Abstract:AI-based design tools are proliferating in professional software to assist engineering and industrial designers in complex manufacturing and design tasks. These tools take on more agentic roles than traditional computer-aided design tools and are often portrayed as "co-creators." Yet, working effectively with such systems requires different skills than working with complex CAD tools alone. To date, we know little about how engineering designers learn to work with AI-based design tools. In this study, we observed trained designers as they learned to work with two AI-based tools on a realistic design task. We find that designers face many challenges in learning to effectively co-create with current systems, including challenges in understanding and adjusting AI outputs and in communicating their design goals. Based on our findings, we highlight several design opportunities to better support designer-AI co-creation.
Abstract:Living creatures and machines interact with the world through their morphology and motions. Recent advances in creating bio-inspired morphing robots and machines have led to the study of variable geometry truss (VGT), structures that can approximate arbitrary geometries and has large degree of freedom to deform. However, they are limited to simple geometries and motions due to the excessively complex control system. While a recent work PneuMesh solves this challenge with a novel VGT design that introduces a selective channel connection strategy, it imposes new challenge in identifying effective channel groupings and control methods. Building on top of the hardware concept presented in PneuMesh, we frame the challenge into a co-design problem and introduce a learning-based model to find a sub-optimal design. Specifically, given an initial truss structure provided by a human designer, we first adopt a genetic algorithm (GA) to optimize the channel grouping, and then couple GA with reinforcement learning (RL) for the control. The model is tailored to the PneuMesh system with customized initialization, mutation and selection functions, as well as the customized translation-invariant state vector for reinforcement learning. The result shows that our method enables a robotic table-based VGT to achieve various motions with a limited number of control inputs. The table is trained to move, lower its body or tilt its tabletop to accommodate multiple use cases such as benefiting kids and painters to use it in different shape states, allowing inclusive and adaptive design through morphing trusses.
Abstract:The Computing Community Consortium (CCC) sponsored a workshop on "Robotic Materials" in Washington, DC, that was held from April 23-24, 2018. This workshop was the second in a series of interdisciplinary workshops aimed at transforming our notion of materials to become "robotic", that is have the ability to sense and impact their environment. Results of the first workshop held from March 10-12, 2017, at the University of Colorado have been summarized in a visioning paper (Correll, 2017) and have identified the key technological challenges of "Robotic Materials", namely the ability to create smart functionality with a minimum of additional wiring by relying on wireless power and communication. The goal of this second workshop was to turn these findings into recommendations for government action. Computation will become an important part of future material systems and will allow materials to analyze, change, store and communicate state in ways that are not possible using mechanical or chemical processes alone. What "computation" is and what is possibilities are, is unclear to most material scientists, while computer scientists are largely unaware of recent advances in so-called active and smart materials. This gap is currently shrinking, with computer scientists embracing neural networks and material scientists actively researching novel substrates such as memristors and other neuromorphic computing devices. Further pursuing these ideas will require an emphasis on interdisciplinary collaboration between chemists, engineers, and computer scientists, possibly elevating humankind to a new material age that is similarly disruptive as the leap from the stone to the plastic age.