Design Decisions
Design Decisions
First Edition
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Design Decisions
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Integrated Product Design
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BRIAN MAZZEO
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Design Decisions
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Integrated Product Design Handbook
Brian Mazzeo
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First Edition
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Provo, UT 84602
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ISBN 9798675117789
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iii
TABLE OF CONTENTS
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Preface iv
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Chapter 1. Design is Decision 1
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Chapter 2. Design Decision Cycle 11
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Chapter 3. Decision Stage: Design Drivers 19
Credits 55
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Index 56
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Preface
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Why write another handbook when there are already so many
design textbooks available?
This project started as the BYU Capstone program evolved and
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integrated more engineering disciplines, specifically electrical
and computer engineering, and enlarged to over three hundred
students and more than forty product design teams every year.
Various projects and interactions with sponsors led to a much
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broader view of product development. This handbook was
designed to quickly address larger themes without indoctrinating
engineers with any particular design philosophy or process.
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Technological developments are changing the way people are
working and designing. Computing technologies, whether
high-fidelity simulations or artificial intelligence, are increasingly
being used to help decision-makers decide how to deploy
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resources. Additionally, speed and agility have transformed
the product landscape due to feedback obtained through rapid
hardware development, 3D printing, continuous software
releases, and almost-immediate interactions with the market. The
shanzhai design processes have changed the ways products are
manufactured, reducing the development cycle to time frames
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This project would not have been possible without the influence,
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support, and feedback from many colleagues. In particular, Carl
Sorensen, Christopher Mattson, David Long, Brian Jensen, and
Allyson Gibson have been key contributors to the ideas contained
in this handbook. The design of the handbook was developed by
Lauren Hurst and Katelynn McKinnon.
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For convenience in working with our Capstone class and for fur-
ther exploration of selected design topics, additional readings are
recommended from:
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Mattson, Christopher A., and Carl D. Sorensen. Product De-
velopment: Principles and Tools for Creating Desirable and
Transferable Designs. Spinger Nature, 2019.
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I hope that you enjoy making design decisions as part of your own
product development journey.
BRIAN A. MAZZEO
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Provo, Utah, August 2020
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Chapter 1
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Design is Decision
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2 Chapter 1
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On July 20, 1969, Neil Armstrong set foot on the moon. The Apollo
Program, with its goal of sending and returning humans to and from the
moon, required vision, tremendous expenditure of resources, and the
combined efforts of thousands of engineers. A substantial portion of the
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resources of the entire United States centered on the success of a single
rocket system.
When fueled for flight, the 111-meter tall Saturn V launch vehicle
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weighed 2.8 million kilograms. It could lift not only a spacecraft but also
the lunar module and supplies for three humans to travel to the moon
and return safely home. It remains one of the largest and most powerful
vehicles ever built (Figure 1-1). Looking over history, major engineering
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design feats like the Apollo Program are awe-inspiring.
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The amount of design work invested in the Saturn V rocket was as enor-
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design.
An early computer was at the heart of the Apollo missions to the moon.
Humans were not up to the task of the number of navigation calculations
Design is Decision 3
necessary to pilot to the moon or land on its surface. The Apollo Guid-
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ance Computer (Figure 1-2) enabled astronauts to successfully pilot the
spacecraft and lunar module over half a million kilometers.
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Figure 1-2. Apollo Guidance Computer.
Thousands of individuals worked together to produce the design of
a reliable rocket capable of navigation to the moon and back. It was a
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triumph of management, labor, and effort, but it was also a triumph of
product design.
and flown.
The purpose of engineering design is to make decisions. A design is sim-
ply the embodiment of decisions to achieve a particular task. That task
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others, human or otherwise. For example, a delegated decision
may be how a 3D printer nozzle actually extrudes material to
build up layers. That decision is automated by thousands of lines
of computer code written by someone else. By choosing to use
the printer and its associated software, you are delegating im-
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portant decisions to the printer to achieve the desired outcome.
Outsourcing aspects of the design, or giving design assignments
to members of your team, are examples of delegated decisions
because details of the design are determined by others.
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Depending on the structure of the organization in which you are work-
ing, your ability to make direct decisions and delegated decisions may be
dictated by the organizational structure. Managers may delegate deci-
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sions about specific component specifications to you and make direct
decisions about who within the organization receives those delegated
decisions. Further, you may make the direct decision now to delegate
decisions to your future self.
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A direct decision within the Apollo program was to delegate important
navigation and control decisions to software running in a computer. The
computer did not make the final decisions regarding the ultimate mission
plan, but it was central to providing information to the decision makers
within the command module of the spacecraft and the mission control-
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decisions. You need to understand which decisions you can delegate and
which decisions are your responsibility. For example, you can delegate
some decisions to the suppliers and manufacturers that may support your
product, but you may need to provide the specifications of that product.
