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ENGINEERING

DESIGN AND THE


PRODUCT LIFE
CYCLE
ENGINEERING
DESIGN AND THE
PRODUCT LIFE
CYCLE
Relating Customer Needs, Societal
Values, Business Acumen, and
Technical Fundamentals

KENNETH J. REID AND JOHN K. ESTELL

Illustrated by
BRYAN REID AND CHRISSIE REID

MOMENTUM PRESS, LLC, NEW YORK


Engineering Design and the Product Life Cycle: Relating Customer
Needs, Societal Values, Business Acumen, and Technical Fundamentals

Copyright Momentum Press, LLC, 2018.

All rights reserved. No part of this publication may be reproduced, stored


in a retrieval system, or transmitted in any form or by any means
electronic, mechanical, photocopy, recording, or any otherexcept for
brief quotations, not to exceed 400 words, without the prior permission
of the publisher.

First published by Momentum Press, LLC


222 East 46th Street, New York, NY 10017
www.momentumpress.net

ISBN-13: 978-1-60650-562-5 (print)


ISBN-13: 978-1-60650-563-2 (e-book)

Momentum Press General Engineering and K-12 Engineering Education


Collection

Cover and interior design by Exeter Premedia Services Private Ltd.,


Chennai, India

10 9 8 7 6 5 4 3 2 1

Printed in the United States of America


Abstract

Engineering can be defined as the field that uses principles of mathematics


and science to solve problems through design. Design can be innovative,
impressive, and earthshattering: examples in space travel, nanotechnol-
ogy, and alternative energy show us the power of design. Design can be
observed on a smaller scale as well: teams in a competition to build a
water filtration device out of cotton, charcoal, sand, and coffee filters are
engaged in design.
This text introduces the concept of design, a term that is sometimes
difficult to define. We find that successful design means that the designers
met the established requirements, stayed within the specified constraints,
and met the criteria for success as optimally as p ossible. Along the way,
we cover relevant terminology and walk through a f ormal Design Process
(no, there is not a single, universally accepted design process). We will
also look at design in the broader context of the Product Life Cycle, allow-
ing us to follow a product from the initial definition to the end of its life.
Finally, if you have visited an art museum or a gallery, you may have
seen a work of art that was particularly aesthetically pleasinga work that
spoke to you. Most people have listened to music and have a style or
artist they consider good. How can we define good music or good art?
We have a similar dilemma defining good design. We can quantitatively
claim whether a design effectively meets all necessary requirements; this
text explores the characteristics of good design including these essential,
quantifiable elements.

KEYWORDS

constraints, criteria, design, engineering design process, engineering,


good design, product life cycle
Contents

List of Tables ix
Acknowledgments xi
1What Is Design? 1
1.1 Design: Meeting Needs 3
1.2 Cultural Norms 6
1.3 Why Do We Design? 10
2Engineering Design 13
2.1Engineering Design and the ScientificMethod 16
2.2 An Example of a Successful Design 24
3The Engineering Design Process 27
3.1Design 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
3.4At 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
3.7The Engineering Design Process Looks
Like the Scientific Method 46
3.8Deciding the Best Design: Using a Decision Matrix 47
4The Product Life Cycle 53
4.1 The Product Life Cycle 54
4.2 Why Be Concerned Beyond Design? 56
4.3Our Product Life Cycle: Conceptualization 57
4.4Introduction 62
4.5Growth 63
4.6Maturity 65
viii Contents

4.7Decline 66
4.8Discontinuance 66
5Constraints and Criteria: A Closer Look 69
5.1Constraints 69
5.2Terminology 74
5.3Criteria 75
5.4 The Best Design 78
6What Is Good Design? 79
6.1 What Makes a Design a Good Design? 79
6.2Dieter Ramss 10 Principles of GoodDesign 84
6.3 Good Design Is Innovative 85
6.4 Good Design Makes a Product Useful 88
6.5 Good Design Is Aesthetic 88
6.6Good 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
6.10Good Design Is Thorough Down to the Last Detail 94
6.11Good Design Is Environmentally Friendly 95
6.12Good Design Is as Little Design as Possible 97
6.13 An Example: The Wii U Game Console 98
6.14Summary 101
About the Authors 105
Index 107
List of Tables

