Design and Manufacturing
Design and Manufacturing
Design and Manufacturing
Brainstorming is by far the most widely used tool to stimulate creative thinking. It was developed in the 1940s by the American advertising executive Alex Osborn who believed that anyone could learn to generate creative solutions for a wide variety of problems. Brainstorming is a group method of ideation in which stress is laid on the quantity of ideas generated. Members are asked to generate a large number of ideas while criticism is kept under check. Participants are encopuraged to build upon the lideas of others, but not knock out them down. Perhaps the most important benefit of "Brainstorming" in complex problems is the identification of the categories of solution concepts. ===========================================
Brainstorming Process
Brainstorming Technique For Problem-Solving, TeamBuilding And Creative Process
Brainstorming is a great technique for generating creative ideas. Generally performed in groups, it's a fun way to get lots of fresh ideas out on the table and get everyone thinking and pulling together. To start out, keep the group on the small side( 4 - 8 ). The participants should be relatively at ease with one another, and as you continue to brainstorm together over time, they'll become more comfortable throwing out off-the-wall ideas--which often generate the best results. Begin by choosing a facilitator to record the ideas on large, poster-size sheets of paper that can be stuck to a bulletin board or along the walls of the room. This will keep all the ideas clearly visible. And follow these important ground rules:
Suspend criticism. All ideas, no matter how crazy they may seem, should be encouraged and recorded without comment or criticism from the group. The general goal of brainstorming is to collect as many ideas as possible, making quantity much more important than quality at this initial stage. Postpone evaluation. Brainstorming sessions are not the time or place to evaluate the merits of the ideas suggested. So don't suspend the process to evaluate the projected results of any single idea. Build on others' ideas. At their best, brainstorming sessions are fast-paced and fun. Participants should try to build each consecutive idea on the previous ones. This can sometimes result in surprising twists and turns.
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Brainstorming Process
1. 2. 3. 4. 5. 6. 7.
Define and agree the objective. Brainstorm ideas and suggestions having agreed a time limit. Categorise/condense/combine/refine. Assess/analyse effects or results. Prioritise options/rank list as appropriate. Agree action and timescale. Control and monitor follow-up.
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Brainstorming
Brainstorming is a powerful tool used by teams and businesses around the world. The concept was first introduced by Alex Osborne in the 1940s. Brainstorming is a tool for generating ideas. It is an activity in which all members of a group (whether it be a work team, classroom, committee, etc.) contribute to a list of problems to be solved or solutions to a problem. Brainstorming helps to get a lot of ideas into discussion in a short amount of time. Brainstorming may look unstructured, but to be effective, there should be some ground rules. These can include: - Set a time limit on the brainstorming session. - Don't let participants get sidetracked. Now is not the time to critique ideas that are being suggested. - Be sure that everyone speaks freely. - Be sure everyone contributes. - Let the participants, not the leader, do the talking. --------------------------------------------------------------------------------------------
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On the other hand, discrete products are produced one after another, each in separate units. On the basis of the output product, the Industry is usually named as continuous industry and discrete industry. 1.3 Requirements in a good product 1. Customer Satisfaction 2. Profit How to achieve customer satisfaction? The product should function properly. -It must have desired accuracy -It must have desired reliability -It must be easy to operate -It must be serviceable -It must make minimum space utilization -It must withstand rough handling -Pleasant appearances. -Reasonable price. How can it be profitable? -It must be easy to manufacture -The raw material must be cheap and easily available -The manufacturing process has to the decided on the basis of quantity to be produced -It must use standard parts -It must be easy to pack and distribute.
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1.5 History of Design Process (i) Design by Single Person (ii) Over-the-wall design (iii) Simultaneous Engineering (iv) Concurrent Engineering (v) Integrated design and Manufacture. In olden times one person could design and manufacture an entire product. Even for a large project such as the design of a ship or a bridge, one person had sufficient knowledge of the Physics, Materials and manufacturing processes to manage all aspects of the design and construction of the project. This period is referred to as the period of design by single person in the history of design. Customers. Marketing Engg. Design Production By the middle of the 20th century products and manufacturing processes became so complex that, one person could not handle all aspects of design and manufacturing. This situation led to over-the-wall design process. In this method each functional departments were separated from others, as shown by wall. There was only one-way communications between Customer, Marketing, Engg. Design and production department. The customers throw their needs to marketing department. The marketing department may throw the customer needs to the design department, in many instances, orally. The Engg. Design department may conceive a design and hands it over to the manufacturing sections. The manufacturing department interprets that design and makes the product according to what they think suitable. Unfortunately, often what is manufactured by a company using over-the-wall process is not what the customers had in mind. his is due to lack of interaction between the different departments. Thus, this single direction over-the-wall approach is inefficient and costly and may result in poor quality products. By the early 1980s the concept of simultaneous engineering emerged. This philosophy emphasized simultaneous development of the manufacturing process- the goal was the simultaneous development of the product and the manufacturing process. This was accomplished by assigning manufacturing representatives to be members of design team, so that they could interact with the design engineers throughout the designs process. In the 1980s the simultaneous design philosophy was broadened and called concurrent engineering. A short definition of concurrent engineering is the simultaneous progression of all aspects, at all stages of product development, product specification, design, process and equipment etc. In concurrent engineering the primary focus is on the integration of teams of people having a stake in the product, design tools, and techniques and information about the product and the processes used to develop and manufacture it. Tools and techniques connect the teams with the information. Although many of the tools are computer-based, much design work is still done with pencil and paper. In fact, concurrent engineering is 80% company culture and 20% computer support. With the advent of computer technology, drastic changes have taken place in the field of design and manufacturing. Page | 5
The result was a completely integrated design and manufacturing system. This system makes a good use of technologies such as CAD/CAM, FMS etc. The computer integrated manufacturing systems (CIMS) moves towards the Factory of the future. CIMS is necessary for better quality, efficiency and productivity. QUESTIONS 1. How can you explain the term design? Explain the process of mechanical design. Discuss the role of creativity in the design process (S94, 8M) 2. The design of product is ..........customer expectations. (S99, S94) 3. .get first preference in design Answer---. Functional requirements (S93) 4. Explain the meaning of (i) Conceptual design (ii) Functional design (iii) Production design. Give suitable examples for each. (S03) ---------------------------------------------------------------------------------------------------
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CHAPTER 2
TYPES OF DESIGNS
