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Chapter 3 Product & Process Design. Part 1: Product Design. 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
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Chapter 3Product & Process Design Part 1: Product Design
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.
Steps in Product Design Process • Idea Development • Product Screening • Preliminary Design and Testing • Final Design
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
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.
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.
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.”
Idea Development • McDonald’s Hula Burger (1962) • Cheese-topped grilled pineapple on a bun for Chicagoans who avoided eating meat on Fridays. • Big flop! • McDonald’s decided to try something less extreme: • Came up with tastier hamburger-fee alternative: the Filet-O-Fish, now a McDonald’s classic.
Idea Development • Ford’s biggest mistake – 1958 Edsel—lead to its greatest success. • Edsel was called the “Titanic of the auto industry.” • Came in two sizes – big and bigger • Overhyped, oversized, overpriced.
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
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.
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
Idea Development • Coke’s 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.
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
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
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.
Step 4 – Final Design • Prototype design is modified based on test results • Final design approved • Production begins
PDCA P = plan D = do C = check (or study) A = act Product Design Idea development Product screening Preliminary design and testing Final design Product Design Process vs. Deming’s PDCA Cycle?
How is Product Design Process Related to Deming’s PDCA Cycle? • Plan • Idea Development • Product screening • Do • Preliminary Design and Testing • Check, Act • Final Design
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
Product Manufacturability • Achieve it by • Simplification • Minimize number of parts • Standardization • Design parts for multiply products • Modular (prefabricated) design
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.
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%.
Product Manufacturability • Bo Andersson, GM’s 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 GM’s 3,200 suppliers by weeding out weak suppliers.
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.
Product Manufacturability • Goal is twofold: • to make one part for many models • To reduce number of components in each part.
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.
“Over-the–wall” 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, wherecross functional design teamswork together to • involve customers early, develop specifications, solve potential problems, reduce costs, & shorten time to market
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
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.
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) • They’re competing less and less on price and more on differentiation and value to consumer.
Coke’s Design Process • Anticipate the customer • Coke’s marketers are encouraged to think more creatively about consumer’s 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.
Coke’s Design Process • Engage partners • Coke brings bottlers into the decision-making process to get their input and brings them on board from the outset. • Don’t fear failure
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.
Break-Even Analysis Total Revenue = Total cost or Profit = Total Revenue – Total Cost = 0
Notation • Q = expected sales in number of units sold • SP = selling price per unit • F = Total fixed costs • VC = Variable cost per unit
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
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)
Break-Even Decision Rule • If Q > QBE, Total Rev. > Total Cost and Profit > 0 • If Q < QBE, Total Rev. < Total Cost and Profit < 0
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?
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
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.
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.
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?
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