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REID • ESTELL
FOR THE Life Cycle GENERAL ENGINEERING AND K-12
ENGINEERING Relating Customer Needs, Societal ENGINEERING EDUCATION COLLECTION
LIBRARY Values, Business Acumen, and Technical John K. Estell and Kenneth J. Reid, Editors
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Kenneth J. Reid • John K. Estell
Bundle—the more
books you buy, Design, within the context of engineering, is a term that is sometimes
the greater your
discount!
difficult to define. Design can be innovative, impressive, and earth
shattering, but it can also be observed in the building of simple devices
using everyday materials in a classroom environment. This text e
xamines
Engineering Design
and the Product
the concept of design, where success means that the designers fulfilled
THE CONTENT the established requirements, stayed within the specified constraints,
• Manufacturing and met the evaluation criteria as optimally as possible.
Life Cycle
• Advanced Energy programs, engineering education, Virginia Tech. He earned his PhD
in engineering education in 2009. Among other awards, he and his
Technologies
THE TERMS
coauthors were awarded the Wickenden award (2014), best paper
award for the E
ducational Research and Methods Division of ASEE
Fundamentals
(2014) and IEEE-USA Professional Achievement Award (2013) for
• Perpetual access for designing the n
ation’s first BS degree in engineering education. He is
a one time fee active in engineering within K-12, including the Technology Student
• No subscriptions or Association (TSA) Board of Directors.
access fees
• Unlimited John K. Estell is professor of computer engineering and computer
concurrent usage science at Ohio Northern University. He is well known for his work in
streamlining and standardizing outcomes assessment processes. His
• Downloadable PDFs
research includes examining the nature of constraints in design and
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improving student-client collaborations. Dr. Estell was recognized for
Illustrated by
BRYAN REID AND CHRISSIE REID
10 9 8 7 6 5 4 3 2 1
KEYWORDS
List of Tables ix
Acknowledgments xi
1 What Is Design? 1
1.1 Design: Meeting Needs 3
1.2 Cultural Norms 6
1.3 Why Do We Design? 10
2 Engineering Design 13
2.1 Engineering Design and the Scientific Method 16
2.2 An Example of a Successful Design 24
3 The Engineering Design Process 27
3.1 Design is a Salient Characteristic of Engineering 29
3.2 The Engineering Design Process 29
3.3 Planning: Define the Problem, Scope the Problem, Ideate 34
3.4 At this Point, Consider: What about the Processes
that Do Not Include “Research”? 37
3.5 Comparing Various Design Processes 43
3.6 Terms and Vocabulary 43
3.7 The “Engineering Design Process” Looks
Like the Scientific Method 46
3.8 Deciding the “Best” Design: Using a Decision Matrix 47
4 The Product Life Cycle 53
4.1 The Product Life Cycle 54
4.2 Why Be Concerned Beyond Design? 56
4.3 “Our” Product Life Cycle: Conceptualization 57
4.4 Introduction 62
4.5 Growth 63
4.6 Maturity 65
viii • Contents
4.7 Decline 66
4.8 Discontinuance 66
5 Constraints and Criteria: A Closer Look 69
5.1 Constraints 69
5.2 Terminology 74
5.3 Criteria 75
5.4 The “Best” Design 78
6 What Is Good Design? 79
6.1 What Makes a Design a “Good Design”? 79
6.2 Dieter Rams’s 10 Principles of “Good Design” 84
6.3 Good Design Is Innovative 85
6.4 Good Design Makes a Product Useful 88
6.5 Good Design Is Aesthetic 88
6.6 Good Design Makes a Product Understandable 89
6.7 Good Design Is Unobtrusive 90
6.8 Good Design Is Honest 91
6.9 Good Design Is Long Lasting 92
6.10 Good Design Is Thorough Down to the Last Detail 94
6.11 Good Design Is Environmentally Friendly 95
6.12 Good Design Is as Little Design as Possible 97
6.13 An Example: The Wii U Game Console 98
6.14 Summary 101
About the Authors 105
Index 107
List of Tables
What Is Design?
If you think good design is expensive, you should look at the cost
of bad design.
—Dr. Ralf Speth, Jaguar
We find ourselves surrounded with objects that have been designed for
our use, many of which we consider essential to our daily existence
(although our ancestors would respectfully disagree). So what, exactly,
is design? This is a simple question, but it is one without a simple, direct,
and singular answer.
How does design affect our everyday lives? No longer does human-
ity exist as hunter-gatherers who sleep upon bare ground; we now live
within a designed environment where nearly everything that one encoun-
ters involves aspects of design, with those designs ever changing and ever
evolving.
2 • ENGINEERING DESIGN AND THE PRODUCT LIFE CYCLE
We wake up on a bed
containing a mattress sup-
ported within a frame.
Two hundred years ago
this might have consisted
of rough-hewn logs with a
thin, feather-filled mattress
resting upon a lattice made
of ropes. Today we have a
variety of mattresses featur-
ing different technology, such as adjustable, memory foam, pillow top,
and support systems (such as spring coils) contained in a manufactured
frame.
Bathing was once done either down by the river or by hauling pails
of well water to fill a tub where each member of the household took his or
her turn. Today one can simply turn on the tap to fill a fiberglass-molded
bathtub with an appropriate mix of cool and heated water.
Elimination of bodily wastes was once performed in an outhouse that
provided privacy over a hole in the ground. We now have devices such as
high-tech Japanese toilets loaded with such attributes as warmed seats, fra-
grance dispensers to cover objectionable odors, bidet services, and warm
air driers. Cleansing is now performed with perforated rolls of extra-soft
toilet paper produced in part from various paper-recycling streams instead
of corn husk or pages torn out from a Sears catalog.
One once dressed for daily activities using clothes cut from a bolt of
cloth and sewn by hand at home, with buttons made from shells or wood
used as fasteners. We now can wear a shirt made in Bangladesh with pants
What Is Design? • 3
made in Honduras, both manufactured using machines that cut the fabric
and stitch the pieces together, with a multitude of fasteners to choose from,
including plastic buttons, metal zippers, magnetic clasps, and even Velcro.
These clothes are then sent to markets around the world in standardized
containers loaded onboard ships that could easily contain the Niña, Pinta,
and the Santa Maria—typical merchant ships of their era—while requiring
only a fraction of the crew that Columbus required for his 1492 journey.
Many in the past worked at home on the farm or at a small-scale trade.
Travel was conducted either by foot or on horseback (what pollution con-
trol there was at the time consisted primarily of a shovel); most now travel
to work via some mechanized means of transportation: car, train, bicycle,
even airplanes for some.
Dinner was once made from simple ingredients cooked over an open
fire. Today we can open our refrigerator and take out a beverage stored in a
plastic bottle, and then open our freezer for a frozen microwavable dinner,
both presented in aesthetically pleasing containers. The contents of a can
of vegetables can be placed into a nonstick skillet and cooked on an elec-
tric stove. Afterward, the dirty dishes are loaded into a dishwasher with a
stainless steel door while the bar codes from all of the products consumed
are scanned into our smartphone via a calorie-counting app.
For the evening’s entertainment,
mom is sitting in a chair beside a lamp
using an LED-based energy-efficient
light bulb, eReading the latest New York
Times bestseller while listening to her
custom mix of music on an MP3 player.
Dad is in the basement watching a game
streamed from a server on the Internet
while the kids are watching videos or
playing competitive games online with
people potentially from other nations.
Turning back the clock, we would see the lack of electricity limiting one’s
ability to do much of anything other than sleep—perhaps reading by can-
dlelight, or listening to a family member playing a bellows-operated reed
organ with the sheet music illuminated by oil-filled lamps.