Table 2.1. Strength of carbon fiber, steel, and aluminum 14


Table 3.1. Comparison of design processes 44
Table 4.1. Defects per million and yield rates 61
Table 5.1. Classifying constraints 72
Table 5.2. Constraints and criteria for the purchase of a minivan 75
Table 5.3. Decision matrix for a robot arm 77
Table 6.1. Music purchases by format 87
Acknowledgments

We would like to extend special thanks to our reviewers, David Reeping


and Natalie Van Tyne, and to our artists and illustrators, Bryan Reid and
Chrissie Reid. Special thanks to Joel Stein for his consistent nudging and
support. Finally, thanks to our families for their ongoing support.

To Jennythank you for putting up with hearing time to work on the


book so many evenings. Your support continues to mean the world!
Ken

To my wife, Melindathank you for being very understanding when I


spent yet another evening in the home office. To my kids, Patrick and
RebeccaI owe both of you many trips to the Whippy Dip for ice cream!
John
CHAPTER 1

What Is Design?

You cannot understand design if you do not understand people;


design is made for people.
Dieter Rams, German industrial designer

Design is the practice of intentional creation to enhance the world.


It is a field of doing and making, creating great products and
services that fit human needs that delight and inform. Design is
exciting because it calls upon the arts and humanities, the social,
physical, and biological sciences, engineering and business.
Don Norman, design author

Design is a funny word. Some people think design means how it


looks. But of course, if you dig deeper, its really how it works.
Steve Jobs, Apple Corporation

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 Nia, Pinta,
and the Santa Mariatypical merchant ships of their erawhile 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 evenings 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 ones
ability to do much of anything other than sleepperhaps 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.

1.1 DESIGN: MEETING NEEDS

What constitutes design varies according to the perspective of the person


considering the question; an artist or architect might give a definition that
4 ENGINEERING DESIGN AND THE PRODUCT LIFE CYCLE

involves form, whereas an engineers definition will usually incorporate


function. Additionally, the current needs that an individual desires to have
satiated will drive that persons perception of a particular design as to
the degree that those needs are or are not being met, thereby biasing the
definition of design toward the meeting of such needs. To be successful
in the marketplace, designs must appeal to the target audiences sense of
both form and function as well as being perceived as meeting one or more
desired needs.
While the issues of the form and function of design tend to garner
most of the attention, the key aspect of design is that it addresses human
needs. Therefore, to best understand design, it is essential to have at least
a working knowledge of the various aspects of human needs. In his sem-
inal 1943 paper, A Theory of Human Motivation, Abraham Maslow
established a set of basic human needs organized into a relative hierarchy
where, once needs at one level are met, a new level of needs emerges.

Self-actualization

Esteem

Love/belonging

Safety

Physiological

At the lowest level of Maslows hierarchy are the physiological needs


of hunger, thirst, and sex, which he characterized as the pre-potent of
all needs in that persons who are totally lacking in having their needs met
would care more for food and water than for safety, love, or self-esteem. It
should be noted that these terms are narrowly defined. The need to satiate
hunger differs from the need to satiate appetite as a function of the ability
to procure a desired food; hunger implies an absence of food to draw from
for nourishment whereas appetite implies that the body is calling for nour-
ishment or to satisfy a craving.
It was Maslows contention that, as one need is satisfied, another need
emerges. As more of the physiological needs are met, new needs arise
from the safety needs category. Designing for such needs goes beyond
the obvious needs for shelter from weather, wild animals, and criminals;
What Is Design?5

