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ORIGINAL ARTICLE Graphical and text-based design interfaces for parameter design of an I-beam, desk lamp, aircraft wing, and job shop manufacturing system Timothy W. Simpson Mary Frecker Russell R. Barton Ling Rothrock Received: 1 September 2005 / Accepted: 2 June 2006 / Published online: 11 October 2006 Ó Springer-Verlag London Limited 2006 Abstract In this paper we describe four design opti- mization problems and corresponding design interfaces that have been developed to help assess the impact of fast, graphical interfaces for design space visualization and optimization. The design problems involve the de- sign of an I-beam, desk lamp, aircraft wing, and job shop manufacturing system. The problems vary in size from 2 to 6 inputs and 2 to 7 outputs, where the outputs are formulated as either a multiobjective optimization problem or a constrained, single objective optimization problem. Graphical and text-based design interfaces have been developed for the I-beam and desk lamp problems, and two sets of graphical design interfaces have been developed for the aircraft wing and job shop design problems that vary in the number of input vari- ables and analytical complexity, respectively. Response delays ranging from 0.0 to 1.5 s have been imposed in the interfaces to mimic computationally expensive analyses typical of complex engineering design prob- lems, allowing us to study the impact of delay on user performance. In addition to describing each problem, we discuss the experimental methods that we use, including the experimental factors, performance mea- sures, and protocol. The focus in this paper is to publi- cize and share our design interfaces as well as our insights with other researchers who are developing tools to support design space visualization and exploration. Keywords Visualization Design optimization Metamodels Simulation Graphical user interface 1 Introduction In 1984, Lembersky and Chi developed software and a graphical user interface that incorporated artifact rep- resentations of logs to enable timber buckers to posi- tion cuts on a log and determine the use for each section (e.g., plank, plywood veneer, pulp). The software pro- vided immediate feedback on the resulting profit per section and overall profit for the log. At the same time, the software computed an optimal design via Dynamic Programming (DP) for log segmenting and product allocation and presented the alternative graphically, adjacent to the cutter’s design, in real time. Invariably the DP allocation produced higher profit, but an interesting result of their study was that the timber buckers using the software improved their own cutting abilities. After 1 week of practice on the log simulator/ design interface, the timber buckers had developed new strategies for cutting and product allocation based on T. W. Simpson (&) Departments of Mechanical and Industrial Engineering and Engineering Design, The Pennsylvania State University, 329 Leonhard Building, University Park, PA 16802, USA e-mail: [email protected] M. Frecker Department of Mechanical Engineering, The Pennsylvania State University, University Park, PA 16802, USA R. R. Barton Supply Chain and Information Systems, Smeal College of Business, The Pennsylvania State University, University Park, PA 16802, USA L. Rothrock Harold & Inge Marcus Department of Industrial & Manufacturing Engineering, The Pennsylvania State University, University Park, PA 16802, USA Engineering with Computers (2007) 23:93–107 DOI 10.1007/s00366-006-0045-7 123

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ORIGINAL ARTICLE

Graphical and text-based design interfaces for parameter designof an I-beam, desk lamp, aircraft wing, and job shopmanufacturing system

Timothy W. Simpson Æ Mary Frecker ÆRussell R. Barton Æ Ling Rothrock

Received: 1 September 2005 / Accepted: 2 June 2006 / Published online: 11 October 2006� Springer-Verlag London Limited 2006

Abstract In this paper we describe four design opti-

mization problems and corresponding design interfaces

that have been developed to help assess the impact of

fast, graphical interfaces for design space visualization

and optimization. The design problems involve the de-

sign of an I-beam, desk lamp, aircraft wing, and job shop

manufacturing system. The problems vary in size from 2

to 6 inputs and 2 to 7 outputs, where the outputs are

formulated as either a multiobjective optimization

problem or a constrained, single objective optimization

problem. Graphical and text-based design interfaces

have been developed for the I-beam and desk lamp

problems, and two sets of graphical design interfaces

have been developed for the aircraft wing and job shop

design problems that vary in the number of input vari-

ables and analytical complexity, respectively. Response

delays ranging from 0.0 to 1.5 s have been imposed in

the interfaces to mimic computationally expensive

analyses typical of complex engineering design prob-

lems, allowing us to study the impact of delay on user

performance. In addition to describing each problem,

we discuss the experimental methods that we use,

including the experimental factors, performance mea-

sures, and protocol. The focus in this paper is to publi-

cize and share our design interfaces as well as our

insights with other researchers who are developing tools

to support design space visualization and exploration.

