Incorporating Sponsored Projects to Design Teaching:
A
Reflection on Experience
Gül
E. Okudan
The Pennsylvania
State University
University Park,
PA 16802
ABSTRACT
This paper first
discusses the importance of product design and instilling related skills to
engineering students, then summarizes the evolution of the Introduction to
Engineering Design course (ED&G 100) at The Pennsylvania State University
from a skill-development course to a product-design-oriented course. It then focuses on embedding engineering
management subjects to the course due to its new needs. Project management,
teamwork training, motivating, and decision making are some of these
subjects. The progression of embedment over
three semesters is presented along with brief design project explanations. Unsolicited student comments that are
collected during teaching evaluations are also presented as an indication of
improved student satisfaction with the course.
INDEX TERMS Product-design
education, sponsored projects and engineering management.
INTRODUCTION
New product design
efficiency and effectiveness are more important than ever in today’s high-stakes
business environment1, 2. In fact, Gupta and Wilemon3
suggested that products, which meet their development budget but come to market
late, generate substantially less profit than those that exceed their budget
but come to market on time. Attesting to the continuing need to improve product-design
efficiency, Boujut and Laureillard1 stated that “New organizations,
based on concurrent engineering principles, after many years of experimentation
within various companies and industrial domains, still suffer from a lack of
efficiency.” Although design efficiency as measured by time to market is
critical to the success of new product development efforts, efficiency does not
guarantee success. Accordingly, Walsh4
stated that 90% of new product development team efforts fail, and Flint 2
stated that “... products continue to fail at alarmingly high rates. ,” which
indicates the continued importance of effectiveness in the product design
process.
In general, product
design/development is accomplished by cross-functional design teams. The makeup
of these teams is seen as the strongest determinant of new design timeliness5
and product development success6. Furthermore, Sekine et al.7
suggested that product design team activities control 70% of a company’s
product quality, cost, and timeliness. Since the 1980s, cross-functional design
teams have been widely used8 with a variety of descriptive labels
such as concurrent engineering teams, simultaneous engineering teams, or
integrated product teams.
Product design teams
can be considered a type of project team (e.g., Cohen and Bailey9)
in team typologies and are the most widely accepted means of bringing products
from initial concept to the commercial stage, even for projects with a budget
of $200 billion, spanning over 25 years, and requiring as many as 3000
engineers10. Experts from various disciplines and company
departments such as design, manufacturing, quality testing, and marketing work
in these teams. The membership of the team depends on the type and
characteristics of the product being developed, in addition to customer
requirements and other factors deemed important to the product’s development.
The mode of operation in the team should be collaborative. Collaboration
requires each member to recognize and accept strengths and weaknesses of other
team members and share responsibility for group functioning and productivity.
In essence, these teams make complex decisions in the product design stage so
that downstream issues related to various attributes of the product such as
manufacturability and serviceability are anticipated in the early stages of
product development8. Moreover, these teams facilitate the
continuous communications related to the product as it evolves to satisfy
customer and market requirements.
To prepare students for
similar responsibilities and to foster engineering principles learning, a
comparable setting to product design teams is currently used for several
sections of the Introduction to Engineering Design (ED&G 100) course at The
Pennsylvania State University (Penn State).
ED&G 100 is a first-year engineering course with an enrollment of
more than 450 students each semester.
The major course objective is to develop sound problem-solving skills
early on in the student’s education.
This is accomplished through skill development focused on two design
projects. The first design project
involves building a weighing system using strain gages and beams. After a series of guided, hands-on
experiments and lectures on the mechanical behavior of materials, four-person
design teams are asked to build a weighing system that can accurately weigh
objects within a specific weight range to a specified resolution. Team performance for this design project is
measured via design demonstrations and an evaluation of each team’s design
report.
During this project, a laboratory book11 is
used, which includes experiments involving electrical resistor measurement,
strain-gage applications, and Wheatstone bridge circuit construction. Teams
complete experiments by following step-by-step instructions from this
book. In general, the weighing-system
design project is received as a natural conclusion to these experiments by most
students.
