FIRST Robotics Workshop Series 2003 October 25: Mechanical Workshops Design Workshop or How to plan and effectively design a winning robot? Tim Matt – email: [email protected] FIRST Team Mentor – Team 384, since 1999 FIRST Judge – Arizona Regional 2003 FIRST Inspector – VCU Regional 2002 & 2003 October 25, 2003 1 Design Workshop Agenda 1. Introductions 2. Product development process – The game plan 3. Case for a product process or game plan 4. Problems and pitfalls of product development 5. Lessons for success 6. Ideation 7. Team organization 8. Task breakdown and schedule 9. Tools and tips 10. Summary October 25, 2003 2 Introductions 1. Name 2. Team number and association 3. How many years has your team been with FIRST 4. How many years experience do you have with a FIRST Team 5. Last year’s Team success 6. Last year’s Team problem or pitfall October 25, 2003 3 Generic Stage-Gate New Product Process – The Game Plan Initial Screen Idea Gate 1 Ideation October 25, 2003 Second Screen Stage 1 Gate 2 Preliminary Investigation Decision on Business Case Stage 2 Gate 3 Pre Commercialization Post Post Business Implementation Development Analysis Review Review Stage 3 Gate 4 Detailed Development Investigation (Build Business Case) Stage 4 Testing & Validation Gate 5 Stage 5 PIR Full Production & Market Launch 4 Thirteen key activities in the new product process. 1. Initial screening – The first decision to go ahead with the project; the initial commitment of resources (people and money). 2. Preliminary market assessment – The initial market study: a “quick and dirty” assessment of the marketplace, possible market acceptance, and competitive situation; largely nonscientific and relying principally on in-house resources. 3. Preliminary technical assessment – An initial technical appraisal, addressing questions such as “Can the product be developed? How? Can it be manufactured? Etc.”; based largely on discussions, in-house sources, and some literature work. 4. Detailed market study – Marketing research: detailed market studies such as user needs-and-wants studies, concept tests, positioning studies and competitive analyses; involves considerable field work and interviews with customers. 5. Predevelopment business and financial analysis – The decision to go to a full development program;involves, for example, a financial analysis, risk assessment, and a qualitative business assessment, looking at market attractiveness, competitive advantage, etc. October 25, 2003 5 Thirteen key activities in the new product process. 6. Product development – The actual development of the physical product. 7. In-house product tests – Testing the product in-house under controlled or laboratory conditions; alpha tests. 8. Customer product tests – Testing the product with the customer; field trials, beta tests, or preference tests; giving the product to customers and letting them try it under live field conditions. 9. Trial sell – A trial sell or test market of the product: an attempt to sell the product to a limited number of customers or in a limited geographical area. 10. Trial production – A limited trial, or batch production run, designed to prove production facilities. 11. Precommercialization business analysis – The decision to commercialize: a final business and financial analysis prior to launch. 12. Production start-up – Start-up of full-scale or commercial production. 13. Market launch – The full market launch of the product: the implementation of the marketing plan. October 25, 2003 6 The attrition rate of new product projects For every 11 serious ideas or concepts … 3 enter development 1.3 are launched and 1 succeeds! Number of ideas, concepts, or projects 12 11 10 9 8 7 Screening & Evaluation 6 Business Analysis 5 4 Development 3 Testing 2 Commercialization 1 10 20 30 40 50 60 70 80 90 One Successful Product 100 Time October 25, 2003 7 Play to win become a professional New Product development is a lot like poker. All new ideas have an equal chance of winning at the start. Amateur places his bets based on . . . • Hunch • Speculation • Lacks solid betting criteria Wins rarely luck is key! Professional places his bets based on . . . • Database of historical project information • Gathers information about the project • Clear decision rules for making go/kill decisions Wins often data is key! October 25, 2003 8 Problems and pitfalls “Those that cannot remember the past are condemned to repeat it.” George Santayana, American philosopher Observe success learn from failure. Do a post mortem on failures. This will identify causes of failure, which can then lead to prescriptions for what to avoid. Take corrective action to avoid these pitfalls in the future. October 25, 2003 9 Deficiencies in the new product process Percentage of Product Failures 10 20 30 40 50 60 70 80 90 100 Market Preliminary assessment of market Detailed market study Prototype testing with customer Test marketing Product launch Average Technical Preliminary technical assessment Product development (R&D) Prototype testing in-house Pilot production Production start-up Average Evaluate Initial screening Detailed financial analysis Average Done inadequately Mistakenly omitted Based on case histories of 114 projects in 114 industrial product firms. October 25, 2003 10 What do the statistics point out from these 114 projects? One major point: These statistics are taken from a very biased sample of projects. 1. 2. 3. Every one of these products was expected to be a winner at the start of the project. Every one of these products went to market. All 114 products failed! Profile of a loser. If losing is your objective, then here are the rules. 1. 2. 3. 4. October 25, 2003 Don’t do a detailed market study, or at best, do a fairly superficial one. Forget the test market or trial sell, and make a feeble attempt at launch. At all costs, avoid doing a detailed financial and business analysis. Don’t prototype your ideas or determine if they can be manufactured. 