for example, the development of food preservation through such means


as curing, canning, or pickling arises from the need to procure a safe
food supply and hopefully avoid food poisoning through such designed
practices.
The satisfaction of safety-related needs leads to the desire to have
what Maslow referred to as the love needs gratified. This set of needs
incorporates desires for love (as opposed to the physiological need for
sex), affection, and belonging. Advances in technology have allowed for
designs that satiate such needs, particularly via forms of communication,
whether it involves sending a love letter through the mail, using video
via the Internet while traveling to tell ones children how much they are
missed, or connecting with people sharing a particular interest via a social
media-based group.
The esteem needs constitute the next level of Maslows hierarchy.
Generally, people desire a high evaluation of themselves, in terms of both
self-respect and the respect given by others. The need for esteem can man-
ifest itself through desires such as achievement and independence, and
through attention and recognition. The recent development of gamifica-
tion techniques incorporated into mobile applications works on this level
of needs. If one uses an app when running and runs either fast enough or
far enough, she can earn a badge of accomplishment, which can then be
shared with friends on social media via the click of a button, who then
offer congratulations on the achievement through their responses.

Walked 1 mile

badge earned

The final need in the hierarchy is that of self-actualization, which


refers to the desire for self-fulfillment in achieving what one is capable of.
While this is not necessarily a creative urge, it can often be expressed via
such forms, such as an artists desire to paint or a musicians desire to per-
form or compose. The formulation of new types of paint or the develop-
ment and refinement of keyboard instruments, such as from the pianoforte
to the modern grand piano, find their basis in designing to help meet such
needs. In conjunction with this would be the fulfillment of our cognitive
6 ENGINEERING DESIGN AND THE PRODUCT LIFE CYCLE

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 ones 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, 70percent 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 increasessay, to 40percent
need N2 emerges and begins to be met, albeit at a lower levelsay, at only
5 percentthan 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 problemit 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.

1.2 CULTURAL NORMS

Cultural norms, which are guidelines or expectations for proper behav-


ior, can be broken down into four major categories: folkways, mores
What Is Design?7

(pronounced mo-rays), laws, and taboos. A folkway is a norm for every-


day behavior that is followed for the sake of convenience or tradition. The
violation of a folkway usually is without major consequence. A more is a
norm based on morality or definitions of right and wrong. Because of the
basis of a more, its violation usually results in disapproval. For example,
having a cell phone ring during a religious service or the performance of a
play is considered as being disruptive and is therefore looked down upon;
therefore, phone designs attempt to accommodate this norm by includ-
ing a mute switch that allows the phone to silently vibrate when a call is
received. A law is a norm that is written down and enforced by an official
agency. The consequence of violating a law is the possibility of having a
punishment, usually specified as part of the law, enforced upon the vio-
lator. Finally, a taboo is a norm that is held so strongly that its violation
results in extreme disgust. In order to be successful, a designer needs to be
aware of the cultural norms of the society or societies being designed for.
Failure to account for such norms in design has, on occasion, led to
disastrous consequences. The 1853 Enfield Pattern Rifled Musket was
developed as part of the major transformation from smoothbore to rifled
muskets on the part of the British Army. This rifle had a bore diameter of
0.577 inches that fired a Mini-type bullet that was 0.568 inches in diam-
eter and hollow at its base; this bullet was housed within a wax-coated
paper cartridge that also contained the required amount of black powder
for firing. To load this rifle, a soldier was instructed to bring a cartridge to
the mouth with the bullet in hand, bite off the top of the cartridge, shake the
black powder into the barrel, insert the bullet, and then ram it into position.
The hollow at the back end caused the bullet to expand when the black
powder within the rifle was fired, thereby causing contact with the rifled
grooves within the barrel that imparted spin upon the bullet, improving
the accuracy of the shot over distances up to 800 yards in range. However,
as the use of black powder produces a fouling effect within the barrel, the
designers needed a lubricant that would keep the fouling from hardening
so that, while soft, the fouling could simply be blown out by the next fired
shot, thereby allowing for continuous firing during battle. The solution
was to incorporate mutton tallow (that is, fat rendered from butchered
sheep) into the beeswax used to seal the cartridges. Eventually, the 1853
Enfield found its way into the hands of the Sepoy soldiers who served in
colonial India (which now consists of the countries of India, Pakistan, and
Bangladesh) via a government controlled by the East India Company. The
East India Company operated under a Royal Charter granted by Queen
Elizabeth in 1600 and grew to control nearly half the worlds trade through
its monopolies.
8 ENGINEERING DESIGN AND THE PRODUCT LIFE CYCLE

