|
by Jean Thilmany, Associate Editor
|
a
toolbox that attaches to the top of a folding ladder keeps
all needed tools within easy reach. No more climbing back down to retrieve
a stray screwdriver. A three-in-one tool combines safety knife, marker,
and pen.
Maybe they're not revolutionary, but these products sure are handy.
And invention company Wagic of Los Gatos, Calif., thought of them first.
The name stands for "What a Good Idea." To see the toolbox
draped over the top of a ladder and crammed with every conceivable screwdriver
ever needed is to immediately envy the inventors of such an eminently
usefulyet such an obviousidea.
That these tools hadn't existed before Wagic engineers dreamed
them up speaks to issues with collaborative design, said Ron Johnson,
the company's chief executive officer. When Wagic reinvented itself
from a standard product development company to one that created its own
innovative brands, Johnson knew he'd have to take a look at the
engineering design process itself.
"Many companies fail in product development when they get locked
into a path and can't deviate," Johnson said. "We
can be pretty far into the design process and realize we need to make
significant changes."
Wagic comes up with its unique products thanks to a well-considered collaboration
process. Johnson has placed great emphasis on the way his engineers work
together, even as they're mostly working at their own, separate
computers.
Engineers are encouraged to pick up each other's three-dimensional
models at any time and make their own changes. The company's CAD
systemOneSpace Modeling, from CoCreate of Fort Collins, Colo.supports
that kind of passing back and forth.
But Johnson may be unique in his focus on the collaborative process. According
to a researcher at MIT, many engineering executives haven't given
much thought to the way engineers work best together. Collaborative engineering
designmostly done by engineers working online at separate computer
terminalsmay be the norm today, but the seemingly spontaneous
process still holds a lot of room for improvement, said Mark Klein, principal
research scientist at MIT's Sloan School of Management in Cambridge,
Mass.
By applying complex systems and negotiation research to collaborative
design, he and his colleagues have come up with several sound ideas to
help engineers work together toward the best product possible.
Human Behavior
Go back a few decades, and you'd simply walk across the office
or drive a few miles to speak with your engineering-design collaborators.
That's all changed now, of course. Today, in addition to working
with designers around the globe, you likely work with more team members
than you did in the past. You might not even know what your coworkers
look like (although you can hazard a guess) as you meet via the Internet
or a product lifecycle management system to brainstorm and make changes
to CAD models.
In this age of disparate design, Klein and several of his colleagues have
turned their attention to collaboration. We're all human, of course.
And clearly working together has pros and cons. Researchers wanted to
study the types of human behaviors that inhibit true collaboration and
suggest ways to improve collaborative design.
The engineering community hasn't been clamoring for a better way
to work together because the way engineers collaborate now is still so
new it seems, on the face of it, to work just fine, Klein said. Typically,
no one at a company gives much thought to the way engineers exchange ideas
online and in person. It just happens.
That won't be true for very long, Klein said.
"While many important advances have been made in such areas as
engines, materials, and avionics, the basic design concept hasn't
changed much," Klein said. "Radically innovative design
challenges, such as high-performance commercial transport, will probably
require substantial changes in design processes."
The marketplace is making increasing demands for innovative, sustainable
design. Many engineered products will have to be different from anything
conceptualized today. To get there, engineers are going to have to work
together in the smoothest possible manner.
In fact, Klein became interested in collaboration issues when he saw them
played out firsthand during a stint at Boeing, where online and collaborative
design is the norm. Theoretically, putting all these engineering heads
together should produce the best design possible. But that's not
exactly true in practice. Klein observed that working together in this
way can be expensive and time-consuming because engineers have a difficult
time settling on what everyone feels is the single best design.
 |
| At companies that assemble airplanes, automobiles,
or huge machines, the design process can go around and around in a
series of changes. |
The design process can go round and round amid a continued series of
updates and changes, particularly at a place where thousands of engineers
are at work separately on parts that will come together to form a huge,
complex airplane.
Before the whole comes together, each individual team focuses up close
and personal on its own part of the assembly. And therein lies one problem,
Klein said.
"Everyone is doing their own little piece. Basically, they're
all trying to make the best carburetor, the best engine block,"
Klein said. "It's a network of people making sure their
piece of the pie is the best without looking at how it will fit within
the overall whole. But all those pieces will need to fit together."
Adding to the problem is size of the overall product and the sheer number
of players involved.
"When you have a really complex product, it's really hard
to keep track of everything, even if there were only three people working
on it," Klein said. "No one has a big enough brain to keep
track of everything."
In a distributed design process with myriad players all working on their
own parts, no one could possibly be charged with overseeing the entire
assembly. Individual managers oversee their own little bit of the design.
So the overall assembly could be moving toward a great or terrible outcome.
Who would know?
"It's not obvious when you're in the midst of it,
because you can't get the big picture, if things are going south
or not," Klein said.
He likens a collaborative design process to the up-and-down swings of
the stock market. No one invested in the market has any interest in seeing
it tank. So why does it sometimes trend downward? Because investors buy
and sell based on their personal interests.
Behavior resulting from those individual personal reasons can come together
for an outcome no one wants to see. Say that a few investors decide to
sell based on the day's news. Others get word of a sell-off and
call their brokers to get out, too. The ball keeps rolling toward the
outcome no one wants because everyone acts individually. That can happen
with design.