It is important to understand which decisions have already been made
and cannot be changed, and which can be changed. An example of the
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your design, you delegate decisions related to the design of that compo-
nent to the component supplier. You delegate engineering and optimi-
zation decisions (such as component specifications and packaging) and
you also delegate decisions about the vendor supply chain. For example,
to meet a particular communication specification for a wireless protocol,
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you often prefer to use off-the-shelf components to reduce the number of
direct decisions that your organization must make. You then pay for the
embodiment of decisions made by the supplier when you purchase com-
ponents and include them in your design. Others then pay your organiza-
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tion for its embodiments of your decisions in the larger design.
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you trust that the software that is operating the CNC will accurately make
the specified cuts. Usually, the computer system is more reliable than
a human operator for repetitive, tedious tasks. However, the machine
cannot determine how the part will interface with other parts. Delegated
decisions come with both risks and rewards.
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available. For example, medical trials cannot be rushed. How efficiently
you use the resources available, both time and financial, determine how
quickly and effectively you can make necessary design decisions. Your
personal compensation is often tied to the decisions you make to develop
products that your organization brings to the market.
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The cost of decisions greatly influences the length of time and the re-
sources allocated to make them. When updates are easily made, it is less
conequential to make necessary revisions. A software update can happen
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in milliseconds. Because of advanced manufacturing methods and rapid
prototyping, design development times are shrinking from years to
months to days to minutes. Other decisions are much harder to rectify.
Tool costs and manufacturing setup dictate long design cycles. They also
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dictate the investment of time necessary to allocate to decisions.
As the cost and time of revision decreases, the design process evolves for
greater flexibility despite the principles remaining constant. The amount
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of time in certain portions of a design process may vary or, for example,
development of decisions may be allocated less resources.
Managing many designers is a challenge. Decision costs must be calculat-
ed, either implicitly or explicitly, and given appropriate resources if good
decisions are to be made. Any critical decision that significantly affects
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budgets for a product development project will also need to have such a
decision justified explicitly.
Because managers and stakeholders want decisions to be made quickly,
people often think that the more resources thrown at a problem, the
faster it can be solved. Sometimes, that may be the case when prototyp-
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ing costs are high and iteration could be accelerated by more money.
However, the decision-making process is more often people-based and
limited by the cognitive resources of the team. Adding more people often
complicates and slows down the decision-making process. Therefore,
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in the long-term, more people may help, but in the short term it can be
counterproductive.
The best solution for obtaining more design productivity is to remove the
barriers for the individuals in making design decisions. Removing dis-
tracting tasks from the designer’s plate can allow them more concentrat-
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deliverability evaluate your design decision set.
• Desirability is how pleasing your product embodiment of the
decision set is to product receivers. For a commercial product,
the measure of desirability may be the number of consumers
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who repeatedly purchase the product. For a software product,
this may be the number of hours of engagement with the prod-
uct. Another measure of desirability may also be the reactions of
the management who initiated the product.
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• Deliverability refers to the ability of the solution to be trans-
ferred, adopted, deployed, and improved by the organization
receiving the set of design decisions. It includes all of the spec-
ifications, drawings, tests, and code necessary to produce the
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design, and also captures the decisions of the design process to
enable future users of the decisions to understand past decisions
and make future decisions to improve the design decision set.
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While the design team may make decisions related to a design, the team
cannot adequately evaluate the decision results. Ultimately, the market
evaluates the set of decisions. When a company releases a product, mar-
ket performance is predicted, but the design team does not know how
the product performs until others evaluate and use the product. Other
factors, such as a competing product, may cloud evaluation of market
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Design Artifacts
A design artifact is an object used to capture the decision-making
process. Just as an archaeologist (Figure 1-4) tries to determine how
an ancient civilization lived and worked in the past by collecting and
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trying to do!
Good design artifacts capture information necessary to reproduce your
work, understand your work, and understand the resulting decisions that
8 Chapter 1
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Figure 1-4. Like in archaeology, design artifacts enable others to
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understand the hows and whys of the decisions made advancing the
design.
or the sketches made to figure out how two parts will fit together. Just as
the design package of technical drawings is transferred to the workshop
floor to be produced, the artifacts must be clear to other designers and
fabricators to understand the decisions that were made.
Many engineers hate the words “paperwork” or “documentation”, think-
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Good documentation can last decades and be studied long after it was
originally used in the product for which it was intended. A good exam-
ple of this is the software listings for the Apollo Guidance Computer
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(see Figure 1-5). Software decisions the designers made ended up being
critical to the entire success of the Apollo lunar landing in 1969. Many of
Design is Decision 9
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software engineering came from
this ambitious project. Because
the documentation was retained,
many others have learned from
their ambitious and pioneering
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work.
While engineering design has
many flavors and has been debat-
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ed for decades, product design
decisions are fundamental to the
ultimate success of a project. As
a designer, you operate as part of
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an Engineering Decision Envi-
ronment in which your decisions
Figure 1-5. Margaret Hamilton and contribute to the overall body of
the software listings produced by her decisions that define the product.
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team for the Apollo project.
