designer and design teams by dr. philip datseris, professor department of mechanical, industrial and...
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DESIGNER AND DESIGNER AND DESIGN TEAMS DESIGN TEAMS
bybyDr. Philip Datseris, ProfessorDr. Philip Datseris, ProfessorDepartment of Mechanical, Department of Mechanical,
Industrial and Systems Industrial and Systems EngineeringEngineering
University of Rhode IslandUniversity of Rhode IslandKingston, RI, USAKingston, RI, USA
July 2013July 2013
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Information Information ProcessingProcessing
General Knowledge - Information that most people know from basic schooling or life experience
Domain-Specific Knowledge - Comes from study and experience in the field. One takes about 10 years to gain sufficient specific knowledge to be considered expert
Procedural Knowledge - Knowledge of what to do next; gained through experience
The study of human problem solving abilities is the province of the field of
cognitive psychology
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DETAILS ON SLIDE 2DETAILS ON SLIDE 2
Bolt – Yield??
F
2 A
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GENERAL DESIGN PROCEDUREGENERAL DESIGN PROCEDURE
1. Decompose problem along technical lines-mechanical, electrical/electronic, software, hardware, etc. and hire people in each area
2. Decompose problem, if possible, into manageable chunks- Exoskeleton example – simulate motion of complete system, including human leg, but only for one degree-of-freedom (DOF) system-motion only
below the knee and nothing else!!!!
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ADVANTAGES IN DECOMPOSING ADVANTAGES IN DECOMPOSING THE PROBLEMTHE PROBLEM
1. The team is happy because the task is manageable and they can see results
2. The manager can reach a decision to either end the project or hire additional people where expertise is lacking early on the project before much money and time are used up
3. On the exoskeleton project-if the team cannot finish the one DOF system in a reasonable time, major decisions will be made
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A DESIGN PARADOX: The more you learn the A DESIGN PARADOX: The more you learn the less freedom you have to use what you less freedom you have to use what you
knowknow
Knowledge about the
design problem
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LINE FALLOUT AT XEROX CORPORATIONLINE FALLOUT AT XEROX CORPORATION
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In 1981, Xerox Corp. started using methods outlined here
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DESIGN METHODOLOGYDESIGN METHODOLOGY
1. Iteration is a necessary part of the design process
2. There is no guarantee that long term memory will have a solution
3. Problems have often missing or incomplete information
4. Each designer will have a different understanding of the problem-reach consensus very early on a good solution - NOT the perfect solution
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SLIDE 7-DETAIL-1SLIDE 7-DETAIL-1
BEGIN DESIGN COMPLETION
TEAM A
COMPLETION TEAM B
TIME
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SLIDE 7-DETAIL-2SLIDE 7-DETAIL-2
AUTOMOBILE EXAMPLE
Many early design changes require more engineering time but few changes in production lines
An early design change that costs $1,000 in engineering time
can cost $10,000 later in refinements
and over $1M!! in tooling, sales, and goodwill expenses
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DESIGN REFERENCESDESIGN REFERENCES
• Design Handbooks
• Thomas Register – Gold mine of ideas- www.thomasregister.com
• US patents- http://uspto.gov/patft/index.html
• European and foreign patents- http://gb.espacenet.com/.
• Soviet theory of inventive machines – www.triz-journal.com
• MIT Nam Suh – www.axiomaticdesign.com
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Slide 8-Details-1Slide 8-Details-1
TRIZ-Theory of inventive machines
•Genrikh Altshuller reviewed 400,000 patents – he observed similar patterns in solving problems in totally different industries
•Principle of contradiction – find the major contradiction that makes the problem hard
•Example of a contradiction-The part gets stronger (good) but the weight increases (bad)
•Solve the hardest problem first –if this fails STOP
8 A
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Slide 8-Details-2Slide 8-Details-2
TRIZ-Theory of inventive machines
Triz established forty (40) Principles to solve a problem
Principle 1. Segmentation
A. Divide an object into independent parts
B. Make an object sectional
C. Increase degree of an object’s segmentation
Example:Suspension-use two shock absorbers in-line; the soft one takes the small bumps and when fully compressed, the stiffer one takes the big bumps
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Slide 8-Details-3Slide 8-Details-3
TRIZ-Theory of inventive machines
Triz established forty (40) Principles to solve a problem
Principle 10. Prior action
A. Carry out the required action in advance
B. Arrange objects so that they can go into action without time loss waiting for action
Example:Suspension-this leads to the idea of an active suspension where the motion is sensed and some form of control system changes suspension stiffness and damping-has been invented by BOSE Corp.
