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MTI Development 2024
MTI Development 2024
Eleventh Edition
PENDAHULUAN
• Development phase, which includes
– Product Design,
– Product architecture and prototype
development,
– and product use testing, (dibahas tersendiri)
– As well as organizational and team
management issues.
Development phase
Fase
Dev
elop
men
t
Technical Development
Marketing Development
CHAPTER 13 DESIGN
What Is Design?
• Has been defined as “the synthesis of technology and human
needs into manufacturable products.” [untuk tujuan mass
production]
• In practice, design can mean many things, ranging from styling
to ergonomics to setting final product specifications.
(karakateristik lebih baik atau baru, fiiting product to human)
• Design has been successfully used in a variety of ways to help
achieve new product objectives. (upaya kreatif & inovatif)
• One thing it is not: “prettying up” a product that is about to
manufactured! >> tidak perlu dilakukan: “mempercantik” produk
Definition of Innovations
• The simplest definition of innovations is doing something
different.
• Innovation is the creation and implementation of new
processes, products, services and methods of delivery which
result in significant. improvements in outcomes, efficiency,
effectiveness or quality.
• Innovation can also be explained as s new idea, product, device
or novelty.
• Innovation = Invention*Commercialization
• A good idea or invention for a successful product/solution but
you also need to commercialize or sell this idea to generate a
profit.
Design-Driven Innovation
• Inovasi Berbasis Desain; Beberapa penulis menyarankan inovasi
produk dual-drive tradisional strategi (didorong oleh teknologi
atau digerakkan oleh pasar)
• Roberto Verganti menyarankan untuk mempertimbangkan cara
ketiga: didorong oleh desain inovasi, di mana desain itu sendiri
yang mengambil peran kepemimpinan.
• Desain memperkenalkan cara baru yang berani untuk bersaing.
• Inovasi yang digerakkan oleh desain tidak berasal dari pasar;
mereka menciptakan pasar baru.
• Mereka tidak mendorong teknologi baru;
• mereka mendorong makna baru. Pelanggan tidak menanyakan
arti baru ini, tetapi begitu mereka mengalaminya, itu adalah
cinta pada pandangan pertama.
The Role of Design in the New Products
Process
• Peran Desain dalam Proses Produk Baru
• Kurangnya pemahaman atau apresiasi desainer, desain
manajemen, dan fungsi desain di pihak manajer dari pihak
lain bidang fungsional, Peran Desain kurang diperhatikan.
• Desainer menjalani pelatihan ketat untuk mempelajari cara
mendesain produk yang berfungsi dengan baik secara
mekanis, tahan lama, mudah dan aman untuk digunakan,
yang dapat dibuat dari bahan yang mudah didapat, dan
yang terlihat menarik.
• Jelas, banyak dari persyaratan ini akan bertentangan, dan
terserah pada ahlinya desainer untuk mencapai semuanya
secara bersamaan.
Pentingnya Desain
• Sebagai bukti pentingnya desain, keunggulan
desain dapat membantu perusahaan mencapai
spektrum yang luas dari tujuan produk baru,
seperti yang ditunjukkan pada Gambar 13.1 .
Contributions of Design to the New
Products Process
Kontribusi Desain pada Proses Produk Baru
• Design for Speed to Market >> The team (composed of
marketing, manufacturing, and engineering personnel)
worked closely with Group Four Design to identify
customer needs.
• Design for Ease of Manufacture >> Semuanya harus
bersatu dengan mudah. Selanjutnya, waktu
pengembangan harus dikompresi dari standar empat
tahun menjadi dua setengah tahun.
• Design for Differentiation >> berhasil membedakan
penawaran produknya karena lebih orisinal dalam
desain. Keunggulan dalam desain menjadi penting.
Contributions of Design to the New
Products Process
• Design to Meet Customer Needs >> Pemahaman yang
mendalam tentang kebutuhan pelanggan diperlukan agar
perusahaan dapat menerjemahkan teknologi berpotensi
tinggi menjadi produk yang memberikan manfaat berarti
kepada pelanggan.
• Design to Build or Support Corporate Identity >> Banyak
perusahaan telah menetapkan ekuitas visual di seluruh
produk yang mereka jual: dapat dikenali melihat atau
merasa bahwa mereka menggunakan secara konsisten.
• Design for the Environment >> produk dapat dibongkar
setelahnya digunakan untuk mendaur ulang komponen
logam, kaca, dan plastik secara terpisah.
Principles of Universal Design (1/2)
• Source: James M. Mueller and Molly Follette Story, “Universal
Design: Principles for Driving Growth Into New Markets,” in P.