End-of-Chapter Questions
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Additional Readings
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Chapter 2
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As a designer, the pertinent question is often: What is the next step in the
product design? The reality is that there are many design processes used
in practice. Fortunately, many processes share fundamental principles.
For many designers, like riding a bicycle (Figure 2-1), the motion of the
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design process becomes so intrinsic that they are not conscious that they
are executing the Design Decision Cycle over and over again. For young
designers, the cycle can feel awkward, but practice makes the steps famil-
iar and natural. This chapter focuses on the routine steps that a designer
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executes when facing design decisions.
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The overall Design Decision Cycle order is general to many design en-
vironments. The cycle is often layered because multiple individuals and
teams are consistently running through their own design decision cycles
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Without an adequate understanding of the decision to be made, none of
the other activities can be conducted. In software, the next line written
is a decision, or it may be the organization of different software modules,
or it may be the specifications for the user interface. For a mechanical
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design, it may be the thickness of a bar holding a joist, or the selection
of the appropriate material for the bar from among different plastics. An
electrical design might need selection of the operational amplifier that
meets the specifications. These are decisions that advance the design.
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Determining that a decision is necessary to advance the design is critical
so that resources to make that decision can be allocated. A good question
to ask oneself when stuck is, what is the next critical decision that needs to
be made in order to advance the design towards completion and deploy-
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ment?
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take a matter of seconds for an engineer to rapidly consider alternatives.
Divergence is the process to come up with alternatives. While brain-
storming is often associated with divergence, brainstorming needs to
be informed by the decision to be made as well as the constraints and
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decision space available to the designer. Refraining from early judgment
allows more solutions to be suggested. A large quantity of high-quality
options is more likely to result in a final decision that best addresses the
challenges at hand.
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Develop Potential Decisions
Potential decisions must be developed to explore decision consequences.
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The detail at which this must be done and the time allotted are design
process decisions. Prototyping can play a key role. For example, soft-
ware engineers may develop potential decisions by executing them on a
computing platform. 3D printing allows potential mechanical solutions
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to be explored within minutes. These tools are important to inform the
decision-making process.
Other examples of potential decision development include:
ƽ Back-of-the-envelope calculations outlining order-of-magnitude
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parameter spaces
ƽ Executing lines of code to establish the viability of an algorithm
ƽ Cardboard system mockups to explore functional characteristics
ƽ 3D printing of key elements to explore form, fit, and function
within an enclosure
ƽ Finite-element stress analysis to estimate load-bearing capacities
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Deliberate Decisions
Before making a decision, deliberation (thoughtful consideration and
Design Decision Cycle 15
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sions. There are many ways to deliberate. If it is done as a group activity,
team members may vote for particular decisions or give numerical scores.
Ranking and scoring matrices can be used to evaluate potential solutions.
Elaborate tables may be constructed. For software and numerical simula-
tion decisions, the decision deliberation may involve evaluating whether
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code functions correctly. This evaluation may be automated. In all cases,
an evaluation of some type must be made about the quality of the deci-
sion options being evaluated.
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Even if a particular tool or method is used to deliberate about the deci-
sions and produces recommendations, it is important to holistically eval-
uate the decision. Tools are merely instruments to supplement thinking,
but they do not replace judgement. Some factors that are part of the de-
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liberations cannot be measured. For example, the design decision to lose
money on a product may be deliberately made in order to gain market
share or create a platform for future lucrative activities. While engineers
often rely heavily on numbers, sometimes numbers can blind designers
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to other factors that may not be captured fully in numerical measures.
Deliberation should include your subconscious evaluations of the choices
presented. Counseling and deliberating openly as a team enables more
people to participate in the decision process. Nevertheless, as with other
steps, it is often a good idea to limit the personal time and resources allo-
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Decide
Finally, a designer must commit to a particular decision. Whether this
comes from a vote by the team, or a team leader makes a decision, or a
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effort into writing a user manual for it myself. The process of explaining
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the language gave me views of the system that I never would have per-
ceived if I had merely designed it, implemented it, and used it.”
-Donald E. Knuth, TUGboat, Volume 10 (1989), No. 4- 1989
Conference Proceedings, page 530
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It is critical to note that without capturing the decision and steps lead-
ing to a decision, the value of the decision is diminished. You need to
communicate your decision to other stakeholders. Decision-making
artifacts are supporting evidence. Documenting steps you took and why
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you made certain choices helps solidify the decision by consolidating the
thinking processes you went through in making the decision.
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Additional information may also come to light later in development. For
example, a new manufacturing method may be proposed or a competitor
may release a product with a similar feature set. If your decision docu-
mentation is well done, this new information can be incorporated into
your decision-making process without having to start over from scratch.
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Documentation truly captures the design decisions that constitute a
product. Without it, the design only exists in the mind of the designer
and it cannot be followed by someone else. Because technology and
business considerations change, revision to documentation is necessary
to inform future design decisions.
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End-of-Chapter Questions
1. How does the Design Decision Cycle capture needed ele-
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ments to make informed design decisions?