2.1 The design can be classified in many ways. On the basis of knowledge, skill and creativity required in the designing process. The designs are broadly classified into three types (i) Adaptive Design (W 95, 97, 98 00) (ii) Variant Design (S 97, 99) (iii) Original Design (i) Adaptive Design In most design situations the designers job is to make a slight modification of the existing design. These are called adaptive designs. This type of design needs no special knowledge or skill. E.g. converting mechanical watches into a new shape. (ii) Variant Design This type of design demands considerable scientific training and design ability, in order to modify the existing designs into a new idea, by adopting a new material or a different method of manufacture. In this case, though the designer starts from the existing designs, the final product may be entirely different from the original product. E.g. converting mechanical watches into quartz watches. Here a new technology is adopted. (iii) Original Design Here the designer designs something that did not exist previously. Thus, it is also called new design or innovative design. For making original designs, a lot of research work, knowledge and creativity are essential. A company thinks of new design when there is a new technology available or when there is enough market push. Since this type of design demands maximum creativity from the part of the designer, these are also called creative designs. 2.2 On the basis of the nature of design problem, design may be classified as: (a) Selection design (b) Configuration design (c) Parametric design (d) Original design (e) Re-design (a) Selection Design. It involves choosing one or more items from a list of similar items. We do this by using catalogues. Eg. -Selection of a bearing from a bearing catalogue -Selection of a fan for cooling equipment -Selecting a shaft. (b) Configuration / Layout / Packaging Design (W 97, S'02) In this type of problem, all the components have been designed and the problem is how to assemble them into the completed product. This type of design is similar to arranging furniture in a living room. Consider the packing of electronic components in a laptop computer. A laptop computer has a keyboard, power supply, a main circuit board, a hard disk drive, a floppy disk drive and room for two extension boards. Each component is of known design and has certain constraints on its position. For example, the extension slots must be adjacent to the main circuit board and the keyboard must be in front of the machine. Keyboard Page | 7
Main Circuit board Extension slots Floppy drive Power supply The different components are shown above. The designers aim is to find, how to fit all the components in a case? Where do we put what? One method for solving such problems is to select a component randomly from the list and position it in the case so that all the constraints on that component are met. Let's take keyboard first. It is placed in the front. Then we select and place a second component. This procedure is continued until we reach a conflict, or all the components are in the case. If a conflict arises, we back up and try again. Two potential configurations are shown above. (c) Parametric Design Parametric design involves finding values for the features that characterize the object being studied. Consider a simple example We want to design a cylindrical storage tank that must hold 4 m3 of liquid. The volume is given by V = r2 l The tank is described by the parameters, radius 'r', and length l. Given V = 4 m3 = r2 l r2 l = 1.273 We can see a number of values for the radius and length, that will satisfy this equation. Each combination-values of r and l gives a possible solution for the design problem. (d) Original Design As described in an earlier section, an original design in the development of an assembly or component that did not exist before. (e) Redesign The redesign is a modification of an existing product to meet new requirements. It is same as adaptive design. Most design problems solved in industry are for the redesign of an existing product. Suppose a manufacturer of hydraulic cylinders makes a product that is 0.25m long. If the customer needs a cylinder 0.3m long, the manufacturer might lengthen the outer cylinder and the piston rod to meet this special need. 2.3. On the basis of the objective or strategy the designs are of following main types. A. Production Design B. Functional Design C. Optimum Design A. Production Design In production design, the designer designs something in such a way that the cost of producing the product is minimum. That is, the first responsibility of the designer is reduction of production cost. Hence, a production designer is concerned with the ease with which something can be produced, and that at a minimum cost. B. Functional Design W93 In functional design, the aim is at designing a part or member so as to meet the expected performance level. Functional design is a way of achieving given requirements.- but the same may the unproducible or costly to produce. A good designer, then, has to consider the production aspects also. A product designed without keeping all these aspects into account, wastes time, money and efforts. C. Optimum Design [W 95] It is the best design for given objective function, under the specified constraints. 2.4 On the basis of the field/ area or the domain of design, the following types are important. Page | 8
1. Mechanical Design 2. Machine Design 3. System Design 4. Assembly/sub-assembly design 5. Computer aided design 1. Mechanical Design It means use of scientific principles, technical information and imagination in the design of a structure,or machine to perform prescribed functions with maximum economy and efficiency. 2. Machine Design It is the process of achieving a plan for the construction of a machine. 3. System Design System Design is an iterative decision making process to conceive and implement optimum systems, to solve problems and needs of society. 4. Assembly/sub-assembly design [S 93] In the design of Assembly/sub-assembly the major criterion is the fulfillment of functional requirements. The assembly has to be designed to meet broad technical parameters and purpose for which it was meant. The characteristic features are: The total number of parts used in the design must be minimum. Subassemblies should be capable of being built separately in order to give maximum manufacturing flexibility. Standard parts may be used. Flexible parts should be avoided, as they are easily damaged during handling and assembly. 5. Computer aided design [CAD] It is a design methodology in which the designs take the advantages of digital computer to draw concepts, analyze and evaluate data etc. Computers are largely used in a design office for simulation and prototype study. In modern design, computers have become an indispensable tool. Other types of designs are Probabilistic Design Industrial Design Probabilistic Design [S 96] It is a design approach in which design decisions are made using statistical tools. Generally, the external load acting on a body, the properties of materials etc are liable to vary. In probabilistic design, the designer takes into account the variations of such parameters. Industrial Design [W 93] It is the design made by considering aesthetes, ergonomics and production aspects.
Questions
1. What are the characteristics features of system design, assembly/sub-assembly design and component design? Explain briefly with the help of examples. [S'93, 5M] 2. Distinguish between functional design and industrial design. [W'93] 3. Discuss the meanings of conceptual design, creative design, adoptive design and variant design. [S'97] 4. What are the three main types of design? Give a comparative analysis. [W'00, W '97] 5. Explain the difference between creative design, adoptive design and variant design. [S'02 W'98] 6. Designing for function involves the use and knowledge of .. Ans. Eng. Sciences [W '94] 7. Explain the meaning of (i) Conceptual design, (ii) Functional design and (iii) production design. Give suitable example of each. [S0'3] 8. Explain layout design. [S0'2]
Chapter 3
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a. Design by evolution
This implies the traditional method of design in which the objects and articles that we see around has taken its present form by gradual change of time. If one looks at history it can be seen that most of the tools, equipments, implements, took a long time to acquire their present form. Things changed gradually with the passage of time. Each change was made to rectify some defects or difficulties faced by the users. Bicycles, calculators, computers, steam locomotives etc. all went through a process of evolution in which designers tried one concept after another. Even today this process is being used to some extent. However, this evolutionary process is very slow. i.e., it took a very long period of time to occur even a slight modification. he main reason for this slow evolutionary process of design was the absence of proper information and design data records.