Belliveau, A. Griffin, and S. Sodermeyer (eds.), The PDMA
Toolbook for New Product Development (New York: Wiley,
2002), pp. 297-326.
1. Equitable Use: The design is useful to people with varied
abilities. >> Desainnya berguna untuk orang-orang dengan
beragam kemampuan.
2. Flexibility in Use: The design accommodates a wide variety
of preferences. >> Desain mengakomodasi berbagai
preferensi.
3. Simple and Intuitive to Use: The design is easy for anyone to
understand. >> Desainnya mudah dipahami oleh siapa saja.
4. Next slide
Principles of Universal Design (2/2)
4. Perceptible Information: The design communicates the
required information to the user. >> Desain
mengkomunikasikan informasi yang diperlukan kepada
pengguna.
5. Tolerance for Error: The design minimizes adverse
consequences of inappropriate use. >> Desain meminimalkan
konsekuensi yang merugikan dari penggunaan yang tidak
tepat.
6. Low Physical Effort: The design can be used efficiently by
anyone with minimal fatigue. >> Desainnya dapat digunakan
secara efisien oleh siapa saja dengan usaha minimal.
7. Size and Space for Approach and Use: The product is easy to
reach, manipulate, and use. >> Produk mudah dijangkau,
dimanipulasi, dan digunakan.
Prin
ciple
s of
Univ
ersa
l
Desi
gn
Range of Leading Design Applications
13-29
Improving the Interfaces in the Design
Process (2)
• Produceability engineer (independent, third party whos
understand both design and production, and who in the
design studios to see that production requirements are met
by design decisions) >> Insinyur berada di studio desain
untuk melihat bahwa persyaratan produksi dipenuhi oleh
keputusan desain
• Upstream partnering with vendors (berhub -> security risk,
patent uncertainties, cooperation that cannot be mandated in
an emergency) >> Kemitraan hulu dengan vendor (berhub ->
risiko keamanan, ketidakpastian paten, kerja sama yang
tidak dapat diamanatkan dalam keadaan darurat)
Computer-Aided Design (CAD)
• Greatly accelerates the design step and allows assessment
of multiple possible designs without building expensive
prototypes.
• Design for Manufacturability (DFM): search for ways to
minimize manufacturing costs.
• Design for Assembly (DFA): search for ways to ease
assembly and manufacture.
• Rational for DFM: A seemingly trivial detail in design
phase might have huge manufacturing cost consequences
later on!
• ? FDM Design-for-Market) ?
• ? CAD (1D, 2D, 2½D, 3D, 4D, DOF, wireframe, surface,
solid) CAM (rapid-protyping/3D printo\ing, mock-up)
Some of the Uses of CAD in Auto
Industry
• Determining fit of subassemblies: does the
radio/CD player protrude too far into the
engine area?
• Facilitating “decking” of cars (attaching the
power train to the upper body): do all the
pieces fit together perfectly?
• Crashworthiness: can we modify any aspects
of the car’s design to improve its ability to
protect the passengers in a crash?
13-32
New Developments in CAD
• Stereolithography is a
technology that permit “free-
form fabrication” that is, the
creation of a solid object
directly from a 3D computer
model ” (rapid prototyping)
• Mechanical computer-aided
engineering (MCAE)
13-33
CHAPTER 14 DEVELOPMENT TEAM
MANAGEMENT
Some Terms in New Products Organization
• Functional: People in business departments or
functional areas are involved, and product
development activity must mesh with their work.
• Project: The product innovation activity requires
people who think first of the project.
• Matrix: Two people are likely to be involved in any
piece of work: project manager and line function
head.
Options in New Products Organization
Options in New Products Organization
14-38
Decision Rules for Choosing Among the
Options
Score each on a scale of 1 (low) to 5 (high):
1. How difficult is it to get new products in the firm?
2. How critical is it for the firm to have new products at this time?
3. How much risk to personnel is involved?
4. How important is speed of development?
5. Will the products be using new procedures in their manufacturing?
6. In their marketing?
7. What will be the $ profit contribution from each new item?
8. How much training do our functional people need in the markets represented by the new
products we want?
Rating: Below 15: functional matrix will likely work. matriks fungsional kemungkinan akan
berfungsi.
15-30: a balanced matrix will probably work. matriks yang seimbang mungkin akan berfungsi.
Over 30: You need a project matrix or even a venture! Anda memerlukan matriks proyek atau
bahkan usaha!
Another View: Home Runs Vs. Singles
Characteristics of “home run” projects:
• Distance from regular business -- markets, technologies, distribution
system.
• Conflicts with regular business -- success will threaten people in the
organization’s regular business (production, sales, technical).
• Major financial importance -- dollars, risk, or (especially) both.
