Very certain (VC) Certain (C)
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Summary
Neutral (N) Uncertain (U) Very uncertain (VU)
Certainty is a measure of how much you know or how much variation you expect. From an engineering standpoint the program complexity range is from disagree to strongly agree. However, for the development of the front suspension, the disagree assessment is very uncertain. Thus, in considering this alternative it will be hard to make use of the program complexity to judge whether or not to undertake a project to develop the front suspension. Further, note that only the front suspension option has an acceptable five-year cash flow. This implies that from a financial viewpoint none of these projects may be acceptable. We will do much more with tables of this type as the book evolves. Activity 6. Based on the evaluation results, BURL must decide what to do next. It seems clear that none of these alternatives are outstanding. The financial picture of the first two alternatives looks weak. The complexity of the third alternative is questionable but knowledge about it is uncertain. So, one activity should be to develop other alternatives that overcome the drawbacks of the current portfolio. Additionally, it may be worthwhile to better understand the program complexity for the front suspension system. Although the decision matrix has not given BURL a definitive decision, it has provided them a window on which to base a decision and has directed them about what to do next. This methodology will be refined as the book progresses.
4.6 SUMMARY ■
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■
There are six phases of the mechanical design process: Product Discovery, Project Planning, Product Definition, Conceptual Design, Product Development, and Product Support. The design process focuses effort on early phases, when the major decisions are made and quality is initiated. Additionally, a good process encourages communication, forces documentation, and encourages data gathering to support creativity. There are specific design process best practices that have been proven to improve product quality. New products originate from technology push, market pull, and product change. Products mature over time and new products emerge during maturation. A SWOT analysis can help choose which products to develop. Benjamin Franklin developed one of the earliest examples of using a pro-con analysis to make simple decisions. There are six basic decision-making activities: clarify the issue, generate alternatives, develop criteria, identify criteria importance, evaluate the value of the alternatives, and decide what to do next. The decision matrix can help in deciding what to do next.
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4.7 SOURCES “Letter to Joseph Priestley,” Benjamin Franklin Sampler, New York, Fawcett, 1956. Ullman, David: Making Robust Decisions, Trafford, 2006. A complete book on design decision making.
4.8 EXERCISES 4.1 Develop a list of original design problems that you would like to do (at least 3). Choose one to work on that is within the time and knowledge available. 4.2 Make a list of features you don’t like about products you use. One way to develop this list is to note every time a device you use does not have a feature that is easy to use, doesn’t work like you think it should, or is missing as you go through your day. If you pay attention, a list like this will be easy to develop. Once the list has at least five items on it, choose one to improve through a redesign project. 4.3 Do a SWOT analysis on ■ ■ ■ ■
The idea of taking Philosophy 101. Buying an electric car. Adding solar hot water heater to your parent’s house. Adding a new feature to your backpack or briefcase.
4.4 Use Ben Franklin’s pro-con method to decide ■ ■ ■
Whether or not to go to coffee with the person next to you. Whether or not to buy a new cell phone (pick the latest and greatest). If the fix on your latest idea (e.g., bookcase, car repair, code, etc.) is worth pursuing.
4.5 Use a decision matrix to decide what to do next for ■ ■ ■
Purchasing one of three specific bicycles (or cars, electronic equipment) that you are interested in. Choosing a ball bearing, a bronze bushing, or a nylon bearing for a pivot on the rear suspension of a bicycle. Specifying a heating system for a house you are designing. The options are an airto-air heat pump, air-to-water heat pump, or water-to-water heat pump.
4.9 ON THE WEB Templates for the following documents are available on the book’s website: www.mhhe.com/Ullman4e ■ ■ ■
Product Proposal Pro-Con Analysis SWOT Analysis
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Planning for Design KEY QUESTIONS ■ ■ ■ ■ ■
How does planning help in completing the five phases of the mechanical design process in a timely, cost-effective manner? Does one type of plan fit all design projects? What is the difference between a waterfall and a spiral plan? Why are deliverables so important? How can a plan be developed when the future is so uncertain?
5.1 INTRODUCTION The goal of project planning is to formalize the process so that a product is developed in a timely and cost-effective manner. Planning is the process used to develop a scheme for scheduling and committing the resources of time, money, and people, as shown in Fig. 5.1. Planning results in a map showing how product design process activities are scheduled. The phases shown in Fig. 4.1— specification definition, conceptual design, and product development—must be scheduled and have resources committed to them. The flow shown in the figure is only schematic; it is not sufficient for allocating resources or for developing a schedule. Planning generates a procedure for developing needed information and distributing it to the correct people at the correct time. Important information includes product requirements, concept sketches, system functional diagrams, solid models, drawings, material selections, and any other representation of decisions made during the development of the product. The activity of planning results in a blueprint for the process. The terms plan and process are often used interchangeably in industry. Most companies have a generic process (i.e., a master plan) that they customize for specific products. This 111
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Identify the tasks
Develop teams
Develop schedule
Estimate time
Sequence tasks
Refine plan
Approve plan
To product definition
Cancel project
Figure 5.1 Project planning activities.
master plan is called the product development process, product delivery process, new product development plan, or product realization plan. In this book, we will refer to this generic process as the Product Development Process and use the acronym PDP. Changing the design process in a company requires breaking down the way things have always been done. Although it can be quite difficult, many companies have accomplished it during recent decades. Generally, companies that have enjoyed good markets for their products and have begun to see these markets erode begin to look at their product development process as part of their effort to reengineer themselves to meet the competition. Most successful companies put emphasis on the continuous improvement of both the product and the process for developing the product.
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Types of Project Plans
If you do not know where you are going, you can not know when you get there. (Modernized from “Our plans miscarry because they have no aim. When a man does not know what harbor he is making for, no wind is the right wind” Lucius Annaeus Seneca [4 BC–AD 65].)
5.2 TYPES OF PROJECT PLANS There are many different types of project plans. The simplest is the Stage-Gate or Waterfall plan. As shown in Fig. 5.2, work done in each stage is approved at a decision gate before progressing to the next stage. In its simplest form, the stage-gate methodology is very simple: Stage 1 = Product discovery, Stage 2 = Develop concepts, Stage 3 = Evaluate concepts, and so on. More likely, the stages are focused on specific systems or subsystems. Further, each stage may contain a set of concurrent activities executed in parallel, not in sequence. The Stage-Gate Process can also be represented as a waterfall (Fig. 5.3) with each stage represented like a flat area where the water pools before falling to the next pool. The Stage-Gate method was formalized by NASA in the 1980s for managing massive aerospace projects. The gates are often referred to as design reviews, formal meetings during which the members of the design team report their progress to management. Depending on the results of the design review, management then decides to either continue the development of the product, perform more work in the previous stage, or to terminate the project before any more resources are expended. A major assumption in stage-gate or waterfall plans is that work can be done sequentially. This means that the product definition can be determined early in the process and that it will flow through concept to product. This is true for most mature types of products. A good example is the process used by Irwin in the design of new tools such as the Quick-Grip Clamp introduced in Chap. 2. Figure 5.4 shows the process used for the development of the clamp. At each stage, Irwin refines the definition into the objective and the deliverables. For example, the objective of “MS2-Design” is “Concept feasibility and robust business case.” In order to know that the objective has been achieved, there must be a set of deliverables. These include ■ ■ ■ ■ ■
Concept development Technical feasibility Cost targets and financials Concept validation by consumers Legal assessment of intellectual property
The gate that follows Design is refined with the decisions made, who makes the decisions, and the criteria for the decisions.At Irwin, for example, the decisions made at the gate following MS 2 are select concept, approve business cases, accept
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Gate or Decision Point 1
Gate or Decision Point N–1
Stage/ Phase 2
Stage/ Phase N
Figure 5.2 The Stage-Gate process.
Product Discovery
Project Planning
Product Definition
Conceptual Design
Product Development
Product Support
Figure 5.3 The Waterfall model.
prototype development results. These decisions are made by the leadership team including the President, the Vice President of Manufacturing, the Vice President for Research and Development, the Chief Financial Officer, and others. Decisions at this level may seem extreme for something as simple as a clamp, but this is a major product for a company such as Irwin, and thus concern goes all the way to the top of the organization.
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5.2
MS 0 Discovery
Gate
MS 1 Definition
MS 3 Development
Gate
Gate
MS 2 Design
MS 4 Deployment
115
Gate
MS 5 Delivery
Gate
Postlaunch Audit
Figure 5.4 Irwin Tools product development process. (Reprinted with permission of Irwin Industrial Tools.) Plan next phase Develop requirements
Final
Tradeoffs Define product
Initial Decide what to do next Decide whether to go to market
Chose what to Chose what to refine refine Functional evaluation
Concept
Refined product
Initial product
Functional prototype or simulation
Operational evaluation Product evaluation Evaluate and determine risk
Proof of product prototype or Proof of simulation production and process prototype Build
Figure 5.5 Spiral development of mechanical systems.
More recently, a spiral process has become very popular in software design. The spiral (Fig. 5.5) begins at the center with the basic concept and the rapid development of the first prototype; this is then evaluated by customers. The requirements for the product are revisited, and, in the second spiral, a new design prototype is tested. This methodology works in software because code is easier to prototype then most mechanical products. However, the continuing development
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of rapid prototyping (see Section 5.3) is making this more realistic for hardware development. Primary characteristics of the spiral process are ■ ■ ■ ■ ■ ■ ■
The iterative approach enables each task to be revisited during each cycle. Requirements can be reassessed. Prototypes and simulations can be elaborated and improved. The process enables “good enough for the moment” implementations. There is a clear decision point in each cycle. Each cycle provides objectives, constraints, alternatives, risks, review, and commitment to proceed. The level of effort is driven by risk considerations.
The spiral in Fig. 5.5 has been modified to show important activities in the mechanical design process. The spiral begins with initial requirements and progresses through concepts to functional prototypes and simulations, evaluation of these for how well they meet the initial requirements and for the risks incurred with future development, and helps to determine what to do next. Once this is understood, planning for the next cycle can occur. The second level of the spiral shows requirements traded off against each other as an initial product and its evaluation occur. Again, what to do next is determined and plans are made for the next phase, continuing the outward spiral toward the product. There may be more spirals than are shown here. Much of the terminology used in Fig. 5.5 will be defined later in this chapter. Even more recent than the spiral process in software development is Extreme Programming. Extreme Programming is built around many small releases and integrated testing. One goal is a daily building of new code on the customer’s site for easy testing. This methodology harks back to the early days of mechanical engineering when something would be tried, broken, fixed, and tried again. In the early days of aircraft development, a test pilot would crash, the crew would fix the airplane, and assuming the pilot could still fly, he’d take it up again. As systems became more complex, the ability to make rapid changes in mechanical systems became more difficult. With rapid prototyping, this ability to make rapid changes is beginning to reappear. The down side of Extreme Programming is that there is no set target and you never know when you’re done. This problem is a major topic in Chap. 6. In this book, we follow the waterfall process for a number of reasons. First spiral or extreme methods are better suited for software, where the development of prototypes usually takes far less time. Second, it is best to know where you’re going before you start or you don’t know when you get there. The flexibility of changing requirements needs to be weighed against not knowing when you’re finished. This is not to say that there is not iteration in the waterfall, just that it is built-in and planned. Third, the spiral process is best for new technologies when there is only a weak market pull and requirements are not clear. Finally, books are by nature serial, one chapter following another. There is no choice but to present the material in this manner. However, any particular project may be a
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Planning for Deliverables—The Development of Information
Design is an iterative process. The necessary number of iterations is one more than the number you currently have done. This is true at any point in time. —John R. Page, Rules of Engineering
combination of the linear, stage-gate or waterfall, and the more recent spiral and extreme processes.
5.3 PLANNING FOR DELIVERABLES— THE DEVELOPMENT OF INFORMATION Progress in a design project is measured by deliverables such as drawings, prototypes, bills of materials (e.g., parts lists), results of analysis, test results, and other representations of the information generated in the project. These deliverables are all models of the final product. During product development, many models (i.e., design information representations) are made of the evolving product. Some of these models are analytical models—quick calculations on a bit of paper or complex computer simulations; some will be graphical representations—simple sketches or orthographic mechanical drawings; some will be CAD solid models and some will be physical models—prototypes. Each of these models or prototypes is a representation of information that describes the product. In fact, design is the evolution of information punctuated by decisions. Each model or prototype is not only the embodiment of what is known about the product, but knowledge is gained in building or developing it. So the deliverables serve two purposes—they are the embodiment of the information that describes the product and they are a means to communicate that information to others. Thus, it is important to understand the information developed during the design process.
