Platform Products

A platform product is built around a preexisting technological subsystem (a technology platform). Examples of such platforms include the tape transport mechanism in the Sony Walkman, the Apple Macintosh operating system, and the instant film used in Polaroid cameras. Huge investments were made in developing these platforms, and therefore every attempt is made to incorporate them into several different products. In some sense, platformproducts are very similar to  technology -push products in that the team begins the  development effort with an assumption that the product concept will embody a particular technology. The primary difference is that a technology platform has already demonstrated  its usefulness in the marketplace in meeting customer needs. The firm can in many cases assume that the technology will also be useful in related markets. Products built on technology platforms are much simpler to develop than if the technology were developed from scratch. For this reason, and because of the possible sharing of costs across several products, a firm may be able to offer a platform product in markets that could not justify the development of a unique technology.



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  • References and Bibliography
    Many current resources are available on the Internet via www.ulrich-eppinger.net
    Stage-gate product development processes have been dominant in manufacturing firms for the past 30 years. Cooper describes the modem stage-gate process and many of its enabling practices.
    Cooper, Robert G., Winning at New Products: Accelerating the Process from Idea to Launch, third edition, Perseus Books, Cambridge, MA, 2001.




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  • The Design Process Descriptive Models

    There have been many attempts to draw up maps or models of the design process. Some of these models simply describe the sequences of activities that typically occur in designing; other models attempt to prescribe a better or more appropriate pattern of activities.
    Descriptive models of the design process usually identify the significance of generating a solution concept early in the process, thus reflecting the solution-focused nature of design thinking. This initial solution conjecture is then subjected to analysis, evaluation,refinement and development. Sometimes, of course, the analysis and evaluation show up fundamental flaws in the initial conjecture and it has to be abandoned, a new concept generated and the cycle started again. The process is heuristic: using previous experience, general guidelines and rules of thumb that lead in what the designer hopes to be the right direction, but with no absolute guarantee of success.
    In Chapter 1 I developed a simple descriptive model of the design process, based on the essential activities that the designer performs. The end-point of the process is the communication of a design, ready for manufacture. Prior to this, the design proposal is subject to evaluation against the goals, constraints and criteria of the design brief. The proposal itself arises from the generation of a concept by the designer, usually after some initial exploration of the ill-defined problem space. Putting these four activity types in their natural sequence, we have a simple four-stage model of the design process consisting of: exploration, generation, evaluation and communication.
    This simple four-stage model is shown diagrammatically in Figure 9. Assuming that the evaluation stage does not always lead directly onto the communication of a final design, but that sometimes a new and more satisfactory concept has to be chosen, an iterative feedback loop is shown from the evaluation stage to the
    generation stage.
    Models of the design process are often drawn in this flowdiagram form, with the development of the design proceeding from one stage to the next, but with feedback loops showing the iterative returns to earlier stages which are frequently necessary.
    For example, French (1985) has developed a more detailed model of the design process, shown in Figure 10, based on the following activities: analysis of problem; conceptual design; embodiment of schemes; detailing. In the diagram, the circles represent stages reached, or outputs, and the rectangles represent activities, or work in progress.




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  • Engineering Design Methods
    Strategies for Product Design
    THIRD EDITION
    Nigel Cross
    The Open University, Mi/ton Keynes, UK
    JOHN WILEY & SONS, LTD
    Chichester- New York. Weinheim • Brisbane. Singapore. Toronto

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  • Adapting the Generic Product Development Process

    The development process described by Exhibits 2-2 and 2-3 is generic, and particular processes will differ in accordance with a firm's unique context. The generic process is most like the process used in a market-pull situation: a firm begins product development with a market opportunity and then uses whatever available technologies are required to satisfY the market need (i.e., the market "pulls" the development decisions). In addition to the marketpull process outlined in Exhibits 2-2 and 2-3, several variants are common and correspond to the following: technology-push products, platform products, process-intensive products,
    customized products, high-risk products, quick-build products, and complex systems. Each of these situations is described below. The characteristics of these situations and the resulting deviations from the generic process are summarized in Exhibit 2-4.

    Technology-Push Products
    In developing technology-push products, the firm begins with a new proprietary technology and looks for an appropriate market in which to apply this technology (that is, the technology "pushes" development). Gore-Tex, an expanded Teflon sheet manufactured by W L. Gore Associates, is a striking example of technology push. The company has developed dozens of products incorporating Gore-Tex, including artificial veins for vascular surgery, insulation for high-performance electric cables, fabric for outerwear, dental floss,
    and liners for bagpipe bags.
    Many successful technology-push products involve basic materials or basic process technologies. This may be because basic materials and processes are deployed in thousands of applications, and there is therefore a high likelihood that new and unusual characteristics of materials and processes can be matched with an appropriate application.

