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Title: MSE-415: Product Design Class Number: 17816 Room: Jacaranda 1552


1
MSE-415 Product DesignClass Number 17816Room
Jacaranda 1552
700 - 945 p.m. Wednesday
Robert Hawrylo Professor of Engineering Department
of Manufacturing Systems Engineering and
Management College of Engineering and Computer
Science Department Office EA 1308 Office JD
3310 (by appointment) Phone 818-677-2167 E-mail
robert.s.hawrylo_at_csun.edu Website
http//www.csun.edu/rsh12598/
2
Course Objectives
  • Outline all steps in the design process of a
    product.
  • Translate market and consumer needs into
    engineering characteristics of a product.
  • Create alternative design solutions for
    engineering problems.
  • Formulate design specifications of engineering
    products.
  • Employ the knowledge of materials and mechanics
    in design.
  • Design engineering products for ease of
    manufacturing and assembly.
  • Make prototypes of engineering products.
  • Collaborate with team members.
  • Report and present effectively the outcome of the
    design.

3
Syllabus Review
4
Grading
  • Attendance 5
  • Taken Start of class, after break, or end of
    class
  • In-Class Participation and Discussion 5
  • (LEARN TO PARTICIPATE, PARTICIPATE TO LEARN)
  • Quizzes About 5 questions each quiz 10
  • 2 quizzes random, closed book, allowed 1ea 3x5
    card
  • Individual Homework 15
  • 9 Homework assignments
  • Group Project and Presentation 35
  • Documentation 20
  • Midterm Presentation (20 mins max) 5
  • Final Presentation (30 mins max) 10
  • Midterm 10

5
Schedule
DATE EVENT TOPIC CHAPTER
Aug 29, 2008 Lecture 1 Introduction Development Processes and Organizations 1 2
Sept 5, 2008 Lecture 2 Product Planning 3
Sept 12, 2008 Lecture 3 Group Project Identifying Customer needs 4
Sept 19, 2008 Lecture 4 Product Specifications 5
Sept 26, 2008 Lecture 5 Concept Generation 6
Oct 3, 2008 Lecture 6 Concept Selection 7
Oct 10, 2008 Lecture 7 Concept Testing 8
Oct 17, 2008 Mid presentations Midterm
Oct 24, 2008 Lecture 9 Product Architecture 9
Oct 31, 2008 Spring Break N/A N/A
Nov 7, 2008 Lecture 10 Design for manufacturing 11
Nov 14, 2008 Lecture 11 Prototyping Robust Design 12 13
Nov 21, 2008 Lecture 12 Patents and Intellectual Property 14
Nov 28, 2008 Lecture 13 Product Development Economics 15
Dec 5, 2008 Lecture 14 Project Presentations Gantt, PERT charts, Managing Projects, etc. 16
Dec 12, 2008 Final N/A N/A
Qu i z 1
Qu i z 2
Schedule may change due to quizzes, guest
speakers, speed of covering material and other
factors
6
Z
Q
U
I
7
Textbooks
  • Text
  • K. T. Ulrich and S. D. Eppinger, Product Design
    and Development, 3d Edition, McGraw Hill, New
    York, 2003.

8
Supplemental Textbooks
"Product Leadership Pathways to Profitable Innovation by Robert G. Cooper Published by Basic Books ISBN046501433X
"The PDMA Handbook of new product development" Milton Rosenau Jr, John Wiley Sons 1996 ISBN 0-471-14189-5
Design Secrets Products L. Bjornlund, C. Cullen, C. Fishel, IDSA 2001 ISBN 1-56496-638-0 The Art of Innovation Tom Kelley, Currency Doubleday, 2001 ISBN 0-385-49984-1
9
Lecture 1Chapter 1 - Introduction Chapter 2 -
Development Processes and Organizations
10
  • How many similarities can you find in these
    DeWALT cordless tools?

11
  • How many similarities can you find in these
    Logitech products?

