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Mechanical Engineering Design
Keywords:Mechanical design, engineering, principles, advanced, art, qualitative, quantitative

The Art of Mechanical Engineering Design

by

Lawrence J. Kamm

Consulting engineer, former President of MOBOT Corporation

Other books by Lawrence Kamm:

  • Designing Cost-Efficient Mechanisms
  • Real-World Engineering
  • Understanding Electro-Mechanical Engineering
  • Adventures Of An Entrepreneur

Click here to see the author's track record and qualifications.


Caution

You are invited to read this book on your screen but it is a serious violation of copyright law to download it or print it out. However you may purchase a printed and bound copy by sending the author $25.00 with your name and address. He will endorse your copy to your name, sign it, and mail it to you postpaid.

Preface

This is only my working draft of a book. I do not know when I shall have the time to finish it, but there is enough material here to be of value to working mechanical engineers and so I am publishing it on the Internet. Please forgive the errors in organization, duplications of content, and incomplete portions.

This is a book for employed engineers and designers. It will make you better at your work and will help you get job security, raises, and promotions. It is the result of my half century as an employed engineer and as an employer of engineers. Some of it deals with responsibilities you may find boring and prefer to leave to others. Or fight about with your boss. But if you shoulder them you will get that job security and those raises and promotions. And feel pretty good about yourself too.

TABLE OF CONTENTS

Chapter 1. Qualitative and Quantitative Design

Chapter 2. The Elements of Qualitative Design

  • Imagination
  • Judgement
  • User interface
  • Maintenance
  • Abuse
  • Materials
  • Processes
  • Aesthetics
  • Specifications & Standards

Chapter 3. Principles of Engineering Design

Chapter 4. Classification of Products

  • By Quantity

  • By Type

    • Models: Test Of Principle (TOP)
    • Models: Visualization (dummy)
    • Models: Test
    • Short run production
    • Quantity production
    • Customized production
  • By customer

    • Your own organization
    • Factories or institutions
    • Special machines built to order
    • Quantity products
    • Military or Commercial
  • By user skill, training, and motivation

Chapter 5. Cost and Cost Reduction

Chapter 6. Selecting Materials

Chapter 7. Designing for Manufacturing Processes

Chapter 8. Experimental Design

Chapter 9. Design Organization

Chapter 10. Quality

Chapter 11. Underlying Electro-mechanical Phenomena

Chapter 12. The Humble Switch

Chapter 13. Transducers

Chapter 14. Motors and Generators

References

Table of contents, Selections, from, Part 3 Topics in Design Engineering

Chapter 10 Designing With Uncommon Manufacturing Processes

10.1 List of Processes

Chapter 11 Manufacturing Engineering

11.1 What Is Manufacturing Engineering?

  • 1. Standard Machines
  • 2. Special Machines for Sale
  • 3. Special Machines For Your Company
  • 4. R&D
  • 5. Tool Design
  • 6. Planning and Scheduling
  • 7. Maintenance

11.2 Suggestions

  • 1. Risk Responsibility
  • 2. Technician Work, Engineering Work
  • 3. Motivation
  • 4. Offices
  • 5. Education

  • 12.2 Assembly Kits

  • 12.3 The Benefits of Automation

  • 12.4 Justifying the Cost of Automation

  • 12.5 Policy Questions

Table of contents, Selections, Part 3 Understanding Design, "Understanding Electro-Mechanical Engineering"

  • The Science and the Art
  • How One Designs
  • Minimum Constraint Design
  • Design for Manufacturing
  • User-Friendly Design
  • Accuracy, Adjustment, and Gaging
  • Reliability, Defects, Abuse, Failure, and Maintenance
  • Barriers, Filters, Conduits, and Valves
  • Ecology
  • Money
  • Cost Reduction and Product Improvement
  • Constraints on Design
  • People Engineering
  • Getting Help
  • Design Parameters
  • Product Classes and Families

Chapter 1. Qualitative and Quantitative Design

Most books on engineering design are books of parameter calculations. Stress, strength, deflection, oscillation frequency and amplitude, temperature, voltage, current, power, and other parameters are their subjects for mathematical analysis. This book assumes that engineers learned these calculations in their academic courses or on software;and that non-degreed designers take calculation problems to graduate engineers.

Academic mathematical and scientific training gives an insight into the behavior of designs which the academically untrained designer cannot hope to match; it makes the person with that training a better designer than that person would otherwise be. However this book deals only with qualitative design so both engineers and designers can understand and use its teaching.

Yet one cannot "calculate a design." For the most part, one can only calculate the parameters of a qualitative design to convert it into a quantitative design. The results of parameter calculation may then suggest changes in the qualitative design, and the process iterates. Inventive design always starts as qualitative ideas, even when those ideas are based on educated insight into mathematical relationships.

One can initiate some designs with a quantitative parametric study to extend the original performance specifications into device specifications (e.g., power, enclosed volume, speed). Such a study can sometimes be expressed as families of curves which enable the qualitative designer to start with many parameters at almost final magnitude.

Yet there are many, many aspects of design which are not subject to calculation at all: Consider "robustness," "aesthetics" and "customer's prejudices," which are only three of many. These non-mathematical components of design are covered by this book.

This book expands on my earlier works on the art of design: "Designing Cost-Efficient Mechanisms," Part 3, "Topics In Design Engineering" and "Understanding Electro-Mechanical Engineering," Part III, "Understanding Design." There is some overlap of subject matter, but only some, and I believe it is worth your time to read both those Book Parts and these essays.


Chapter 2. The Elements of Qualitative Design

  • Imagination
  • Judgement
  • User interface
  • Maintenance
  • Abuse
  • Materials
  • Processes
  • Aesthetics
  • Specifications & Standards

    Chapter 3. Principles of Engineering Design

    Aesthetics
  • Ornaments
  • Coating (Paint, plate, flame spray)
  • Nameplates
  • Appearance of parts array (e.g knob patterns)
  • Unity of style
  • Make appearance suit function
  • Cosmetics
  • Protection of inside from outside and outside from inside
  • accessibility (doors, hatches, latches)
  • hiding inside
  • decorating outside
  • provide a range of decorative features and colors so the customer can have a choice. Human Interface
    • Importance
    • Provide speedy operation
    • Reduce errors
    • Damage to people
    • Damage to property
    • Reduce fatigue
    • Basic rule: Imagine yourself operating the product
    • make it easy for the customer to retrofit features to replace damaged covers and to change appearance.
    Heat Cooling Design
    • Conduction
    • Ventilation
      • Natural (convection)
      • Forced (fan)
    • Liquid and vapor
    • Refrigeration

    Heating Design

    Seals (See Chapter Barriers, etc.)

    Seal Design

    • General concept
    • Gas
    • Liquid
    • Electricity (insulation)
    • People (guards)
    • Dirt
    • Choice of commercial components
    Change Anticiption Improving Existing Products Group Technology Commercial vs Special Components Enclosures Packaging & Shipping

    Design to ease making changes in mid-production.

    Predict plausible changes

    Plan for scheduled changes

    • Performance improvements
    • Performance defect correction
    • Addition and subtraction of features
    • Solving problems in manufacturing
    • Solving vendor problems in materials or processes
    • Cost reduction

    Improving existing products

    Why?

    • Meeting and beating competition
    • Meeting new customer specs.
    • Meeting new government and trade association specs.
    • Evading patent and trademark infringement
    • Benefiting from newly acquired patent rights
    • Adapting to a new merger
    How?
    • Scaling
    • Changed proportions
    • Adding and subtracting features
    • Changing materials
    • Changing components
    • Changing performance ratings
    • Modularizing
    • Cosmetics and fashion
    • Changing maintenance needs
    • Reducing costs or increasing performance at increased costs
    • Adding or reducing models and sizes ("preferred number series")
    • Simplifying product and processes

    Trade names and design style

    Commercial value

    Group Technology

    • Part families
    • Company part catalog
    • Company coding system
    • Company material catalog (raw material and preferred purchased parts)
    • Company process catalog
    • Use of computer. Cad retrieval and modification.

    Minimum Constraint Design

    This subject covers four pages in Successful Engineering and 102 pages in Designing Cost Efficient Mechanisms.

    • General Description
    • Degrees of Constraint
    • Theory of MinCD
    • Semi-MinCD
    • Useful RedCD

    Use of Commercial Components

    {This subject covers 56 pages in Designing Cost Efficient Mechanisms. Parts (fasteners, seals, bearings, gears, belts, etc.) Assemblies (Clutches, transmissions, motors, controllers, etc.) Overall product function and configuration

    Modifications through product life

    Specifications and proposed changes in them

    Packaging and Shipping

    Ease of disassembly and reassembly before and after shipment

    Shipping mode

    Reliability and Maintenance

    • Deterioration modes
    • Improve resistance to abuse, human and environmental
    • Use preferred components
    • Fail-safe, fail-soft
    • Different service requirements
    • Kinds of maintenance
    • Accessibility for maintenance
    • Built-in diagnostics
    • Reliability improvements
    • Testing
    • Suiting the service people
    • Predicting wear-out; planning spares
    Finished part properties, quantitative parameters and qualitative attributes:
    • Mechanical

      • Shape and dimensions
      • Stress distribution
      • Strength
      • Stiffness/rigidity, and distribution
      • Weight, and distribution
      • Hardness/wear resistance/abrasion resistance
      • Ductility
      • Toughness
      • Coefficient of friction/lubricity
      • Damping
      • Creep
      • Fatigue
    • Electrical

      • Conductivity/Resistivity
      • Dielectric constant
      • Dielectric strength
      • Magnetic permeability, saturation, eddy current loss, hysteresis loss
      • Electromagnetic forces
      • Electrostatic voltages
      • Corrosion from leakage currents
    • Thermal

      • Thermal expansion
      • Temperature resistance, high and low
      • Specific heat
      • Thermal conductivity
    • Chemical

      • Chemical resistance, including corrosion
      • Chemical harmfulness, including pollution by process and product
      • Adhesive and surface finish bondability
      • Hygroscopy
      • Porosity
      • Fading
        • Biological

          • Toxicity
          • Fungus resistance
        • Optical

          • Transparency, translucence, opacity
          • Color
          • Refractive index
        Inter-part relationships

        Prejudices of:

        • Engineering management
        • Manufacturing department
        • Sales department
        • Distributors
        • Customers (and their departments)

        Competitors

        • Who
        • What wins
        • Predicting

        Iteration and Convergence

        • When to stop changing
        • When to resume changing

        Chapter 3. Kinds of Products

        By Quantity

        By type:

      • Models: Test Of Principle (TOP)
      • Models: Visualization (dummy)
      • Models: Test
      • Short run production
      • Quantity production
      • Customized production (color & feature combinations)

        By customer

        Your own organization (Products for in-house use)
        • Simple tools
        • Production machines
        • Research machines
        Factory or institution
        Special machines built to order
        Quantity products
        Military or Commercial?
        Customer skill, training, and motivation
        • Unskilled renter
        • Consumer
        • Technician
        • Professional

        Chapter 4. Cost and Cost Reduction

        Product life cost of a part is the sum of:
        • Per unit material cost (including scrap)
        • + Per unit vendor services cost
        • + Per unit labor cost (with overhead)
        • + Pro-rata replacement cost to the customer
        • + Pro-rata reject and rework cost
        • + Amortized R&D, including market studies
        • + Amortized tooling cost
        • + Amortized setup cost
        • + Amortized capital equipment cost
        • + Amortized expendable tooling cost

        Product life cost of a product to the customer is the sum of:

        • Purchase price
        • + Operating cost (labor, power, supplies)
        • + Maintenance cost, including the cost of downtime
        Product life cost is divided by the number of years of expected use life of the product to get net annual cost.