In modern design situations the evolutionary methods are not adequate because of the following reasons. 1. The traditional designing did not consider the interdependence of products. They were concerned about only one component /product. But in the modern world, the existence of one product is dependent on another in some way or other. Page | 10
2. In the past, production was on small scale. Thus the penalty of a wrong design was tolerable. But, in the present time, production is on large-scale basis. As a result, any penalty of a wrong design will cost great loss. 3. Requirements of the customers of todays world changes so frequently. Traditional design lags behind the advanced product & process technologies available today. 4. Traditional design methods cannot cope with competitive requirements of the modern world. Due to the above reasons modern design problem cannot be handled by traditional methods. b. Design by Innovation Since the traditional design method failed to cope with modern design requirements, nowadays almost all designs are made by innovation. i.e., developments of a product by following scientific and purposeful effort. The innovative design is entirely different from the past practice of evolutionary design. Here the designers task is greatly magnified. He has to design and create something, which did not exist yet. Here he tries to solve the design problem in a systematic and orderly manner. This approach is similar to analytical problem solving. However, an innovative designer faces the following difficulties. 1. He has to collect and evaluate information on a product, which is non-existing yet. 2. Necessity of analyzing complicated interaction of components. 3. He has to make predictions regarding its performance. 4. He has to ensure the technical and economical feasibility of the product. Notwithstanding the above difficulties, there are eminent experts like Morris Asimow, J.E. Shigly, Dieter etc have attempted to systematize the design process. This systematized steps in design process is called Morphology of Design. The best way in which any problem can be solved is to break up the problem and to try for a solution in an analytical method. This approach of problem solving is also adopted in the Morphology of design.
3.4. Problem-solving Methodology Knowingly or unknowingly we follow six basic actions when we try to find solution of any problem. 1. Establish or convince ourselves that there is a problem. Or we understand that a solution is needed. 2. Plan how to solve this problem 3. By analyzing the problem we decide what is actually required from the problem-solver. Or we decide the requirements. Page | 11
4. Generate alternative solutions. 5. Evaluate the alternatives. 6. Present the acceptable solution.
* Specify tools & machine requirements. * Estimation of production cost. * Specify the requirement in the plant. * Planning QC systems. * Planning for production control. * Planning for information flow system etc.
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is further enhanced. * Willingness to practice Creativity comes with practice. Creative designers are ready to practice for a long enough period.
Roadblocks to Creativity
* Fear of making a mistake * Unwillingness to think and act in a way other than the accepted norm. * Desire to conform to standard solutions. * Unwillingness to try new approaches * Fear of criticism * Lack of knowledge * Overconfidence due to past experience * Unwillingness to reject old solutions * Fear of authority * Difficulty in visualization * Inability to distinguish between cause and effect * Inability to collect complete information * Unwillingness to be different Methods to enhance Creativity * Use of analogy * Asking question from different view points * Memories of past designs * Competitive products * Deliberate day-dreaming * Reading science fictions, etc.
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Intuition [S01]
Intuition means sudden ideas or flashes of inspiration and involves complex associations of ideas, elaborated in subconscious mind. Intuitive ideas lead to a large number of good and even excellent solutions. Creative Design Route [W95, 94, 98, 900] Creative design route is the procedure through which a creative design is born. The success of this design lies with the creativity of the designer. Creative design route can be practiced by following the sequences shown in figure. During preparation period, the designer analyses the need and collect all the necessary information required at various stages. Preparation Concentration Incubation Illumination Verification Concentration is the period when the designer digests all the aspects of the problem situation and tries various possible combinations. The next step is the incubation period. The designer relaxes away from the problem for some time. Illumination is the sudden insight and throwing up with a solution. The final step is the verification. Now, testing and inspection of the design is done and the details are completed. For a designer using creative methods for design, habitual or familiar methods must be avoided.
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Communication of the design Since all design projects are meant for satisfying some need, any design work starts with Recognition of the need. The need for a design is initiated by either a market requirement, the development of a new technology or the desire to improve an existing product. Once the need has identified, the next step is to define the design problem. This is the most critical step in the design process. The definition of the problem expresses as specifically as possible, what the design is intended to accomplish. It should include objectives and goals, definitions of any special technical terms, the constraints on the design and the criteria that will be used to evaluate the designs. The success of a design project depends on the clarity in the definition of the problem. Need Analysis is the technique used to define the problem(Chapter 6). The next step is collecting information. In many phases of deign process a large quantity of information may be required. The required information can be obtained from textbooks, journals, or other agencies (See Art. 6.4) The conceptualization step involves, finding several design ideas to meet the given need. Inventiveness and creating is very important in this step. The different ideas conceived are weighted and judged in the evaluation step. The advantages and disadvantages of each idea against its performance, cost aesthetics etc is valued. After evaluation, the best design is emerged. This final design with every detail is furnished in last step-ie communicating the design.
Common features between Creative Design & Engg. Design (W.94) (1) The preparation phase in creative design and need analysis in Engg. Design is more or less common. Both steps deal with analyzing the need. (2) In both design methods brainstorming and Synetics can be applied. (3) Reviewing is applicable in both design methods. (4) For both deigns, the success depends on the clarity with which the need statement is prepared. (5) Testing and inspection is applicable for both designs. Difference between Creative Designs & Engg, Designs (W 94) 1. Intelligence is not a must for creative design-but the same is desirable in Engg. Design. 2. Creative design is based on use of analogy and synthesis of alternatives but engineering design is based on proven laws and past experience. 3. Creative design involves phases like incubation, illumination but no such philosophy is followed in engineering designs. Page | 18
4. Creative person is highly intuitive and independent in thinking and usually resists working in group but engineering designers like teamwork. 5. Customs, habits and traditions are enemies of creativity but the same are required in engineering design.