8-C
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Slide 8-Details-4Slide 8-Details-4
BOSE ACTIVE SUSPENSION SYSTEM
http://www.bose.com/controller?url=/automotive/bose_suspension/the_system.jsp
8 D
BOSEFACTORY
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Slide 8-Details-5Slide 8-Details-5
TRIZ-Theory of inventive machines
Triz established forty (40) Principles to solve a problem
Principle 17. Moving to a new dimension
A.Remove problems in moving an object in a line by two-dimensional movement (along a plane)
B. – D – not important in suspension
Example:Suspension-This leads to the idea of using a linkage-mechanism- to get a more complex motion than what can be obtained with a simple swing arm
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Slide 8-Details-6Slide 8-Details-6Axiomatic design by Nam Suh of MIT-
based on the relationship between four (4) design domains: customer, function,
physical, and process
A. Two Axioms
B. Thirty (30) Corollaries and Theorems that
support the axioms
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Slide 8-Details-7Slide 8-Details-7
Axiomatic design by Nam Suh of MIT
Axiom 1 – Independence Axiom – Maintain the independence of functional requirements
This means that, ideally, a change in a specific design parameter should have an effect only on a single function – impossible but one can try
Axiom 2 - Minimize the information content of the design
This means that the simplest design has the highest probability of success and is the best alternative – not always true-violates Principle 17 of TRIZ
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Mental Processing: Mental Processing: Problem-Solving BehaviorProblem-Solving Behavior
Problem-solving style; INTROVERT OR EXTROVERT – a person sometimes switches
Focus on Facts vs. Possibilities; REALISTIC OR DREAMER - a person sometimes switches
Objective vs. Subjective approaches
Decisive vs. Flexible perspectives
There are four (4) personal problem-solving dimensions
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Mental Processing: Mental Processing: Problem-Solving BehaviorProblem-Solving Behavior
Problem -Solving Style
Characterized by differences betweenintrovert and extrovert personalities
75% of Americans are extroverts48% of engineering students are extroverts
48% of CEOs are extroverts
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Mental Processing: Mental Processing: Problem-Solving BehaviorProblem-Solving Behavior
Problem -Solving Style: Extrovert Extroverts need to allow others time to think (not necessary to fill every pause with words)
Extroverts need to practice listening to others’ ideas and suggestions. BRAINSTORMING.
Extroverts must be encouraged to recap to make sure they take into account other’s contributions
Extroverts must realize that silence by introverts does not always mean agreement
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Mental Processing: Mental Processing: Problem-Solving BehaviorProblem-Solving Behavior
Problem -Solving Style: Introvert Introverts must be encouraged to share more than their final response-explain how they think
Enable introverts to have equal say in the selection of ideas and plans – this means that introverts’ ideas must have equal weight
Encourage introverts to always signal their dissent-introverts must speak out if the disagree
Encourage introverts to restate their ideas. This also forces extroverts to listen
Introverts to push extroverts for more clarity/meaning
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Mental Processing: Mental Processing: Problem-Solving BehaviorProblem-Solving Behavior
Facts vs. PossibilitiesFacts people are literal, practical,
realisticPossibilities people like concepts,
theories, look for relationships
Most cause of miscommunication, misunderstanding, and team
problems
75% of Americans are fact-oriented34% of engineering students are fact-
oriented66% of CEOs are fact-oriented
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Mental Processing: Mental Processing: Problem-Solving BehaviorProblem-Solving Behavior
Facts vs. Possibilities: FactsEncourage fact-oriented team
members to give way to their imagination. BRAINSTORMING- wild ideas can lead to good ideas
Encourage fact-oriented team members to set goals rather than dive right into the problem
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Mental Processing: Mental Processing: Problem-Solving BehaviorProblem-Solving Behavior
Facts vs. Possibilities: Possibilities
Encourage possibility-oriented team members to deal with details
Force possibility-oriented team members to be specific and avoid generalities
Remind possibility-oriented team members to stick to the issues
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Mental Processing: Mental Processing: Problem-Solving BehaviorProblem-Solving Behavior
Objectivity vs. Subjectivity
Objective people are logical, detached, analytical
Subjective people make decisions based upon interpersonal involvement and
circumstances
Greatest number of design decision require some level of subjective evaluations
51% of Americans are objective68% of engineering students are objective
95% of CEOs are objective
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Mental Processing: Mental Processing: Problem-Solving BehaviorProblem-Solving Behavior
Objectivity vs. Subjectivity: Objectivity Encourage objective decision makers not to discard other team members’ “gut feelings”
Help objective decision makers understand that how the team functions is as important as what is accomplished
Remind objective decision makers that not everyone likes to discuss a topic just for the sake of argument
Encourage objective decision makers to sometime express how they feel about an outcome
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Mental Processing: Mental Processing: Problem-Solving BehaviorProblem-Solving Behavior
Objectivity vs. Subjectivity: Subjectivity Help subjective decision maker realize that it
is acceptable to disagree and argue
