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Welcome to Caltech Landivar Students and Faculty

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Sunday Work/Rehearse. Monday Presentation! Tuesday Visit Art ... Passion and enthusiasm. Takeaways from each . Tony Luna and the rest of us will help ... – PowerPoint PPT presentation

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Title: Welcome to Caltech Landivar Students and Faculty


1
Welcome to Caltech Landivar Students and Faculty!!
Welcome to Caltech Landivar Students!!
2
Lecture 17Review of Concepts
  • December 3, 2008

3
Today1.Questionnaire2. Introduction of Robert
McLendon626 375 3192 Call! Dont be a
stranger!3. Administrivia4. Last Week5.Final
Presentation and Paper6. Review
4
Summary Schedule for next week
  • Thursday Work
  • Friday Work
  • Saturday Visit Art Museums
  • Sunday Work/Rehearse
  • Monday Presentation!
  • Tuesday Visit Art Center

5
Monday- The Big Day
  • Everyone shows up on time. Dont be late. We are
    in the Beckman Institute Lecture Hall. (Not the
    Wedding Cake)
  • Set up exhibits (Poster and Demo)
  • E-mail me your talk by noon! Bring flash as
    back-up. Tom, Luzmi, Oscar, Ovidio and I would be
    very happy to review on Sunday and give you
    advice either in person or by e-mail.
  • We will be filmed and the lectures put on
    streaming video for your viewing enjoyment
  • Dress Suggest you put on the dog. We have had
    everything from kilts, suits (men) dress for
    success (ladies) to more casual wear But
    anything you have is OK
  • Rehearse! Rehearse! Rehearse!

6
Monday
  • Set-Up
  • Presentations
  • Poster Session
  • Dinner

7
The Prize
  • As in previous years
  • There will be a best paper award of 1000
  • Awarded to team
  • To be used for further development of product
  • Jury Oscar, Ovidio, Tom, Luzmi, Tony, Ken

8
What should be on final presentation?
  • 15 minutes plus 5 minute discussion
  • Mission
  • Solution including Scope of solution
  • DFX results particularly
  • Market
  • Cost
  • Manufacture
  • Distribution
  • (Add to this as many as make sense)
  • Business issues
  • Ethical plan
  • Major Challenges overcome and otherwise
  • Future directions

9
For a good talk
  • Rehearse!
  • Dont ramble
  • Dont read the text. Look at the audience
  • Make slides sparse and with big print
  • Passion and enthusiasm
  • Takeaways from each slide
  • Tony Luna and the rest of us will help

10
Final paper
  • Due no later than Monday Dec 8
  • 15 pages or so plus appendices if desired
  • Include references
  • Content same as presentation but add final team
    discussion

11
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12
Consider the 30 points for DFX
  • A good product development process is
    characterized by the inclusion of anticipatory
    team-driven tasks which will
  • Avoid downstream surprises
  • Cause the product to meet specifications
  • Performance
  • Quality
  • Cost
  • Time to market

13
DFX detail
  • Clear Market Requirements
  • Thought-through Architecture
  • Rapid Prototyping
  • Clear Product/engineering Specs
  • Design for Extremely LowCost
  • Design for Human Interface-ergonomics
  • Design for Assembly/ltmanufacturability
  • Manufacturing Plan (including partners)
  • Design for Environment
  • Design for sustainability
  • Product Platforms
  • Risk Mitigation Analysis
  • Design for Maintainability
  • Design for Reliability
  • Other??

14
Lecture
  • Review and what I wish I had said. . .

15
Purpose of Course
  • To study how product development is accomplished
    and to actually design a product through the
    early design stages
  • To study the business and social context for
    developing products
  • To learn team and communications skills

16
Important stuff only superficially covered
17
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18
Design Rules!!- anybody disagree?
19
Our extreme constraint was Schedule
20
A great skill -to manage a complex program
21
Product Development Process Metrics
  • Quality
  • First pass success
  • Manufacturing hiccoughs
  • Measured in DPU
  • Cost
  • Use of Resource V Plan
  • Competitive Development Costs
  • Speed
  • Do products consistently get to market on time
  • Performance
  • Did the products perform to specifications
  • Our metrics are
  • Lives influenced
  • How much you learned
  • Projects with legs
  • Questionnaire

22
Where to look for Developing World Breakthrough
Products?
  • Needs driven
  • Addresses a basic human need in market (pain)
  • Sustainable business model
  • Initial Investment obtainable
  • Profitable
  • Scalable
  • Leverage- able
  • Defensible
  • Removes cultural, technical or commercial barrier
    that has stymied previous attempts
  • Relationship Driven
  • Culture Sensitive, Driven and Constrained
  • Realistic
  • Sophisticated
  • Robust
  • Withstands minor errors

Did we choose The best projects?
23
Design for X X
24
XSustainable (Engineering) Design Strategies
  • Ecological Efficiency/Optimal Function
  • Saving Resources
  • Use of renewable resource
  • Increasing product durability
  • Design for product re-use
  • Recycling oriented design
  • Design for Disassembly
  • Environmental-friendly production
  • Minimizing environmental burdens caused by the
    product Use of Environmental-friendly packaging
  • Disposal of non-recyclable materials in an
    ecologically desirable way
  • Building an ecologically favorable logistic
    system

25
Design For XX
26
Design For X (DFX)cont.
  • Sales and marketing (Customer alignment)
  • Meets Customers needs
  • When in doubt- Cheapness Rules
  • Design to Cost to allow Target pricing
  • Product Price/Volume/Feature mix
  • Promotion strategy

27
Crossing the Chasm in user sophistication
Plug and Play user
Technically Knowledgeable User
Apple AOL Auto
Hobbyist Pioneer Savvy
Are there developing world equivalents?
28
How about Design for a Lead User?
  • Who would influence others to buy product
  • Who do others emulate?
  • examples
  • High school prom queen
  • Specific age group
  • Respected older person
  • Store owner
  • Priest
  • Political leader
  • Sports figure
  • Wealthy
  • Tuk tuk drivers
  • How could you get the lead user to buy the
    product?
  • How do you spread the word?