The nature of engineering design itself also keeps online collaborative
design from moving inevitably toward the best, most innovative outcome.
Engineers well know that, when it comes to design, there's no hard
and fast answer to the question of which idea is better. The correct answer
is: "It depends." A decision will lead to a bunch of different
results that, in turn, can lead to another bunch of different results,
an ever-branching tree.
With many engineers making multiple decisions and each of those decisions
affecting future decisions, you can see why everyone involved in aircraft
or vehicle design might not always be on the same path toward perfection.
Klein has identified a number of potential problems inherent in collaborative
design via technology. But how can companies address them? That starts
by taking a look at how individual engineers behave within their design
teams.
Prisoner's Dilemma
One idea for better design that Klein and his colleagues have put forth
might seem counterintuitive at first.
Using what they know about systems and negotiation theory, Klein and his
colleagues turned their attention to the way that engineers negotiate
as they work together on a single design. Researchers found that in order
to get the best digital model possible, everyone involved must give a
little. This is called the prisoner's dilemma. By giving in at
first, engineers can expect to get to a better design several steps later,
Klein said.
The thing to remember here is that negotiation works differently in the
collaborative design world and at the church rummage sale. Engineers can't
negotiate at work the way they'd haggle over the price of a Polaroid
camera at a garage sale, Klein said. That type of back-and-forth negotiating
doesn't work in a field full of variables and what-ifs.
"If we're talking about negotiating over the price of something,
we both give a little to meet in the middle," Klein said. "With
design, we may find the design halfway between yours and mine is not the
best at all. There may be a third direction.
"There may be hundreds of other directions, but you're not
going to find them if you're focused on meeting in the middle,"
he said.
Instead, if an engineer is willing to consider proposals from team members
at firsteven if they don't seem like the best ideasbut
then turns into a tougher and tougher negotiator over time, all team members
end up with a better design than if no one had given in at first, Klein
said.
"If you start off saying, 'This is bad, but let's
follow it for a while and see what happens,' you get the better
design," he said.
Of course, all engineers must be on board with this negotiating tactic.
If even one engineer remains steadfast and incapable of giving in, that
hardest nut to crack will always win. The person who concedes in that
type of arrangementthe prisoner with the dilemmawill be
frustrated every time, Klein said.
Cycle of Influence
Klein and his colleagues also looked at how to stop the endless loop of
design changes and revisions. When each change affects another, changes
can go around and around in a circle that has no end.
So why are some design cycles more cyclical than others?
The answer lies in the influence the players have on one another, Klein
said. If each of them is roughly even in job title, then the influence
they have on each other is even as well, and everyone settles into a design.
If one engineer's influence is greater than the others',
design can circle around and around as the players without influence go
with their bosses' requests and then turn around to suggest changes
themselves in order to impress their bosses.
After design is done, extra steps are sometimes needed to ensure that
the product will be fully recyclable or to create accompanying training
material. The influence of these end players is often least, Klein said,
so they might subconsciously choose to institute another round of changes
to exert their influence.
Finally, in their paper Klein and his colleagues identified a third problem
with collaborative design. Researchers who've looked at team design
have long been puzzled by why design problems all crop up together in
clusters.
"If you look at design problems as the design is being worked on,
sometimes a bunch of bugs would be reported. Then everything would be
good. Then a bunch of bugs would be reported again," Klein said.
"And it happens like that every time."
So what is going on?
Klein contends it's likely a phenomenon known in complex systems
research circles as the liars' club. The club is founded when engineers
work in parallel on separate parts of a design. Let's say one of
them finds a problem with a part of the design. Chances are, the engineer
will hold off on reporting it to the manager.
 |
| Collaboration was the norm when
Boeing and Marshall Space Flight Center engineers worked on the lab
module for the International Space Station. |
"In most engineering organizations, people get mad if you have
a problem because they think it could create scheduling delays,"
Klein said. "So they think, 'I'll just wait and report
my problem because someone else could go first and then the fault will
be theirs.' Then, when someone blinks, everyone reveals their problem."
These flurries of design problems slow down design as development stops
to focus on them. Problems that are worked on as they crop up take less
time to deal with.
So how to lessen the cycle of influence? How to ensure there are no prisoners
within a team? How to break up the liars' club?
According to Klein, design managers must be aware of the potential for
these kinds of problems and work from the beginning of the design process
to mitigate them.
"They aren't things you'd learn when you get an M.E.
degree," Klein said.
He suggests that managers spend as much time designing the design process
as they would designing the part.
"In particular, they need to pay close attention to the nature
of incentives in reporting or in not reporting a problem, and to the influence
people have with pieces of the design," he said. "If you
get punished for having problems and rewarded for being a tough negotiatoreven
though that makes sense locallyit doesn't make sense of
the best kind of design.
"If you go to any airplane company, they won't have an explicit
map of relationships. You just sort of learn it. I think that kind of
social knowledge needs to be made explicit, and studied and reproduced
when you have another similar project."
And then all of the systems will be go for a truly innovative design.
home
| features | breaking
news | marketplace
| departments | about
ME back issues | ASME
| site search
© 2007 by The American Society
of Mechanical Engineers
|