2. For a design project you are considering, how can you use the
steps of the Design Decision Cycle to address a decision that
you are facing?
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3. How do time and resources affect the speed through which
you move through the Design Decision Cycle?
4. How does the ease to make revisions to decisions affect
how you employ the Design Decision Cycle in your design
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process?
5. For a design project you are considering, what documen-
tation is necessary to adequately capture decisions and to
lay appropriate groundwork if those decisions need to be
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revisited?
Additional Readings
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Chapter 3
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While the Design Decision Cycle is an individual process executed
multiple times as you work through development of a single product,
many organizations have established additional processes and stages for
releasing a product to the market and coordinating the efforts of many
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people. Most product development projects require teams of people
working together. People working together require management to
achieve development objectives. In the modern era this is often compli-
cated because product development is a global process and often requires
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groups of individuals to work together all over the world in a 24-hour-
a-day business day. Without skilled product management, chaos ensues
and product development progress is hindered.
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Even when people are talking about products, it is important to remem-
ber that products are the embodiment of decisions. As part of a team,
you are delegated a set of decisions individually and collectively. Your
documented decisions are contained in design artifacts that are commu-
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nicated across your organization and become incorporated with other
decisions to deploy your product (Figure 3-1). A product design is com-
plete only when all of the decisions have been made that are necessary to
deploy the product.
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and their associated design artifacts created as teams move through the
stages.
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Figure 3-2. Design Decision Stages capture the in-
crease in quantity and quality of design decisions.
the initial specifications can cause great difficulties in the design decision
process.
Three important factors determine the way that projects are programmed
within organizations: scope, schedule, and resources. Scope defines the
measurable, technical objectives of the project. Schedule is the organiza-
tion of dates defining when certain performance objectives must be met.
Resources are the human capital, physical materials, money, facilities
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fluence the types of decisions processes that are employed by the organi-
zation. Flexibility in one category or another allows for alternative design
processes. If a contract has specific deliverables on certain dates with pen-
alties incurred if these dates are not met, then these drive a schedule-driv-
en design process. If the scope is well-defined, adequate resources are
22 Chapter 3
allocated and the team is set, but flexibility in schedule is available, then
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a more iterative or spiraling development process can be used. Software
projects often fall in this category. Open source programming projects
may have high variability in all three categories.
As a project evolves, scope, schedule, and resources may need to be
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negotiated with management and external organizations. In general, if
the scope expands, it must be met with a longer delivery schedule and/
or additional resources. If resources decrease, then either the schedule
must be pushed back or the scope reduced. These relationships often can
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become a source of tension, especially when time is running out to meet
certain project objectives.
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An initial design artifact for a product is the generated set of require-
ments, which are definitions of the needs and wants for a product. A
skilled designer realizes that generating and specifying requirements is
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essential to allocate the resources available for product development.
The first step in developing requirements is to gather information nec-
essary about the product and its intended functions. As shown in Figure
3-3, this often means doing a lot of work to understand the context of
the product. Interviews, use cases, and focus groups may be used. Often,
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deliberation, this information is winnowed down to key statements that
describe the product. These statements are then distilled into a set of
statements that define the requirements hierarchy. It is important that the
requirements address consideration for public health, safety, and welfare,
as well as global, cultural, social, environmental, and economic factors.
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Reiterating, the requirements generation process has three steps:
(1) collection of data from individuals, observations, focus groups,
and the Internet that describe the need for the product
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(2) creation of objective statements summarizing desired product
performance, and
(3) creation of quantitative performance measures that can be
assessed through testing.
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It is important to identify the decision-makers that will be evaluating your
design. These decision makers may include other design and develop-
ment teams, or other key decision-makers in your market. Mass-mar-
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keting a consumer device to millions of people is very different than
decisions made in a business-to-business environment. Having repre-
sentatives of these decision-makers provide feedback during the Design
Drivers stage is important to make sure that the project has a strong
foundation.
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Some considerations are more important than others and should be given
more weight. These weights can be recorded as numerical scores in a
requirements table included in a Requirements Artifact that describes
the requirements and constraints for the project. Constraints are re-
quirements that must be met regardless of any other product performance
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A. User interface
1. Deployed on multiple screen shapes including mo-
bile devices and desktops
2. Language support offered for English, Spanish,
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French
3. Meets 2010 ADA Standards for Accessible Design
B. Certification Standards
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1. Meets MIL-STD-498 Software Development and
Documentation
2. Meets ASTM F963 Toy Safety Standard
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3. Meets IEEE 2413-2019 - Standard for an Architec-
tural Framework for the Internet of Things (IoT)
C. Power requirements
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1. Input: 120-240 VAC ~0.3 A, 50/60 Hz
2. Interchangeable plug types include Type A, Type B,
Type C, and Type G
3. Peak power: <30 W
4. Nominal operating power: ~10 W
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and are often used to compare one product against another. We refer to
these overarching, important performance requirements as Key Success
Measures. At the end of the day, while all the product requirements need
to be met, the product team should focus on ensuring the design achieves
excellent performance as given by these measures.
