Fosmire and Radcliffe, Chapter 10 of Integrating Information into the Engineering Design Process.
Masur and Larrimore Ouellette. Real-World Prior Art. Stanford Law Review. Only opens on campus. Skim, but do not read in depth.
Shir, Sarhad. Is Your Invention Novel? The Issue of Prior Art. Intellectual Property in Academia. Read 2.2 and 2.5
Prior art refers to the preexisting knowledge and solutions on similar sets of design problems. In terms of patents, a primary requirement for patent award is that the design be demonstrably new and distinct from existing designs. Newness is demonstrated by identifying existing designs that align and then showing the innovation beyond those designs (hence citations being a fundamental part of patent applications.) Design teams should investigate prior art with the goal of casting the widest net possible, not just on topics with the closest or exact resemblance. Casting a wide net will offer advantages to design teams by enabling designers to see the bigger picture, understand the most prevalent solutions on the market, and identifying gaps where innovations are needed. Design teams should look at a wide variety of materials, such as handbooks, technical reports, standards, patents, industry journals, and scholarly articles.
Handbooks
Encyclopedias
Scholarly Journal Articles
Conference Proceedings
Standards
Technical Reports
Patents
Trade Literature
It's important that engineers know to try and generate the broadest selection of potential solutions to their design problems. Instead of focusing on one type of solution and digging deep, they should look at multiple types of solutions and view broadly. Thinking this way allows for designers to discover and utilize a richer pool of solutions, even if some are more viable than others. This is important because it forces designers to think outside of the box that they know of.
There are several methods that a team can use to brainstorm in preparation of their search for prior art, and importantly do so systematically.
Attribute listing can be used if a team wants to break down their design problem into it's components and address each separately. For example, if a team is attempting to design a bicycle, they may list out the materials needed for the wheels, the seat, and so on.
Case-based reasoning is a technique that focuses on searching for similar problems, as it reasons that similar problems can be solved with similar solutions. In the case of this technique, novice designers need to understand that looking for similar problems does not mean they will find problems exactly like theirs. If trying to develop a shear a specific breed of alpaca, you may want to look at shears for other types of animals with unique wool, not just that breed of alpaca.
Lateral thinking challenges designers by presenting designers with a radical statement about their design project or possible solution to force them to think about the project in a different way. This process typically involves brainstorming techniques like mind mapping to expand upon the radical statement about project or solution.
Card based tools like an ideation deck, in which the design team creates a project specific deck to visually display how aspects of the project will interact with each other may also be useful to get researchers to think outside of the box.
These brainstorming techniques will help designers see components of their design process in a different light, and how they interact with each other. This is important for the designer, as it will help guide them in understanding where they need to search for new knowledge, and what types of knowledge they are looking for. They can, then, move into searching and collecting the literature.
Collecting the literature involves developing and utilizing search strategies (as seen from Session 3) and organizing the information gathered.
Citation managers like Zotero, Mendeley, and EndNote offer ways for designers to collect and organize information as they search. They offer useful features such as downloading articles saved and some, like Zotero, offer free ways to share within teams.
Design teams typically divide specific parts of gathering prior art amongst team members, and need to come together and disseminate the information they've gathered amongst the team as a part of developing their design. This works twofold as a way for members of the team to assess information gathered for its use and see how the information gathered by individual team members fits together.
Designers should present the information gathered in quick summaries, like an elevator pitch. They should be able to answer questions like:
Ultimately, the goal is for the design team to understand the document being presented, how it applies to their design, and if it is of use. An activity of presenting the information found can either be done in class as an activity or by the group in their own time.