The second project,
which is industry sponsored, is utilized to create an atmosphere of “an actual
working environment” for students via a real design project. Therefore, every semester, a different
industry sponsor is recruited to present a design problem and determine
deliverables. In general, these design
projects are open-ended in nature, and clearly they don’t come with
step-by-step instructions. Thus, despite
efforts to improve motivation via design competitions, the projects may become
a source of frustration for freshmen engineering students who are typically new
to dealing with open-ended problems.
Common student complaints are that the projects and lectures are unclear
or unorganized, that the workload is unbalanced, that they are given too much
work to do in a very short time, and even that they do not know what the next
step in their solution should be.
Similar problems and
potential solutions have been presented by others. Koen12 noted that by omitting
intermediate deadlines, faculty might be enforcing the increased effort
exponentially as the final deadline approaches.
This increased effort in a short time generally creates disputes about
unbalanced contributions to the team project, which inevitably decreases team
motivation. However, adding more faculty-
imposed deadlines takes away from students’ learning to run their projects.
Thus, student-developed schedules have been advocated as a solution13, 14. However, student schedules alone are not
sufficient deterrents to team disputes.
The foci of this paper
are (1) the evolution of the ED&G 100 course from a skill-development
course to a product-design-oriented course and (2) “unplanned” embedment of
engineering management subjects to the course due to its new needs and
necessities over a three-semester period.
Unsolicited student comments collected during teaching evaluations are
presented as an indication of improved student satisfaction.
EVOLUTION OF THE COURSE
The ED&G 100 course
was originally a skill-development course with over half the course dedicated
to manual graphics instruction and about 25% dedicated to laboratory skills
such as instrument use, experimental data acquisition and analysis, and report
writing. During the 1980s, graphics instruction was reduced to make room for
computer literacy: introductory programming and exposure to CAD software. In
1990, programming was dropped; and in 1991, the first solid modeling software,
Silver Screen, was adopted and used until 1998, when IronCAD was introduced.
Also in 1991, with NSF funding, a design project was introduced. The design curriculum has slowly taken over
the course, and the name was changed from “Engineering Graphics and
Communication” to “Introduction to Engineering Design” in 1995. The conception of design imparted to students
in the course also changed during the 1990s from something both challenging and
motivational to something very relevant and focused on real problems in
industry and the public sector. The
course now has two design projects: a technology push project based in the
strain gage that has its origins in the laboratory curriculum developed in the
late 1970s and an open-ended design project usually from industry. Occasionally the second project is in the
public sector.
Because of its renewed
importance, now product design is taught in order to establish competencies for
the next design course rather than just a motivational tool or for professional
orientation. Thus, looking ahead many
needs can be identified. Some of these
needs are relevant to engineering management (project scheduling, staffing,
budget and risk management, development processes and organizational
structures, application of codes and standards, and product planning). The
following section summarizes the embedment of several engineering management
topics to design curriculum over the course of three semesters.
Embedding Engineering Management to Design
Education
The embedment of
engineering management topics to design education was not planned and
implemented in steps over three semesters.
Rather, it has been a progressive chain of observing problems and
implementing remedies in successive semesters in search of an improved way of
teaching product design, or engineering design in general, via open-ended
problems. This unique experience is
discussed below in three phases involving three different design projects: (1)
Kimberly Clark product design project, (2) Marconi Communications product-design-improvement
project, and (3) Hazelton campus handicap-access-solution design project.
Phase 1: Kimberly
Clark Product Design Project
During fall semester 2000, Kimberly Clark Inc. presented the problem of revisiting the
“single-season” product business, to define the manufacturing and corresponding
automated process design for a product proposition. Key deliverables were a market analysis and a
prototype of the product; a description of the manufacturing process needed to
mass produce the product, and an in-depth analysis (with CAD drawings,
documentation, etc.) of one of the components of the manufacturing process.