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 18571858 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

find at their basis the application of character recognition technology for


the acquisition of license plate information. This serves as a means to
automate the application of negative sanctions to enforce laws governing
the proper operation of motor vehicles. This has led to a public pushback
with a lack of due process associated with such cameras. Many scan-
ners, color photocopiers, and illustrator software applications come with
built-in anti-counterfeit provisions that use complex algorithms to detect
encoding embedded within banknote designs. One known system is the
EURion constellation, where patterns of five small circles arranged in
the pattern of the Orion constellation are inconspicuously incorporated
into the banknote design of many countries.
Designers also have to deal with conditioned behaviors. Can an auto-
mobile be operated with a joystick, where moving the stick forward or
backward controls both speed and direction while moving the stick left or
right controls the steering? It probably could, especially for those who have
grown up using joysticks in gaming environments. However, to drive an
automobile, one gets behind the wheelspecifically, a steering wheel, and
uses foot pedals to control acceleration and braking. While there are other
vehicle-control solutions available, including prototypes of the self-driving
Google car that provides neither an acceleration pedal nor a steering wheel,
we are conditioned to the use of a wheel and pedals for automobiles.

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
trainingfor 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

1.3 WHY DO WE DESIGN?

So what is design? Lets 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

Dieter Rams On Good Design As A Key Business Advantage. http://fastcode-


sign.com/1669725/dieter-rams-on-good-design-as-a-key-business-advantage
(accessed August 7, 2014).
Henderson, R. 2014. On the Thin Red Line: Loading and Firing British Muskets
During the Crimean War, 18541856. The Discriminating General. http://
militaryheritage.com/enfield1853.htm (accessed August 7, 2014).
Liautaud, A. 2014. Driverless Cars Get Green Light for Road Testing in Britain.
Bloomberg News, July 30. http://businessweek.com/news/2014-07-30/driver-
less-cars-get-green-light-for-road-testing-in-britain
Maslow, A.H. July 1943. A Theory of Human Motivation. Psychological Review
50, no. 4, pp. 370396.
Norman, D. 2012. Does Culture Matter for Product Design? Core77 (blog),
January 9. http://core77.com/blog/columns/does_culture_matter_for_prod-
uct_design_21455.asp (accessed July 24, 2014).
Norman, D., and S. Klemmer. State of Design: How Design Education Must
Change. https://linkedin.com/today/post/article/20140325102438-12181762-
state-of-design-how-design-education-must-change?trk=mp-edit-rr-posts
(accessed August 7, 2014).
Remington Standard 2. The Virtual Typewriter Museum. http://typewritermu-
seum.org/collection/index.php3?machine=rem2&cat=ku (accessed August 7,
2014).
Sholes, C.S. 1878. Type-Writing Machine. US Patent 207, 559, filed March 8,
1875 and issued August 27.
Christopher Lathan Sholes 18151981. The Virtual Typewriter Museum. http://
typewritermuseum.org/history/inventors_sholes.html (accessed August
7, 2014).
Stamp, J. 2014. Fact of Fiction? The Legend of the QWERTY Keyboard. Smith-
sonian.com. http://smithsonianmag.com/arts-culture/fact-of-fiction-the-leg-
end-of-the-qwerty-keyboard-49863249/?no-ist (accessed August 7, 2014).
Wise, J. March 1957. The Bullet that Lost an Empire. Guns 3, no. 3, pp. 2225,
3841.
Index