Decision Stage: Design Drivers 25
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Understanding product Design Drivers is fundamental to successful
progress through the Design Decision Stages. It takes significant effort to
produce the requirements for a product and to establish design con-
straints. A few measures that define product performance, Key Success
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Measures, may be chosen that highlight the performance of a successful
design. When the scope, schedule, and resources are then balanced and
appropriately allocated, the team is in a position to begin a successful
product development journey.
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Two important questions represent the outcomes from the Design Driv-
ers stage:
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1. What are the complete product requirements?
2. How have you validated that the requirements and Key Success
Measures represent the market for your product?
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End-of-Chapter Questions
1. For a design project you are considering, who are the key
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market representatives that you can access to determine
the market requirements for your product?
2. How do scope, schedule, and resources balance against
each other in terms of meeting the design objectives of a
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project?
3. For a design project you are considering, which of your re-
quirements are constraints and which could be considered
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Key Success Measures?
4. Explain how appropriately setting scope, schedule, and
resources in conjunction with requirements sets the trajec-
tory for the product design process.
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Additional Readings
1. The Design Drivers stage has much in common with the
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Sorensen.
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The requirements laid in the first stage (Design Drivers) form the founda-
tion for the direction that product development takes place. The Design
Divergence stage is an exploratory decision phase carried out by a team to
select and develop a product concept.
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At the beginning of the Design Divergence stage, the design team has
access to the Requirements Artifact and a decision space, which is the cre-
ative space in which the design team can make decisions. When a project
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begins, the decision space is large because almost anything and every-
thing can be done, theoretically. Beginning with a large decision space is
a good idea because the design team can explore new ideas, which often
lead to novel solutions and approaches. One advantage of having inex-
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perienced designers on a team is that they can question existing norms
or incorporate recently developed technologies that may not have been
available to past design teams. Adding seasoned designers to the team
provides inexperienced designers with access to experience and technical
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expertise.
Both individual and group creative activities are essential in this stage.
Individuals can often explore different and alternative points of view
with more freedom when they are alone. Groups of individual working
together can build on the ideas of others. Managers should plan for both
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constraints is given, the decision space narrows and the range of possible
designs decreases. Learning to think broadly and then narrow the deci-
sion space to meet requirements is a valuable skill for a designer during
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this phase.
Just thinking about possible solutions is often not sufficient in order to
Decision Stage: Design Divergence 31
make a decision about which solutions can actually meet the require-
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ments and perform best. Multiple solutions need to be further developed
in order to make a single decision about which concept to pursue. All
of these decisions should be captured in design artifacts from the stage.
These decisions eventually lead to a single set of decisions. A complete
product concept is a visual and written description of the single final
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feasible design decision set which is demonstrated by testing to meet the
product requirements. In the Design Divergence stage, demonstration
of potential design feasibility and performance is often accomplished
through simple prototypes and models.
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Prototyping
A prototype is a physical or digital exploration of a design aspect used to
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make decisions.
It is critical to establish the purpose of a prototype before construction of
a prototype begins. Specifically, the design decisions on which the proto-
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type depends should be explicitly identified and referenced to the require-
ments. This helps the designer choose the level of fidelity of the prototype,
which should be appropriate for the design decision since prototypes
require time and other resources. Without dependence on specific design
decisions, designers may spend an inordinate amount of time prototyping
because, for many, the process of constructing prototypes is fun.
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may explore the noise floor for a new combination of devices. A basic
graphical user interface may be used to test how users interact with an
application interface. An algorithm flow chart or block diagrams may be
adequate for a software project. Prototypes may be small or large. Some
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the decisions that constitute the design are not the prototype itself.
Some prototypes, such as digital models that are used with finite-element
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and new solutions can be explored. However, even though digital models
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can explore the design space with high fidelity and in novel combina-
tions, it is important to verify performance using physical representations
as digital models always suspend some aspects of reality.
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For software, prototypes may or may not be part of the final design. For
example, sometimes a short bit of code, storyboard, or graphical interface
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It is possible that some prototype software can become part of the final
delivered code base and so great care should be taken to make sure that
rapidly written code is structured effectively and documentation gener-
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ated to support its integration into the larger code base, should that be
necessary. It many cases, it makes sense to quickly produce software in
this stage to evaluate a concept, with the explicit expectation of the need
to re-architect the software in a subsequent stage.
Decision Stage: Design Divergence 33
Concept Selection
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The key to a successful Design Divergence stage is to eventually narrow
the concept design decisions to a single selected concept. Thus, while
the stage starts in divergence, it ends in convergence. This convergence
process can be fraught with complex and difficult design decisions.
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The exploration of multiple design decisions simultaneously is a good
way to compare trade-offs and advantages of particular decisions. This
is important because, generally, it is impossible to have excellent perfor-
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mance in all areas. For example, enhanced wireless connectivity generally
requires more power which weighs against battery life. Or, holding more
passengers in a vehicle generally adversely affects fuel consumption for
that vehicle. Writing code in an interpreted language may be easier to
02
debug but its execution performance is typically lower than that of a
compiled solution. Weighing these choices is a crucial part of the design
convergence and selection process.