After design project 1
was completed, students were asked if they wanted to change their teams, which
were originally formed by students. Only
two teams out of each section responded as they did. After reshuffling team members only in those
teams, the design project was introduced.
To guide these design teams, product planning, identifying customer
needs, product specifications, concept generation, and concept selection were
introduced as major components of the development process. Several intermediate deadlines and a project
deadline were determined to set a moderate pace. Critical path method (CPM) was also
introduced, and students were encouraged to plan and complete development
activities to meet the deadlines.
Furthermore, they were told that after the project they would be
evaluating each other for their contribution to the design process and that
project grades would change subject to contribution.
Design project
performance was evaluated by peer-design evaluations and design-report
assessment. The weights of these
assessments were 25% and 75%, respectively.
Peer-design evaluations were done during the in-class design
competition. While a team was
presenting, remaining teams evaluated their design. It was observed that students took evaluating
peers very seriously; hence a meaningful design discussion after every
presentation surfaced. During this peer
evaluation and peer critiquing time, integrity and ethics were strongly
emphasized.
Despite the fact that
most students received the competition environment very well, and one of the
teams won the overall competition out of 112 teams, some performance-limiting
issues have been observed. Teamwork
ineffectiveness, miscommunication, and inefficient use of time were among
these. As a set of remedies for these
problems, a team-building activity and teamwork-skills interventions were added
to the course, and the course was run including these during spring 2001
semester.
Phase 2: Marconi
Communications Product-Design-Improvement Project
The second project for
the spring 2001 semester was sponsored by Marconi Communications Inc. The objective was to design a shipping crate
to house the Marconi Communications BXR-48000 switch, which weighs 700 lbs. and
has dimensions of 73.5 x 21.2 x 23.62 in.
The crate is for use during manufacture of the switch and shipment to
the end user. Other design requirements
for the crate included the ability to maneuver the crate with only two people
without using a forklift and the ability to reuse the crate. The design project and its objectives were
conveyed to all teams at the same time.
Each team was given eight weeks to develop their design solution. All teams were instructed to act during this
time as if they were companies competing to get Marconi’s shipping crate
business with their solution.
For this project,
teams were formed randomly. Again, randomly
selected one half of the teams were given three two-hour high-performing team-skills
training, while others were provided engineering problem-solving assistance as
is typically provided for the ED&G 100 students. The training offered to the randomly selected
sample of eight design teams was varied, and in general, it became more complex
with each intervention. A brief
description of the content of each intervention is described below.
Intervention 1—
Earthquake Exercise: The first
intervention consisted of a simple earthquake exercise used to demonstrate that
individuals working in teams typically perform better than individuals working
alone on the same task. This
intervention was conducted after the design project was given to the design
teams
Intervention 2 —
Role Playing of Group Development Stages: The second intervention was
conducted during the fourth week of the final design project. During this intervention, stages of group
development were introduced: forming, storming, norming, and transforming/high
performing. Following this introduction,
each team was asked to develop a role- play scenario depicting a specific stage
of development (i.e., one team developed a scenario and acted out the forming
stage). Though initially uncomfortable
with the notion of role-playing, the student teams performed well, and their
role-plays were consistent with the stage of group development that they were
required to act out. The teaching point
reinforced was that teams undergo a tangible, somewhat predictable
developmental process and that at times group development is uncomfortable.
Intervention 3 —
After-Action Reviews (AARs): This intervention was conducted during the
seventh week of the final design project.
Design teams were led in a brief discussion of the theory and execution
of AARs, which included a 3-step method to (1) review and analyze what went
well, (2) review and analyze those things that did not go well, and (3) offer
recommendations for improving those things that did not go well during team
projects. After the discussion of the
AAR process, student teams were then required to conduct an internal AAR to
evaluate their own team’s performance up to that point of the design
project. The students valued the
opportunity to engage in meaningful team analysis using the three-step AAR method. They reported their findings to other groups
and, predictably, came to understand that other teams shared similar problems
and successes. The teaching point
reinforced was that self-assessment is a useful technique for monitoring and
improving the performance of teams.