A Complex Adaptive Systems of


Aesthetics, 8889 Systems (CASoS) engineering
Affordances, 82 process, 31
Conceptual model, 82
B Constraints, 43, 45
Brainstorming technique, 37 ABET Criterion 3, 7172
Bridge design best design, 78
communicating results, 4243 bridge design
constraints, 73 aesthetics, 7677
aesthetics, 7677 cost, 77
cost, 77 criteria, 76
criteria, 76 economic constraints, 73
economic constraints, 73 type of bridge, 76
type of bridge, 76 zoning and regulatory
zoning and regulatory requirements, 73
requirements, 73 cardboard robot arm, 74
evaluation metrics, 45 decision matrix, 77
functionality, 3940 material constraint, 74, 77
guidelines, 45 car purchase criteria, 75
product life cycle Constraint-Source Model, 72
definition, 58 minivan purchase criteria, 75
design conceptualization, 57 particle-transporter system, 70
feasibility, 5758 realistic constraints, 69
product value, 57 requirements and specifications,
requirements, 39, 45 74
specifications, 39, 46 smart watch example, 70
test and evaluate phase, 41 Constraint-Source Model (CSM),
Business-driven constraints, 72 72
Criteria, 45
C bridge design, 76
Compact fluorescent light bulb car purchase criteria, 75, 76
(CFL), 96 minivan purchase criteria, 76
108 Index

robot arm, 77 cars, 1415


Cultural constraints, 84 concept generation, 23
Cultural norms concept selection, 23
conditioned behaviors, 9 engineering analysis, 23
disastrous consequences, 7 impact analysis, 23
folkway, 7, 8 iPhone 6, 13
laws and taboos, 79 new and innovative materials, 15
mores, 7 problem definition and
QWERTY layout, 9 clarification, 23
Customer-driven constraints, 72 recommendations, 23
and Scientific Method
D criteria and constraints, 1718
Decision matrix multiple acceptable solutions,
criterion, 47 16
design possibilities, 47 PlayPump design, 1822
smart watch product life cycle, 1617
aesthetics, 47 project management
best design, 50 framework, 17
equations, 4849 Engineering design process
points for price, 49 brainstorming technique, 37
potential smart watch designs, bridge design
48 communicating results, 4243
price, 47 evaluation metrics, 45
Wi-Fi/Bluetooth range, 47 functionality, 3940
Design guidelines, 45
bathing tub design, 2 problem-definition stage, 34
bed design, 2 requirements, 45
clothing, 23 specifications, 39, 46
cultural norms, 69 supplier needs, 28
definition, 1, 10 CASoS engineering process, 31,
dinner, 3 44
engineers definition, 34 classroom activities, 2728
human needs, 4 elements, 3233
lamp, 3 high-stakes engineering design,
Maslows hierarchy of needs, 28
46 Ohio Northern University
toilet design, 2 projects, 31, 44
transportation, 3 problem-definition stage, 29, 34
Dieter Ramss principles, 8485 robot arm and paper tower
Discoverability, 81 communicating results, 43
functionality, 3940
E problem-definition stage, 34
Economic constraints, 71 specifications and
Engineering design requirements, 39
billboard implemention, 2425 test and evaluate phase, 41
Index 109