Keywords Visualization � Design optimization �Metamodels � Simulation � Graphical user interface

1 Introduction

In 1984, Lembersky and Chi developed software and a

graphical user interface that incorporated artifact rep-

resentations of logs to enable timber buckers to posi-

tion cuts on a log and determine the use for each section

(e.g., plank, plywood veneer, pulp). The software pro-

vided immediate feedback on the resulting profit per

section and overall profit for the log. At the same time,

the software computed an optimal design via Dynamic

Programming (DP) for log segmenting and product

allocation and presented the alternative graphically,

adjacent to the cutter’s design, in real time. Invariably

the DP allocation produced higher profit, but an

interesting result of their study was that the timber

buckers using the software improved their own cutting

abilities. After 1 week of practice on the log simulator/

design interface, the timber buckers had developed new

strategies for cutting and product allocation based on

T. W. Simpson (&)Departments of Mechanical and Industrial Engineeringand Engineering Design, The Pennsylvania State University,329 Leonhard Building, University Park, PA 16802, USAe-mail: [email protected]

M. FreckerDepartment of Mechanical Engineering,The Pennsylvania State University,University Park, PA 16802, USA

R. R. BartonSupply Chain and Information Systems,Smeal College of Business,The Pennsylvania State University,University Park, PA 16802, USA

L. RothrockHarold & Inge Marcus Department of Industrial &Manufacturing Engineering, The Pennsylvania StateUniversity, University Park, PA 16802, USA

Engineering with Computers (2007) 23:93–107

DOI 10.1007/s00366-006-0045-7

123

viewing the competing (and superior) DP solutions,

improving the profitability of their own ad-hoc cutting/

allocation performance [1].

Over the next 20 years, advancements in computing

power and software sophistication have fostered in-

creased interest in visualization and interactive design

tools. Today, we find visualization and interactive

graphical user interfaces receiving considerable atten-

tion in facilitating decision-making and optimization

in engineering design [2–13]. A rationale for this con-

tinued interest is the lack of consensus on the best

computational method for design decisions that involve

multiple attributes, uncertain outcomes, and often

multiple decision makers [14, 15]. Zionts cites ten myths

of multiple criteria decision-making, including (#2) the

myth of a single decision maker (it is often a group),

(#4) the myth of an optimal solution, (#5) the myth

of limiting consideration to nondominated (Pareto-

optimal) solutions, and (#6) the myth of the existence

of a utility or value function. Competing approaches

include weighted objective functions and mathematical

programming [16–18], construction of utility functions

[19–23], quality function deployment and modifica-

tions [24, 25], game theory [26–28], fuzzy set methods

[29, 30], and other proxy functions [10, 31–33].

A study by the National Research Council high-

lighted three requirements for an effective design

interface: it must be (1) integrative, (2) visual, and (3)

fast, i.e., enable real-time response to user input [34].

Ullman [35] corroborates this, stating that ‘‘In order to

be useful to the short-term memory, any extension (in

the external environment) must share the characteristics

of being very fast and having high information content.’’

Despite the apparent advantages and recent advances of

visualization techniques for engineering design, we have

found limited evidence in the engineering literature that

assesses the impact of having a fast graphical design

interface on the efficiency and effectiveness of engi-

neering design or decision-making. Most research on

the effect of response delay on user productivity with

design interfaces has focused on simple placement,

searching, and editing tasks [36–39] or on the loss of

information held in short-term memory [40]. Goodman

and Spence [41] examined the effect of response time on

the time to complete an artificial task that was created

to mimic design activity; they found an increase in task

completion time of approximately 50% for response

delays of 1.5 s in the software. For more complex tasks,

Foley and Wallace [42] found that response delays of up

to 10 s did not have significant impact.

Unfortunately, many design analysis tasks may not

be instantaneous, even when calculated using state-

of-the-art software on state-of-the-art computers. For

instance, Boeing frequently uses simulation codes that

can take 15–18 h for analysis of some design applica-

tions [43] while researchers at Ford report that a crash

simulation of a full passenger car takes 36–160 h to

compute [44]. Therefore, we assert that a metamodel-

driven design interface provides a strategy for meeting

the challenge of creating an integrative, visual, and fast

graphical design environment. By metamodels we

mean simple mathematical approximations to the in-

put/output functions calculated by the designer’s

analyses and simulation models [45–47]. Metamodels

have been used in a variety of engineering design and

optimization applications, and recent reviews can be

found in [47–50]. Because the approximations are

simple, they are fast, virtually instantaneous, enabling

performance analyses to be computed in real-time

when design (input) variables are changed within a

graphical design interface; however, because they are

simple approximations, there is a tradeoff between

accuracy and speed. Hence, the overarching objective

guiding our research is to determine the efficacy of

metamodel-driven visualization for graphical design

and optimization as shown in Fig. 1.

At the highest level in Fig. 1, our investigations have

been divided into two categories: (1) assessing the

benefit of having a rapid response to user requests for

performance as a function of design parameters, and

(2) assessing the cost of lost accuracy due to the use of

approximations or metamodels. By working with the

metamodels themselves, we can impose artificial delays

in the software to simulate computationally expensive

analyses. The benefit of rapid response depends on the

nature of the design task, the ‘‘richness’’ of the design

interface (e.g., text-based versus graphical), and the

training received by the user. In the next section, we

describe the four design problems and corresponding

interfaces that have been developed as part of our re-

search. The experimental factors, measures, design,

and protocol are discussed in Sect. 3, and a brief

overview of our findings is given in Sect. 4.