QUESTIONS
1. How can you explain the term design? Explain the process of mechanical design. Discuss the role of creativity in the designs process. (S94. 8M) 2. The mechanical design process normally has six stages and amongst them the three stage are ----- ------------ (S99, S94, 1 M) 3. What is morphology of design? Explain the various steps with the help of block diagram (W.95) 4. The three stages of design are (W 96) Page | 19
5. State the different phases that are involved in morphology of design (S.96) 6. Briefly discuss the concept of creativity as applicable for solving design problems (W 98. 6M) 7. What makes the design process tortuous? Explain (W 99, 6M) 8. The creative design process can be considered to be (S93) 9. Discuss creativity and creative design. Use examples to explain. (W 95) 10. What do you understand by intuition (S 01) 11. Draw a flow-chart showing different stages of engineering design. Explain why some stages are repeated several times. (S.93.5M) 12. What feedback loops provide information for the redesign of products and the productive systems. (W93) 13. The process of design by evolution adopted by craftsman is a .. Ans. Slow process of design development (W94) 14. With suitable examples, compare Design by evolution and Design by innovation. (S 96) 5. Enumerate the steps in Engg. Design process and explain (W96) 16. Justify the statement with reasons Modern design problems cannot be handled by traditional methods. (S97, W98) 17. Good design requires both------ --------. Ans. Analysis and Synthesis. (S93) 18. Define creative design routes. What are the stages of these routes, Explain these in brief. (S00) 19. Explain the process involved in creativity. What are the various qualities of creative designer? Give the brief description of these. (S00). 20. What do you mean by creative design routes. Write down the different statements about creativity and creative designers. (S01) 21. Compare the design synthesis and design analysis. Explain the basics procedure of design synthesis giving suitable examples. (S 02). 22. What are the common features and differences between creative design activities and Engg? Design activities. Explain briefly with the help of examples. (W94) 23. Discuss the divergence, transformation, and convergence phases in the design of a new product. (S97) 24. What are the three different stages in the design process? Explain with example. (W99) 25. What are the most important steps involved in the design process? Explain? (W00) 26. What are the methods currently being adopted for design process using advanced technology? (W00) Page | 20
27. Name various phases in design morphology. Explain these in brief. (S01) 28. Explain Engg. Design (S01) 29. What major steps are involved in design process? Briefly explain each one (W01). 30. What do you understand by the design process? List out the various phases involved and explain them briefly. (S02) 31. Give the checklist for an engg. Design problem. (W98) 32. ___ is one of the most powerful aids to creativity in design. (Use of analogy) (W 94). 33. What do you understand by the term creativity? What are its requirements? (03). 34. Discuss the stages in engineering design process with the help of example. (S 05) 35. Explain Design processes. Illustrate the steps followed with the help of a figure. Also explain the flow of work during the design process. (W 05, 8M) 36. What do you understand by
morphology of design? Discuss the phases of feasibility study, preliminary design and detailed design. (W 05. 8M)
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CHAPTER 4
IDENTIFICATION OF NEED
4.1. What is a need? A need can be defined as a personnel unfulfilled vacancy which determines and organizes all psychological and behavioral activities in the direction of fulfilling the vacancy A product can be product and marketed only if it is needed by the customer. A person buys a pen because he needs to write. A patient needs something that can cure his illness. These examples show that needs are nothing but a scarcity or problem or wants felt by a person, device or a system. In fact a designers goal is to find solutions to such problems
existing product. Such needs can arise, when -Customers want a new feature or better performance than existing features -A vendor can no longer supply components or materials that had been used so far -Manufacturing or assembly departments identifies a quality improvement -Invention of a new technology that can be incorporated in the existing design. (iii) A change in production model Whenever the production model changes from job-shop to mass, a corresponding change in product design may be demanded. For example, there is more tendency to buy off-the shelf components for short-run products. Whatever may be the situation, a company has to identify or locate a need before the production of any device. This crucial step is called Recognition/ Identification of need. Examples: 1. With the free-entry of Chinese products to Indian market, manufacturers in India recognize a need to sell their products at a lower price. 2. When a company observes that their products do not perform well, the company recognizes a need to redesign it.
Questions
1. List hierarchy of human needs that motivate individuals. [W96] 2. Give one need statement for each of the following Bicycle (ii) Voltage stabilizer (iii) Personnel Computer [S93] 3. Explain the steps involved in identification of a problem by a designer [S96] 4. Every product is made in response to.of individual or society. Ans. needs [S97] 5. Enumerate and explain variety of needs which can generate ideas for the Development of new product. [S00]
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CHAPTER 5
PRODUCT PLANNING
5.1 Introduction Once the top management of an organisation recognized a need to develop a product, it will go for product design, only if, - the purposed product will guarantee a handsome profit - the market conditions are favorable in respect of competition. - the necessary resources are available - the purposed design is worthwhile. 5.2 Feasibility Study. The starting point of a design project is a need. Once the need has been identified, the company has to ensure the worth of the project. Feasibility study is a preliminary analysis for making a decision regarding the design project, to be forwarded or not. If the feasibility study reveals that the proposed design project does not bring comfortable revenue, or the design demands huge investments beyond the capacity of the organisation, the project is dropped. 5.3 .Product Planning [S 01] Planning is the process used to develop a scheme for scheduling and committing the resources of time, money and people. A plan shows how a project will be initiated, organized, co-coordinated and monitored. A product plan is a decision-making as regards to the design and manufacture of a product, by considering the revenues from different products. For example assume that a company already manufacturing 3 products, say P1, P2 and P3 identifies a need to design a new product N. Owing to the design and manufacture of the new product, the production volume, and hence revenue from products P1, P2,and P3 may be affected (due to re-allocation of company resources such as raw materials, machineries). In this situation, the company has to decide a time-schedule for the design and manufacture of the new product. Such plan made by the management is called the product plan. It must contain the time-as well as resource allocation for each of the products. More over it will result in optimum and efficient use of resources. After the product plan in made, the management begins a project for a new product design.
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2. Functional matrix (26%) It is another organisational structure obtained by combining functional as well as matrix organisations. 3. Balanced Matrix (16%) Here the project manager and functional manager work together. A project manager is assigned to oversee the project, and the responsibility and authority for completing the project rests with functional managers. 4. Project Team (16%) A project manager is put in charge of a project team composed of a core group of personnels from several functional areas or groups assigned on a full time basis. 5. Functional Organisation (13%) Each project is assigned to a relevant functional area or group within a functional area. A functional area focuses on a single discipline.
Even though the tasks are initially identified, they need to be refined to ensure that the results of the activities are the stated objectives. For example, for the task No. (a) above, the objective is to collect information required for developing specification. Step 3: Estimate the Personnel, Time & other Resources Required. Completion of each of the tasks listed above will consume resources such as personnel, time etc. An estimate of the requirement of resources may look like: Task Personnel/time Collecting data Two market surveyors, two months Concept generation Two designers, two week. Step 4 Develop a Sequence for the tasks The next step is scheduling of tasks-the purpose is to ensure that each task is completed, before its result is needed. CPM is the best method to accomplish this. Step 5 Estimate Product Development Cost On the basis of the above steps, the costs for developing the product can be estimated. Normally design cost is only about 5% of manufacturing cost. The above plan developed in the early stage of the design has to be refined as the project progresses.
Questions
1. Market research is necessary before starting the production of any product. (True) [S '97] 2. Write a short note on Product planning and task classification. [S '01] ----------------------------------------------------------------------
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Morphology of Design
Specification-standardization Morphology of Design Morphology Morphology7phases
What is Design?
Engineering design is not an art or skill : it is a cognitive or intellectual process based on knowledge---- by John R. Dixon. Engineering design is an iterative decision-making and problem solving activity to produce the plan to convert resoures optimally into systems or devices to fulfill a specified task. In case of machine design, the resources are material , machines and wquipments involved, and labour put into, and system is the machine product. The activity is subjected to certain constraints. Those are (1) Problemsolving constraints, designer's problem-solving capabilities, time available, laboratory or computational facilities, and (2) the problem-solution constrains, cost of the product, availability of raw materials , equipments or manufacturing facilities. Plan is a method, or scheme of actions , or a way proposed.
Design is that area of human experience, skill and knowledge which is concerned with mans ability to mould his environment to suit his material and spiritual needs.
Design is essentially a rational, logical, sequential process intended to solve problems or initiate change in man-made things
For the term design process, we can also read problem-solving process, which in all but its abstract forms works by consultation and consensus. The process begins with the identification and analysis of a problem or need and proceeds through a structured sequence in which information is researched and ideas explored and evaluated until the optimum solution to the problem or need is devised. Design was not a total process. The work of participants in the process was often compartmentalised, each having little if any input in matters which fell outside the boundaries of their specific expertise. Thus, participants explored their ideas unilaterally, with one or another participant, through virtue of their Page | 28
Morphology of Design:
Morphology7phases
Morphology, the study of pattern and form, is crucial to design because it constitutes an essential part of its corpus of coherent knowledge. The collection of time phases of the followiing steps is usually called the "Morphology of Design" The phases are: (1) Feasability study (evaluation of alternatives): The aim is to produce a number of feasible and useful solutions.