11 Summary of problems and pitfalls 1. A lack of market orientation: Inadequate market analysis, a failure to understand customer needs and wants, and insufficient attention to the marketplace are consistently cited as major reasons for new product failure. 2. Poor quality of execution: The new product process is replete with deficiencies: errors of omission and errors of commission abound. 3. Moving too quickly: Many of these errors – the failure to do certain key tasks, or short-cutting others – are made in the interest of saving time. But these efforts are false economy: invariably, they come back to haunt the perpetrators. When corners are cut, mistakes are made, the project moves off target, and activities have to be repeated; all at great time and money expense. 4. Not enough homework: The three themes above all converge on the homework phase. The product moves from idea through a rather superficial definitional and homework phase right into a full-scale development. The homework phases are central to success; it is here where the market and product are defined; where the obvious losers should be weeded out; and where the key decisions to commit significant resources are made. 5. A lack of differentiation: Too many new products are reactive efforts – a “me too” product that meets a competitive brick wall. The failure to do one’s homework, a lack of willingness to seek customer input, and the desire to move quickly too often leads to a reactive, copy-cat product as the easy solution. Advantage is essential to winning, achieving product differentiation is critical to success. 6. No focus, too many projects, and a lack of resources: A lack of resources plagues too many new product projects. In most companies it boils down to not enough focus and hence too many projects for the available resources; the result is that scarce resources are dissipated across many fronts. October 25, 2003 12 Fifteen key lessons for new product success 1. The number one success factor is a unique superior product: a differentiated product that delivers unique benefits and superior value to the customer. 2. A strong market orientation – a market-driven and customer-focused new product process – is critical to success. 3. Look to the world product: An international orientation in product design, development and target marketing provides the edge in product innovation. 4. More predevelopment work – the homework – must be done before product development gets underway. 5. Sharp and early product definition is one of the key differences between winning and losing at new products. 6. A well conceived, properly executed launch is central to new product success. And a solid marketing plan is at the heart of the launch. 7. The right organizational structure, design, and climate are key factors in success. 8. Top management support doesn’t guarantee success, but it sure helps. But many senior managers get it wrong. October 25, 2003 13 Fifteen key lessons for new product success 9. Synergy is vital to success – “step out” projects tend to fail. 10. Products aimed at attractive markets do better, market attractiveness is a key project-selection criterion. 11. New product success is predictable; and the profile of a winner can be used to make sharper project-selection decisions to yield better focus. 12. New product success is controllable: More emphasis is needed on completeness, consistency, and quality of execution. 13. The resources must be in place. 14. Speed is everything! But not at the expense of quality of execution. 15. Companies that follow a multistage, disciplined new product game plan fare much better. October 25, 2003 14 Who determines a unique superior product? The definition of “what is unique and superior” and “what is a benefit” is from the customer’s perspective, it must be based on an in-depth understanding of customer needs, wants, problems, likes, and dislikes. 1. Determine customer needs at the outset. Start with a user needs-andwants study. Let the customer help design the product for you. 2. Do a competitive product analysis. There is no such thing as a perfect competitive product. If we can understand the competitor’s product weaknesses, then we’re halfway to beating them. Remember the goal is product superiority, and that implies superiority over the current competitive offering. 3. Test and verify all your assumptions about your winning product design. Once the product concept and specifications are defined (based on user inputs), test the concept with users. Build in field trials to test product acceptance, and even consider a test market or trial sell. October 25, 2003 15 We hate homework! But, homework is critical to winning. The predevelopment activities are important because they qualify and define the project. They answer key questions such as: • Is the project an economically attractive one? Will the product sell at sufficient volumes and margins to justify investment in development and commercialization? • Who exactly is the target customer? And how should the product be positioned? • What exactly should the product be to make it a winner? What features, attributes, and performance characteristics should be built into it to yield a unique superior product? • Can the product be developed at the right cost? What is the likely technical solution? But, the cry is often “more homework means longer development times.” October 25, 2003 16 Homework means longer development times! This is a valid concern, but data indicates that homework pays for itself in reduced development times and improved success rates. • First, all evidence points to a much higher likelihood of product failure if the