2 Overview of design problems and interfaces

A summary of the design problems and interfaces

presented in this paper is given in Table 1. Each prob-

lem is formulated in terms of a numerical optimization

problem, the standard form of which is given in Eq. 1.

The function f is called the objective or cost function,

and x are the design variables. There can be a number

of inequality constraints, gj(x), and equality constraints,

hk(x), which may or may not be explicit functions of

x. The goal is to find the best set of variables x

94 Engineering with Computers (2007) 23:93–107

123

that minimize f (or alternatively maximize –f) while

satisfying the constraints.

min ðf ðxÞÞ

subject to:gjðxÞ � 0

hkðxÞ ¼ 0

ð1Þ

The problems described in Table 1 vary in size from

2 to 6 input (design) variables and 2 to 7 outputs, where

the outputs are formulated as either a multiobjective

optimization problem or a constrained single objective

optimization problem. The source from which each

example has been derived is noted in the table along

with the paper(s) wherein we discuss results involving

each interface. The interfaces are either graphical or

text-based, and response delays within each interface

vary from 0.0 to 1.5 s as indicated in the table. Each

interface is developed using Visual Basic 6.0, which is

then compiled into an executable. The executables for

each interface are available at: <http://www.edog.mne.

psu.edu/visualization/>.

The rationale for selecting these four problems is to

guard against a common misconception in human

subject testing, namely, generalizability of results. The

normative course of scientific investigations is to nar-

row the scope of a real-world task into laboratory tasks

that are generalizable. For example, one might expect

a functional relationship to exist between the number

of inputs and outputs and a subject’s performance on a

task without empirical investigation; however,

researchers have warned against such an assumption

because findings from a simple laboratory task cannot

Fig. 1 Overallexperimentation strategy

Table 1 Overview of design problems and interfaces

Design problem[source]

Problem formulation Type of interface Responsedelay (s)

Results

# Inputs # Objectives # Constraints

I-beam [51] 2 2 0 Graphical and text-based 0.0, 0.25, 0.5 [52, 53]2 1 1 Graphical and text-based 0.0, 1.5 [54]

Desk lamp [55] 3 2 0 Graphical and text-based 0.0, 0.25, 0.5 [53]Aircraft wing [Boeing] 6 1 3 Graphical 0.0, 0.25, 0.5 [43]

2, 4, 6 1 3 Graphical 0.0, 0.25, 0.5 [56]Job shop [57] 6 1 6 Graphical 0.0, 1.5 [58]

Engineering with Computers (2007) 23:93–107 95

123

readily be transferred to tasks situated in dynamic and

complex environments (e.g., design of a desk lamp or a

wing, or job shop control) [59, 60]. By examining a

broad range of problems varying in size, scope, and

application, we can generalize our results to a greater

extent.

Before describing each design problem and its cor-

responding interfaces, we note that the basic func-

tionality of our graphical design interfaces (GDI) is as

follows.

1. After pushing the Start button, the user manipu-

lates the values of the design variables by moving

the slider bars that are located in the lower right

hand corner of the GDI, where the values of the

slider bars define a design alternative.

2. As the slider bars change,

(a) the picture of the geometry changes to reflect the

values of the new design variables,

(b) the objective and constraints are re-evaluated for

the new design variable values,

(c) the new values of the objective(s) and con-

straint(s) are displayed numerically in the table in

the upper right hand corner of the GDI, and

(d) the new values of the objective(s) and con-

straints(s) are plotted graphically in the 2-D

output display window in the middle of the GDI.

3. The user continues to manipulate the slider bars

until s/he determines that a good design is ob-

tained.

At any point during this process, the user can use the

mouse to select a point that is plotted in the 2-D output

display window. Whenever a point is selected, the sli-

der bars revert back to the corresponding settings of

the design variables that yielded this design, and the

geometry and numerical display of the output(s) are

updated. This way, the user can always return to a

promising design with the click of a mouse, using the

selected point as the new starting point when manip-

ulating the slider bars to search the design space. If the

output display window gets too crowded, the user can

click the Clear button to clear the screen or the Zoom

button to zoom in (or out) around the point that is

selected or most recently plotted. Finally, we note that

the interfaces do not work in reverse, i.e., the user

cannot point the mouse to a good position in the out-

put display and have it ‘‘back-solve’’ to find the cor-

responding values of the design variables.

The text-based design interfaces (TDIs) use the

same analyses as the GDIs, but two different methods

are used in the TDIs for changing the design variables:

slider bars and text boxes. Also, the user must click on

the Calculate button in order to evaluate a design

alternative. Because these interfaces are only text-

based, the picture of the design geometry does not

change as the design variables are changed, and there

is no graphical display that plots the output responses.