Logitech G5 Laser Mouse - Battlefield 2142
Special Edition 79.99
Logitech G5 Laser Mouse 69.99
Logitech G3 Laser Mouse 59.99
Logitech Leopard Mouse 24.95
Logitech V150 Laser Mouse 29.99
Logitech MX400 Performance Laser Mouse 39.99
12
  • How much commonality exists between products in
    the product family?
  • How does that compare with what competitors are
    doing?
  • Todays highly competitive and volatile
    marketplace is reshaping the way many companies
    do business as rapid innovation and mass
    customization offer a new form of competitive
    advantage. In response, companies have
    successfully implemented strategies to design and
    develop an entire family of products to satisfy a
    wide variety of customer requirements.
  • How can a company design and develop an effective
    product family?

13
The 50 Greatest Gadgets of the Past 50 Years1
What do you think are the top 5 greatest gadgets
of the last 50 years?
1PC World
14
The 50 Greatest Gadgets of the Past 50 Years1
  1. Nintendo Game Boy (1989)
  2. Commodore 64 (1982)
  3. Apple Newton MessagePad (1994)
  4. Sony Betamax (1975)
  5. Sanyo SCP-5300 (2002)
  6. iRobot Roomba Intelligent Floorvac (2002)
  7. Microsoft Intellimouse Explorer (1999)
  8. Franklin Rolodex Electronics REX PC Companion
    (1997)
  9. Lego Mindstorms Robotics Invention System 1.0
    (1998)
  10. Motorola DynaTAC 8000X (1983)
  11. Iomega Zip Drive (1995)
  12. Magnavox Magnavision Model 8000 DiscoVision
    Videodisc Player (1978)
  13. Milton Bradley Simon (1978)
  14. Play, Inc. Snappy Video Snapshot (1996)
  15. Connectix QuickCam (1994)
  16. BellSouth/IBM Simon Personal Communicator (1993)
  17. Motorola Handie Talkie HT-220 Slimline (1969)
  18. Polaroid Swinger (1965)
  19. Sony Aibo ERS-110 (1999)
  1. Sony Walkman TPS-L2 (1979)
  2. Apple iPod (2001)
  3. (Tie) ReplayTV RTV2001 and TiVo HDR110 (1999)
  4. PalmPilot 1000 (1996)
  5. Sony CDP-101 (1982)
  6. Motorola StarTAC (1996)
  7. Atari Video Computer System (1977)
  8. Polaroid SX-70 Land Camera (1972)
  9. M-Systems DiskOnKey (2000)
  10. Regency TR-1 (1954)
  11. Sony PlayStation 2 (2000)
  12. Motorola Razr V3 (2004)
  13. Motorola PageWriter (1996)
  14. BlackBerry 850 Wireless Handheld (1998)
  15. Phonemate Model 400 (1971)
  16. Texas Instruments Speak Spell (1978)
  17. Texas Instruments SR-10 (1973)
  18. Diamond Multimedia Rio PMP300 (1998)
  19. Sony Handycam DCR-VX1000 (1995)

1PC World
15
iPod Timeline
Gen. Image Capacity (GB) Changes Introduced Original Release date Launch price (US)
1st 5 10 Wheel physically rotates and buttons are not part of wheel. November 2001 399 499
2nd 10 20  Touch sensitive immobile wheel. FireWire port had a cover. 17 July 2002 399 499
3rd 10 15 20 30 40  Dock Connector. Middle row of buttons. 28 April 2003 299 299 349 399 499
4th 20 30 40 60  Buttons integrated to "touch wheel". Color display with photo viewer replaced monochrome display in October 2004. July 2004 299 349 399 599
5th 30 60 80 Slimmer design. Larger screen with video player and lyrics support. No AC adapter, Universal Dock, or A/V cables included. The September 2006 enhanced version featured a brighter display, longer video battery life and a music search function. New, redesigned earphones included. 12 October 2005 249 299 349
16
Timeline of iPod models
  • Each new generation usually has more features and
    refinements while typically being smaller and
    lighter than its predecessor.
  • Reliability has steadily improved.
  • The first generation iPods were Mac compatible
    only.
  • From July 2004 onwards, every iPod was made fully
    compatible with either Mac or Windows.