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3. Everybody is involved
Once a PDS has been written, it becomes the principal reference for all those working on the design. The PDS must therefore be written in language that all parties can understand. A PDS must not become the exclusive property of one group. Everybody concerned with the project must endorse the PDS and share responsibility for observing it.
A PDS has to be a written document, but it does not need to be engraved in stone. It can be changed. As a rule, the design follows the PDS. But if the emerging design departs from the PDS for some good reason, the PDS can be revised to accommodate the change. The important thing is to keep the PDS and the design in correspondence throughout the design process. In this way, the PDS ends up specifying not just the design, but the product itself.
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Robust Design means factoring reliability into the development of the design itself: designing for a target reliability and thereby avoiding either costly over-design or dangerous under-design in the first place. Such an approach eliminates a deterministic stack-up of tolerances, worstcase scenarios, safety factors, and margins that have been the traditional approaches for treating uncertainties. -----------------------------------------------------------------------------------------
The reliability constraints deal with the probability of failures, while the robustness minimizes the product quality loss.
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CLASSICAL APPROACH TO DESIGN FOR RELIABILITY Although Taguchi sees product design as consisting of three phases [7]: 1. System design 2. Parameter design 3. Tolerance design, these terms are somewhat foreign to most mechanical and electrical design engineers in the U.S. So, we will use the traditional phases of 1. Conceptual design 2. Preliminary design 3. Detail design when we discuss the classical approaches to design for reliability (DFR). Reliability is generally not a consideration in conceptual design, which seeks to combine technologies in new ways to determine if it is even feasible to meet the specified mission. Below we identify a top five list of approaches to design for reliability in preliminary and detail design. ----------------------------------------------------------------------------------------
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EXPERIMENT-BASED APPROACHES TO DESIGN FOR RELIABILITY This section has four examples illustrating robust design for reliability. The first is from Phadke [11], who states There are three fundamental ways of improving the reliability of a product during the design stage: 1. Reduce the sensitivity of the products function to the variation in the product parameters 2. Reduce the rate of change of the product parameters 3. Include redundancy, and the most cost-effective approach for reliability improvement is to find appropriate continuous quality characteristics and reduce their sensitivity to all noise factors." ----------------------------------------------------------------------------------------------
A Robust Design methodology is an organized and proven development philosophy designed to improve system reliability. The principles of Robust Design allow design teams to handle complex system integration issues with repeatable processes. As shown below, a Robust Design-based system accepts input signals and produces an appropriate response. In a typical environment, however, variations in the design can influence the performance of the system. Design teams must implement control techniques to compensate for the design variations.
The general Robust Design system diagram is based on Taguchi methods. A Robust Design flow is focused on reducing the effect of variations on system performance and reliability. These variations can come from sources internal or external to the design and include changes in component tolerances, manufacturing processes, use patterns, the environment, and those due to system aging. While these are broad categories, each factor can have a major effect on the reliability of a system. The key objective of a Robust Design process is to optimize the system design for performance, reliability, and cost while accounting for these variations. In a typical design flow, accounting for multiple variations requires extensive testing. This means that once a system has been designed, it must be prototyped and tested. A Robust Design process requires that multiple variations be tested, which means a new prototype has to be built and tested for each variation. It is obvious that implementing Robust Design methodologies using this design-prototype-test flow would soon become too time consuming and expensive to be practical. The solution is to move the design-prototype-test operations into the virtual world of simulation and analysis. This is often referred to as virtual prototyping. With modern design tools like the Saber simulator, design teams can design and build virtual prototypes of their systems and run many tests within the time and budget allotted for the traditional design-prototype-test flow. Simulation and modeling, therefore, are critical requirements to implementing a Robust Design flow.
Design flow
A Robust Design flow based on modeling and simulation must follow a systematic process. The key to this process is determining: The critical performance metrics of the system Modeling the system in a way that highlights these metrics Then verifying the metrics at each stage of the system development process A Robust Design flow has the fundamental development stages and requires the simulation capabilities shown here. An effective Robust Design process depends on a systematic development flow and requires advanced simulation capabilities. This Robust Design flow can be easily illustrated using the development process of a hybrid vehicle system. Page | 33
STANDARDIZATION
standardization.
Standardization means: "the development and implementation of concepts doctrines, products and designs to achieve and maintain the required levels of compatibility intechangeability or commonality in the operational,procedural material, technical and administrative fields to attain interoperability." where it generally used? Common use of the word standard implies that it is a universally agreed upon set of guidelines for interoperability.
Standardization techniques:
The Zero-Based Approach This is a very effective technique to reduce the number of different parts (part types) by standardizing on certain preferred parts. This usually applies to purchased parts but it could also apply to manufactured parts. The methodology is based on a zero-based principle that asks the simple question: "What is the minimum list of part types we need to design new products?" Answering this question can be made easier by assuming that the company (or a new competitor) has just entered this product line and is deciding which parts will be needed for a whole new product line. One of the advantages of new competitors the ability to "start fresh" without the old "baggage:" too many parts. Just image a competitor simultaneously designed the entire product line around common parts. Now image doing the same thing internally. This is called the zero based approach. The zero based approach, literally, starts at zero and adds only what is needed, as opposed to reducing parts from a overwhelming list. An analogous situation would be cleaning out the most cluttered drawer in a desk, a purse, or a glove compartment; removing unwanted pieces would take much effort, and still not be very effective. The more effective zero-based approach would be to empty everything, and add back only the items that are essential. Where the "clutter" ends up is the difference in the approaches: in the drawer, purse or glove compartment or in the garbage can. Similarly, parts reduction efforts have to work hard to remove the clutter (excess part variety) in the system, whereas zero-based approaches exclude the clutter from the beginning. The clutter is the unnecessary parts that would have not been needed if products were designed around common parts. Not only do these excess parts incur overhead costs to administer them, they also lower plant efficiency and machine utilization because of the setup caused by product that are designed to have more parts than can be distributed at every point of use. This approach determines the minimum list of parts needed for new designs and is not intended to eliminate parts used on existing products, except, when the common parts are functionally equivalent in all respects. In this case the new common part may be substituted as an equivalent part or a "better-than" substitution, where a common part with a better tolerance can replace its lesser counterpart in existing products. Even if part Standardization efforts only apply to new products, remember that in these days of rapid product obsolescence and short product life cycles, all older products may be phased out in a few years. Page | 34
Tool Standardization.
