Greetings all,
I’ve got another essay bubbling away inside my head. I think it is sufficiently different from the “Reasoning…” argument to warrant its own thread, but if you think it should be buried there please let me know.
I’ve been thinking of team politics and harmony, and how they are much better indicators of team success than vehicle specification. I would like to attempt to define some of these factors, rather than just tell you it is “all about people” and then give you nothing concrete to work with. I am not a trained psychologist – but then again I’ve seen qualified engineers who cannot engineer, and unqualified one who can…
I’ve also been thinking of the applications of design process in the real world, given that I see a lot of the lessons we learn as engineering designers (and in particular, FSAE designers), are not learnt by people who are often looked up to as role models and mentors, and who should be smart enough to know better.
I’m going to pick two easy targets for us in the below – politicians and academics.
Some will say that the below is lost on undergrad engineers. I say that even if it is, it might be useful further down the track. I didn’t stop learning from the FSAE experience the day I graduated.
What I like about engineering is that it is practical. At the end of the day, we have to apply what we know and deliver something concrete in the real world. Often, that is an artifact, sometimes it is a process or a procedure. But our success is measured by the results that we deliver – not the arguments that we have, or the ideas that we generate, or anything we say, or anything that is polished up and presented by marketing departments and PR agents. Our challenge is to deliver.
The engineering design process can be described in many ways, and different descriptions may suit different purposes depending on what we wish to understand. The first post in my “Reasoning…” thread contains a methodology and breakdown of the vehicle design process. In the following, I am going to attempt to broaden that out to a general problem solving process – and offer some ill-informed prattle about some psychological aspects of our thinking processes.
For the sake of this argument, I will assume that the problem being confronted is known and understood, and we are about to embark on our problem solving process. I will use the FSAE problem as a starting point, but then draw in some observations from the outside world.
THE THREE PSYCHOLOGICAL STATES OF THE DESIGN PROCESS
I will break the problem solving process into three phases.
1. Generation of solutions
2. Analysis of the solutions
3. Delivery of the solutions
I am being quite broad here, but that is because, psychologically, I see three distinct mind skills that quite neatly fit into the above three phases.
The first phase, generation of solutions is a creative phase. It is all about ideation, opening your mind to new ideas, being adventurous. It is about suspending criticism and disbelief, and being positive. I think humour fits in really nicely here, as humour is effectively about taking something familiar and then providing a surprising answer or twist. For example, I am presently organizing a few charity benefits with some friends, and attempting to be a funny bugger I have twisted the term “friends with benefits” around to come up with the name “Benefits with Friends”. Ho ho hee hee I’m so hilarious – not - but I can never remember jokes and wanted to save you all the collective facepalm if I had have rolled out the standard “what is brown and sticky – a stick!” joke.
Anyway, the point I am making is that this first phase is all about twisting and distorting and looking at problems from different perspectives. Phase one is the fun phase, I reckon.
Phase two involves analysis and criticism of the ideas generated, and requires a different psychological skillset. This phase is all about fault finding, identifying potential failure points, finding limits, criticizing. If phase one is open and adventurous and generative, phase two is confining, critical, and effectively “closes out” the ideas that are not suitable. It is analytical, serious, and is quite “negative” in character. The effect of this phase is to prune down all the ideas to the one solution you are going to build.
Phase three is effectively collaborative. It is about taking the one design you have decided upon and delivering it. It is about putting behind you the arguments and disputes you had during phase two and moving forward together. This is real engineering, this is teamwork and delivering a product and this is what sets us apart from scientists.
So, effectively the process works like this:
1. We go through a creative process to generate ideas
2. We go through a critical process to eliminate options and select one for delivery
3. We go through a collaborative process to deliver on our final product
From a Formula SAE perspective, we could define the transition from phase one to two as the Conceptual Design Freeze, and the transition between phases two and three as the Final Design Freeze. We come up with ideas, we select the best one, we work together to build and deliver on the final product.
If you look at the above a little more broadly, it is not only relevant to FSAE design, or engineering design, but is a rather decent representation of any problem solving process.
SOCIETY STEPS IN…
OK, so now it is time to start shouting from the rooftops about how society is stuffing everything up for us, and how it is not our fault…
The dominant thinking pattern and the one that seems to get the most attention in our society is the critical phase two pattern. We celebrate our critical thinkers to such an extent that many people in our society make a damn good living without ever venturing out of phase two.
Our academic institutions are pretty firmly entrenched in a phase two mindset. In our engineering education, I would say 90% of our material is about analysis, which is effectively about criticism of a certain design. That criticism may simply be in terms of calculating a force or a velocity, but it is generally about assessment of an existing product or system and whether or not it is fit for purpose. Other faculties are typically the same. The teacher gives some information, the student has to perform some exercises to have their understanding assessed, and the teacher then looks over the work to “correct” it and assess where the student has gone wrong.
Our political system, our legal system, and our media are pretty much the same. Adversarial, critical, confining, negative.
Don’t get me wrong, I am not saying that this is a bad skill to have. I am saying though, that it is but one mental skill in a suite of them, and that if practiced solely is ultimately destructive.
Curiously, the only time I really hear celebration and appraisal of the full three phases of problem solving is in team sport, and in war. When I listen to football commentary, I hear the commentators speak of strategies to create opportunities, and shutting the opposition down, and building team spirit, etc etc. We look at our sportsmen quite often as dumb jocks – but in fact they regularly demonstrate a kind of mental agility that spans all three mental skills mentioned above.
MISTAKES WE MAKE
The critical phase nestles neatly between the creative phase and the collaborative phase. So what happens when the critical state creeps in either direction.
Critical mapped over creative: this usually manifests itself in the shooting down of ideas before they have been investigated. The “that is a stupid idea” mentality that kills a lot of creative thought. Note that one of the first rules of brainstorming is to suspend judgement – the intention being to free the mind and expand the set of potential solutions. I have seen very few minds here that are brave enough to be fully creative and exploratory. I would nominate Z and Rob Woods as belonging to this group, and note the chorus of criticism they have attracted over the years. Phase two thinkers can’t wait for a phase one to arrive so they can ply their trade and shoot them down in flames. How often does a Z or a Rob Woods get a “hey, that is an interesting idea – let’s explore it further.”
Critical creeping into collaborative: this usually manifests itself as the divisive “I would have done better” character – the one who can’t accept a team decision and move on. The “things aren’t perfect yet so I’m going to tell everybody I can” character who, often subversively, undermines the harmony of the team by encouraging little cliques of dissent. I have seen an extraordinarily prominence of this kind of behavior in FSAE teams. The teams that control this are the winners.
I would say that a number of teams approach this project with a completely phase two approach, and it shows….
I’ll write more in the near future, but for now it is time for bed. Hopefully I’ve got at least a bit of the message across in the meantime.