Self-actualization
Esteem
Love/belonging
Safety
Physiological
Walked 1 mile
badge earned
needs; mainly, the desires to know and to understand. The use of movable
type with a printing press, developed by Gutenberg around 1439, ush-
ered in an information revolution, first through the greater dissemination
of static information through books, and later through the dissemination
of ephemeral, time-sensitive information through broadsheets and then
newspapers.
It should be pointed out that Maslow posited that the aforementioned
five sets of needs are not construed to be in a “step-wise, all-or-none rela-
tionship;” that is, the concept that a particular need (or set of needs) must be
100 percent satisfied before the next need (or set of needs) emerges is not
the case. Needs are met via degrees of relative satisfaction, where a realistic
accounting of how one’s needs are being met would be in terms of decreas-
ing percentages of satisfaction as one ascends the hierarchical levels. In his
paper, Maslow presents a hypothetical example where the average citizen
“is 85 percent satisfied in his physiological needs, 70 percent in his safety
needs, 50 percent in his love needs, 40 percent in his self-esteem needs, and
10 percent in his self-actualization needs.” Furthermore, Maslow contended
that the emergence of new needs occurs gradually, “by slow degrees from
nothingness.” For example, given the prepotent need N1 and a subsequent
need N2, if need N1 is satisfied only 20 percent, then N2 may not even be
visible; however, as the satisfaction of N1 increases—say, to 40 percent—
need N2 emerges and begins to be met, albeit at a lower level—say, at only
5 percent—than its prepotent need.
As Maslow concluded in his paper, “man is a perpetually wanting ani-
mal.” Therefore, one possible answer to the question of “what is design?”
is that “design is an attempt to meet human needs.” However, there are
other aspects that affect human motivation, such as personal desires based
on perceived instead of actual needs, cultural norms, and conditioned
behaviors, that often must be accounted for in design. For example, one
purpose of advertising is to convince the consumer that the company has
a solution to a problem—it does not matter if that problem is real, or is
manufactured to be more than it may be. Accordingly, one might be moti-
vated to buy a particular product because of an advertising appeal to their
esteem needs, having been convinced that they will now “fit in” by their
use of the product.
To generate unrest, native leaders spread the rumor that the lubricant
was actually a mixture of beef and hog tallow. Such rumors were tar-
geted to affect the taboos held both by Hindus, to whom cattle are sacred,
and by Muslims, to whom pigs are highly unclean. For members of either
religion, the act of placing the cartridge to the mouth and biting it open
constituted an act of self-defilement. While assurances were provided by
the British governor general that the cartridges were sealed only with a
combination of mutton fat and beeswax, the risk of committing a taboo
act based on trusting the word of an occupier was too much to bear. The
subsequent dissension within the Sepoy ranks was one of the triggers for
the 1857–1858 Sepoy Mutiny through northern India. The consequences
of this mutiny included the deaths of thousands, as well as the even-
tual dissolution of the East India Company. There was a solution that, if
adopted, would have steered far away from such cultural taboos. Samuel
Colt designed a ramrod for the 1853 Enfield that incorporated an oiler
reservoir, thereby allowing the use of dry cartridges similar to those used
by the Sepoys for their smoothbore muskets. Although the design could
be completely sensible from a process point of view, the public can form
a variety of opinions once it enters the market; this may render the design
infeasible as a solution to the problem.
It is also a possibility that a design
incorporates the use of positive or
negative sanctions for social control,
which are methods adopted to encour-
age people to observe norms. Posi-
tive sanctions serve to encourage the
continuance of appropriate behaviors
whereas the intent of negative sanc-
tions is to discourage the continuance
of disapproved behaviors. For exam-
ple, in the United States a commonly violated folkway involves chil-
dren not brushing their teeth before going to bed. While many folkways
involve interpersonal behavior, encouraging children to engage in appro-
priate dental hygiene activities prior to bedtime is something that can be
incorporated into a design. One such design solution is a toothbrush that
provides two minutes of music transmitted solely via vibrations in the
toothbrush head to the teeth and to the head. By having musical selections
of that length, children are encouraged to not only brush their teeth, but
to do so for what is considered a sufficient amount of time to be effective.
Laws are being increasingly enforced through design. The design of
traffic enforcement cameras for detecting red-light or speeding violations
What Is Design? • 9
With self-driving cars, what will become of a phrase like “get behind
the wheel”? The phrase may live on with a societal understanding of
its meaning, much like “roll down a window” or “hang up the phone.”
Another issue involves the use of touch screen for character input. For
the 2013 Hyundai Sonata Limited owned by one of the authors, entering
street addresses into the onboard navigation system was disconcerting,
as the software keys were presented in alphabetical order instead of the
traditional QWERTY ordering; thankfully, one could go into the settings
and select the QWERTY key layout. Why QWERTY? The person credited
with the development of the first mass-produced typewriter, Christopher
Sholes, created the QWERTY layout for the 1878 Remington Standard
2 for one or both of the following reasons. The apocryphal story is that
this design was implemented to deliberately slow typists down so that
the hammers containing the type elements would not jam and possibly
break. However, another reason posited is that it was a deliberate attempt
to develop a proprietary layout that would require operators to undergo
training—for a modest fee. Such an investment would also help to rein-
force brand loyalty, resulting in greater sales over the long run.
10 • ENGINEERING DESIGN AND THE PRODUCT LIFE CYCLE
So what is design? Let’s return to the quotes that began this chapter. Don
Norman stated that design “is the practice of intentional creation to
enhance the world.” Unfortunately, many similar definitions for design
end here; however, Norman goes on to explain that design “is a field of
doing and making, creating great products and services that fit human
needs, that delight and inform.” In many ways, this is the key element
in trying to understand the concept of design in general, and engineering
design in particular. Many students contemplate entering the engineering
profession with the desire to design the longest bridge, the fastest car, or
the thinnest smart phone. However, without understanding that the design
of such products involves human needs, being enamored of the “coolness”
of the technology employed can often serve as blinders, thereby prevent-
ing the designers from seeing the actual needs, motivations, and desires of
those for whom they are designing the product.
Norman said that design “calls upon the arts and humanities, the
social, physical, and biological sciences, engineering and business.”
Anyone can design a product; good design involves making a product
both useful and understandable, which encompasses the human condition.
Accordingly, to become good at design, one must become at least familiar
with the various aspects of the human condition as experienced through
the study of fine arts and humanities. Products interact with people at sev-
eral levels; therefore, designers require at least an understanding of the
pertinent concepts emanating from the social, physical, and biological sci-
ences. Products, once designed, need to be manufactured and marketed;
designers must understand the critical roles that both engineering and
business play in getting a design out into the marketplace and accepted by
consumers. To be good designers, engineering students require a broad-
based education, grounded not only in STEM-related topics (science,
technology, engineering, and mathematics), but also in the liberal arts
and in business. This, therefore, is the underlying rationale for engineer-
ing majors to take “general education” courses, and is best expressed by
the following quote from Dieter Rams, the famed head of design for the
German company Braun: “You cannot understand design if you do not
understand people; design is made for people.”
What Is Design? • 11
BIBLIOGRAPHY
Engineering Design
2024-T3 Aluminum 10 65
Replacing steel with carbon fiber when manufacturing cars can reduce
the weight of a car by approximately 60 percent, which could mean a fuel
savings of 30 percent, which in turn could lead to a 10 to 20 percent drop
in greenhouse gas emissions. Unfortunately for proponents of the use of
carbon fiber, while the cost of carbon fiber has dropped from $150/pound
to $10/pound in the past 10 years, the cost of steel is less than $1/pound.
Increased demand would tend to push the price of carbon fiber lower still,
so in the future it may be viable for cars that are not meant as high-end
luxury items or used for racing.
