The design process used to produce an innovative computer system is presented. The computer system that resulted from the process uses a circular motif both for the user interface and the input device. The input device is a dial and the user interface is visually organized around the concept of a circle. The design process itself proceeded in the presence of a great many constraints and we discuss these constraints and how an innovative design was achieved in spite of the constraints.
A dvances in computational science and engineering have changed profoundly both the artifacts we can realize and the processes by which we realize them. This article looks at the impact of these new technologies on the design of wearable computers covering three main areas: new design tools and approaches, new manufacturing technologies, and new uses of information technologies. We will show how we at the Engineering Design Research Center (EDRC) at Carnegie Mellon have used the wearable computer project as a testbed in which to integrate research on rapid design and manufacturing. In our research, we have designed, manufactured, and used our own tools as well as observing their use by others----where the tools include wearable computers, design analysis programs, and information organization tools. Through this process, we have learned about design education and design practice, and we have uncovered new issues for design research. Figure 1). The computers are designed and built by an interdisciplinary design class which draws students from all the departments affiliated with the EDRC. The development time for each new generation of mobile computer is between four and six months. Each generation provides a learning experience and experimental testbed enabling advancement toward the next generation.We have developed an interdisciplinary concurrent design methodology that is constantly revisited and revised as we design new artifacts and processes. (This methodology is described in more detail in [11].) This methodology has its roots in electronic design, which has been the driving factor in the design of wearable computers. The goal of the design methodology is to allow as much concurrency---in both time and resources---as possible in the design process. The semester is divided into three phases; activities within a phase proceed in parallel and are synchronized at phase boundaries. Resources consist of personnel, hardware platforms, and communications. Members of the design team are dynamically allocated to groups that focus on specific problems. Groups and individuals communicate informally between the synchronization points as well as formally during progress reviews. S . F i n g e r , M . T e r k , E . S u b r a h m a n i a n , C . K a s a b a c h , F . P r i n z , D . P . S i e w i o r e k , A . S m a i l a g i c , J . S t i v o r i c , a n d L . W e i s s
This paper desaibes the concurrent system design and thermal management of t h e Navigator2 which is used as a computerized maintenance manual for aircraft inspection with speech recognition capabilities. The Navigator2 is a wearable computer that includes a novel dual architecture, spread spednun radio, and VGA head-mounted display. The semiastom electronic design includes two electronic boards -a custom-designed system board and a &based processor board. The system board captures glue logic fundions and provides support for two PCMUA slots, a power management microconkoller, memory backup batteries, and a power supply.The thermal design of the Navigator2 develops concurrently with the overall design in a series of stages.A framework of concruwnt thermal engineering consisting of three basic stages is used to maintain interdisciplinary interaction while satisfying thermal design goals. In the first stage of the thermal design, a cooling arrangement that meets the needs of other disciplines is proposed, and an enhanced-conduction thermal design with aluminum heat spreaders and active power-saving is explored. In the second stage, the thermal contact between heat spreaders and electronic components is optimized, and physical experimentation is performed with liquid heat sinks and conductive elastomers as thermal contact interfaces. In the third stage, numerical simulations are performed to ascertain the effectiveness of the thermal design, giving t h e thermal designer flexibility to change critical parameters and perform sensitivity analyses. A simplified computational model is used to investigate the performance of thermal interface devices and the effect of t h e heat spreader design c n the maximum electronic componenf temperatures. Although the simplified model proves adequate for thermal design purposes, a detailed geometrically-accurate computational model assesses the adequacy of the exposed heat spreader surface area and predicts temperature distributions w i t h better agreement to the experimental measurements m the Navigator2
Digital Ink is a design research concept. Part design, part critique, it is the integration of current and future technologies into a mobile and socially familiar object. Digital ink is a sophisticated pen that allows people to take notes, sketch, and save the "physical" data they generate, digitally and automatically. It strives to turn mobile computing and interaction on it's head by turning the monitor into a piece of paper and the keyboard and mouse into the pen itself. It's designed so people can do things they normally do with any pen, but also fax, print, plan and correspond with others.
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