5.3.1
Physical Models—Prototypes
Physical models of products are often called prototypes. The characteristics of prototypes that must be taken into account when planning when to use them and what types to use are their purpose, the phase in the design process when they are used, and the media used to build them. The four purposes for prototypes are proof-of-concept, proof-of-product, proof-of-process, and proof-of-production. These terms are traditionally applied only to physical models; however, solid models in CAD systems can often replace these prototypes with less cost and time. ■
A proof-of-concept or proof-of-function prototype focuses on developing the function of the product for comparison with the customers’ requirements or engineering specifications. This kind of prototype is intended as
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a learning tool, and exact geometry, materials, and manufacturing process are usually not important. Thus, proof-of-concept prototypes can be built of paper, wood, parts from children’s toys, parts from a junkyard, or whatever is handy. A proof-of-product prototype is developed to help refine the components and assemblies. Geometry, materials, and manufacturing process are as important as function for these prototypes. The recent development of rapid prototyping or desktop prototyping, using stereo lithography or other methods to form a part rapidly from a CAD representation, has greatly improved the time and cost efficiency of building proof-of-product prototypes. A proof-of-process prototype is used to verify both the geometry and the manufacturing process. For these prototypes, the exact materials and manufacturing processes are used to manufacture samples of the product for functional testing. A proof-of-production prototype is used to verify the entire production process. This prototype is the result of a preproduction run, the products manufactured just prior to production for sale.
In Star Trek, the science fiction series and movies, physical objects were produced in a “replicator.” Using just voice commands, this device could produce food, weapons, and just about anything else that could be imagined. Mechanical design is moving toward having replicators. Designers can conceive of a part, represent it in a solid-modeling CAD system, and “print” it out as a solid object using a rapid prototyping system. Rapid prototyping or solid printing produces solid parts useful for physical part evaluation, as patterns for molding or casting parts, or as visual models to gain customer feedback. In the 1980s and early in the 1990s, rapid prototype parts were usually made of wax, plastic, or cellulose. By 2000, some methods could make metal parts directly usable for small production runs and as molds for plastic parts capable of making tens of thousands of parts. Some rapid prototyping systems make parts using a laser to cut and glue thin layers of material together. Others use a laser to solidify liquid resins in places where solid material is desired. Still other systems deposit small amounts of materials much like building a part from small bits of clay. In the future, these systems may be able to make parts by building at the atomic level, enabling variations in material properties throughout a single component. These systems will approach science fiction by enabling a component or an entire product to be made in any place, on demand.
5.3.2
Graphical Models and CAD
Some companies rely solely on computer-generated solid models, others still rely on traditional drawings made either with a 2-D CAD package, or output from a solid model. Regardless of how they are produced, the graphical models are not
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only the preferred form of data communication for the designer, they are also a necessary part of the design process. Specifically, drawings and solid models are used to 1. Archive the geometric form of the design. 2. Communicate ideas between designers and between designers and manufacturing personnel. 3. Support analysis. Missing dimensions and tolerances are determined as the drawing or model is developed. 4. Simulate the operation of the product. 5. Check completeness. As sketches or other drawings are being made, the details left to be designed become apparent to the designer. This, in effect, helps establish an agenda of design tasks left to accomplish. 6. Act as an extension of the designer’s short-term memory. Designers unconsciously use drawings as part of their problem-solving process and often consciously use drawings to store information they might otherwise forget. 7. Act as a synthesis tool. Sketches and formal drawings enable the piecing together of unconnected ideas to form new concepts. During the design process, many types of drawings are generated. Sketches used during conceptualization must evolve to final drawings that give enough detail to support production. This evolution usually begins with a layout drawing of the entire product to help define the geometry of the developing assemblies and components. The details of the components and assemblies are partially specified by the information developed on the layouts. As the product is refined, this information is transferred to detail and assembly drawings. The development of modern solid-modeling CAD systems has blurred the differentiations between the types of drawings. These systems enable the coevolution of details and assemblies in a layout environment. Further, they have automated many of the drawing standards. That being said, the traditional types of drawings will be introduced because they have specific characteristics important to even the most modern CAD systems. The development of the drawings is synergistic with the evolution of the product geometry and further refinement of its function. As drawings are produced, more knowledge about the product is developed. Some of the major characteristics of the different types of drawings produced during product design and their role in the design process are itemized next. Sketches. Sketching as a form of drawing is an extension of the short-term memory needed for idea generation (see Chap. 3). As the shape of components and assemblies evolve, drawings that are more formal are used to keep the information organized and easily communicated to others. Thus, a well-trained engineer has CAD skills and the ability to represent concepts that are more abstract and best represented as sketches.
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Layout Drawings. A layout drawing is a working document that supports the development of the major components and their relationships. A typical layout drawing is shown in Fig. 5.6. Consider the characteristics of a layout drawing: ■
■ ■
■ ■ ■
A layout drawing is a working drawing and as such is frequently changed during the design process. Because these changes are seldom documented, information can be lost. Good records in the design notebook can compensate for this loss. A layout drawing is made to scale. Only the important dimensions are shown on a layout drawing. In Chap. 10, we see that starting with the spatial constraints sets the stage for developing the architecture and individual components in the product generation process. These constraints are best shown on a layout drawing. Tolerances are usually not shown, unless they are critical. Notes on the layout drawing are used to explain a design feature or the function of the product. A layout drawing often becomes obsolete. As detail drawings and assembly drawings are developed, the layout drawing becomes less useful. If the
Figure 5.6 Typical layout drawing. (Reprinted with permission of Irwin Industrial Tools.)
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product is being developed on a CAD system, however, the layout drawing’s data file becomes the basis for the detail and assembly drawings. The layout drawing shown in Fig. 5.6 was done on a solid-modeling system. This system enables the exploration of changes. The good news is that the solid model enables accurate visualization of the important geometry being studied, and the model provides much of what is needed for detail and assembly drawings. The bad news is that there is much time involved in this model, so changes in the configuration are expensive and discouraged. Detail Drawings. As the product evolves on the layout drawing, the detail of individual components develops. These are documented on detail drawings. A typical detail drawing is shown in Fig. 5.7. Important characteristics of a detail include the following: ■
■
All dimensions must be toleranced. In Fig. 5.7, many of the dimensions are made with unstated company-standard tolerances. Most companies have standard tolerances for all but the most critical dimensions. The upper and lower limits of the critical dimensions in Fig. 5.7 are given. Materials and manufacturing detail must be in clear and specific language. Special processing must be spelled out clearly.
Figure 5.7 Typical detail drawing. (Reprinted with permission of Irwin Industrial Tools.)
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Drawing standards such as those given in ANSI Y14.5M-1994, Dimensions and Tolerancing, and in DOD-STD-100, Engineering Drawing Practices, or company standards should be followed. Since the detail drawings are a final representation of the design effort and will be used to communicate the product to manufacturing, each drawing must be approved by management. A signature block is therefore a standard part of a detail drawing.
■
■
Layout and assembly drawing focus on systems or subsystems, detail drawings address single components. Assembly Drawings. The goal in an assembly drawing is to show how the components fit together. There are many types of drawing styles that can be used to show this. Assembly drawings are similar to layout drawings except that their purpose, and thus the information highlighted on them, is different. An assembly drawing has these specific characteristics: ■
■
Each component is identified with a number or letter keyed to the Bill of Materials (BOM). Some companies put their Bill of Materials on the assembly drawings; others use a separate document. (The contents of the Bill of Materials are discussed in Section 9.2.) References can be made to other drawings and specific assembly instructions for additional needed information.
Figure 5.8 Typical assembly drawing. (Reprinted with permission of Irwin Industrial Tools.)
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Necessary detailed views are included to convey information not clear in the major views. As with detail drawings, assembly drawings require a signature block.
Graphical Models Produced in Modern CAD Systems. As mentioned in the introduction to this section, in modern solid-modeling CAD systems, layout, detail, and assembly drawings are not distinct. These systems enable the designer to make a solid model of the components and assemblies and, from these, semiautomatically make detail and assembly drawings. In these systems, the layout of components and assemblies and the details of the components and how they fit together into assemblies, all coevolve. This is both a blessing and a curse. On the positive side: ■ ■
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Solid models enable rapid representation of concepts and the ability to see how they assemble and operate without the need for hardware. The use of solid-modeling systems improves the design process because features, dimensions, and tolerances are developed and recorded only once. This reduces the potential for error. Interfaces between components are developed so that components share the same features, dimensions, and tolerances, ensuring that mating components fit together. Detail and assembly drawings are produced semiautomatically, reducing the need to have expert knowledge of drafting methods and drawing standards. Files created are usable for making prototypes using rapid prototyping methods; developing figures for manufacturing and assembly; and providing diagrams for sales, service, and other phases of the product life cycle.
However, these tools also have a negative side: ■
■
■
■
There is a tendency to abandon sketching. Sketches are a rapid way to develop a high number of ideas. The time required to develop a solid model is much longer than the time to make a sketch. This means the number of alternatives developed may be lower than it should be. Too much time is often spent on details too soon. Solid-modeling systems usually require details in order to even make a “rough drawing.” Thinking through these details in conceptual design may not be a good use of time, and once drawn there is a reluctance to abandon poor designs because of the time invested. Often valuable design time is spent just using the tool. Learning a solidmodeling system takes time and using it often requires time-consuming control of the program. This design time is lost. Many solid-modeling systems require the components and assemblies to be planned out ahead of time. These systems are more like an automated drafting system than a design aid.
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In Table 5.1 (in Section 5.3.4), the different types of models used in mechanical design are itemized. Solid modeling and rapid prototyping are making it so that not only are layout, detailed, and assembly drawings merging, but so is the production of proof-of-concept, proof-of-product, proof-of-process, and proof-of-production prototypes. This merging is making it easier to produce more products in a shorter time.
5.3.3
Analytical Models
Often the level of approximation of an analytical model is referred to as its fidelity. Fidelity is a measure of how well a model or simulation analysis represents the state and behavior of a real-world object. For example, up until the late seventeenth century, all military calculations of cannonball trajectories were computed as if the projectile went up in a straight line, then followed a circular arc and another straight line straight down to the target (Fig. 5.9). These were low-fidelity simulations. However, in the late fifteenth century Leonardo da Vinci knew this model was wrong—that the trajectory was actually parabolic—and developed more accurate methods to compute the impact point. Even though he didn’t have the mathematics to write the equations to describe his conclusions, his simulations were of better fidelity than preceding ones. It wasn’t until Galileo that the parabolic model was developed and higher fidelity estimates could be made. These were later refined by Newton, and even later by the addition of the effects of aerodynamic drag and higher order dynamics. Back-of-the-envelope calculations are low fidelity, whereas detailed simulations—hopefully—have high fidelity (it depends on the accuracy of the information input into them). Experts often run simulations to predict performance and cost. At the early stages of their projects, these simulations are usually
Figure 5.9 Pre–da Vinci trajectory estimations.
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at low levels of fidelity, and some may be qualitative. Increasing fidelity requires increased refinement and increased project costs. Increased knowledge generally comes with increased fidelity, but not necessarily; it is possible to use a highfidelity simulation to model “garbage” and thus do nothing to reduce uncertainty. In Chap. 10, we will talk more about analytical modeling.
5.3.4
Choosing the Best Models and Prototypes
Table 5.1 lists many types of models and prototypes that can be used in developing a product. These are listed by the medium used to build the model and the phase in the design process. There are two columns for drawings as many companies still use traditional layout and detail drawings, whereas others rely totally on CAD solid models. There are trade-offs to be considered in developing models and prototypes: On one hand, they help verify the product, while on the other, they cost time and money. Further, there is a tension between the specifications for the product (what is supposed to happen) and the prototype (the current reality). In general, small companies are physical model–driven; they develop many prototypes and work from one to the next, refining the product. Large companies, ones that coordinate large volumes of information, tend to try to meet the specification through CAD and analytical modeling, building only a few physical prototypes. An important decision made during planning is how many models and prototypes to schedule in the design process. There is currently a strong move toward replacing physical prototypes with computer models because simulation is cheaper and faster. This move will become stronger as virtual reality and rapid prototyping are further developed. Toyota has resisted these technologies in favor of developing physical prototypes, especially in the design of components that are primarily visual (e.g., car bodies). In fact, Toyota claims that using many simple prototypes, it can develop cars with fewer people and less time than companies that rely heavily on computers. GE, in its development of X-ray tubes for CT Scanners does much analysis, but moves to physical prototypes for Table 5.1 Types of models
Medium Phase Concept
↓ Final product
Physical (form and function)
Analytical (mainly function)
Graphical (Traditional) (mainly form)
Graphical (CAD) (form and function)
Proof-of-concept prototype
Back-of-the-envelope analysis
Sketches
Hand sketches and solid models
Proof-of-product prototype Proof-of-process and proof-of-production prototypes
Engineering science analysis
Layout drawings
Finite element analysis; detailed simultation
Detail and assembly drawings
↓ Solid models
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proof-of-concept. The number of models and prototypes to schedule is dependent on the company culture and the ability to produce usable prototypes rapidly. Finally, when planning for models and prototypes, be sure to set realistic goals for the time required and the information learned. One company had a series of four physical prototypes in its product development plan. But it turned out that the engineers were designing the second prototype (P2) while P1 was still being tested. Further, they developed P3 while P2 was being tested, and they developed P4 while P3 was being tested. Thus, what was learned from P1 influenced P3 and not P2, and what was learned from P2 influenced only P4. This waste of time and money was caused by a tight time schedule developed in the planning stage. The engineers were developing the prototypes on schedule, but since the tasks were not planned around the information to be developed, they were not learning from them as much as they should have. They were meeting the schedule for deliverable prototypes, not for the information that should have been gained.