A subject related to part Standardization is tool Standardization, which determines how many different tools are required for assembly, alignment, calibration, testing, repair, and service. Company-wide tool standardization can be determined as follows: Analyze tools used for existing products. Prioritize usage histories to determine the most "common" of existing tools. Work with people in manufacturing/service to determine tool preferences. Coordinate common tool selection with common part selection. Issue common tool lists with common parts lists. Feature Standardization. "Features" are any geometry that requires a separate tool like a drill, ream, hole punch, bend radii, and cutting tool bit for machine tools. These tools need to be standardized using the same procedures as parts. Raw Materials Standardization. If raw materials can be standardized, then the processes can be flexible enough to make different products without any setup to change materials, fixturing mechanisms, or cutting tools. Raw material Standardization can apply to bar stock/tubing, sheet-metal, molding/casting, protective coatings, and programmable chips. Process Standardization. Standardization of processes results from the concurrent engineering of products and processes to ensure that the processes are actually specified by the design team, rather than being left to chance or "to be determined later." Processes must be coordinated and common enough to ensure that all parts and products in the mass customization platform can be built without the setup changes that would undermine flexible manufacturing. Example: auto-feed screwdrivers.
EFFECT ON SUPPLIERS
Standardization of parts helps part suppliers rationalize their product lines and allow them to: C reduce their overhead costs and subsidies, which allows them to be more cost competitive C improve their operational flexibility, resulting in better delivery. C simplify their supply chain management, C free valuable resources to improve operations and quality, implement better product development practices, and introduce new capabilities like build-to-order & mass customization.
STANDARDIZATION BENEFITS
C Cost Reduction
Purchasing costs reduced through purchasing leverage Inventory cost reduction Floor space reduction BOM/MRP/ordering expense avoided when common parts are simply drawn as needed from kanban resupply systems Overhead cost reduction
C Quality:
C Flexibility:
Eliminating setup Inventory reduction Simplify supply chain management Internal material logistics Breadtruck deliveries Page | 35
Flexible manufacturing
C Responsiveness:
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Benefits of Standardization
The main criteria for international standardization are: Improvement in universal technical communication and mutual understanding; Facilitation of international exchange of goods and services; Removal of technical barriers to trade; Transfer of technology. For product standardsthe benefits may be broadly summarized under the headings: 1.Variety reduction, the effects of variety reductionare well known and can mostly be assessed in terms of hard cash, taking due account of the additional cost reduction effects on associated parts and operations; 2. Interchangeability: Interchangeability as a result of standardization leads to higher productivity and lower manufacturing costs. These benefits are relayed to the users as a result of increased competition. lnterchangeability is also very important to erection, installation, maintenance, and repairs 3.Availability: easy availabilityimplies that an adequate number of varieties are always in stock. This means shorter lead times and less capital tied up on the user side. -----------------------------------------------------------------------------
Benefits of Standardization
To consumers:
A source of information The application of the performance approach Comparative analysis Source for complaints More balanced technical regulations
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Standardization in Design
Introduction
The development of a Machine one the drawing board is part of the overall task of design. If the designer's creation is to leave the drawing board and become a physical peice of hardware, it must be manufacturable. In other words, the design of all the parts if a machine should be such that they can be produced by some manufacturing methods and then assembled at competitive cost. The designer should have a thorough knowledge of the capabilities and limitations of the manufacturing methods. Only then can be properly design parts, select the materials and manufacturing methods, specify toelerences, consider assembly procedures, specify the reliability of the machine and incorporate human aspects in the design..
STANDARDIZATION:
Modern systems are increasingly becoming more and more complex. A large number of mechanical components , controls, computers and communication subsystems are found interconnected in a complex system. Such a complex system can have many sources of errors. While some errors may be predictable, others are not due to their randam nature. Predictable errors are those which can be foreseen based on the mathemetucal description of the system's dynamics. In order to minimise predictable errors, the use of standards is advocated. The main purpose of standardization is to establish mandatory or obligatory norms for the design and production of machines so as to reduce variations in their types and grades and to achieve quality characteristics in raw materials, semi-finished and finished products. Standardization , therefore, provides the following benefits. (a). Better product quality , reliability, and longer life service. (b) Mass production of components at low cost. (c) Easy avalability of parts for replacement and maintenance. (d) Less time and effort required to manufacture. (e) reduction in variations in size and grades of an article. The Bureau of Indian Standards (BIS) has standardized a number of items for the benefit of designers and users. In the area of machine design, items of the following categories are standardized and this process is on going one. (1) Engineering materials, their compositions, properties and method of testing. (2) Rules of preparing drawings and use of symbols. (3) Fits and tolerences for various parts frowm assembly considerations. Page | 37
(4) Dimentions and preffered sizes for various machine components, namely rivets, bolts, nuts, keys, couplings, ball and roller bearings and so on. In standardization, the concept of preffered numbers helps to reduce unnecessary variations in sizes and grades of an article. Experience has shown that the general requirements of such a grading are mostly satisfied when it follows a geometrical series. ---------------------------------------------------------------------------------------------What is met by "engineering standards" in this criterion? Why do we have standards and how did they come about? Who enforces standards? How are standards established? What general and field-specific guidance is there for engineering educators wanting to include engineering standards in their courses? Discussion of engineering standards is going to colored by the different meaning standards will have to individual faculty. The interest in standards has been fueled by the globalization of the world economy the need for companies to compete internationally - and the rapid growth in telecommunications and other high-tech areas. Examples of product standards include fuel economy standards and airbag requirements both effecting the design of automobiles. Examples of process standards include standards for electronic data exchange. Standards are as important to doing business internationally as any treaty might have been in the past. Telecommunications companies are basically trying to take the politics from issues such as privacy in the electronic area and emphasize getting the benefits of the new economy into your communityand the only way to do that is if you agree upon a standard in the truest sense of the word.
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(PDS) is a very important document in the design process as it contains all the information
necessary for a design team to successfully produce a solution to the design problem.
A PDS splits the problem up into smaller categories to make it easier to consider the problem. The final document should fully document as unambiguously as possible all the requirements that a product must fulfil together with any constraints that may affect the product. The actual or intended customer should be consulted as fully as possible while the PDS is being drawn up as their requirements are of paramount importance.
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Any numeric properties in the PDS should be specified as exactly as possible together with any tolerances allowed on their value.