        Industrial and military customers are more rigorous in estimating product life cost than are most consumers, but if you watch advertising, read consumer product research magazines, and listen to gossip, you will discover that many consumers also think about product life cost, even if they do not know the phrase.

        There is an invisible cost: the additional cost of parts and assembly, and of limited product value to its customer and consequent fewer sales, which result from poor design.

        As a designer, you may feel that most of these costs are not your problem. They are. You are paid by your employer to design products which will bring him profits and each of these items directly influences those profits. Guess what will happen to your pay, job security, and prestige if your manager knows that you always have all of these in mind.

        Effects of JIT (Just In Time) policy:

        • Batch size.
        • Tool cost.
        • Setup cost.
        Cost Reduction and Performance Improvement  Existing products and products in development:  Levels:
        • A. Existing product part refinement, no changes in other parts are permitted.
        • B. Next generation product (new model); changes in associated parts are permissible.
        • C. New product under design; any changes are permissible, subject to progressive design freeze.

        Ways to reduce cost

        This is a guide and check list for hard thinking by you. There are no cookbook formulas.

        • Design for cheaper material.
        • Design for less material, including less scrap.
        • Design for automatic fabrication.
        • Design for unconventional manufacturing processes if they reduce overall costs.
        • Design for automatic assembly.
        • Design for tooled processes instead of manual work.
        • Design the packaging as part of the product design. [32]
        • Design for fewer parts. Combine several parts into one, including fasteners.
        • Design for fewer fasteners.
        • Design for assembly without reworking parts to fit.
        • Design for available assembly skill (e.g. skilled single assembler working from a kit of parts vs. unskilled line assemblers.)
        • Design common parts for different models and products.
        • Design several parts to use the same tooling ("Composite Components")
        • Relax unnecessarily close tolerances. Reconsider "Standard Tolerances."
        • Re-distribute tolerance budgets.
        • Re-consider the interchangeability policy:
          • The assumption that any part must fit as made
          • Selective assembly (e.g. high precision ball bearings)
          • Modify part to fit. Selective re-work.
        • Modify part to suit its manufacturing process: Change tolerances which do not affect fit. Correct corner radii, fillet radii, tapers (draft), thickness, thickness variations and junctions or transitions, and details of material specs.
        • Modify, add, or subtract mating features of mating parts to ease joining of parts.
        • Consult your Industrial Engineer and Manufacturing Engineer to select process and to estimate cost ("Concurrent Engineering").

        Chapter 5. Selecting Materials

        This chapter helps you select a material in three ways:

        1. Comparison of properties of different materials,

        2. For many types of part, specific materials are suggested, and

        3. A material classification list to scan when thinking about materials.

        1. Comparison tables

        {These are adapted from the annual Materials Selector issue of Materials Engineering. Bralla has similar tables, but with many fewer entries.}

        Mechanical Properties

        • Density
        • Modulus of elasticity in tension and in shear
        • Tensile and shear yield strengths
        • Ultimate tensile, compressive, and shear strengths
        • Elongation of metals
        • Specific strength
        • Fatigue data
        • Specific stiffness
        • Hardness of metals, ceramics, plastics, and elastomers

        Thermal Properties

        • Coefficient of thermal expansion
        • Heat deflection temperature, plastics
        • Maximum service temperature, non-metallics
        • Specific heat
        • Thermal conductivity

        Electrical Properties

        • Resistivity
        • Dielectric strength
        • Dielectric constant

        Chemical properties

        • Corrosion resistance
        • Electrochemical activities

        2. Selection guide, by type of part, listed alphabetically by part name:

        {A long list of typical parts, adapted from the "USES" sections of Materials Selector, for example:}

        . . . Gears, instrument Aluminum alloys xxxx, yyyy Stainless steel alloys zzzz, aaaa Gears, high strength Carbon steel alloys bbbb, cccc Alloy steel alloys dddd, eeee . . .

        3. Classification of Materials

        • Metals
          • Ferrous
            • Cast iron
            • Carbon steels
            • Alloy steels
              • High strength steels
              • Stainless steels
              • Soft magnetic steels
          • Non-Ferrous
            • Aluminum
            • Copper
            • Copper alloys
              • Brass
              • Bronze
              • Beryllium copper
            • Zinc
            • Magnesium
            • Titanium
            • Cobalt
            • Beryllium
            • Tin
            • Nickel
            • Lead
            • Tungsten
          • Precious
            • Silver
            • Gold
            • Platinum
            • Palladium
        • Mill Processed Metals (In warehouse inventory)
          • Rolled shapes
          • Extruded shapes
          • Drawn shapes
          • Treadplate
          • Perforated sheet
          • Expanded sheet
          • Galvanized sheet
          • Preplated sheet
          • Embossed sheet
          • Woven wire
          • Deformed bar ("rebar")
          • Sintered porous bronze and aluminum
          • Shot
        • Thermoplastics
          • Polypropylene
          • Polyethylene
          • Polystyrene
          • Vinyl
          • ABS
          • Acrylic
          • Nylon
          • Acetal
          • Polycarbonate
          • Cellulosics
          • Fluorocarbons
        • Thermosetting plastics
          • Phenolic
          • Polyester
          • Melamine
          • Urethane
          • Epoxy
          • Alkyd
          • Diallyl phthalate
        • Elastomers
          • Rubber, natural
          • Butyl
          • Silicone
          • Fluorocarbon
          • Polysulfide
          • Neoprene
          • Styrene butadiene
          • Nitrile
        • Organics
          • Wood
          • Fiber
          • Paper
          • Leather
          • Cork
        • Inorganics
          • Mica
          • Carbon
          • Graphite
          • Concrete
          • Plaster
          • Mortar
        • Glass
          • Silica
          • Soda lime
          • Lead
        • Ceramics
          • Alumina
          • Magnesia
          • Beryllia
          • Carbide
          • Nitride
          • Steatite
        • Adhesives
          • Thermosetting
          • Thermoplastic
          • Inorganic
        • Solders
          • Tin-Lead alloy
          • Silver alloy
          • Copper alloy
        • Composites
          • FRP (Fiber Reinforced Plastics)
            • Glass fibers
            • Graphite fibers
            • Boron fibers
          • Whisker reinforced
          • Cork and rubber
          • Friction materials
          • Glass bonded mica
        • Semi-finished materials

          Laminates

          • Plastic
          • Wood
          • Metal
          • Formica (printed)
          • Honeycomb
        • Surface coatings
          • Paint
          • Electroplating
          • Anodizing
          • Conversion coating

        Chapter 6. Designing for Manufacturing Processes

        See Bralla reference for detailed descriptions and different varieties of these processes and for design rules for each.

        Process availability

        • Those available in house
        • Those available at regular vendors
        • Those which are new to your company
          • Buy new equipment?
          • Find new vendor?
        E numbers are approximate quantity ranges for which the process is appropriate.

        Processes by category: 1. Convert amorphous material to parts:

        • Casting (Metals, plastics, elastomers, ceramics & glass)
          • Sand
          • Permanent mold
          • Rubber mold
          • Investment
          • Die
          • Centrifugal
        • Molding (Plastics, elastomers, and composites)
          • Compression
          • Transfer
          • Injection
          • Blow
            • Powder metallurgy pressing and sintering
            • Electroforming (Metals)
            • Extrusion Metals, plastics, elastomers
            • Flame spray buildup Flame Plasma arc
            • Vacuum deposition (Metal films on anything)
            • FRP layup
              • Open
              • Die
            • NC/UV plastic forming
            • Glass blowing
            • Potter's wheel buildup: Ceramics
            2. Convert mill products to parts:

            Mill Products

            • Flats
            • Rounds
            • Tubes
            • Rolled shapes
            • Extruded shapes
            • Drawn shapes
            • Deform
              • Forge
              • Coin
              • Upset
              • Impact extrude
              • Emboss
              • Hob
              • Peen
            • Cut
              • Shear
              • Saw
              • Burn
                • Flame
                • Plasma Arc
                • Laser
              • Water Jet
              • Wire electrode EDM
            • Machine
              • Turn
              • Mill
              • Broach
              • Make holes
                • Trepan
                • drill
                • bore
                • counterbore
                • ream
                • burnish
                • hone
                • tap
                • grind
              • Abrade
                • Grind
                  • Surface
                  • center (OD & ID)
                  • centerless
                  • double disc
                  • thread
                  • contour
                • Sand
                • Hone
                • Lap
                • Polish
              • EDM (shaped electrode)
            • Bend
              • Brake
              • Die
              • Roller
              • Stretch
            • Press
              • Pierce
              • Blank
              • Draw
            • Spin
            • Swage
            • Chemically mill
            3. Bulk process
            • Heat treat
            • Tumble (clean, de-burr)
            • Shot peen
            • Sand blast
            4. Surface finish
            • Electroplate
            • Anodize
            • Paint
            • Chemical conversion coat
            • Etch
            • Porcelain enamel
            • Flame or arc spray
            • Abrade (rough pattern to high polish)
            • Clean (Sand blast, wash)
            • Deburr (Hand tools, tumble, flame)
            5. Inspect
            • Destructive: Stress to specification or to failure
            • Non-destructive
              • Measurement
                • Manual instruments, one measurement at as time (mechanical, pneumatic, & electronic, millwright techniques.)
                • Multiple measurement gages
                • Automatic measuring machines
              • Go-no go gages
              • Optical comparator
              • X-ray
              • Neutron beam
              • Stress-coat
              • Magnetic particle
              • Fluorescent dye
              • Gear checker
              • Surface comparator
              • Electrical, magnetic, and optical instruments
            • Statistical Quality Control
            6. Combination of processes on a single part
            • General discussion
            • Manufacturing cells
            7. Permanent assembly
            • Weld
              • Gas
              • Arc
              • Laser
              • Electron beam
              • Spot
              • Friction (spin)
              • Thermite
              • Explosive
            • Solder
              • Soft
              • Hard
            • Diffusion bond
            • Adhesive bond
            • Rivet or roll
            • Swage
              • Press
              • Hammer
              • Electromagnetic
            • Press fit
            8. Non-permanent assembly
            • Joining with fasteners
              • Threaded
              • Quarter turn
              • Spring clips
              • Friction ties
            • Joining by interlocking features
              • Rigid
              • Elastic latching
            • Combination (Interlocking plus fasteners)
            • Electric wire
            9. Manufacturing data transmission
            • Work orders to factory and warehouse
            • Work status from factory and warehouse
            • CNC data to machine tools
            10. Automation
            • Template and cam control
              • Machine tools
              • Contour burners (flame, arc, laser cutting)
              • Temperature cycles
            • Numerical control (PLC, NC, CNC)
              • Machine tools
                • Tool changers
              • Contour burners
              • Temperature cycles
              • Plastic part UV precipitators
            • Robots
            • Machine loading/unloading
            • Fabricating
              • Spot welding
              • Arc welding
              • Part manipulation
              • Spray painting
              • Adhesive and sealant deposition
          • Automatic material handling
            • Conveyors
            • Automatic guided vehicles (AGV)
            • Automatic storage and retrieval systems (ASRS)
            • Machine tool cutter magazines
          • Transfer machines
            • Fabrication
            • Assembly, with part feeders (design parts for feeding)
          • Automatic testing machines

          Chapter 7. Design of Experimental Models

          Kinds of experimental models and experiments

          Debugging


          Chapter 8. Design Organization

          Documentation
          • Drawing numbers
          • Parts lists
          • Drafting practice
            • Dimensioning (including coordinate labeling without arrows.)
            • Metric
            • Tolerancing
            • Fill-in-the-blanks drawings
            • Manufacturing instructions
            • Specifications
              • In-house
              • General and legal
              • Customer

          Chapter 9. Suggestions for Designers

          Designer's Hand Tools

          Collect "feeling pieces" for guiding design judgement: Samples of different thicknesses of sheet, including a feeler gage set, different sizes of tubing, rod, and the special materials and parts you use.

