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Chapter 3 Product & Process Design

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Title: Chapter 3 Product & Process Design


1
Chapter 3Product Process Design
  • Part 1 Product Design

2
Product/Service Design Process
  • A process that defines the
  • Appearance and features,
  • Quality characteristics,
  • Spec limits and target levels
  • Inputs (labor, capital, materials)
  • Transformation process
  • Supply chain suppliers, channels of
    distribution
  • of a product/service that a company is planning
    to produce.

3
Steps in Product Design Process
  • Idea Development
  • Product Screening
  • Preliminary Design and Testing
  • Final Design

4
Idea Development
  • Someone thinks of a unsatisfied need
  • Then someone thinks of a product/service to
    satisfy it
  • e.g. customers, marketing, engineering, reverse
    engineering

5
Idea Development
  • 2006 Industrial Design Excellent Awards (IDEAs)
    Winners - (BW, 7/10/06, p. 77)
  • Bumpbrella Concept Umbrella
  • Company RKS Design
  • An inflatable umbrella that uses a bicycle pump
    in the center for the arm.
  • A totally new design looking for a company to
    make it.

6
Idea Development
  • 2-Second Tent
  • Designer Decathlon, France
  • Spring hoops allow you to throw this 2-person
    tent into the air, and it opens before hitting
    the ground.
  • Two second to open, 15 seconds to close.

7
Idea Development
8
Idea Development
  • How Failure Breeds Success (BW, 7/10/06, p. 48)
  • Everyone fears failure. But breakthroughs
    depend on it.
  • Innovation requires risk-taking.
  • Many companies have found success in the ashes
    of the memorable misses.

9
Idea Development
  • McDonalds Hula Burger (1962)
  • Cheese-topped grilled pineapple on a bun for
    Chicagoans who avoided eating meat on Fridays.
  • Big flop!
  • McDonalds decided to try something less extreme
  • Came up with tastier hamburger-fee alternative
    the Filet-O-Fish, now a McDonalds classic.

10
Idea Development
  • Fords biggest mistake 1958 Edsellead to its
    greatest success.
  • Edsel was called the Titanic of the auto
    industry.
  • Came in two sizes big and bigger
  • Overhyped, oversized, overpriced.

11
Idea Development
12
Idea Development
  • Designed based on a hunch about what consumers
    want.
  • Abandoned in 1960, just after 2,800 cars
    produced.
  • Ford substituted research for hunches.
  • Found out that consumers wanted style and
    affordability
  • Result?
  • 1964 Mustang

13
Idea Development
  • How do companies get employees to come up with
    creative and innovative ideas?
  • By shifting from risk-adverse culture to a
    risk-taking culture.
  • In risk-taking culture, employees are encouraged
    to
  • Explore,
  • Experiment,
  • Foul-up, sometimes
  • Then repeat.

14
Idea Development
  • Shift not easy
  • Fear of blame for mistakes makes employees want
    to play it safe and not take risks.
  • Companies must design performance-management
    systems that reward risk-taking.
  • Coca-Cola, Intuit, GE

15
Idea Development
  • Cokes Head of Marketing, Strategy, and
    Innovation, Mary Minnick idea development
    strategy
  • Stop thinking in terms of existing drink
    categories
  • Start thinking broadly abut why people consume
    beverages in the first place.
  • Then come up with products that satisfy those
    needs before the competition.

16
Step 2 - Product Screening
  • Screen ideas
  • Some screening criteria are
  • fit with existing facilities and labor skills,
  • size of potential market,
  • expected market share,
  • share of potential market
  • expected profit,
  • break-even point

17
Step 3 Preliminary Design and Testing
  • Suppliers involved,
  • Transformation process is designed,
  • Prototype built,
  • Tricycle developed system for digitally modeling
    carpets and textiles so manufactures can make
    prototypes of new designs without making samples
    for architects and interior designers.
  • Cuts development costs. (BW, 7/10/06, p.81)
  • Prototype tested for
  • Functionality
  • Acceptance by potential customers

18
Design and Testing
  • Corning
  • Developed new chip in 1998 that would help in DNA
    research
  • Killed in 2001
  • Customers had not been brought in early enough to
    help assess its marketability.
  • Market potential was too small to break-even in a
    reasonable amount of time.