5.4 BUILDING A PLAN A project plan is a document that defines the tasks that need to be completed during the design process. For each task, the plan states the objectives; the personnel requirements; the time requirements; the schedule relative to other tasks, projects, and programs; and, sometimes, cost estimates. In essence, a project plan is a document used to keep that project under control. It helps the design team and management to know how the project is actually progressing relative to the progress anticipated when the plan was first established or last updated. There are five steps to establishing a plan. A template such as that in Fig. 5.10 can be used to support these steps. In this example, one task is detailed for a plan to develop a Baja car for an SAE (Society of Automotive Engineers) student contest. The plan is detailed in Fig. 5.16.
5.4.1
Step 1: Identify the Tasks
As the design team gains an understanding of the design problem, the tasks needed to bring the problem from its current state to a final product become clearer. Tasks are often initially thought of in terms of the activities that need to be performed (e.g., “generate concepts” or other terms used in Figs. 4.5–4.10). The tasks should be made as specific as possible, and as detailed in the next step, they should focus on what needs to be achieved rather than the activities. In some industries, the exact tasks to be accomplished are clearly known from the beginning of the project. For example, the tasks needed to design a new car are similar to those that were required to design the last model; the auto industry has the advantage
A task that only describes an activity, is done when you run out of time.
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Project Planning Design Organization: Oregon State University Baja Team
Date: Oct. 2, 2007
Proposed Product Name: Killer Beaver Task 6
Name of Task: Preliminary Engine Compartment Design Objective: Develop solid model of the engine compartment
Run initial FEM Analyze human factors for assembly and maintenance Deliverables: CAD solid model
FEM results showing weak points based on static and fatigue analysis Simulation of assembly of engine and components Simulation of routine maintenance Decisions needed: Decision 1: Choose configuration for compartment Decision 2: Identify work needed to finalize the design Personnel needed: Title: student
Hours: 75
Percent full time: 20%
Title:
Hours:
Percent full time:
Time estimate: Total hours: 75
Elapsed time (include units): 3 weeks
Sequence: Predecessors: Task 4, Preliminary roll cage design Successors: Task 7, Final Engine Compartment Design Start Date: Oct. 12 Costs: Capital Equipment
Finish Date: Nov. 2 Disposables:
Team member: James
Prepared by: James
Team member: Tim
Checked by: Pat
Team member: Pat
Approved by:
Team member:
The Mechanical Design Process Copyright 2008, McGraw-Hill
Figure 5.10 Example plan template.
Designed by Professor David G. Ullman Form # 10.0
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of beginning with a clear picture of the tasks needed to complete a new design. However, for a totally new product, the tasks may not be so clear.
5.4.2
Step 2: State the Objective for Each Task
Each task must be characterized by a clearly stated objective. This objective takes some existing information about the product—the input—and, through some activity, refines it for output to other tasks. Even though tasks are often initially conceived as activities to be performed, they need to be refined so that the results of the activities are the stated objectives. Although the output information can be only as detailed and refined as the present understanding of the design problem, each task objective must be ■
■ ■ ■ ■
Defined as information to be refined or developed and communicated to others, not as activities to be performed. This information is contained in deliverables, such as completed drawings, prototypes built, results of calculations, information gathered, or tests performed. If the deliverables cannot be itemized, the objective is not clear—then you know you are done only when you run out of time. Presented in terms of the decisions that need to be made and who will be involved in making them. Easily understood by all on the design team. Specific in terms of exactly what information is to be developed. If concepts are needed, then tell how many are sufficient. Feasible, given the personnel, equipment, and time available. See step 3.
5.4.3
Step 3: Estimate the Personnel, Time, and Other Resources Needed to Meet the Objectives
For each task, it is necessary to identify who on the design team will be responsible for meeting the objectives, what percentage of their time will be required, and over what period they will be needed. In large companies, it may only be necessary to specify the job title of the workers on a project, as there will be a pool of workers, any of whom could perform the given task. In smaller companies or groups within companies, specific individuals might be identified. Many of the tasks require virtually a full-time commitment; others require only a few hours per week over an extended period. For each person on each task, it is necessary to estimate not only the total time requirement but also the distribution of this time. Finally, the total time to complete the task must be estimated. Some guidance on how much effort and how long a design task might take is given in Table 5.2. (The values given are only for guidance and can vary greatly.) Similar comments apply to other resources needed to complete the task, especially those used for simulation, testing, and prototype manufacture. These resources and personnel are the means to complete the task. Notice in Table 5.2 that no entry estimates the required time to be less than a week. Design takes time. Often it takes twice as long as the original estimate,
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Table 5.2 The time it takes to design
Task
Personnel/time
Design of elemental components and assemblies. All design work is routine or requires only simple modifications of an existing product. Design of elemental devices such as mechanical toys, locks, and scales, or complex single components. Most design work is routine or calls for limited original design. Design of complete machines and machine tools. Work involved is mainly routine, with some original design. Design of high-performance products that may utilize new (proven) technologies. Work involves some original design and may require extensive analysis and testing.
One designer for one week
One designer for one month
Two designers for four months
Five designers for eight months
especially if the design project is not routine or new technologies are used. Some pessimists claim that after making the best estimate of time required, the number should be doubled and the units increased one step. For example, an estimate of one day should really be two weeks. A more accurate method for estimating the total time required for a project is based on the complexity of the product’s function. The theory is that the more complex the function, the more complex the product and the longer the time needed to design the product. Product function development is a key part of concept generation and is covered in detail in Chap. 7. Thus, in order to use this method for time estimation, there has to be some understanding of the functions of the product. During the product development process, often a task in the conceptual design phase is titled “refine plans” to reflect the dependence of the plan on the concept being developed. The total time required for a project can be estimated by Time (in hours) = A ∗ PC ∗ D0.85 where A = a constant based on past projects in the company. This constant is dependent on the size of the company and how well information is communicated among the various functions. Typically, A = 30 for a small company with good communication and A = 150 for a large company with average communication. Note that communication and thus time is estimated at five times greater in a large organization. PC = product complexity based on function (discussed shortly). D = project difficulty: D = 1, not too difficult (i.e., using well-known technologies); D = 2, difficult (i.e., some new technologies); D = 3, extremely difficult (i.e., many new technologies).
Everything takes twice as long.
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Overall function
Subfunction 1.0
Subfunction 2.0
Subfunction 2.1
Level 1
Subfunction 3.0
Subfunction 2.2
Subfunction 4.0
Subfunction 2.3
Level 2
Level 3
Figure 5.11 Example of a function diagram.
Product complexity is based on the functions of the product. A function diagram will typically look as shown in Fig. 5.11. Details on how to develop such a diagram will be covered in Chap. 7. The product complexity is estimated by 0002 j ∗ Fj PC = where j = the level in the function diagram Fj = the number of functions at that level For the example in Fig. 5.11, there is 1 function on the top layer (always there), 4 on the second level, and 3 on the third: PC = 1 ∗ 1 + 2 ∗ 4 + 3 ∗ 3 = 18 For example, a small company with good communication (A = 30) is designing a difficult product (D = 2) that has PC = 18, then an estimate of the total time is 973 hours, or two designers working for 3 months. This method has been shown to be fairly accurate within a single company that has calibrated the value for A, and models function in a consistent manner. Time estimation is very difficult and subject to error. Thus, it is recommended that task time be based on three estimates: an optimistic estimate o, a most-likely estimate m, and a pessimistic estimate p. From these three, the statistical best estimate of task time is o + 4m + p Time estimate = 6 This formula is used as part of the PERT (Program Evaluation and Review Technique) method. See the sources in Section 5.8 for more details on PERT. Finally, note that the distribution of time across the phases of the design process is generally in the following ranges: Project planning: 3 to 5% Specification definition: 10 to 15%
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Conceptual design: 15 to 35% Product development: 50 to 70% Product support: 5 to 10% These percentages are based on studies of actual projects. The exact proportion in each phase greatly depends on the type of product, the amount of original design work, and the structure of the design process within the company.
5.4.4
Step 4: Develop a Sequence for the Tasks
The next step in working out the plan is to develop a task sequence or schedule. Scheduling tasks can be complex. The goal is to have each task accomplished before its result is needed and, at the same time, to make use of all of the personnel, all of the time. Additionally, it is necessary to schedule design reviews or other forms of approval to continue the project. The tasks and their sequence is often referred to as a work breakdown structure. For each task, it is essential to identify its predecessors, which are the tasks that must be done before it, and the successors, the tasks that can only be done after it. By clearly identifying this information, the sequence of the tasks can be determined. A method called the CPM (Critical Path Method) helps determine the most efficient sequence of tasks. The CPM is not covered in this book. Often tasks are interdependent—two tasks need decisions from each other in order to be completed. Thus, it is important to explore how tasks can be started with incomplete information from predecessors and how they can supply incomplete information to successors. The best way to develop a schedule is to use a bar chart, shown in Fig. 5.12. (This type of chart is often called a milestone or Gantt chart.) On the chart, (1) each task is plotted against a time scale (time units are usually weeks, months, or quarters of a year); (2) the total personnel requirement for each time unit is plotted; and (3) the schedule of design reviews is shown. The Gantt chart in Fig. 5.12 was developed on a spread sheet (there are templates available for this). Many Gantt charts are developed using Microsoft ProjectTM , as shown in Fig. 5.16. In developing the task sequence pay attention to task dependencies. Step 1 emphasized concern for the information needed by the task and the information generated by the task. If a series of tasks simply build on each other, the information developed by one is the information needed by the next and the tasks are sequential. If two or more tasks must be accomplished at the same time to
A plan is a “work breakdown structure” because without one the Work remaining will grow until you have a Breakdown unless you enforce some Structure on it. —Taken from John R. Page, Rules of Engineering
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Figure 5.12 Gantt chart built on a spread sheet.
produce information for a future task, then they are parallel. There are two types of parallel tasks: uncoupled and coupled. For example, in designing the MER, a decision was made early on to use the same type of motor and reduction gears both to power the MER and to steer it. Thus, tasks to develop the steering and drive train were closely coupled. Many other tasks occurred at the same time as the development of the drive train and the steering that were not coupled, for example, the Inertial Measurement Unit (IMU), Warm Electronics Box (WEB), and many other systems (see Fig. 2.7). The three types of task sequences (serial, parallel coupled, and parallel uncoupled) can be discovered by using a Design Structure Matrix (DSM). A DSM is a simple diagram that helps sequence tasks, as shown in Fig. 5.13. Consider in the DSM shown here a subset of the tasks that may be required to develop a new bicycle seat. Each task is assigned a row and given a letter name. These letter names also appear as the names of the columns, in the same order. To develop a DSM, consider the tasks, one at a time. In the task’s row put an X for every other task on which it is dependent. In the diagonal put the letter name to make reading easier. Task A is not dependent on another task and so there are no Xs in the first row. The generation of concepts, Task B, needs the specifications developed in Task A and sequentially follows it. Similarly, Task C follows Task A but is not dependent on Task B. Thus, it can be done in parallel with Task B, but is uncoupled from it. Task D is dependent on Tasks B and C. Tasks E, F, and G are coupled as is evidenced by the Xs in the lower right corner of the matrix. Task E is dependent on Tasks F and G; Task F is dependent on Tasks E and G; and Task G
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A Generate specifications
A
Generate two concepts
B
Develop test plan
C
Test the concepts
D
Design production parts
E
Design plastic injection mold
F
Design assembly tooling
G
B
C
D
E
F
Building a Plan
G
A B C D E F G
Figure 5.13 Design Structure Matrix.
is dependent on Tasks E and F. Further, Tasks E and F are dependent on other tasks as well. Reading down a column it is easy to see which tasks are dependent on the information developed. For example, reading down column “B” it is easy to see that Tasks D and E are dependent on the concepts being developed in Task B. The DSM is very useful when the order of the tasks is not evident. The initial task order can be rearranged so the sequence flows in a manageable fashion.
5.4.5
Step 5: Estimate the Product Development Costs
The planning document generated here can also serve as a basis for estimating the cost of designing the new product. Even though design costs are only about 5% of the manufacturing costs of the product (Fig. 1.2), they are not trivial. The cost estimate needed here is for the project, not the product. Product cost estimates are covered in Chap. 11. A majority of project costs are in salaries. Some basic guidelines for making a project cost estimate are ■
■
■
Engineer salaries range from $50k to $100k per year, or assuming 2000 work hours year, $25–$50/hour. However, the cost to the project is more than just salaries, as all companies add on a “burden” that covers the costs of buildings, utilities, support personnel, and general equipment. Burden rates range from 100% in industry up to 300% in a government lab. Thus, the least expensive engineering in an industrial organization will cost $50 an hour, and a senior engineer in a government lab will cost $200 an hour. Most mechanical design projects require physical prototypes and test facilities. Each organization has a method to account for these costs. They may be lumped into the burden rate, or may be a separate item paid for by the hour. The same consideration must be given to computer costs to support CAD, simulation, meeting support, PLM, and other needs. For many projects, there is the need to travel to meet with other members of the design team, vendors, and suppliers. Travel costs can add up fast and must be included in planning.
