ATTACHMENT 2
Attachment to
"The Dilemma of Improving Quality in New
Product Development" by Larry R. Smith,
Boris Zlotin, and Alla Zusman
Applying Operators (knowledge
base) for generating suggestions:
Each problem statement has
been considered according to the following criteria;
- Representing a
promising direction for innovation
- Being relevant to the
project
Approximately 50 problem
statements were selected for further consideration in the
environment of the Brainstorming Process (Ideation,
1998). The following ideas were obtained as a result of
this process:
Score quality
progress. When score is visible, the top management
will demand improvement and link the demand to
salary.
Quality score can
make the quality performance more objective than
subjective.
Raise the salary in
Quality Office.
Raise the prestige
of Quality Office.
Make Quality
certification a requirement for promotion.
Make the value and
cost of Quality more visible up-front.
Priority - make
Quality more of a priority than short-term cost.
Use different kind
of resources.
Use an external
"critic" to explain to management how bad
current situation currently is. This will generate
more resources.
Add
"fudge" or "safety" multiplier to
quality projects.
Allocate engineers
by disposition/job - use "fire-fighters"
only at end of programs; use people with
"prevention" mentality up-front on
programs.
Use
"certified" engineers or former quality
office engineers up-front in new programs
- more than 20% of
population in any new model program.
Split team into
parts - induce friendly competition between areas to
use quality and reliability methods.
Induce friendly
"competition" between other vehicle teams.
Use quality tools
to reduce cost and improve quality at the same time
Increase rotation
from Quality Office to Product Development - but keep
appropriate balance of assisting organization with
knowledge and keeping Quality group effective.
Make special
training/knowledge/software available to quality
office that is useful for managers. Make this a
Quality Office perk that makes the office more
respectable.
Combine "lack
of resources" with "lack of use of Quality
Tools" - you must use the Quality tools to match
your resources with the job.
Teach engineers -
enable them to use the quality methods as the way to
do a good design.
Use first on
external suppliers - then migrate into company
(increases reputation and confidence before applying
inside company).
Lack of resources =
lack of knowledge. Quality knowledge and skills is a
resource that can influence the need for other
resources of cost and timing.
Special effort to
design the system where the sub-system elements
evaluate each other and provide feedback. Quality
Department can facilitate this process - way to
participate in Product Development and gain respect.
Attach some TGRs
for engineers to the quality effort, so they will not
mind the effort associated with quality improvement
(i.e. certification will result in higher salaries in
the next job, increase the value of the person with
special education, software, etc.).
Connect with what
management knows.
Create a very good
model so that management can see the benefits of the
solution idea. Use imaginary story to illustrate how
it would work. Thought experiment/description.
Resonate the system
- have the solution idea appear from many different
initiatives, different organizations, and different
companies at the right time -reinforce the idea as
the right thing to do.
Use competing
organization bosses to out-do each other in
implementation - keep informing the other boss of
competitor's progress.
Self-synchronicity,
program automatically adjusts effort based upon
feedback.
Create a model of
management reaction - use it as a game to test
presentation/response and refine presentation before
it is presented.
Anticipate
questions and prepare answers ahead of time.
Prepare for desired
response ahead of time by reviewing with key
management people in 1/1 before the meeting.
Use something that
has been tested before in your or another industry.
Get other people in
the system to support the solution idea and be
allies. Go to service, assembly, and manufacturing
ahead of time and bring their comments/support to the
meeting.
Connect this
program to an initiative existing in the organization
that management wants to do.
Advertisement
principle - use a metaphor/medium that highlights the
positive benefits of the solution idea. Use a special
newspaper or column in existing newspaper, Internet
news, local broadcast, publish in external magazine
or conference to demonstrate credibility, establish a
"chat" room.
Use comments from
respected individuals to create excitement about the
initiative.
Concentrate, focus
- reduce or delay other competitive initiatives -
focus on this one now to utilize resources.
Make it easier to
use the quality methods by making it difficult to
defend design in reviews if you do not do it. Quality
Office then becomes a coach to help the engineer pass
the review. Use other departments or outside to
provide the critique. Provide a "bonus"
award for a successful review. Use "Tom Sawyer
Fence" effect.