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It is often easier to make team decisions if objective metrics can be used to
score different decisions. Designers become invested in their designs and
become emotionally attached to their work. Therefore, scoring matrices
are often used to rank and compare different choices. In addition to the
many decision tools available to a design team, feedback from stakehold-
ers external to the team is essential to inform selection of the best decision
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plete product concept and seek another. For this reason, it is important to
determine feasibility of concepts before additional resources are invested
in the next Design Decision Stage.
34 Chapter 4
Two important questions represent the outcomes from the Design Diver-
21
gence stage:
1. What is the complete product concept?
2. How have you validated that your complete product concept
decisions are best and meets the product requirements?
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Decision Stage: Design Divergence 35
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End-of-Chapter Questions
1. In the Design Divergence stage, how does divergence enable
20
exploration of new ideas?
2. Explain how design decisions should motivate prototyping
activities.
3. How does a complete product description capture the de-
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sign decisions in the Design Divergence stage?
4. For a design project you are considering, how can you vali-
date your complete product concept decisions?
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Additional Readings
1. The Design Divergence stage has much in common with the
Concept Development Stage described in Chapter 5 of Mattson
and Sorensen.
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Chapter 5
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Consider the disassembly of a digital camera shown in Figure 5-1. The
concept of the original digital camera and its specifications were set when
the product was conceived. However, for the product to be manufac-
tured, each of the individual components needed to be specified so that
20
the production system could fabricate each component and assemble the
parts into a single product, and test the performance of the assemblage.
Decisions about design details, specific information to produce and test
components, were required.
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Many types of engineers worked together to integrate the mechanical,
electrochemical, electrical, optical, digital, software, and industrial
design aspects into a single, producible set of decisions. Those decisions
02
were communicated across the production operations. Testing at every
stage was conducted in order to ensure that the components functioned
correctly and the entire system functioned as it should. Truly, it is a mir-
acle that products such as digital cameras do not cost more than they do,
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given the complexity and level of effort required to produce a single de-
vice. Mass production and global supply chains are technological marvels
that enable dissemination of engineered devices to the entire world.
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sions for parts in order to advance the complete design decision set. It is
often used to divide the original scope, schedule, and resources allocated
to the total project to smaller subsets of designers. For these delegated
decisions to be made effectively, the subset teams need to be aware of how
their component or process fits into the greater whole, that is, how the
20
various parts interface together.
Interfaces define the decision connections between parts of the project,
as well as between teams. They must be carefully defined and controlled.
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A Type A plug does not fit in a Type G socket. To effectively coordinate
these interfaces, interface control artifacts are drawn up for the subsys-
tem components in order to ensure that the overall composition of de-
sign decisions will perform adequately. These interface control artifacts
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become part of the requirements artifacts for each part.
Design Architecture
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A product design architecture is the set of decisions describing decom-
posed subsystems and interfaces which define all components necessary
to produce a complete product concept. The architecture becomes the
roadmap to successful deployment of the product if all components deci-
sions are successfully made.
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es in previous stages because the design team is now engaging the indus-
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trial mechanisms necessary to prepare for production of the product.
Test Procedures
While trust in individuals and decisions is integral to any design proj-
20
ect, design accountability is the assurance that particular subsystem
decisions meet the necessary performance and interface requirements
to be incorporated within the complete design decision set. The most
common way to achieve accountability is through extensive testing and
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verification.
In modern product development, testing is part of the decision set con-
stituting a product. Testing of all components must be performed, both
02
individually and as a system. This is required for both digital and physical
design representations. The extent of the testing is usually determined by
the severity of failure. For a billion-dollar single space probe sent millions
of kilometers into space, extensive testing of every aspect of the system
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is essential, while a disposable, single-use straw may not require much
testing. If software fixes can be implemented almost instantaneously
and failures have low impact, the testing requirements may be reduced
because of the ease of revision. However, if revision disrupts the end
user experience, for example, like automobile recalls, you want to ensure
that you have thoroughly tested your product decisions well before your
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The breadth of testing covers all the requirements for the product. A
requirement without a test is not a requirement that can be met. Require-
ment traceability matrices are often produced that link tests to each prod-
uct requirement. Some tests may be easy to perform, like the numerical
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and the test is to submerge the object to 0.1 m, the test depth is not ade-
quate to indicate whether the design fulfills the actual product require-
ment. Teams should be self-critical in evaluating their tests to ensure that
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design decisions do not pass tests under laboratory conditions but fail
under real-world conditions after the product is released. Test procedure
creation is a skill that can be developed by any designer.
Decision Stage: Design Details 41
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1. Provides a standard foundation to verify performance.
2. Enables individuals who did not create the test to execute it
consistently.
3. Provides a sequential framework that can be followed precisely
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each time the test is executed.
4. Produces verifiable data that accurately measures intended
performance.