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A PDS checklist
The product design specification, or PDS, should contain all the facts relating to the product. It should not lead the design by presupposing the outcome, but it must contain the realistic constraints on the design. This list is one attempt to cover the principal questions that need to be answered in formulating a PDS. Inevitably, it isnt comprehensive; specific products will require their own additional items. 1. Performance At what speed must it operate? How often will it be used (continuous or Page | 40
discontinuous use)? How long must it last? 2. Environment (during manufacture, storage and use) All aspects of the products likely environment should be considered: for example temperature, humidity, risk of corrosion, vibration. 3. Target product cost This is strongly affected by the intended market. 4. Competition What is the nature and extent of existing or likely competition? Does our specification differ from the competition? If so, why? 5. Quantity and manufacture Should it be made in bulk, in batches, or as individual items made to order? Does it have to be a particular shape? Can we make all the parts or must we buy some in? 6. Materials Are special materials needed? Do we have experience of working with the likely candidate materials? 7. Quality and consistency What levels of quality and consistency does the market expect for this product? Does every product have to be tested? 8. Standards Does the product need to conform to any local, international or customer standards? Is the product safe? 9. Patents Are there any patents we may either infringe or register? 10. Packaging and shipping How will the product be packaged? How will the product be distributed? 11. Aesthetics and ergonomics Is the product easy and fun to use? Is it attractive to the right customer? 12. Market constraints Does a market already exist or must it be created? What is the likely product lifetime? How long do we have to get the product to market? What are the customers likes and dislikes? 13. Company constraints Does the product fit in with company image? Are we constrained in material or process choice? Are there any political considerations? ------------------------------------------------------------------------------------------
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Casting
Introduction
Casting is one of the easiest classes of process to understand. Casting is simply a process where a mould is filled with a fluid, which then solidifies in the shape of the mould cavity. Provided the liquid is capable of undergoing a liquid-to-solid transition, by freezing or chemical reaction for instance, then casting can be used.
Making ice cubes and jellies are useful analogies here. The production of the mould is one of the most important stages in making a casting. The casting, when solidified, must be of the right shape for the final product. In making the mould, often a pattern made in the shape of the final component is used. This might be a wooden mock-up, for example. Complex 3D shapes can be made using casting processes. Casting can be used to make a vast array of products, from gas-turbine blades to cheap plastic toys. Cast parts can range in size from fractions of centimetres and grams (such as the individual teeth on a zipper), to over 10 metres in length and many tonnes (such as the propellers of ocean liners).
Using one of the available casting processes almost anything can be manufactured. It is a matter of optimising materials to be cast, the mould material and the pouring method (see Properties for processing casting). Generally, during casting, the fluid flows into the mould under gravity, but sometimes the fluid may need some extra force to push it into the cavity. Casting is not restricted to metals (or jellies).
Glass and plastics can also be cast using a variety of processes, each being dependent on the raw starting material, and the manner by which it can be made to flow when it is in its liquid state. Casting processes can be classified into three types depending on the nature of the mould used.
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quantities of heat, so you must allow for this in the design of the process.
Permanent mould
In this method the same mould is used for large numbers of castings. Each casting is released by opening the mould rather than by destroying it. Permanent moulds need to be made of a material which can withstand the temperature fluctuations and wear associated with repeated casting. A good example of a product made with methods such of this is the ubiquitous die-cast childs toy (die is another word for mould).
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This method is used to make moulds for casting high melting-point alloys like those used for jet engine turbine blades (Figure 19). A model (the pattern) of the blade is made in wax. The pattern is then coated in a thick slurry containing ceramic particles. The slurry dries, and is then fired in an oven: this hardens the ceramic (like firing a pot) and melts out the wax, leaving a hollow ceramic mould. The metal is then poured in to the mould, which is broken away after the metal has solidified and cooled.
Casting
Casting is a manufacturing process by which a molten material such as metal or plastic is introduced into a mold, allowed to solidify within the mold, and then ejected or broken out to make a fabricated part. Casting is used for making parts of complex shape that would be difficult or uneconomical to make by other methods, such as cutting from solid material. Casting may be used to form hot, liquid metals or meltable plastics (called thermoplastics), or various materials that cold set after mixing of components such as certain plastic resins such as epoxy, water setting materials such as concrete or plaster, and materials that become liquid or paste when moist such as clay, which when dry enough to be rigid is removed from the mold, further dried, and fired in a kiln. Substitution is always a factor in deciding whether other techniques should be used instead of casting. Alternatives include parts that can be stamped out on a punch press or deep-drawn, forged, items that can be manufactured by extrusion or by cold-bending, and parts that can be made from highly active metals. The casting process is subdivided into two distinct subgroups: expendable and nonexpendable mold casting:
nonreusable molds.
Sand casting :
Sand casting requires a lead time of days for production at high output rates (1-20 pieces/hr-mold), and is unsurpassed for large-part production. Green (moist) sand has almost no part weight limit, whereas dry sand has a practical part mass limit of 2300-2700 kg. Minimum part weight ranges from 0.075-0.1 kg. The sand is bonded together using clays (as in green sand) or chemical binders, or polymerized oils. Sand in most operations can be recycled many times and requires little additional input. Preparation of the sand mold is fast and requires a pattern which can "stamp" out the casting template. Typically, sand casting is used for processing low-temperature metals, such as iron, copper, aluminium, magnesium, and nickel alloys. Sand casting can also be used for high temp metals where other means would be unpractical. It is by far the oldest and best understood of all techniques. Consequently, automation may easily be adapted to the production process, somewhat less easily to the design and preparation of forms. These forms must satisfy exacting standards as they are the heart of the sand casting process - creating the most obvious necessity for human control. Plaster casting (of metals) : Plaster casting is similar to sand molding except that plaster is substituted for sand. Plaster compound is actually composed of 70-80% gypsum and 20-30% strengthener and water. Generally, the form takes less than a week to prepare, after which a production rate of 1-10 units/hr-mold is achieved with items as massive as 45 kg and as small as 30 g with very high surface resolution and fine tolerances. Once used and cracked away, normal plaster cannot easily be recast. Plaster casting is normally used for nonferrous metals such as aluminium-, zinc-, or copper-based alloys. It cannot be used to cast ferrous material because sulfur in gypsum slowly reacts with iron. Prior to mold preparation the pattern is sprayed with a thin film of parting compound to prevent the mold from sticking to the pattern. The unit is shaken so plaster fills the small cavities around the pattern. The form is removed after the plaster sets. Plaster casting represents a step up in sophistication and requires skill. The automatic functions easily are handed over to robots, yet the higher-precision pattern designs required demand even higher levels of direct human assistance. Casting of plaster, concrete, or plastic resin : Plaster itself may be cast, as can other chemical setting materials such as concrete or plastic resin either using single use waste molds, multiple use piece molds, or molds made of flexible material such as latex rubber (which is in turn supported by an exterior mold). When casting plaster or concrete the finished product is, unlike marble, relatively unattractive, lacking in transparency, and so is usually painted, often in ways that give the appearance of metal or stone. Alternatively, the first layers cast may contain colored sand so as to give an appearance of stone. By casting concrete, rather than plaster, it is possible to create sculptures, fountains, or seating for outdoor use. A simulation of high quality marble may be made using certain chemically set plastic resins (for example epoxy or polyester) with powdered stone added for coloration, often with multiple colors worked in. The later is a common means of making attractive washstands, washstand tops and shower stalls, with the skilled working of multiple colors resulting in simulated staining patterns as is often found in natural marble or travertine. Shell molding : Page | 45
Shell molding is also similar to sand molding except that a mixture of sand and 3-6% resin holds the grains together. Set-up and production of shell mold patterns takes weeks, after which an output of 550 pieces/hr-mold is attainable. Aluminium and magnesium products average about 13.5 kg as a normal limit, but it is possible to cast items in the 45-90 kg range. Shell mold walling varies from 310 mm thick, depending on the forming time of the resin. There are a dozen different stages in shell mold processing that include: initially preparing a metal-matched plate mixing resin and sand heating pattern, usually to between 505-550 K inverting the pattern (the sand is at one end of a box and the pattern at the other, and the box is inverted for a time determined by the desired thickness of the mill) curing shell and baking it. removing investment. inserting cores. repeating for other half. assembling mold. pouring mold. removing casting. cleaning and trimming. The sand-resin mix can be recycled by burning off the resin at high temperatures.
