Design Creation of Artifacts in Society
Design Creation of Artifacts in Society
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DESIGN
creation of artifacts in society
Karl T. Ulrich
Karl Ulrich, age 19, winning the MIT “2.70” design contest. Source: MIT.
I did my doctoral work in the MIT Artificial Intelligence Lab, focusing on fundamentals of
design theory and machine learning, and developed a whole new perspective on problem
solving and design from Randy Davis, Marvin Minsky, Patrick Winston, and many other really
interesting students and faculty in that lab. The AI Lab also had the best shop on campus, so
after hours I designed and built cool stuff like a recumbent bicycle.
In the 25 years since I was a student at MIT, I’ve been lucky to lead a professional life that
blends teaching design, doing design, and researching design, a luxury afforded by the culture
of the Wharton School and the University of Pennsylvania.
My roots are in engineering design, and much of my professional life has been centered on
product design. However, in the past 15 years, stints as an entrepreneur and a university
administrator have broadened my conception of design to include the creation of services,
businesses, and organizations. I intend for this book to be a synthesis of what I know about
design based on the varied perspectives of teacher, researcher, and practicing designer.
Narberth
Pennsylvania
United States
iii
Introduction to Design
I use artifact in a broad and atypical sense to describe any product of intentional creation,
including physical goods, services, software, graphics, buildings, landscapes, organizations,
and processes. These artifacts can be categorized into domains, within which specialization
of design methods can be useful.
Exhibits 1-1 through 1-8 are some examples of artifacts in different domains, all
designed.2 Each artifact was conceived and given form to solve a problem. The form for
artifacts need not be geometric. For example, the computer program in Exhibit 1-1 takes the
form of a nested list of symbols. The problem need not be a pressing societal need, but rather
any perceived gap in a situation or experience. For example, the Insalata Caprese is a
wonderful artifact, but hardly addresses a problem in the deepest sense of the word.
Exhibit 1-4. The logo for Xootr brand scooters. Source: Lunar
Design.
Exhibit 1-5. A glass staircase for the Apple Store in Osaka, Japan.
Source: Koji Okumura
Unifying Framework
From code to cameras and logos to libraries, design domains are highly diverse, and the
tools and methods used by designers in these domains can be highly specialized. However,
the activity of design across all domains can be usefully unified by a single framework.
I adopt an information processing view of design, largely consistent with that articulated
by Herbert Simon in the 1960s (1996). From this perspective, design is part of a human
problem-solving activity beginning with a perception of a gap in a user experience, leading
to a plan for a new artifact, and resulting in the production of that artifact (Exhibit 1-9).3 This
problem-solving process includes both design and production of the artifact. Design
transforms a gap into a plan, which might, for instance, be represented with drawings,
computer models, recipes, or parameter values. Production transforms a plan into an
artifact.
Note that the same word design is used in English as both noun and verb. The noun form
may refer to both the activity of designing (e.g., Sammy is responsible for design of the
Alpha 2000) and the plan that results from that activity (e.g., Sammy completed the design
of the Alpha 2000).
In my model, the user is positioned at the start of the design process. The word user,
while awkward, is a term of art in professional practice. Equally ugly synonyms include
customer, client, stakeholder, and consumer. We can’t even reliably substitute the term human,
as users can be animals or aliens. (Instances of design for aliens are exceptional, of course,
but consider that NASA’s two Voyager spacecraft carry with them “golden records”
designed in part for extraterrestrial users.)
Design Is Everything?
The marketing consultant Regis McKenna wrote a famous article in Harvard Business Review
entitled “Marketing Is Everything” (1991). I know several designers whose blood boiled in
response to this title. A common refrain among designers is that indeed design is everything
(and certainly subsumes marketing). I’m sympathetic to this view, having observed a lot of
dysfunctional managerial and political processes that would have been substantially
improved by posing a challenge as a design problem and then applying the basic design
process. (How often have you participated in a group effort for which no one had clearly
articulated the problem, explored alternatives, or carefully selected a plan from the
alternatives?)
However, a lot of human problem solving is not really design. The interactive,
incremental, ongoing development and refinement of abilities that occurs between a coach
and a performer doesn’t quite strike me as design. Trading of financial instruments on Wall
This Book
The central theme of this book is that a unifying framework informs the human activity of
design across all domains. With few exceptions, each idea in this book applies to graphics,
environments, products, software, services, machines, and buildings. I dream that the design
process could be integral to the primary, secondary, and postsecondary education of all
individuals in modern society. This book is an attempt to lay out some of the ideas that
would form that education.
Earlier I alluded to the Nobel Prize–winning economist Herbert Simon and his
information processing view of design. Simon was brilliant, and his book Sciences of the
Artificial contains some beautiful ideas about design. In some ways it was the first serious
intellectual treatment of design as a problem-solving activity across domains. But, despite all
his merits, Simon didn’t connect theory tightly to the practice of creating real artifacts. With
this book I aim to marry deep concepts to the way real artifacts are created in society. I also
hope to cover some of the big ideas that have been developed in the fifty years since Simon
wrote about design.
This is a book about ideas. It is not a handbook for doing design. I am writing for three
audiences. First, I am writing for designers with an interest in ideas about the design
process. This isn’t a huge population. I have spent my whole professional life working with
the nuts and bolts of design, and I know that few designers have much patience for ideas
like those in this book. One of the reasons they became designers was to do design, not think
about design. Second, I am writing for those who do not think of themselves as professional
designers, but who have an intellectual interest in design. This is a bigger group than the
first, but clearly still not a mass audience. Third, this book is intended for university students
and their instructors. There are very few design courses that are part of what might be
considered general education in universities. This is unfortunate. However, there are a lot of
courses on design or related to design in which one or more of the chapters in this book will
be useful. For example, I use the chapters on aesthetics and variety in my product design
course, which is intended to develop professional skills in those who want to design
products.
This book assumes no specific disciplinary training. Economic principles are typically
defined and any engineering concepts used are explained. The mathematics, though scarce,
is basic. However, there is certainly an underlying tone to the book that arises from my own
training and worldview as a structured thinker with education in engineering and computer
science.