Send design team
off-site ... perhaps a supplier company that uses
quality techniques - remain in residence in the
different environment until significant progress is
made.
Make a portion of
the environment "unstable" to make it
easier for the team to change. Find area with new
boss, recent problem, people rotation, change work
time or shift, etc. "Hawthorne effect."
Create right amount
of intermediate pressure, stress or risk to do this
initiative. Introduce a special tax for quality.
Reward the discovery of a mistake before initial
release of design.
In presentation
show how use of this methodology would have prevented
problems in actual situations. Use real stories that
people remember for the thought experiment.
Engineer gets
complete set of "quality credits" by
implementing initiatives, then can use this set to
avoid a management presentation, get extra vacation
day, etc.
Make "game or
puzzle" of methodology and encourage engineers
to learn the method by doing the game.
Put in Network, a
"quality tip of the day" when start
computers. Should be interesting to read ... short
stories, interesting pictures, etc.
Bundle changes and
introduce a group of them at one time.
"Scare"
the top management to force them to take immediate
actions.
Find a "young
start" in the organization, convince them to
make a long-term commitment.
Leverage your
mission, values and guiding principles.
Show some short
term successes.
Solve painful
problem and show the real saving.
Introduce quality
approach into cost reduction and time-to market
reduction programs.
Concern: Quality
approach might not be credited in the case of
success.
Validation of
design via failure prediction session with following
test that could prove the tools and processes
effectiveness.
Concern: People
rotation causes loss of knowledge and accountability.
Get top management
of other companies to persuade.
Get top management
to talk to customers.
Invite quality guru
to talk to management.
Establish a forum
for frequent communication to ensure acceptance.
Visualization of
the concept benefits and intermediate results.
Accountable
metrics, process measures, etc.
Good process
measures for engineers to monitor the results.
Make management a
feature speaker at a quality conference.
Special event at a
professional society for top management to discuss
quality issues.
Apply for
prestigious quality awards:
- Apply for the
Malcolm Baldrige Quality award.
- Apply for
Deming prize
Address
shareholders.
Use an audit
process to foster sharing across teams.
Foster team sharing
of lessons learned in corporate memory.
Add "marketing
invention" to the "technical
invention".
Review psychology
training for engineers; how to concentrate on the
problem.
Use as much as
possible ready-made and approved things (already
tested).
List of questions a
person should answer (check sheet) to eliminate
typical mistakes.
Use professional
interview and psychology interview to build teams.
Build P-D-C-A loops
into the process.
Make all processes
without process check, then use the best professional
to check at key milestones.
Special "fresh
eyes" review procedure for process.
Make customers part
of the design team.
Exclude elements
(eliminate the need for an element):
- Example: for
Halloween have a contest for the most weird
idea
- Add a Quality
Office person to participate in design teams;
ask questions and share ideas between teams.
- Cross-reference
by part, by function, by problem, in the
knowledge database.
Building bi- and
poly-systems.
- Utilize
independent partner/platform to conduct a
parallel design and compare to eliminate
mistakes and improve timing.
"Towing"
bisystem.
- "Towing"
system existing methods of Quality
assurance. It is recommended to introduce new
elements into them. Build a picture of the
future system we would like to have and
develop a smooth transition path.
- Another way is
to use existing computer tools as a
"towing" system.
Alternative
bisystem.
Combine design and
testing systems. Test engineers should be able to
conduct a "thought" project testing
(following specific rules developed for that purpose)
and then run real tests. Testers experience
together with the knowledge of Anticipatory Failure
Determination methods could be very useful for timely
discovery of possible mistakes.
Symbiotic bisystem.
Designer and
manufacturing personnel could serve as elements of a
symbiotic system. Similar process is used in DFMEA.
The process could be enforced if all parties were
encouraged to test the project from various points of
view than from their positions only.
Decrease the degree
of stability. Transform an object from stationary to
movable.
Design stability is
provided by a stable design team. Usually, one
individual starts the project and leads it to the
end. However, it has a side effect: stable (the same
type of) mistakes (psychological inertia prevents a
person that made a mistake from revealing it). A
design teams stability may be purposefully
reduced via intentional change of leadership on
different project stages. For example, switch two
project leaders between projects. They should have
similar working experience to easily transfer the
knowledge about their projects. At the same time, it
is much easier to identify mistakes of each other.
