6/11/2004 Five Steps for more Effective Implementation of Brainstorming in Value Engineering Studies Muhammad A. Al-Ghamdi, PhD, CVS, CCC Saudi Aramco P.O. Box 10015, Dhahran 31311, Saudi Arabia Muhammad holds a PhD in Construction Management and Engineering from Reading University. He is a Certified Value Specialist (CVS) by SAVE International and Certified Cost Consultant by AACE International. He works as a Value Engineer for Saudi ARAMCO Project Support and Controls Department. ABSTRACT The Value Engineering (VE) literature presented two contradicting opinions regarding the usefulness of Brainstorming in VE Studies. In one hand, some VE books presented Brainstorming as the ideal creativity technique to be used in VE studies. On the other hand, some VE researchers and professionals are recommending other techniques, which they believe are more useful than Brainstorming. This contradiction might lead some Value Engineers to question the effectiveness of Brainstorming. However, all creativity techniques have advantages and disadvantages. This contradiction should encourage Value Engineers to enhance the usefulness of Brainstorming. The objective of this paper is to investigate the necessary steps for more effective implementation of Brainstorming in VE studies. This was met by identifying several recommendations that were collected by reviewing the blocks of creativity, limitations of Brainstorming, advantages of utilizing other creativity techniques. The paper incorporated and presented these recommendations in a five-step procedure that will help in enhancing the effectiveness of implementing Brainstorming in VE studies. INTRODUCTION Brainstorming was first introduced by Dr. Alex Osborn in 1953. He defined his technique as: “An organized way to allow the mind to produce ideas without getting bogged down in trying to judge the value of those ideas at the same time” (Kirk & Spreckelmeyer, 1993, pp. 85). Brainstorming is the most common creativity technique used in VE studies. The Saudi ARAMCO Engineering Encyclopedia defines VE as: 1 6/11/2004 “A function oriented multidisciplinary team approach for optimizing project execution and eliminating unnecessary costs without sacrificing total project performance, quality, and reliability.” (p. 1)1. In a typical VE study (Figure 1), Brainstorming is implemented during the creativity phase of the VE session stage. At this phase, the aim is to generate ideas that will fulfill the required function(s) and quality for less cost, increase function(s) and quality for the same costs; or, more preferably, increase function(s) and quality for less cost (VEU, 2000). Several VE books, such as Fowler (1990) and Dell’Isola (1997), presented Brainstorming as the ideal creativity technique to be used in VE studies. However, some VE researchers and professionals are questioning the usefulness of Brainstorming. Brightman (1980) stated that: “Some researchers have concluded that brainstorming is nothing more than ‘mental popcorn’ and that it does more harm than good” (pp. 91) Other VE professionals shared the same views. Yamaguchi (1995) stated that Brainstorming is not always successful in generating “implementable” ideas. Furthermore, Hannan (2000) criticized value engineers for implementing Brainstorming only because of preference reasons. He presented his concerns of their ignorance of other creativity techniques, which are, in some cases, more useful than Brainstorming. These opposite opinions might confuse some Value Engineers over the effectiveness of implementing Brainstorming in VE studies. The objective of this paper is to identify the recommendations necessary for more effective implementation of Brainstorming in VE studies. This was achieved by investigating the blocks of creativity, the limitations of Brainstorming, and the advantages that other creativity techniques have over Brainstorming. The paper will summarize the findings in a five-step procedure, which will assist value engineers in having better control over the influence of creativity blocks and Brainstorming limitations, and benefit from the positive features of other creativity techniques. BLOCKS OF CREATIVITY Problems are usually solved analytically or creatively. In the analytical approach, the efforts are directed towards controlling the cause(s) of a problem. Whereas using the creative approach, the attention is directed towards eliminating the recurrence of the problem (Parker, 1994). Dell’Isola (1997) defined creativity as: “A behavior that uncovers a relationship when none previously existed; a relationship between people, objects, symbols, or any combination of ideas” (pp.91) There are several factors that contribute to the creative ability of individuals. Some people might think that creative individuals are more knowledgeable, experienced and 1 The details of the sources are presented in the list of references. 2 6/11/2004 intelligent than others (Brown, 1992; Kirk & Spreckelmeyer, 1993). Brown (1992) stated that these characteristics will surely enhance creativity; however, they are not essential. He explained that many inventions were mainly achieved by engineers who had “inventive intuition”. On the other hand, there are several blocks that might hinder the creative ability of individuals. Brown (1992), Kirk & Spreckelmeyer (1993) and Parker (1994) identified the following five blocks: Perceptual Blocks: This is due to the failure of individuals in employing their senses in handling a problem. For example, some individuals fail to distinguish between causes and effects. Emotional Blocks: This is due to individuals’ fear of being judged or ridiculed by supervisors and peers. Habitual Blocks: This is due to a tendency of individuals to keep on using the same approach when tackling a problem. This is usually to avoid risks and might be associated with job security. Professional Blocks: This is due to individuals’ avoidance of suggesting or adopting ideas, which are not related to their profession. Cultural Blocks: This is due to pressure imposed on individuals by people around them who intend to question and judge the impact of new approaches. People are usually hesitant to accept new ideas. LIMITATIONS OF BRAINSTORMING Brainstorming is a group creativity technique. A Brainstorming session, usually, includes four to six people meeting to suggest solutions for a specific problem (Fowler, 1990, Kirk & Spreckelmeyer, 1993 and Dell’Isola, 1997). Normally, the team leader starts the session by introducing the problem. Then, he opens the door for ideas generation. Fowler (1990), Kirk & Spreckelmeyer (1993), Parker (1994) and Dell’Isola (1997) agreed that in order for Brainstorming to be effective, the leader has to explain to the team members the following four rules: 1. “No criticism”; no adverse comments on the generated ideas are allowed. 