Notes
1
This definition draws on those proposed by at least two others. Edgar Kaufmann Jr.,
curator of the industrial design department at MOMA 1946–1948, wrote that “design is
conceiving and giving form to objects used in everyday life” (Kaufmann 1970). Klaus
Krippendorf and Reinhart Butter (1984) wrote, “Design is the conscious creation of forms to
serve human needs.”
2
See the three-volume set Phaidon Design Classics for 999 “industrially manufactured objects
of aesthetic value and timeless quality” (2006). Although they assume a more limited
definition of design than I adopt in this book, the Phaidon Classics are nevertheless a
fascinating collection of artifacts.
3
Terwiesch (2007) provides a comprehensive discussion of product development as problem
solving. Product development is a specific economic activity that includes design tasks.
4
See Terwiesch and Ulrich (2009) for a more comprehensive treatment of various modes of
innovation in industrial practice.
5
NP means that the time required for an agent to find a solution increases with the size of
the problem according to a relationship that is not polynomial (e.g., exponential, factorial,
etc.). In other words, the problem “explodes” in magnitude in a way that finding a truly
optimal solution is impossible in a reasonable amount of time, even with very fast
computing.
References
Abelson, H., and Gerald Jay Sussman. 1996. Structure and Interpretation of Computer
Programs. Cambridge, MA: MIT Press.
Günther, J., E. Frankenberger, and P. Auer. 1996. “Investigation of Individual and Team
Design Processes in Mechanical Engineering.” In Analysing Design Activity, eds. N. Cross et
al. Chichester, UK: John Wiley and Sons Ltd.
Kaufmann, Edgar. 1970. Introductions to Modern Design: What Is Modern Design & What Is
Modern Interior Design. New York: Museum of Modern Art Publications in Reprint.
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Benjamin Franklin was an irrepressible problem solver, tackling challenges as diverse as fire
prevention, higher education, and home heating. Yet I don’t think of him as first and
foremost a designer, perhaps because of some significant differences between problem
solving and design. This chapter attempts to disentangle the real and perceived differences
between design and problem solving and to elucidate both barriers and opportunities for the
application of “design thinking” to problem solving more generally.
Exhibit 2-1 is a photograph of a pair of bifocals from Benjamin Franklin’s time. Franklin
is widely credited with the invention of bifocals, although there is some controversy about
this attribution. In a letter to George Whatley in 1785 (Exhibit 2-2), he explains the
difficulty of seeing both the food on his plate in front of him and the faces of his guests at the
end of the table. He describes a way to address this difficulty by combining lenses in the
now familiar bifocal configuration.
Exhibit 2-1. A pair of “Franklin-type” bifocals from the late eighteenth century.
Source: The College of Optometrists (British Optical Association Museum),
London.
Franklin’s narrative (provided in the appendix) follows the design process I described in
Chapter 1 and that is articulated in Exhibit 2-3. Franklin sensed a gap (vision out of focus),
defined a problem (objects at different distances require different optical correction),
searched for a solution, and then selected a plan (a lens formed from two halves, each with a
different diopter).
This process is almost exactly the way I describe problem solving in a course I teach on the
subject. Exhibit 2-4 shows how I articulate the problem-solving process to my students. An
agent operating in the world senses a gap between the current state and some desired state.
13
Exhibit 2-2. Letter to George Whatley from Benjamin Franklin describing the
creation of bifocals to address the problem of vision correction for both near
and far distances. The text of a portion of this letter is in the appendix. Source:
United States Library of Congress.
14
Exhibit 2-3. Design and production address gaps in the user ex-
perience. The design process can be thought of as four steps.
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Exhibit 2-6. The air filter designed and built by the Apollo 13
crew from available materials when faced with a crisis. Source:
NASA.
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Nontraditional Design
This book is mostly focused on designed physical objects, although in Chapter 1 I offered a
more general view of design and a more general notion of artifacts. I believe that most of the
ideas in this book apply to the design of organizations, social systems, business models, and
services as well as they do to the design of physical goods.
For example, consider the design of a business model. Exhibit 2-8 includes a template
for essentially any business (Panel A). The template includes a customer acquisition process
and a solution delivery process. An infinite number of possible business models can be
created through exploration of the various alternatives for the elements of this generic
model. For example, NetJets is a company that pioneered the commercialization of
fractional jet ownership. Panel B in the exhibit shows the instantiation of the template with
the key elements of the NetJets model. Panel C is a potential new business model that is an
incremental perturbation of the existing NetJets model.
I believe that a structured process of exploration can be applied to the creation of new
business models like that of NetJets as well as to the exploration of alternative models. This
process is essentially similar to the way many effective designers explore alternatives for the
design of physical objects and systems. Although most good designers of physical goods
exhibit great discipline in exploring many alternatives, this discipline seems less well
developed in the creation of businesses. In a course I teach in the MBA program at
Wharton, I have tried to develop design thinking among business students faced with
nontraditional design problems, and I believe this effort has been largely successful. An even
further extension of design thinking to the creation of social systems and government
policies seems quite promising.
Concluding Remarks
There is a lot of human problem solving that is not really design. However, I believe that
much of human problem solving would benefit from more design process, not less. The
hallmark of design is an exploration of alternatives and careful selection from among those
alternatives, an approach that tends to make for good problem solving. I would also like to
see greater diffusion of the culture of design, one of optimism, elegance, and a bias for
action.
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References
Graham, Paul. 2004. “Taste for Makers.” In Hackers and Painters: Big Ideas from the Computer
Age, 130–145. Sebastopol, CA: O’Reilly Media. http://www.paulgraham.com/taste.html.
Griffin, Abbie. 1997. “The Effect of Project and Process Characteristics on Product
Development Cycle Time.” Journal of Marketing Research 34 (1): 24–35.
Papalambros, Panos Y., and Douglass J. Wilde. 2000. Principles of Optimal Design: Modeling
and Computation. Cambridge: Cambridge University Press.
Popper, Karl. 1999. All Life Is Problem Solving. London: Routledge.
Rittel, H., and M. Webber. 1973. “Dilemmas in a General Theory of Planning.” Policy
Sciences 4: 155–169.
Terwiesch, Christian. 2007. “Product Development as a Problem-solving Process.” In
Blackwell Handbook on Technology and Innovation Management, ed. Scott Shane, 143–172. New
York: Wiley-Blackwell.
Terwiesch, Christian, and K. T. Ulrich. 2009. Innovation Tournaments: Creating and Selecting
Exceptional Opportunities. Boston, MA: Harvard Business Press.