5. Establishes evaluation criteria before the test is executed, remov-
0-
ing subjectivity in indicating test success.
Creating good design decision tests creates the standard framework nec-
essary for design accountability. When the design decision set passes the
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appropriate tests, proposed decisions can be trusted and incorporated
into the broader product design decision set. The design decision test set
is often developed in parallel with creation of deliverable design artifacts
that contain production details necessary to deploy a design.
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Design Detailing
As demonstrated by the digital camera example, design decomposition
breaks the product design decisions into smaller, delegated decision
spaces that are each individually addressed by team subsets. Each
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decision space subset must additionally be detailed such that the deci-
sions for each space are documented, communicated, and tested in a
production-ready form to build up the complete design decision set. The
process of carefully creating and communicating subset design decisions
is known as detailing.
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For all detailed design decisions, testing should be integrated within this
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design phase. When a mechanical part is produced, the necessary tests of
performance should be specified. For software, testing should be inte-
grated within the code structure itself. When testing is considered while
designers are detailing, the tests are generally more comprehensive and
design flaws are discovered much more easily than when multiple com-
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ponents are combined into more complex assemblages and systems. This
process and mindset naturally then results in specification of component
tolerances or data input checking to avoid future potential problems.
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Because testing and reevaluation of decisions continually take place in
this phase, typically according to the Design Decision Cycle outlined in
an earlier chapter, the expectation for revision is high. Thus, all design
artifacts produced to communicate design decisions should be construct-
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ed to allow for revision and to capture the evolution of those revisions.
While only a subset of the entire design process, many engineers spend
the majority of their time detailing designs. Examining design detail-
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ing within the context of the Design Details stage gives the engineer
perspective in how their design decisions are combined into the entire
architecture decision set associated with a product. The detailing design
decisions, as well as all other design decisions and artifacts, are combined
in a final Design Package.
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Design Package
The design package is the complete set of decisions needed to produce
a complete product. Every aspect of the device must be detailed. Deci-
sions, such as created test procedures, are also included to verify per-
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evaluator should be able to examine the BOM and understand all of the
materials needed to deploy the design decision set.
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The Design Details stage creates a project hierarchy in which all of the
product decisions are delegated to subsets of the entire product devel-
opment team. The architecture delineates the decision assignments
and draws on the resources of the organization and suppliers to make
Decision Stage: Design Details 43
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countability. The end of the stage results in a design package which is the
synthesis of the design decisions that were made by all involved entities
to result in a single, deployable design decision set.
Two important questions represent the outcomes from the Design De-
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tails stage:
1. What is the design architecture, and how do decisions combine
and interface to meet the system requirements?
2. Is the design package complete and how well does it define
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production and testing of design decisions?
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44 Chapter 5
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End-of-Chapter Questions
1. How is design decomposition used to produce the needed
20
decisions to deploy a product?
2. How do test procedures contribute to design accountabil-
ity?
3. For a design project you are considering, how do you in-
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corporate revision as design detailing is being performed?
4. How does the design package represent the set of decisions
necessary to produce and ensure performance of a design
decision set?
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Additional Readings
1. The Design Details stage has much in common with the Sub-
system Engineering Development Stage described in Chapter 6
of Mattson and Sorensen.
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Chapter 6
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The Boeing 737 MAX aircraft (Figure 6-1) is one of the most technologi-
cally advanced and efficient airplanes ever designed and produced. It flew
thousands of flights before two crashes grounded the entire fleet of air-
craft while governments investigated the causes of the crashes. Activated
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flight control law software played a key role. The incidents demonstrated
that elements of a whole design, while tested extensively in isolation, can
come together in unforeseen ways and that users may interact with the
design in unintended configurations.
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design package. However, when all of the different components come to-
gether, inevitably there are issues that arise. Complexity always introduc-
es additional interactions which were not visible during earlier stages in
the development process. Software bugs always come up as modules are
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combined. In general, the greater the complexity of the project, the more
negative interactions are possible when subsystems are combined.
The words of Hyman Rickover, who directed the development of the U.S.
Navy nuclear program, are relevant at this stage:
“It is a human inclination to hope things will work out, de-
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invested much time and energy on a project and thus has come
to feel possessive about it. Although it is not easy to admit what
a person once thought correct now appears to be wrong, one
must discipline himself to face the facts objectively and make the
necessary changes — regardless of the consequences to himself.”
Decision Stage: Design Deployment 49
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interactions come about because the original design decisions have flaws.
Other times, problems occur because the design must be manufactured
in a different environment than was originally intended. During pro-
duction, some parts may become obsolete or otherwise unavailable.
Substitutes and cost-saving reductions are often introduced. Even com-
20
positions for components like batteries and other materials may change
during a production run. Sometimes genuine mistakes are made and
production equipment fails or drifts out of tolerances. Manufacturing is
fraught with difficulties in which small mistakes can quickly compound
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and overwhelm delicately balanced supply chains. Those very supply
chains may be disrupted by world events beyond the control of govern-
ments or companies. It is important for a designer to accept responsibil-
02
ity and change those things within the control of the design team and to
effectively accept and adapt to the changing external circumstances when
the design is produced.