Instead, input-output response values are stored

numerically in a drop-down list from which users can

select the best design. The drop-down list can be

cleared of all but the last point selected or analyzed at

any time, but there is no zoom in a TDI as it is not

necessary. Descriptions of each design problem and

corresponding interfaces follow.

2.1 I-beam

The I-beam design problem is adapted from [51]

wherein the user varies the cross-sectional dimensions

of an I-beam, subject to a bending moment, to mini-

mize the cross-sectional area, subject to a constraint on

the bending stress. In the I-beam design problem, users

can adjust the height, h, and width, w, of the I-beam

cross-section, which varies the cross-sectional area, A,

and the imposed bending stress, r. The objective in the

I-beam design problem is to minimize the cross-sec-

tional area, A, while satisfying a maximum stress con-

straint on the bending stress, r. Thus, the user is asked

to solve the following constrained, single-objective

optimization problem:

Minimize: A

Subject to:

r � rmax

0:2 in � h � 10.0 in.

0.1 in � w � 10.0 in.

ð2Þ

The analytical expressions for A and r are taken di-

rectly from [51] and coded within the GDI that was

developed for the I-beam; no metamodels are used in

this problem. The GDI for the I-beam design problem is

shown in Fig. 2. The user manipulates the two slider bars

to vary the height and width of the I-beam. As these

values change, the resulting values for A and r are

plotted in the graphical display window, and the picture

of the I-beam geometry changes accordingly. A numer-

ical display of A and r are also provided for the user.

In addition to the GDI shown in Fig. 2, a text-based

design interface (TDI) was also created to serve as a

control in our experiments. The TDI for the I-beam

design problem is shown in Fig. 3 and is a modified

version from our earlier study [53], which used text

boxes and the keyboard to enter values for the input

variables. To ensure consistency with the allowable in-

put values between the three I-beam design interfaces,

96 Engineering with Computers (2007) 23:93–107

123

the design variable input method for the TDI is through

slider bars rather than a keyboard. Thus, users can vary

w and h of the I-beam by moving the slider bars with the

mouse in the center of the GUI (see Fig. 3).

Since slider bars restrict design variable manipula-

tion to one-at-a-time variation, a ‘‘field box’’ GDI was

also created to allow users to simultaneous change

both input variables. The field box is simply a box with

w and h on the horizontal and vertical axes, respec-

tively, and a cursor inside the box, as shown in Fig. 4.

Users can move the cursor anywhere within the

boundaries of the box, which correspond to the design

variable bounds. An advantage of a simultaneous input

device such as the field box is that it allows users to

perform two-factor-at-a-time variation, which can

facilitate design space exploration. The field box input

method also helps reduce the gaps found in the

graphical window in the slider bar GDI, which can be

seen by comparing the A versus r plots in Figs. 2 and 4.

All other functionality is identical between the field

box GDI and the slider bar GDI.

A multiobjective formulation for the I-beam design

problem has also been developed and tested [53]. The

objectives in this formulation are to simultaneously

minimize normalized measures of A and r using a

weighted-sum formulation:

Fig. 2 GDI for I-beam designproblem

Fig. 3 TDI for I-beam designproblem

Engineering with Computers (2007) 23:93–107 97

123

Minimize : F ¼ aA�Aminð Þ

Amax �Aminð Þ þ 1� að Þ r� rminð Þrmax � rminð Þ

Subject to :0:2 � h � 10:0

0:1 � w � 10:0ð3Þ

where a is a scalar weighting factor (0 £ a £ 1) that we

set at 0.1, 0.5, or 0.9; A and r are the area and stress in

the I-beam; Amax and Amin are the maximum and

minimum possible areas, respectively; and rmax and

rmin are the maximum and minimum possible stresses,

respectively, based on the slider bar limits. For this

formulation, the I-beam GDI is modified to show

contour lines of constant F to facilitate the search for

the best solution (see Fig. 5a); note that the feasible

region is no longer highlighted since we do not have

any constraints in this formulation. In addition, the

numerical value of F is displayed when a design point is

selected. The corresponding TDI for this formulation is

shown in Fig. 5b. Note that text boxes are used in this

TDI for design variable input instead of the slider bars.

This TDI was actually developed prior to the slider bar

version shown in Fig. 3, and the slider bars were added

when the multiobjective optimization problem was

simplified to the constrained single-objective optimi-

zation problem of Eq. 2 in an effort to reduce the be-

tween-subject variability [53].