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5.5 DESIGN PLAN EXAMPLES 5.5.1
A Very Simple Plan
We will now look at two simple problems to see how different problems require different design processes. Recall the problem statements from Chap. 1 (see Fig. 1.9): What size SAE grade 5 bolt should be used to fasten together two pieces of 1045 sheet steel, each 4 mm thick and 6 cm wide, which are lapped over each other and loaded with 100 N?
and Design a joint to fasten together two pieces of 1045 sheet steel, each 4 mm thick and 6 cm wide, which are lapped over each other and loaded with 100 N.
The solution of the first joint design problem is fairly straightforward (Fig. 5.14). It is fully defined, and understanding the problem is not hard. Since the problem statement actually defines the product, there is no need to generate and evaluate concepts or to generate a product design since it already exists. The only real effort involved in this design problem is to evaluate the product. This is done using standard equations from a text on machine component design or using company or industrial standards. In a component-design text, we find analysis methods for several different failure modes: the bolt can shear, the sheet steel can crush, and so on. After completing the analysis, you will make a decision as to which of the failure modes is most critical and then specify the smallest size of bolt that will not permit failure. This decision, part of the evaluation, is documented as the answer to the problem. In a classroom situation, you will undergo a “design review” when your answer is graded against a “correct” answer. Very few real design problems have a single correct answer. In fact, reality can cause quite a shift from the design process illustrated in Fig. 5.14. Consider one example: An experienced design engineer began a new job with a company that manufactured machines in an industry new to him. One of his first projects included the subproblem of designing a joint similar to bolt analysis problem. He followed the process in Fig. 5.14 and documented his results on an assembly drawing of the entire product. His analysis told him that a 1/4-in.-diameter bolt would carry the load with a generous factor of safety. However, his manager, an experienced designer in the industry, on reviewing the drawing, crossed off the 1/4-in. bolt and replaced it with a 1/2-in bolt, explaining to the new designer that it was an unwritten company standard based on years of experience never to use bolts of less than 1/2-in. diameter. The standard was dictated by the fact that Understand the problem
Evaluate the product
Document the result
Figure 5.14 Simple plan for a lap joint.
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5.5
Develop specifications
Generate concepts
Evaluate concepts and decide on best one
Evaluate for performance, manufacture, assembly, and cost
Design Plan Examples
Document the result
Figure 5.15 Design process for a more complex lap joint.
service personnel could not see anything smaller than a 1/2-in. bolt head in the dirty environment in which the company’s equipment operated. On all subsequent products, the designer specified 1/2-in. bolts without performing any analysis. For the second joint design problem, the process is more complex (Fig. 5.15). There are a number of concepts that might fasten the sheets. Typical options include using a bolt, welding the pieces together, using an adhesive, or folding the metal to make a seam. You might perform an analysis on each of these options, but that would be a waste of time because the results would still provide no clear way of knowing which joint design might be best. What is immediately evident is that the requirements on this joint are not well articulated. In fact, if they were, perhaps none of the earlier concepts would be acceptable. So the first step in solving this problem should be specification development for the joint. Various questions should be addressed: Does the joint need to be easily disassembled or leak-resistant? Does it need to be less than a certain thickness? Can it be heated? After all the specifications are understood, it will be possible to generate concepts (maybe ones previously thought of, maybe not), evaluate these concepts, and limit the potential designs for the joint to one or two concepts. Thus, before performing analysis on all of the joint designs (evaluating the product), it may be possible to limit the number of potential concepts to one or two. With this logic, the design process would follow the flow of Fig. 5.15, a process similar to that in Fig. 4.1, except there may be no need to generate product. The problem solved here is so mature that the concepts developed are fully embodied products. The concept, a “welded lap joint,” is fairly refined. The only missing details are the materials, the weld depth, the length of the weld leg, and other details requiring expertise in welding design. However, if the requirements on the joint were out of the ordinary, then the concepts generated might be more abstract and have many possible product embodiments.
5.5.2
Development of a New Product for a Single or Small Run
Many products are made only once or at most a few times. Planning for manufacture and assembly is different for these products than for those that are mass-produced. Specifically, for a small run there is less latitude for choosing manufacturing methods. Methods such as forging metal, injection-molding plastics, and manufacturing custom control circuits require mass production to amortize the tooling costs required. This restricts the types of components that can
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Figure 5.16 Project plan for Baja car.
be designed. Often the first item built is both a prototype and the final product delivered to the customer. There is more of a tendency to buy off-the-shelf components for short-run products. There is also less concern for assembly time than for mass-produced products. Figure 5.16 is the project plan of Oregon State University’s 2007 SAE Baja car. This team consistently places in the top 10 in races they enter. This plan was done on Microsoft ProjectTM and it shows the major tasks during a six-week period in the fall term. Note that some of the tasks did not take as long as planned, and others were not even done at all. Keep in mind that a plan is just that, a plan for doing work and developing deliverables. Reality seldom fits the plan precisely, even for this team that based their estimates on those developed in prior years.
5.5.3
Development of a New Product for Mass Production
Planning for new products can range from very simple to nearly impossible. Consider these two examples: A toy manufacturer is to develop a new toy that is similar to other toys they currently make (e.g., new action figures and toy
A plan is only valid until you start working.
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Communication During the Design Process
cars with cosmetic or minor functional changes). Thus, the product development plan is similar to that for the previously designed toys. At the other end of the planning spectrum is a company that has just developed a new technology and has never made a similar product before. For example, when first producing the iPod, Apple’s planning required many tasks that were highly uncertain. The ability to plan for a new product in this situation is much more challenging than it is for the toy company. Designing products for mass production requires careful planning for manufacture and assembly. These projects give the design engineer more flexibility in selecting materials and manufacturing processes and increase the project’s dependence on manufacturing engineers.
5.6 COMMUNICATION DURING THE DESIGN PROCESS Communication of the right information to the right people at the right time is one of the key features of a successful design project and a key reason for the existence of PLM. All communication begins with informal, face-to-face discussions and notes on scraps of paper. An engineering design paradox arises with these informal forms of communication. First, they are essential and must be informal if information is to be shared and progress to be made. Second, for the most part the information is not in a form that is documented for future use. In other words, the information and arguments used to reach many decisions are not recorded as part of any permanent design record and can be lost or easily misinterpreted. Thus, it is important to make the effort to record important discussions and decisions. Formal communication generally is in the form of design notebooks, design records, communications to management, and communication of the final design to downstream phases.
5.6.1
Design Notebooks and Records
Each technique discussed in this book produces documents that will become part of a design file for the product. The company keeps this file as a record of the product’s development for future reference, perhaps to prove originality in case of patent application or to demonstrate professional design procedures in case of a lawsuit. However, a complete record of the design must go beyond these formal documents. In solving any design problem, it is essential to keep track of the ideas developed and the decisions made in a design notebook. Some companies require these, with every entry signed and dated for legal purposes. In cases where a patent may be applied for or defended against infringement, it is necessary to have complete documentation of the birth and development of an idea.Adesign notebook with sequentially numbered, signed, and dated pages is considered good documentation; random bits of information scrawled on bits of paper are not. Additionally, a
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lawsuit against a designer or a company for injury caused by a product can be won or lost on the basis of records that show that state-of-the-art design practices were used in the development of the product. Design notebooks also serve as reference to the history of the designer’s own work. Even in the case of a simple design, it is common for designers to be unable to recall later why they made a specific decision. Also, it is not uncommon for an engineer to come up with a great idea only to discover it in earlier notes. The design notebook is a diary of the design. It does not have to be neat, but it should contain all sketches, notes, and calculations that concern the design. Before starting a design problem, be sure you have a bound notebook—one with lined paper on one page and graph paper on the other is preferable. The first entry in this notebook should be your name, the company’s name, and the title of the problem. Follow this with the problem statement, as well as it is known. Number, date, and sign each page. If test records, computer readouts, and other information are too bulky to be cut and pasted into the design notebook, enter a note stating what the document is and where it is filed. There have been efforts to keep design notebooks on computers. It is still difficult for computer-based systems to manage the sketches and notes, and they lack the permanence to hold up in court. More formal design records are created with each step of the design process. In this book, there are over 20 templates used that give an outline for the needed records. The information contained in these is what is managed and integrated in a PLM system.
5.6.2
Documents Communicating with Management
During the design process, periodic presentations to managers, customers, and other team members will be made. These presentations are usually called design reviews and are shown as an “approve plan” decision point in Fig. 5.1. Although there is no set form for design reviews, they usually require both written and oral communication. Whatever the form, these guidelines are useful in preparing material for a design review. Make it understandable to the recipient. Clear communication is the responsibility of the sender of the information. It is essential in explaining a concept to others that you have a clear grasp of what they already know and do not know about the concept and the technologies being used. Carefully consider the order of presentation. How should a bicycle be described to someone who has never seen one? Would you describe the wheels first, then the frame, the handlebars, the gears, and finally the whole assembly? Probably not, as the audience would understand very little about how all these bits fit together. A three-step approach is best: (1) Present the whole concept or assembly and explain its overall function, (2) describe the major parts and how they relate to the whole and its function, and (3) tie
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the parts together into the whole. This same approach works in trying to describe the progress in a project: Give the whole picture; detail the important tasks accomplished; then give the whole picture again. There is a corollary to this guideline: New ideas must be phased in gradually. Always start with what the audience knows and work toward the unknown. Above all, do not use jargon or terms with which the audience is not familiar. If in doubt about a concept or TLA (Three Letter Acronym), define it. Be prepared with quality material. The best way to make a point, and to have any meeting end well, is to be prepared. This implies (1) having good visual aids and written documentation, (2) following an agenda, and (3) being ready for questions beyond the material presented. Good visual aids include diagrams and sketches specifically prepared to communicate a well-defined point. In cases in which the audience in the design review is familiar with the design, mechanical drawings might do, but if the audience is composed of nonengineers who are unfamiliar with the product, such drawings communicate very little. It is always best to have a written agenda for a meeting. Without an agenda, a meeting tends to lose focus. If there are specific points to be made or questions to be answered, an agenda ensures that these items are addressed.
5.6.3
Documents Communicating the Final Design
The most obvious form of documentation to result from a design effort is the material that describes the final design. Such materials include computer solid models, drawings (or computer data files) of individual components (detail drawings) and of assemblies to convey the product to manufacturing. They also include written documentation to guide manufacture, assembly, inspection, installation, maintenance, retirement, and quality control. These topics will be covered in Chaps. 9 and 12. Often it is necessary to produce a design report. The following format is a good outline to follow. 1. Title page: The title of the design project is to be in the center of the page. Below it, list the following items: a. Date: b. Course/Section: c. Instructor: d. Team Members: 2. Executive summary: a. The purpose of the Executive Summary is to provide key information up front, such that while reading the report, a reader has expectations that are fulfilled on a continuous basis. Key to a good summary is the first sentence, which must contain the most essential information that you wish to convey.
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3. 4.
5.
6.
7.
8.
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b. The summary is to be written as if the reader is totally uninformed about your project and is not necessarily going to read the report itself. c. It must include a short description of the project, the process and the results. d. The Executive Summary is to be one page or less with one figure maximum. Table of contents: Include section titles and page numbers. Design problem and objectives: Give a clear and concise definition of the problem and the intended objectives. Outline the design constraints and cost implications. a. Include appropriate background on the project for the reader to be able to put the information provided in context. b. The final project objectives must also be presented in the form of a set of engineering specifications. Detailed design documentation: Show all elements of your design including an explanation of a. Assumptions made, making sure to justify your design decisions. b. Function of the system. c. Ability to meet engineering specifications. d. Prototypes developed, their testing and results relative to engineering specifications. e. Cost analysis. f. Manufacturing processes used. g. DFX results. h. Human factors considered. i. All diagrams, figures, and tables should be accurately and clearly labeled with meaningful names and/or titles. When there are numerous pages of computer-generated data, it is preferable to put this information in an appendix with an explanation in the report narrative. For each figure in the report, ensure that every feature of it is explained in the text. Laboratory test plans and results for all portions of the system that you built and tested. Write a narrative description of test plan(s). Use tables, graphs, and whatever possible to show your results. Also, include a description of how you plan to test the final system, and any features you will include in the design to facilitate this testing. This section forms the written record of the performance of your design against specifications. Bills of materials: Parts costs include only those items included in the final design. A detailed bill of materials includes (if possible) manufacturer, part number, part description, supplier, quantity, and cost. Gantt chart: Show a complete listing of the major tasks to be performed, a time schedule for completing them, and which team member has the primary responsibility (and who will be held accountable) for each task.
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5.8
Sources
9. Ethical consideration: Provide information on any ethical considerations that govern the product specifications you have developed or that need to be taken into account in potentially marketing the product. 10. Safety: Provide a statement of the safety consideration in your proposed design to the extent that is relevant. 11. Conclusions: Provide a reasoned listing of only the most significant results. 12. Acknowledgments: List individuals and/or companies that provided support in the way of equipment, advice, money, samples, and the like. 13. References: Including books, technical journals, and patents. 14. Appendices: As needed for the following types of information: a. Detailed computations and computer-generated data. b. Manufacturers’ specifications. c. Original laboratory data.
5.7 SUMMARY ■ ■ ■
■ ■ ■
Planning is an important engineering activity. The use of prototypes and models is important to consider during planning. Every product is developed through five phases: discovery, specification development, conceptual design, product development, and product support. Planning is needed to get through these phases in a timely, cost-effective manner. There are five planning steps: identify the tasks, state their objectives, estimate the resources needed, develop a sequence, and estimate the cost. There are many types of project plans. A goal is to design a plan to meet the needs of the project. Communication through reports and drawings are key to the success of any project.