homework is omitted. So the choice is between doing the homework or much increased odds of failure. • Second, better project definition – the result of sound homework – actually speeds up the development process. Many projects are poorly defined when they enter the development phase: vague targets and moving goalposts. This is usually the result of weak predevelopment activities. With a poorly defined product and project, design people waste considerable time seeking definition, often going back to the start as the project parameters change. • Third, rarely does a product concept remain the same from the beginning to the end of the project. The original idea that triggered the project is seldom the same as the product that eventually goes to market. More homework upfront anticipates these changes and encourages them to occur earlier in the process rather than later, when they are more costly. A more efficient new product process. October 25, 2003 17 Sharply defined products are 3 times more likely to succeed. Projects that have a sharp project definition prior to development are considerably more successful. Here’s why: • Building a definition step into the new product process forces more attention to the up-front predevelopment activities. If the homework hasn’t been done, then arriving at a sharp definition that all parties will buy into is next to impossible. • The definition serves as a communication tool and guide. All-party agreement means that everyone is committed to it. • This definition also provides a clear set of objectives for the development phase of the project, and the development team members. With clear product objectives, development typically proceeds more efficiently and quickly: no moving goalposts and no fuzzy targets! October 25, 2003 18 The best products in the world won’t sell themselves! A strong marketing effort and a well-targeted selling approach are central to the successful launch of the new product. • The development of a marketing plan is an integral part of the new product process: it is as central to the new product process as is the development of the physical product. Thus the marketing planning process must be overlaid atop the new product game plan. • The development of a marketing plan must begin early in the new product process. It should not be an afterthought as the product nears completion. Critical facets of the marketing plan must already be in place before the product’s design and development phase even begins – target market definition, positioning strategy, product design requirements, promotional approach. • A marketing plan is only as good as the market intelligence upon which it is based. October 25, 2003 19 Product innovation is not a one-department show! The evidence is compelling: Investigations into new product success consistently cite interfaces between R&D and marketing, coordination among key internal groups, multidisciplinary inputs to the new product project, and the role of teams and the team leader. • Develop a systematic approach to product innovation – a game plan – that cuts across functional boundaries and forces the active participation of people from different functions. The game plan builds in different tasks and provides checks and balances that require the input and involvement of various functions. • How do we take a diverse group of players and turn them into a team? Utilize a team approach that cuts across functional lines. The single most important reason for delays in development activities is the absence of multifunction representation on development projects from the start. • Strong project leadership – a dedicated and empowered project leader – is essential for timely, successful projects. • The climate and culture of the team must reward and encourage creativity and innovation. It also must avoid punishment for failure. The only way to ensure no failures is to take no chances. • Resources must be available to enable people to do creative and innovative work. October 25, 2003 20 Attack from a position of strength! Synergy is the ability to leverage existing and in-house strengths, resources, and capabilities to advantage in the new product project. The reasons for the impact of synergy are clear: • Resources are available and at marginal cost. If the product can be developed using existing and in-house technical skills, this is much less expensive (and less risky) than seeking outside technology and skills. • Experience. The more often one does something, the better one becomes at doing it. Two types of synergy are important to product innovation: • Technological synergy: the project’s ability to build on in-house development technology, utilize inside engineering skills, and use existing manufacturing resources and skills. • Marketing synergy: the project/company fit in terms of sales force, advertising and promotion, and market-intelligence skills and resources. October 25, 2003 21 Product success is within the hands of the team. The execution of key activities – how well they are executed, and whether they are done at all – are strongly tied to success. Quality of execution of the project is the key to success. The solution is to treat product innovation as a process: • Use a formal product delivery process or game plan. • Build into this process quality assurance approaches – checkpoints that focus on quality of execution, ensuring that every task is executed in a quality fashion • Design quality into the plan by making mandatory, key activities that are central to success. October 25, 2003 22 Speed is everything! But not at the expense of quality of execution. Be careful in your quest for cycle-time reduction: too often the methods used to reduce development time yield precisely the opposite effect, and in many cases are very costly: they are at odds