Production Refinement
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As the design moves into production facilities, inevitably there are
changes to the design decisions that must be adapted to the workflows of
the different production facilities and operations. For example, decisions
captured in manufacturing process sheets are revised to be able to scale
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up to large facilities such as the one pictured in Figure 6-2. Process flows
that were initially envisioned at smaller scales are adapted as materials
are received in different orders and configurations. Certainly, produc-
tion scheduling is modified to account for unanticipated changes and
business considerations.
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refinement to deal with the scale and backend problems associated with
deployment. It is helpful to have the original design team on hand as the
design is passed off to the production teams. This handoff may be me-
diated by computers in a continuous integration process, but should be
monitored in case new anomalies are detected through automated testing
20
or feedback received from users.
It is important to document changes that are made as revisions to the
design package. This (1) allows the currently released design documenta-
0-
tion to stay current with the product release, and (2) this enables process
improvements and customizations to refine the design package and to
teach the design team principles that are often useful to implement in the
next product release.
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Production may also be influenced by the distribution network associ-
ated with product releases. Often maintenance documents also need to
be revised as changes are introduced as part of production refinement.
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These documentation steps should be carefully considered as necessary
decisions are made as part of the Deployment stage. Essentially, when the
design package moves to the production facility, the deliverability of the
design is evaluated.
Post-Release Refinement
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consider making changes to the design decisions even after the product is
in the hands of consumers.
In the case of software, post-release refinement may consist of starting
the entire product development cycle over again with a new set of Design
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Drivers Divergence
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Initial Release
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Latest Release
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Deployment Details
Market Response
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Ultimately, it is important to understand that no matter how much a de-
signer loves certain design decisions and extol their virtues, the success of
those decisions embodied in a product is judged by the market. Feedback
may be direct, such as the number of sales that are generated by the prod-
20
uct, or indirect, such as the star ratings on a website or customer reviews.
And if production costs exceed revenues, the design may be culled. Histo-
ry is filled with failed products that are now in museums- or junkyards.
0-
For products that do achieve commercial success, that success always has
a lifetime. No company can sell the same design decisions indefinitely.
Inputs and supply chains change. Packaging changes to cater to different
tastes. Competitors arise. Regulations may force changes. Design deci-
02
sions continue to be updated as new technologies replace old ones. No
designer can rest on past laurels.
Failure or success, a designer who goes through the Design Decision
Stages is never the same. Experience teaches and the designer is more
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cognizant of his/her personal Design Decision Cycle as well as the inter-
actions between delegated decisions and the role of external players in
the process. Experience and wisdom gained will empower the designer to
make better decisions when faced with future challenges.
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Two important questions represent the outcomes from the Design De-
ployment stage:
1. What revisions are necessary to deploy the design package
through the production system?
2. How does the market response determine the success of the
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End-of-Chapter Questions
1. How does production refinement change the design deci-
20
sions contained in the design package?
2. In production refinement and post-release refinement,
why is it important to still revise and communicate changes
made to the design package?
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3. What lessons have your learned from your own product
development experience that can be shared with other
designers?
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Additional Readings
1. The Design Deployment stage has much in common with the
System Refinement, Producibility Refinement, and Post-re-
lease Refinement Stages outlined in Chapter 7 of Mattson and
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Sorensen.
2. Some examples of tools that may help in the Design Deploy-
ment stage include Bill of Materials (172), Codes and Standards
(182), Cost Estimation (188), Design for Assembly (198),
Design for Manufacturing (200), Design of Experiments (202),
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Credits
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Cover: Bill Oxford, Unsplash; Michael Schiffer, Unsplash; Skeeze, Pixa-
bay; Harrison Broadbent, Unsplash; Tyler Lastovich, Unsplash; NASA,
20
public domain
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Figure 1-2: NASA, public domain
Figure 1-4: anndriessen, Pixabay
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Figure 1-5: Draper Laboratory, public domain
Index
21
A
20
Accountability 34-35, 37, 38
Architecture 7, 13, 33
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Bill of Materials (BOM) 36, 38, 44
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Complete product concept 27, 29-30, 33
Constraints 13, 21, 23-24, 26, 29, 33
Convergence 29
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D
Decision-makers 20-21
Decision space 12
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Desirability 6-7
Detailing 35
Direct decisions 3-5, 9
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Documentation 8
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I
Interface control artifacts 33
Interfaces 33
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K
Key Success Measures 22-24
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M
Market evaluation 6
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Market response 43
O
Objective metrics 29
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P
Post-release refinement 42
Potential decision 13
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quality 26
variety 26
Product development 6, 18, 20, 23, 26, 34, 36, 42, 44
Production refinement 41
Prototype 27-28
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R
Requirements
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Schedule 19
Scope 19
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T
Testing 21-22, 27, 34, 36-37, 42
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