keith@uiucme.uiucme (12/03/85)
The Engineering in Engineering Design Second of a series Henry Spencer's comment prompts me to mention exactly what I mean by structured design approaches. I do not propose that there is a design method which can solve all problems. This seems intuitively true at least. But I'm not worried about that, engineers are accustomed to making things work despite incomplete tool kits. What is important is to appreciate the capabilities and limits on the design methods available. We know that it is possible to design incredibly complex systems and turn them into operating units. By no means do my comments imply that human designers don't do good work; on the contrary human designers are remarkable effective. But how do they design? A great deal of what designers know is not from education or books, it is accumulated experience. This kind of knowledge is intangible, difficult to record for later use by a different designer. This would be an acceptable situation if we were continuing to accumulate experience in new designers; the fact is that modern corporate structures tend to prevent designers from becoming experienced. Better pay, better promotion opportunities, and other reasons are incouraging technical people into managerial positions by mid-career - JUST WHEN THEY'RE ABOUT TO BECOME REALLY GOOD DESIGNERS. Design knowledge is not like riding a bicycle - you've got to keep exercising it to keep it in good condition. Thus the problem statement: How do we supplement experience in designers to maintain productivity? How do we encourage innovation from designers with poorer qualifications? Two possible solutions are available. First, we can develop computer tools to support designers, allowing them to focus where the human qualities of intuition and creativity will be most effective. Second, we can try to influence management attitudes to allow good designers to stay in design work. My interest is in the first method; I think the second will be a natural result of a better understanding of the nature of design knowledge. When we want to use a computer to participate in design work, we can either try to understand human design well enough to allow the computer to understand what the human is doing, or we can try to structure the design process so that a relatively dumb computer can be applied as a tool. The solution I am working toward is a compromise between these two extremes. Design is not a algorithmic process. The process of design is removing abstraction from a problem statement and removing abstraction from the corresponding solution statement. The thinking process involved depends much more on selecting the right solution method for the problem at hand than on actually cranking through the analysis. So what good is a structured, systematic design method? It won't make things easier by simplifying, it will add more information to be juggled by the designer. Systematic solutions ("hup, two, three, four") tend to suppress, not encourage, innovation. I do not propose systematic design as the final solution. It is no panacea, and will bring with it as many problems as it solves. In my perception, design knowledge - both problem-solving methods at large and specific disciplines for design - is a chaotic mess. Any structured method for dealing with this mess will improve our chances of continuing to succeed. I recall reading a conference proceedings where a prominent AI researcher dismissed structured design approaches (to software) as useless in every application. Some years ago I attended a short course on structured analysis (DeMarco was the text) where the speaker claimed systematic design is the solution for all large system design problems. Neither is correct. We are at the cusp of two opposing trends - loss of experienced designers and increasing complexity in the systems we design. By adopting a structured approach as an interim solution we can continue to design and build complex systems without a notable increase in the rate of failures. To accomplish this we will, no doubt, sacrifice some innovative improvements that an old-fashioned, intuitive designer might have given us. keith U of Illinois Mech Eng { stuff I don't know } uiucdcs!uiucme!keith Next installment: the fallacy of specialism and the chaos in design knowldge