Revealing and analyzing similar
projects in other areas
The following systems have
been identified as relevant:
- Ideal manufacturing
process
- Ideal software
development
The following ideas
developed in the areas mentioned above which could be
applied:
From manufacturing:
- Develop clear
requirements and an appropriate process check.
- Involve every
participating individual in the process check. In
particular, each individual responsible for an
operation in a chain at the same time is checking
if the previous operation was performed right.
Every one should immediately report a problem in
case of a mistake revealed and even be allowed to
stop the manufacturing process.
- Coordinate work of
different departments and people. Quality is a
result of common efforts, therefore effective
contacts between people and departments should be
established. It is very important to overcome
traditional isolation and attempts to "point
fingers" to outsiders.
- Develop a clear
understanding that it is a customer who pays our
bills and make it as an element of the corporate
culture.
In software development,
the approach has been working since 1960s. It was started
by Turing and Deikstra. Ideal software development was
based on ideas of structural programming, that is,
development of a complete set of structural elements and
algorithms, and connecting them into an integrated
structure. Further development of ideal programming was
based on developing mathematical models of data
structures and algorithms of their transformations.
Later, the number of mistakes dramatically reduced due to
implementation of Object Oriented Design, that is,
building a program from a set of readily available
objects and modifiable supplements. Theoretically, today
it is possible to develop ideal programs however; they
are not going to be optimal from the memory, speed and
other computer resources utilization. Often, mistakes
appear because of numerous changes to already done
programs as a result of trying to fix initially wrong
design. To reduce number of mistakes, various methods are
utilized; some of them could be applied to design process
as well, for example:
- Utilization of
specialized software monitoring the process,
documenting steps.
- Utilization of
specific software intended to automatically
recognize the most frequent typical mistakes.
- Utilization of
artificial models for testing. Use of soft
(mental) tests rather than real (hardware)
testing.
- Utilization of
special software tool kits (like Visual Basic)
for fast software prototyping.
- Introducing standard
procedures for customers satisfaction
surveys and testing allowing data accumulation
and transfer in convenient and easy-to-operate
format.
- Unit-by-unit testing
starts from the beginning of the project rather
than wait until the project is completed.
- Implementation of
specific protection unit into the program capable
to quickly identify a mistake and promptly
prevent from its harmful consequences.
- Introducing new
methods via quickly evolving software to
dramatically change methods of work without
disturbing the structure of social relationships
and to avoid costly re-training.
In general, a practical
approach to mistakes is taken including understanding of
inevitability of mistakes in the process of software
development, therefore to focus on their prevention,
prompt discovery and correction.
Revealing the main trends in
design methods evolution
Design is a specific
activity directed to creation of new products, processes,
services, etc. or their essential enhancement. It
involves identification of the main function(s) of the
system under development and methods of their
realization. Design includes two interconnected
processes:
- Thinking about the
future system (designers thinking)
- Development of
description of the system allowing system
reproduction (drawings, models, text documents,
etc.)
Looking back on the
history of technology one can see that in the beginning
of the technological era the most important thing was an
idea that people were trying to realize without any
intermediate steps. For example, a builder was building a
house or a small bridge without drawings introducing
changes to the real object.
Next, various means of a
project documentation and visualization were introduced:
- Modeling (a master
was building and presenting to a customer a model
of a church, or a ship)
- Making sketches
(usually 3D) instead of models
- Technical drawing
with various views, cross sections, etc,
completed according to specific rules.
Utilization of special equipment to facilitate
the process (drafts desks, tools, etc.)
- Computerization of
drawings (CAD/CAM, PRO-Engineer, etc.)
In general, evolution of
design thinking is far behind the evolution of design
tools. In fact, for a long period there was no attention
to thinking process and designers have been taught just
to follow more experienced colleagues. The following
improvements however, have been made:
- To enhance design
process (in particular, reduction of mistakes),
various standard parts, units, etc. have been
developed and implemented. That has moved design
work to the next level, that is, combination of
standard parts and units into required systems.
- Introducing rules in
drawing process allowed reducing number of
mistakes and made the process check easier.