Tyre, M. J., S. D. Eppinger, and Eva M. H. Csizinszky. 1993. “Systematic Versus Intuitive
Problem Solving on the Shop Floor: Does It Matter?” Working Paper 3716, MIT Leaders
for Manufacturing Program, July.
Ulrich, K. T., and Steven D. Eppinger. 2011. Product Design and Development. New York:
Irwin/McGraw-Hill.
Appendix
Following is an excerpt from Benjamin Franklin’s letter to George Whatley dated May 23,
1785. Whatley was a philanthropist and close friend of Franklin’s.
By Mr. Dollond’s saying, that my double Spectacles can only serve particular Eyes, I
doubt he has not been rightly informed of their Construction. I imagine it will be
found pretty generally true, that the same Convexity of Glass, through which a Man
sees clearest and best at the Distance proper for Reading, is not the best for greater
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As I explained in the preceding chapters, I decompose the activity of design into four steps.
This chapter focuses on problem definition and Chapter 4 focuses on exploration, the two
middle steps, shown again in Exhibit 3-1.1
27
Problem Definition
Basic Function:
Provide heat for cooking
Desirable Qualities:
Minimizes wood consumption
Minimizes emissions of pollu-
tants
Provides stable support for
cooking vessels
Etc.
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The Cart handles most terrain The Cart fits unobtrusively into my life
The Cart handles rough urban terrain The Cart consumes little of my living space when stored
The Cart cargo is retained over rough terrain The Cart is affordable
The Cart works on grass The Cart works well with my gear storage solution
The Cart works on sand
The Cart works on off-road trails The Cart is my single stuff-hauling solution
The Cart load remains stable when nudged or bumped The Cart handles stuff of different sizes and shapes
The Cart can traverse steps The Cart transports a cooler
The Cart can traverse curbs The Cart can transport a longish object like a collapsible chair
The Cart remains stable over cross-sloped terrain The Cart can be used as a baby jogger
The Cart works in snow The Cart holds the gear for a family of four at the beach
The Cart works in icy conditions The Cart holds a 5-gallon water jug without spilling
The Cart goes where I go The Cart evokes admiration from onlookers
The Cart works with all my travel modes The Cart is not geeky
The Cart can be used inside a grocery store The Cart is a rugged piece of gear, not a cheap gadget
The Cart works with my bike The Cart is practically invisible when not loaded with stuff
The Cart can be locked up on the street The Cart is distinctive yet cool
The Cart is allowed in fancy office buildings
The Cart can be taken on Amtrak The Cart is a mobile base of operations
The Cart can be checked as luggage The Cart provides a temporary “table top” when outdoors
The Cart accommodates little, easily lost items like pocketknives
The Cart navigates tight spots and flashlights
The Cart can be used in crowded urban spaces The Cart identifies home base at the beach
The Cart can be used on a crowded subway The Cart provides a temporary seat
The Cart fits through narrow gaps—e.g., doorways, be- The Cart allows convenient access to all my stuff when loaded
tween file cabinets The Cart rests in a stable position
The Cart makes transporting stuff a lot easier than The Cart protects my stuff
carrying it The Cart doesn’t collect water
The Cart requires minimal user effort The Cart protects my groceries from damage
The Cart carries all my stuff in one trip The Cart keeps my stuff dry in the rain
The Cart can be loaded quickly The Cart keeps critters from my stuff when camping
The Cart can be unloaded quickly The Cart protects my stuff from dirt and mud on the ground
The Cart (and stuff) can be easily loaded in the car
The Cart (and stuff) can be easily unloaded from the car The Cart enhances rather than detracts from my safety on
The Cart can be deployed in seconds the streets
The Cart can be deployed without instruction
The Cart transports heavy stuff like file boxes The Cart can be uniquely identified as mine
The Cart can be conveniently lifted and moved when loaded
Exhibit 3-6. A list of needs for a personal hand cart. The needs
in boldface are the primary needs, generalizations of the more de-
tailed secondary needs.
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34
Exhibit 3-8. A user may have an ideal point, but errors in articu-
lation, understanding, and translation may result in a persistent
gap in the user experience.
35
Concluding Remarks
A common defect in design is a failure to understand the gap the user is experiencing. By
deliberately defining the design problem, this defect can be avoided. An additional defect is
a failure to pose the design challenge broadly enough to allow the exploration and discovery
of a wide range of potential solutions. The use of the five-whys method is one approach to
balancing the benefits of a more abstract problem definition and the benefits of posing a
tractable problem the designer is capable of addressing in a meaningful way.
Notes
1
I do not address the problem of sensing gaps or of selecting plans, although I may do so in
a future edition. Sensing gaps in a commercial setting is often called opportunity
identification, and my book Innovation Tournaments (Terwiesch and Ulrich 2009) contains
two chapters on that topic. Selecting a plan is a fairly straightforward activity once good
alternatives have been identified. My book Product Design and Development (Ulrich and
Eppinger 2011) contains a chapter called “Concept Selection,” which describes some tools
for effective selection.
References
Boehm Barry. 1986. “A Spiral Model of Software Development and Enhancement.” ACM
SIGSOFT Software Engineering Notes, 11(4):14–24.
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Exploration
Exhibit 4-1 shows a few of Frank Lloyd Wright’s sketches for a collection of cabins
contemplated for a development at Lake Tahoe. Wright’s sketches reveal a process of
exploration of design alternatives, which is a hallmark of the activity of design. This chapter
describes the essential elements of the exploration process. After explaining why exploration
is necessary, I describe the concepts of representation and abstraction. I then discuss evaluation
of design quality normally required to guide exploration. Next, I articulate the exploration
strategies used most frequently to reduce the cognitive complexity of design problems.
Finally, I connect these concepts to practice by touching on several examples.
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Exploration Strategies
Armed with a representation and a way to evaluate design alternatives, the designer still
faces daunting complexity in the exploration task. In this section, I outline four strategies
commonly used to manage the complexity of exploration: hierarchical decisions, parallel
exploration and selection, causal relationships, and existing artifacts.4
Hierarchical decisions
In shed world, the array of possibilities can be reduced substantially simply by fixing one of
the design variables. For example, one might decide that the shed will have a rectangular
floor plan with the long side facing the terrace. Assuming the designer is working from the
discrete alternatives for the variables illustrated in Exhibit 4-3, this single decision reduces
the number of alternatives from 640 to 128, a factor of five.