salient characteristics, 29 Facebook, 98


and Scientific Method, 4647 feedback, 81
smart watch design honesty, 9192
alternative designs, 38 human-centered design, 80
assumptions, 35 innovation, 8587
best design, 3839 internet-based design, 94
brainstorming, 38 long lasting design, 9293
communicating, 42 mappings, 83
constraints, 35 MySpace, 9798
decision matrix, 4750 Nokia N-Gage, 98
evaluation metrics/criteria, Normans seven fundamental
3536 principles, 8081
functionality, 3940 obtrusive design, 9091
question defining, 34 signifiers, 8283
research, 3637 Twitter, 98
specifications and understandable product, 8990
requirements, 39 useful product, 88
test and evaluate phase, Wii U game, 98101
4041 Guidelines, 45
VEX Robotics documentation,
2930, 44 H
Virginia Tech University Health and safety constraints, 72
projects, 3132, 44 High-stakes engineering design, 28
Environmental constraints, 71 Human-centered design, 80
Environmentally friendly design,
9597 I
Esteem, 5 Internet-based design, 94
Ethical constraints, 71
Evaluation metrics, 45 L
Light-emitting diodes (LEDs), 96
F Logical constraints, 84
Facebook, 98 Long lasting design, 9293

G M
Gasoline-powered car, 15 Manufacturability constraints, 72
Good design Manufacturing process for
aesthetics, 8889 electronics
affordances, 82 circuit board, 5960
Apple products, 97 customer specifications, 60
conceptual model, 82 surface-mount resistor, 59
constraints, 8384 through-hole resistor, 59
crucial detail lacking, 9495 Mappings, 83
Dieter Ramss principles, 8485 Maslows hierarchy of needs
discoverability, 81 esteem, 5
environmentally friendly, 9597 physiological needs, 45
110 Index

safety-related needs, 5 lifetime guarantee, 6364


self-actualization, 56 price adjustments, 63
Minivan purchase criteria, 75 repair and maintenance, 63
MySpace, 9798 introduction stage, 62
management, 55
N maturity phase, 65
National Society of Professional product marketing, 62
Engineers (NSPE), 64 product value, 5657
Nest automated thermostat, 90 Six Sigma manufacturing, 6061
Nokia N-Gage, 98 videocassette recorder, 54
Normans seven fundamental
principles, 8081 Q
QWERTY layout, 9
O
Ohio Northern University projects, R
31, 44 Requirements, 45, 74
Robot arm design
P communicating results, 43
Physical constraints, 83 decision matrix, 77
Physiological needs, 45 functionality, 3940
PlayPump design material constraint, 74, 77
customer needs, 21 specifications and requirements, 39
funding, 19 test and evaluate phase, 41
groundwater supply, 20
principles, 2122 S
remote villages, 2021 Safety-related needs, 5
tank, 19 Scientific Method
wind-mill-driven water pump, 18 engineering design, 1622
Political constraints, 71 process of discovery, 46
Product life cycle Self-actualization needs, 56
decline phase, 6667 Semantic constraints, 84
design conceptualization Signifiers, 8283
definition, 58 6-3-5 method, 37
feasibility, 5758 Six Sigma manufacturing, 6061
implementation, 5860 Smart watch design
market needs, 57 alternative designs, 38
product marketing, 62 assumptions, 35
Six Sigma manufacturing, best design, 3839
6061 brainstorming, 38
eventual discontinuance, 6667 communicating, 42
examples, 5455 constraints, 35, 70
growth period decision matrix
clean air requirements, 6465 aesthetics, 47
ethical standards, 64 best design, 50
Index 111

equations, 4849 Specifications, 45, 74


points for price, 49 Styrofoam peanuts, 96
potential smart watch designs, Sustainability constraints, 72
48
price, 47 T
Wi-Fi/Bluetooth range, 47 Technically-driven constraints, 72
evaluation metrics/criteria,
3536 V
functionality, 3940 Virginia Tech University projects,
product life cycle 3132, 44
definition, 58
design conceptualization, 57 W
feasibility, 5758 Wii U game
manufacturing process, aesthetics, 99
5960 controller, 99
product value, 57 environmentally friendly, 101
question defining, 34 honesty, 100
research, 3637 innovative design, 98
specifications and requirements, next-generation systems, 100
39 sufficient game availability,
test and evaluate phase, 4041 100101
Social constraints, 71 unobtrusive design, 100
Society-driven constraints, 72 usefulness, 99

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