17
Why Product Families?
  • Since many companies design new products one at
    a time, the focus on individual customers and
    products often results in a failure to embrace
    commonality, compatibility, standardization, or
    modularization among different products or
    product lines. - Meyers and Lehnerd, 1997
  • The end result
  • a mushrooming or diversification of products
    and components with proliferating variety and
    costs
  • To remain competitive, companies are utilizing
    product families and product platforms to
  • increase product variety
  • shorten product lead-times
  • reduce cost

18
Volkswagen A-Platform
  • VW plans for 19 vehicles based on A-platform
  • VW estimates development and investment cost
    savings of 1.5 billion/yr using platforms

19
Definition of Key Terms
  • What is a product family and a product platform?
  • Product family
  • a group of related products that share common
    features, components, and subsystems and satisfy
    a variety of markets
  • Product platform
  • the set of features, components or subsystems
    that remain constant from product to product,
    within a given product family
  • Variant or derivative
  • products derived from the product platform
    through
  • addition, removal, or substitution of one or more
    modules (module-based product family)
  • scaling or stretching the platform in one or
    more dimensions (scale-based product family)

20
Product Family Design
  • Top-down Approach (Proactive)
  • a company strategically manages and develops a
    family of products based on a product platform
    and its module- and/or scale-based derivatives
  • Bottom-up Approach (Reactive)
  • a company redesigns/consolidates a group of
    distinct products by standardizing components to
    improve economies of scale and reduce inventory.

DEWALT
Sony
Lutron
21
Some Tools and Methods for Product Family Design
  • Maps
  • Product family maps
  • Market segmentation grid
  • Metrics
  • Commonality indices
  • Platform efficiency and effectiveness
  • Methods
  • Modular design
  • Scalable design

22
Identify Platform Leveraging Strategy
  • Market segmentation grid can be used to identify
    and map platform leveraging strategies (Meyer,
    1997)

What Market Niches Will Your Product Serve?
23
Example Leveraging Strategies BD Cordless
Industry (Heavy)Use
Mid- Range Use
Home (Light) Use
Drills Drivers
Saws
Lighting
24
Commonality Metrics
  • Much of focus in product family design is to
    improve commonality and standardization within
    the family
  • Why is commonality good?
  • Better economies of scale (and scope)
  • Decrease lead times (and risk) in new product
    development
  • Reduce set-up and retooling time
  • Fewer components in inventory
  • Fewer parts need to be tested and qualified
  • Improves overall product quality
  • Commonality is a useful metric for product
    families

100 common X
Commonality Cx
common X unique X
25
Module-Based Product Families
  • Modular design is best known approach for
    effective product family design
  • Design a product platform that can be up easily
    modified by adding, subtracting, and/or upgrading
    of modules
  • Designing a module-based product family involves
    defining its product architecture (Ulrich, 1995)
  • the arrangement of functional elements
  • the mapping of functional elements to physical
    components
  • the specification of the interfaces among
    physical components
  • Common modules in family form product platform
  • Standardized interfaces facilitate addition,
    substitution, and removal of modules

26
Modularity in the Automotive Industry
Different Modules in an Automobile
  • Source
  • Shimokawa, K., Jurgens, U., and Fujimoto, T.
    (Eds), 1997, Transforming Automobile Assembly,
    Springer, New York.

Dashboard Module
27
Scale-based Product Families
  • Develop a product platform that can be scaled
    or stretched in one or more dimensions to
    satisfy a variety of market niches
  • Boeing 737 is divided into 3 platforms
  • Initial-model (100 and 200)
  • Classic (300, 400, and 500)
  • Next generation (600, 700, 800, and 900 models)
  • The Boeing 777 has also been designed knowing
    that it will be stretched

28
Resolving Tradeoffs in Product Family Design
  • Product family design involves the design of
    multiple products to maximize commonality within
    the family with minimal sacrifice in individual
    product performance

29
Closing Remarks
  • Product family design is a complex and difficult
    task
  • embodies all of the challenges of product design
    while adding the complexity of coordinating the
    design of multiple products to improve
    commonality with minimal performance sacrifice
  • The key to a successful product family is the
    product platform around which it is derived
  • multiple platform leveraging strategies
  • module-based product family
  • scale-based product family
  • A variety of tools and methods are being
    developed to facilitate product family and
    product platform design however, there is no
    silver bullet

30
Next WeekSeptember 5, 2008
  • Homework
  • Read Chapter 1 Introduction
  • Read Chapter 2 Development Processes and
    Organizations
  • Read Chapter 3 Product Planning
  • Next Lecture
  • Chapter 3 Product Planning
  • Discuss type of product development projects
  • Discuss the product planning process
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