- In the middle of our
century, first specific techniques helping
perform some of the design steps and solve
typical design problems emerged, such as
brainstorming, QE, VE, QFD, DFMA, etc. TRIZ is
one of them, too. Some of these techniques have
software support. The main problem on this stage
is that although techniques mentioned above are
rather effective for specific steps, however an
attempt to combine them all together make the
design process too complicated and designers are
reluctant to use them at all or use in
inefficient way.
Design process improvement
evolved in parallel to the evolution of other
organizational elements and management theory. Number of
design departments, designers specialization and
level of hierarchy have been growing constantly. Together
with some limited improvement it resulted in significant
increase in project time and number of mistakes. Two
reasons could be responsible for that:
- Non-linear growth in
efforts required improving mature systems that
have practically exhausted resources of growth
(Maturity stage on the S-curve):
- Bureaucratization
Typical drawbacks of
traditional designers approach and thinking
process:
- Psychological
inertia, pressure of traditional assumption
without questioning them
- Fear of new ideas,
desire to stay with traditional proven solutions
- Fast deactivation of
brain in addressing creative problems
- Focusing on main
functions and elements with insufficient
attention to auxiliary functions and system
elements
- Focusing on
performance rather than addressing potential
harmful (side) effects
- Lack of understanding
of evolutionary nature of technology and attempts
to move against strong trends of evolution
- Lack of understanding
of the importance of the "dimensional"
and systemic factors, that is, potential
emergence of undesired effects caused by changing
system dimensions an /or by integration of parts
into the system
- Attempts to solve a
problem in a given (in most cases accidental)
statement without proper understanding the
problem nature
- Fear of
contradictions
- Fear to make a
mistake, seeking overprotection
Conclusions
- Existing design
thinking is far behind relative to design means.
- Spontaneously
developed culture of design has many drawbacks
and cannot satisfy requirements of today's design
- The next step in
design evolution including cultural, technical
and organizational issues has to be made as
follow:
- Introduce an
integrated process and philosophy of design based
on identifying its main steps and formulate main
ideas introducing a creative approach into each
step (like Robust Engineering Process).
- Develop an
organizational culture and structure supporting
the ideal process.
- Develop an integrated
computer aided process addressing all process
steps.
Formulating contradictions and
potential ways for their resolution
The main
contradiction in the evolution of design methods could be
formulated as follow:
Improvement of design
means (complex drawings, various CAD systems, etc.)
negatively impacts creative thinking process. For
example, we found out that creative output of a
brainstorming group working with drawings 3-5 times lower
than working with real objects. Also, it was discovered
that utilization of computerized design techniques makes
the situation with creativity even worse because
operating computer programs is very destructive for
thinking process.
This contradiction may be
resolved by development of software that supports all
types of activities, that is, drawing and thinking.
Contradiction
related to quality:
Usually, quality and cost
of products and processes are in contradiction, that is,
quality enhancement leads to increase in cost, while cost
reduction deteriorates quality. Cost/quality relationship
strongly depends on the company technological and
organizational culture and is not necessarily sharp in
some industries. However, is very painful in mature
industries dealing with high volume production.
This contradiction may be
(at least partially) resolved by coming up with
inventions capable simultaneously increase quality and
reduce cost, for example come up with less parts,
operations, etc.
Contradiction
related to innovations
Inventions (innovations)
break the vicious circle of contradiction and allow
improving both quality and cost. However, it is very
difficult to rely on inventions, as they cannot be
controlled, planned, or ordered. A mismatch between
well-planned design process and non-predictable
inventions is a very serious contradiction in evolution
of technology and human life in general.
This contradiction may be
resolved via utilization of systematic innovation based
on TRIZ that allows obtaining inventions where and when
they are needed.
Contradictions in
testing new systems
- Testing is necessary
to unveil mistakes and drawbacks, however it
increases cost and takes time.
Possible resolution to this
contradiction mental tests (simple, quick,
reliable, and inexpensive).
- Test has to be
extensive to give all answers and not to be to
avoid high cost.
Possible resolution in developing
new testing procedures utilizing a knowledge
base.
- It is easy to prevent
and/or fix problems in the start of a project,
however, at that time people are usually are not
aware of potential problems. Problems accumulate
to the end of the project but now it is to
expensive to handle them
Possible resolution in
applying Anticipatory Failure Determination process
(Ideation, 1998) at a very early stage to predict
potential failures.