• Timing -- a project that may be a “single” in normal times --
competition, market change, threatened acquisition, insecure
management team, shortage of new product projects.
(Do the opposite conditions make for singles?)
The more like a “home run” a project is, the more suited to a more
projectized organizational structure.
Considerations when Selecting an
Organizational Option
• High projectization encourages cross-functional integration.
• If state-of-the-art functional expertise is critical to project success
(e.g., in a scientific specialty such as fluid dynamics), a functional
organization might be better, as it encourages the development of
high-level technical expertise.
• If individuals will be part of the project for only a short time, it
might make more efficient use of their time if they were organized
functionally. Industrial designers may be involved in any given
project for only a short time, so different projects can simply draw
on their expertise when needed.
• If speed to market is critical, higher projectization is preferred as
project teams are usually able to coordinate their activities and
resolve conflicts more quickly and with less bureaucracy. PC makers
often use project teams, as they are under severe time pressure.
Who Are the Team Members?
• Core Team: manage functional clusters (e.g.,
marketing, R&D, manufacturing)
– Are active throughout the new products
process.
• Ad Hoc Group: support the core team (e.g.,
packaging, legal, logistics)
– Are important at intervals during the new
products process.
• Extended Team Members: less critical members
(e.g., from other divisions)
Roles and Participants
Participants in the Product
Management Process
• Project Manager
– Leader, integrator, mediator, judge
– Translator, coordinator
• Project Champion
– Supporter and spokesperson
– May be the project manager
– Enthusiastic but play within the rules
• Sponsor
– Senior executive who lends encouragement and
endorsement to the champion
• Rationalist
– The “show-me” person
Participants in the Product Management
Process (2/2)
• Strategist
– Longer-range
– Managerial -- often the CEO
– Spelled out the Product Innovation Charter
• Inventor
– Creative scientist
– “Basement inventor” -- may be a customer, ad
agency person, etc.
– Idea source
• Facilitator
– Enhance team’s productivity and output
Myths and Truths About Product
Champions
The Myths: The Truths:
• Champions are associated • Champions get resources and
with market successes. keep projects alive.
• Champions are excited • They are passionate,
about the idea. persuasive, and risk-taking.
• Champions get involved • Champions work in firms with
with radical changes. or without formal new
• Champions arise from high product processes.
(or low) levels in the firm. • Champions are sensitive to
• Champions are mostly company politics.
from marketing. • Champions back projects that
align with the firm’s
innovation strategy.
Product Innovation Network
• Sebuah jaringan terdiri dari node, link, dan hubungan
operasi. Node adalah manusia penting untuk proyek dalam
beberapa cara. Tautan adalah bagaimana mereka dijangkau
dan apa ikatan penting yang mereka miliki dengan orang lain
dalam jaringan. Operasi hubungan adalah bagaimana orang-
orang ini dihubungi dan dimotivasi untuk bekerja sama
dalam proyek.
• Jaringan inovasi adalah struktur organisasi yang dengannya
perusahaan menerapkan inovasi bisnis lebih cepat dan lebih
efisien. Jaringan inovasi ada di dalam perusahaan atau lintas
perusahaan. Jaringan inovasi mendukung perbaikan
berkelanjutan, manajemen ide, dan manajemen inovasi
perusahaan.
Pro
duct
Inno
vati
on
Net
wor
k
Guidin
g
Princi
ples in
New
Produ
ct
Proce
ss
Imple
menta
tion
Five Conflict Management Styles
14-58
Clues to Good Policy in Interface
Management
Petunjuk Kebijakan yang Baik dalam Manajemen Antarmuka
Some Insights on Global Innovation
From Senior Executives
Beberapa Wawasan tentang Inovasi Global Dari Para Eksekutif
Senior
• Idea Generation:
– Leverage global knowledge.
– Source ideas from customers, employees, distributors, etc.
• Product Development:
– Focus on incremental vs. home run breakthroughs.
– Share development costs.
– Use standardization to better manage global operations.
• Commercialization:
– Early vs. late entrant decision.
– Consider local support/local partner.
Managing Globally Dispersed Teams
Mengelola tim yang tersebar secara global
• Reasons for growth:
– Increasing product complexity
– Accelerated product life cycles
• Issues:
– Levels of language skills among team members
– Physical distance among team members
– Cultural differences among team members
14-61
Bebera
pa
Wawasa
n
tentang
Inovasi
Global
dari
Eksekuti
f Senior
REFERENCES
Acknowledgement:
Terima kasih dan penghargaan yang tinggi kepada
kontributor dalam slide ini. Penulis slide ini anonim, Slide ini
dikutip dengan dari berbagai sumber diantaranya dari buku,
jurnal, proseding dan web 64