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Design 2

Design 2. The second bit – design and the life cycle. Learning Goals. Be able to give a general account of the reasons why we should design for the entire lifecycle. Use ‘psychology’ to construct a proactive critique of the life cycle approach to design. Basic Reading.

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Design 2

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  1. Design 2 The second bit – design and the life cycle

  2. Learning Goals • Be able to give a general account of the reasons why we should design for the entire lifecycle. • Use ‘psychology’ to construct a proactive critique of the life cycle approach to design

  3. Basic Reading • Design chapter in Wickens • Donald Norman, ‘The Design of Every Day Things • The papers provided on the web site.

  4. The design life cycle (Donald's gross over simplification) • Need/idea • Overview/plan • Need specification • Requirements analysis • Design • Build • Run • Maintain • Improve • Decommission

  5. A typical version • Initiation/Planning • Requirements Gatherings And Analysis • Design • Build or Coding • Testing • Operations and Maintenance

  6. Why • Need to manage complexity • Large projects (LUL) • Numerous stake holders (LUL) • `Need to check resource viability (before, during am after (Nimrod, Olympics, Dome) • Usability • Sustainability • Environmental issues

  7. Key processes • Management and control • Work/task break down • Organizational allocation • Metrics and measurements • Proximal factors (eg skills, training) • Distal factors (eg contractual arrangements)

  8. Psychology……. And all of this • Error • Quality systems • Training • Selection and assessment • Decision Making • Culture/ownership

  9. Error • Not just the operators • Software engineers (financial ye) • Managers (deadline forcing) • Manufacturing engineers (test X rays)

  10. Quality systems • Dislocation of quality system and design activity • Over-proceduralisation of design process.

  11. Training • Approatuier skills at all stages of process • Temprpary and agency workers

  12. Selection and assessment • Promotion • Team development

  13. Decision Making • Anchoring • Halo • Confirmation bias • Denial

  14. Culture/ownership • Need uniform commitment across team which may cross organizational boundaries • Very difficult to manage • s

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