Reassure subjective decision makers that while harmony is important, not every resolved issue will satisfy everyone even if a consensus is reached
Reinforce to subjective decision makers that discussions about ideas are not personal attacks
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Mental Processing: Mental Processing: Problem-Solving BehaviorProblem-Solving BehaviorDecisiveness vs. Flexibility
Decisive people are ordered, scheduled, controlled, and
deliberateFlexible people are adaptive,
spontaneous, and have a tendency to procrastinate
50% of Americans are decisive64% of engineering students are
decisive88% of CEOs are decisive
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Mental Processing: Mental Processing: Problem-Solving BehaviorProblem-Solving Behavior
Decisiveness vs. Flexibility: Decisiveness Ask decisive people questions about their
decision process
Let decisive people organize data collection and review process
Use techniques such as brainstorming to suppress judgement. Do not settle on the first good idea
Remind decisive people that they are not always right
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Mental Processing: Mental Processing: Problem-Solving BehaviorProblem-Solving Behavior
Decisiveness vs. Flexibility: Flexibility Give flexible decision makers plans in advance
Acknowledge the flexible decision maker’s contribution as a step toward moving to closure
Set clear decision deadline in advance
Get feedback from flexible decision makers to enable them to think about the direction of their thoughts
Encourage flexible decision makers to settle on something and live with it
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Characteristics of a Characteristics of a Creative DesignerCreative Designer
It must solve the problem
It must be original
A creative solution must meet two (2) criteria
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Characteristics of a Creative Characteristics of a Creative DesignerDesignerIntelligen
ceThere appears to be little
correlation between creativity and intelligence
1. Some engineers may be brilliant at complex analysis but
are not capable of coming up with a new concept no matter
how hard they try!!
2. There is a significant amount of research to understand
creativity but it’s still not well understood
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Characteristics of a Creative Characteristics of a Creative DesignerDesigner
Creative engineers have good ability to visualize, to generate and manipulate visual images in their heads
They use sketches as an external extension of their short-term memory
There is little difference in individuals in the ability of visualize very simple images
However, the ability to manipulate complex images of mechanical devices can be improved in practice
Visualization Ability
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Characteristics of a Creative Characteristics of a Creative DesignerDesigner
Designers start with what they know and modify it to solve the specific of the problem posed to them
At every step, the process involves small movements away from the known, even though the latter are anchored in past experiences
The designer must also be able to evaluate the viability of ideas
Ideas that are original but un-workable are therefore NOT creative
Knowledge
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Characteristics of a Characteristics of a Creative DesignerCreative Designer
Creative designers have the ability to decompose and manipulate stored knowledge
This attribute strengthens with exercise
Partial Solution Manipulation
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Characteristics of a Creative Characteristics of a Creative DesignerDesignerRisk
TakingFear of making a mistake is characteristic of non-creative
individuals
1.THOMAS EDISON tried hundreds of different lightbulb designs before he
discovered the carbon filament
2.Even GOD failed in his first attempt when he designed and created the man; he succeeded in his second design and
created a much better product-the woman!!
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Characteristics of a Characteristics of a Creative DesignerCreative Designer
Creative people tend to be non-conformists
Constructive nonconformists take a stand because they think they are right-GOOD
Obstructive nonconformists take a stand just to have an opposite view-BAD
Conformity
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Characteristics of a Characteristics of a Creative DesignerCreative Designer
Technique
Creative designers have more than one approach to problem
solving
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Characteristics of a Characteristics of a Creative DesignerCreative Designer
Environment
Work environments that encourage risk taking,
nonconformity, new ideas, thus promote creativity
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Characteristics of a Characteristics of a Creative DesignerCreative Designer
Practice
Creativity can improve with practice
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Engineering Design Engineering Design TeamsTeams
The Boeing 747 has 5 million components and required 10 thousand person years of design, thus cannot be
solved by a single designer
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Engineering Design Engineering Design TeamsTeamsDefinition
A team is a small number of people with complementary skills who are committed to a common purpose, common performance
goals, and a common approach for which they hold themselves
mutually accountable
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Engineering Design Engineering Design Teams: Teams: Team GoalsTeam Goals
Team members must learn to collaborate
Teams are generally empowered to make decisions and must compromise to reach them
Developing decisions by consensus rather than by authority lead to more robust decisions
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Engineering Design Engineering Design Teams: Teams: Team GoalsTeam Goals
Team members must learn to establish communication-proper communication!!