          Have a linear caliper, steel tape, and magnifying glass of your own to examine actual parts without having to call in a technician.


          Chapter 9. Quality

          Our product quality is one way we compete. But "quality" is like patriotism; everyone is in favor of it and claims to have it but when pressed for details many become vague.

          Product quality is degree of freedom from defects. Assuring defect free quality is a complex problem and there is never perfection. This article is a guide for managers of engineering, manufacturing, purchasing, and marketing who must make business choices affecting the quality of their products; for customers who must choose among competing products; and for customers who write specifications for special products to be made for them.

          Some defects are functional, such as awkwardness, non-uniformity, distortion, or complexity. For example, a handle with sharp edges may work every time but it has a functional defect.

          Other defects include outright failures such as broken parts or atypical noise, and aesthetic defects such as ugliness or uneven paint.

          Some defects may be intermittent. Some may be sensitive to environment. Some may be sensitive to the way the product is treated or used. Some may be latent and occur after sale. Some may appear as a gradual deterioration. Some may appear as a sudden failure. Some may exist in every copy produced and some may appear in some percentage of copies.

          Every defect reduction effort costs money in itself, although it may ultimately reduce overall cost and bring other benefits such as increased sales and prestige. Optimizing cost is one of the basic problems of management.

          Slogans about quality and new names for quality control may make effective advertising copy but they do not reduce defects except to the degree that they motivate care in those who create defects. There are actions which reduce defects.

          Product capability is not the same as product quality, although it certainly contributes to product value. For example an instrument able to measure many quantities with great accuracy has high product capability but if it fails frequently it has low product quality.

          Design and Engineering

          Product quality starts here; defects designed into the product will affect all copies made and cannot be compensated by greater effort downstream.

          Designing out defects anticipates downstream sources of defect and strive to prevent them. For example a designer may choose to prevent painting defects in the factory and abrasion of paint in service by making a cabinet of molded plastic which requires no paint.

          Designing out defects includes providing margins of safety to compensate for variations in materials, components, manufacturing care, inspection, shipping abuse, and use. These margins cost money, size, and weight, so their magnitudes are a challenge to management judgement.

          Designing out defects includes designing for those manufacturing processes which produce few defects, and design for inspectability. The designer should consult with manufacturing and inspection personnel.

          Designing out defects includes the product's human and physical environments. For example product quality for Army field use is different from product quality for medical research laboratories.

          Designing out defects includes designing packaging, instruction manuals, and instruction labels as parts of the product which can constitute assets or defects.

          Designing out defects is designing for available low defect materials and components. The designer should consult with purchasing personnel.

          Designing out defects takes costly man-hours. Management must decide how far to go.

          The product's maintenance plan is part of the product's design. It may be a major quality defect if it does not provide acceptable maintenance. Among management options are:

          1. Maintenance. Discard and replace defective or worn out products. If the product is cheap enough and plentiful enough, this may be acceptable.

          2. Do it yourself maintenance. Provide diagnostic aids, instructions, and special tools and a convenient source of spare parts and consumables. Battery replacement is a common example. Design for easy access to encourage the user to actually perform routine maintenance. Unless customers are persuaded to follow this plan properly, there is a quality defect.

          3. Organize dealer maintenance, his place or the customers. Many complex office machines may fail occasionally without being considered of poor quality because a phone call brings an immediate repair man. A delayed response is a quality defect.

          Designers are relieved of some responsibility by specifications and codes. But these, too, can be imperfect or not recognize the peculiarities of a particular product, so the designer should critique such rules and protest if they are inadequate to prevent defects.

          Design Testing

          Even the best designers make errors, so a product design is tested and revised before it enters production. The extent of testing and revision, i.e., their budget, is another management decision which affects the number and kinds of defect in the final product.

          Purchasing

          Purchasing personnel can reduce product defects due to defective materials, components, or services by choosing and supervising vendors. They face a direct conflict between cost and absence of defects, together with other problems of vendor reliability.

          Manufacturing

          Manufacturing processes can introduce defects at every step of the way. Ways to reduce manufacturing defects are:

          Enhance worker skill and morale.

          Perform the work with machines and provide special tools for workers.

          Inspect for defects which have been either purchased or introduced in the factory.

          Maintain strict discipline in material handling and documentation procedures. MIL and ISO specifications can be followed for these procedures.

          Worker skill can be improved by testing job applicants for aptitude and by providing further training to those already employed.

          Worker morale may be improved by better labor relations regarding wages, working conditions, and work rules, by treating workers and their suggestions with more respect, and by reducing the division of labor by broadening and diversifying each worker's job.

          Work done by machines and tools is typically more uniform than that done by hand. Standard economic justification is required.

          Inspection is done by specialized personnel and equipment, but in addition, production workers can be motivated to call out defects they see while performing their production jobs.

          Repairing products rejected by inspectors may introduce new defects, so decisions about repair policy must be made. For example, printed circuits may be damaged by heat when replacing components.

          Reductions in both product cost and product defects would come from improving the manufacturing engineering department. Improvements can be made in staff selection, further training, pay, authority, and supervision.

          Marketing

          The marketing department is the interface between the customers and the other departments. Marketers help the other departments please the customers by explaining what pleases and what displeases. It is a management responsibility to make the other departments pay attention to the marketers. Pleasing customers sells products.

          Conclusions

          Defect reduction requires investment in both money and personal relationships but the successes of our Japanese and German competitors teach that the investments are profitable in the long run.


          Return to Table of Contents

          Engineering and Science

          It is the conventional wisdom of laymen that if you want a really great engineer you get a scientist. For example, the presidential commission investigating the Challenger disaster included the great theoretical physicist Dr. Richard Feynman, but no engineers. As a result Feynman, who never heard of O-rings before, was successfully misled in a cover-up and the public never found out that the failure was due to a negligent dimension error in the O-ring grooves and not to low temperature. (See Real-World Engineering, pages 5-7.)

          Engineering is neither better nor worse than science, but it is different.

          The object of scientists is to understand the behavior of the physical world, to learn the "laws of nature" (better called the "facts of nature," there being no legislation involved.) The object of engineers is to make useful things. Since useful things must "obey" the laws of nature, engineers study science. Since observing nature requires certain useful things - scientific instruments - experimental scientists do a good deal of engineering. Furthermore in some advanced engineering, such as semiconductor devices, science and engineering advance hand in hand; there are teams of scientists and engineers working together and the boundaries between the two activities are blurred and unimportant.

          Nevertheless there are major differences between the two fields in both attitude and subject matter. In addition to science and mathematics, engineers study materials and hardware and design: metals and concrete and beams and generators and stills and engines and so on which scientists need not study. The entire attitude of engineers is to build useful things rather than to understand nature. One should no more call upon a scientist to explain why a machine does not work properly than to call upon an engineer to explain a nuclear phenomenon.


          Return to Table of Contents

          References

          1. Bralla, Handbook of Product Design for Manufacturing
          2. Materials Engineering Materials Selector
          3. Kamm, Successful Engineering S.E.
          4. Kamm, Designing Cost Efficient Mechanisms D.C.E.M.
          5. Kamm, Understanding Electro-Mechanical Engineering ----------------------------------------------------