2. “Free wheel”; seek new ideas regardless of how wild they might look. 3. “Go for quantity”; the priority is given to quantity over quality of ideas. 4. “Combine and improve”; build on the ideas suggested by others in either improving or combining their ideas. A typical Brainstorming session ranges from 10 to 60 minutes per function. Longer sessions will lead to fatigue and lost of interest among the team members. During the session, the leader should assign someone to record the ideas on a flip chart as they come. Numerous ideas are usually generated. However, only five to ten percent of these ideas are practical, and can be developed into solid proposals (Fowler, 1990). 3 6/11/2004 Brainstorming is an effective tool to generate hundreds of ideas in a short time (Fowler, 1990). Another advantage of Brainstorming is that the diversity of the group and the teamwork allows each team member to build on the ideas generated by other team members (Fallon, 1986). On the other hand, the VE literature identified the following three limitations: 1. When the rate of idea generation slows down, it is difficult to judge whether the team has thought of all possible ideas and reached its plateau, or more ideas are still to come (Fowler, 1990). 2. It subjects team members to criticism and judgment. Some team members, who are involved in a Brainstorming session with their supervisors, might feel reluctant to suggest ideas. They fear that their supervisors will judge them based on the quality of the proposed idea (Brown, 1992; Kirk & Spreckelmeyer, 1993; Dell’Isola, 1997). Moreover, creative individuals have different approach to problems. They tend to explore options, which might look impractical by others. This unique vision is, unfortunately, associated with fear of being ridiculed by team members (Dell’Isola, 1997). Brown (1992) explained that it is difficult to eliminate criticism of ideas in Brainstorming. 3. Brainstorming overlooks the potential of individuals’ creativity. Previous researches support the hypothesis that team members are more creative when thinking alone than in groups (Brightman, 1980; Fallon, 1986; Brown, 1992; Kirk & Spreckelmeyer, 1993). ADVANTAGES OF OTHER CREATIVITY TECHNIQUES In addition to Brainstorming, the VE literature presented Delphi, Gordon, Checklisting, and Morphological Analysis as the main creativity techniques utilized in VE studies. These techniques and their advantages are summarized below. THE DELPHI TECHNIQUE In the early 1950s, a Rand Corporation research group established the Delphi technique as a mean to employ high-caliber individuals in identifying options, calculating estimates and speculating on options’ consequences. This technique is useful for investigating design alternatives, determining their advantages and disadvantages, and linking the different parts of complex facilities (Kirk & Spreckelmeyer, 1993). The cycle of Delphi’s technique is composed of the following four stages: 1. Each portion of the project is assigned to a group of three to five members who are specialized in that area of the project. Each group has the responsibility of studying and debating its particular area of the design, as well as setting up a Delphi worksheet. 2. Each member of a single group is given a copy of the worksheet and asked to list alternatives that will provide the functions of the studied area’s components. He also has to estimate the cost of each alternative and write down the percentage of cost reduction for each component. 4 6/11/2004 3. Individuals of each group will meet again to share their ideas and assess the saving opportunities. By the end of the discussion, the group summarizes the approved ideas and their average cost reduction. 4. All different groups of the study will hold a conference in which each group present its findings. The purpose of this meeting is to share the results among the study groups. This allows each group to build on the ideas generated by the other groups. At least one additional cycle is needed before the VE team leader ends the creativity phase (Kirk & Spreckelmeyer, 1993 and Dell’Isola, 1997). Kirk & Spreckelmeyer (1993) stated that Delphi has two advantages over brainstorming. Firstly, individuals record their ideas on a paper and deliver them anonymously. This encourages the participants to overcome the “Emotional Block”, which is frequently present in Brainstorming. The second advantage is that the use of Delphi reduces the chances of personality’s bias over group decisions. On the other hand, Dell’Isola (1997) stated that this technique is more effective for short studies (one to three days) and for team members with no VE experience, or high-rank employees who have no time to learn the details of VE. THE GORDON TECHNIQUE The Gordon Technique, also known as Synectics, is similar to Brainstorming in many aspects, except that only the team leader(s) knows the exact nature of the problem under investigation. William Gordon, a former Harvard engineering professor and the developer of Synectics, used four types of analogies to investigate the problem without revealing it to VE team members (Parker, 1994). Kirk & Spreckelmeyer (1993) summarized the steps of Synectics as follows: 1. “Discussing a general Concept”; none of the team members know exactly what is the problem. 