Of course, an arbitrary fixing of a design variable introduces the risk of having excluded
an excellent design from consideration. But these decisions need not be arbitrary. Ideally,
the designer makes a decision that substantially reduces the complexity of the problem and
that can be made with high reliability without committing to decisions for the remaining
design variables.
Subsequent design decisions can then proceed sequentially. Given the rectangular aspect
ratio, the designer may decide that the ridge of the roof will be oriented the long way on the
building. Having specified a roof orientation and aspect ratio, the designer may then decide
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Other Examples
I have illustrated the key concepts of the chapter with the problem of designing a shed,
because the domain is simple and easy to understand. However, I do not wish to leave the
impression that these ideas apply only to the design of buildings. Following are a few other
examples of design domains, associated representations, and exploration strategies.
Internet domain names
Naming problems are a highly structured form of design problem. Generating designs for
Internet domain names is a fairly common problem in professional life. Domain names
must of course be unique, in that they must map to a single Internet protocol numerical
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Concluding Remarks
An attempt to provide a theoretical framework for exploration in design raises at least two
interesting questions. First, if exploration can be characterized formally, can it be
automated? Second, what is the relationship between theory and practice; do practicing
designers think of exploration as I’ve described it?
Automation
Over the past few decades, researchers have attempted to automate certain design tasks. By
and large the most successful efforts have been confined to facilitating the description of
designs (e.g., with solid modeling via computers), visualizing designs with computer
graphics and rapid prototyping, and/or estimating the performance of artifacts. There has
been very little progress in truly automating the exploration process. I believe that the
biggest barrier to this endeavor is automatically estimating the quality of an artifact based on
a partially completed design. I’m not optimistic about the prospects for full automation of
the exploration process. However, I see great potential for further development of tools for
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Notes
1
The beam is a round tube because we know that a round tube is the most weight-efficient
structure for supporting loads that could come from any direction. The equation for the
deflection of a tube rigidly supported on both ends with a load F applied in the middle is =
FL3/192EI, where L is the length of the span, E is the modulus of elasticity of the material,
and I is the moment of inertia of the beam cross section. (We know this thanks to at least
Galileo, da Vinci, Euler, and Bernoulli.) The moment of inertia is calculated as I = (D4–
d4)/64. We know that the minimum thickness of the wall is 1 mm to allow inexpensive
joining techniques and to prevent buckling (i.e., D – d 0.002 m), and we know that the
lightest possible structure will be a tube with the minimum possible wall thickness. We can
plug in values for , F, L, and E and solve for D. The resulting design is a 2 m long
aluminum tube, 43.5 mm in diameter, with a wall thickness of 1 mm. Thus, we can solve a
design problem while avoiding wasting effort on exploration.
2
Winston (1992) provides a clear and detailed discussion of representation and search in his
book on artificial intelligence (AI). Design is connected in many deep and important ways
to AI and the Winston book provides a good introduction to the core concepts.
3
See Ulrich and Eppinger (2011), Chapter 12, for a thorough discussion of prototypes in
product design.
4
Herbert Simon (1996) pioneered the view of design essentially embodied in this chapter,
articulating the concepts of representation, complexity, and search. I deliberately avoid the
term search in this book, preferring instead exploration. The term search tends to offend
practicing designers. For many, it implies weak methods unguided by expertise. This is not
the sense in which Simon and other early researchers intended it, but I find the word
exploration more descriptive of the activity anyway, so I adopt it here.
5
Fleming and Sorenson (2004) have done a fascinating study of the patent literature in
which they show that science serves to guide search in complex design domains.
6
There are more than this because domain names need not be 15 characters long, but this
figure gives a sense of the essentially infinite scope of the design space.
7
If you must know, poke around the Internet and you’ll probably find estimates for the
number of grains of sand on earth to be about 1022 – 1025. Note that 3815 is about 1023.
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The first act of design was almost certainly user design, in that the first artifact was given
form by the user rather than by a third-party designer. Perhaps this first user designer
contemplated frustration with a task nearly 3 million years ago, formed a plan to address the
frustration, and then fashioned an artifact, possibly fracturing a river cobble to form a
scraping tool. A clear distinction between expert designers and user designers emerged at
some point, possibly first in architecture. Certainly by the time ancient Egyptians were
creating pyramids, the roles of experts and users in design were separated. The activity of
design appears to have become increasingly professional and institutionalized over the next
few thousand years. By the nineteenth century, as the Industrial Revolution developed in
full, expert designers with specific technical training assumed distinct professional roles,
both because of the comparative advantage of expertise and because institutions, usually
companies, were formed to exploit the benefits of mass production.
Although a separation between users and designers has increased in many domains over
the past several thousand years, the practice of design by users is emerging again in current
society. This chapter addresses the role of the user in design, with particular emphasis on
design by users, and considers how experts and institutions interact with users to deliver
artifacts in modern society. In this chapter, I articulate three modes of engagement in
design: by users, experts, and institutions. Then, I outline the drivers of the selection of these
modes in society. Finally, I discuss how emerging technologies and practices are enabling
shifts in how these modes are applied.
Design Modes
Design is conceiving and giving form to artifacts that solve problems. Exhibit 5-1 reiterates
the model of design I adopt for this book. Design is an information processing activity
through which a plan for an artifact is created to address a gap in the user experience. A
production activity transforms that plan into the artifact itself.
I have described the design process without characterizing the agents who do the design
other than referring to them as designers. For the purposes of this chapter, I distinguish
between users and experts. Users are the individuals experiencing the perceived gap between
the current state and the goal state. They are essentially always a party to the design
process.1 Other terms for users include customers, consumers, clients, and stakeholders, although
these terms evoke a more specific commercial context than I intend. Experts are individuals
who have acquired skills and capabilities that allow them to perform most design tasks more
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Exhibit 5-6. Chess pieces fabricated using the selective laser sin-
tering (SLS) process, a rapid prototyping technology. Source:
http://www.kinzoku.co.jp/image/zoukei_p3_b.jpg.
