ISE4013: Product Innovation and Intellectual Property

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Subject Description Form
Subject Code
ISE4013
Subject Title
Product Innovation and Intellectual Property
Credit Value
3
Level
4
Pre-requisite/Corequisite/Exclusion
Nil
Objectives
This subject aims to provide students with the knowledge to use systematic
inventive thinking, creative problem-solving methodology, and intellectual
property basics to develop product design solutions with patent protection for
real-life applications.
Intended Learning
Outcomes
Upon completion of the subject, students will be able to
Subject Synopsis/
Indicative Syllabus
a.
consider various aspects that affect the development of a new product
using innovative approaches;
b.
solve product development problems using a systematic approach.
c.
comprehend the intellectual property basics and patent application
procedures
1.
Creative Thinking Techniques
Conceptual Blending, Mind Mapping, SCAMPER, Brutethink (Random
stimulation), Whole Brain Thinking, Improvisation, Creative Problem
Solving, Visual Thinking
2.
Idea Generation and Evaluation Techniques
Brainstorming, 6-3-5 method, Brainwriting pool, SIL method, Gallery
method, Decision matrix
3.
Theory of Inventive Problem Solving (TRIZ)
Background, Ideal solution generation, S-curves, Stages of
product/technology evolution, Contradictions, Forty inventive principles
and systems thinking
4.
Intellectual Property Basics
Patent search, Documentation of invention, Provisional vs. traditional
patent applications, Patent application procedures, Patent Cooperation
Treaty (PCT), Application time lines, Patent claims, Prior art, Patent,
infringement, Patent due diligence, Inventors, Licensing.
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Teaching/Learning
Methodology
This subject is conducted using an integrated problem-based learning approach.
First, students are introduced to the basics of innovation and patents. Hands-on
exercises are used to guide students in grasping techniques. Industrial
practitioners are invited to give seminars on innovative product design and
students are required to report their reflection on the seminars. Students are
then divided into groups and each group is given a real life product. The
students are required to go through 2 major tasks to improve and conceptually
innovate the design functions. Student groups are required to conduct
presentations at the end of each task to demonstrate the learning outcome.
Learning activities are carried out in the Digital Factory laboratory, which
provides a self-learning, interactive, flexible, and graphic-based digital
simulation environment for students to model, develop, experiment, analyze,
and optimize product design.
Design Exercises
Practice exercises on various creative thinking techniques, and invention
disclosure and how they can be applied in product design, development, and
idea protection are conducted either in-class or as homework.
Example Final Projects
1. Improvement suggestion of existing consumer product.
2. Redesign and innovatively engineer the analyzed consumer product.
Assessment Methods
in Alignment with
Intended Learning
Outcomes
Specific
assessment
methods/tasks
% weighting
Intended subject learning outcomes
to be assessed
a
b
c
1. In-class
Assignments
35%



2. Assignments
20%



3. Final project
30%



4. Test
15%



Total
100%
The in-class assignments are designed to assess students’ ability to apply
learned knowledge periodically throughout the class.
The assignments are designed to assess students’ individual performance
toward achieving intended learning outcomes.
In addition to assessing students’ ability, the integrated application-oriented
final project is also used to facilitate students in acquiring knowledge on
different innovation techniques through team work with patent application.
Tests are used to assess the skills of students using innovative techniques to
solve problems and also understanding in intellectual property.
18.3.2014
Student Study
Effort Expected
Class contact:

Lecture
3 hours/week for 4 weeks
12 Hrs.

Tutorial/Laboratory
3 hours/week for 9 weeks
27 Hrs.
Other student study effort:

Preparation for assignments
33 Hrs.

Preparation for final project
40 Hrs.

Preparation for test
10 Hrs.
Total student study effort
Reading List and
References
122 Hrs.
1.
Hitchcock, David 2013, Patent Searching Made Easy : How to do Patent
Searches on the Internet & in the Library, Nolo, 6th edn
2.
Durham, Alan L. 2009, Patent Law Essentials: A Concise Guide, Praeger,
3rd edn
3.
Knight, H. Jackson 2013, Patent Strategy for Researchers and Research
Managers, Wiley, 3rd edn
4.
Thomas T. Gordon, Arthur S. Cookfair 2013, Patent Fundamentals for
Scientists and Engineers, CRC Lewis, 3rd edn
5.
Altshuller, G.S.; et al. 2005, 40 Principles: TRIZ Keys to Technical
Innovation, Technical Innovation Center, extended edn
6.
Altshuller, G.S. 2000, The Innovation Algorithm: TRIZ, Systematic
Innovation and Technical Creativity, Technical Innovation Center
7.
Silva, Arlindo; Simoes, Ricardo 2011, Handbook of Research on Trends
in Product Design and Development : Technological and Organizational
Perspectives, Business Science Reference
8.
Benyus, J.M. 2002, Biomimicry: Innovation Inspired by Nature, Perennial
9.
McDonald, Kim Chandler 2013, Innovation How World-class Innovators
Rock Their Roles, Kogan Page
10. Higgins, James M. 2006, 101 Creative Problem Solving Technique: the
Handbook of New Ideas for Business, New Management Pub. Co., rev.
edn
11. Cross, Nigel 2008, Engineering design methods : strategies for product
design, 4th edn, J. Wiley & Sons
12. Fogler, H. Scott 2014, Strategies for creative problem solving, 3rd edn,
Prentice Hall
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13. Mann, D. 2002, Hands-On Systematic Innovation, CREAX Press
14. Pahl, Gerhard; Beitz, Wolfgang and Wallace, Ken., 2007, Engineering
Design: a Systematic Approach, Springer, 3rd edn.
15. Rantanen, K. and Domb, E. 2008, Simplified TRIZ, Saint Lucie Press, 2/e
16. Savransky, S. D. 2000, Engineering of Creativity: Introduction to TRIZ
Methodology of Inventive Problem Solving, CRC Press
17. Ekekwe, Ndubuisi; Islam, Nazrul; IGI Global, 2012, Disruptive
Technologies, Innovation and Global Redesign Emerging Implications,
Information Science Reference
18. Gadd, Karen, 2011, TRIZ for Engineers : Enabling Inventive Problem
Solving, Wiley
19. Timokhov, V.I. 2002, Natural Innovation: Examples of Creative
Problem-Solving in Biology, Ecology and TRIZ, Creax, University of
Bath
20. Van der Ryn, S. 2007, Ecological Design, Washington, D.C., Island
Press, 10th anniversary edn.
21. http://www.creax.com
18.3.2014
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