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            -------------------------------------------------------------- The Art Of Engineering Design by Lawrence J. Kamm OUTLINE Some of these subjects have first been treated in the book chapters listed below but are enlarged treatments. In these cases, the two treatments will be combined. There is some duplication in this outline which will be eliminated during writing and the sequence of material will be revised during writing. Some of this "outline" is un-edited drafts of unpublished material. TABLE OF CONTENTS Introduction Chapter -- The Elements of Qualitative Design Imagination Judgement User interface Maintenance Abuse Materials Processes Aesthetics Specifications & Standards Chapter -- Principles of Engineering Design Function Aesthetics Human interface Cooling and heating Insulating and sealing Ease of change Improving existing designs Trade names Group technology Packaging: Electrical and mechanical Minimum Constraint Design Commercial components Packaging and shipping Reliability and maintenance Parameters Predjudices Competitors Iteration and convergence Transfer of energy and information electrical mechanical chemical Chapter -- Classification of Products By Quantity E0 to E8 By type Models: Test Of Principle (TOP) Models: Visualization (dummy) Models: Test Short run production Quantity production Customized production (color & feature combinations) By customer Your own organization Factories or institutions Special products built to order Quantity products Military or Commercial? By user skill, training, and motivation Chapter -- Cost and Cost Reduction Chapter -- Selecting Materials Chapter -- Designing for Manufacturing Processes Chapter -- Experimental Design Chapter -- Design Organization Chapter -- Quality (Full draft below) Chapter -- Engineering and Science (Full draft below) Chapter --zzz Chapter -- Chapter -- Chapter -- Chapter -- Student Exercises References INTRODUCTION I wrote this book to help you become a better and more successful designer. It is not a textbook on design but it is a set of non-mathematical essays on a variety of topics in the art of engineering design. I hope to give you some new slants, much of which I learned the hard way during a long career in design. You can find much more detailed treatment of many of these topics elsewhere, and I have included references to help you do so. This is not an "inspirational" book. There are plenty of those, although most are not specifically directed at designers. If you need encouragement to be more enthusiastic, to work harder and achieve more, etc. this is not the book for it. This is a book for those who are already committed to design, indeed for those, like myself, who have a passion for design. I have nothing new to contribute to the mathematics of problem solving, so there is no math in the book. A benefit of this absence, however, is that you can read the book through without studying equations. ( Incidentally, the absence of mathematics also makes the book accessible to those designers and technicians who have not had the benefit of college training.) I try as hard as I can to use simple English to help get my messages through. The word "judgement" appears a lot, usually with the absence of a definite answer to a definite problem. This may be disturbing to you after your years of study learning to calculate definite, numerical answers to definite, numerical problems. Yet in the real world of design engineering, whether you like it or not, there are innumerable situations in which you cannot compute a decision but must rely on the mysterious workings of your human mind. Some material deals with "management," whatever that is. Don't skip over it. In fact, many of your design decisions are management decisions, as you will see. Furthermore some of you will be promoted in the course of time to manager titles and manager pay and your early insight into management will speed the process. The book is organized into chapters by subject, but many headings are in the form of check list questions with a commentary on how to provide for the problems raised by the questions. Thus you can not only read the book through for ideas and information, but you can use it over and over as a working check list to be sure that your designs meet all the requirements of "good." Most books on engineering design are books of parameter calculations. Voltage, current, stress, strength, deflection, oscillation frequency and amplitude, temperature, and other parameters are their subjects for mathematical analysis. This book assumes that engineers learned these calculations in their academic courses. Academic mathematical and scientific training gives an insight into the behavior of designs which the academically untrained designer cannot hope to match; it makes the person with that training a better designer than that person would otherwise be. Yet one cannot "calculate a design." For the most part, one can only calculatethe parameters of a qualitative design to convert it into a quantitative design. The results of parameter calculation may then suggest changes in the qualitative design, and the process iterates. Inventive designs always start as qualitative ideas, even when those ideas are based on educated insight into mathematical relationships. One can initiate some designs with a quantitative parametric study to extend the original performance specifications into device specifications (e.g., power, enclosed volume, speed). Such a study can sometimes be expressed as families of curves which enable the qualitative designer to start with many parameters at almost final magnitude. Yet there are many, many aspects of design which are not subject to calculation at all: Consider "robustness," "aesthetics" and "customer's prejudices," which are only three of many. These non-mathematical components of design are covered by this book. This book combines portions of my earlier works on the art of design, "Understanding Electro-Mechanical Engineering," "Real-World Engineering," and "Designing Cost-Efficient Mechanisms" with much new matter not previously published. Chapter -- The Science And The Art 1.1 Comparison of the Science and the Art The science of design is mathematics, physics, and scientific experimentation used to size the parameters and to predict the performance of devices. Much of design engineering is the application of mathematics and physics to classes of engineering problems. The art of engineering design is the knowledge of everything else which can be useful in design, and the skill to use that knowledge. The art backed by the science produces good designs. The science is quantitative; the art is qualitative. But the science also crosses over the boundary by teaching you insight, i.e., intuitive understanding, of the behavior of matter and energy; this insight enables design engineers to imagine and understand the behavior of devices to a degree that those untutored in mathematics and physics cannot match. 1.2 The Science Most of your academic engineering study was of the science, and it ought to be. Mathematical physics and engineering require disciplined study and must be learned in sequence. One cannot pick up a little calculus here and a little vector analysis there and accumulate either understanding or utility. And the one sure thing about using cookbook formulas is that they will be used incorrectly. I think it would make it easier to learn the science of an engineering problem if a non-mathematical description of the corresponding art were given as an introduction. Some people keep trying to make the art of design into a science. There is a phrase, "Theory of Design," used by them in trying to write computer programs which will design. I once attended a convention of such program writers; they treated me with surprising respect as a "practitioner"; they had never actually designed anything themselves. Most books on design are books of parameter calculations. Voltage, current, stress, strength, deflection, frequency and amplitude, temperature, and other parameters are their subjects for mathematical analysis. This book assumes that engineers learned these calculations in their academic courses and that non-degreed designers take calculation problems to engineers. Computers are mathematical instruments of enormous value in the science of design. One of the graphics capabilities of computers is drafting; computer aided drafting is an extremely valuable tool in the art of design. (The ambiguous acronym CAD can mean either Computer Aided Drafting or Computer Aided Design; it depends on the capability of a particular program as to how much science it can provide. The expression Computer Aided Engineering, CAE, clearly implies both.) 1.3 The Art Your study of the art began in your childhood with toys and tools and the devices of life. It should never stop until senility turns off your mind. This is not poetic exaggeration; any bit of knowledge may be useful when least expected. Permit me an anecdote: I helped develop the first automatic mail sorter for the U.S. Post Office. My boss told me to to design a code carrier to escort each moving letter, and a code detector for each stationary sorting bin. Both carrier and detector had to be all-mechanical because, at the time, the Post Office had no electronic maintenance capability. Since there would be approximately ten thousand code bit sensings per second, he told me to design the sensing action to be impact free to minimize noise and wear. After a long and heated argument I said "It can't be done and I can prove it mathematically!" He said "OK, it can't be done, but if you could do it, how would you do it?" Since we were both purple with screaming at each other by this time (you know, of course, that design engineering is a dispassionate and totally rational process) the question seemed perfectly reasonable. I looked up at the ceiling and saw a variation of an image in a Bob Hope comedy song in a recent movie. I sketched it, whereupon he really got mad and demanded, "If it was so - - easy, why did you give me such a hard time?" (There are millions of these elements now in service.) The moral: 1. All knowledge is grist for your mill. 2. Be very careful about what you say can't be done so you won't have to eat your words. There are many, many aspects of design which are not subject to calculation at all. Consider "robustness", "aesthetics" and "customers' and managers' tastes and prejudices," which are only three of many. These non-mathematical components of design are covered by this book. Chapter -- How One Designs 2.1 Calculating a Design One cannot "calculate a design" with or without a computer. For the most part, one can only calculate the parameters of a qualitative design to convert it into a quantitative design. The results of parameter calculation may then suggest changes in the qualitative design, and the process iterates. Inventive design always starts as qualitative ideas, even when those ideas are based on educated insight into mathematical relationships. One can initiate some designs with a quantitative parametric study to extend performance specifications into device specifications (e.g., power, enclosed volume, speed). Such a study can sometimes be expressed as families of curves which enable the designer to start with many parameters at almost final size. Solving problems by new ideas and choosing among many kinds of apples and oranges options cannot be quantified; you are left with only your qualitative knowledge, ingenuity, and judgement to work with. The subjects of new ideas and of many of these options are discussed in following chapters. It is in the realm of ideas rather than numbers that the art lies. 2.2 Thinking a Design There is no systematic thinking procedure in design, although people keep trying to organize it into a systematic procedure. Each new thought feeds back to change preceding thoughts. You must think of all the considerations discussed in this book at the same time; your thinking must be parallel rather than serial. You consult others ("Concurrent Engineering" and the like) and they add to the conflicting ideas. You delegate part of the work to subordinates and when you see their work you decide to make changes and they say "Why didn't you tell me what you wanted in the first place?" (The answer is that if you were infinitely smart you would have. Drafters have an occupational disease I call "indelible pencil.") You design from outside in and from the inside out. You are in constant mental turmoil. There is continuing change until the freeze bell rings. If you have been worried that you have been doing something wrong because your thoughts were not proceeding in an orderly fashion, let me console you; that is the way a mere mortal designer behaves. This is not to say that designing is totally chaotic. Where alternatives can be quantified, quantitatively optimum choices and combinations can be computed. Typically a decision matrix is formed with a point system and loading factors and the matrix is solved by a computer to find an optimum. The computer may generate and dispose of large numbers of obviously bad choices on its way to a good one. 2.3 Rules One can recite a variety of "Rules For Design" but mostly they are obvious, such as the "rule" that one should study the specification before starting to design. This book will discuss many of what I prefer to call principles and options rather than "rules." The only serious "rule" that I know is "It Depends." Here are a few principles which may help you: Some of your design ideas and decisions will be based on tests and experiments. We have all had training in college in scientific method, but I have observed a tendency to rush things and conduct tests and experiments in hasty and careless fashion. The results can be costly and misleading. Please take the time to measure, to observe, to hypothesize and to design and perform experiments to test your hypotheses, to record data, and to change one thing at a time. Be aware that handbook data does not apply accurately to workpieces different from the test pieces and test conditions which produced that data. In choosing design alternatives, assurance of predictability is a value. Can you predict or calculate performance or must you guess? Get quantitative specifications if you can. Qualitative requirements cause fights when acceptance time comes around. (e.g. "Good commercial workmanship.") But if you design well, you may see the results in actual hardware and it all becomes worth while! 