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ME 4054 DESIGN PROJECTS
OPENING LECTURE -- Includes notes on "Design Process"
ver: sept-99
(c) 1999 by W. Durfee and T. Chase
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Put on board: Title, name, today’s agenda
(handout: Syllabus, HW#1, Schedule, Assignments list, "Successful Projects", Project descriptions, project signup form, shop video form)
(bring: handout, slides of past design show (optional…need a projector), final report examples, prototype examples, lab notebook example, Ulrich & Eppinger text, ….streetlamp w/ foils)
(TA brings: shop videos, TV monitor and VCR)
TODAY’S AGENDA
Course intro/logistics
Project descriptions
Picking a project
"Design Process"
Shop training videos
INTRO
Welcome!
This will be the best course you take here. It will be the course which is closest to the "real world".
You will work hard, but learn a lot.....get ready!
EXERCISE
What do you expect to learn/get-out-of this course?
(2 minutes to jot down 3 expectations you have)
OK, what are your ideas? (write on board)
TODAY
1. Course intro and logistics
2. Design Process
3. Shop safety videos
4. Submit project preference form
5. You have a homework assignment due before next class
(1:25 - 4:30 pm)
Before you leave the room, hand in project assignment sheet!
LOGISTICS
Objective: Creative, successful experience
Lectures (process overview), Projects (the experience)
Lecture attendence: will make relevant to projects
Projects:
A Good Project is:
Open ended (no single answer)
Taxes your creativity
Taxes your analysis skills (fluid, statics....also, not just
what you learned yesterday)
Requires teamwork (whole > sum of parts)
Hones presentation skills(formal, informal)
A solution to a need (customer driven)
General Information
Most info in the syllabus and on web
Project assignments posted on the web before next class.
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DESIGN PROCESS
Lecture Notes
ver: sept-99
(c) 1999 by W. Durfee and T. Chase
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SOME QUOTES
1. "Design is our biggest weapon!", Mark Fuller, WET Designs
(What does WET Designs do?)
Water sculptures based on advanced fluid mechanics. Laminar flow jets, water signs, water bursts, walk-under fountains, 57,000 gold plated bristles in Saudia Arabia airport sculpture
2. "We want the paper car", Howard Pagem, Chrysler Corp, LH platform (Chrysler Concorde, Eagle Vision, Dodge Intrepid)
With cross-functional teams, customer driven and faster-better-cheaper the results, goals are: (before/now/goal) time: 4.5 yrs / 3.25 yrs / 2 yrs; people: 1,400 / 850 / 400.
3. Mars probe (see news clipping)
WHAT'S DIFFERENT ABOUT DESIGN:
- Design means succeeding with open-ended, ill-defined problems. **slide**
"Lets make and sell something that will automatically clean the floors of a supermarket at night"
"We need a lo-cost, reusable manned, orbiting flight system"
"Can we use GPS technology to automatically track and dispatch our taxi-cab fleet?"
"Our hospital data collection system for evaluating walking in CP kids is too awkward. Can you help us?"
….add examples from current project list…
You can work on the last examples, they are projects from this semester!
- Design is multi-disciplinary, particularly mechanical/electronic **slide**
Vending machines.
Aircraft
Automobiles
Laptops
CD players
Biological sensors
Implantable medical devices
- Design defines an engineer! **slide**
SEE THE WHOLE PICTURE:
Detail design and engineering analysis is only a small part of the picture **slide**
WHY YOU NEED A PROCESS **slide**
- Competitive pressures have had a strong effect on product success. **slide**
Foreign competition
Drive for quality
Short time-to-market (u-P chips and PC's)
Customers will only buy want they like/need
Work with the customer vs present at the end
Ensure customer appeal
Better, cheaper, faster!
- Good design always results from process
- Structured approach is the mark of a professional
- Companies would not survive if they designed the same way "garage inventors" design. They will survive if they approach design the way you will after you finish this course.
- Efficiency comes from order
- But, be careful of being too strict, too regulated. Good design comes from flexibility, from not being afraid to chuck it all and go back.
- A well-defined process CONTROLS the design.
DESIGN TEAM **slide**
BASIC DESIGN PROCESS **npd slide**
Fundamental Steps
Opportunity Identification
Customer Need
Product Definition
Concept Design (generation and selection)
Detail Design
Manufacture
Sales
Real design process **slide**
Is never completely sequential
Boundaries are fuzzy
Some things to think about
Now let's look at the steps one at a time.
***see slides, npd process 1-6***
COMMON DESIGN PROCESS ERRORS **slide**
FINAL THOUGHTS **slide**
- The process is not sacred
- Always REFLECT ON YOUR PROCESS
APPENDIX
ADDITIONAL DETAIL ON PROCESS STEPS
CUSTOMER NEED
- The number one mistake of the novice designer is creating a product that nobody wants.
It may be innovative, it may be exciting, but if you
can't sell it, forget it.