Investment casting :
Investment casting (lost-wax process) yields a finely detailed and accurate product, but mechanical properties are not good since the process involves slow cooling. Polystyrene foam is also used in investment castingsee lost-foam casting. After a variable lead time, usually weeks, 11000 pieces/hour-mold can be produced in the mass range 2.32.7 kg. Items up to 45 kg and as light as 30 g are possible for unit production. The process starts by creating an injection die to the desired specifications. This die will be used to inject wax to create the patterns needed for investment casting. The patterns are attached to a central wax sprue, creating an assembly, or mold. The sprue contains the fill cup where the molten metal will be poured into the assembly. The wax assembly is now dipped multiple times in a ceramic slurry, depending on the shell thickness desired. A layer of fine sand (usually zircon) is added on top of each ceramic layer. This process will be repeated until the desired shell is created. Page | 46
After the shell is created to the specifications desired, the wax must be removed; this is normally achieved using an autoclave. This is where the name "lost-wax process" comes from. This leaves an impression of the desired castings, which will be filled with metal. Before being cast, however, the shells must be heated in a furnace so they do not break during the casting process. Next, the desired metal is poured into the hot ceramic shell. The metal fills each part on the assembly, and the central sprue cavity and fill cup. The individual parts will be removed after the mold cools and the shell is removed. The shell is generally removed with water-blasting, although alternate methods can be used. What remains are the cast metal parts, but they are still attached to the sprue assembly. The individual parts are removed by cold-break (dipping in liquid nitrogen and breaking the parts off with hammer and chisel) or with large cutoff saws. Most investment castings need some degree of post casting machining to remove the sprue and runners, and improve surface finish. Grinding operations are perfomed to remove the gate. Parts are also inspected to make sure they were cast properly, and if not are either fixed or scrapped. Depending on the investment casting facility and specifications, more finishing work can be done on-site, subcontracted, or not done at all. Investment casting yields exceedingly fine quality products made of all types of metals. It has special applications in fabricating very high-temperature metals such as alloy steels or stainless steels, especially those which cannot be cast in metal or plaster molds and those which are difficult to machine or work. Investment casting is often used in the aerospace and power generation industries to produce single crystal turbine blade, which exhibit superior creep resistance to equiaxed castings. A combination of slow cooling rates, seed crystals, and an elaborate sprue and runner system referred to as a "pigtail" are used to produce single crystal castings.
metal part that: must be precise (dimensions plus or minus as little as 50 m--over short distances), must have a very smooth surface that can be bright plated without prior polishing and buffing, has very thin sections (like sheet metal--as little as 1.2 mm), must be produced much more economically than parts primarily machined (multicavity die casting moulds operating at high speed are much more productive than machine tools or even stamping presses), must be very flexible in design; a single die casting may have all the features of a complex assembly. If several machining operations would be required or assembly of several parts would be required (to make a finished part), die casting is probably far more economical. This level of versatility has placed die castings among the highest volume products made in the metalworking industry. Common metals used in die casting include zinc and aluminum. These are usually not pure metals; rather are alloys which have better physical characteristics. In recent years, injection-molded plastic parts have replaced some die castings because they are usually cheaper (and lighter--important especially for automotive parts since the fuel-economy standards). Plastic parts are practical (particularly now that plating of plastics has become possible) if hardness is not required and if parts can be redesigned to have the necessary strength. Process : There are four major steps in the die casting process. First, the mould is sprayed with lubricant and closed. The lubricant both helps control the temperature of the die and it also assists in the removal of the casting. Molten metal is then injected into the die under high pressure. The high pressure assures a casting as precise and as smooth as the mold. Typically it is around 100 MPa (1000 bar). Once the cavity is filled then the pressure is maintained until the casting has become solid (though this period is usually made short as possible by water cooling the mold). Finally, the die is opened and the casting is ejected. Equally important as high-pressure injection is high-speed injection--required so the entire cavity fills before any part of the casting solidifies. In this way, discontinuities (spoiling the finish and even weakening the casting) are avoided even if the design requires difficult-to-fill very thin sections. Before the cycle can be started the die must be installed in the die casting machine (set up) and brought to operating temperature. This set-up requires 1-2 hours after which a cycle can take anywhere between a few seconds to a few minutes depending on the size of the casting. Maximum mass limits for magnesium, zinc, and aluminium parts are roughly 4.5 kg, 18 kg, and 45 kg, respectively. A typical die set will last 500,000 shots during its lifetime with lifetime being heavily influenced by the melting temperature of the metal or alloy being used. Aluminum and its alloys typically shorten die life due to the high temperature of the liquid metal resulting in deterioration of the steel mold cavities. Molds for die casting zinc last almost indefinitely due to the lower temperature of the zinc. Molds for die casting brass are the shortest-lived of all. This is despite, in all cases, making the mold cavities out of the finest "hot work" alloy steel available. A shot occurs every time the die is filled with metal. Shots are different from castings because there can be multiple cavities in a die, yielding multiple castings per shot. Also the shot consists not only of the individual castings but also the "scrap" (which, unlike in the case of scrap from machining, is not sold cheaply; it is remelted) that consists of the metal that has hardened in the channels leading into and out of the cavities. This includes, for example, the sprue, runners and overflows. Also there is usually some unplanned-for thin scrap called flash, the result of molds not fitting together tightly. Page | 48
Molding (process) : Molding is the process of manufacturing by shaping pliable raw material using a rigid frame or model called a mold. A mold or mould is a hollowed-out block that is filled with a liquid like plastic, glass, metal, or ceramic raw materials. The liquid hardens or sets inside the mold, adopting its shape. A mold is the opposite of a cast (see casting). The manufacturer who makes the molds is called moldmaker or mouldmaker. A release agent is typically used to make removal of the hardened/set substance from the mould easier. Types of molding include: Powder metallurgy and ceramics Compaction plus sintering Plastics Compression molding Extrusion molding Rotational molding Vacuum forming, a simplified version of thermoforming Laminating Foam molding Vacuum plug assist molding Matched mold Injection molding Transfer molding Blow molding Thermoforming Reaction Injection Molding Expandable bead molding Rotomolding Pressure plug assist molding
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