2.4 The Vocabulary of Design I shall use an extended metaphor describing the designing of a product as the writing of a paper. I think the metaphor will clarify what the designer does. The writer has a vocabulary of words; the designer has a vocabulary of components. Many of these components fit into the following classes: Resistors Capacitors Inductors Transformers Motors Lamps Transistors Fasteners Bearings Materials Finishes Fluid power components (valves, cylinders, pumps, etc.) Enclosures Locks & Latches Hinges Springs Shock absorbers Couplings Clutches & brakes Motors Lubricants Other fluids Pyrotechnic devices Stills Condensers Filters Casters Tools Cams positive speed reducers Transducers, gages Linkages The larger your vocabulary, the better your design or paper. Writers use standard ("boilerplate") paragraphs pre-assembled of many words, sometimes filling in blanks for the immediate use. Designers use standard assemblies of many components, sometimes filling in blank specifications for size, power, and the like. Examples are: Integrated circuits D/A Converters Amplifiers Engines Hydraulic power supplies Pneumatic FRL assemblies Gear boxes Ball screw & nut assemblies Electrical motor controls Electrical program controls Pneumatic controllers Gear sets Lubricating systems Flexible hoses and cables You may reasonably disagree with me about which category any item belongs in but it does not matter very much. The important thing is that you have the item in your vocabulary. A description of each item in these lists would require an encyclopedia, and there are engineering encyclopedias. Many are described in handbooks. The best encyclopedia for the items in which you are interested is manufacturers' catalogs. Many manufacturers publish instruction manuals describing their products and telling how to specify and use them. It is useful for a designer to compile his own catalog collection filed by subject in library boxes. One benefit is paging through it for ideas without searching among many vendor names under the direction of an index file. A valuable way to expand your vocabulary and to exercise your judgement is to observe and criticize the designs you encounter in daily life. Some you will admire and plan to imitate. Some you will find fault with, resolve not to repeat the fault, and will design improvements, at least in your head. Pay particular attention to foreign designs; you will find that there are tacit assumptions in American designs which are not made abroad and you will learn new ideas from the foreign approaches. 2.5 Plasticity Designers have a vital degree of freedom where the metaphor ends: in three dimensions we stretch, shrink, displace, configure, proportion, and otherwise create relationships with no analogy in prose. Poets and painters have similar freedoms and the word "plasticity" is used by art critics to describe such work. The work of an inventive designer is plastic in this sense. 2.6 Constraints Prose writers are constrained by rules of syntax which derive from custom; designers are constrained by the laws of nature. Writers, poets, and plastic artists are free of laws of nature but are constrained by the tastes of the public they hope to please. Designers are constrained both by the laws of nature and by the tastes of their managers and customers. There are many sources for the continuing expansion of your design vocabulary. One of the best is the design magazines. These journals are free because they are paid for by the advertisers. Unlike most consumer advertising, most of the ads in these magazines are highly informative and invite requests for detailed literature via their "bingo cards." The "dictionary" for your design vocabulary is Thomas Register. It is the "yellow pages" for all products made in America. It also contains a trade name list which enables you to trace a product to its manufacturer and information about the manufacturers of the products it lists. The register fills many volumes. Other directories are named in the references. 2.7 The Drawing as Experiment After your rough sketches, your first layout drawing is your first trial mechanical design; it is an experiment to help you think and visualize to scale. When you study the drawing you decide on changes for innumerable reasons and put them into your second layout. In fact you start the changing process almost as soon as you start the layout; there are no discrete transitions between layouts. (I usually wear out the first and second generation drawings with erasures and typically require three sheets of paper before I am satisfied.) Even after you are satisfied you must show your layout to your management and perhaps your customer before you are authorized to proceed with detail design. In this sense, the board or the CAD terminal are laboratories before they are used to make manufacturing drawings. Regardless of your rank you should make the first design layouts with your own hands and not instruct a subordinate with freehand sketches, arm waving, and words. Any middleman will limit your freedom to think and change. It is not uncommon for a company president to have a board in his office. Chapter Amplifiers and Actuators 9.1 General Most engineers associate the word "amplifier" with electronics but it is more general than that. An amplifier is any device which has a source of power to be controlled, receives a low level of control input power, and emits output power under the control of the input power, usually more than the control input power. It "amplifies" the input power to produce output power, drawing power from the power source. Output power is some function of input power, although not necessarily proportional to it, as the examples below will illustrate. For example: An automobile power brake is an amplifier; it receives hydraulic power from the hydraulic pump as its source of power, receives a mechanical displacement and force from the brake pedal as its control input power, and emits displacement and force through the wheel brake cylinders as its output power. An automobile power steering motor is a similar amplifier. An "actuator" is any device which receives energy in some form other than mechanical and emits the mechanical force or power to perform a desired task. It may or may not be be an amplifier. For example, the above brake cylinders are actuators. A garage door opener is an actuator with electrical input power and mechanical output power. The word is usually applied to devices whose outputs are intermittent rather than continuous, such as a motor driven pump. A "power transformer" receives electrical power at one impedance level and emits that power, minus losses, at a different impedance level. A "mechanical advantage device" is the mechanical analog of an electrical power transformer. It receives mechanical power and emits mechanical power but has no separate power source. For example, an automobile hand brake lever receives mechanical force at the brake lever handle and emits a larger force to the brake cables, but has no other source of power. Most mechanical advantage devices are levers, gears, or pulleys like the "elementary machines" of a physics book. An amplifier's control input power, power source, and output power need not have same forms of energy, i.e. electric, mechanical, hydraulic, pneumatic, optical. To state a trivial example of mixed energy forms, your TV set has amplifiers responsive to mechanical inputs to its control knobs and buttons and to radio wave input, an electrical power source, and sound and light outputs. 9.2 Clutches The clutch in a stick shift car is an amplifier which has your foot position as input, crankshaft rotation as power source, and drive shaft rotation as output. Clutches comprise a large class of amplifiers. Inputs used are mechanical force, as above, hydraulic pressure, pneumatic pressure, and electric current. Torque is transmitted via dry friction, lubricated friction, viscous shear, and electromagnetic force. The power source is shaft rotation and output is shaft rotation. Clutches are dissipative amplifiers. Input power is proportional to input speed times torque. Output power is proportional to output speed times the same torque. The difference in speed is called slip. When there is slip, output power is less than input power and the difference appears as heat. Clutches are valuable for producing transient accelerations, as in a car, but they make poor speed controllers because they get hot. Amplifiers which snap from full on to full off are non-dissipative, but I know of none with mechanical output which varies smoothly. There are electronic amplifiers which behave in this way with very rapid switching between on and off; they provide non-dissipative variable speed mechanical drives when they feed electric motors. There are small clutches which use impact on an interposer (see below) instead of friction to absorb energy. The input is a mechanical trigger. They are used in single revolution drives. 9.3 Variable Ratio Drives There is a class of all mechanical amplifiers in which the control input varies the transmission ratio of input motion to output motion. An example is the V-belt and pulley drive having a variable pulley diameter. Another example is a manual shift gear shift gear box. An automatic automobile transmission is a variable ratio gear box with slipping brakes to generate smooth transition from ratio to ratio. 9.4 Brakes Brakes are the same as clutches except that the output is locked so output speed is always zero. It is exactly the slip power dissipation described above which makes brakes useful for gradually slowing or stopping inertia loads. 9.5 Valves Valves have fluid pressure as power source, fluid flow as power output, and mechanical displacement, or fluid pressure, or electromagnetic force, as control input. 9.6 Engines Engines are amplifiers whose control inputs are mechanical throttle valves which vary the flow of the fuel and air which are their power source. Steam engines throttle steam instead of fuel, and water turbines throttle water flow. Engine output is mechanical rotation. Rocket engines are amplifiers whose power source is liquid or solid fuel with the oxidizer included, whose output power level may be controllable by throttling liquid fuel input, whose output is the mechanical momentum of the exhaust gas, and whose output may also be controlled by mechanically steering the body of the rocket. Steam boilers are amplifiers whose power source is heat from either burning fuel or fissioning atoms, whose control is throttling of either fuel and air or of neutron flux, respectively, and whose output power is fluid pressurized steam. Electric motors are engines with a variety of electric controls as input throttles for the electric energy and with mechanical shaft rotation as output. 9.7 Fluid Cylinders. Fluid power uses compressed air, pressurized oil or water, and boiler steam as energy sources. The amplifier is a valve and cylinder combination. (The cylinder is sometimes a fluid motor, which, in our usage, is an engine, as above.) Fluid power valves are made in a great variety. Some are on-off and some are throttling. As amplifier inputs they are operated by mechanical displacement, hydraulic pressure, pneumatic pressure, and electromagnetic force. 9.8 Interposers An interposer is a mechanical stop which prevents a force from moving a body. If the force is continually applied to the interposer through the body, the interposer is a trigger, as in a gun. Some interposers are inserted into the path of the body before they touch and determine whether or not the body shall pass. 9.9 Pyrotechnics A pyrotechnic uses a self contained burning fuel like gunpowder for its power source and control input from either an electric current or a mechanical impact to initiate firing. The output is mechanical, usually a fluid power cylinder. An enormous amount of energy can be controlled by a very small input power, but there is the limitation that, once started, all the energy in the power source must be expended at once. Military mines are pyrotechnics with a variety of control inputs. Solid fuel rockets and gun propellants are pyrotechnic amplifiers. 9.10 Feedback Control An amplifier's output power can be controlled by measuring it with a sensor which continually reaches back and adjusts the control input. The first feedback control system was made by James Watt for his steam engine. He invented the flyball governor whose speed is the engine output speed and whose output controls the engine throttle. Since that day in the 18th century, the art of feedback control for all kinds of amplifiers has grown enormously. Many engineers specialize in the subject, which has become highly mathematical. The word "cybernetics," which you may have seen, was coined by Norbert Wiener for his excellent introductory book on the subject**.(It means feedback control. Cybernetics was derived from the Greek word for steersman; some early feedback control amplifiers were used for steering ships.) Another word for a feedback control system is "servo-mechanism." 9.11 Cascaded Amplifiers Amplifiers are often cascaded, one feeding another, either for power or for control. Examples: In a steam power plant the steam amplifier output is the power source for the steam engine (turbine, usually) amplifier whose output is the power source for the electric generator amplifier whose power source is the product of the power plant. Each of these amplifiers has a control input which is part of a feedback control system. In an automobile power steering system, manual control input to the steering wheel is amplified by the hydraulic steering motor to become a more powerful control input to the front wheel steering linkage and the front wheels are a control input which steers the car, using the car's engine as a power source. In an electronic analog computer, an amplifier may have several control inputs and be so made that its output is proportional to either the sum or difference or product of the inputs. The amplifier may also be made to integrate or differentiate or perform other mathematical functions on the input. A network of such amplifiers may be made to behave as an analog of a mechanical system and the purpose of the amplifiers is to compute, not to provide amplified power. In an electronic communication amplifier, the input signal may vary, or "modulate," a power source to produce a signal of a different form. 9.12 Fluidics Fluidic amplifiers use a steadily flowing fluid as a power source and a time varying cross flow of fluid impinging on the first flow as the input control power. The output is the switched path of the power flow. 9.13 Switches Switches are amplifiers which transfer motion from one conduit to another, or to zero. Valves switch fluid flow from one pipe to another, metal contacts or semi-conductors switch electricity from one conductor to another, and mechanical switches transfer motion from one track to another, as in railroads and conveyors. Switch amplifiers do not modulate output magnitude but they change output path. (Electronic switching regulator amplifiers do modulate by varying the ratio of on time to off time.) In most communication about mechanical systems the word, amplifier, is usually omitted although the word actuator is commonly used. Nevertheless it will be useful to you in designing products in which energy flows and force is applied to recognize the relationships among the different kinds of device which are amplifiers and actuators. This chapter has extended the concept of "amplifier" beyond its common limitation to electrical devices. The intent is to provide you a deeper insight into physical devices so that you may make better designs using them. Chapter Management of Design Author's notes only: The other parts of the book also deal with mangement's technical decisions. This chapter deals with the management of design other thantechnical decisions. Units: English, metric, rationalized MKS. Satellite design story. Practical considerations. Customer specs. Judgement. Use TOP models: Mockups, paper dolls, toy components, passive and active models, paper clips. Caster story. Existing products and products in development: Levels: A. Existing product part refinement, no changes in other parts are permitted. B. Next generation product (new model); changes in associated parts are permissible. C. New product under design; any changes are permissible, subject to progressive design freeze. [8 Design Management "standard tolerances"=lazy design Tabular drawing sheet gives dimensions, feature data, for single center features. Extensive use of numbered notes instead of flag notes. Separate sheet of typewritten notes. "Oh, I didn't look at that!" story. Shows the weakness of only a few notes. Compare with teacher getting attention. Elimination of dimension arrows if dimensions are from datums. "Simplified drafting." accounting stories lowest common denominator idle at 10 x the rate overhead stories Mobot R&D disaster By Managers By Designers Designers influence managers. Documentation Drawing numbers Serial Block Mnemonic. Arguments Parts lists Drafting practice CAD Dimensioning (including coordinate labeling without arrows.) Metric Tolerancing Fill-in-the-blanks drawings Manufacturing instructions Specifications In-house General and legal Customer Management. By mgrs. by designers. Designers influence mgrs. "Could you do it if I offered you a million dollars? If so, now do it for your regular pay." Tabular drawings for holes,positions, corners, and features. Addressing all levels from draftsman through design engineer to managers. Chapter Getting Help You will get help in your design whether you like it or not, but some help will make you very glad indeed. 