Professional Documents
Culture Documents
Self-Reflection: Lessons Learned in A New Product Development Class
Self-Reflection: Lessons Learned in A New Product Development Class
1 Introduction NPD class is to ask the students themselves what they learned.
Assessing what students learn during a new product develop- This approach not only provides course faculty with some insight
ment class is a difficult task 关1–3兴. There are shortcomings with into the student experience, it also serves to build the students’
most common assessment methods. A written test, for example, skills in self-reflection, argued by Schön to be a critical tool for
might assess content or process knowledge, but not reliably assess what he called the reflective practitioner 关5兴. We use this approach
the practical and teamwork skills gained from a group design in a multidisciplinary graduate NPD class that uses a project-
project. A textbook understanding of the design process itself does based learning approach. At the end of the course, students are
not guarantee that the student can successfully apply the process asked to reflect on, write down, and share key lessons they learned
in complex design situations. On the other hand, grading the out- throughout the course. Lessons vary in their specificity and con-
come of a design project, particularly with input from an industry tent, but typically take the form of short phrases such as:
jury, can provide a good indicator of how well a team has exer-
cised the new product development 共NPD兲 process, but give little “Listen, listen and listen again;”
sense of an individual student’s learning. A project that is not
highly rated could have been the vehicle for tremendous learning “Proximity breeds productivity—working together helps you
and, conversely, a team that generated stellar output may not have work better;” and
experienced the kinds of conflict or team interactions that are rich
with learning opportunities. In short, design project ratings do not “Customers will surprise you—listen and watch closely.”
necessarily get at the salient learning experiences for individual
students—the nuggets of experience they will carry with them to Over the past 6 years, we collected more than 2300 individual
their jobs as designers, managers, and innovators. Bailey and lessons learned statements from about 350 students. In this paper
Szabo 关4兴 sum up this predicament: we collate and analyze these data, discuss the themes, frequencies,
and interrelatedness of lesson topics, and put forth some implica-
“Despite the ubiquity of engineering design in curricula, little is
tions for NPD education.
known about what students learn in engineering design
In addition to analyzing what students say they learned in the
courses.” 关4兴
NPD class, we examined how these lessons align with the skills
One approach to assessing students’ learning experiences in a industry NPD professionals deem important. The industry design
coaches who are assigned to each team in the class are in the
unique position of having industry experience, an outside perspec-
Contributed by the Design Education Committee of ASME for publication in the
JOURNAL OF MECHANICAL DESIGN. Manuscript received November 21, 2006; final tive on the class, and first-hand experience with the student design
manuscript received February 24, 2007. Review conducted by Philip E. Doepker. teams. We conducted a series of surveys and interviews with them
668 / Vol. 129, JULY 2007 Copyright © 2007 by ASME Transactions of the ASME
a
The total lecture time spent on team issues was 8%, or 1.5 lectures.
creasing frequency of mention, include: Roles, responsibilities sion making, along with a large number of quotes commenting
and skills, Team diversity, Communication, General team learn- generally on the team experience 共e.g., “Having fun together is
ing, Team building, Conflict management, and Leadership. key to acting as a team rather than a group,” and “Everyone is
Three categories stand out by their frequency of mention 共Table valuable”兲. To provide a clearer idea of what is included in each
3兲: Roles, responsibilities and skills, Team diversity, and Commu- team-related category, Table 3 provides sample quotes from the
nication. The General team learning category includes a number students.
of smaller categories that did not appear consistently across years, The process-related lessons learned categories identified by the
including Trust, Humor, Team values, Team flexibility, and Deci- students, not surprisingly, parallel the NPD model the class fol-
3.2 User Needs Lessons Analysis. Over the last several “Communication skills are at the heart of presenting ideas to
years, the need-finding process and a deep understanding of cus- team members, clients, end users, etc., which is at the heart of
tomer and user needs have become increasingly important, with the user-centered design process 共getting ALL stakeholder in-
both industry and design classes placing greater emphasis on them puts兲. Identifying user needs are again a heart of user-centered
共see, for example, Ref. 关20兴兲. The need-finding activity poses the design. These skills will be at the heart of designer/analyst pro-
greatest amount of uncertainty to developers because customer fessional expertise.”
and user needs are unknown and out of developers’ control. Find-
ing new or unknown customer and user needs has more potential
to change the end result of the development process than any
other activity 关21,22兴. Yet, arriving at a precise list of needs to 4 Discussion
address can be a difficult and time-intensive endeavor because Our discussion is organized around two major findings. First,
consumers often have trouble articulating and prioritizing their while only 8% of the total lecture time is devoted to working in
needs when they are not responding to offerings with which they teams, team-related lessons learned account for 35% of the total
are already intimately familiar 关23兴. lessons learned. The design coaches also highlight team-related
We took two approaches to understanding and analyzing the learning as critical. Second, of the process-related lessons learned,
lessons relating to customer and user needs. One researcher placed 14% concerned Customer and user needs, which was at least
each lesson on its own note card and then performed an affinity twice the frequency of mention of any other process-related cat-
diagramming exercise 关19,24兴 in a large open space. Rather than egory.
