In a previous
post, we explored the need to define your problem thoroughly by discovering the context of your problem and defining what you want to solve. There could be an entire book written on just that subject alone, but for now, we'll assume everything went smoothly.
So, now you know what it is your project is and what kinds of things you need to look out for. (Realistically, you will still feel like things are somewhat vague. That is ok.) Now it is time to figure out what your customer even wants. Note here that I said 'what', not 'how'. As mentioned before, terrible temptation for all engineers is to decide how you want to solve the problem well before you actually understand it. After all, we're all smart and we can just cut to the chase, right? Wrong! There are so many issues that can come up in a discussion of what your customer wants, but without discussion, these often remain hidden.
So, the first item of business: who is your customer? We typically think of our customer as the end user, but this is far from the truth. A customer is anyone who interacts with the product in any way, and at any stage of its lifecycle. Perhaps a less confusing term would be 'stakeholders' or someone who has an interest in the design. In the case of a blender, the stakeholders include people who use it to
blend things, the people to assemble the blender, the factory managers, the department store employees, the blender factory administration, and even you, the designer. Sometimes the true customer is less obvious. In the case of an Boeing 777, who is the final customer? Is it the airline, the pilot, or the passengers? The airline buys the plane, the pilot actually uses it, and the passengers benefit from it. In this case, all three must be considered the customer.
In your case, your stakeholders include your coach, your professor, a company or target user, your team and others. If you consider every possible stakeholder, you will have a very long list. But not every stakeholder has a lot of needs, and a lot of needs overlap. The guy that tests your product needs safety, but so does the user and your team. The professor has certain specifications, but these probably also overlap with your target market, company, or a competition judge.
The important thing here is to think of as many people to ask and then prioritize them.
Once you know who you are designing for, you then need to ask what it is they want. Some customers will simply give it to you, like a sponsor company or your professor. Others will not even know what they need and these needs must be discovered in other ways. There are many processes that you can use to discover these needs. A few are listed below:
- Interviews
- Focus groups
- Observing users
- Requisition forms
- Observing competitors products
- Feedback from customers
- Market research
- Role playing
- Looking for jury-rigged solutions from users
Notice that many of these steps overlap the steps listed in the previous post. Keep in mind that while there is a general order for the design process, many processes must be visited multiple times throughout the whole design process.
The idea here is that you want to ask others and yourselves what goal or function you would like to have accomplished. Again, it is not yet time to figure out
how to accomplish those: concept generation still comes later. Right now, just focus on what the customer wants.
There are many interesting methods for organizing this information. One of these is Quality Function Deployment. Perhaps there will be a future post how how to do this in depth, but for now, it is sufficient to say that the general idea behind this method is to organize lots of conflicting information quickly and discuss it as a team. The central idea of QFD is the House of Quality, which is used to organize everything. This HOQ can quickly become unwieldy, but it is nonetheless very useful.
I bring up QFD because it completes what we have discussed so far very nicely. Again, this is a rough sketch of how it works, but in general the steps are as follows:
- Determine your customers
- Ask the customers what they want
- Record their responses in their own words (keeping raw data is essential to any scientific or engineering endeavor)
- Weight the Customer Requirements (CR)
- There are several weighting schemes that can be used, each with certain advantages
- It is helpful to ask customers what they think are the most important requirements
- Determine Engineering Characteristics (EC), or the "how" the design should be accomplished
- This step is somewhat of a 'circular equation' since it requires knowing what your design will be, but it is used to help determine what things are most important to design. Remember that design should and must be iterative. I personally find it helpful to have completed at least one concept generation stage before this stage.
- Rank how much each EC affects each CR. This is where the HOQ become important. This helps you gauge how well your design meets the CR's.
- Take a break for alphabet soup.
- Rejoice in the ensuing arguments that inevitably happen between group members over the relative importance of various EC's and CR's. This is very good for your project, but easy to waste time on as well.
Exploring customer requirements can be a very frustrating phase for your project. It will feel unfocused, and vague. This is one reason that many students skip this phase or nominally go through the steps but don't actually do it. Just remember that at this point in the design process, you are
exploring, not solving yet.
Exploring the customer requirements is vital to a successful project. It helps you measure the success of your project, helps orient your efforts in the right direction, helps solidify your confidence in your design, and saves you time. On the last point, it is not immediately obvious how it saves you time. On this point, exploring the customer needs/requirements is a preventative measure. It helps you design what the customer needs the first (or second) time, rather than figuring out you did it all wrong and going back after you have already invested a lot of time and money into your project.
As a final note, I alluded to the possibility of this phase dragging on and on and becoming a waste of time. As a part of your
project planning, fix the amount of time that you will spend on this phase and stick to it. This will help things move along, and it will help you get over any road blocks you may feel.
Good luck with your projects, and happy designing!