If we continue to think of high-efficiency cars, we can certainly look
beyond the material for the body panels. The source of power for cars
has traditionally been gasoline from refined fossil fuels. However, electric
cars have been developed, and hybrid cars are readily available for the
general public. If electric cars simply needed to be plugged into the wall to
recharge, why are cars powered by gasoline still prevalent? A few aspects
that might be considered are:
The use of new and innovative materials is one area that distinguishes
engineering design from design in general; the cost of the material and
associated changes to manufacturing processes must be considered,
the new design must be applicable within the constraints specified and
the criteria to be used to assess success. As we consider the design—or
redesign—of cars to be more efficient, safer, and more environmentally
friendly, we can conceptualize the car as an entire system or look at indi-
vidual components of the car. Whatever approach we use, a methodical
approach to our design proves to be useful.
Anyone who has driven any distance on a highway has seen billboards on
the side of the road. From an engineering design perspective, they are not
necessarily spectacular. Their purpose is to briefly but effectively catch
your attention as you travel. However, a billboard in Peru, designed by the
University of Engineering and Technology of Peru, not only captures the
attention of travelers but generates drinking water as well. Lima, Peru, is
located on the edge of the Atacama Desert, the driest desert in the world,
with less than 1 inch of rainfall per year. However, it is near the Pacific
Ocean, which means that the city is humid, with humidity around 80 per-
cent. At a reported cost of $1,200, the billboard uses electricity to run a
series of condensers that condense water vapor. The water flows through
a reverse-osmosis filtering system into a 20-liter (about 5.3 gallons) tank,
producing about 96 liters (about 25.3 gallons) per day.
For this initial billboard, it seems that the technical details are well
understood and the billboard seems to be functional. The strength of this
design seems to be in the understanding of customers and society. Lima,
Peru, is a large city with major issues regarding a shortage of clean water.
Hundreds of thousands of Lima residents receive their drinking water via
unregulated water delivery companies; the opportunity to generate drink-
ing water using billboards (or perhaps other large structures) seems to be
a smart engineering solution to a problem. This solution clearly illustrates
the quote from Henry Stott’s 1908 Presidential Address to the American
Institute of Electrical Engineers that begins this chapter: “Engineering is
the art of organizing and directing men [and women] and controlling the
forces and material of nature for the benefit of the human race.” This may
seem like a brilliant solution to a problem. However, as we found from the
Engineering Design • 25
example of the PlayPump, an idea that works beautifully in one area may
not be ideal for another. While there may be an application of this technol-
ogy in the United States, for example, adding 25 gallons of fresh water per
day to a community would barely be a drop in the bucket (pun intended).
The average person in the United States uses between 80 and 100 gallons
per day, so a community could use hundreds of thousands to millions of
gallons per day. Other than implementing these billboards for some spe-
cific purpose or to make an impression, this technology is certainly more
applicable in Lima, Peru, than in Lima, Ohio.
BIBLIOGRAPHY
A lot of trial and error goes into making things look effortless.
—Bill Moggridge, founder of international consultancy IDEO
of these products will fail to function; however, some may work well! If we
have some chance to stumble upon an optimal design through simple trial
and error, is there value to allocating resources to design?
In these likely hypothetical cases (and we certainly hope the bridge exam-
ple is purely hypothetical), the teams often skipped a formal design pro-
cess. The students in the classrooms may argue that building the device is
the most fun, but it may become apparent that, if one team spent the time
to design the robot arm or tower, they are far more likely to end up with
the best design. Of course, this certainly depends on how we define “the
best design”; we will discuss this shortly.
• Ideate,
• Implement, and
1. Ideate • Test (then back to Ideate).
Ask: Identify
the need
and
constraints
Improve:
Research
Redesign as
the problem
needed
Imagine:
Test and
Develop
evaluate
possible
prototype
solutions
Designing and
Defining Actualizing
testing solutions
Define
Define detailed
CASoS solutions
Compare Define
Test Define solutions Field Monitor
detailed
aspirations aspirations under solutions attainment
models
uncertainty
Define
conceptual Characterize
model models
Problem Problem
Needfinding
statement scoping
Problem
definition
Iteration Requirements
Reporting Concept
results generation
Concept
Concept evaluation/
testing selection
Concept
modeling/
build
Use scenarios
Iteration Constraints/
criteria
CAD
Presentation (Inventor)/
project sketching/
report drawing/
MATLAB
Prototype MATLAB
testing Decision
matrix
Prototyping Prototype
(low/high) testing
frith lab
Why do math teachers give students story problems? One goal is to deter-
mine if the students can parse the given information and define the essence
of the question: if they can find the question in a sea of relevant and
loosely relevant information. In our “robot arm” scenario, the problem is,
for the most part, given directly in the question. If we are hired to “design
a bridge,” our problem may seem to be easily defined; however, the fur-
ther we proceed, the more questions appear. “Design a bridge” clearly is
only a place to begin—we must define specific information to truly deter-
mine the question.
Design processes begin with a problem-definition stage. This initial
stage of an engineering design involves identifying, clarifying, and
establishing the question. This includes many aspects of the question;
for example, we need to define the given information, any constraints
that apply to our design, criteria (sometimes referred to as evaluation
metrics) for determining success, the demands and needs of the customer,
the customers themselves, and so forth. Most of the planning within the
design process happens here.
As an example, we can consider
a task. Suppose we have been asked to
design a smart watch that will interact
with our phone as well as household
appliances. Our company intends to offer
features that will outperform any watch
currently on the market and ensure that
the watch is compatible with any phone.
Our initial task is to understand the
question. It should be clear that there is
more to our quest than to just “design a
watch.” Establishing the question also requires clearly understanding the
assumptions we will make and establishing aspects of the design such as
criteria, specifications, constraints, requirements, and so forth. We can see
that there is significant overlap in these terms: design criteria, or traits that
define a successful design, clearly interplay with specifications, or traits
specifically defining design requirements.
This initial step of defining the question often leads to additional
questions or issues we need to consider. For our example, we will pretend
that our team has been at work on this task already. Thus far, they have
determined the following (certainly not complete lists):
The Engineering Design Process • 35
Our task: Design a smart watch to be compatible with any phone and
household appliances.
Assumptions:
Constraints:
Once we have defined the problem and assumptions and established cri-
teria and constraints, it’s time to do some research. It’s not yet time to
design or build; this is an opportunity to find the background information
we will need to intelligently inform our design. This also clearly illustrates
why there are seemingly several “different” design processes, as there is
significant overlap between the first and second phases.
In our smart watch example, we will need to do some research into
the protocols involved in communicating with smart appliances. We will
need to see if communicating with phones that have a propriety operating
system is possible. We need to find the physical volume within a “typical”
watch to see just how much room we have to work with.
The Engineering Design Process • 37
Only one of our sample processes has a specific “research” step. How can
this be? We certainly must do research in any design process, whether it’s
specifically called out or not.
In our smallest process with only three steps, one could argue that
“research” is included (or implied) in the “Ideate” step: part of specifying
the needs and articulating the problem would involve necessary research.
In another example, one could argue that “concept generation” in the Vir-
ginia Tech process would require research. Since we obviously need to do
some research in most cases, we can find research implied or embedded
within step(s) in each of the other design processes as well.
Exploring potential options is key within the design process. If the best
answer is so obvious that only one solution needs to be investigated, it is
not an engineering design at all.
Brainstorming is one technique that is used quite often in this case:
team members throw out ideas; each idea is recorded but not yet discussed.
Once the idea cloud is created, ideas that would not meet requirements
can be discussed, combined with others, and/or eliminated. Other meth-
ods that can be successful include breaking into small groups to begin
to define possible solutions or working individually to sketch out one or
more high-level solutions. Techniques such as structured brainstorming
can also be utilized. One example is the 6-3-5 method, which involves
presenting a question or problem statement to six team members. Each
team member has five minutes to record three ideas in writing. At the end
of five minutes, the paper is passed to the next participant, who can add
three new ideas or something inspired by the idea(s) on the paper. Each
few minutes, the papers are passed again. This generates a lot of ideas in a
fairly short time, and participants have seen a plethora of ideas. From here,
the group can begin a more informed discussion.