with sound management practice. • Do it right the first time: The best way to save time is by avoiding having to recycle back and do it a second time. • Homework and definition: Doing the up-front homework and getting clear project definition, based on fact rather than hearsay and speculation, saves time downstream. • Organize around a multifunctional team with empowerment: Rip apart a badly developed project and you will unfailingly find 75% of slippage attributable to vertical decision making and sequential problem solving. • Parallel processing: Activities are undertaken concurrently (rather than sequentially) – thus more activities are undertaken in an elapsed period of time. • Prioritize and focus: The best way to slow projects down is to dissipate your limited resources and people across too many projects or tasks. October 25, 2003 23 The evidence in support of a new product game plan is strong. Managing a new products program without a game plan in place is like putting 11 players on a football field, with no huddles and no preplanned plays, and expecting them to score. • The term “game plan” means a conceptual and operational model for moving new product projects from idea through to launch. The model outlines the key plays necessary to score a goal. • The game plan breaks the new product process into a series of multifunctional stages or plays composed of multiple, parallel activities; each stage is preceded by a gate or decision point – a huddle. October 25, 2003 24 Ideas are the trigger! The game is won or lost in its first few plays. The keys to new product success often lie in the up-front or predevelopment activities – homework, customer orientation, quality of execution. These are the steps where an idea, often crude and poorly explained, is miraculously transformed to a winning product concept and solid product definition. • An idea occurs when technological possibilities are matched with market needs and expected market demand. • Ideas can come from anywhere. • A good new product idea can make or break a project: ideas are the feedstock of the new product process. Remember how many are needed to get one success. • An important facet of a successful new product program is the development of an idea generating system. October 25, 2003 25 An idea generating system – ways to get more and better new product ideas. 1. Establish a focal point – idea generation is everyone’s job. Assign one person the responsibility of stimulating, generating, and receiving new product ideas. The commitment is that if an idea is submitted, then it gets a hearing and a decision. 2. Identify the sources of ideas and establish flow lines or mechanisms to solicit ideas from each source. Look outside and inside of team. 3. Have an idea brainstorming session. All criticism, judgment, or critiquing is taboo in the meeting. The objective is ideas and lots of them. Make sure everyone is prepared and clear on the purpose and the rules. 4. Set up an idea bank. Make it an open file so that everyone can see the ideas and add to them. Also, post the status of the idea. October 25, 2003 26 Robotics team organization – Task Teams Task Teams Awards team Public relations team Web site team Travel team Accounting team Design team Build team Test team Game rules/strategy team Scouting team Shipping team Pit team Animation team Fundraising team Inspection team Mentor team Drivers team Idea team Process team October 25, 2003 Things do do 1. Choose an overall project leader 2. Choose task team leaders 3. The task team generates its list of tasks and schedule 4. The project leader integrates the task team schedules into one project plan. 5. Assign a mentor to each task team 6. At least once a week have a task team report meeting 7. Manage risks and tasks 8. Start now – you’re late! 27 Awards Team – breakdown of tasks Chairman’s award Visualization award Team spirit award Driving Tomorrow’s Technology award Engineering Inspiration award Industrial Design award Imagery award Sportsmanship award Judges’ award Entrepreneurship award Leadership in Control award Quality award Rookie All-Star award Web Site award Creativity award Founder’s award Woodie Flowers award Inventor award 1. Choose the awards the team will be targeting. 2. Understand the requirements. 3. Map out a plan to win – homework, task list, schedule, assignments, execute. New awards for 2004 October 25, 2003 28 Tools and tips to help the planning and execution process • • • • • • • • • • • • • • • Microsoft project Microsoft excel Pencil and paper Post a schedule Prioritize tasks Include everyone in communication Do your homework Do it right the first time Celebrate incremental success Everyone pitches in to recover slip – no finger pointing Limited resources – use them wisely Keep focus Capture knowledge as project progresses Post event evaluation Improve the process October 25, 2003 29 Design of the robot – tips Observations from last year’s regional and championship event. • Reliability is critical • Quick repair design • Frame strength • Multi-functioning components • Low center of gravity • Speed and pushing power • Simple to drive • Proven, tested design • Back-up sub-assemblies • Practice, practice, practice before event • What are some of your observations? October 25, 2003 30 Good planning! Not Good luck! • Proper planning prevents piss poor performance! • Homework! • Quality of execution! • Act as a team! • Have fun! October 25, 2003 31 FIRST Robotics Workshop Series 2003 October 25: Mechanical Workshops Design Workshop or How to plan and effectively design a winning robot? Tim Matt – email: [email protected] FIRST Team Mentor – Team 384, since 2000 FIRST Judge – Arizona Regional 2003 FIRST Inspector – VCU Regional 2002 & 2003 October 25, 2003 32
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