2.2 Desk lamp

The desk lamp design problem is derived from [55] and

uses the radial basis function metamodels for analysis

that are developed in [61]. The objective is to maximize

normalized measures of the mean illuminance and

minimize the standard deviation of the illuminance on

a predetermined surface area (e.g., a paper or a book)

on a desk by changing three design variables: rod

length, L2, reflector length, L1, and reflector angle, h(see Fig. 6). A weighted-sum formulation is used for

the optimization:

Minimize : F ¼ �al� lminð Þ

lmax � lminð Þ þ 1� að Þ r� rminð Þrmax � rminð Þ

Subject to :

50 � L1 � 100

300 � L2 � 500

0� � h � 45�ð4Þ

where F is a weighted-sum of normalized measures of land r; lmax and lmin are the maximum and minimum

possible values for mean illuminance, respectively; and

rmax and rmin are the maximum and minimum possible

standard deviations for illuminance, respectively. The

scalar weighting factor, a, ranges from 0 to 1 (we use

a = 0.1, 0.5, 0.9), and the optimal design maximizes the

normalized l by using –a for the first term in Eq. 4. The

GDI for the desk lamp problem is shown in Fig. 6. We

note that the axis for the mean illuminance has been

reversed so that the best designs reside in the lower left

hand corner of the 2-D output display to match the

location of optimal solutions in the I-beam GDI.

A text-based design interface (TDI) was also

developed for the desk lamp design problem (see

Fig. 7). The functionality is nearly identical to that of

the I-beam TDI except that the user enters the values

for each design variable into textboxes instead of

Fig. 4 I-beam GDI with‘‘field box’’ for user input

98 Engineering with Computers (2007) 23:93–107

123

changing them with slider bars. Also, the responses are

update only after the user pushes the Calculate button

as noted earlier.

2.3 Aircraft wing

The wing design problem involves sizing and shaping

the plan view layout of an aircraft wing to minimize its

cost subject to constraints on range, buffet altitude, and

takeoff field length. The aircraft wing design problem

was developed in conjunction with researchers at The

Boeing Company and is presented in detail in [43]. The

initial problem involved six design variables that could

be manipulated to design the wing; however, 2- and

4-variable versions of the problem have also been

created:

The definition of each variable with respect to the

wing’s geometry is given in [43]. The objective and

constraints for the wing design problem are summa-

rized in Eq. 5.

Fig. 5 GDI and TDI formultiobjective I-beam designproblem. a I-beam GDI withslider bar input. b I-beam TDIwith textbox input

1. Semi-span, x12. Aspect ratio , x23. Taper ratio , x34. Sparbox root chord , x45. Sweep angle , x56. Fan diameter , x6

2-variableproblem 4-variable

problem 6-variableproblem

Bounds: 0 < xi < 1

Engineering with Computers (2007) 23:93–107 99

123

Minimize:Cost

Subject to :

Range[0:589

Buffet altitude[0:603

Takeoff field length\0:377

ð5Þ

The relationships between the design variables and

the objective and constraints are obtained using sec-

ond-order response surface models, which are given in

[43]. To maintain the proprietary nature of the data,

the cost, constraints, and design variables have all

been normalized to vary between [0,1] based on the

minimum and maximum values observed in the

sample data used to construct the response surface

models used for analysis within the GDI. Conse-

quently, the constraint limits on range, buffet altitude,

and takeoff field length are given as normalized values

in Eq. 5, and the bounds on each design variable are

normalized to [0, 1].

The GDI for the 6-variable wing design problem is

shown in Fig. 8. Simplified GDIs for the 2- and 4-var-

iable problems are identical except that they have

fewer slider bars, and each user only uses one of these

GDIs for the experiment. As with the other GDIs, the

user manipulates the slider bars to change the design

variable values, and the GDI updates as follows.

Fig. 6 GDI for desk lampdesign problem

Fig. 7 TDI for desk lampdesign problem

100 Engineering with Computers (2007) 23:93–107

123

1. The picture of the wing geometry changes to reflect

the values of the new design variables.

2. The objective and constraints are re-evaluated for

the new design variable values.

3. The new values of the objective and constraints are

displayed numerically in the table in the upper

right hand corner of the GDI (green if all con-

straints is satisfied, red otherwise).

4. The new values of cost and range are plotted

graphically in the 2-D output display window

(green if all constraints are satisfied, red otherwise)

in the middle of the GDI.

The red and green color scheme was first introduced

in this interface since, unlike the I-beam and desk lamp

problems, the problem has more than two output

responses of interest. In general, user feedback was

positive on the use of the red and green color

scheme [43].

2.4 Job shop manufacturing system

The job shop design problem is adapted from Ref. [57].

The job shop manufacturing system consists of five

workstations, where the machines at a workstation are

identical and perform the same function(s). A first-in,

first-out (FIFO) queue exists at each workstation,

where the first part to enter the queue is the next one

to be processed. There are three different product

types that are manufactured in this job shop, and jobs

are moved from one station to another by a fork truck.

The user can vary the number of machines (from 2 to

6) at each workstation as well as vary the number of

fork trucks (from 1 to 3) transporting the parts. A

simulation model of the job shop system was created

using Arena 3.0, and the routing times, probabilities,

and mean service times for each job are given in [58],

along with the distances between workstations and

operating costs for each workstation.

