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Concept Development Process
The early design phase where customer needs are translated into engineering requirements, initial concepts are generated, evaluated, and refined into a coherent product direction.
System-Level Design
The stage where the overall product architecture is defined, subsystems and interfaces are laid out, and concept variants are organized into a full product layout.
Function (in design)
What the product or component must do, expressed independently of how it does it (form-independent).
Form (in design)
The physical embodiment or specific solution that realizes a function (e.g., bolt, spring, linkage, motor).
“What, not How” principle
Functional models should describe what needs to happen (functions) rather than how it is implemented (specific solutions).
Verb–Noun Function Statement
A standardized way to express functions using an action and an object (e.g., “store energy,” “transmit force”).
Function Tree
A hierarchical diagram showing the overall function decomposed into subfunctions that support it.
Overall (Black-Box) Function
The highest-level function of a product with defined inputs and outputs but no internal details.
Subfunction
A smaller, more specific function that contributes to achieving a higher-level function.
Orphaned Subfunction
A subfunction that is not linked to any higher-level function, indicating an error in the function tree.
Alternate Decomposition by User Actions
A decomposition method where the system is broken down by sequences of user interactions instead of functions.
Subtract-and-Operate Procedure
A method where one component is removed, the system is operated without it, and the missing function is identified.
Design Fixation
A cognitive bias where exposure to example solutions limits creativity and leads designers to copy features unconsciously.
Incubation Effect
Creative improvement that occurs when taking a break from conscious problem solving leads to more and better ideas.
Goal of Concept Generation Methods
To increase the quantity, variety, and creativity of ideas while reducing fixation on initial solutions.
Rules of Concept Generation
Include reviewing the problem, suspending judgment, encouraging quantity, building on others’ ideas, and welcoming wild ideas.
Brainstorming
A group-based, judgment-free idea generation technique focused on rapid creation of many diverse ideas.
Mind Map
A visual diagram connecting brainstormed ideas around a central problem, showing clusters and relationships.
Brainwriting Methods
Group ideation methods (6-3-5, C-Sketch, Gallery) that rely on written/sketched ideas passed among participants to avoid dominance and encourage equal contribution.
6–3–5 Method
An ideation method where 6 people generate 3 ideas over 5 rounds, building silently on each other's concepts.
Gallery Method
Individuals generate concepts, post them on the wall, review them as a group, then refine ideas based on feedback.
C-Sketch
A collaborative sketching technique where each participant works on one sketch at a time and passes it along for modification.
Fluency
The total number of distinct ideas generated in a concept generation session.
Originality
The novelty or uniqueness of ideas compared to typical or common solutions.
Variety
The diversity of idea categories or approaches represented in a set of concepts.
Quality
How well an idea is expected to satisfy functional requirements, constraints, and performance targets.
SCAMPER
A checklist (Substitute, Combine, Adapt, Magnify/Minify, Put to other uses, Eliminate/Elaborate, Rearrange/Reverse) to stimulate new ideas.
Directed Concept Generation
Systematic ideation approaches that use known information, physical principles, catalogs, or TRIZ to generate solutions.
Design Catalogs
Collections of known solutions or analogous products used to inspire or inform new design ideas.
Design-by-Analogy
Applying ideas or mechanisms from one domain (e.g., biology, existing products) to solve a design problem in another.
TRIZ
A structured innovation method using contradiction matrices and inventive principles to resolve design conflicts.
TRIZ Step 1 – Identify Design Conflict
Find a pair of parameters where improving one harms the other.
TRIZ Step 2 – Translate Parameters
Convert the conflicting parameters to generalized engineering parameters used in the TRIZ matrix.
TRIZ Step 3 – Use Contradiction Matrix
Look up recommended inventive principles for solving the conflict without worsening the opposing parameter.
TRIZ Step 4 – Apply Principles
Use the identified inventive principles to create new, conflict-resolving design ideas.
Morphological Matrix
A table listing subfunctions with alternative solution options used to systematically generate complete concept variants.
Concept Variant
A complete product concept created by selecting one solution principle for each subfunction in the morph matrix.
Highly Coupled Subfunctions
Subfunctions that strongly affect each other and should be considered together when generating solution options.
Order-of-Magnitude Estimation
A quick feasibility check using rough calculations to compare system performance or viability.
Prototype
An approximation of a product used to test, refine, and validate/verify the design.
Virtual Prototype
A digital model (CAD, FEA, simulation) used to analyze and improve design performance.
Physical Prototype
A tangible model used to test functionality, usability, or performance.
Low-Fidelity Prototype
A quick, inexpensive prototype used mainly to validate customer needs and early usability (“Am I building the right product?”).
Proof-of-Concept Prototype
A prototype focusing on validating function and meeting engineering specifications (“Am I building the product right?”).
Validation
Testing whether the design meets user needs and aligns with intended use cases.
Verification
Testing whether the design meets engineering requirements and performance specifications.
Concept Selection
The process of comparing feasible concepts against criteria derived from needs and specs to choose which concept to pursue.
Pugh Chart
A decision-matrix tool that compares concepts to a datum using +, 0, and – ratings across evaluation criteria.
Datum (Pugh Chart)
The baseline concept used for comparison; receives neutral scores across all criteria.
Risk Assessment Matrix
A qualitative tool combining probability and severity to categorize risks as Low, Moderate, High, or Extreme.
Risk Probability Categories
Levels describing the likelihood of occurrence: Rare, Unlikely, Possible, Likely, Certain.
Risk Severity Categories
Consequences of failure: Negligible, Marginal, Critical, Catastrophic.
Low Risk
Risks that generally pose no significant issues and may only require minor improvements.
Moderate Risk
Risks that need planned management but not immediate intervention.
High Risk
Risks requiring quick action or redesign to prevent them from hindering progress.
Extreme Risk
Critical risks requiring immediate action to eliminate or significantly reduce them.
Hierarchy of Risk Controls
Ranked from most effective to least: elimination/substitution, engineering controls, administrative controls, PPE.