19
Step 4 Final Design
  • Prototype design is modified based on test
    results
  • Final design approved
  • Production begins

20
Product Design Process vs. Demings PDCA Cycle?
  • PDCA
  • P plan
  • D do
  • C check (or study)
  • A act
  • Product Design
  • Idea development
  • Product screening
  • Preliminary design and testing
  • Final design

21
How is Product Design Process Related to Demings
PDCA Cycle?
  • Plan
  • Idea Development
  • Product screening
  • Do
  • Preliminary Design and Testing
  • Check, Act
  • Final Design

22
Good Product Design Process Should
  • Design products/services that match the needs and
    preferences of the targeted customer group
  • Design products that are as easy as possible to
    make (product manufacturability).
  • Use concurrent engineering

23
Product Manufacturability
  • Achieve it by
  • Simplification
  • Minimize number of parts
  • Standardization
  • Design parts for multiply products
  • Modular (prefabricated) design

24
Product Manufacturability
  • Matsushita, Electronic Giant in Japan
  • One division has 7 factories that make 35 million
    phone, fax machines, printers and other products
    annually.
  • 1,500 shape and color variations in phones alone
  • Engineers had to rearrange as many as 77
    circuit-board parts for each new model.

25
Product Manufacturability
  • Setting up production for every type of board was
    too time consuming.
  • Company designed a new circuit board that would
    need only slight changes for each model.
  • Reduced cycle time and lowered defect rate to
    under 1.

26
Product Manufacturability
  • Bo Andersson, GMs head of purchasing, wants GM
    cars to share more parts, the way Japanese
    automakers do.
  • Shared parts results in fewer parts
  • Fewer parts saves millions.
  • Also want to ax many of GMs 3,200 suppliers by
    weeding out weak suppliers.

27
Product Manufacturability
  • Andersson is asking
  • Why do we have two dozen different seat frames
    when Toyota has only two? Answer?
  • Why do we have 12 V6 engines when Toyota has just
    a few?
  • Progress has been made
  • GM once had 20 fuel pumps, now it has 5.
  • Wants to use savings to make better interiors.

28
Product Manufacturability
  • Goal is twofold
  • to make one part for many models
  • To reduce number of components in each part.

29
Product Manufacturability
  • GM discovered that door hinges on big SUVs and
    trucks could be made out of 3 components instead
    of 5.
  • This would save 21 a truck, or about 100
    million over several years.
  • Designing a new hinge requires months of testing,
    which is costly.
  • Must weight costs and benefits.

30
Over-thewall vs. Concurrent Engineering Design
Process
  • Old over-the-wall sequential design process
    should not be used
  • Each function did its work and passed it to the
    next function
  • Replace with a Concurrent Engineering, where
    cross functional design teams work together to
  • involve customers early, develop specifications,
  • solve potential problems, reduce costs,
  • shorten time to market

31
Concurrent Engineering
32
Concurrent Engineering
  • GMs North American operations had completely
    separate engineering groups for cars and trucks.
  • Within each group, there were separate teams for
    almost every type of vehicle.
  • Each team worked independently

33
Concurrent Engineering
  • Engineers and designers had no idea how much
    money was being wasted making different version
    of the same things.
  • Andersson is pushing a company wide effort to
    break down silos and get divisions talking to one
    another about how to share parts and save money.

34
Global Trends in Design
  • China, Twain, Korea, Hong Kong companies are
    committing huge resources to product design in
    order to build global brands. (BW, 7/10/06, p.
    77)
  • Theyre competing less and less on price and more
    on differentiation and value to consumer.

35
Cokes Design Process
  • Anticipate the customer
  • Cokes marketers are encouraged to think more
    creatively about consumers needs
  • Retool tired brands
  • Cost of launching new brands is expensive
  • Reposition existing brands
  • Coke used its Tab brand to create a new energy
    drink for women
  • Using Sprite name for a new energy drink in
    France.