38 • ENGINEERING DESIGN AND THE PRODUCT LIFE CYCLE
• Can the watch band be used as part of the hardware necessary for
communication?
• What about a watch with a small digital component to tell the actual
time, with most of the real estate available for controlling appli-
ances and communication?
• What about modeling it in a “retro” design like the original digital
watches of the 1970s?
• What about different models for different customers, targeting cus-
tomers based on gender?
• Perhaps the watch could also contain a GPS unit?
• Perhaps the watch could be similar to other watches on the market—
for example, similar enough that customers would recognize it as a
model similar to one they are already familiar with, yet dissimilar
enough to avoid any legal action.
s olutions, each of which has merit. Transitioning to the next step requires
the team to pick one “best” solution.
As much as we would like to build and test each bridge, each robot arm,
each paper skyscraper, or each smart watch, we need to identify what we
believe will be the “best” solution. The team must consider several aspects
of the design, including the following:
It is important to note that, if all goes well in this step, we will proceed
to the next: Test and Evaluate. However, if our prototype reveals issues
that require us to go “back to the drawing board,” we may need to back-
track and go back a step or two. This may or may not be explicitly drawn
in a diagram of a design process.
We have discussed some of the features of our smart watch that we need
to test in the prototype phase. If we’re looking at the robot arm or paper
tower, we also must test our design. The characteristics for which we
test depend on the design. If all goes well in our test, our design process
continues to be a linear path through each step. In real life, things don’t
usually go as planned 100 percent of the time. In that case, we need to go
back to the appropriate step.
For example, consider a few things that testing might uncover with
our smart watch. What if:
• The watch battery drains far too quickly? This would, of course,
depend on our requirements or criteria specifying how long the bat-
tery must last. Functionally, the battery lasts … well, it lasts as long
as it can—the power drains, we recharge … repeat. However, our
end user, our watch consumer, would not be happy if the charge
didn’t last long enough, where “long enough” is defined by the user.
If we find this to be a problem, we need to go back—perhaps as far
as the Research the Problem phase. We need to find a way to boost
the stored charge that can be held in the battery or find which com-
ponent might be drawing too much power.
• The watch loses communication with the appliances it is to power?
This could be an issue with the strength of the Wi-Fi or Bluetooth
connection, or it could be an issue with the appliances themselves,
or with the software used to establish and keep the connection.
Troubleshooting will be required.
The Engineering Design Process • 41
At the end of our Test and Evaluate phase, we should be confident that
our final product is ready for our customer. Consider what this means for
different designs:
We may have designed the best device ever—a device that can change
the world. If we can’t communicate and disseminate the information, the
device would probably sit in the lab, without ever emerging in the market.
Communicating is a key component of the design process.
42 • ENGINEERING DESIGN AND THE PRODUCT LIFE CYCLE
Most, if not all, design processes will lead the design team through a sim-
ilar set of activities and steps. All design processes may send us back to a
prior step, especially when in a testing phase. This is sometimes explicitly
drawn and sometimes implied.
Table 3.1 shows a comparison of the steps in our four sample pro-
cesses. As we expected, each process can generally be mapped onto the
series of steps we defined, and each process leads us from the preplanning
and problem definition through final design and communicating the solu-
tion. If you explore other engineering textbooks or online resources, you
will probably find a different series of steps in a new design process. Any
of the new processes you may find is likely similar and can be mapped to
the sequence that we defined.
we clearly did not meet that constraint. This is quite different than
saying that the watch should be low cost. Other constraints are real-
istic: if we are designing a transportation system, we cannot specify
a Star Trek–style transporter (since they do not exist). Our bridge
may need to be designed to handle a minimum weight defined by a
local community. Our company might have a nonnegotiable policy
that all of our products are to be a specific shade of blue. This would
be a constraint defined internally (by our own group) rather than
externally (by our customer, the government, etc.).
Criteria or Evaluation Metrics: Criteria are characteristics that help
determine if one design is better than another. Criteria we typically
encounter are, for example, a desire for lower cost, whether it be for
resources, for manufacturing, or for the consumer; a longer shelf
life for processed foods; a longer battery life for smart watches; or
greater range for an electric vehicle. Not all criteria are considered
equal; it is often the case that each criterion in a design evaluation is
weighted according to its importance. A bridge should be aestheti-
cally pleasing, but its traffic capacity and load-bearing ability should
be valued higher. Completely defining our criteria for success by
specifying how design attributes will be measured and what the rel-
ative importance of each criterion is gives us a way to evaluate the
best design among the set of proposed solutions developed.
Guidelines: Guidelines are merely recommendations—things that we
should follow, but don’t necessarily have to. We could specify a
guideline for our bridge that it would be nice if we could paint the
underside of the bridge in a local school’s colors; if a much better
bridge design emerged, we would go for it even if it could not be
painted.
Requirements: Requirements are similar to constraints, but are defined
specifically by an individual or entity outside of the design team.
Some of the examples used for constraints would also be classified
as a requirement (those defined by our customer). For example, the
intended customer for our smart watch can state that it must work
in a range of up to 500 feet, or the government can dictate (via stan-
dards, laws, or regulation) that our bridge must have load-bearing
capacity of at least 20 tons. These can be considered both criteria
and requirements.
Specifications: When the characteristics, including requirements, con-
straints, and criteria are taken as a whole, this can define our speci-
fications. This is a list of all characteristics—a list of things we need
to know to complete the design.
46 • ENGINEERING DESIGN AND THE PRODUCT LIFE CYCLE
The engineering design process can look similar to the Scientific Method,
especially when we see it as a diagram, but they are quite different.
Both can be represented by a series of (often colorful) steps with arrows
directing us through the process, but they have different functions. The
Scientific Method is a process by which we can investigate the phenom-
enon to gain new knowledge or correct or adapt prior knowledge. It is
a process of discovery as opposed to a process in design. The Scientific
Method draws us toward a single conclusion.
Make
observations
Develop Think of
general theories interesting
questions
Refine, alter,
expand, or reject
hypotheses
Develop
testable
predictions
If our task is at all complex, we may come up with a few design possi-
bilities that appear to be acceptable … or even a few that could contend
for “the best” design. Identifying the best requires us to look at which
designs meet all specified constraints (they cannot break the defined rules)
and which designs best meet the criteria. One design may meet one crite-
rion best, while another may meet a different criterion better. We need a
quantitative method to determine which design is “the best” overall, and a
decision matrix is one such tool.
We begin by defining each criterion that we wish to measure, assign
a percentage to the importance of that characteristic (its weight), and for
each criterion determine a minimum and maximum value. Let’s use our
smart watch for an example.
Our first step is to decide how many criteria will be used to pick the
best design; for our example, let’s oversimplify our smart watch criteria
and keep it to three characteristics:
Price (to consumer): We know a lower price is better, and our design
team determines that the importance of “price” is worth 60 percent
of our “total importance.” We also know (from our initial research)
the valid entry must be between $50 and $500.
Wi-Fi/Bluetooth range: A larger value is better, and this is worth
25 percent of our total importance. Through our research, we deter-
mined an acceptable range would be 20 feet to 400 feet.
Aesthetics: This is a completely subjective characteristic, so we must
figure out a way to measure aesthetics quantitatively. Also, we need
to specify the percentage of importance, and since this is our last
characteristic, it would be 15 percent. We can measure this by ask-
ing a small group of impartial evaluators to review each design,
assign each a value of 1 to 10, with 10 being most aesthetically
pleasing, and then statistically analyze the results.