Seven output responses are considered in the job

shop design problem: system operating cost, average

time a part is in the system, and average utilization at

each of the five workstations. The problem statement

for the job shop design problem is:

The values for the seven performance measures

are all normalized to [0, 1] to alleviate scaling

inconsistencies between them. The values for each

performance measure are obtained through polyno-

mial regression models that were developed from the

simulation model using design of experiments and

Fig. 8 GDI for wing designproblem

Minimize : System operating Cost

Subject to:

Average time in the system � 0.425,0.100,0.340

Average utilization at workstation i � 0:35 8i ¼ 1; . . . ; 5

2 � Number of machines at workstation i � 6 8i ¼ 1; . . . ; 5

1 � Number of fork trucks � 3

ð6Þ

Engineering with Computers (2007) 23:93–107 101

123

least squares regression. First-order, stepwise, and

second-order polynomial regression models are used

to approximate the system responses to allow us to

investigate the impact of coupling within the

approximation model. All three sets of models can

be found in [58] along with details on how we sam-

pled the simulation model and fit each set of

regression models. Three GDIs were created for the

job shop design problem where each GDI used a

different set of the regression models; the controls,

layout, and capabilities of the three GDIs are iden-

tical otherwise.

A screen shot of the GDI for the job shop design

problem is shown in Fig. 9. Similar to the aircraft wing

design problem, the constraints on the average work-

station utilizations are represented using a green (all of

the utilization constraints are satisfied) and red (one or

more constraints is violated) color scheme. This color

scheme is also applied to the Job Shop Layout figure

on the right of the GDI: workstations that do not sat-

isfy the utilization constraint are shown in red, green

otherwise. Finally, the constraint on average time in

the system is highlighted in the objective plot by

shading the feasible region; savvy users will quickly

narrow their search for job shop designs that are lo-

cated within this feasible region.

3 Experimental methods

In this section, we overview the experimental factors,

performance measures, and experimental design typi-

cally used in our experiments and give a sample

experimental protocol for researchers to follow should

they desire to conduct additional experiments using

our design interfaces.

3.1 Experimental factors

• Response delay–response delay is one of the

experimental factors common to all of our design

interfaces, where the amount and levels for

response delay are as listed in Table 1.

In addition to response delay, the following factors

have also been studied:

• I-beam, single objective case-type of interface (3

levels: TDI, GDI w/slider bars, or GDI w/field box)

• I-beam, multi-objective case-type of interface (2

levels: TDI or GDI w/slider bars) and alpha value

(3 levels: 0.1, 0.5, or 0.9)

• Desk lamp-type of interface (2 levels: TDI or GDI)

• Aircraft wing-the size of the problem (3 levels: 2, 4,

or 6 variables)

• Job shop-the level of coupling within the polyno-

mial regression model (3 levels: first-order, second-

order, or stepwise model)

Additional levels for many of these factors could be

easily added to any design interface by changing the

Visual Basic 6.0 code and recompiling it.

3.2 Performance measures

User performance is measured by percent error and

task completion time, which we use as surrogates for

Fig. 9 GDI for job shopdesign problem

102 Engineering with Computers (2007) 23:93–107

123

design effectiveness and design efficiency, respec-

tively. Data transformations are commonly used

when model assumptions such as residual normality

are violated, and two of the more common data

transformations used to satisfy model assumptions

are the square root transform and the logarithmic

transform [62]. We have employed both within our

studies. Various aspects of the design search process

can also be evaluated as each design interface re-

cords the number of designs evaluated along with the

number of times each feature (i.e., clear and zoom

buttons) was used. Users are also asked to complete

pre- and post-test questionnaires to gather demo-

graphic information and evaluate various aspects of

the design interface, the design process, and the de-

sign problem itself. Responses to these questions

were used to test for significant correlation with user

performance. Finally, we have also administered the

NASA Task Load Index (NASA-TLX) [63] after

each trial of the experiment to study the perceived

workload of the user during the experiment. The

NASA-TLX is a widely used subjective workload

measure that provides the users with a direct method

of providing their opinions, is easy to use, has high

face validity, and has been shown to be sensitive to a

variety of task commands [64]. We have found that

user’s perceived workload, in addition to their per-

formance, has been adversely affected by delay and

type of GDI [54, 65].

3.3 Experimental design

We typically employ a between-subjects n · m fac-

torial design where there are n levels for response

delay and m levels for the other factor(s) being tes-

ted. We have also used a Graeco-Latin square design

to test three factors—response delay, a, and run

number—for the I-beam and desk lamp GDIs and

TDIs [53]. Pilot studies are strongly recommended to

assess the sensitivity of the experiment prior to

gathering final data. In most cases, we have found

that we need ~9 subjects per run condition, which

equates to approximately 60 subjects when using a

2 · 3 factorial design. We have also used pilot studies

to determine the amount of ‘‘training’’ necessary to

ensure a sufficient level of proficiency with the design

interface (typically 6–10 trials [54]). In our early

experiments, there was a significant learning effect,

indicating that users were insufficiently trained during

the demonstration trials and were still learning how

to use the software during the actual trials of the

experiment [52, 53].

