how they fit together and how they work.

 

We can call this geometry a Cartesian frame of reference, and it strongly conditions the geometry of parts. In future posts I want to look at how it helped shape the very principles of engineering and design.

How I got here

Wednesday, September 23rd, 2009

 

Three years ago I rarely thought about rapid prototyping (though I used it) and though the idea of bio-inspired design appealed, I had not encountered the terms biomimetics or bionics. That was to change: in early 2006 I was invited to join a UK technology mission to the Netherlands and Germany to check out the state of biomimetics research in those places — I accepted and quickly did some homework. The mission was a mind-changing experience; I learned and understood, that design inspired by nature — at the level of engineering, not shape and form — was a powerful idea.

 

That was stage one in my ‘development’. A little after the mission, when working with the UK-government-funded Materials Knowledge Transfer Network (who had voted me onto the mission), planning began for a conference on design and materials to be staged at the Royal College of Art in London the following year. Someone suggested rapid prototyping — a pretty hot topic for designers — but I found myself saying no, rapid manufacturing, that must be far more interesting. To be completely honest, I wasn’t even entirely sure the term rapid manufacturing even had currency, but of course I Googled up a storm as soon as I unfolded my computer. I chaired the Manufacturing Reinvented conference at the RCA in September 2007, we had some great speakers and it was a huge hit. The thing is, by this time I had put two and two together, realising that additive manufacture could unlock the promise of biomimetics and/or, conversly, that biomimetics would offer a design paradigm possibly better suited to additive fabrication than conventional ‘human’ engineering and design. My contribution to the conference was on exactly that theme.

 

Since that time, I have developed some of these ideas, met many of the key players in RM and biomimetics theory and practice, given many talks and written a lot. I believe additive techniques will gradually replace conventional subtractive and formative manufacturing processes as this century unfolds, and I also believe that biology, Nature, will prove a very useful guide to how things can be designed, how they can function. The machines and materials we have today represent a very early stage in the development of additive technologies; we will eventually be printing stuff out at nano-scale — I have no doubt (and yes, there’s the promise of co-opting real biological material in fabrication techniques too). And the capabilities of these techniques will be so profound, there’ll be little point in using them to make things that are engineered in the mechanical idiom; we’d be far better off making them more like animals and plants. Or so the thinking goes.

Welcome to Design2.0

Monday, September 21st, 2009

 

Welcome to Design2.0 (design two point zero), an ongoing discussion about the future of product design and engineering in the twenty-first century.

 

I know that design2.0, for the web design and development community, is about design for Web2.0 — there are in fact two blogs of the same name devoted to that topic — but the theme here is to do with atoms not digits (as Nicholas Negroponte would say). It’s about the ways that product engineering and design will change beyond recognition as manufacturing methods slowly shift from the traditional ways — machining, moulding, pressing and so on — to additive technologies, where parts and products are, essentially, grown.

 

This evolution of product design and engineering, adapted to the opportunities implicit in advanced digital manufacture — we can call it  product Design2.0 — will lead to massive changes in the design, structure and materiality of the human-made world.

Geoff Hollington