Psychological
(people related) contradictions
- An individual has to
think positively and be very confident in his/her
decisions to make a good design. However, he/she
has to be capable to be a critique mode of mind
to look for mistakes, drawbacks, week sides, etc.
Normally it is very uncomfortable to look for
mistakes in your own design.
Resolution of this
contradiction is in separating idea generation
and evaluation steps in time or between different
individuals.
- An individual has to
be focused on something (like the main system
function) to make it good. However, many other
issues have to be considered as well:
reliability, quality, manufacturability, cost,
compatibility, convenience, esthetics, etc.
Potential resolution
iterative work with concentration on one issue at
the time followed by integration. Still, it is
complicated, requires systemic vision.
- Creativity is not in
a good relationship with certainty. To unleash
natural creativity, it is recommended to abandon
precise terminology, use vague statements, which
is helpful for drawing analogies. At the same
time, it is very important to be very accurate
and certain to make a good design. It is
difficult and psychologically uncomfortable to
combine these two mutually exclusive
capabilities.
Resolution of this contradiction is
in separating processes in time or between
different individuals.
- For American and
European culture, an individual feels very
comfortable when he/she is a "hero"
(fire fighter) because of finding a solution to
the already recognized and painful problem. On
the contrary, it is very uncomfortable to be a
bad news messenger, that is, trying to uncover
potential problems (be negative).
Resolution of this
conflict may be in arranging special sessions when only
negative statements are appreciated.
Organizational
contradictions
- Substantial reduction
of defects will be profitable for the company as
it reduces cost of design, warranty costs,
increases sales, etc. However, it may be painful
for various categories of people, for example:
- Warranty department:
it will shrink
- Engineering
departments less engineers will be
required
- Car service people
sales will drop
- Sales less
spare parts will be consumed
Resolution changing
the organizational structure parts supply policy, reward
system, etc.
- Once there is a
"fire" in the company, all limitations
are lifted, all resources are available to fight
it. However, a small fraction of these resources
could be enough to prevent the fire but usually
they are not allocated for this purpose.
Potential resolution
in changing organizational culture or in
"arranging fires" like special anti-defect
sessions in the process.
Integrating preliminary ideas
into concepts
The main target of
integration process is building the concept of
"Future Design".
Basic culture and
principles of preparing people to adopt Future Design
The following issues
should be addressed to establish the basic culture and
principles of preparing people to adopt Future Design:
- Know and understand
design stages and main requirements to each
stage.
- Understand that
technological evolution follows pre-determined
certain patterns, know how to use patterns/lines
of technological evolution and market evolution
to develop high value products.
- Understand mechanisms
of psychological inertia and know how to control
creative activity to avoid brain deactivation. Be
able to psychologically concentrate on a problem.
- Eliminate fear of
contradictions, understand their nature and know
how to handle them.
- Understand that ideas
shouldnt be rejected because of side
effects or secondary problems, know how to
address secondary problems.
- Know how to replace
an unsolvable problem with another one that is
easier to address and provides desired results
(in a different way).
- Know how to unveil
mistakes ahead of time and efficiently fix them.
- Know and utilize on
each design stage a standard set of universal
creative techniques such as controlling
psychological inertia, functional problem
description, simple models and their
transformations, utilization of resources to
approach ideality, working with contradictions,
universal operators, main patterns of evolution,
etc.
Organizational
aspects
The following issues
relate to the organizational processes that could
eliminate (or dramatically reduce) number of design
iterations:
- Introducing the
following three sub-steps on most of design
stages:
- Creation
- Testing
- Refining
Creation
The main purpose of
this sub-step is to find effective design ideas and
elements with less attention to potential drawbacks
or possible mistakes.
Testing
Utilizing Anticipatory
Failure Design (AFD) approach, unveil all drawbacks
and potential problems (it is very important that
result of this sub-step would not affect reputation
of individuals participating in creation stage, their
work should be evaluated based on how promising ideas
obtained).
Refining
During this sub-step
all concerns and recognized secondary problems should
be addressed
- Combination of two
types of work on each stage:
- Individual
work (involved utilization of computer
tools)
- Team work
(brainstorming procedure supported by the
software could be utilized).