Team members must have a shared vision, which requires a rich understanding of the problem
It is important that team members and management be committed to the good of the team
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SLIDE 35-DETAIL-1SLIDE 35-DETAIL-1
Proper Communication
Critique a member’s work but be NICE!!! His work is his
“baby.” You never tell parents that their baby is UGLY!!
35 A
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SLIDE 35-DETAIL-2SLIDE 35-DETAIL-2
Shared Vision1.All team members must be immersed in
the project
2.Team members must dream about the project every night!!
35 B
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SLIDE 35-DETAIL-3SLIDE 35-DETAIL-3
Good of the Team
Healthy social processes within team members are as
important for success, as technical and cognitive
processes
35 C
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SLIDE 35-DETAIL-4SLIDE 35-DETAIL-4TOUGH DECISIONS-DELLTOUGH DECISIONS-DELL
DELL COMPUTERS – Reference- “Direct from Dell”, by Michael Dell:
Dell Corporation almost went bankrupt when sales reached $1B.-Solution implemented by outside consultants – fire all friends and relatives that built Dell and hire top executives from General Electric Corporation
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SLIDE 35-DETAIL-5SLIDE 35-DETAIL-5DEADLINE leads to TWITTERDEADLINE leads to TWITTER
Twitter was “born” from Odeo, Inc., a software company, South Park, San
Francisco, California
Odeo Inc. was facing tremendous competition from Apple and the board was not feeling optimistic-a deadline was given.
“Rebooting” or reinventing the company started with a daylong brainstorming session where they broke up into teams to talk about their best ideas
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Engineering Design Teams: Engineering Design Teams: Team Team RolesRoles
Organizer: Team member who is mature, confident, trusting. Must be good at clarifying goals, promoting decision making, but not necessarily creative or clever
Creator: Imaginative. Sometimes more prone to work on possibilities than facts
Gatherer or resource-investigator: Good at exploring opportunities and developing contacts
Motivator or shaper: Dynamic, outgoing, assertive. Makes things happen by finding ways around obstacles. Impatient with vagueness. Logical and objective
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Engineering Design Engineering Design Teams: Teams: Team RolesTeam Roles
Evaluator: Good at seeing the big picture and judging outcomes accurately. Not necessarily an inspirational leader, but is intelligent and shrewd
Team worker: Consensus builder. Tries to avoid frictions. Subjective decision maker
Solver: Turns ideas into practical action and is disciplined, reliable, and efficient
Completer-finisher or pusher: Conscientious, detailed-oriented and delivers results on time
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Engineering Design Engineering Design Teams: Teams: BuildingBuilding Team Team
PerformancePerformance1. Keep team Productive: Urgency and Direction
All members must understand the purpose
Members must feel excited
Goals must be clear, simple, measurable
Goals must be realistic
Team approach must be clear
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Slide 38-Detail-1Slide 38-Detail-1
Keep Team Productive: Urgency and Direction
Members must feel excited
There are many ways to do this with
Awards – including cash awards
Recognition,
Promotion, etc.
But an important way that’s used in the US is $$$
Extra pay for extra work - OVERTIME
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Slide 38-Detail-2Slide 38-Detail-2Keep Team Productive: Urgency and
DirectionMembers must feel excited
Why OVERTIME??
To save time, “Rainy Day Time”, just in case the project encounters delays
This is a similar idea to the “Rainy Day Fund” - companies in the US save for bad
times
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Engineering Design Engineering Design Teams: Teams: BuildingBuilding Team Team
PerformancePerformance2. Select team members on the Basis of Skills
in both Primary and Secondary Roles
3. Establish Clear Rules of Behavior
4. Set and Seize upon a few Immediate Performance-Oriented Goals and Tasks
5. Spend Time Together
6. Develop Common Understanding
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SLIDE 39-DETAILSLIDE 39-DETAIL
Spend Time Together – for Peak Team Performance
Example:
The US Government spent $100M on a study to find out why some groups of students perform better than others. Secret agents were sent to many top universities mostly in California-Stanford, Berkeley, etc.-Conclusion of the study-students formed SMALL GROUPS, 4 or 5, where they worked on Mathematics and Physics problems; in fact, they did that all the time, even during breakfast, lunch and dinner!!!
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