5.8 SOURCES Bashir, H., and V. Thompson: “Estimating Design Complexity,” Journal of Engineering Design, Vol. 16, No. 3, 1999, pp. 247–256. Estimates on project time are based on this paper. Boehm, B.: “The Spiral Model as a Tool for Evolutionary Acquisition,” Software Engineering Institute, Pittsburgh, Pa. www.sei.cmu.edu/pub/documents/00.reports/pdf/00sr008.pdf Boehm, B.: “The Spiral Model as a Tool for Evolutionary Acquisition,” Crosstalk, May 2001. http://www.stsc.hill.af.mil/crosstalk/2001/may/boehm.asp Cooper, Robert G.: Winning at New Products: Accelerating the Process from Idea to Launch, Third Edition, Perseus Books Group, 2001. The basic book on Stage-Gate methods. Meredith, D. D., K. W. Wong, R. W. Woodhead, and R. H. Wortman: Design Planning of Engineering Systems, Prentice-Hall, Englewood Cliffs, N.J., 1985. Good basic coverage of mathematical modeling, optimization, and project planning, including CPM and PERT.
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MicroSoft ProjectTM . Software that supports the planning activity. There are many share-ware versions available. For details on the Design Structure Matrix see The DSM Website at MIT, http://www.dsmweb. org/. A tutorial there is instructive. The Design Report format is used, with permission, from the Electrical Engineering Program at The Milwaukee School of Engineering.
5.9 EXERCISES 5.1 Develop a plan for the original or redesign problem identified in Exercise 4.1 or 4.2. a. Identify the participants on the design team. b. Identify and state the objective for each needed task. c. Identify the deliverables. d. Justify the use of prototypes. e. Estimate the resources needed for each task. f. Develop a schedule and a cost estimate for the design project. 5.2 For the features of the redesign problem (Exercise 4.2) develop a plan as in Exercise 5.1. 5.3 Develop a plan for making a breakfast consisting of toast, coffee, a fried egg, and juice. Be sure to state the objective of each task in terms of the results of the activities performed, not in terms of the activities themselves. 5.4 Develop a plan to design an orange ripeness tester. In a market, people test the freshness of oranges by squeezing them, and based on their experience, how much they compress when squeezed gives an indication of ripeness. There are some sophisticated methods used in industry, but the goal here is to develop something simple, that could be built for low cost.
5.10 ON THE WEB Templates for the following documents are available on the book’s website: www.mhhe.com/Ullman4e ■ ■
Project Plan Design Report
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Understanding the Problem and the Development of Engineering Specifications KEY QUESTIONS ■ ■ ■ ■ ■
Why emphasize developing engineering specifications? How can you identify the “customers” for a product? Why is it so important to understand the voice of the customer and work to translate this into engineering specifications? How can you best benchmark the competition to understand design and business opportunities? How can you justify taking time at the beginning of a project to do specification development instead of developing concepts immediately?
6.1 INTRODUCTION Understanding the design problem is an essential foundation for designing a quality product. “Understanding the design problem” means to translate customers’ requirements into a technical description of what needs to be designed. Or, as the Japanese say, “Listen to the voice of the customer.” This importance is made graphically clear in the cartoon shown in Fig. 6.1. Everyone has a different view of what is needed by the customer and it takes work to find out what this really is. Surveys show that poor product definition is a factor in 80% of all timeto-market delays. Further, getting a product to market late is more costly to a company than being over cost or having less than optimal performance. Finding the “right” problem to be solved may seem a simple task; unfortunately, often it is not. Besides finding the right problem to solve, an even more difficult and expensive problem for most companies is what is often called “creeping specifications.” 143
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As designed by engineering
As installed at the user’s site.
What manufacturing thought was wanted
What the user wanted.
Figure 6.1 Understanding the product need.
Creeping specifications change during the design process. It is estimated that fully 35% of all product development delays are directly caused by such changes. There are three factors that cause creeping specifications. First, as the design process progresses, more is learned about the product and so more features can be added. Second, since design takes time, new technologies and competitive products become available during the design process. It is a difficult decision whether to ignore these, incorporate them (i.e., change the specifications), or start all over (i.e., decide that the new developments have eliminated the market for what you are designing). Third, since design requires decision making, any specification change causes a readdressing of all the decisions dependent on that specification. Even a seemingly simple specification change can cause redesign of virtually the whole product. The point is that when specification changes become necessary, they should be done in a controlled and informed manner.
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Introduction
All design problems are poorly defined.
The importance of the early phases of the design process has been repeatedly emphasized. As pointed out in Chap. 1, careful requirements development is a key feature of an effective design process. In this chapter, the focus is on understanding the problem that is to be solved. The ability to write a good set of engineering specifications is proof that the design team understands the problem. There are many techniques used to generate engineering specifications. One of the best and currently most popular is called Quality Function Deployment (QFD). What is good about the QFD method is that it is organized to develop the major pieces of information necessary to understanding the problem: 1. 2. 3. 4. 5.
Hearing the voice of the customers Developing the specifications or goals for the product Finding out how the specifications measure the customers’ desires Determining how well the competition meets the goals Developing numerical targets to work toward
The QFD method was developed in Japan in the mid-1970s and introduced in the United States in the late 1980s. Using this method, Toyota was able to reduce the costs of bringing a new car model to market by over 60% and to decrease the time required for its development by one-third. It achieved these results while improving the quality of the product. A recent survey of 150 U.S. companies shows that 69% use the QFD method and that 71% of these have begun using the method since 1990. A majority of companies use the method with cross-functional teams of ten or fewer members. Of the companies surveyed, 83% felt that the method had increased customer satisfaction and 76% indicated that it facilitated rational decisions. Before itemizing the steps that comprise this technique for understanding a design problem, consider some important points: 1. No matter how well the design team thinks it understands a problem, it should employ the QFD method for all original design or redesign projects. In the process, the team will learn what it does not know about the problem. 2. The customers’ requirements must be translated into measurable design targets for identified critical parameters. You cannot design a car door that is “easy to open” when you do not know the meaning of “easy.” Is easiness measured by force, time, or what? If force is a critical parameter, then is “easy” 20 N or 40 N? The answer must be known before much time and resources are invested in the design effort. 3. The QFD method can be applied to the entire problem and any subproblem. (Note that the design of a door mechanism in the previous point is a subproblem in automobile design.)
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4. It is important to first worry about what needs to be designed and, only after that is understood, to worry about how the design will look and work. Our cognitive capabilities generally lead us to try to assimilate the customers’ functional requirements (what is to be designed) in terms of form (how it will look); these images then become our favored designs and we get locked onto them. The QFD procedure helps overcome this cognitive limitation. 5. This method takes time to complete. In some design projects, about one-third of the total project time is spent on this activity. Ford spends 3–12 months developing the QFD for a new feature. Experimental evidence has shown that designers who spend time here end up with better products and do not use any more total time when compared to others who do a superficial job here. Time spent here saves time later. Not only does the technique help in understanding the problem, it also helps set the foundation for concept generation. Identify customers
Generate customers’ requirements
Evaluate competition
Generate engineering specifications
Refine product definition
Set targets To conceptual design Approve specifications
Cancel project
Figure 6.2 The Product Definition phase of the mechanical design process.
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Introduction
The QFD method helps generate the information needed in the engineering Product Definition phase of the design process (Fig. 4.1). That phase is reproduced in Fig. 6.2. Each block in the diagram is a major section in this chapter and a step in the QFD method. Applying the QFD steps builds the house of quality shown in Fig. 6.3. This house-shaped diagram is built of many rooms, each containing valuable information. Before we describe each step for filling in Fig. 6.3, a brief description of the figure is helpful. The numbers in the figure refer to the steps that are detailed in the sections below. Developing information begins with identifying who (step 1) the customers are and what (step 2) it is they want the product to do. In developing this information, we also determine to whom the “what” is important—who versus what (step 3). Then it is important to identify how the problem is solved now (step 4), in other words, what the competition is for the product being designed. This information is compared to what the customers desire—now versus what (step 4 continued)—to find out where there are opportunities for an improved product. Next comes one of the more difficult steps in developing the house, determining how (step 5) you are going to measure the product’s
How vs. How
8
5 Who 2
What
1
How 6
3
Who vs. What
4 Now 4
Now vs. What
What vs. How
7 How Much
Figure 6.3 The house of quality, also known as the QFD diagram.
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ability to satisfy the customers’ requirements. The hows consists of the engineering specifications, and their correlation to the customers’ requirements is given by whats versus hows (step 6). Target information—how much (step 7)—is developed in the basement of the house. Finally, the interrelationship between the engineering specifications are noted in the attic of the house—how versus how (step 8). Details of all these steps and why they are important are developed in Sections 6.2 through 6.9. Postage stamp-size versions of Fig. 6.3 tie the steps together. The QFD method is best for collecting and refining functional requirements, hence the “F” in its name. However, in the material presented here, it will be used to help ensure that all requirements are collected and refined. In each step, the design of an “aisle chair” will be used as an example. This example is taken from a project to design a wheelchair to rapidly help passengers board and deplane from a Boeing 787 Dreamliner. This type of wheelchair is brought into the waiting area, the passenger transfers from their regular wheelchair to the aisle chair, which is then wheeled to the plane and down the aisle to the assigned seat where the passenger transfers out of the aisle chair into their seat. The process is reversed at the end of the flight. Aisle chairs are narrower than regular chairs so they can fit between the rows on an aircraft. A typical aisle chair is shown in Fig. 6.4. The design effort for the Dreamliner chair resulted in the QFD shown in Fig. 6.5. This House of Quality developed during this project contained over 60 customer requirements and over 50 engineering specifications. This effort, although time consuming, resulted in the increased project understanding that was essential to develop a product that was superior to those already on the market. The entire House is too large to read or make for a good example, so a reduced version of it will be used (Fig. 6.6). This example contains all the important points used in the larger, complete QFD. The contents of this house are developed in the following sections.
Figure 6.4 A typical aisle chair. (Reprinted with permission of Columbia Medical.)
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Figure 6.5 Aisle chair QFD (original available on book web site).
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What Aisle chair preparation Transfer from personal to aisle chair
Passenger movement
Aisle chair movement
Transfer from aisle chair to seat
Aisle chair preparation
Passenger movement
Easy positioning of seat height Easy to position chairs Minimum effort for all Good lifting position Minimum time for transfer Easy to move Fits in aircraft aisle Good stability Aisle chair close to aircraft seat Easy positioning of seat height Minimum effort for all Minimum transfer time
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Importance (Passenger) (Agent) Colub Deltor Target (Delighted) Threshold (Disgusted)
Figure 6.6 Example aisle chair QFD.
1 = very bad 5 = very good
Side tipping force at handles
10
Now Fore/aft tipping force at handles
6
Lifting force required for agent
4
Force to slide 95% male passenger
4
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How Seat width relative to frame width
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Step 2: Determine the Customers’ Requirements
Your decisions, good or bad, affect everyone downstream. The House of Quality can be easily built on a spreadsheet with the exception of the roof portion at the top. A simple method to construct this also on a spreadsheet is given in step 8.
6.2 STEP 1: IDENTIFY THE CUSTOMERS: WHO ARE THEY? For most design situations, there is more than one customer; for many products, the most important customers are the consumers, the people who will buy the product and who will tell other consumers about its quality (or lack thereof). Sometimes the purchaser of the product is not the same as its user (e.g., gym equipment, school desks, and office desks). Some products—a space shuttle or an oil drill head—are not consumer products but still have a broad customer base. For all products it is important to consider customers both outside the organizations that design, manufacture, and distribute the product—external customers—and those inside of them—internal customers. For example, beyond the consumer, the designer’s management, manufacturing personnel, sales staff, and service personnel must also be considered as customers. Additionally, standards organizations should be viewed as customers, as they too may set requirements for the product. For many products, there are five or more classes of customers whose voices need to be heard. One method to make sure you have identified all the customers is to consider the entire life of the product (see Fig. 1.7). Pretend you are the product; visualize all the people that encounter you as you go through the internal and external phases itemized in life cycle diagram. For the aisle chair, the main customers are the passengers being transported and the airline agents who assist in transporting the passengers on and off the airplane. Note that neither of these two customers purchases the aisle chair. Nor do they maintain it, clean it, or disassemble it. In Fig. 6.6 the only customers shown are the passenger and agent as “who” examples. The area below the “passenger” and “agent” will be filled in during Step 3.
6.3 STEP 2: DETERMINE THE CUSTOMERS’ REQUIREMENTS: WHAT DO THE CUSTOMERS WANT? Once the customers have been identified, the next goal of the QFD method is to determine what is to be designed. That is, what is it that the customers want? ■
Typically, as shown by the customer survey in Table 1.1, the consumers want a product that works as it should, lasts a long time, is easy to maintain, looks attractive, incorporates the latest technology, and has many features.