- Utilization of
various internal and external resources to
improve testing as follow:
- Use designers
involved in development of one unit to
test other designers work
- Use designers
involved in similar unit development from
another platform for testing
- Use
specialists from testing departments
("fire fighters") to test
design
- Use
"fresh brain" (for example,
people from one department to help test
another department's products)
- Divide a team
into two and have a contest in
effectiveness of unveiling mistakes
- Use people
with natural "preventive"
mentality, psychologically comfortable
with AFD approach
- Use trained
AFD specialists to facilitate AFD
sessions
- Mobilize
people intellectual resources via reward
system encouraging "critique
view" and creative approach to
eliminating unveiled drawbacks
- Use parallel
design for the most important subsystems.
In normal situations, it causes
unnecessary duplication and fighting.
However, with utilization of special
ITRIZ technique called
"Hybridization of alternative
systems" and providing combination
of advantages and diminishing drawbacks
may produce an additional useful effect.
- Introduce a special
step in design process (or test) for quick and
effective mental or limited real testing after
pre-determined milestones.
Basic techniques and
tools for Future Design
- There is no doubt
that the Future Design is going to be software
based including advanced versions of existing
software like CAD CAM or PRO Engineer. However,
besides this tools supporting project management
and documentation, other special software should
be included. Software system providing support to
creative activity and data transfer between
departments.
- Psychological
management during solving creative tasks
- System and problem
analysis (Knowledge Wizard, Problem Formulation
and Failure Analysis)
- New creative concepts
generation support (New system synthesis,
Directed Evolution)
- Generation of
creative solution in the design process
(Systems improvement and problem solving,
Value Quality Analysis)
- Prediction and
prevention of failures and other undesirable
effects (AFD)
- Creative testing
- Bank of typical
problems and solutions (specialized in the area
knowledge base including potential problems and
proven effective solutions to them)
- Specialized search
engine based on syntaxs analysis capable to
effectively provide with necessary innovation
information
On a way to the
Future Design
Today, we have enough
elements in place allowing immediate start implementation
of the Future Design, including:
- Detailed description
of design stages and understanding of the
connection between design and Quality approach
- Methods of creative
problem solving
- Methods of unveiling,
preventing and eliminating design mistakes
Analysis of implementation
of useful initiatives in various companies helps
understanding of the main reasons for unsuccessful
results as follows:
- Excessive level of an
initiatives novelty disturbing a company
culture and traditions
- Excessive pushing an
initiative through creating high resistance of
individuals and organizations
- Competition with
other initiatives promoted within the company
causing resources get scattered between various
campaigns
- Initiative disturbs
the position of certain departments or
individuals causing their resistance or even
counteraction
- Top management
doesnt support the initiative
- Middle management and
employees dont support (dont
understand their benefits) of the initiative
implementation
- Initiative does not
meet expectations for the following reasons:
- It is not
effective enough
- It is
effective, however unrealistic promises
have been made that couldnt be met
- It gives
short-term benefits only and damaging in
a long term aspect
- It is
beneficial in long term only
- It causes
unexpected undesirable effects shortly
after implementation
To prevent problems
described above, the following could be done:
- Detailed preparation,
with the use of creative approach and
participation of the best specialists from
various departments
- Utilization of AFD to
predict and prevent undesirable effects that
could emerge with the time
Modeling the situation
unveiling potential positive and negative reaction of
various groups.
- Using games to
develop right answers to future questions
- Blending a new
initiative into others already planned and/or
under implementation to match them and even
enforce via integration. Cancel the ones that do
not match or scatter the efforts
- Attract natural
alliances, passivate natural rivals, be able to
show how everyone can benefit (it is not an easy
task and requires creative solutions, however, it
is important to do)
- Mask the novelty of
an initiative via blending it in with others that
have been already tested and proved useful
- Use information about
initiatives implemented by competitors to prove
that approach is useful
- Test an initiative in
selected departments first. The best candidates
could be the ones that are already changing
(because of a new boss, beginning of a large
project, recent recall problem, people rotation,
"Hawthorne effect", etc.
- Test an initiative
with a supplier
- Use effective
advertisement agencies methods to promote
initiatives.
Gaining the support
of the top management
The following
considerations may help achieve the top management
support:
- Unveil the danger(s)
of existing situation for the top management. For
that, one has to make a hidden danger visible
- Conduct (jointly with
respectable specialists) an AFD of design system
to unveil problems and dangers.