48 • ENGINEERING DESIGN AND THE PRODUCT LIFE CYCLE
The choice isn’t necessarily clear. Design A has the best price, which
accounts for the greatest share of the decision. However, Design B and
Design D have almost twice the range of Design A, and Design C is the
most aesthetically pleasing.
Our goal is to assign points to each entry in each category, then add
these totals for each design to find the greatest total. The alternative that
receives the highest total number of points is the best choice. The three
equations used in the decision matrix are presented as Equations 1, 2, and
3 in the text that follows.
Equation 1 provides the formula for determining the total number of
points for each alternative—that is, the sum of the points earned for each
criterion.
m
Pt = ∑ j =1 PijW j
where
• Pt = total points given to each alternative i
• Pij = rating that alternative i receives for a specific criterion j
• Wj = weighting factor for that alternative
• m = the number of alternatives
Cij − C j min
Pij =
C j max − C j min
where
• Pij = points that alternative i receives for a specific criterion j
• Cij = value of alternative
• Cjmax = maximum value of criteria range
• Cjmin = minimum value of criteria range
500 − 60 440
Pij = = = 0.978
500 − 50 450
Equation 1 says that we will multiply our point value (0.978) by our
weight (60), then sum these for each design. We will enter 0.978 * 60 =
58.68 into the cell for the price of Design A. We will repeat this for each
value, using the appropriate equation for higher is better or lower is better.
Price (60%) $50–$500 $60 58.68 $500 0 $250 33.36 $120 50.64
Wi-Fi/
Bluetooth 20–400 ft 200 11.84 390 24.34 50 1.97 390 24.34
range (25%)
Aesthetics
1–10 7 10 8 11.67 10 15 1 0
(15%)
50 • ENGINEERING DESIGN AND THE PRODUCT LIFE CYCLE
Price (60%) $50–$500 $60 58.68 $500 0 $250 33.36 $120 50.64
Wifi/Bluetooth
20–400 ft 200 11.84 390 24.34 50 1.97 390 24.34
range (25%)
Aesthetics
1–10 7 10 8 11.67 10 15 1 0
(15%)
80.52 36.01 50.33 74.98
From here, we can say that quantitatively, Design A is the best design
based on our criteria, that being the metrics specified for both the mini-
mum and maximum reasonable values and for the weighting we assigned
to each. Note that Design D is close to the final score of Design A and
is nearly a best design choice, but suffers from its very low score on
aesthetics. If we modified Design D (or any other design), we could redo
the decision matrix and may find a better design choice. In other words,
this procedure may also help identify any shortcoming of a particular
design.
If we have more designs to compare, our table would have more
columns (as shown). If we had more criteria, we would need more rows
and weights for each adding to 100.
There are other quantifiable methods to choose “the best” design, but
the decision matrix is easy to implement and gives an unbiased answer.
BIBLIOGRAPHY
Glass, R.J., W.E. Beyeler, A.L. Ames, T.J. Brown, S.L. Maffitt, N. Brodsky,
P.D. Finley, T. Moore, M. Mitchell, and J.M. Linebarger. 2012. “Complex
Adaptive Systems of Systems (CASoS) Engineering and Foundations for
Global Design.” Sandia Report SAND2012-0675, January.
TeachEngineering 2016. “Engineering Design process.” https://teachengineering.
org/k12engineering/designprocess (accessed June 2016).
“VEX EDR Curriculum: What is the Engineering Design process?” http://curric-
ulum.vexrobotics.com/curriculum/intro-to-engineering/what-is-the-engineer-
ing-design-process (accessed June 2016).
Zukunftslabor CreaLab and Interspin CreaLab 2016. “6-3-5 Method of Brain-
storming.” http://becreate.ch/en/methods/6-3-5-method.aspx (accessed June
2016).
CHAPTER 4
What we did ten years ago with the PlayStation was a phenomenal
success story for the company. That product had a ten-year life
cycle, which has never been done in this industry.
—Ian Jackson, free software author
Don’t find customers for your products, find products for your
customers.
—Seth Godin, marketer and author
They always say time changes things, but you actually have to
change them yourself.
—Andy Warhol, American artist, director and producer
the rerun! However, imagine this family decided to purchase the latest
in technological innovation—the v ideocassette recorder, or VCR. Now,
they would simply pop in a videocassette, program the VCR to record
whatever was showing on Wednesday at 8:00 p.m., and they had the
means to watch their favorite show any time they chose! For this family
and many others, VCRs became almost a necessity. Roughly 15 million
VCRs were purchased that year. Fast forward to 2016 and the last major
manufacturer of VCRs, the Funai Corporation of Japan, announced it
would no longer manufacture the units. VCRs had long since gone out
of favor with families, replaced by DVD players and recorders and,
eventually, DVR units and Internet streaming, allowing you to watch
anything you like whenever you like—and in many cases, skipping
commercials automatically.
Once our family purchased their VCR, what happened? The family
enjoyed many hours of recorded video. They purchased prerecorded tapes
and blank tapes, eventually owning so many tapes they needed to pur-
chase a sizable storage unit. The VCR broke once, and their friend was
able to buy a replacement part, repair it, and have it back and running. In
our imaginary scenario, this family used their VCR until a fateful day in
1990 when they noticed strange noises, a pop, a grinding noise and then
… nothing. The machine would be replaced by a brand-new DVD player.
This VCR joined 15 million of its closest friends in a landfill, regard-
less of the expertise of the design team, how excited the family was, and
whether this was the technology of the future. Eventually, the product
breaks down or is replaced. Therefore, our new question is: Does the fact
that the product may break and will surely eventually outlive its useful-
ness matter to the design team?
The Engineering Product Life Cycle is the cycle or the complete story
of a design from the idea of the device, through design, manufacturing,
sales, maintenance, and finally disposal. The Product Design Lifestyle
Management or Product Lifestyle Management (PLM) is the process of
managing a design or product from its inception through disposal. We
found multiple lists of steps in the design process that vary from site to
site; this is also the case for the product life cycle. However, as we pre-
viously saw with design processes, we will find that different life cycle
diagrams will, to a great extent, follow similar steps. Some examples are
shown as follows:
The Product Life Cycle • 55
Initial
product
design
New
Drawings,
revision to
specs, docs
part
Initial
Engineering
revision no.
change
MoM; BoM,
order (ECO)
operations
Dream
Product
Deploy life cycle Design
management
Develop
Product Product
introduction strategy
Product Product
support management
Market need
After sales
Manufacturing
services
Conceptualization
Feasibility
Definition
Implementation
Introduction
Growth
Maturity
Decline
Discontinuance
Perhaps the initial step is obvious: there must be a reason to tackle our
design. The reason may be an identified market need, a directive from our
employer, or a request from a customer. We have examined a few designs.
Did we adequately define the market need?
• Paper tower and robot arm: In these examples, the teacher in the
classroom defined the need by telling the student teams that this
was an assignment. The teams didn’t need to do much analysis.
• Bridge: This would likely have been either a team working for or
selected by a government, or a team in a company that won a con-
tract. In this case, the need was likely expressed by a governmental
body and the requirements would be established by that entity.
• Smart watch: In this case, our company decided to design a watch.
It is likely that we did some market analysis, talked to some poten-
tial customers, and looked closely at our competition to establish
our criteria. If we intend to design a watch that will sell well, we
need to find out what our potential customer is looking for.
4.3.1 FEASIBILITY
4.3.2 DEFINITION
4.3.3 IMPLEMENTATION
We have established the need for our device. We have established con-
straints and requirements, and have started to define criteria that will help
us determine if a design is acceptable or better. When the market needs and
customer needs are defined, we may generate multiple possible acceptable
solutions. Once the final design is selected, we reach the implementation
phase. We need to manufacture a few pieces and prepare to introduce the
device to our consumer.