Tournaments
Tournaments in design have increased in popularity with the advent of mass media channels,
but have probably been used by institutions for a long time. In a tournament, many
individuals or teams submit plans or prototypes, which are typically evaluated by experts,
sometimes with panels of users, and sometimes through testing (Terwiesch and Ulrich
2009). Some tournaments are intended to be primarily design mechanisms for a producer or
user. Examples of these competitions are QVC’s product road show, which visits ten cities
in the United States each year to screen new products, and the U.S. government agency
DARPA’s Grand Challenge autonomous robotic vehicle competition. Other tournaments
are intended primarily to deliver entertainment to an audience. An example of this type of
competition is Million Dollar Idea, a televised competition in which a winner is granted $1
million to commercialize his or her invention. Tournaments exploit large numbers of
parallel searches by individuals, sometimes collecting design alternatives from thousands of
entrants. This strategy can be particularly powerful when seeking new ideas for products in
that a raw plan, perhaps only partially developed, can be selected from the efforts of many
individuals and then refined professionally through common design by an institution. In this
way, tournaments are a way of harnessing the value of independent exploration by user
designers with the cost advantages of common design. Tournaments may also exploit a
tendency by entrants to overestimate the probability of success, possibly resulting in more
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Concluding Remarks
This chapter articulates the modes of design adopted by users, experts, and institutions in
creating new artifacts. User design is a tantalizing prospect by which users create unique
artifacts to address their own needs. Yet, expert design and common design remain
prevalent modes. The choice of a particular mode is driven by the comparative advantage of
experts, by economies of scale in design and production, and by the transaction costs of
engaging experts, features that remain the foundations of modern economic life. However,
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Notes
1
An exception is perhaps a design study done in isolation by a professional designer, but
even in this case the designer typically contemplates a virtual user. Design without a user
seems to me to be more individual art rather than true design.
2
Some artifacts can be decomposed into a platform and derivatives, with the platform a
common artifact and the derivative a unique artifact. In a subsequent section, we discuss
hybrid modes of design, which can arise in such cases.
3
Goldenberg and Mazursky (1999) make a compelling argument that what
they call “templates” (actually closer to a grammar in my nomenclature) can
be used to characterize successful designs for advertisements and new product
concepts.
References
Ericsson, K. Anders. 1996. “The Acquisition of Expert Performance: An Introduction to
Some of the Issues.” In The Road to Excellence: The Acquisition of Expert Performance
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330.
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Architecture most commonly refers to the art or science of creating edifices. However, in this
chapter I use the term to refer to the organizational structure of an artifact, and more
specifically to the arrangement of its function and structure. This is the sense in which we
speak of computer architecture or the architecture of an automobile. For physical artifacts,
structure is composed of physical components. For software, services, or other intangible
artifacts, structure comprises the intangible building blocks—routines, processes, code—
used to assemble the artifact.
I define the architecture of an artifact more precisely as (1) the arrangement of functional
elements; (2) the mapping from functional elements to components; and (3) the specification
of the interfaces among interacting components. These notions can become abstract quite
quickly, so in this section I explain the key points using the example of a simple vehicle
trailer. After illustrating the idea of the architecture of an artifact, I articulate the
implications of architecture for issues that matter to designers, producers, and users of
1
artifacts.
The arrangement of functional elements
The function of an artifact is what it does as opposed to its structural characteristics (Crilly
2010). There have been several attempts in the design theory community to create formal
languages for describing function (Finger and Dixon 1989), and there have been modest
successes in narrow domains of application such as electro- and fluid-mechanical systems
and digital circuits (Mead and Conway 1980). There have also been efforts to create
informal functional languages to facilitate the practice of design (Fowler 1990; Hubka and
Eder 1988). These languages are sometimes used to create diagrams consisting of functional
elements, expressed as linguistic terms like convert energy, connected by links indicating the
exchange of signals, materials, forces, and energy. Some authors of informal functional
languages provide a vocabulary of standard functional elements, while others rely on users
to devise their own. Functional elements are sometimes called functional requirements or
functives, and these diagrams have variously been called function diagrams, functional
descriptions, and schematic descriptions (Pahl and Beitz 1984). Here I will call the arrangement
of functional elements and their interconnections a function diagram. An example of a
function diagram for a trailer is shown in Exhibit 6-1.
Function diagrams can be created at different levels of abstraction. At the most general
level, the function diagram for a trailer might consist of a single functional element: expand
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A Typology of Architectures
A typology of architectures provides a vocabulary for discussing the implications of the
choice of architecture for the user and producer. The first distinction in the typology is
between a modular architecture and an integral architecture. A modular architecture includes
a one-to-one mapping from functional elements in the function diagram to the components,
and specifies decoupled interfaces between components. An integral architecture includes a
complex (not one-to-one) mapping from functional elements to components and/or coupled
interfaces between components.
Types of mappings from functional elements to components
The two trailers in Exhibits 6-2 and 6-3 illustrate two extreme examples of mappings from
functional elements to components. One trailer embodies a one-to-one mapping between
functional elements and components. Assuming that the component interfaces are
decoupled (more on this later), this trailer has a modular architecture. In the field of
software engineering, the notion of module cohesion or strength is similar to the one-to-one
mapping of functional elements to components (Schach 1990). The other trailer embodies a
mapping in which several functional elements are each implemented by more than one
component, and in which several components each implement more than one functional
element (a complex mapping). This trailer has an integral architecture. The phenomenon of
a single component implementing several functional elements is called function sharing in the
design theory community and is described in detail by Ulrich and Seering (1990). To some
extent, whether or not functional elements map to more than one component depends on
the level of detail at which the components and functional elements are considered. For
example, if every washer, screw, and filament of wire is considered a component, then each
functional element will map to many components. To more precisely define what a one-to-
one mapping between functional elements and components means, consider an artifact
disassembled to the level of individual piece parts. (This level of disassembly is sometimes
called the iota level.) In general, many possible subassemblies3 could be created from these
iota parts. If there is a partitioning of the set of iota parts into subassemblies such that there
is a one-to-one mapping between these subassemblies and functional elements, then the
artifact exhibits the one-to-one mapping characteristic of a modular architecture.
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Artifact Change
This section focuses on two types of artifact change: change to a particular artifact over its
life cycle (e.g., replacing a worn tire) and change to a product or model over successive
generations (e.g., substituting the next-generation suspension system in the whole product
line). The next two sections treat two closely related concepts: variety and standardization.
