INVENTION & TECHNOLOGY DEVELOPMENT ISE 555 Instructr: Berk Khshnevis E-mail: khshnev@usc.edu Wrk phne: 213-740-4889 Office GER 202C Office hurs: Persnal Link: http://www-rcf.usc.edu/~khshnev Abut the Curse Great systems, prcesses and prducts are usually based largely n the exercise f inventive thinking and nt n rutine prcedures fr analysis and ptimizatin. Research culd cnservatively aim at making marginal imprvements t the state-f-the-art in the chsen dmain, r it may be based n riginal and nvel ideas and ptentially lead t breakthrugh impacts and discvery f new frntiers. Creative artists, engineers, researchers and business persns use inventive, nn-rutine appraches and in mst instances their creatins clearly stand ut. Inventive thinking and prblem slving enriches prfessinal life and brings prsperity t rganizatins and sciety. As in any ther field, creativity in technlgy, i.e., the ability t invent, can be acquired and enhanced. This curse intends t prepare the students with a strng mtivatin and sme knwledge t take the path f inventive thinking and t initiate and pursue nvel ideas that lead t successful creatin f new prducts, prcesses, and systems. The curse uses a pragmatic apprach t familiarize the students with the prcess f engaging creative thught that when augmented by the tls and techniques intrduced in the curse can lead t meaningful inventins. Essentials f inventive thinking and technlgical creativity that culd lead t breakthrugh engineering designs and research endeavrs will be presented and several realistic case studies in inventin and technlgy develpment will be discussed. The curse als cvers the related activities required fr bringing inventins t the prductin phase. Methdlgies that aid the inventin prcess will be taught. Student teams are then guided thrugh the prcess f idea frmatin, patent search, design, prttyping, manufacturability cnsideratins, prduct design and evaluatin, and inceptin f the prductin and cmmercializatin stage in the cntext f a practical term prject. The curse ffers: A systematic apprach t establishing an attitude and a skill set cnducive t creativity Use f tls such as sftware and prttyping hardware t aid in the inventin and design prcesses Presentatin f realistic case studies (see last page) in inventin and prduct develpment based n the instructr s experience. References 1. Varius handuts written by the instructr. 2. Cracking Creativity, M. Michalc, 10 Speed Press, 2001. 3. The Innvatin Algrithm, G. Altshuller, Technical Innvatin Center, Inc., 2000. 4. Prduct Design and Develpment, K. Ulrich, S. Eppinger, McGraw-Hill, 2000. 5. Manuals n IrnCAD, TechOptimizer, and IDEATION sftware systems. Abut the Instructr Berk Khshnevis is a Fellw f the Natinal Academy f Inventrs and a Dean s Prfessr at USC. He is active in CAD/CAM, rbtics, and mechatrnics related research and develpment prjects that include the develpment f several 3D Printing prcesses including Cntur Crafting, SIS, and SSS, technlgies fr autmated cnstructin f building structures, develpment f mechatrnics systems fr bimedical applicatins (e.g., restrative dentistry, rehabilitatin engineering, and tactile sensing devices), autnmus mbile and mdular rbts fr assembly applicatins n earth and in space, and varius ther hi-tech prjects. He has several majr inventins which have been either cmmercialized r are in the cmmercializatin prcess. Cntur Crafting received the Grand Prize by NASA wh evaluated 1000+ glbally cmpeting technlgies in 2014. He rutinely cnducts lectures and seminars n the subject f inventin.
Inspiratinal The duality f human mind left and right brains distinctin Essentials f creative thinking Gdness: The right attitude and value system Rles f intentin, visin and passin Beauty: The artistic side f us - appreciatin and creatin f beauty Truth: In search f what is real with an inquisitive and pen mind Seeing the wrld differently Knwing hw t see. Making thughts visible. The pwer f visual thinking. Being a silent nn-judgmental bserver. Characterizing what is sensed (seen, heard, tuched, ) Thinking differently imaginatin in balance with realism, nting the unseen cnnectins, appreciating the significance and depth in everything, thinking in parallel wrlds f analgy, thinking in ppsite wrlds, lateral thinking, thinking in systems terms the generalities f everything, understanding the way f nature Living differently The imprtance f having a visin, quest fr meaning in life, the reality f failures and success, true meaning f prductivity, meaning f happiness and meaning f mrtality The impacts f prblem identificatin (i.e., asking the right questins), lateral thinking, tlerance fr ambiguity and practice n creativity and inventin Creativity inhibitrs Curse Cntent Idea Generatin Technlgical creativity in idea generatin Creating ideas based n needs (Applicatin Pull) Creating ideas based n bservatin f phenmena (Technlgy Push) Understanding the rle and use f Space, Time, Matter, and Energy in inventin Recgnitin and effective use f resurces and making use f cnstraints in inventin Using analgy and feature transfer fr inventin Recgnitin f patterns f technlgical evlutin and their use in inventin Turning Ideas int Meaningful Inventins The imprtance f basic technical knwledge Being able t ask arund Using tls that can augment slutin finding (e.g., TRIZ)
