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2 Chapter I Introduction I Introduction and synopsis Design"is one of those words that means all things to all people. Every manufactured thing, from the most lyrical of ladies' hats to the greasiest of gearboxes, qualifies, in some sense or other, as a design. It can mean yet more Nature, to some, is Divine Design; to others it is design by Natural Selection. The reader will agree that it is necessary to narrow the field, at least a little This book is about mechanical design, and the role of materials in it Mechanical components have mass; they carry loads; they conduct heat and electricity; they are exposed to wear and to corrosive environments; they are made of one or more materials; they have shape; and they must be manu- factured. The book describes how these activities are related Materials have limited design since man first made clothes, built shelters, and waged wars. They still do. But materials and processes to shape them are developing faster now than at any previous time in history; the challenges and opportunities they present are greater than ever before. The book develops a trategy for confronting the challenges and seizing the opportunities 1.2 Materials in design Design is the process of translating a new idea or a market need into the detailed information from which a product can be manufactured. Each of its stages requires decisions about the materials of which the product is to be made and the process for making it. Normally, the choice of material is dictated by the design. But sometimes it is the other way round: the new product, or the evolution of the existing one, was suggested or made possible by the new material. The number of materials available to the engineer is vast: something ver 120,000 are at his or her(from here on"his"means both)disposal And although standardization strives to reduce the number, the continuing ppearance of new materials with novel, exploitable, properties expands the options further How, then, does the engineer choose, from this vast menu, the material best suited to his purpose? Must he rely on experience? In the past he did, passing on this precious commodity to apprentices who, much later in their lives, might assume his role as the in-house materials guru who knows all about the things the company makes. But many things have changed in the world of engineering design, and all of them work against the success of this model. There is the drawn-out time scale of apprentice- based learning. There is job mobility, meaning that the guru who is here today is gone tomorrow. and there is the rapid evolution of materials information, already mentioned. There is no question of the value of experience. But a strategy relying on experience-based learning is not in tune with the pace and re-dispersion of talent that is part of the age of information technology. We need a systematic1.1 Introduction and synopsis ‘‘Design’’ is one of those words that means all things to all people. Every manufactured thing, from the most lyrical of ladies’ hats to the greasiest of gearboxes, qualifies, in some sense or other, as a design. It can mean yet more. Nature, to some, is Divine Design; to others it is design by Natural Selection. The reader will agree that it is necessary to narrow the field, at least a little. This book is about mechanical design, and the role of materials in it. Mechanical components have mass; they carry loads; they conduct heat and electricity; they are exposed to wear and to corrosive environments; they are made of one or more materials; they have shape; and they must be manu￾factured. The book describes how these activities are related. Materials have limited design since man first made clothes, built shelters, and waged wars. They still do. But materials and processes to shape them are developing faster now than at any previous time in history; the challenges and opportunities they present are greater than ever before. The book develops a strategy for confronting the challenges and seizing the opportunities. 1.2 Materials in design Design is the process of translating a new idea or a market need into the detailed information from which a product can be manufactured. Each of its stages requires decisions about the materials of which the product is to be made and the process for making it. Normally, the choice of material is dictated by the design. But sometimes it is the other way round: the new product, or the evolution of the existing one, was suggested or made possible by the new material. The number of materials available to the engineer is vast: something over 120,000 are at his or her (from here on ‘‘his’’ means both) disposal. And although standardization strives to reduce the number, the continuing appearance of new materials with novel, exploitable, properties expands the options further. How, then, does the engineer choose, from this vast menu, the material best suited to his purpose? Must he rely on experience? In the past he did, passing on this precious commodity to apprentices who, much later in their lives, might assume his role as the in-house materials guru who knows all about the things the company makes. But many things have changed in the world of engineering design, and all of them work against the success of this model. There is the drawn-out time scale of apprentice-based learning. There is job mobility, meaning that the guru who is here today is gone tomorrow. And there is the rapid evolution of materials information, already mentioned. There is no question of the value of experience. But a strategy relying on experience-based learning is not in tune with the pace and re-dispersion of talent that is part of the age of information technology. We need a systematic 2 Chapter 1 Introduction
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