Architecture determines how the artifact can be changed
The minimum change that can be made to an artifact is a change to one component. The
architecture of the artifact determines which functional elements of the artifact will be
influenced by a change to a particular component, and which components must be changed
to achieve a desired change to a functional element. At one extreme, modular architectures
allow each functional element of the artifact to be changed independently by changing only
the corresponding component. At the other extreme, fully integral architectures require
changes to every component to effect change in any single functional element. The
architecture of an artifact is therefore closely linked to the ease with which a change to an
artifact can be implemented. Here I consider how this linkage manifests itself in
implementing change within the life of a particular artifact and in implementing change
over several generations.
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Artifact Variety
For the purposes of this chapter, I define variety as the assortment of artifacts that a
production system provides to society. (Chapter 8 is a comprehensive treatment of the
subject of variety.) High variety can be produced by any system at some cost. For example,
an auto manufacturer could create different fender shapes for each individual vehicle by
creating different sets of stamping dies, each of which would be used only once. Such a
system is technically feasible, but prohibitively expensive. The challenge is to create the
desired variety economically.
The ability of a system to economically produce variety is frequently credited to
production flexibility. When viewed at the level of the entire production system, this is a
tautology—if a system is economically producing variety it is to some extent flexible.
However, flexibility is often equated with the flexibility of the individual processes in the
production system (e.g., computer-controlled milling machines), or with flexible assembly
systems (e.g., programmable electronic chip insertion equipment). In this context, a flexible
production process incurs small fixed costs for each output variant (e.g., low tooling costs)
81
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Artifact Performance
I define performance as how well the artifact implements its functional elements. Typical
performance characteristics are speed, efficiency, life, and noise. Performance, as defined
here, excludes economic performance, except to the extent that it arises from noneconomic
dimensions of performance, because economic performance is also highly dependent on the
firm’s production, service, sales, and marketing activities.
All physical artifacts occupy space, exhibit some shape, and are composed of materials
with mass and other physical properties. Performance characteristics tied closely to the size
and mass of an artifact typically are compromised by modular architectures. To minimize
size, mass, and variable cost, designers adopt integral architectures. Nonphysical artifacts
like software may exhibit performance characteristics somewhat analogous to those related
to size and mass—for example, memory requirements or lines of code.
For most physical artifacts, several key performance characteristics are closely related to
size and shape and/or to mass. For example, acceleration relates to mass, aerodynamic drag
relates to size and shape, and, in the trailer example, vehicle fuel efficiency relates to size
and shape as well as to mass. In most cases, increasing overall performance involves
decreasing size and mass. (In relatively rare cases, increasing performance involves
increasing size and mass; improving the holding power of a boat anchor or increasing the
passenger comfort of an automobile may be such cases.)
Three design strategies are frequently employed to minimize mass or size: function
sharing, geometric nesting, and part integration. Function sharing is a design strategy in
which redundant physical properties of components are eliminated through the mapping of
more than one functional element to a single component (Ulrich and Seering 1990). For
example, a conventional motorcycle contains a steel tubular frame distinct from the engine
and transmission. In contrast, several high-performance motorcycles contain no distinct
frame. Rather, the cast aluminum transmission and motor casing acts as the structure for the
motorcycle. For example, consider the BMW R1100S motorcycle shown in Exhibit 6-12.
The motorcycle designers adopted function sharing as a means of exploiting the fact that the
transmission and motor case had incidental structural properties that were redundant to the
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Organizational Implications
There are at least three organizational issues tied to a choice of architectural approach: skills
and capabilities, management complexity, and the ability to innovate. Highly modular
designs allow institutions to divide their design and development organizations into
specialized groups, each with a narrow focus (Sanchez and Mahoney 1996). This
organizational structure may also extend to the supplier network. If the function of a
component can be precisely specified and the interface between the component and the rest
of the artifact is fully characterized, then the design and production of that component can
be assigned to a separate entity. Such specialization may facilitate the development of deep
expertise relative to a particular functional element and its associated component (Fixson
and Park 2008).
Required project management skills are different for different architectures. Modular
architectures may require better systems engineering and planning skills, while integral
architectures may require better coordination and integration skills.
Organizations with a long history of a particular architectural approach are likely to
have developed the associated skills and capabilities. A modular architecture enables a
bureaucratic approach to organizing and managing development. This approach, for
relatively well understood technologies, allows the complexity of the development process
to be dramatically reduced and may allow for better exploitation of supplier capabilities. For
some domains the benefits of reduced complexity and enhanced supplier involvement may
drive the choice of the architecture for at least portions of the artifact; software development
is one such domain. In most cases the system-level performance penalties of a modular
architecture are dwarfed by the benefits of a reduction in project management complexity. A
potential negative implication of a modular architecture is the risk of creating organizational
barriers to architectural innovation. These barriers appear to be unfortunate side effects of
focus and specialization. This problem has been identified by Henderson and Clark (1990)
in the photolithography industry and may in fact be of concern in many other industries as
well.
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Concluding Remarks
In this chapter, I define the concept of the architecture of an artifact as the arrangement of
its function and structure. The architecture of an artifact has deep implications for several
issues of technical, managerial, economic, and organizational importance. Several of these
implications are shown in Exhibit 6-14 for each of four types of architecture within the
typology introduced here. Although the architecture of an artifact often evolves in an ad hoc
way, it can also be deliberately chosen as part of the conceptual and system-level design
process. The careful choice of architecture allows designers to achieve several objectives
beyond the direct satisfaction of user needs.
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University Press.
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Functions.” Design Studies 31 (4): 311–344.
Fine, Charles H. 1998. Clockspeed: Winning Industry Control in the Age of Temporary Advantage.
New York: Perseus Books.
Finger, Susan, and John R. Dixon. 1989. “A Review of Research in Mechanical
Engineering Design.” Research in Engineering Design 1: 121–137.
Fixson, Sebastian K., and Jin-Kyu Park. 2008. “The Power of Integrality: Linkages Between
Product Architecture, Innovation, and Industry Structure.” Research Policy. 37 (8): 1296–
1316.
Fowler, T. C. 1990. Value Analysis in Design. New York: Van Nostrand Reinhold.
Henderson, Rebecca M., and Kim B. Clark. 1990. “Architectural Innovation: The
Reconfiguration of Existing Artifact Technologies and the Failure of Established Firms.”