29
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30
Design for the futureDesign platforms
  • Planned Evolutionary Changes (Design for
    upgrades)
  • Group changes periodically to create a new
    platform
  • Exploit each platform

31
Design for Reliability
32
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33
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34
Design for X
  • Strategic Issues
  • Makes a Difference
  • Adheres to Company (Developers) Strategy
  • Positioned to beat competition
  • Investment required
  • Product and technology platforms

35
Design For X (DFX)cont.
  • Quality
  • Minimization of Cost of Poor Quality
  • Serviceability in field
  • Adaptability to variability in materials and
    manufacturing conditions
  • Adaptability to various use conditions

36
Design For X (DFX)cont.
  • Manufacturing and Producability
  • Make/buy
  • Supplier alignment
  • Integration of new manufacturing into previous
    manufacturing process with minimum disruption and
    capitalization costs
  • Maximum responsiveness to surges (and declines!)
    in demand
  • Ease of Assembly/Manufacturability /Modularity
  • Parts minimization
  • Testability
  • Inspectability
  • Standardization

37
Design for Usability
  • How does the user interact with the design?
  • Operational
  • Installation
  • Documentation
  • Training
  • Repair
  • Service
  • Disposal

38
Design For X (DFX)cont.
  • After market Support and Servicing
  • Training of factory personnel, sales force,
    customers.
  • Maintainability
  • Spare Parts availability
  • Customer assembly
  • Logistics
  • Upgradability
  • Shelf life and Storage
  • Installability
  • Warranties- how do you stand by product?

39
Life Cycle AssessmentConsider the process as a
closed system
  • Extraction and Processing of raw materials
  • Manufacturing
  • Transportation and Distribution
  • Maintenance
  • User Reuse
  • Recycling
  • Final disposal

40
What is a core human value?
  • Do not treat others as tools but rather treat
    companies stakeholders as people whose value must
    be acknowledged
  • Treat people in ways that respect peoples rights
  • Health
  • Education
  • Safety
  • Adequate standard of Living

41
Engineering Economics
  • Principle of Equivalence
  • Discount rate
  • Hurdle Rate
  • Payback period
  • Net Present Value

42
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43
How to improve Teams
  • More on Guatemalan culture
  • Make trip closer to class allows art center
  • Continuity from previous students
  • Room with good connectivity available
  • Studio
  • Dedicated workspace
  • Make Caltech resources known to visitors
  • Two term class have trip in middle
  • More One on one evaluations
  • Guatemalans should participate in HW discussions
  • Guatemalan students should be more engaged in the
    design process
  • Use media room for once a week meetings
  • Use personal schedules when forming teams
  • Landivar students part of selection process
  • Introduction process for landivar students

44
Has it worked? What went right? Visits to
village different types of people honest with
each on skills Brainstorming sessions research
on product technology worked- Skype audio and
IM role precipitation communication
skills dont need to be self-deprecating What
went Wrong? people not having the same
motivation not respecting teammates Uneven
burden Not honest with yourself in taking on
assignments which you couldnt possibly How
could the process be improved 2007? All must
Learn from trip for general info Need to both
have a person who went on trip Need to have a
Guatemalan on team Team leader goes on
trip Schedule 1-3 field trips early in
quartertrip in advance with definite goals for
each Middle trip to Guatemala Continuity in
products from one year to another Work different
parts of value chain testamonials from partners-
eliminate middle man Work balance 2 term course
with trip in middle have a class to present each
teams issues team building exercise team
management, scheduling Use previous students as
mentors present tools conflict
resolution more time for interaction before
groups are chosen a group representative reports
every 3 weeks on the functioning of the
team an easy out? A common understanding of
goals
Team Experience in E105
45
My Biggest Learnings in last four years
Importance of feet on the ground Importance or
radical cheapness Importance of learning from
past mistakes Importance or recognizing
differences in motivation Importance of Business
Engineering Process Culture models
46
My Biggest Learnings in last four years
  • Realizing that I still dont know very much about
    the subject of poverty
  • Realizing that others dont either
  • (If someone tells you they are an expert and have
    the solution to poverty they are self-deluded or
    pulling your leg)
  • The overwhelming importance of culture
  • The difficulties and dangers in trying to change
    culture
  • One size (model) does definitely not fit all

47
But. . . Some people in the world must have been
doing something right. Lives do get better. With
all the worlds issues, People are much better
off now in most of the world then they were 50
years ago
48
What does this mean to you?
  • The rewards to you are in the attempting, the
    striving and occasionally the doing.
  • Bottom line You can affect lives and make a
    difference. Feed the hungry, Prevent disease,
    Increase income for the poor
  • You personally will benefit by this attempt
  • You will learn about the world and about yourself
  • You will know that you did your best to attack a
    very difficult an important problem
  • .

49
And from here. . .
  • Independent Study can continue at
  • Caltech
  • Art Center
  • Landivar
  • Is you would like to continue your project or
    start another one, please talk to us.

50
Next Quarter E 102
  • For those who would like to start a business
  • For those who would like to continue with their
    ME 105 project.
  • How to write a business plan to start a company
  • How to get funded

51
Many Thanks to
  • Luzmi
  • Tom
  • Jodie
  • Tony
  • Oscar
  • Ovidio
  • Arturo

52
We have all really enjoyed teaching this course!!
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