16.1 Your Own Department Within your department, your boss will give you instructions, criticisms, and guidance. The chief draftsman and the drawing checker will make changes in your drawings. Administrators will determine your drawing number system. Design assistants, from detailers to colleagues of equal rank, may be assigned to help you, more or less in accordance with your instructions. Model makers and test technicians and engineers will test your designs. If you are fortunate, there will be other designers with whom you get along well and whom you can consult for ideas and criticisms. Even severely adverse criticism is useful; it gives you an opportunity to recognize and solve problems before they become issues. (When I was in the satellite proposal group at an aerospace company there was another engineer with the most violent hatred of other people's ideas I have ever met; he reacted to a new idea like a mongoose to a snake. However he was very bright and very well educated so that if there were a defect in a design he would instantly and triumphantly nail it. I always showed Frank my ideas and patiently listened to the perfectly valid criticisms mixed with his sneers. Back to the drawing board; then back to Frank. Sooner or later he would be reduced to pure invective with no rational content at all. Then I knew I had a winner!) If you design only a portion of a complex product you will necessarily confer with the designers of other portions. Airplanes are an extreme case in point. Other departments have strong and important interests in your design and you should voluntarily consult them at what you think are appropriate times so they do not force re-design later on. It is now common practice for senior managers to insist on design reviews by these departments, not necessarily at the times of your convenience in minimizing the re-work they cause. The current buzz word for such involvement is "Concurrent Design." However, please consider this quotation from a letter to the editor of Machine Design, September 12, 1991, page 12: "...As a design engineer with one of the largest electronics companies in Japan (and the world), I offer this to the ongoing debate and seasrch for improvement: Though we have many CAD tools, a smart package cannot compensate for an incomplete understanding of the problem. Regarding costs, you tend to look down on "bean counters." In Japan, engineering consults with marketing, sales, manufacturing, purchasing, maintenance, and subcontractors. We do not use big names like "concurrent engineering" to describe what we call common sense. We wonder how your readers have been doing their jobs until now.... Manu Pillai Mitsubishi Electric Inazawa City, Japan" Consider what these other departments are likely to want so you can satisfy them in the first place without having to make a lot of changes later on. 16.2 Manufacturing Department Manufacturing people want to produce your design with a minimum of trouble for themselves. They want to use their existing equipment, techniques, and personnel. They do not want to work to closer tolerances than they now do. They want to be able to inspect partially finished work in order to forestall re-work and large scale rejection. They may be reluctant to sub-contract in order to get the use of capabilities they do not have in house in order to maintain and augment their empire. (Not always. Some companies have a policy of subcontracting everything they can. You should find out early on.) 16.3 Marketing Department Marketing people want to sell your design in as large a quantity as possible at as high a profit as possible and with the greatest customer satisfaction possible. They want it to work better than the competitors' present and future products, look better, cost less, and require less maintenance. They want features to advertize. All this may sound facetious, but if you are a designer in a competitive industry (or you would not have a marketing department) you are in business and should think like a business man, especially if you like job security, raises, and promotions. It is the marketing department which predicts the quantities to be manufactured and sold, and the manufacturing rates, which in turn depends on their judgement of your design. Those quantities are fundamental specifications to which you must design. If you can persuade the marketer to let you meet an actual customer face to face you will get insights into the real world which are difficult to get second hand. You may find the personalities in the marketing department more different from your own than those in any other department. They spend their time eating fancy lunches on expense accounts instead of doing honest work, don't they? Of course. But take it from an old entrepreneur, it is the marketing department's selling which makes the company live or die, and with it, your job. 16.4 Purchasing Department Purchasing people would prefer to buy from their present sources, have a confidential list of sources they do not want to buy from, worry about the reliability of new sources, and would prefer to buy materials in the same sizes they now buy because they can get better prices for larger quantities. They worry about buying materials which might suddenly rise in price or become unavailable because of world politics. 16.5 Finance Department These people will get into your act only if your design requires substantial capital investment in new plant, machinery, and tooling. If capital is short or if the product's commercial success is uncertain, it may be desirable to design for manufacturing with higher unit cost in exchange for lower capital cost. 16.6 R & D Department You may be required to consult with them in understanding the first generation designs they produce which you must turn into commercial products. In addition you may find invaluable help in solving theoretical design problems. 16.7 In-House Customers You may design devices for use by your own organization. Such devices include R & D instruments and manufacturing equipment. In this case you may be able to confer with your in-house customer directly and often. Customers, both in-house and in the market, may specify mechanical matters other than their real needs because they feel that they understand your work and how you should furnish them what they need. It is common for non-mechanical engineers to believe that they understand mechanisms because thay can see them. It is your responsibility to tactfully educate them in what is best for both them and you. 16.8 Vendors 16.9 Consultants (Copy Chapter 10, Consultants, from "Real-World Engineering") 16.10 Libraries Seek critiques by other kinds of professionals. EE. phys, math,. Working with specialists in other fields: Medicine Optics Electronics Physics Chemistry Power electricity Chapter Use and Abuse of Language 17.1 Slogans Slogans are made up and used to persuade people to do want you want. They may be to influence votes, stir up popular support for a war or a budget or a program, to sell products, or to persuade employees to work better. Many are offered with abbreviations, which make them impressively obscure to those not in the know. Some of this is simple snobbery. Most have little or no new information content. In all fairness, some of these slogans do refer to a renewed effort to do an old thing better. Some examples, with my comments: Group Technology [Keeping similar parts together in a catalog and keeping similar machines together in a factory.] Know How [Knowledge and skill] Zero Defects [Quality control] Total Quality Management (TQM) [Quality control] Total Quality Control (TQC) [Quality control] Time Compression (TC) [Work faster] Flexible Manufacturing System (FMS) [A group of machine tools and robots which work together] Factory of the Future [This phrase is used to dignify manufacturing engineering, which need more respect than it gets] Higher level of understanding [Educated better] Just-In-Time (JIT) [Production control to minimize accumulation of inventory. The Japanese do it well, so people pretend it is something new.] Material Requirements Program (MRP) [Scheduling, production control] Value Engineering [Second guessing. Another cycle of redesign directed at cost reduction] Concurrent Engineering [Getting suggestions from other departments before the design is finished] Total Productive Maintenance (TPM) [Maintenance] 17.2 Buzz Words Some buzz words are terms made up to express a new idea, in which case you should learn them and use them. Other buzz words express an old idea in such a way as to imply that it is new and important and therefore that the speaker is important. "Buzz word" is a buzz word. Some buzz words are trademarks popularized into general use and some are made up to help sell a product (I made up "chip-time," below, to help sell my robots.) The dignified description of buzz words is "terms of art." Other descriptions are "cant" and "jargon." Many company names are unashamedly synthetic. Some examples: System [A combination of components. Systems are more prestigious than components so many people like to say they are in the systems business. Actually every product is a system made up of components.] Mechatronics [Electro-mechanical devices. Making up a name ending in -onics is intended to add the prestige of "electronics"] Iteration [Repetition] Systematic [Organized] Analysis [Either mathematics or just thinking] Formulation [Expression] Coherent [A real word. Laser light is coherent.] Strategic [Planned] Technology [Art and science of a subject] Sophisticated [Complicated and difficult to understand, or: Worldly-wise, or: Having advanced capability.] Institution [Used instead of "company" by banks to make them sound superior to finance businesses, which is what they are. Used by both not-for-profit and for-profit companies, schools, and other organizations for the same reason.] Rationalized [Thought about] True position tolerancing [A tolerancing system based on tolerated deviation from the nominal. Sometimes called "geometric dimensioning and tolerancing" as in ANSI Standard Y14.5 or ISO Standard TC/10] Flexibility [Willingness to be persuaded] Robotic [Automatic, especially in advertizing. "Robotic" has the connotation of space age, glamor, and science-fiction-come-true] Up-time [The time a machine is turned on, ready for work.] Down-time [The time a machine is unavailable for work because of its need for either maintenance or set-up.] Chip-time [The time a machine tool is actually cutting chips.] An old but entertaining book of de-bunking pretentious words is "The Devil's Dictionary" by Artemis Ward. 17.3 Acronyms A relatively harmless way of publicizing a project or idea is to coin a name whose initials are pronounceable; for example the initials of Radio Detection and Ranging are RADAR. I should not be too cynical; acronyms are easily remembered and easily pronounced forms of abbreviation, although the effort to generate acronyms leads to some awkward names. 