    The generic product development process can be used with minor modifications for technology-push products. The technology-push process begins with the planning phase, in which the given technology is matched with a market opportunity. Once this matching has occurred, the remainder of the generic development process can be followed.
    The team includes an assumption in the mission statement that the particular technology will be embodied in the product concepts considered by the team. Although many extremely successful products have arisen from technology-push development, this approach can be perilous. The product is unlikely to succeed unless (1) the assumed technology offers a clear competitive advantage in meeting customer needs, and (2) suitable alternative technologies are unavailable or very difficult for competitors to utilize. Project risk can possibly be minimized by simultaneously considering the merit of a broader set of concepts which do not necessarily incorporate the new technology. In this way the team verifies that the product concept embodying the new technology is superior to the alternatives.








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  • References and Bibliography
    Many current resources are available on the Internet via www.ulrich-eppinger.net
    Stage-gate product development processes have been dominant in manufacturing firms for the past 30 years. Cooper describes the modem stage-gate process and many of its enabling practices.
    Cooper, Robert G., Winning at New Products: Accelerating the Process from Idea to Launch, third edition, Perseus Books, Cambridge, MA, 2001.


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  • Learning to Design

    An appropriate use of the 'solution-focused' approach to design is something that seems to develop with experience. Experienced designers are able to draw on their knowledge of previous exemplars in their field of design, and they also seem to have learned the value of rapid problem-exploration through solutionconjecture. In comparison, novice designers can often become bogged down in attempts to understand the problem before they start generating solutions. For them, gathering data about the
    problem is sometimes just a substitute activity for actually doing any design work.

    However, novice designers are also frequently found to become fixated on particular solution concepts. Early solution concepts are often found to be less than satisfactory, as problem exploration continues. Novice designers (and sometimes more experienced ones) can be loath to discard the concept and return to a search for a better alternative. Instead, they try laboriously to design-out the imperfections in the concept, producing slight improvements until something workable but perhaps far from ideal is attained. Sometimes it can be much more productive to start afresh with a new design concept.

    Another difference between novices and experts is that novices will often pursue a depth-first approach to a problem: sequentially identifying and exploring sub-solutions in depth, and amassing a number of partial sub-solutions that then somehow have to be amalgamated and reconciled, in a bottom-up process. Experts
    usually pursue predominantly breadth-first and top-down strategies, as recorded in the example of the expert designer's decision tree in Figure 6 (Chapter 1). Experienced designers, like any skilled professionals, can make designing seem easy and intuitive. Because skilled design in practice therefore often appears to proceed in a rather ad hoc and unsystematic way, some people claim that learning a systematic process does not actually help student designers. However, a study by Radcliffe and Lee (1989) did show that a systematic
    approach can be helpful to students. They found that the use of more efficient design processes (following closer to an ideal sequence) correlated positively with both the quantity and the quality of the students' design results. Other studies have tended to confirm this.
    From studies of a number of engineering designers, of varying degrees of experience and with varying exposures to education in systematic design processes, Fricke (1996) found that designers following a 'flexible-methodical procedure' tended to produce good solutions. These designers worked reasonably efficiently and followed a fairly logical procedure, whether or not they had been educated in a systematic approach. In comparison, designers either with a too-rigid adherence to a systematic procedure (behaving 'unreasonably' methodically), or with very unsystematic approaches, produced mediocre or poor design solutions. 
    Successful designers (ones producing better quality solutions) tended to be those who:
    • clarified requirements, by asking sets of related questions which focused on the problem structure
    • actively searched for information, and critically checked given requirements
    • summarised information on the problem formulation into requirements and partially prioritised them
    • did not suppress first solution ideas; they held on to them, but returned to clarifying the problem rather than pursuing initial solution concepts in depth
    • detached themselves during conceptual design stages from fixation on early solution concepts
    • produced variants but limited the production and kept an overview by periodically assessing and evaluating in order to reduce the number of possible variants.
    The key to successful design therefore seems to be the effective management of the dual exploration of both the 'problem space' and the 'solution space'.
    Designing is a form of skilled behaviour. Learning any skill usually relies on controlled practice and the development of techniques. The performance of a skilled practitioner appears to flow seamlessly, adapting the performance to the circumstances without faltering. However, learning is not the same as performing,
    and underneath skilled performance lies mastery of technique and procedure.









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  • Engineering Design Methods
    Strategies for Product Design
    THIRD EDITION
    Nigel Cross
    The Open University, Mi/ton Keynes, UK
    JOHN WILEY & SONS, LTD
    Chichester- New York. Weinheim • Brisbane. Singapore. Toronto