Administrative Science Quarterly 35: 9–30.
Hubka, Vladimir, and W. Ernst Eder. 1988. Theory of Technical Systems. New York:
Springer-Verlag.
Langlois, R. N., and Paul L. Robertson. 1992. “Networks and Innovation in a Modular
System: Lessons from the Microcomputer and Stereo Components Industries.” Research
Policy 21: 297–313.
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Aesthetics in Design
The aesthetic response to an artifact is the immediate feelings evoked when experiencing
that artifact via the sensory system. I consider aesthetic responses to be different from other
judgments in at least three ways. Aesthetic response is rapid, usually within seconds of
exposure to the artifact. Aesthetic response is involuntary, requiring little if any expenditure
of cognitive effort. Aesthetic response is an aggregate assessment biased either positively (e.g.,
beauty or attraction) or negatively (e.g., ugliness or repulsion) and not a nuanced
multidimensional evaluation.
By contrast, consider the response to a new mutual fund. While the financial service
may be quite appealing and preferred over other alternatives, this assessment of preference is
likely the result of a deliberate analytical process over an extended time period and will
probably include a balancing of elements of like and dislike. The response to the fund takes
significant time, requires effort, and it is multidimensional, and so for my purposes is not an
aesthetic response.
An aesthetic response is most frequently stimulated by visual information, largely
because the vision system provides data more immediately and at higher rates than do the
other senses. Nevertheless, aesthetic responses can be stimulated via senses other than
vision. For example, consider the varied responses to the sound of a recording of Aretha
Franklin; the feel of a warm whirlpool; the taste of a chocolate truffle; the smell of spoiled
meat; the acceleration of a roller coaster in a sharp turn.
We typically think of the aesthetic qualities of an artifact as distinct from its function.
Two different hammers might perform the task of driving nails equally well and yet they
may evoke different aesthetic responses in the user. Why, then, does aesthetics matter in
design?
Let me cite three reasons, giving a preview of a theory of aesthetics to follow. All other
things equal, most users will prefer a beautiful artifact to an ugly one, even in highly
functional domains such as scientific instruments. Thus, beauty can be thought of as “just
another attribute” in a user’s evaluation of preference, alongside durability, ease of use, cost,
and safety. In this respect, the aesthetic quality of an artifact is an important factor in
providing a satisfying user experience, the prime motive for design.
Second, the aesthetic response to an artifact is usually the first response to the artifact.
First impressions matter, and overcoming an initial aesthetic repulsion is a substantial
challenge for the designer, better avoided in the first place.
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Exhibit 7-7. The hip-hop artist 50 Cent wearing his bling. Pho-
tographed by Bobin James. Source: www.khachaak.com.
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Concluding Remarks
The aesthetic response to an artifact is the immediate feelings evoked when experiencing
that artifact via the sensory system. The aesthetic quality of an artifact is important in
determining a user’s eventual preferences. Theoretical foundations for aesthetics in design
are emerging, even if still preliminary and speculative. A theory of aesthetics in design may
eventually inform practice, leading to more efficient and reliable creation of attractive
artifacts.
109
References
Alexander, Christopher, Sara Ishikawa, and Murray Silverstein. 1977. A Pattern Language:
Towns, Buildings, Construction. New York: Oxford University Press.
Bird, Rebecca B., and Eric Alden Smith. 2005. “Signaling Theory, Strategic Interaction, and
Symbolic Capital.” Current Anthropology 46 (2): 221–248.
Carlson, Kurt A., Margaret G. Meloy, and J. Edward Russo. 2006. “Leader-Driven
Primacy: Using Attribute Order to Affect Consumer Choice.” Journal of Consumer Research
32 (March): 513–518.
Coates, Del. 2003. Watches Tell More Than Time: Product Design, Information, and the Quest for
Elegance. New York: McGraw-Hill.
Coss, R. G., and M. Moore. 1990. “All That Glistens: Water Connotations in Surface
Finishes.” Ecological Psychology 2 (4): 367–380.
Crilly, Nathan, James Moultrie, and P. John Clarkson. 2004. “Seeing Things: Consumer
Response to the Visual Domain in Product Design.” Design Studies 25 (6): 547–577.
Dutton, Denis. 2003. “Aesthetics and Evolutionary Psychology.” In The Oxford Handbook for
Aesthetics, ed. Jerrold Levinson. New York: Oxford University Press.
Girard, Xavier. 2003. Bauhaus. New York: Assouline.
Gracyk, Ted. 2003. “Hume’s Aesthetics.” The Stanford Encyclopedia of Philosophy, ed.
Edward N. Zalta. http://plato.stanford.edu/archives/win2003/entries/hume-aesthetics.
Hume, David. 1757. “Of the Standard of Taste.” In Four Dissertations.
http://www.mnstate.edu/gracyk/courses/phil%20of%20art/hume%20on%20taste.htm.
Kirmani, Amna, and Akshay R. Rao. 2000. “No Pain, No Gain: A Critical Review of the
Literature on Signaling Unobservable Product Quality.” Journal of Marketing 64 (2): 66–79.
Krippendorf, Klaus. 2006. The Semantic Turn: A New Foundation for Design. Boca Raton, FL:
CRC Press.
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Variety
Exhibit 8-1 shows a portion of the production of the Model T for one day in 1913 at Ford’s
Highland Park Factory. Henry Ford supposedly said of the Model T, “You can buy it in any
color, as long as it’s black.” In fact, before 1913 the Model T was available in red, gray,
green, and blue. For the thirteen years following 1913, indeed black was the only color.
Then, in the last two years of its product life, the Model T was available in 11 colors. Ford’s
design decision relative to paint colors was the response of a producer to economic factors
of both supply and demand. In this chapter, I articulate those factors and use them to
explore the use of variety in the design and production of artifacts.
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Types of Variety
I categorize variety into three types: fit, taste, and quality. These categories are defined by the
way a user’s evaluation of an artifact changes as a function of changes in an attribute.