17.4 Simple English You may want to practice all the above ploys in your own interest just as others do; I have done some myself. But you may also want to convey information and instructions which the reader can understand with the least possible effort because it will benefit you if he does. If so, please consider the practices I use, including in writing this book. Present tense, even for proposals. (The voltage is high. Not, The proposed voltage will be high.) First and second person. (I read to you. Not, The reader reads to the listener.) Active voice. (You hit the ball. Not, The ball is hit by you.) Imperative mode. (Hit the ball. Not, the ball should be hit by you.) Specific rather than general words. (Use the voltmeter. Not, use the instrument.) Short rather than long words. (Car, rather than vehicle.) The Bible of clear writing is a very short and very readable paperback, "The Elements of Style" by Strunk and White, published by Macmillan. To go a little deeper into grammar, get "The Elements of Grammar" by Shertzer, also a short paperback published by Macmillan. Other helpful books are:** Until I was 40 years old I had the typical engineer's indifference to writing English; I wrote drawings and mathematics and provoked my bosses with sketchy and obscure reports. Then I was promoted to the proposal group in my aerospace company. I found myself working with some of the best engineers I had ever known, and they worried about such nonsense as sentence structure and vocabulary. Our products were written proposals to NASA and the Air Force and they either persuaded them to buy our ideas or we had failed. Did I change in a hurry! Chapter Design Parameters Have you considered each of the following parameters in you design? This is a check list to make sure you have not overlooked a quantity or property which will make your design unsuccessful: 18.1 Electrical Conductivity/Resistivity Dielectric constant Dielectric strength Magnetic permeability, saturation, eddy current loss, hysteresis loss Electromagnetic forces Electrostatic voltages Corrosion from leakage currents 18.2 Mechanical Shape and dimensions Stress distribution (stress raisers) Strength Stiffness/rigidity, and distribution Weight, and distribution Hardness/wear resistance/abrasion resistance Ductility Toughness Coefficient of friction/lubricity Damping Creep Fatigue 18.3 Thermal Thermal expansion Temperature resistance, high and low Specific heat Thermal conductivity 18.4 Chemical Chemical resistance, including corrosion Chemical harmfulness, including pollution by manufacturing process and by product Adhesive bondability Hygroscopy Porosity Fading 18.5 Biological Toxicity Fungus resistance Other micro-organism resistance 18.6 Optical Transparency, translucence, opacity Color Refractive index 18.7 Ecological Effect of discharges on the environment Effect of the product on the environment when scrapped zzz Chapter The Elements of Qualitative Design Imagination Judgement User interface Maintenance Abuse Materials Processes Aesthetics Specifications & Standards Chapter Some Principles of Engineering Design Aesthetic Design Make appearance suit function Cosmetics Covers Protection of inside from outside and outside from inside, cosmetics, accessibility (doors, hatches, latches), hiding inside, decorating outside. Perhaps provide a range of decorative features and colors so the customer can have a choice. Perhaps make it easy for the customer to retrofit features to replace damaged covers and to change appearance. Ornaments Coating (Paint, plate, flame spray) Nameplates Appearance of parts array (e.g knob patterns) Unity of style Choice of commercial components Human Interface Design Importance Provide speedy operation Reduce errors Damage to people Damage to property Reduce fatigue Basic rule Imagine yourself operating the product Specific rules Cooling Design Conduction Ventilation Natural (convection) Forced (fan) Liquid and vapor Refrigeration Heating Design Insulation and Seal Design General concept Gas Liquid Electricity (insulation) People (guards) Dirt Design to ease making changes in mid-production. Predict plausible changes Plan for scheduled changes Performance improvements Performance defect correction Addition and subtraction of features Solving problems in manufacturing Solving vendor problems in materials or processes Cost reduction Improving existing products Why? Meeting and beating competition Meeting new customer specs. Meeting new government and trade association specs. Evading patent and trademark infringement Benefiting from newly acquired patent rights Adapting to a new merger How? Scaling Changed proportions Adding and subtracting features Changing materials Changing components Changing performance ratings Modularizing Cosmetics and fashion Changing maintenance needs Reducing costs or increasing performance at increased costs Adding or reducing models and sizes ("preferred number series") Simplifying product and processes Trade names and design style Commercial value Group Technology Part families Company part catalog Company coding system Company material catalog (raw material and preferred purchased parts) Company process catalog Use of computer. Cad retrieval and modification. Minimum Constraint Design This subject covers four pages in "Successful Engineering" and 102 pages in "Designing Cost Efficient Mechanisms." General Description Degrees of Constraint Theory of MinCD Semi-MinCD Useful RedCD Use of Commercial Components Overall product function and configuration Modifications through product life Specifications and proposed changes in them Packaging and Shipping Ease of disassembly and reassembly before and after shipment Shipping mode Reliability and Maintenance Deterioration modes Improve resistance to abuse, human and environmental Use preferred components Fail-safe, fail-soft Different service requirements Kinds of maintenance Accessibility for maintenance Built-in diagnostics Reliability improvements Testing Suiting the service people Predicting wear-out; planning spares Ease of access During mfg. During maintenance. Finished part properties, quantitative parameters and qualitative attributes: Electrical: Conductivity/Resistivity Dielectric constant Dielectric strength Magnetic permeability, saturation, eddy current loss, hysteresis loss Electromagnetic forces Electrostatic voltages Corrosion from leakage currents Mechanical: Shape and dimensions Stress distribution Strength Stiffness/rigidity, and distribution Weight, and distribution Hardness/wear resistance/abrasion resistance Ductility Toughness Coefficient of friction/lubricity Damping Creep Fatigue Thermal: Thermal expansion Temperature resistance, high and low Specific heat Thermal conductivity Chemical: Chemical resistance, including corrosion Chemical harmfulness, including pollution by process and product Adhesive and surface finish bondability Hygroscopy Porosity Fading Biological: Toxicity Fungus resistance Optical: Transparency, translucence, opacity Color Refractive index Brightness Inter-part relationships Prejudices of Engineering management Manufacturing department Sales department Distributors Customers (and their departments) Competitors Who What wins Predicting Iteration and Convergence When to stop changing When to resume changing Chapter Classification of Products By Quantity By type: Models: Test Of Principle (TOP) Models: Visualization (dummy) Models: Test Short run production Quantity production Customized production (color & feature combinations) By customer Your own organization (Products for in-house use) Simple instruments or tools Production instruments or machines Research instruments Factory or institution (including government) Special product built to order Quantity products Military or Commercial? Customer skill, training, and motivation Unskilled renter Consumer Technician Professional Chapter Cost and Cost Reduction Product life cost of a part is the sum of: Per unit material cost (including scrap) + Per unit vendor services cost + Per unit labor cost (with overhead) + Pro-rata replacement cost to the customer + Pro-rata reject and rework cost + Amortized R&D, including market studies + Amortized tooling cost + Amortized setup cost + Amortized capital equipment cost + Amortized expendable tooling cost Product life cost of a product to the customer is the sum of: Purchase price + Operating cost (labor, power, supplies) + Maintenance cost, including the cost of downtime Product life cost is divided by the number of years of expected use life of the product to get net annual cost. Industrial and military customers are more rigorous in estimating product life cost than are most consumers, but if you watch advertising, read consumer product research magazines, and listen to gossip, you will discover that many consumers also think about product life cost, even if they do not know the phrase. There is an invisible cost: the additional cost of parts and assembly, and of limited product value to its customer and consequent fewer sales, which result from poor design. As a designer, you may feel that most of these costs are not your problem. They are. You are paid by your employer to design products which will bring him profits and each of these items directly influences those profits. Guess what will happen to your pay, job security, and prestige if your manager knows that you always have all of these in mind. Effects of JIT (Just In Time) policy on Batch size Tool cost Setup cost Cost Reduction and Performance Improvement Existing products and products in development: Change Levels: A. Existing product part refinement, no changes in other parts are permitted. B. Next generation product (new model); changes in associated parts are permissible. C. New product under design; any changes are permissible, subject to progressive design freeze. Ways to reduce cost: This is a guide and check list for hard thinking by you. There are no cookbook formulas. Design for cheaper material. Design for less material, including less scrap. Design for automatic fabrication. Design for unconventional manufacturing processes if they reduce overall costs. Design for automatic assembly. Design for tooled processes instead of manual work. Design the packaging as part of the product design. Design for fewer parts. Combine several parts into one, including fasteners. Design for fewer fasteners. Design for assembly without reworking parts to fit. Design for available assembly skill (e.g. skilled single assembler working from a kit of parts vs. unskilled line assemblers.) Design common parts for different models and products. Design several parts to use the same tooling ("Composite Components") Relax unnecessarily close tolerances. Reconsider "Standard Tolerances." Re-distribute tolerance budgets. Re-consider the interchangeability policy: The assumption that any part must fit as made Selective assembly (e.g. high precision ball bearings) Modify part to fit. Selective re-work. Modify part to suit its manufacturing process: Change tolerances which do not affect fit. Correct corner radii, fillet radii, tapers (draft), thickness, thickness variations and junctions or transitions, and details of material specs. Modify, add, or subtract mating features of mating parts to ease joining of parts. Consult your Industrial Engineer and Manufacturing Engineer to select process and to estimate cost ("Concurrent Engineering"). Chapter Selecting Materials This chapter helps you select a material in three ways: 1. Comparison of properties of different materials, 2. For many types of part, specific materials are suggested, and 3. A material classification list to scan when thinking about materials. 1. Comparison tables {These are adapted from the annual Materials Selector issue of Materials Engineering. Bralla has similar tables, but with many fewer entries.} Mechanical Properties Thermal Properties Electrical Properties Chemical and electro-chemical properties 2. Selection guide, by type of part, listed alphabetically by part name: {A long list of typical parts, adapted from the "USES" sections of Materials Selector, for example:} 3. Classification of Materials Metals Mill Processed Metals (In warehouse inventory) Thermoplastics Thermosetting plastics Elastomers Organics Inorganics Glass Ceramics Adhesives Solders Composites Semi-finished materials Laminates Surface coatings Chapter Designing for Manufacturing Processes See Bralla reference for detailed descriptions and different varieties of these processes and for design rules for each. Process availability Those available in house Those available at regular vendors Those which are new to your company Buy new equipment? Find new vendor? Processes by category: 1. Convert amorphous material to parts: Casting (Metals, plastics, elastomers, ceramics & glass) Molding (Plastics, elastomers, and composites) Powder metallurgy pressing and sintering Electroforming (Metals) Extrusion Flame spray buildup Vacuum deposition FRP NC/UV plastic forming Glass blowing Potter's wheel buildup 2. Convert mill products to parts: Deform Cut Machine Bend Press Spin Swage Chemically mill 3. Bulk process 4. Surface finish 5. Inspect Destructive (Stress to specification or to failure) Non-destructive Statistical Quality Control 6. Combination of processes on a single part 7. Permanent assembly Weld Solder Diffusion bond Adhesive bond Rivet or roll Swage Press fit 8. Non-permanent assembly Joining with fasteners Joining by interlocking features Combination (Interlocking plus fasteners) Electric wire 9. Manufacturing data transmission 10. Automation Template and cam control Numerical control (PLC, NC, CNC) Robots (Condense from Chapters 13 and 14 of "Designing Cost-Efficient Mechanisms" and Chapter 13 of "Understanding Electro-Mechanical Engineering") Machine loading/unloading Fabricating Automatic material handling Transfer machines Automatic testing machines Chapter Design of Experimental Models Kinds of experimental models and experiments Debugging Design of Experiments Chapter Design Organization Documentation Drawing numbers Parts lists Drafting practice Dimensioning (including coordinate labeling without arrows.) Metric Tolerancing Fill-in-the-blanks drawings Manufacturing instructions Specifications In-house General and legal Customer Chapter Quality Our product quality is one way we compete. But "quality" is like patriotism; everyone is in favor of it and claims to have it but when pressed for details many become vague. Product quality is degree of freedom from defects. Assuring defect free quality is a complex problem and there is never perfection. This chapter is a guide for managers of engineering, manufacturing, purchasing, and marketing who must make business choices affecting the quality of their products; for customers who must choose among competing products; and for customers who write specifications for special products to be made for them. Some defects are functional, such as awkwardness, non-uniformity, distortion, or complexity. For example, a handle with sharp edges may work every time but it has a functional defect. Other defects include outright failures such as broken parts or a typical noise, and aesthetic defects such as ugliness or uneven paint. Some defects may be intermittent. Some may be sensitive to environment. Some may be sensitive to the way the product is treated or used. Some may be latent and occur after sale. Some may appear as a gradual deterioration. Some may appear as a sudden failure. Some may exist in every copy produced and some may appear in some percentage of copies. Every defect reduction effort costs money in itself, although it may ultimately reduce overall cost and bring other benefits such as increased sales and prestige. Optimizing cost is one of the basic problems of management. Slogans about quality and new names for quality control may make effective advertising copy but they do not reduce defects except to the degree that they motivate care in those who create defects. There are actions which reduce defects. Product capability is not the same as product quality, although it certainly contributes to product value. For example an instrument able to measure many quantities with great accuracy has high product capability but if it fails frequently it has low product quality. Design and Engineering Product quality starts here; defects designed into the product will affect all copies made and cannot be compensated by greater effort downstream. Designing out defects anticipates downstream sources of defect and strive to prevent them. For example a designer may choose to prevent painting defects in the factory and abrasion of paint in service by making a cabinet of molded plastic which requires no paint. Designing out defects includes providing margins of safety to compensate for variations in materials, components, manufacturing care, inspection, shipping abuse, and use. These margins cost money, size, and weight, so their magnitudes are a challenge to management judgement. Designing out defects includes designing for those manufacturing processes which produce few defects, and design for inspectability. The designer should consult with manufacturing and inspection personnel. Designing out defects includes the product's human and physical