10. Design
and Production
Design means many
different things to different folks. To a clothes designer, it means sketching
styles that might appeal to their target market. To a car designer or aircraft
designer, it means (nowadays) building a model on a computer that can be
evaluated for strength, speed and efficiency by using simulation tools. More
and more, design methods are involving computers, for electronics, cars,
buildings, and yes, even clothes.
Computers are not
being used because they are good at designing things. In fact, they are pretty
useless – as yet. Virtually all of the creative design comes from the person
using the computer. What the computer is good at is storing the design in great
detail, analysing it in various ways, and producing data for machines that can
automatically produce the finished product when the design is complete.
People have
always used models for designing, either in the form of drawings and sketches,
to fabricated prototypes built using anything from string and sealing wax to
steel and cement. The point of building models is that they can be used to test
ideas, and gain feedback. That’s the old kind of feedback that everyone
understands – comments from potential users, from marketing staff, or from
production engineers, or anyone else who might have an input to the design
process.
Software
designers have found a new way of getting feedback – it is difficult (though
not impossible) to model software. Instead, new software systems are produced
in Beta form and distributed to
selected potential customers for them to try and give feedback. A more cynical
view of this process is that is product testing by users rather than by
designers. Very early (and hence possibly problematic) Alpha systems are sometimes used in this way. Alpha and Beta
prototypes have been used for a long time in engineering, where they represent
early ‘hand crafted’ models made in the design and development departments,
before being refined into something that can be built in mass production departments.
There is a big
difference in designing and making something that works, and something that can
be repeatedly produced with the right quality and price. Production engineers
will often be pretty scornful of the efforts of the development department; ‘how
do you expect us to produce that’ is not uncommon. So there is feedback all the
way through the process; in fact continuous feedback is necessary for
continuous product improvement.
In the actual
production, monitoring and feedback is used to keep the product line quality
acceptable. Products can be tested for dimensions, weight, colour and any other
important characteristics so that any deviation from the desired standard can
be fed back to the production method to adjust and correct.
One of the neatest
examples of this can be found in the manufacture of metal balls, as found for
example in ball bearings. These can be bounced off a number of flat surfaces
into a final collecting bin. If the ball deviates from being accurately round,
it will not bounce correctly, and will thus automatically end up in a ‘scrap’
collector rather than the collecting bin. The feedback and selection is
achieved here by the product itself, rather than any complex measuring
equipment.
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