- Develop a case study
using a situation that has already proved to be
dangerous and "playing it backward"
showing how AFD could predict and prevent it.
- Conduct an AFD
session of a real completed design ready for
testing. All potential problems unveiled during
this session could be validated during following
up testing.
- Quality projects
usually are associated with expenses that may not
be recoverable from the top management point of
view. Combining quality enhancement with the cost
and/or time-to-market reduction may change this
attitude.
- Find a way to
directly address shareholders to convince them to
entertain long-term initiatives.
- Use professional
magazines respectable by the top management to
discuss the existing design systems
drawbacks.
Gaining the support
of the middle management and employees cooperation
On this level, the most
important is to elevate the Quality Office prestige to a
higher level as follow:
- Introduce Quality
certification for managers and employees as a
necessary element to be promoted.
- Rotate future project
managers through Quality Office and design
departments.
- Pay the most
attention to young designers that will use
quality education to be promoted.
- Establish quality
reward system
- Put Quality tip of
the day into everyones computer
- Increase salaries for
Quality people
Anticipatory Failure
Determination
The purpose of
Anticipatory Failure Determination (AFD) is to help
identify and understand the underlying causes of a
system's drawbacks. Frequently, we observe negative
effects within a system but do not recognize their root
cause(s). At other times, until shortcomings manifest
themselves in a product while in use, they are not
recognized at all. By gaining an early fundamental
understanding, one can then often eliminate the drawback
at its cause, rather than compensating for its negative
effect(s). Eliminating a problem at its root, when
possible, is always most advantageous.
AFD consists of two
overall stages. In the first stage the original problem
statement is transformed by re-stating the question(s)
regarding the failure:
Original question:
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Substitute question:
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| 1. Why did the failure occur? |
How can we create this failure? |
| 2. What failures may occur in the
system? |
How can we damage the system? or: How can we induce the most
dangerous undesirable phenomena?
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The inventive power of the
methodology can now be used to answer the newly
formulated, "pro-active" questions.
The second stage of AFD
helps tackle the problems related to preventing the
anticipated drawback(s). This is also accomplished with
the help of the Ideation Methodology.
AFD offers two approaches:
AFD-1: Investigation:
Determination of potential causes of a system failure
AFD-2: Forecasting:
Determination of potential failures associated with a
system
Ideation Brainstorming
Ideation Brainstorming is
a modification of traditional brainstorming based on
utilization of TRIZSoft to support team
facilitation process. It includes the following steps:
Preparation to team
work session, including:
- Knowledge mapping the
problem
- Automatic formulation
of problem statements and selection the ones for
the team work session
- Selection of
Operators for team work session
Team work session,
including two stages:
- Idea generation stage
- Evaluation stage
Idea generation
stage includes generating ideas for selected
problem statements based on selected Operators. The
following rules should apply:
- Everybody should be
able to see the computer screen
- Facilitator is
guiding team through problem statements and
Operators
- Facilitators
assistant documents all suggestions, questions in
the way visible to all team members
- Working on one
problem statement should take in average from 5
to 15 min.
- Working with one
Operators should take no more than 3-5 min.
- Work with a specific
problem statement or Operators stops if no more
new ideas are generated in 1-2 min.
- All critique is
forbidden during this session
Evaluation stage
follows the idea generation stage to provide preliminary
evaluation of ideas, unveiling and document secondary
problems. During this stage, the following rules should
apply:
- Utilization of
specific questions developed (embedded in the IWB
software)
- Limit 5 to 10 min for
the session
- Working with the next
problem
- If an idea is very
valuable, it is possible to move to solving
secondary problem(s)
When teamwork session is
finished, facilitator and his/her assistant organize the
results of the session, build if necessary new knowledge
maps and formulate secondary problems (if any). All
suggestions and problems are presented to the next
teamwork session.
Note:
Unlike the traditional
brainstorming session when the fantasy of the team
members is quickly exhausted and therefore the productive
time is not more than 1-1.5 hour, Ideation brainstorming
may long 3-5 hours with 10 min. break every hour. 10-15
serious problems may be considered during this time.
© 2001 Ideation International Inc.
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