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You only think you know what your customers want. ■
■
Typically, the production customer wants a product that is easy to produce (both manufacture and assemble), uses available resources (human skills, equipment, and raw materials), uses standard parts and methods, uses existing facilities, and produces a minimum of scraps and rejected parts. Typically, the marketing/sales customer wants a product that meets consumers’ requirements; is easy to package, store, and transport; is attractive; and is suitable for display.
The key to this QFD step is collecting information from customers. There are essentially three methods commonly used: observations, surveys, and focus groups. Fortunately, most new products are refinements of existing products, so many requirements can be found by observing customers using the existing product. For example, automobile manufacturers send engineers into shopping center parking lots to observe customers putting purchases into cars to better understand one aspect of car door requirements. Surveys are generally used to gather specific information or ask people’s opinions about a well-defined subject. Surveys use questionnaires that are carefully crafted and applied either through the mail, over the telephone, or in face-to-face interviews. Surveys are well suited for collecting requirements on products to be redesigned or on new, well-understood product domains. For original products or to gather the customers’ ideas for product improvement, focus groups are best. The focus-group technique was developed in the 1980s to help capture customers’ requirements from a carefully chosen group of potential customers. The method begins by identifying seven to ten potential customers and asking if they will attend a meeting to discuss a new product. One member of the design team acts as moderator and another as note taker. It is also best to electronically record the session. The goal in the meeting is to find out what is wanted in a product that does not yet exist, and so it relies on the customers’ imaginations. Initial questions about the participants’ use of similar products are followed with questions designed to find performance and excitement requirements. The goal of the moderator is to use questions to guide the discussion, not control it. The group should need little intervention from the moderator, because the participants build on each other’s comments. One technique that helps elicit useful requirements during interviews is for the moderator to repeatedly ask “Why?” until the customers respond with information in terms of time, cost, or quality. Eliciting good information takes experience, training, and multiple sessions with different participants. Usually the first focus group leads to questions needed for the second group. It often takes as many as six sessions to obtain stable information. Later in the design process, surveys can be used to gather opinions about the relative merit of different alternatives. Observation and focus groups can be used both to generate ideas that may become alternatives and to evaluate
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Step 2: Determine the Customers’ Requirements
alternatives. All these types of information gathering rely on questions formulated ahead of time. With a survey, the questions and the answers must be formalized. Both surveys and observations usually use closed questions (i.e., questions with predetermined answers); focus groups use open-ended questions. Regardless of the method used, these steps will help the design team develop useful data: Step 2.1: Specify the Information Needed Reduce the problem to a single statement describing the information needed. If no single statement represents what is needed, more than one l a 28 max. sign y c n e displays only rg eme or noncritical t for limi controls A 8 (stretching not 30° standard sight line desirable) normal 60 sight lin 10° e 30° 30° opt. viewing optimum zone B for manual range and visual 9 combinations (min. parallax.) 51
C
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43.0 40.2 37.3 37.3 34.7 31.6
12 B alt
1.2 1.0 .8
6" -4'="" tel.="" booth="" door="">
isu °v 3.3 3.0 2.7
70°
2.2 1.9 3 max. allow. 1.5 elbow rise
69.6 l.w. 64.8 av. 58.8 s.w. 65.4 60.9 55.3 _1.2 normal slump 57.4 53.3 48.7
50
50% tile
6'-8' min. ceiling ht. 6'-8'–7'-0' door ht. std. 6'-6' min. door ht.
keep lights above to minimize glare unimportant displays
al
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opt. control zone
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16 min. clear. for stool
noncritical or casual controls, manuals and 45 displays noncritical controls 6 (stooping is 39 feasible) writing shelf 9
6 FT 68' cannot see over ht. 64.5 highest shelf 63 min. cat walk ceiling 5 FT
55 opt. tel. dial_women
4 FT
3 FT reach R. 28.3 26.2 23.4
2 FT
20.8 19.4 17.8
58–60 thermostat ht. std. 58 mirror CL 58 tel. dial_m. & w. standing
50 push plates std. 48–54 grab bars_women 48 wall switch std.
42 bar ht. std., door pulls 41 opt. tel dial–m. & w. sitting 39.5 opt. tel. dial–women sit. 39 max. counter ht. 38 door knob_std. 36 sink rim std., hand rails 34 hand rails_stairs 33 panic bars 33.5–34.8 cleaning surfaces 32.3–34.3 food preparation 31.5–33.5 cooker hot plate 31 lavatories 30–32 ironing boards 27–28 table ht. 26.4 stool ht.—36' counter 25–26 typing table 24 min. knee clear_sitting
16 av. seat ht.—women 15.75 max. ht. W.C. 15–15.3 opt. seat ht.—public 12 max. rung spacing 4.8 3.6 3.4
7–7.5 opt. stair riser 6–8 bar rail
1.6
4–6
4 min. toe space 1.6 av. heel_women
0' datum 6 min. 34 min. gangway
Figure D.2 Anthropometric woman at control panel (Source: Adapted from H. Dreyfuss, The Measure of Man: Human Factors in Design, Whitney Library of Design, New York, 1967).
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The Human as Sensor and Controller
drawing is of a 50th-percentile woman. The dimensions on the control panel are such that a majority of women will feel comfortable looking at the displays and working the controls. Returning to our lawn mower: the handle should be at about elbow level, height 5 in Fig. D.1 and Table D.1. To fit all men and women between the 5th and 95th percentiles, the handle must be adjustable between 94.9 cm (37.4 in.) for the 5th-percentile woman and 117.8 cm (46.4 in.) for the 95th-percentile man. Anthropometric data from the references also show that the pull starter should be 69 cm (27 in.) off the ground for the average person. For this uncommon position, only an average value is given in the references. For positions even more unique, the engineer may have to develop measurements of a typical user community in order to get the data necessary for quality products.
D.3 THE HUMAN AS SOURCE OF POWER Humans often have to supply some force to power a product or actuate its controls. The lawn-mower operator must pull on the starter cord and push on the handle or move the steering wheel. Human force-generation data are often included with anthropometric data. This information comes from the study of biomechanics (the mechanics of the human body). Listed in Fig. D.3 is the average human strength for differing body positions. In the data for “arm forces standing,” we find that the average pushing force 40 in. off the ground (the average height of the mower handle) is 73 lb, with a note that hand forces of greater than 30 to 40 lb are fatiguing. Although only averages, these values do give some indication of the maximum forces that should be used as design requirements. More detailed information on biomechanics is available in MIL-HDBK (Military Handbook) 759A and The Human Body in Equipment Design (see Sources at the end of this appendix).
D.4 THE HUMAN AS SENSOR AND CONTROLLER Most interfaces between humans and machines require that humans sense the state of the device and, based on the data received, control it. Thus, products must be designed with important features readily apparent, and they must provide for easy control of these features. Consider the control panel from a clothes dryer (Fig. D.4). The panel has three controls, each of which is intended both to actuate the features and to relate the settings to the person using the dryer. On the left are two toggle switches. The top switch is a three-position switch that controls the temperature setting to either “Low,” “Permanent Press,” or “High.” The bottom switch is a two-position switch that is automatically toggled to off at the end of the cycle or when the dryer door is opened. This switch must be pushed to start the dryer. The dial on the right controls the time for either the no-heat cycle (air dry) on the top half of the dial or the heated cycle on the bottom half. The dryer controls must communicate two functions to the human: temperature setting and time. Unfortunately, the temperature settings on this panel are
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APPENDIX D
HUMAN STRENGTH (for short durations) strength correction factors; X 0.9 left hand and arm X 0.84 hand – age 60 X 0.5 arm & leg – age 60 Arm forces standing X 0.72 women floor 28 approx. opt. lever 17 30 Lb.
Arm forces sitting A
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145 Lb.
1 Ft.
max. hand squeeze: 85 Lb. R.H. 77 Lb. L.H.
Figure D.3 Average human strength for different tasks (Source: Adapted from H. Dreyfuss, The Measure of Man: Human Factors in Design, Whitney Library of Design, New York, 1967).
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D.4
Air Fluff Cycle Temperature
Fabricare Cycle 50
Permanent Press Low
40 30
20
60
High
10 Off
70
90
No iron Cool down 20
Push to start
80 70 30 40 50
Bradford
60
Permanent Press Timed Dry Cycle
Figure D.4 Clothes dryer control panel (Source: Adapted from J. H. Burgess,
Designing for Humans: The Human Factor in Engineering, Petrocelli Books, Princeton, N.J., 1986).
hard to sense because the “Temperature” rocker switch does not clearly indicate the status of the setting and the air-dry setting for temperature is on the dial that can override the setting of the “Temperature” switch. There are two communication problems in the time setting also: the difference between the top half of the dial and the bottom half is not clear and the time scale is the reverse of the traditional clockwise dial. The user must not only sense the time and temperature but must regulate them through the controls. Additionally, there must be a control to turn the dryer on. For this dryer, the rocker switch does not appear to be the best choice for this function. Finally, the labeling is confusing. This control panel is typical of many that are seen every day. The user can figure out what to do and what information is available, but it takes some conjecturing. The more guessing required to understand the information and to control the action of the product, the lower the perceived quality of the product. If the controls and labeling were as unclear on a fire extinguisher, for example, it would be all but useless—and therefore dangerous. There are many ways to communicate the status of a product to a human. Usually the communication is visual; however, it can also be through tactile or audible signals. The basic types of visual displays are shown in Fig. D.5. When choosing which of these displays to use, it is important to consider the type of information that needs to be communicated. Figure D.6 relates five different types of information to the types of displays. Comparing the clothes-dryer control panel of Fig. D.4 to the information of Fig. D.6, the temperature controls require only discrete settings and the time control a continuous (but not accurate) numerical value. Since toggle switches are not very good at displaying information, the top switch on the panel of Fig. D.4 should be replaced by any of the displays recommended for discrete information. The use of the dial to communicate the time setting seems satisfactory. To input information into the product, there must be controls that readily interface with the human. Figure D.7 shows 18 common types of controls and
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Dan
ger f d g f k f r k g r ej k d f d k j g r e j g f v j r o j o
Mechanical indicator
Pictorial display
Figure D.5 Types of virtual displays.
their use characteristics; it also gives dimensional, force, and recommended use information. Note that the rotary selector switch is recommended for more than two positions and is rated between “acceptable” and “recommended” for precise adjustment. Thus, the rotary switch is a good choice for the time control of the dryer. Also, for rotary switches with diameters between 30 and 70 mm, the torque to rotate them should be in the range from 0.3 to 0.6 N · m. This is important information when one is designing or selecting the timing switch mechanism. In addition, note that for the rocker switch, no more than two positions are recommended. Thus, the top switch on the dryer, Fig. D.4, is not a good choice for the temperature setting. An alternative design of the dryer control panel is shown in Fig. D.8. The functions of the dryer have been separated, with the temperature control on one rotary switch. The “Start” function, a discrete control action, is now a button, and the timer switch has been given a single scale and made to rotate clockwise. Additionally, the labeling is clear and the model number is displayed for easy reference in service calls. In general, when designing controls for interface with humans, it is always best to simplify the structure of the tasks required to operate the product. Recall
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11:30
D.4
Exact value
Rate of change
The Human as Sensor and Controller
Trend, direction of change
Discrete information
Adjusted to desired value
Digital counter Moving pointer on fixed scale Fixed pointer on moving scale Mechanical indicator Symbol display Indicator light Graphical display Pictorial display Not suitable
Acceptable
Recommended
Figure D.6 Appropriate uses of common visual displays.
the characteristics of the short-term memory discussed in Chap. 3. We learned there that humans can deal with only seven unrelated items at a time. Thus, it is important not to expect the user of any product to remember more than four or five steps. One way to overcome the need for numerous steps is to give the user mental aids. Office reproducing machines often have a clearly numbered sequence (symbol display) marked on the parts to show how to clear a paper jam, for example. In selecting the type of controller, it is important to make the actions required by the system match the intentions of the human. An obvious example of a mismatch would be to design the steering wheel of a car so that it rotates clockwise for a left turn—opposite to the intention of the driver and inconsistent with the effect on the system. This is an extreme example; the effect of controls is not always so obvious. It is important to make sure that people can easily determine the relationship between the intention and the action and the relationship between the action and the effect on the system. A product must be designed so that when a person interacts with it, there is only one obviously correct thing to do. If the action required is ambiguous, the person might or might not do the right thing. The odds are that many people will not do what was wanted, will make an error, and, as a result, will have a low opinion of the product.