3.4 Experimental protocol

Each experiment starts by giving subjects an overview

of the problem and brief introduction on what they will

do and how long it will take. After reading the over-

view and answering any of the user’s questions, they

are asked to sign an informed consent form. The sub-

jects are then given the pre-test questionnaire to

complete. Once this is done, they can begin using the

software by entering a tracking number and selecting

the experimental trial number in the upper left hand

corner of the design interface. After pushing the Start

button, pop-up windows guide the user through the

interface and its controls, demonstrating its capabili-

ties. Once comfortable with the interface, the user

completes a series of trials during which time data is

gathered. After each trial, the NASA-TLX is admin-

istered via computer, and after the final trial, subjects

complete a post-test questionnaire for the experiment.

A graduate student can be quickly trained to supervise

the experiment, administer questionnaires and NASA-

TLX, and answer questions. To compensate the sub-

jects for their time—experiments can take up to an

hour to complete depending on the number of tri-

als—we pay them $10/half h. When used as a supple-

ment to in-class instruction, extra credit has been used

effectively to recruit subjects to participate in the

experiment outside of class [52].

4 Summary of results and future avenues of research

To date, we have run more than 330 subjects through

our experiments. The results from each experiment are

summarized in the papers noted in Table 1, of which a

brief summary follows. In our initial study involving

the multiobjective formulation of the I-beam [52], the

0.5 s response delay significantly increase error but did

not affect the task completion time, and we noticed

that users considered fewer design alternatives as re-

sponse delay increased. Some users needed more time

to become familiar with the GDI as evidenced by the

significant learning effect that we found, which indi-

cated that users were not yet proficient with the

interface.

As a continuation of this study, we tested 133 stu-

dents using the multiobjective I-beam and desk lamp

GDIs and TDIs [53]. We found that GDI users per-

formed better (i.e., have lower error and faster com-

pletion time) on average than those using TDIs, but

these differences were not always statistically signifi-

cant. We also found that a response delay of 0.5 s

increased error and task completion time, on average,

Engineering with Computers (2007) 23:93–107 103

123

but these increases were not always statistically sig-

nificant either due to high variability in user perfor-

mance. Our results indicated that the perceived

difficulty of the design task and using the graphical

interface controls were inversely correlated with design

effectiveness—designers who rated the task more dif-

ficult to solve or the graphical interface more difficult

to use actually performed better than those who rated

them easy.

In our follow-up study [54], we used the single-

objective I-beam design problem, and we lengthened

the response delay to 1.5 s and increased the number of

user trials for training to 8 in an effort to minimize

variability between subjects. We also studied the im-

pact of the ‘‘richness’’ of the I-beam design interfaces,

i.e., the TDI (Fig. 3) versus the GDI with slider bars

(see Fig. 2) and the GDI with the ‘‘field box’’ input

mechanism (see Fig. 4). After testing 60 subjects, we

found that the response delays of 1.5 s significantly

increased error and completion time and that users

performed better as the ‘‘richness’’ of the design

interface increased. We also found that the perceived

workload of the users increased as delay increased and

as the ‘‘richness’’ of the design interface decreased, as

measured by the NASA Task Load Index. Rothrock

et al. [65] investigate these latter findings in more

detail.

In an effort to study more complex problems with

larger dimensions, the manufacturing job shop and the

aircraft wing examples were developed. In the job shop

example [58], experimental results from 54 subjects

revealed that user performance deteriorates signifi-

cantly when a response delay of 1.5 s is introduced:

percent error and task completion time increased, on

average, by 9.4% and 81 s, respectively, when the delay

was present. The use of first-order, stepwise, and sec-

ond-order polynomial regression models was also

studied, and we found that user performance improved

when stepwise polynomial regression models were

used instead of first-order or second-order models. The

stepwise models yielded 12% lower error and 91 s

faster completion times, on average, over the first-or-

der models; error was 13.5% lower and completion

time was 62 s faster, on average, then when second-

order models were used. These findings corroborated

those of Hirschi and Frey [6] who found that user

performance deteriorates as the level of coupling in-

creases, but we were able to quantify the extent to

which this occurs by testing different levels of coupling

in the metamodels for the job shop design problem. As

noted in [58], future studies should investigate the

broader implications of this finding by examining

problems with larger and smaller numbers of input

variables and output responses. It is well known that

humans can effectively remember seven (plus or minus

2) pieces of distinct information in their short-term

memory [66], and the impact of coupling may become

negligible in smaller problems while being exacerbated

in larger ones.