Not only does this apply to an electronic device, but also to our class-
room projects, where manufacturing is the building of the device, and to
the bridge, where manufacturing is the act of constructing the bridge.
The Product Life Cycle • 59
onto a pad (if the part is surface-mount) or bends the legs to the exact loca-
tion of the holes, places the part through the holes, bends the legs against
the circuit board, and then clips them off (if the board is through-hole).
This happens at a rate of tens of thousands of components per hour.
Each board enters an oven where the heating profile is carefully
controlled to melt the solder, allow the solder to remain molten for a
controlled time, then cool and resolidify at an appropriate rate, all without
damaging the board or the components.
Assemblies are then cleaned, again, with the requirements that the
cleaning process does not damage the assembly in any way. Other steps in
the process may involve applying a coating over the assembly to protect
the assembly from its intended environment, writing on the board (apply-
ing a trademark or other markings), or special preparation for packaging.
The manufacturing process for electronic assemblies can vary depend-
ing on customer specifications. Assemblies intended for use by the mili-
tary or in space must be able to survive extreme conditions: excessive heat
or cold, a salt-laden environment (if intended for use in or near oceans),
or radiation. These devices must be manufactured to standards that are
near perfect. They will be inspected and tested—which adds significant
cost. Inexpensive consumer electronics may not undergo any inspection
and may undergo minimal testing. Consider this: if a board integrated into
a system designed to generate breathable oxygen in space malfunctions,
that failure can be catastrophic. If an assembly designed for use in a child’s
toy malfunctions, a family would, at most, probably return the toy for a
replacement. The risk (a need to process some percentage of defective
devices) may not be worth the extra cost of testing and inspection if the
assembly is used in a low-stakes environment.
99.7%
95%
68%
Our device is ready to hit the market, and while we have spent money and
resources thus far, it is now time to seek profit. We can plot the Product
Life Cycle and show the cash flow as follows:
Sales revenue
Net revenue (Profit)
cash
flow
Negative
cash flow Loss
4.4 INTRODUCTION
4.5 GROWTH
Our goal is to maximize the Growth period. During this time, we hope that
we have created a buzz significant enough that our product is flying off
the shelves. In this phase, we may make price adjustments to maximize
profit; we may need to modify our markets, promote our product in a dif-
ferent way, modify our distribution mechanism, or make other changes
to increase sales. At some point, we expect to recover the costs from our
introduction phase and to see a positive cash flow; we should be earning
more than we are spending. In many cases, the design team may be back
working on the introduction phase of the next iteration. For example, as
new iPhones are introduced and enjoy a healthy growth phase, designers
are already developing the next version.
manipulate these costs, which also gives us a chance to see the intersection
of engineering and ethics, is the Volkswagen emissions scandal.
As clean air requirements came into existence in the United States
and Europe in the early to mid-2000s, Volkswagen introduced “clean
diesel” automobiles. The company won praise for its technology. How-
ever, in 2014 and 2015, the U.S. Environmental Protection Agency
(EPA), responding to reports of testing showing that emissions were
ETHICS:
CAN WE DEFINE RIGHT VERSUS WRONG?
4.6 MATURITY
The Maturity phase means that our costs are stabilizing: we have likely found
a model where our advertising is effective, our distribution mechanism is
working and, while our pricing may be appropriate, we may lower prices
to boost sales to keep our revenue strong. At some point, we should have
enough positive cash flow to turn a profit—and the earlier this happens, the
better. We may face new levels of competition: competitors may develop
products to compete with our successful product. We may find additional
costs in maintenance and repair in this phase as well: in the case of the iPhone
4, Apple issued free cases to customers to keep their hands at a safe distance
from the antenna, thereby improving reception. This was likely an unplanned
cost that emerged during the growth or maturity cycle. Almost any p roduct
will need a mechanism for repair, return, and replacement—or perhaps
simply telling consumers, “too bad.” This would minimize costs, but would
not build goodwill toward any future products marketed by that company.
66 • ENGINEERING DESIGN AND THE PRODUCT LIFE CYCLE
4.7 DECLINE
Finally, demand trails off in the Decline phase. At some point, sales decline
to a level lower than we care to support, or the cost of maintenance means
we no longer want to support an item. Our business decision may be to
drop prices extremely low to clear the shelves, or we may pull the product
back and roll out the next iteration.
4.8 DISCONTINUANCE
BIBLIOGRAPHY
The word constraint may sound negative; after all, engineering as a pro-
fession and design as an activity are inherently creative. We are supposed
to “think outside of the box,” which implies that we should not be con-
strained by convention. However, constraints play a crucial role in design.
We need an objective way to determine the best solution to a problem
or the best design for a device. We do this by establishing and weighting
criteria—these criteria inform our decision on which of many options is
optimal.
5.1 CONSTRAINTS
• Health and safety: Our design should not diminish the health
of the customer or the public and should not lead to an unsafe
situation.
• Manufacturability: The design must be feasible from a production
standpoint; for example, the ability to mass-produce a product by
using an already established assembly line process.
• Sustainability: Designs avoid the use of materials that might not
be obtainable in sufficient quantities over the expected production
timeframe.
5.2 TERMINOLOGY
5.3 CRITERIA
We have scratched the surface of using criteria to judge the best design,
especially given specific realistic criteria. However, the concept that each
design is required to meet all constraints (or be considered an absolute
failure) is crucial. From there, each design is evaluated based on how well
it met the entire set of criteria.
BIBLIOGRAPHY
Good design has to tell a story. It has to stop people, and it has to
make them wonder. Good design is a conversation.
—Zahid Sardar, design editor and author
We have seen a design process and can describe a design process that was
followed properly. We can also document whether a design effectively
meets all constraints and evaluate it using our criteria for success. Our
product may be a huge commercial success, have a long life, and have no
adverse effect on the environment at the end of its life. Perhaps the combi-
nation of all of these traits would define a good design.
How do we assess a design and determine whether it is good or not?
Georgia O’Keeffe, an American artist, once described art in a letter to
her biographer: “I don’t know what Art is but I know some things it isn’t
when I see them.” Similarly, while we can sometimes easily find examples
80 • ENGINEERING DESIGN AND THE PRODUCT LIFE CYCLE
of bad design, recognizing good design can be challenging. The fact that
there is no universally accepted definition of good design further compli-
cates the matter.
If there is no formal definition for good design, how can we evaluate
designs in general?
The end user of a design follows this sequence as they solve a prob-
lem, and focusing on this sequence can help us with the design. Ideally,
we would like our user to be able to answer each question as they use our
product.
What Is Good Design? • 81
6.1.3 DISCOVERABILITY
The principle of discoverability implies that the user should be able to dis-
cover the function of the device and determine what actions are possible
with it. Operation of the device should be intuitive.
6.1.4 FEEDBACK
6.1.6 AFFORDANCES
6.1.7 SIGNIFIERS
when one of these buttons is pushed. The flat plate on front of a door is
an indicator on where we should push to cause the door to open. If you
walk up to a door with no handle or flat plate, would you push or pull? We
know that the thing is a door, and a door affords opening, but without a
signifier, we may struggle with opening the door. Note the importance of
the signifiers on the doors shown below.
6.1.8 MAPPINGS
6.1.9 CONSTRAINTS
In this context, constraints refer to the device and the user. Constraints
limit the set of possible actions. Norman discusses four types of
constraints:
Physical constraints
Physical constraints limit actions that can be taken by making
them physically difficult or impossible. For example, if we need
to change batteries in a remote using AA batteries but only have
nine-volt batteries available, they will not fit; we cannot use them
for this purpose. Different parts of almost anything take different
hardware to assemble—as much as one might think the size of a
screw does not matter, many predrilled holes will prevent a user
from trying to use the wrong part.