423
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Control
Human Factors in Design
Force F, N Moment M, N ⋅ m
Dimension, mm
d
Handwheel
D: 160–800 d: 30–40
D
M
160–800 mm 200–250 mm
2–40 N ⋅ m 4–60 N ⋅ m
D Crank
d h
Rotary knob Turning movement
Hand (finger) r: <250 (<100) l: 100 (30) d: 32 (16)
r l
Hand (finger) D: 25–100 (15–25) h: >20 (>15)
D Rotary selector switch
b l h
l: 30–70 h: >20 b: 10–25
r
M
<100 mm 100–250 mm
0.6–3 N ⋅ m 5–14 N ⋅ m
D
M
15–25 mm 25–100 mm
0.02–0.05 N ⋅ m 0.3–0.7 N ⋅ m
l
M
30 mm 30–70 mm
0.1–0.3 N ⋅ m 0.3–0.6 N ⋅ m
Setting visible Accidental actuation
APPENDIX D
Continuous adjustment Precise adjustment Quick adjustment Large force application Tactile feedback
424
11:30
>2 positions
ull75741_appD
2 positions
ullman-38162
Thumbwheel b: > 8
F = 0.4 –5 N
D: 60–120
F = 0.4 –5 N
d: 30–40 l: 100–120
F1 = 10–200 N F2 = 7–140 N
d: 30–40 b: 110–130
F = 10–200 N
b D
Rollball
Handle (slide)
d l
1
2
D-handle
b
d
*
Push button d
Finger: d > 15 Hand: d > 50 Foot: d > 50
Linear movement
Slide
Finger: F = 1–8 N Hand: F = 4–16 N Foot: F = 15–90 N
b l: >15 b: >15
F = 1–5 N (Touch grip)
b: >10 h: >15
F = 1–10 N (Thumb-finger grip)
l Slide
b h
Sensor key b
l: >14 b: >14
l *Recessed installation
Figure D.7 Appropriate uses of hand- and foot-operated controls (Source: Adapted from
G. Salvendy (ed.), Handbook of Human Factors, Wiley, 1987).
11:30
Lever
d
Force F, N Moment M, N⋅m
Setting visible Accidental actuation
Dimension, mm
425
Precise adjustment Quick adjustment Large force application Tactile feedback
Control
The Human as Sensor and Controller
Continuous adjustment
D.4
>2 positions
December 17, 2008
2 positions
ull75741_appD
l
Joystick
d: 30–40 l: 100–120
F = 10–200 N
s: 20–150 d: 10–20
F = 5–50 N
b: >10 l: >15
F = 2–10 N
b: >10 l: >15
F = 2–8 N
d: 12–15 D: 50–80
F = 1–2 N
d s
b l
Toggle switch Swiveling movement
ullman-38162
D Rocker switch
b
l
Rotary disk D d Pedal
l b
b: 50–100 l: 200–300 l: 50–100 (forefoot)
Sitting: F = 16–100 N Standing: F = 80–250 N
Figure D.7 (continued).
TIME SET START
Cool down
20
Remove to prevent wrinkling Low
Air fluff
Hi
30
Set
40
Perma press
50 90 80
60 70
BRADFORD Model 78345
Figure D.8 Redesign of the clothes dryer control panel of Fig. D.4.
ullman-38162
426
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December 17, 2008
APPENDIX D
11:30
Human Factors in Design
D.5 SOURCES Burgess, J. H.: Designing for Humans: The Human Factor in Engineering, Petrocelli Books, Princeton, N.J., 1986. A good text on human factors written for use by engineers; the dryer example is from this book. Damon, A. et al., The Human Body in Equipment Design, Harvard University Press, Boston, 1966. Dreyfuss, H.: The Measure of Man: Human Factor in Design, Whitney Library of Design, New York, 1967. This is a loose-leaf book of 30 anthropometric and biomechanical charts suitable for mounting; two are life-size, showing a 50th-percentile man and woman. A classic. Human Engineering Design Criteria for Military Systems, Equipment, and Facilities, MIL-STD 1472F. http://hfetag.dtic.mil/docs-hfs/mil-std-1472f.pdf. Four hundred pages of human factors information. Human Engineering Design Data Digest, Department of Defense Human Factors Engineering Technical Advisory Group, April 2000, http://hfetag.dtic.mil/hfs_docs.html. Excellent online source. Human Factors Design Standard (HFDS), FAA, http://hf.tc.faa.gov/hfds/. Another excellent online source. Jones, J. V.: Engineering Design: Reliability, Maintainability and Testability, TAB Professional and Reference books, Blue Ridge Summit, Pa., 1988. This book considers engineering design from the view of military procurement, relying strongly on military specifications and handbooks. MIL-HDBK-759C, Human Engineering Design Guidelines, 1995. Norman, D.: The Psychology of Everyday Things, Basic Books, New York, 1988. Guidance for designing good interfaces for humans; light reading. Moggridge, B.: Designing Interactions, http://www.designinginteractions.com/. An online book for designing human interfaces for the 21st century. Salvendy, G. (ed.): Handbook of Human Factors, 3rd edition, Wiley, New York, 2006. Seventeen hundred pages of information on every aspect of human factors. System Safety Program Requirements, MIL-STD 882D. U.S. Government Printing Office, Washington, D.C. http://safetycenter.navy.mil/instructions/osh/milstd882d.pdf. The hazard assessment is from this standard. Tilly, A. R.: The Measure of Man and Woman, Whitney Library of Design, New York, 1993. An updated version of the preceding classic rewritten by one of Dreyfuss’s associates.
ullman-38162
ull75741_IND
December 23, 2008
15:18
INDEX
A abstraction, levels of, 32, 215 accuracy, modeling and, 286 additive tolerance stack-up, 299–301 aging/deterioration effects, 290 aisle chair, 147, 158 analogies, 191–192 analysis problems, 16 analytical models, 124–125, 294–295 assembly drawings, 122–123 efficiency, 331, 333 instructions, 367 manager, 70 requirements, in engineering specifications, 162 B behavior, human problem-solving, 58–64 behavior, product, 30 Belief Map, 235–239 benchmarking, 157–158 best practices for product evaluation, 279–280 bicycle product discovery phase and, 101, 102, 106–109 redesign, 37–39 Bill of Materials (BOM),15, 245–246 brainstorming, 190 brainwriting, 190–191 C CAD systems, 118–119, 123–124 chunks of information, 50, 51, 53 clamp (see Irwin) coefficient of variation, 409–413 cognitive psychology, 48 Commercial Off The Shelf (COTS) components, 267 communication, during design process, 137–141 competition benchmarking, 157–158 component assembly, 331 development, 253–260 handling, 331, 343–346
mating, 331, 347–349 retrieval, 331, 342–343 components, 27 configuring, 247–249, 271–273 cost of injection-molded, 325 cost of machined, 321–324 developing, 253–260 developing connections/interfaces between, 249–253, 274–275 from vendors, 266–269 Computed Tomography (CT) Scanner, 82–85, 86, 89 computer-aided design (CAD) systems, 119, 123–124 computer-generated solid models, 118–119 concept combining, 207–208 defined, 171 developed for each function, 206–207 concept evaluation and selection, 213–239 assessing risk and, 226–233 decision-matrix method, 221–226 feasibility, 218–219 level of abstraction and language for, 215–218 robust decision-making, 233–239 technology readiness, 219–221 concept generation, 171–209 amount of time spent on, 171–172 basic methods of, 189–194 clamp, 173–176 contradictions used for, 197–201 functional decomposition technique, 181–189 morphological method, 204–208 reverse engineering, 178–180 Theory of Inventive Machines (TRIZ), 201–204 through patent literature, 194–197 understanding function of existing designs and, 176–180 conceptual design, 40, 87–89. See also concept evaluation and selection; concept generation phases of, 213–214 simplicity and, 208–209 concurrent engineering, 9 configuration design, 34–36 configuration of components, 247–249, 271–273 conformity, creativity and, 65–66
427
ullman-38162
428
ull75741_IND
December 23, 2008
15:18
Index
connections, 249–253 constraints, design, 40–41 contradictions, to generate ideas, 197–201 cost estimates, 320–321 estimating product development, 133 of injection-molded components, 325 of machined components, 321–324 cost, product determining, 316–320 measuring design process with, 3–6 cost requirements, 161 creativity, in designers, 64–66 “creeping specifications,” 143–144 Critical Path Method (CPM), 131 CT Scanner, 82–85, 86, 89 finding overall function of, 183–184 subfunction description, 187–188 customer relationships, 370 customers determining requirements of, 151–155 evaluating importance of requirements of, 155–157 identifying, 151 relating engineering specifications to, 163–164 satisfaction of, Kano model of, 97–99 satisfaction with competition, 157–158 D decision-making basics of, 105–106 choosing a project, 101–109 concept selection, 216, 233–239 portfolio decision, 105–109 risk, 233 Decision Matrix, 108–109, 221–226, 234 decisive decision-makers, 62–63 decomposition, product, 40–44 functional, 184–188, 204–205 reverse engineering and, 178–180 deliverables, 118–124, 128 design best practices, key features, 10 design-build-test cycle, 217 design decisions, 40 design engineer, 68 designers. See also design teams creativity of, 64–66 generating solutions, 57 human information processing and, 48–56 mental processes of, during design process, 56–64 as part of design team, 69 problem-solving behaviors by, 58–64 understanding the design problem, 56–57
design evaluation. See concept evaluation and selection Design-For-Assembly (DFA), 329–349 design for cost (DFC), 315–325 Design for Manufacture (DFM), 12 328–329 Design for Reliability (DFR), 350–357 Design for Six Sigma (DFSS), 10 Design for the Environment (DFE), 20, 358–360, 375–376 Designing For Sustainability (DFS), 20 design notebooks, 137–138 design patents, 373 design problems. See also Quality Function Deployment (QFD) technique basic actions for solving, 17–19 configuration design, 34–36 documentation of, 140 knowledge and learning during design and, 19–20 many solutions for, 15–17 mechanical, 33–40 mental processes of designers and, 56–57 original design, 37 parametric design, 36 redesign, 37–40 selection design, 33–34 solutions for, 15–17 understanding, 143–144, 143–151 design process. See also designers; mechanical design; product discovery communication during, 137–141 conceptual design phase, See concept generation and concept selection “creeping specifications” and, 143–144 defined, 8 designing quality, 92–95 documentation and, 363, 366–368 end of, 363–365 history of, 8–10 human factors and, 415–425 measuring, 3–8 need for studying, 1–3 overview of, 81–85 product definition phase. See product generation and product evaluation product development phase. See product development product discovery phase. See product discovery product support phase, 91–92, 368–370 project planning phase. See project planning safety factor in, 403–414 design report, 139–141 design reviews, 113, 138–139
ullman-38162
ull75741_IND
December 23, 2008
15:18
Index
Design Structure Matrix (DSM), 132 design teams assessing health of, 76–77 building performance, 72–73 characteristics of successful, 72–73 contract, 73–79 management of, 71–72 meeting minutes for, 73, 75, 76 members of, 68–71 need for, 66–68 desktop prototyping, 118 detail drawings, 121–122 deterioration/aging effects, 290 DFA (Design-For-Assembly), 329–349 DFC (design for cost), 315–325 DFE (design for the environment). See Design for the Environment (DFE) DFM (Design for Manufacture), 328–329 DFR (design for reliability), 350–357 DFSS (Design for Six Sigma), 10 DFV (value engineering), 325–328 disassembly, of product, 13 disclosure, patent 373 documentation, communicating final design, 139–141 domain-specific knowledge, 50 drawings assembly, 122–123 detail, 121–122 layout, 120–121 Dreamliner, Boeing, 146–147 E efficiency, assembly, 331–333 end-of-life, product, 13 End-of-Life Vehicles (ELVs), 376–378 energy flows, 177, 180 Engineering Change Notice (ECN), 371 engineering changes, 370–371 engineering specifications determining importance of, 164–165 developing, 158–163 guidelines for good, 162–163 identifying relationships between, 166–167 measuring competitions’ products, 165 relating customer requirements to, 163–164 targets, 165–166 types of, 160–162 evaluation. See also product evaluation of concepts, 88–89 importance of customer requirements, 155–157 Evaporating Cloud (EC) method, 197–198 excitement-level features, 98–99
F factor of safety, 403–414 Failure Modes and Effects Analysis (FMEA), 232, 350–353 failure rate, 355 fasteners, minimizing use of, 335–338 Fault Tree Analysis (FTA), 352, 353–355 Feasibility evaluation, 218–219 features basic, 98 excitement-level, 98–99 definition, 27 performance, 98 fidelity, 124, 216–217, 293 flexible decision-makers, 62 flow of energy, information, and material, 177, 179–180 focus-group technique, 152, 153, 154 force flow visualization, 257–259 form generation, 246–264 form of the product, 2–3, 29, 243, 244 Franklin, Benjamin, 102–103 function, 2–3, 28–40, 243 behavior and, 30 defining, 177–178 developing concepts for each, 206–207 finding the overall, 181, 183–184 modeling 181–189 monitoring change in, 280–281 using reverse engineering, 178–180 functional decomposition, 29, 172, 181–194, 204–205 functional performance requirements, 160 function diagram, 130 G Gantt chart, 131, 140 General Electric CT Scanner. See CT Scanner generating concepts, 87–88 graphical models, 118–124 green design (Design for the Environment), 358–360 group technology, 260 H handling, component, 331, 343–346 Hannover Principles, 20–21, 209, 357 house of quality, See Quality Function Deployment (QFD) Technique human factor requirements, 160 human factors, 415–425 human information processing, 48–56
429
ullman-38162
430
ull75741_IND
December 23, 2008
15:18