use the categories suggested by the students, which were not at the
required level of granularity, the researcher independently identi- 4.1 Team Lessons. It is not surprising that the breakdown of
fied natural relationships or clusters, named them, and let them lessons learned does not match the breakdown of lecture time in
evolve until all 318 lessons learned were incorporated. Separately, the class. Learning about working in multidisciplinary teams is
another researcher coded each lesson with an evolving set of best done by actually working in multidisciplinary teams. And,
codes that emerged from the data 关25,26兴, first on paper and then although we did not spend much lecture time on teams and team
using Nvivo 关27兴, a software package supporting qualitative dynamics, we did conduct a midsemester team review in which
analysis. In both cases, individual lessons learned statements students were asked to evaluate their team’s performance and pro-
could be assigned multiple codes, to reflect the overlapping and vide individual reviews of their peers on the team. Feedback from
subjective nature of the process, as well as some lessons learned this review was the focus on one “lab” meeting where students
statements containing multiple insights. As much as possible, the were encouraged to discuss the results. Let’s examine some of the
researchers let the content and wording of the lessons learned specific things that the students learned.
statements drive the natural development of the categories and Of the team-related categories of lessons learned summarized in
codes. After both analyses were performed, the two sets of clas- Table 3, the items in the top two categories—Roles, responsibili-
sified data were brought together and differences, discrepancies, ties and skills 共22% of the lessons learned兲 and Team diversity
patterns, and similarities discussed. Table 5 identifies the major 共20%兲—are highly related to working on a multidisciplinary team.
categories formed and provides definitions and examples in the Clearly, a multidisciplinary team experience provides valuable
students’ own words for each. lessons that a unidisciplinary experience does not. A number of
students cite this as a primary reason to take the class in the first
3.3 Design Coach Survey and Interview. Data from the de- place. For many, this is the first multidisciplinary project team
sign coaches were in the form of both written answers to the experience they have had. While many students work on group
survey questions and transcripts of the interviews. As the number projects in other classes, few are multidisciplinary, and even fewer
of coaches was significantly smaller than the number of students, require the students to conduct their work and make decisions as a
no quantitative conclusions could be drawn. Qualitatively, how- team to the degree that new product development projects do.
ever, the coaches’ prioritization appeared to mirror that of the Many of the lessons learned refer to the challenges and benefits
students and provided an outside validation of the students’ self- of working with significantly different disciplines, citing the dif-
Listening The importance of listening to what people “Ask plenty of open-ended questions of users/customers”
say and what they say they do “Listen, listen, and listen again”
Observation The importance of observing people, as “What customers say doesn’t always ⫽ what they do”
opposed to just talking to them “During interviews, watching is just as important as
listening”
Context The importance of observing and talking to “Direct observation is essential. Experience use in the
users in the context in which the product customer environment”
will be used “Get out of the office! Viewing customers in their
natural environments is key”
Prioritization Competing needs, prioritizing needs, “Locating the “base” need is very helpful; gets thinking
contradictory needs, tradeoffs among outside the box”
needs, balancing needs, focusing on a need, “Hard to get at what truly matters to users 共need
deeper versus big picture needs prioritization兲”
Accuracy Finding the “right,” “real,” “true,” or “Find the right customer needs”
“wrong” needs “Accurate identification and prioritization of user needs
is critical”
Latent/ Latent needs, those that many customers “Observation and past stories can give hints to latent
Implicit needs recognize as important in a final product, needs”
but cannot articulate in advance “Customer stated ‘wants’ might be very different from
their real behavior”
Ongoing/ Continual feedback, constant “Contact with the customers should happen all the time,
Iterative communication with users, and the iterative before, after, and during”
nature of need finding “Need to revisit customer needs repeatedly”
Quantity The amount of need finding that should be done “Meet as many people as possible”
“Learn as much about needs as possible early in the
process. Time spent up front saves lots of time at the
end”
Need-centric Focusing on user needs above all else “Stick with user needs, not solutions”
“The consumer’s voice should be heard above all others”
ferent motivations, thinking, and communication styles of differ- of the Arts campus is located in San Francisco, while the other
ent disciplines as the primary challenges: “It’s great to have students are all in Berkeley. Even the small distance between the
people who are good at different things;” “People with different cities creates a significant challenge for the students in scheduling
backgrounds sometimes speak different languages;” and “Variety time together and forbids the chance meetings that might happen
of background helps with division of labor, but leads to more were they in the same vicinity. The students also commented on
misperceptions and greater tensions.” the different choices for communications technology—email,
The harmony, difficulties, synergy, and dysfunction that arise phone, instant messaging—that are chosen and the difficulties in
from working in teams impact the students’ experiences through- choosing a common mechanism. These issues are not much dif-
out the entire product development process. Often making their ferent than those experienced in industry. See, for example,
team work is the biggest challenge the students encounter, which Allen’s 关28兴 work describing the effects of distance on
may lead to the emphasis on team-related lessons learned. communications.
Communication was strongly represented in both the student Leadership, a common focus for entrepreneurship and innova-
lessons and the design coaches’ comments, often as a solution to tion programs, is the least represented of the team-related lessons
dealing with the diversity of the multidisciplinary team 共e.g., “The learned categories, accounting for just 2% of the total lessons
way each person communicates his thoughts has to do with his learned. Leadership tends to show up more in comments about
background,” and “Don’t assume everyone agrees just because roles and responsibilities, as the students allow the leadership role
they don’t speak up”兲. Team members in this class not only have on their teams to rotate 共e.g., “In the absence of an assigned/
to learn to communicate across disciplinary bounds, but must deal imposed leader, every team member has in one way or another
with the challenges of not being colocated. The California College assumed a leadership role,” and “Successful teams don’t always