84 • ENGINEERING DESIGN AND THE PRODUCT LIFE CYCLE
Cultural constraints
Properly operating or using a device may be different from one
culture to the next, and the culture in which we use a device may
determine constraints on its use. Culturally, in the United States,
if we are approaching a doorway and see an oncoming group also
approaching the doorway, we instinctively move to the right. If
the oncoming group also moves to their right, then we each pass
through the doorway safely. Culturally, we expect this. In design,
we can see doorways with a set of doors featuring a push plate
only on the right-side doors to account for this cultural expecta-
tion. There is nothing preventing us from using the doors on the
left, but we have developed a cultural expectation.
Semantic constraints
Semantic constraints are those for which we understand features
based on the context or meaning of a situation. When we drive a
car, we sit forward. Could a driver sit facing the rear if a projection
system were used? Technically, we could drive a car this way; yet
the context of a person driving a car dictates that the driver face
forward.
Logical constraints
Logical constraints use reasoning to determine actions. Common
sense tells us the consequences of actions. Graying out invalid
options in a web interface is an example of logical constraints—
obviously, since this choice is grayed out, it is not available or
applicable.
Dieter Rams, chief design officer for the German company Braun from
1961 to 1995, developed 10 principles for good design, one of the most
widely cited lists in the study of design.
But what if you wanted to take your music with you? The eight-track
tape gave the listener the chance to listen to music on a portable player or
in the car. The music was recorded onto a continuous magnetic tape and,
as long as your eight-track player didn’t “eat” the tape, the music could
continue, repeating an entire album. The term “album” evolved from the
term for a physical vinyl disk to mean a collection of songs. However,
while there were plenty of eight-track players, there were few eight-track
recorders available to the general public. The cassette tape easily replaced
the eight-track, as the storage medium was smaller and many cassette
players were recorders as well, allowing users to custom “mix” their own
music. In 1979, the Sony Walkman took portability a step further with a
design that was small enough to be placed in a pocket or hung on the lis-
tener’s belt, bringing the concept of personal music into the mainstream.
With the introduction of compact disks or CDs, tapes and LPs quickly
fell out of favor with consumers. CDs were far more durable and offered
a platform that could hold more music. CDs store music digitally, based
on the recording process sampling analog music thousands of times per
second, and utilize simple error-correction encodings that help to avoid
the “pops” associated with scratches on a poorly cared-for LP disk. CDs
were easily played in the car and portable CD players were in every store.
What Is Good Design? • 87
In the 1980s, the Digital Audio Tape (DAT) was introduced. The cassette-
like tape offered the user the ability to record a digital copy of a song
(from a CD, for example) onto a tape, making an exact copy. However,
the product was never really accepted and did not make a dent in the way
consumers listened to music. It was introduced over the same time period
as CDs, but had the disadvantages of cassette tapes: CDs could jump from
one song to the next instantly while tapes had to spin forward or in reverse
to find the beginning of a song. CDs could shuffle songs and computers
(and a few CD recorders) offered consumers the chance to mix their music
and record their own CDs—no DAT needed. With no apparent advantage
to the everyday consumer and all of the disadvantages of soon-to-be obso-
lete cassettes, they were not innovative enough to capture market share.
88 • ENGINEERING DESIGN AND THE PRODUCT LIFE CYCLE
The aesthetic qualities of a design play an important role. There are cer-
tainly examples where aesthetic considerations are of minimal importance,
for example, if we are designing a component internal to another system.
However, most devices intended for consumer use strive to be aesthetically
What Is Good Design? • 89
Aesthetics can also play a role in the failure of a design. The Pontiac
Aztek is considered to be a failure in design. According to Edmunds, a
popular car review and assessment website, the 2001 Pontiac Aztek was
by consensus the worst car of all time. The car was considered to have a
strange look and shape. The rear window was large and angled such that it
needed (but didn’t have) a rear wiper. The appearance was “boxy” and like
a minivan from the 1990s, neither sleek nor sexy. Sales were well below
expectations as reviews mounted discussing the poor aesthetic design. As
with any automobile model, the Aztek has advocates; for example, the back
of the SUV can transform into a tent and can be used by outdoor enthusi-
asts, a feature that is definitely unique. Those who appreciate this feature
and other fans of the Aztek may argue that the Aztek is a beautiful design.
The relevant definition of “aesthetics” is “a particular individual’s set
of ideas about style and taste, along with its expression.” Aesthetics are
generally subjective by nature—designs that are presented as sleek, mod-
ern, or even sexy may look bland, odd, or even unattractive to another
user. Using aesthetics as a characteristic of good design illustrates the dif-
ficulty in establishing a nonsubjective definition for “good design.”
art. While they can be aesthetically pleasing, aesthetics should not detract
from their intended purpose.
An example of an aesthetically pleasing yet unobtrusive
design is the bladeless fan, such as those marketed by Dyson.
These fan models boast improved air flow over regu-
lar fans with visible blades, and once users move beyond the
curious reaction (wondering “where are the blades?”), the fan
exists, creates air flow, and doesn’t distract. These fans are
good examples of design that is both unobtrusive and aesthetic.
An example of a design that was somewhat obtrusive is
the green packaging used in SunChips, considered in gen-
eral to be innovative. Frito-Lay introduced the new polylac-
tic acid–based packaging as a green packaging alternative
since it was said to dissolve in an ordinary landfill in around
three months. However, the new bag was exceptionally loud
and was often mocked by the general public—the intended user. The bag
produced 95 decibels of sound as it opened; according to the National
Institutes of Health, long or repeated exposure to 85 decibels can cause
hearing loss. Fortunately, most users didn’t experience “long or repeated
exposure,” but repeated complaints from consumers led to Frito-Lay drop-
ping the eco-friendly packaging and bringing back the original packaging
while they work to develop an eco-friendly bag that is not quite so loud.
Good design should not result in claims that are deceptive to the con-
sumer. The design should be an honest representation of exactly what
it is supposed to be. While advertising and marketing may play a role,
an honest design is more than a product that is not misrepresented. Fea-
tures of the product should do what the user believes they should do. If
the product is an audio player and a slider or knob is on the front panel,
especially if labeled by an image of a musical note, the user can assume
that this will adjust the volume—and it should. Sometimes the claims are
entirely visual. The following photo is from the graphic equalizer interface
of a compact stereo system manufactured in the early 1990s, owned by
one of the authors. Seeing a pair of sliders for each frequency, one would
assume that the balance for the right and left channels can be adjusted to
either boost or cut each channel separately. In this case, it would be a false
assumption, as the design visually misleads the consumer, including the
author, into believing that the controls are separate when in fact it is imple-
mented with a single slider having dual parallel protrusions.
92 • ENGINEERING DESIGN AND THE PRODUCT LIFE CYCLE
A product that reaches the customer who finds a crucial detail lacking is
probably doomed to failure. A good design team gives full attention and
appreciation not only to each stage in the design process, but also to the
phases in the product life cycle. If we consider our Conceptualization and
Definition phases, we see that our team must completely define our cri-
teria and have a full appreciation for our constraints. Further, we have an
opportunity to revisit each of our criteria in our Definition stage to ensure
that we have covered all loose ends and anticipated anything that our users
may need or expect.
Consideration of your design
down to the last detail can be seen
in designs of higher-end backpacks
intended for hiking or camping.
Certainly, backpacks are plentiful
and prices can vary widely. What
makes a backpack design excellent?
