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engineering
management
experiment
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early and often
To create a truly innovative
product, you have to be willing to tinker. But establishing a culture
to support that can be surprisingly hard.
By Jean Thilmany
Wouldn't
it be great if you knew at the very beginning of the design cycle that
a final product would work perfectly? If you knew that it would instantly
meet marketplace approval? There'd be no need to mess around with pesky
design details or marketing plans. You'd just dash off a design, ferry
it right over to production, and have this miracle product on store shelvesand
flying off themwithin the week.
Alas, life doesn't work that way. A niggling little detail called
uncertainty hounds product development.
"Without uncertainty, you could go straight to making products.
You'd know what to do," said Stefan Thomke, an associate
professor of business administration at the Harvard Business School in
Cambridge, Mass.
He argues, however, that engineering managers can rework their departments
to lay a clear path for engineers to walk through uncertainty toward a
new and innovative product. The means of getting from start to finish
along that trail? Experimentation.
The willingness to experiment can lead companies to the best, most innovative
products possible. But it's a method many designers and their managers
are leery of undertaking, Thomke admits.
He literally wrote the book on the importance of experimentation. He's
the author of Experimentation Matters (2003, Harvard Business School
Publishing Corp.), which posits that every company's ability to innovate
depends on a series of experimentsand failuresthat help create
new products and improve old ones.
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The period between the earliest point in the design cycle and final product
release should be filled with experimentation, failure, analysis, and
yet another round of experimentation. Lather, rinse, and repeat until
an innovative product is ready to be ushered out the door, Thomke said.
Yet that's just where many companies fall down, he maintains. They're
afraid to experiment. Becoming friendly with the uncertainty inherent
in product development and being willing to experiment early and often
are among the more savvy moves a manager can make. He advises managers
to test those experiments with analysis systems that can predict end results.
New technologieslike computer modeling and simulation software
that let engineers ask and answer what-if questionschange the
economics of experimentation, greatly reducing the cost of prototyping.
But to take full advantage of analysis software, engineering managers
have to embrace experimentation, to improve the way their departments
innovate, and to transform the very structure of the organization itself.
"The best companies are willing to experiment," Thomke said.
But it's not easy to do. Even if engineering managers recognize
the importance of experimentation and of the proper analysis software
that lets engineers do just that, they're often stymied by the
corporate culture or by engineers themselves, who are afraid to fail and
afraid of change.
"Managers," Thomke said, "are terrified of failure."
In his book, Thomke describes six principles engineering managers can
follow to unlock their departments' innovative potential.
INNOVATION INGREDIENTS
First, managers need to fully exploit analysis technology early in the
design cycle, Thomke said.
"New technologies are most powerful when they're deployed
to test what works and what doesn't work as early as possiblethe
front-loading effect," Thomke writes in his book. "These
experiments aren't as complete or perfect as late-stage tests,
but they're able to direct early attention and integrated problem-solving
at potential downstream risks."
According to Thomke, engineering managers ultimately make decisions about
how their engineers use technology, and many engineering managers are
rooted by the way they've done jobs in the past, whether outdated
or not. Their engineers follow suit. It's just human nature to
keep doing things the way we're used to and it's also human
nature to shy from change, no matter how small.
"Say a company wants to use engineering software tools earlier
in the design process," Thomke said. "It's appealing
to use them early because you can find problems earlier.
"But engineers at that company are used to doing things their own
way," he added. "They're not going to like adjusting
to using those tools earlier in the process."
In product development, design changes become costlier as you get closer
to the end because the tooling, once made, will need to be reworked.
"Managers can end up devoting an enormous amount of their time
to dealing with late-stage problemsto meet launch dates, reallocate
resources, unsnarl schedules, and so on," Thomke writes. "Such
fire fighting is taken for granted because most product development processes
aren't set up, much less optimized, for early experimentation."
Boeing managers were proactive about using software earlier in the design
cycle when developing its new aircraft, the 777. The managers wanted a
process that encouraged experimentation and problem solving well before
final assembly, Thomke writes.
They coupled a three-dimensional, computer-aided design system with in-house
software that enabled engineers to assemble and test digital mock-ups
for interference problems. With such a mock-up, an engineer can assemble
any part of the plane virtually to check for fit and for interferences.
The new software did more than find interferences earlier. The automatic
checks also changed the way people interacted with each other, Thomke
said. Not only did designers modify their designs earlier than in the
past, they also relied on others to track the modifications via the software.
Because they received immediate feedback, the designers were emboldened
to experiment even more.
Using software earlier also means the structure of the organization will
likely need to change. Engineers can change. If managers can just hang
on during the learning curve, they'll be rewarded with productive
and experimental engineers.
EXPERIMENTBUT
NOT TOO OFTEN
Though Thomke supports early and frequent experimentation, he cautions
managers not to overload their organizations. This is his second principle
toward innovation.
"A good experimentation strategy balances the values of early information
against the cost of repeated testing," he said.
He advises managers to combine both new and traditional technologies in
order to fully realize a department's new-product development potential.
This is his third principle.
Managers must be aware of human nature as they work toward bringing in
new technology to supplement, and eventually replace, the old.
The true potential of new technologies often lies in a company's
ability to reconfigure its processes and organization to use them in concert
with traditional technologies, Thomke said.
Today, technologies change faster than engineers can get used to working
with them. That's why it's important to embrace new software
while keeping the old.