Index I industrial designer, 70 information, human memory and, 49–50 information language, problem-solving behavior and, 61–62 information processing, human, 48–56 injection-molded components, costs of, 325 installation instructions, 367 installation, product, 13 instruction manuals, 367–368 Integrated Product and Process Design (IPPD), 9, 94 interfaces between components, 249–253 International Standard Organization’s ISO 9000 system, 94–95 Irwin Quick-Grip clamp, 26, 27 product decomposition, 41–44, 179 project planning and, 113–115 redesign of one-handed bar clamp, 173–176 reverse engineering, 178–180 subfunction description, 187 ISO 9000 quality management system, 94–95 J Jet Propulsion Laboratory (JPL) (Cal Tech), 26 K Kano Model of customer satisfaction, 97–99 Kano, Noriaki, 97 Key features of design best practice, 10 knowledge increase during design, 19 types of, 50 creativity and, 65 L language concept evaluation and, 215–218 encoding chunks of information, 50 mechanical design, 30–32 layout drawings, 120–121 Lean manufacturing, 9 level of abstraction, 32, 215 Level of Certainty, 235, 237 Level of Criterion Satisfaction, 235, 236 life cycle, product, 161 long-term memory, 52–54 M machined components, costs of, 321–324 maintainability, 357
maintenance instructions, 367 manufacturing cost, 3–4, 5–6, 317–324 engineer, 69 instructions, 366 processes, 2–3 requirements, in engineering specifications, 162 variance, 290, 297 Marin Mount Vision Pro bike, 39 product evaluation and, 291–292, 299–300 product generation for, 269–276 market pull, 96–97, 99 Mars Exploration Rover (MER), 26 Choosing a wheel for configuration design, 34–36 mechanical design language and, 31–32 planning for, 132 product support and, 92 safety factors, 40 sub-systems, 28 material costs, 317 materials, properties of the most commonly used, 380–392 selection of, 264–266 materials specialists, 69 mating, component, 331, 347–349 mature design, 37 Mean Time Between Failures (MTBF), 355–357 mean value, 398–399 measurement of the design process, 3–8 mechanical failure, 350 mechanical fuse, 358 mechatronic devices, 25 meeting minutes, design team, 73, 75, 76 memory, human, 48–50 long-term, 52–54 short-term, 51–52 MER. See Mars Exploration Rover (MER) milestone chart, 131 MIL-STD 882D (Standard Practice for System Safety), 230–231 modeling, 117–126, 286, 292–296 modularity, 248–249 morphological method, 204–208 N “NIH” (Not Invented Here) policy, 178, 218 noise, 290–294 nominal tolerances, 297 nonconformity, 65–66 normal distribution, 397–401
ullman-38162
ull75741_IND
December 23, 2008
15:18
Index O objective approach to problem-solving, 61 observation of customers, 152, 153, 154 obstructive nonconformists, 66 operation instructions, 367 ordering subfunctions, 186–188 original design, 37 originality, 60 overall assembly, evaluation of, 333–341 overall function, 181, 183–184 over-the-wall design method, 8–9, 10, 12 P packaging (configuration) design, 34–36 parallel tasks, 131–132 parametric design, 36 part numbers, 245 patching, 260–261, 263–264 patent applications, 371–375 searches, 194–197 P-diagram, 282–283, 291–292 Performance and function performance evaluation, 281–286, 292–296 performance features, 98 PERT (Program Evaluation and Review Technique) method, 130–131 physical models, 117–118, 217, 286, 295–296 physical requirements, 160 planning. See project planning portfolio decision, 105–109 preproduction run, 118 Priestly, Joseph, 102–103 probability, normal, 397–401 problem-solving behavior, 58–64 decision closure style, 63–64 deliberation style, 62–63 energy source, 58–60 information language, 61–62 information management style, 60–61 pro-con analysis, 102–105 product change, 96, 99 Product Data Management (PDM), 14 product decomposition, 41–44 product design, 40 product design engineer, 68 product development phase, 90–91 product discovery, 85–86, 95–100 choosing a project, 101–109 customer satisfaction and, 97–99 goal of, 95–96 market pull and technology push, 96–97
product maturity and, 97 product proposal, 99–100 product evaluation, 279–313, 315–360 accuracy, variation, and noise, 286–292 best practices for, 279–280 Design-For-Assembly (DFA), 329–349 Design for Cost (DFC), 315–325 Design for Manufacture (DFM), 328–329 Design for Reliability (DFR), 350–357 Design for test and maintenance, 357–358 Design for the Environment, 358–360, 375–376 goals of performance evaluation, 281–284 modeling for, 292–296 monitoring functional change, 280–281 sensitivity analysis, 302–305 tolerance analysis, 296–302 trade-off management, 284–286 value engineering, 325–328 product generation, 241–276 Bill of Materials, 245–246 developing components, 253–260 form generation, 246–264 for Marin Mount Vision Pro bicycle, 269–276 materials and process selection, 264–266 vendor development, 266–269 Product Life-cycle Management (PLM), 13–15, 245 product manager, 69 product maturity, “S” curve, 97–98 product proposal, 99–100 product quality. See quality, product product risk, 230–233 product function of, 28–29 liability, 229–230 life of, 10–15 safety of, 227–229 product support, 91–92, 368–370 project planning, 86, 111–141 activities of, 111–112 choosing best models and prototypes for, 125–126 design plan examples, 134–137 goal of, 111 physical models and prototypes used in, 117–118 plan template, 125–133, 128–133 types of plans, 113–117 project portfolio management, 101 project structures, 71
431
ullman-38162
432
ull75741_IND
December 23, 2008
15:18
Index
prototypes, 117–118 choosing, 125 proof-of-concept prototype, 118 proof-of-function prototype, 118 proof-of-process prototype, 118 proof-of-production prototype, 118 proof-of-product prototype, 118 Pugh’s method. See decision-matrix method purchased-parts cost, 317 Q QFD method. See Quality Function Deployment (QFD) technique Quality Assurance (QA), 366 Quality Assurance (QA) specialists, 69, 92 Quality Control (QC), 366 Quality Control (QC) specialists, 69, 92 Quality Function Deployment (QFD) technique, 145–169 determining what the customers want, 151–155 developing engineering specifications, 158–163 evaluating importance of customer requirements, 155–157 identifying and evaluating the competition, 157–158 identifying customers, 151 identifying relationships between engineering specifications, 166–167 relating customer requirements to engineering specifications, 163–164 reverse engineering and, 178 setting engineering specification targets and importance, 164–166 uses of, 168 quality, product design process and, 92–95 determinants of, 6 effect of variation on, 289–292 measuring design process with, 3, 6 Quick-grip clamp. See Irwin R rapid prototyping, 118 recycling, 13, 359, 360 redesign, 37–40 of clamp, 173–176 QFD method and, 145 refining products, 260–264 refining subfunctions, 188–189 reliability, 161, 350, 355–357
reliability-based factor of safety, 406–414 reparability, 357 resource concerns, in engineering specifications, 161–162 retirement, product, 13 retrieval, component, 331, 342–343 reuse, of product, 13 reverse engineering, 178–180 risk, 226–233 decision, 233 product, 230–233 project, 232–233 robust decision making, 233–239 robust design by analysis, 305–308 through testing, 308–313 Rover, Mars. See Mars Exploration Rover (MER) S safety, product, 227–229, 403–414 sample mean, 398–399 sample standard deviation, 398–399 sample variance, 399 “S” curve, product maturity, 97 selection design, 33–34 sensitivity analysis, 302–305 sequential tasks, 131 serviceability, 357 short-term memory, 48, 51–52, 55 simple design plan, 134–135 simultaneous engineering, 9 6-3-5 method, 190–191 Six Sigma philosophy, 9–10, 297 sketches, 119 solid models, 118–119, 123 spatial constraints, 247, 269–270 specification, patent, 373–374 spiral process, 115–117 standard deviation, 398–399 Standard Practice for System Safety (MIL-STD 882D), 230–231 standards, 161–162 Stage-Gate Process, 113 statistical stack-up analysis, 301–302 subfunction ordering, 186–188 refining, 188–189 descriptions, 184–186 subjective approach to problem-solving, 61–62 subsystems, 27 surveys, 152, 154 sustainability, design for, 20–21 SWOT analysis, 101–102, 105
ullman-38162
ull75741_IND
December 23, 2008
15:18
Index T Taguchi, Genichi, 305 Taguchi’s method, 305–306 tank problem, 283–284 targets, engineering specifications, 165–166 tasks planning, 126–128 sequence, 131–133 teams, design. See design teams technicians, 69 technology push, 96, 99 technology readiness, 219–221 Templates (All available on line BOM, 246 Change order, 372 Design for Assembly, 330 Design Report, 139–141 FMEA, 351 Machined Part Cost Calculator, 322 Meeting minutes, 75 Morphology, 205 Patent prospects, 375 Personal Problem Solving Dimensions, 59–63 Product Decomposition, 42–43 Project Plan, 127 Team contract, 74 Team health inventory, 77 Plastics Part Cost Calculator, 325 Product Proposal, 100 Pro/Con Analysis, 104 Reverse Engineering, 182 Swot Analysis, 102 Technology Readiness, 221 testability, 357 Theory of Inventive Machines (TRIZ), 201–204
time product development, 6–8 project planning and, 128–130 spent on developing concepts, 171–172 time requirements, in engineering specifications, 161 tolerance analysis, 296–302 trade-off management, 284–286 TRIZ. See Theory of Inventive Machines U UL standards, 162 uncertainties, 285–286 uncoupled tasks, 132 “use” phase of products, 13 utility patents, 373 V value engineering/analysis, 325–328 variant design, 40 variation, 286–292, 297 vendor development, 266–269 vendor relationships, 368–370 vendor representatives, 70 verbal problem-solvers, 61 W Waterfall model of project planning, 113 work breakdown structure, 131 worst-case analysis, 301 X X-Ray CT Scanner. See CT Scanner
433
Installing Your Shock General Maintenance Before You Ride Measuring Sag Setting Sag Adjusting Rebound ProPedal Service Intervals Important Safety Information Stuck Down Shock Air Sleeve Maintenance
Fox Float Rl Rear Shock Service Manual. And are compatible with all the Fox Float (air sprung) rear shocks (RP23. RP3, RP2, R, RL. Rl, 2009 fox float rp2, fox rp3 rebuild, fox rp3 manual, fox. Previous Page Fox float ctd shock manual download on iubmb-2013-3.org free books. Fox float RP23 factory series rear mountain bike shock Center bolt measure 215mm Originally from a yeti SB66 Excellent condition. Recently serviced at local bike shop. Kashima coat. Propedal adjustable. Works fine, just got a new bike. DOWNLOAD PDF. Ullman-38162 ull75741_fm December 18, 2008 16:19 The Mechanical Design Process ullman-38162 ull75741_fm December 18, 2008 16:19 McGraw-Hill Series in.
features/adjustments | high volume standard air sleeve, boost valve, angled air valve, lightweight chassis, DOHC ProPedal with 2 positions, ProPedal tuning adjust with 3 positions, air spring pressure, rebound adjust |
spring | air |
intended use | freeride, all-mountain, cross-country |
If you are installing your shock on a bike in which the shock is not original equipment:
There may be a small amount of air sleeve lubricant residue on the body. This is normal. If this residual air sleeve lubricant is not present, this is an indication that the air sleeve should be re-lubricated. Some other things to consider for all shock models:
You can also view a Flash video on Setting Sag.
To set sag:
Air Spring Setting Guidelines | |
Shock Travel | Sag |
1.00/25.4 | 0.25/6.4 |
1.25/31.7 | 0.31/7.9 |
1.50/38.1 | 0.38/9.5 Now we recommend you to Download first result Unnai Kanda Naal Video Salim Vijay Antony Tamil HD Songs MP3 which is uploaded by Saregama Tamil of size 6.12 MB, duration 4 minutes and 39 seconds and bitrate is 192 Kbps. For your search query Unnai Kanda Naal Muthal MP3 we have found 1000000 songs matching your query but showing only top 10 results. Kanda naal mudhalai. |
1.75/44.4 | 0.44/11.1 |
2.00/50.8 | 0.50/12.7 |
2.25/57.1 | 0.56/14.2 |
Rebound controls the rate at which your shock returns after it has been compressed. The proper rebound setting is a personal preference, and changes with rider weight, riding style and conditions. A rule of thumb is that rebound should be as fast as possible without kicking back and pushing the rider off the saddle.
The rebound knob has 8-10 clicks of adjustment.
For slower rebound, turn the red adjuster knob clockwise.
For faster rebound, turn the red adjuster knob counterclockwise.
The ProPedal lever allows for on-the-fly ProPedal adjustment. ProPedal damping reduces pedal-induced suspension bob. The two ProPedal lever settings are:
Use each setting to adjust the shock for different riding conditions and situations. For example, use PROPEDAL for riding to the top of the mountain, and then switch to OPEN for the descent.
To determine which ProPedal position is better for your condition and situation, pedal the bicycle and monitor the shock movement. Switch between positions and select the one that reduces suspension movement most effectively while providing the desired amount of bump absorption.
The 3-position ProPedal knob (shown below) allows you to adjust ProPedal firmness when the ProPedal lever is in the PROPEDAL position. The ProPedal knob only changes damping when the ProPedal lever is in the PROPEDAL position.
The ProPedal knob settings are denoted by the numbers etched onto the ProPedal knob. The three ProPedal knob settings are:
To adjust the ProPedal knob:
Caution!The ProPedal knob should NOT be adjusted on-the-fly. It should only be adjusted while in a stationary position.
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