A thorough consideration of needs
What Is Good Design? • 95
on a circuit board that typically makes it green) is applied over the whole
board and the unwanted material is etched away chemically. The process
creates quite a bit of toxic waste that must be processed. What if an addi-
tive process was used—where we added copper and solder masks only
where we wanted them? This is possible, but the process is significantly
slower and more expensive. Further, although the production does create
waste, it is a process that may be viewed not as much environmentally
unfriendly, but as a typical process.
friends, perhaps not in their top eight. MySpace also added marketing,
music, and games, but they insisted on developing their own applications
rather than allowing third-party developers to add content.
The interface for Facebook started simplistically: add basic infor-
mation about yourself, allow old friends to find you, and post statuses
on your new job or what you had for dinner. The flow of information
was sometimes trivial, but it was easy to scroll through. In the early days
of Facebook, developers could create games like Farmville and Candy
Crush, which became overnight sensations. The simplicity of Facebook’s
interface is still important: attempts by Facebook to “add value,” like fil-
tering stories and identifying your “top stories,” are met with an outcry
from users who say, “Don’t fix it if it’s not broken!”
Twitter emerged on the scene in 2006; in 2008, over 100 million
tweets were sent. By 2009, it was the third-most used social media site.
By 2013, over 400 million tweets were sent per day, and most were sent
from a mobile device. The simplicity of the interface and brief messages
limited to 140 characters made the site easy to use. The site is also consid-
ered mobile friendly as more customers go to mobile devices.
The Nokia N-Gage is an excellent example of a device that suf-
fered from what could be termed overdesign. Functions were added that
obstructed the intended purpose and created a confusing interface.
Let’s examine a design that had some measure of success, but in the end
did not perform to the expectations of the developers. In 2011, Nintendo
announced a new video game console system that would have a screen built
into the controller. The Wii U emerged in the video game console world
in 2012. The Wii system was successful: the system was different, with
easy-to-understand controllers and a suite of games for novice to advanced
gamers. The Wii U shared the name of its predecessor, but was quite a dif-
ferent system. Let’s apply Rams’s principles of good design to this system:
The Wii U had an interface that was decidedly different from that
of other consoles. The Wii had a controller unlike any other system; it
was motion sensitive and had one main button. The simplistic design was
easily understandable. The Wii U also had a brand-new controller design;
however, it was far less intuitively obvious. There were two different
controller styles: the Wii Pro (no screen) and the Wii Gamepad control-
ler. Two very different controller styles did not help the system be more
understandable.
100 • ENGINEERING DESIGN AND THE PRODUCT LIFE CYCLE
Ideally, the system itself blends into the background and the gameplay
takes the attention of the users. The attention to the Gamepad controller
versus the main screen was sometimes seen as a distraction, and brought
the focus of the gamer back to the system itself. While the controllers
were innovative, there was debate on their usefulness in gameplay. One
review said, “Wii U may have shared a name with its predecessor, but in
many respects it was the anti-Wii; whereas the universal appeal of Wii was
easily explained the moment you saw someone whack a tennis ball, Wii U
was the most complicated game pitch ever.”
Long-lasting is another term that may not quite be defined for the
game console market. Systems are replaced by a next generation every
few years. The next-generation systems are typically vastly superior to the
prior systems (at least, they are marketed as such). The Wii U was phased
out in early 2017, a short life for any major system.
that were available sometimes did not fully embrace the dual-screen capa-
bility; this means that, just as consumers accepted the use of the screen on
the controller, a game would be released that simply didn’t need the other
screen. The detail—an available suite of new, innovative games—was
overlooked to an extent.
In this category, the Wii U is fairly standard among consoles. All are
electronic components in a metal and plastic case. All can eventually be
recycled (although there is controversy on whether this recycling is more
damaging to the environment).
This may be the most clearly violated design rule: the design was
complex and the designers appear to have tried to design for a variety
of audiences rather than targeting a user. In his 2016 “farewell” article,
Chris Kohler wrote that “In trying to please too many groups, the Wii U
ended up as a machine for nobody, and that’s who it sold to: at less than
14 million units, Wii U is the company’s lowest-selling game console, and
it’s not even a close race.” The Wii was seen as a revolutionary straight-
forward design; the Wii U was quite the opposite.
Does this mean the Wii U was an unpresented failure? Not necessar-
ily. Fourteen million units were sold, and many customers would consider
the Wii U their favorite system. However, the reception surely would have
been more positive by following guides to better design.
6.14 SUMMARY
“I don’t know what design is but I know some things it isn’t when
I see them.”
the Wii U and the Pontiac Aztek, and there are people who find the latest
version of the iPhone undesirable.
We have explored design constraints and criteria by which to judge
successful designs. By definition, a good design is one that meets all
defined constraints and best meets the criteria used to define a success-
ful design. Thanks to notable designers such as Don Norman and Dieter
Rams, we have characteristics that may help us define why we consider
some designs to be more artistic, innovative, or creative than others.
BIBLIOGRAPHY
Mui, C. 2011. “Why Facebook Beat MySpace, and Why MySpace’s Revised
Strategy will Probably Fail.” Forbes, January 12.
Norman, D. 2013. The Design of Everyday Things: Revised and Expanded Edition.
New York, NY: Basic Books, Inc.
O’Reilly, L. 2011. “Four Reasons Why MySpace Failed to Retain the Social
Network Crown.” Marketing Week, January 12.
“Pontiac Aztek gets Top Honors as the Worst Vehicle Ever Sold 2012.” Los
Angeles Times, February 19.
“Pontiac Aztek Review 2017.” Edmunds, https://edmunds.com/pontiac/aztek/
(accessed March 2017).
Popova, M. 2017. “Georgia O’Keeffe on Art, Life, and Setting Priorities.” Brain-
Pickings, https://brainpickings.org/2014/09/17/georgia-o-keeffe-letters-anita-
pollitzer/ (accessed March 2017).
RockNYC 2017. “Posts Categorized: Music Business.” http://rocknycliveandre-
corded.com/category/music-business (accessed January 2017).
Rosenfield, K. 2012. “Dieter Rams 10 Principles of ‘Good Design.’” Arch-
Daily, January 9, http://archdaily.com/198583/dieter-rams-10-principles-of-
%25e2%2580%259cgood-design%25e2%2580%259d
Russo, K. 2010. “Frito Lay to Scrap Loud SunChips Bag.” ABC News, October 5.
Sarrel, M.D. 2003. “Nokia N-Gage.” PC Magazine, October 8.
Scott, D. 2017. “The 50 Worst Fails in Tech History.” Complex, http://complex.
com/pop-culture/2011/04/the-50-worst-fails-in-tech-history/nokia-n-gage
(accessed March 2017).
Stuart, K. 2017. “RIP Wii U: Nintendo’s Glorious, Quirky Failure.” The Guardian,
February 3.
“SunChips Bag: Louder than a NYC Subway 2010.” CBS News, October 5.
Wollerton, M. 2017. “Nest Learning Thermostat (2015) Review.” CNet, https://
cnet.com/products/nest-learning-thermostat-third-generation/ (accessed
March 2017).
Index
G M
Gasoline-powered car, 15 Manufacturability constraints, 72
Good design Manufacturing process for
aesthetics, 88–89 electronics
affordances, 82 circuit board, 59–60
Apple products, 97 customer specifications, 60
conceptual model, 82 surface-mount resistor, 59
constraints, 83–84 through-hole resistor, 59
crucial detail lacking, 94–95 Mappings, 83
Dieter Rams’s principles, 84–85 Maslow’s hierarchy of needs
discoverability, 81 esteem, 5
environmentally friendly, 95–97 physiological needs, 4–5
110 • Index
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EBOOKS Engineering Design and the Product
REID • ESTELL
FOR THE Life Cycle GENERAL ENGINEERING AND K-12
ENGINEERING Relating Customer Needs, Societal ENGINEERING EDUCATION COLLECTION
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the concept of design, where success means that the designers fulfilled
THE CONTENT the established requirements, stayed within the specified constraints,
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Fundamentals
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