36
Cokes Design Process
  • Engage partners
  • Coke brings bottlers into the decision-making
    process to get their input and brings them on
    board from the outset.
  • Dont fear failure

37
Product Screening Tool Break-Even Analysis
  • Is expected sales large enough to exceed the
    break-even point?
  • Break-even point (BE) is the number of units of a
    product/service that a company must sell to cover
    its total cost.
  • Break-even point is where total revenue equals
    total cost, or profit equals zero.

38
Break-Even Analysis
  • Total Revenue Total cost
  • or
  • Profit Total Revenue Total Cost 0

39
Notation
  • Q expected sales in number of units sold
  • SP selling price per unit
  • F Total fixed costs
  • VC Variable cost per unit

40
Notation
  • Total Revenue (SP)Q
  • Total Cost Total Fixed Cost Total Variable
    Cost
  • Total fixed costs F
  • Total Variable Cost (VC)Q
  • Total Cost F (VC)Q

41
Finding the Break-Even Point
  • Total Revenue Total cost
  • (SP)Q F (VC)Q
  • (SP)Q - (VC)Q F
  • Q(SP - VC) F
  • Q QBE F/(SP - VC)

42
Break-Even Decision Rule
  • If Q gt QBE, Total Rev. gt Total Cost and Profit gt
    0
  • If Q lt QBE, Total Rev. lt Total Cost and Profit lt
    0

43
Break-Even Analysis
44
Example 1
  • A company is planning to introduce a new product.
  • The expect to sell 875 units of the new product.
  • The sales price is set at 25 per unit.
  • The fixed cost of producing the product is
    10,000.
  • The variable cost per units is 15.
  • Should the company develop the new product?

45
Solution to Example 1
  • Q expected sales
  • SP selling price per unit 25
  • F Total fixed costs 10,000
  • VC Variable cost per unit 15

46
Solution to Example 1
47
Solution to Example 1
  • If the company sells 1,000 units of the new
    product, it will breakeven.
  • If the company expects to sell more than 1,000,
    it will make a profit.
  • If the company sells less than 1,000 units, it
    will incur a loss.
  • Since the company expects to sell 875 units,
    which is less than the BE quantity, the company
    should not develop the new product.

48
Example 2
  • A company is planning to establish a chain of
    movie theaters. It estimates that each new
    theater will cost approximately 1 Million. The
    theaters will hold 500 people and will have 4
    showings each day with average ticket prices at
    8. They estimate that concession sales will
    average 2 per patron. The variable costs in
    labor and material are estimated to be 6 per
    patron. They will be open 300 days each year.

49
Example 2
  • What must average occupancy be to break-even?
  • What is the annual capacity utilization rate?
  • What is the chains profit if they sell 300,000
    ticket next year?

50
Solution 1. What must average occupancy be to
break-even?
  • Q ticket sales per year
  • Total cost 1,000,000
  • Ticket SP 8
  • Concession sales/patron 2
  • Sales revenue/patron 8 2 10
  • VC 6

51
Solution 1. What must average occupancy be to
break-even?
52
Solution 2. What is the capacity utilization
rate?
  • Annual Capacity (AC) 4 shows per day x 300 days
    per year x 500 people 600,000 patrons
  • Capacity utilization rate (CUR) (QBE/AC) x 100
  • CUR (250,000/600,000) x 100 41.7

53
Solution 3. What is the chains profit if they
sell 300,000 ticket next year?
Total Revenue 10Q Total Cost 1,000,000
6Q Profit Total Revenue Total Costs Profit
10Q (1,000,000 6Q) -1,000,000 4Q
54
Solution 3. What is the chains profit if they
sell 300,000 ticket next year?
Q 300,000 P -1,000,000 4(300,000)
200,000
55
Product life cycle
  • Due to changing product demand over time
  • Stages of product life cycle stages
  • Introduction
  • Growth
  • Maturity
  • Decline
  • Is it long enough to justify launching new
    product?

56
Product life cycle
57
Product life cycle
  • Where is break-even point on product life cycle?
  • The earlier it is on the product life cycle, the
    ???
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