Think about the Space Station
Think about the fax machine
- ALL products (and services for that matter) have a customer. Most have several.
NSP project: NSP, State of MN, Recycling company,
NSP field workers
- Gathering customer needs
VERY important
Don't leave to the marketing types
Cannot define the product without knowing customer needs.
- See Customer-Based Design lecture for more
Exercise
Scan through project list. Think about which ones have identified an opportunity, have a defined customer and are ones you would like to invest in.
On front of index card, name in upper left (print), then list "investment-grade" projects.
Discuss with neighbor (after finding out name and b-day)
Pick on those wearing green (or other means) to talk
MISSION STATEMENT
- At this point, very useful for team to write a 1-sentence mission statement that completely describes the team's objective.
Example: "Design an innovative, hand-held precision trimmer for homeowner yard work."
PRODUCT DEFINITION
- A VERY important step in the process. It's the "vision"
- Cannot design without a clear statement of what the product is and what it should do.
- Output is the "Product Design Specification", a detailed WRITTEN document which completely defines the product requirements
A living document -- DON'T be afraid to change
Detail is added as the product evolves
Driven by customer needs
It shows what you are trying to achieve, NOT what
you end up with
- Definition should be approved by management/customer/design-team before proceeding.
- Divide into particular elements (list appears below)
- Elements which might appear in a product spec (arbitrary order)
- For each element, try to give a numeric spec.
Estimate if unknown
Or, provide range or limits
- Important to be comprehensive. List everything even if you choose to ignore it later.
In a design course, you will have to ignore many of
the requirements because of time constraints.
- Specs will be overlapping and conflicting. Don't worry so much at this stage, they will sort themselves out as the design evolves.
- Remember that these spec's ARE NOT SET IN STONE!!!!!
- As an engineer you should always be questioning the specs!
"That's what marketing told us" is an UNACCEPTABLE answer.
- It is generally better to get a product out the door that slips on some of the specs than to wait for technology advances which will enable meeting all of the specs.
- Try to define the technology that drives product (power/weight, materials, user-interface?)
Format: Opening paragraph or two of description, then a table with columns: rqmt (include units if appropriate), target (a number or "N/A" or some explanatory text), comments (include source of rqm't, that is where it came from and why).
INFORMATION GATHERING
- Creating the spec requires considerable INFORMATION GATHERING
- Sources for information
Customers
Competing products (reverse engineering)
Analogous products
Patents (same and analogous fields)
Trade magazines
Published standards (ASME, Mil-Spec,....)
Engineering handbooks
Engineering textbooks
Experience
Customers, customers, customers
- Developing product requirements based on "gut feel" is fraught with danger, particularly for experienced engineers.
CONCEPT DESIGN (GENERATION and SELECTION)
- The fun part
- Here is where you get to be creative
- Goal: Find concept which meets the product specification
Thus, cannot start without at least a partial product spec
- See Concept Generation and Selection lecture for details
CONCEPT GENERATION
- Get as many ideas as you can. Two is unacceptable, 10 is marginal, more is better.
- Be creative and wild at start, don't worry if concepts meet all the specs.
- Use a mix of individual and group activities
- Don't be intimidated or influenced by prior work on the problem
Better not to know about prior work
You are bringing fresh ideas to the process
Prior work influence can stifle creativity
- DO NOT make ANY selections until you have lots of concepts
CONCEPT SELECTION
- Use a structured selection process to find the best concepts.
- You are not "optimizing" here, many of the choices are subjective.
- Several matrix selection processes are available
- Use combinations to make weak concepts strong, strong concepts stronger
- Iterate with concept generation
- Some (or a lot of) analysis may be required to aid selection
- Experimentation and/or concept prototype may be required to aid selection
- Don't worry about the trivial issues, look for the show stoppers.
- DOCUMENT your selection process.
- You MUST be able to justify your choices.
Getting down to a single concept requires many meetings and teamwork. From here down (detail design, etc.), can work effectively in subgroups or individually.
DETAIL DESIGN
- This is where you turn the concept into the product.
- Requires extensive engineering analysis
- Make sure concept is strong before getting too far down the line.
Costly (time/resources) to go back a step
- Design for X (DFX) must be incorporated from the start, X=
Reliability
Assembly
Manufacture
Safety
Reuse
...and so on
- Must have manufacturing on the design team
- Particulars will depend on particulars of product.
- Must be well managed
MANUFACTURE/SALES
- Separate courses in themselves.
- Engineers MUST be involved in manufacturing, should be involved in sales and customer service (product feedback)
- Will not pay much attention to these in this course (NOT because they are not important, but rather because of time constraints).
ASSESSMENT
- When done, have to define success. Can be hard.
Exercise
Describe the Sno-Gopher project. Read the mission statement from final report.
Was this project a success?
On back of card, note criteria for success and if met.
Discuss with neighbor, then whole class
Note: Sno-Gopher did: market research, analysis, prototype building
Turn in cards at end of lecture!