Design team performance
was measured using team quizzes, design demonstrations (during which designs
were evaluated by peers), and an evaluation of each team’s design report. The grading weight of the team quiz was
5%. Twenty five percent of the remaining
95% of the project grade (23.75%) was allocated as the weight of the peer-design
evaluation, and 75% of the remaining 95% of the project grade (71.25%) was
assigned for the design-report assessment.
These weights were used to establish a project grade for each design
team. However, in order to finalize each
team member’s grade, the other team members were asked to rate the contribution
of that person to the team’s design solution.
Their contribution grade was then used to establish a multiplier to determine
their project grade.
A team quiz is an assessment during which a set of questions
is answered by a team of four in 15 minutes.
Only one member would need one hour to solve the same set of
questions. The time allowed for
completion of the team quiz was adjusted based on the group size. However, for absent/late members, no time
adjustment was permitted. The purpose of
giving team quizzes was to help students learn that they are interdependent,
and hence it was added as a team-building activity. Three quizzes during project 1 and two team
quizzes during project 2 were given throughout the semester. It was observed that on team quiz days, attendance
improved, and students showed effort not to disappoint their teams.
Major product development process components were introduced as was done the previous semester. In addition, the teams were asked to study the development process of at least two companies via an Internet search before identifying the activities they will schedule using CPM. The objective was to have teams adopt their own design process and define relevant activities.
Despite the initial complaints for changing their teams by randomization before the final project, students were not vocal about team-related problems throughout the project. The intervention topics were appropriate - - particularly the earthquake exercise and the AAR exercise. Some unsolicited comments indicated that interventions were not given early enough for them to use effectively. Some resistance was encountered during the role-playing intervention from a few students with statements such as “Why are we learning this stuff?” or “We don’t want to be leaders; we want to be engineers!” Furthermore, it was observed that separating the design teams for giving training only to one half of the teams raised questions and made them uncomfortable.
Phase 3: Hazelton Campus Handicap-Access-Solution Project. This project involved the solution to a handicapped access need at Penn State’s Hazelton campus. This campus provides residence hall accommodations for 485 students. In addition, the hall’s food court provides meals for resident students, faculty, staff, and visitors. The food court building and residence halls are located near the main entrance of campus, at an elevation ranging approximately 1575' to 1600' above sea level. All other campus facilities are located at an elevation of approximately 1710'. Getting from the lower portion of campus to the upper part is accomplished by either walking directly up a steep pathway, which is not compliant with the Americans with Disabilities Act Accessibility Guidelines (ADAAG) for slope and design, or directly on the main road, which is non-compliant for slope. Driving is an option, but parking is limited. In order for the campus community to be able to access the facilities without having to drive, finding a solution that offers flexibility, convenience, ease of use, and accessibility for people with disabilities was the design task. Thus, teams were required to design a mechanical, manual, or service system that will provide access for people with disabilities and the non-disabled population.
Project deliverables were traffic analysis, CAD drawings, projected costs (construction and operation), a scale model prototype, and design documentation. For this project, the performance was measured using team quizzes, peer-design evaluations, and design-report evaluations. The weights of these grades were 5%, 23.75%, and 71.25%, respectively, as was previous semester.
During this phase, team
formation, peer evaluations within teams, determination of project due dates,
and timing and topic of teamwork interventions were modified. Teams were formed to have teams with similar
average GPAs because a study of the previous semester’s results showed the
average team GPA to have a significant effect on team performances (Okudan et
al.15). After studying the
product development process, students were encouraged to set their own
intermediate due dates. The final
project due date was set to be the in-class design competition date.
The peer evaluation
within teams was done for both design projects.
Since teams were not changed for the second project, the individual
contribution values calculated after design project 1 were not revealed until
teams were done with the second round of peer evaluations. Instead, a half-hour class period was
dedicated for them to discuss their performance and how to improve performances
individually and as a team. However, on
the last day of the class, each student was given his peer-evaluated
contribution value, and teams were encouraged to discuss the values if anyone
thought there was unfairness.