Technlgy Develpment Turning inventins int functinal designs Quick tests f feasibility Basics f design and design tls - Cmputer Aided Design (CAD), Cmputer Aided Engineering (CAE) Building wrking prttypes - Classical and mdern tls 3D Printing Hw t run systematic experiments with prttypes Intellectual Prperty Is idea prtectin always necessary? Basic legal matters regarding IP Patent search Patent types and applicatin prcess Basics f patent law The Innvatin Prcess The scial impact f technlgy nn-disruptive and disruptive technlgies Licensing ut an inventin r creating a venture t market it Basics f intrapreneurship Innvatin within established cmpanies Basic f entrepreneurship Innvatin thrugh start up cmpanies Market evaluatin Creating a business plan Raising necessary funds Creating the cmpany Operating the cmpany Turning prttypes int cmmercial prducts Design fr manufacturability, serviceability, and dispsal Incrprating the human element Incrprating envirnmental issues
Grading Rigrus hmewrk and prjects are assigned. The verall perfrmance will be rated as Credit / N Credit based n: 1. Perfrmance in hmewrk prjects and class presentatins -- 35% a. Crrectness f methdlgy (as taught in the curse) b. Quality f slutins based n specific criteria fr each prject (e.g., cst, functinality, envirnmental impact, etc.) c. Quality f written and ral presentatin 2. Perfrmance in term prject (as measured by the extent f creativity, rigr and quality) 35% a. Extent f departure frm cnventin b. Extent f rigr as represented by the amunt f effrt in fllwing and implementing the related methdlgies, and by the cmplexity f the prject c. Quality f slutin based n the applicable criteria 3. Extent f teamwrk as evaluated by team members and reflected in students extent f participatin 30% a. Evaluatin will be based n questinnaire frms filled by team members b. Instructr s bservatin f student s perfrmance in cllabrative activities. The verall percentage f effrt will be the basis fr the CR / N CR decisin. Accrding t the Graduate Schl the minimum grade fr a graduate curse t cunt tward degree is C (r 2 pints ut f a maximum f 4 pints). This crrespnds t at least 50% effrt. Accrdingly, all students whse aggregate percentage effrt in the abve categries exceeds 50% will receive a CR fr the curse. CR/ N CR rating is mre apprpriate fr this curse because f the fllwing reasns: The curse attempts t awaken and utilize the creative pwer in students. Credit/N Credit grading allws a wider margin f risk taking than letter grading. This wider margin encurages spntaneity and risk taking tw imprtant aspects f creativity. Being cncerned abut the teacher s evaluatin f their wrk, students tend t lse cnfidence in the self evaluatin and judging f their wn wrk. This lack f cnfidence in the self evaluatin f the virtues and shrtcmings f ne s creatin seriusly inhibits creativity. The curse is largely based n team prjects and attempts t prmte the spirit f cperatin rather than cmpetitin. Precise grading practice puts the students in a cmpetitive mde that inhibits the grwth f team creativity. The Schl f Engineering adheres t the University's plicies and prcedures gverning academic integrity as described in SCampus. Students are expected t be aware f and t bserve the academic integrity standards described in SCampus, and t expect thse standards t be enfrced in this curse. "Any Student requesting academic accmmdatins based n a disability is required t register with Disability Services and Prgrams (DSP) each semester. A letter f verificatin fr apprved accmmdatins can be btained frm DSP. Please be sure the letter is delivered t me (r t TA) as early in the semester as pssible. DSP is lcated in STU 301 and is pen 8:30 a.m. - 5:00 p.m., Mnday thrugh Friday. The phne number fr DSP is (213)740-0776."
Term Prject Reprt Yur term prject final reprt shuld be such that wuld help yu carry yur prject further beynd this class. The reprt shuld nt take much time t create but it is best t divide the effrt frm the beginning. Here is the list f tpics: Hw the idea was cnceived (need driven, phenmena bservatin, serendipity, etc.) Did yu use any specific technique t arrive at the idea (brainstrming, feature transfer, trend f technlgical evlutin, etc.) Backgrund patent search and list f alternative inventins that deliver the same functin. Als clarify if sme f the alternative inventins are in the market. The current (if any) and ptential market fr yur inventin. Design specifics and ratinale (include sketches, CAD mdels, etc.) Prttype develpment iteratins (wuld be nice t include pictures f all iteratins -- unsuccessful and successful) Quantificatin (engineering analysis, ptimizatin, etc.). This need nt be very elabrate. Basics attempts, if any, will suffice. Mass prductin issues (hw, hw much, etc.) Pssible market share and sales strategy Fund raising apprach Appendix: The rle f each team member in the prject. A list f activities perfrmed by each member will be useful. What did yu learn frm the team activity and what wuld yu have dne differently had yu had the final experience frm the start? Please nte that each team member may be asked t evaluate ther members f the team.
S-30 Sme f the technlgies develped by the instructr See the instructr s TEDx vide presenting ne f his inventins: http://www.yutube.cm/watch?v=jdbjp8gxqg