Exhibit 8-5 illustrates how a single hypothetical user might value a T-shirt as a function of
changes in three different attributes of a shirt. The first attribute is the circumference of the
shirt, an element of its size. If the shirt were much too small to wear, it would be useful only
as a dust rag. This hypothetical user values the shirt the most if it is 1100 millimeters in
circumference, a perfect fit. The user can get by with a shirt a little too small or a little too
big, but the value of the shirt falls off steeply as the fit gets too tight or too sloppy. The basic
shape of this function characterizes a fit attribute. Note that a fit attribute need not refer
literally to geometric fit. Rather, fit attributes are those for which the user’s preference
exhibits a single strong peak for a single value of the attribute, with satisfaction falling off
substantially as the artifact diverges from this value. For example, for a software
application, a fit attribute might be the operating system with which the application is
compatible. For a bicycle crank, a fit attribute might be whether the crank is designed for
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Costs of Variety
The economic motives for variety would quickly push producers to offer infinite variety if
there were no associated costs. Indeed, variety incurs two basic types of costs: reduced scale
and consumer search costs.
Reduced scale
Variety erodes scale for producers, and given the ubiquity of economies of scale, will
therefore increase production costs. Holding total production quantity constant, if a
producer substitutes two similar variants of a product for a single product, total costs will
rise. Consider the specific example of the Xootr Mg scooter (a product I designed with my
brother Nathan and Jeff Salazar, an industrial designer at Lunar Design). Exhibit 8-7 shows
the product, whose central structural element, or deck, is a die-cast magnesium part. When
we contemplated developing the Mg scooter, we considered offering two versions of the
product, one with a wide deck and one with a narrow deck. The different decks represent fit
and taste variety; different customers prefer different shapes and sizes.
The die-cast deck is produced by a very large press that brings together two halves of a
die (or mold) into which molten magnesium is injected. When the part has cooled and the
magnesium solidified, the die is opened and the part is ejected. The process is magnificent in
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Societal Perspective
Consider the amusing discussion by Fast Company magazine of the differences in four of
Coca-Cola’s offerings (Exhibit 8-10). Coke Zero is a diet cola with no calories and is sold
alongside Diet Coke, another diet cola with no calories. The company calls Coke Zero “a
new kind of beverage that features real cola taste and nothing else.” How critical is it that
consumers are now able to enjoy Coke Zero in addition to Diet Coke? Even if the Coca-
Cola Company is economically rational in offering a dozen formulations of a diet cola, this
action somehow seems wasteful and wrong from a societal perspective.
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Designing Variety
In this book, I address the design of many types of artifacts, including buildings, graphics,
services, software, and physical goods. I consider settings ranging from an individual
designing for his or her own use to an institution creating products for a large consumer
market. The problem of designing variants of artifacts is most prominent in the institutional
setting where a team of product designers creates a family of products for a market of many
customers. In this section, I assume this context and lay out a framework for making an
optimal choice of the level of variety of a product. This framework is simple and static, but
is a foil against which I can articulate a set of more subtle complications and issues that face
the firm.
Optimal variety
The notion of optimizing variety has its roots in economics and operations research.
Ramdas (2003) provides a comprehensive review of the literature related to decisions faced
by producers in managing product variety.
I can illustrate the basic idea behind the optimization of variety with additional detail on
the scooter example. I provided the cost analysis in Exhibit 8-9 for two scenarios, one deck
and two decks. Conceptually, I can extend this cost analysis to many decks by considering
how the various costs of producing the scooter would change as variety is increased. There
are two problems with this extension.
First, as variety increases, one would be less likely to use a production process like die
casting, with high fixed costs per variant. Each new die for each new variant would add
about $30,000 in up-front investment. If the scooter company were to offer ten different
scooters using this production technology, then the required investment would be $300,000,
a sum that I can assure you the company would not spend. Instead, the firm would adopt a
different production process technology, in this case computer-controlled machining (CNC
machining), which requires investment of only about $1,000 per variant, but incurs unit costs
of materials, labor, and processing of about $40 per scooter deck. Process flexibility refers to
the ability to produce additional variants of an artifact while incurring relatively lower fixed
costs per variant—CNC machining is more flexible than die casting. The optimization of
variety relies not only on the choice of a level of variety, but on the simultaneous choice of a
production technology.
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Number of deck
variations 1 2 5 10
Process technology Die cast- Die cast- Die casting Die casting
ing ing (2) + CNC (2) + CNC
(3) (8)
Fixed costs 52,000 86,000 89,000 94,000
Support costs 12,000 14,000 20,000 28,000
Average unit varia-
ble costs 90.00 92.00 101.00 107.00
Total variable costs 2,250,000 2,852,000 3,434,000 3,745,000
Total costs 2,314,000 2,952,000 3,543,000 3,867,000
Profit contribu-
tion 1,436,000 2,163,000 2,237,000 2,153,000
Exhibit 8-11. Revenues, costs, and profits for four different
variety scenarios for the scooter example. Illustrative values in
US$.
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Concluding Remarks
Variety has indeed increased in most categories in current society. This is partly the result of
increasingly global markets in which firms serve highly heterogeneous consumers. It is also
the result of increased production process flexibility and the associated loosening of the
bonds of scale economies. In this world, design is less and less focused on the creation of a
single perfect artifact and is increasingly a puzzle requiring creative problem solving and
analytical judgment about product architecture, production process technology, supply
chain structure, and market strategy.
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Directions.” Production and Operations Management 12 (1): 79–101.
Randall, Taylor, and K. T. Ulrich. 2001. “Product Variety, Supply Chain Structure, and
Firm Performance: Analysis of the U.S. Bicycle Industry.” Management Science 47 (12):
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Conclusion
Much of this book is descriptive, an explanation and framework for understanding how
design works in society. Yet, because design is largely a cognitive human phenomenon, and
not grounded in physical reality as are the natural sciences, the practice of design varies
highly. There are few if any immutable and agreed-upon laws of design. Thus, in its
description, the book is also necessarily prescriptive, arguing that design can and should be
thought of in a certain way and that the practice of design can be improved with a common
understanding of principles and effective processes. A key objective of the book, toward that
end, is to establish a common framework for design across all domains. I believe that such a
framework can be the basis for design literacy, an understanding of the minimal set of
principles and practices required to be effective as a designer.
For design literacy to take hold in society, I believe two basic requirements must be met.
First, the elements of design must be codified. That is, a consensus must emerge about the
core of what it means to be an effective designer. Second, that core body of knowledge must
be disseminated through the educational and training activities of members of society.
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