Team-skills
interventions were conducted for all teams four times for two hours each for a
total of eight hours starting earlier in the semester in comparison to the previous
set of interventions. The type of
training offered or order of delivery during this intervention series was modified. Following the earthquake exercise, the AAR
training was presented. Then, personality
type training was offered. This
intervention briefly introduced the personality type theory followed up with a
confidential on line questionnaire (http://www.keirsey.com). The questionnaire
categorized students into four groups based on dimensions of extroversion and
introversion, intuition and sensing, thinking and feeling, and judgment and
perception. Learning about their
personality type created a discussion environment for the effect of personality
type on project performance.
Role playing was
replaced with strategic planning intervention. During this intervention,
importance of planning one’s life and the efficient use of time for becoming
higher achievers were discussed.
Students were encouraged to apply these same principles to their design
project.
RESULTS
Overall, after the
embedment of various engineering management topics and relevant activities, a
decrease in student complaints was observed.
Although it is not possible to identify the isolated effect of each of
these embedded topics and activities, an aggregate indication of student
satisfaction is presented in Table 1.
The information given in Table 1 is compiled from the unsolicited
comments relevant to design project 2 collected during teaching evaluations for
the course over three semesters. In the
table, the numbers of positive comments and that of negative comments are
categorized into various themes relevant to design project 2, such as
organization, clarity, teamwork, and the amount of work.
Table 1 also shows the overall quality of instruction and overall quality of the course as documented by the teaching evaluations.
Table 1. Compiled Unsolicited Student Comments About Design Project 2.
Focus of comments |
Design Projects |
|
Kimberly Clark Project Phase I - Fall 2001 |
Marconi Comm. Project Phase II - Spring 2001 |
Hazelton Campus Project Phase III - Fall 2001 |
|
Negative Comments |
Positive Comments |
Negative Comments |
Positive Comments |
Negative Comments |
Positive Comments |
Organization |
8 |
0 |
4 |
0 |
3 |
0 |
Clarity |
8 |
0 |
2 |
0 |
4 |
0 |
Teamwork |
0 |
0 |
0 |
7 |
0 |
14 |
Project overall |
12 |
2 |
2 |
8 |
4 |
12 |
Amount of work |
10 |
0 |
25 |
0 |
16 |
0 |
Design lab time |
3 |
0 |
0 |
0 |
5 |
0 |
# of evaluators |
51 |
58 |
88 |
Overall quality of
instruction |
5.82/7 |
5.97/7 |
6.26/7 |
Overall quality of the
course |
4.91/7 |
5.26/7 |
5.58/7 |
It is clearly seen that
both the quality of instruction and the quality of the course have
improved. Since the instructor is not
changed from one semester to another, these improvements are explained with the
embedment of engineering management topics to the original engineering design
curriculum. Accordingly, compiled
unsolicited student comments show an increase in the number of positive
teamwork relevant comments and in the number of positive design project
relevant comments.
Based on the experience
gained throughout the above-mentioned three semesters and a thorough review of
the contemporary product design literature, the author and a colleague from the
same department were led to write a new textbook, which includes the
engineering management topics embedded: Engineering Design: A Practical Guide16.
The course is now taught in a way that naturally integrates collaborative
design, project management, and decision-making issues to the product-design
curriculum.
The paper discusses the
progressive chain of observing problems and implementing potential solutions in
successive semesters in search of an improved way of teaching product design
via open-ended problems. The
implementation of potential remedies resulted in an embedment of engineering
management topics and relevant activities to the course, such as team building
(team quizzes), teamwork-skills training, project management (identifying
activities, determining due dates, and CPM), and motivation (peer evaluations
within teams). Although it is not
possible to identify the isolated effect of each of these, an aggregate
indication of student satisfaction is presented. Overall, it is observed that student
satisfaction relevant to the quality of instruction and the quality of the
course has increased. This is attributed
to the embedment of engineering management topics and relevant activities to
the engineering design curriculum.
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