environments. For example product quality for Army field use is different from product quality for medical research laboratories. Designing out defects includes designing packaging, instruction manuals, and instruction labels as parts of the product which can constitute assets or defects. Designing out defects is designing for available low defect materials and components. The designer should consult with purchasing personnel. Designing out defects takes costly man-hours. Management must decide how far to go. The product's maintenance plan is part of the product's design. It may be a major quality defect if it does not provide acceptable maintenance. Among management options are: Maintenance. Discard and replace defective or worn out products. If the product is cheap enough and plentiful enough, this may be acceptable. Do it yourself maintenance. Provide diagnostic aids, instructions, and special tools and a convenient source of spare parts and consumables. Battery replacement is a common example. Design for easy access to encourage the user to actually perform routine maintenance. Unless customers are persuaded to follow this plan properly, there is a quality defect. Organize dealer maintenance, his place or the customers. Many complex office machines may fail occasionally without being considered of poor quality because a phone call brings an immediate repair man. A delayed response is a quality defect. Designers are relieved of some responsibility by specifications and codes. But these, too, can be imperfect or not recognize the peculiarities of a particular product, so the designer should critique such rules and protest if they are inadequate to prevent defects. Design Testing Even the best designers make errors, so a product design is tested and revised before it enters production. The extent of testing and revision, i.e.,their budget, is another management decision which affects the number and kinds of defect in the final product. Purchasing Purchasing personnel can reduce product defects due to defective materials, components, or services by choosing and supervising vendors. They face a direct conflict between cost and absence of defects, together with other problems of vendor reliability. Manufacturing Manufacturing processes can introduce defects at every step of the way. Ways to reduce manufacturing defects are: Enhance worker skill and morale. Perform the work with machines and provide special tools for workers. Inspect for defects which have been either purchased or introduced in the factory. Maintain strict discipline in material handling and documentation procedures. MIL and ISO specifications can be followed for these procedures. Worker skill can be improved by testing job applicants for aptitude and by providing further training to those already employed. Worker morale may be improved by better labor relations regarding wages, working conditions, and work rules, by treating workers and their suggestions with more respect, and by reducing the division of labor by broadening and diversifying each worker's job. Work done by machines and tools is typically more uniform than that done by hand. Standard economic justification is required. Inspection is done by specialized personnel and equipment, but in addition, production workers can be motivated to call out defects they see while performing their production jobs. Repairing products rejected by inspectors may introduce new defects, so decisions about repair policy must be made. For example, printed circuits may be damaged by heat when replacing components. Reductions in both product cost and product defects would come from improving the manufacturing engineering department. Improvements can be made in staff selection, further training, pay, authority, and supervision. Marketing The marketing department is the interface between the customers and the other departments. Marketers help the other departments please the customers by explaining what pleases and what displeases. It is a management responsibility to make the other departments pay attention to the marketers. Pleasing customers sells products. Conclusions Defect reduction requires investment in both money and personal relationships but the successes of our Japanese and German competitors teach that the investments are profitable in the long run. Chapter Engineering and Science It is the conventional wisdom of laymen that if you want a really great engineer you get a scientist. For example, the presidential commission investigating the Challenger disaster included the great theoretical physicist Dr. Richard Feynman, but no engineers. As a result Feynman, who never heard of O-rings before, was successfully misled in a cover-up and the public never found out that the failure was due to a negligent dimension error in an O-ring groove width and not to low temperature. (See Real-World Engineering, pages 5-7.) Engineering is neither better nor worse than science, but it is different. The object of scientists is to understand the behavior of the physical world, to learn the "laws of nature" (better called the "facts of nature," there being no legislation involved.) The object of engineers is to make useful things. Since useful things must "obey" the laws of nature, engineers study science. Since observing nature requires certain useful things -scientific instruments - experimental scientists do a good deal of engineering. Furthermore in some advanced engineering, such as for semiconductor devices, science and engineering advance hand in hand; there are teams of scientists and engineers working together and the boundaries between the two activities are blurred and unimportant. Nevertheless there are major differences between the two fields in both attitude and subject matter. In addition to science and mathematics, engineers study materials and hardware and design: conductors, insulators, magnetic and structural metals, and concrete and beams and generators and stills and engines and so on which scientists need not study. The entire attitude of engineers is to build useful things rather than to understand nature. One should no more call upon a scientist to explain why a device does not work properly than to call upon an engineer to explain why a nuclear phenomenon happens. Chapter Briefs 21.1 Introduction This chapter has brief coverage of a number of subjects. I recognize that many of them could occupy an entire book, let alone a full chapter. 21.2 Perversity There is a tendency to believe that a hostile influence colors our affairs. Thus we say "Just my luck!" when a misfortune occurs, but rarely when good fortune occurs. In fact, there is great randomness afoot in the world and more random happenings are adverse than are favorable. In biology, for example, most mutations are harmful and only a few are beneficial, although we owe our genetic success to the survival of the beneficial ones. In physics this phenomenon is entropy; the world tends to deteriorate down into randomness; and only human effort can move it up into combinations beneficial to humans. In daily life the phenomenon is messiness; consider the continuing effort to keep our desks and our homes reasonably neat. In engineering this phenomenon is Murphy's Law: "If something can go wrong, it will." In a more general form it is: "Anything that can happen will happen, good and bad." Our entire professional lives are a battle with Murphy. We design organized products out of less organized materials and we design these products to resist or overcome random degenerations and failures. We call the resistance "reliability" and we call the overcoming "maintenance." In applying Murphy's law to design, one can say that anything that can be done can be done badly, but it can also be done well. 21.2.1 Human Perversity Nature is cooperation incarnate in comparison to a human's perversity when faced with a new idea. I have coined an Innovation Index (II) which grades a person's response to a new idea proposed by someone else. Most people rank between II1 and II2. II Response 5. Let's try it. 5. Excited voice 4. This is how we can improve it. 4. I think we should tell __ about this. 4. What if...some good effect. 4. Prove it. [Implying acceptance if proved] 3. How can you test it? 3. They wont pay for it. 3. Would it work? 3. Interested voice 2. Well... 2. I think someone already did that. 2. __ thought of that already. 2. It's impractical. 2. Authority X disagrees. 2. It must be an old idea. 2. It's an old idea. 2. Bored voice 2. Who needs it? 2. The trouble with that is...[pause to think up a trouble] 2. What if...[some bad effect]. 2. What we do now is just as good. 2. It would cost too much. 2. Someone used to do that. (Implying abandonment) 2. If it were any good we would have done it already. 2. There must be a reason they don't do it now. 2. Someone must have tried it already. 2. If it were any good, one of the big companies would have done it already. 2. It's merely engineering, not science. 2. We tried it and it didn't work. 2. There is no budget. 1. Changes the subject 1. Polite laughter 1. You should patent that! (Derisively) 1. Derisive laughter 1. Silence 1. It wont work. 0. Anger and hostility 0. What a stupid idea! 0. You are a fool! [& other invectives] 0. Ridicule The three stages in the evolution of a new idea: 1. "It won't work." 2. "It's not needed." 3. "It's obvious." 21.3 Logic We have been taught that everything fits into categories and that the relationships among categories are the subject of formal logic such as: "If all A's are B's, and if X is an A, then X is a B." Every concept must have a definition which clearly separates it from every other concept, and to use an idea which has no clear definition is an engineering sin. Energy is different from force is different from time. All of this stems from the 5th century BC Greek philosopher Aristotle who also taught us that heavy objects fall faster than light objects and a number of dandy facts about the construction of the heavens, ethics, politics, and much else. At one time you could get burned at the stake for disagreeing with Aristotle; Giordano Bruno did and Galileo came very close. In fact the world is made of spectra more than of categories. A spectrum is a spread of more or less related phenomena. The electromagnetic spectrum is pretty pure, each element differs from each other only in the wavelength/frequency combination, yet the differences to you and me between gamma rays and broadcast radio waves are quite important. In human affairs the spectra of the world have much more blurred edges. How about "good people," "bad design," "strong materials," "reliable," "beautiful," "ethical?" Add some of your own. The pernicious effects of Aristotelian thinking are not limited to a demand for definitions of ideas we share reasonably well and need no exact definition to use in communication. The worst is trying to reason with spectra as if they were categories. "X is a good person, so his designs must be reliable." 21.3 Science Fiction and Engineering Design Science fiction is one of the great oxymorons of all time; science is true and fiction is false. Actually much of science fiction is really fiction stories about normal people using technology fantasies. Nevertheless science fiction which has been well thought out by clever authors is fun to read and their technology fantasies are as much fun as fantasies about knights and monsters and fairies. It is perfectly plausible that fiction fantasies can stimulate real-world invention and engineering just as more plausible fantasies can stimulate real-world invention and engineering. So far, no harm is done. The damage is done when promoters mislead the lay public into believing that their projects are making common concepts in science fiction actually come true. The result is allocation of real money to wasteful programs. I offer two examples, with which I have had some connection: robots and man-in-space. 21.4.1 Robots The word "Robot" was coined by the Czeck playwright Karel Capek in 1922 for his science fiction play "R.U.R.- Rossum's Universal Robots." It was based on the Czeck word for work and his robots were artificial people who did the work of the real people. The dream of artificial people as workers became immensely popular in science fiction and the word robot is the same in all languages today. Meanwhile real-world automation steadily developed. After World War II two very good engineers decided that real-world technology was advanced enough to make a first stab at a real robot. They succeeded with the "Unimate**Robot" which was a fixed machine which moved a single tool in a programmed manner. It was commercially successful, particularly in replacing humans in spot welding auto bodies and in unloading die casting machines. The race was on; companies were formed; money flowed in from customers who '...didn't understand them but bought one or two to see what they could do for us.' At approximately $100,000 each. Robots were a prestige buy for company executives and experimental purchases were the bulk of the sales during the heyday. Ultimately the bubble burst in disillusionment over exaggerated claims and the industry settled down to a small size making a small number of quite useful machines. The "artificial people robots" never materialized although some computer people keep talking about artificial intelligence. The pernicious effect of the science fiction image was in mechanical design. All animal motion is by rotary joints. There are no slides in nature. So artificial people must be made with rotary joints. The result was cantilever hinged to cantilever hinged to cantilever, all bearing anatomical names: shoulder, arm, wrist, finger. Maximum flexibility and oscillation, minimum accuracy, minimum working volume, maximum cost for servo drives, maximum cost for coordinate transformation and programming. Gradually the humanoid vision faded and machines with conventional Cartesian motions appeared. (X, Y, Z, roll, pitch, yaw.) My own company was the first American company to design this way and was the first purely robotic company to go public. My last machine before I left the company carried 300 lb. fixtures 400 ft. and loaded them into precision NC lathes. A more detailed study of robots and robot tooling is given in my book "Designing Cost-Efficient Mechanisms'" Chapters 13, 14, reference**. 21.4.2 Man-In-Space Stories of people flying through space in space-ships date back at least to Jules Verne in the 19th century. In much of 20th century science fiction, books and magazines and movies and radio and TV, manned space travel has been the most frequent theme. When I was a child I listened to the radio telling the adventures of "Buck Rogers in the 21st Century!" Real manned space flight was a result of the propaganda front in the cold war. The Russians first launched Sputnik, which gave them a tremendous prestige boost. We followed with more and larger satellites, but we were trailing as me-too. Then the Russians launched Yuri Gagarin in real manned space flight! President Kennedy announced that we would fly men to the moon! And we did! And we have been spending uncounted bi