Recent experiments with the aircraft wing design

problem have attempted to ascertain the effect of

problem size on user performance. The initial study at

Boeing involved only the 6-variable formulation, and

few significant results were achieved with the 6-vari-

able aircraft wing design example due to the small

sample sizes [43]. Delay did have a significant impact

on the number of points plotted, but not on the percent

error or completion time, whereas the constraint vio-

lation display (i.e., the number of constraints that were

plotted in red/green) did affect the search strategy

employed by the user in the GDI. We found that the

fewer constraint violations displayed, the more free-

dom users felt they had to explore the design space for

good designs. As a follow-on study, we created the 2-

and 4-variable versions of the aircraft wing design

problem and performed tests using 66 engineering

students to study the effect of problem size on user

performance [56]. We found that user performance

dropped off sharply as the number of variables in-

creased from 2 to 4 to 6 and that response delay only

had an impact on the small size problems. We also

found a significant interaction between response delay

and problem size such that the impact of response

delay had less of an effect as the size of the problem

increased: the 6-variable problem was so difficult to

solve that response delay did not impact user perfor-

mance with this GDI whereas its impact was statisti-

cally significant in the 2-variable problem.

While we have successfully demonstrated the use-

fulness of metamodel-driven graphical design inter-

faces in engineering design, we feel that we have just

‘‘scratched the surface’’ of a very large, complex, and

challenge problem, namely, how to develop effective

user interfaces to support engineering design and

decision-making. Our investigations into the specific

capabilities of design interfaces have been limited to

testing text-based versus graphical displays and differ-

ent user input methods (e.g., slider bars versus a 2-D

‘‘field-box’’). The TDIs and GDIs can be analyzed in

terms of user performance with respect to two general

graphical design principles, which provide insight into

types of things that trip up novice users. The first

principle, called the Proximity Compatibility Principle

[67], specifies that displays relevant to a common task

or mental operation should be rendered close together

in perceptual space. The second principle, called the

104 Engineering with Computers (2007) 23:93–107

123

Control-Display Compatibility Principle [68], stipu-

lates that the spatial arrangement and manipulation of

controls should be easily distinguishable. A detailed

investigation of TDIs and GDIs in terms of adherence

to the display principles and the impact on user per-

formance is described in [65].

The populations on which each task was tested var-

ied from student novices (for all four tasks) to experts

(for the wing design problem). For student novices, we

found that training sessions generally mitigated the ef-

fects of user experience in terms of user errors. For

example, we found that the level of previous computer

usage, the frequency of playing video games, or famil-

iarity with single- and multi-objective optimization did

not have a significant effect on user’s error during the

trials [54]. In terms of response time, however, the re-

sults were mixed and warrant further investigation. For

the experts, we found that user groups tended to adopt

different strategies toward solving the wing design

problem and, therefore, did have an impact on user

performance [43]. We also found that specific types of

users (e.g., statisticians vs. mathematicians) desired

different features in their GDIs (e.g., interaction plots

vs. Lagrange multipliers), indicating the need for flexi-

bility within any GDI to be able to tailor it to the

application as well as to different users [43]. Hence,

there is a need for a better understanding of the inter-

action of the nature of the design task, the type of user,

and the design features of the GUI.

The advantage of metamodel-based design analyses

extends beyond the instantaneous (approximate) cal-

culation of responses, even beyond calculations of

statistical characterizations such as variance. Fast

function evaluations should permit the marriage of

instantaneous evaluation with optimization-assisted

and other computational design strategies, such as the

Dynamic Programming coupling in the interface em-

ployed by Lembersky and Chi [1] discussed at the start

of this paper. For that interface, the Dynamic Pro-

gramming solutions were pre-computed for a fixed set

of log datasets, but increasing computational capability

makes real-time optimization of metamodel functions

increasingly practical. An important future endeavor

will be to search for effective combinations of the fast-

response visual environment with strategic control and

use of optimization-based design suggestions.

Finally, for all of this work, we used metamodels as

surrogates of the original analyses. This introduces an

additional element of uncertainty in that the meta-

model is a ‘‘model of the model’’, and the tradeoff

between speed of response and lost accuracy needs to

be examined. Recent related research seeks to address

the added uncertainty in the metamodels themselves

[69]. We have also been working predominantly in a

deterministic setting by either ignoring any uncertainty

in the system or by creating metamodels of the mean

and variance of relevant system responses. Uncertainty

visualization is becoming an important area for future

research.

Acknowledgments This research was supported by the Na-tional Science Foundation under Grant No. DMI-0084918. Weare indebted to the graduate students who worked on this pro-ject—Gary Stump, Martin Meckesheimer, Chris Ligetti, BrittHolewinski, and Param Iyer—as well as the undergraduate stu-dents, Kim Barron and Chris Ligetti, who were supported onREU supplements to our grant.

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