"If you work with something 10 or 20 years and you have expertise
with that certain technology, you're not going to be willing to
quickly adapt to something else," he said. "Across an organization,
up to about 10,000 people are going to be used to doing something in a
certain way. You introduce a new technology, and it's not like
people will suddenly embrace that."
For example, one engineering company that Thomke profiled in his book
spent big bucks on high-end digital simulation technology. Yet, even after
implementing that digital program, the company made more prototypes than
any organization Thomke studied. The making of many prototypes was the
very thing the company hoped to avoid. Technically, to get the most from
a simulation system, the organization should rely primarily on that system
and should build prototypes only after validating and analyzing most design
possibilities via the software.
A little sleuthing soon uncovered the reason behind the plethora of prototypes.
The chief engineer told Thomke that, while company executives had asked
his department to bring in the simulation technology to cut prototyping
costs, his engineers didn't trust the new technology. Yes, they
grudgingly used it to run design simulations. But then they built a prototype
for every simulation they ran just to double check results. In the end,
they built many more prototypes than before they'd had the software
program.
A NEW PARTNER
Engineering managers have to set up their departments to support rapid
innovation, according to Thomke's fourth principle. But many managers
don't bother. As Thomke puts it, organizational structures get
in the way of innovation. For instance, mechanical and electrical engineers
are usually grouped at work by their expertise or their area of specialization.
"The thought is, if you put a lot of people together that build
prototypes, they'll get better and better at doing that and can
make better prototypes cheaper," he said.
While the idea seems sound, especially because groups of engineers usually
talk to each other about a mutual project, it sidesteps quick product
iteration, Thomke maintains.
"Those interfaces between groups actually get in the way,"
he said. "The design group isn't responsible for testing,
so they hand their design over to testing. And then testing hands it back
for redesign. All that takes a lot of time.
"By the time engineers get the tests back from the analysts, those
engineers have already moved on to another design," he added. "Engineers
can move quickly, but as they come up with these new ideas they need them
tested. They don't have much time to wait for feedback from analysts
and others."
Disparate engineering departments are usually managed separately as well.
According to Thomke, the departments are too independent and too separate,
although they're expected to interact quickly and efficiently.
When a company wants to iterate at lightning speed, walls between departments
get in the way, he said.
Thomke outlines one example, at BMW, in his book. The German automaker
wanted to simulate vehicle crashes earlier in the design cycle. Crash
tests run at roughly the same time as automobile design let analysts see
more quickly where a design would fail. Design engineers needn't
waste their time working through an entire model if they already know
it is flawed.
But the change necessitated that two groupsanalysts and engineerswork
together in a way they hadn't previously.
| Managers are
often stymied by the corporate culture or by engineers themselves,
who are afraid to fail and afraid of change. |
"The downstream group, the engineers, was used to the upstream
group, the analysts, coming in later in the cycle," he said. "For
crash simulation, analysts needed to get some rough parameters from the
people designing the doors. But the door designers were reluctant to give
that information out. They didn't want to share their information
until they were fully done. They didn't want anyone to see information
if it was flawed."
Only after convincing the designers that their early rough data sufficed
did the crash simulation group get the required information, Thomke writes
in his book. But, even so, that exchange took six months. In a new development
process, a six-month delay could derail an entire program.
It was incumbent upon crash simulation and design engineers alike to appreciate
and understand not only each other's activities, but also the power
of the new technologies that could leverage them. This understanding had
to be built patiently over time.
BMW had a world-class crash simulation group, but unless the processes
were changed and people started working together in new ways, its technical
leadership meant little for development performance, Thomke writes.
Engineers eventually learned to change. But they didn't embrace
it from the get-go. Managers shouldn't expect that. BMW engineers
needed to understand why the new business process was necessary.
FAILURE VS. MISTAKE
Managers shouldn't confuse failures with mistakes. Fail early and
often, but avoid mistakes, Thomke states. This is his fifth principle
for unlocking innovative potential.
Experiments that result in failures are not failed experiments. Think
of them instead as a way to generate new information the engineer couldn't
foresee, Thomke suggests. The faster the experimentation-failure cycle,
the more feedback the engineer gathers and incorporates into new rounds
of development.
Mistakes are a different animal entirely. Thomke defines them as wrong
actions that result from poor judgment or inattention. They are failures
because they produce little new or useful information.
A poorly planned experiment with ambiguous data, for example, is a mistake,
as is repeating a prior failure or learning nothing from experience.
Managers have to promote failure, but also must weed out mistakes.
A BIG EXPERIMENT
As his sixth principle for innovation, thomke advocates that managers
take a different way of thinking about experimentation. Projects themselves
should be conceived of as experiments, he said. An entire organizational-reform
project should be thought of as an experiment.
For optimal organizational reforms, senior managers should have a portfolio
of experimental projects they can learn from.
When BMW sought to put its new development process into play, busy managers
and engineers balked. A year passed without any significant progress.
To jump-start the process, executives decided to use the latest 7 Series
platform caralready one year into developmentto test the new
development system. The platform project became an experiment in and of
itself, Thomke said, and eventually met with success.
It takes a good manager to walk engineers through change, to implement
new technology whether or not employees balk, and to understand that there'll
be a learning curve as employees adjust to the new tools and change their
work procedures.
To unlock innovation and get full use of research and development, managers
need to understand the power of experimentation and new technologies.
They also have to change their processes, organization, and the way they
manage innovation.
It's a tall order, right? But the great products that get to market quickly
after engineers experiment and innovate as much as possible make the efforts
well worthwhile.
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© 2005 by The American Society of Mechanical
Engineers
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