2. “Personal analogy”; team members visualize themselves as part of the discussed concept and provide suggestions for value improvement. 3. “Direct analogy”; compare parallel ideas generated in the previous sub-session. 4. “Symbolic analogy”; use images to represent and record sensed experiences in the memory. 5. “Fantasy analogy”; allow unlimited room for the imagination to develop ideas. 6. “Free talk”; after exploring various areas related to the problem, the team leader opens the door for a free debate. 7. “Problem introduced”; the team leader presents the problem that needs to be studied. 8. “Direct Problem analysis”; repeat steps 1 to 5, in order to investigate the true problem. 9. “Gestation period”; allow time for the subconscious to absorb the problem, discussed issues, and suggestions. 10. “Recommendations”; present the VE team suggested alternatives. Parker (1994) presented three advantages of using Synectics. Firstly, since the VE team starts with no clear definition of the problem, Synectics limits the chances of reaching a 5 6/11/2004 solution too soon. This encourages team members to keep on generating more ideas. Secondly, team members have unlimited areas for discussion. This won’t be the case if the exact problem was known. Finally, team members are encouraged to throw ideas without fearing criticism or embarrassment, especially, when their managers attend the study. On the other hand, he warned that Synectics could be extremely frustrating for some VE team members. He added that the success of the study might be at risk if the team leader did not select a subject that is relevant to the studied problem. THE CHECKLISTING TECHNIQUE Checklisting is the process of reviewing a list of ideas collected from previous experiences; to trigger the thinking of team members for solutions to the problem under study (Parker, 1997). Checklists range from general to very specialized lists. General checklists are useful for, almost, any VE study. It contains suggestions to rearrange, substitute and combine existing ideas, in order to develop new ideas. However, specialized checklists are only useful for specific problems. For example, checklists dedicated to energy conservation are limited to areas of energy consumption such as HVAC, Lighting and vertical transportation (Kirk & Spreckelmeyer, 1993). Checklisting is a useful tool for generating ideas in Value engineering studies. Dell’Isola (1997) experienced that up to 20% of the ideas generated in a study are obtained from previous studies. Parker (1997), also, recognized the benefits of exploiting previous experiences. However, he highlighted that VE team members might limit themselves with the listed ideas without much consideration to other possible alternatives. THE MORPHOLOGICAL ANALYSIS TECHNIQUE The Morphological analysis is a handy technique for ideas generation. It works by defining the parameters of the studied problem, and listing all the possible solutions generated by combining the different forms of these variables. For example, a VE team studying the installation of a new water desalination unit might propose units of different types and sizes. They might consider either Multi Effect Distillation (MED) units or Sea Water Flash Evaporator (SWFE) units, and production capacity of 250 gallons per minute (gpm), 350 gpm or 525 gpm. In this example, the team has six options to evaluate. Kirk & Spreckelmeyer (1993) explained that Morphological analysis is a clear and simple technique that is useful for generating ideas. However, it becomes impractical when utilized for problems having more than three variables (Parker, 1994). FIVE STEPS TO ENHANCING THE USEFULNESS OF BRAINSTROMING Brainstorming is considered the most popular creativity technique worldwide. In Japan, for example, the results of a survey showed that 92% of the top Japanese companies utilize Brainstorming. The percentages of companies using Checklisting, Synectics and Morphological Analysis were 32%, 16% and 12% respectively (Yamaguchi, 1995). However, as explained above, there are several limitations impacting the usefulness of Brainstorming in VE studies. 6 6/11/2004 The VE literature, already, provided some recommendations for successful implementation of Brainstorming. However, these recommendations presented by some VE books, such as Fowler (1990) and, Kirk & Spreckelmeyer (1993), are scattered. This paper incorporated these recommendations in addition to ideas borrowed from other creativity techniques in a five-step procedure. It is presented in Figure 2 and explained below. Step 1 – Preparation The preparation for Brainstorming is linked to the various activities performed during the pre-VE session stage and the information and function analysis phases of the VE session. When selecting the VE team members and defining the team composition at the pre-VE session stage, the VE team leader has to take two issues into consideration. Firstly, he should avoid selecting team members whom are directly linked in the organization hierarchy, i.e. employee and his supervisor. This is to eliminate the fear of judgment associated with team members working alongside their superiors. In other words, eliminate the influence of “Emotional Blocks”. Secondly, the team leader should select team members based on their experience and knowledge of various areas related to the studied project. However, it might not be beneficial to select only the individuals whom are part of that project. Because, this might lead to the existence of “Habitual Blocks” and the resentment of some team members to generating “out of the box” ideas during the Brainstorming session. The team composition should be balanced with members whom are not associated with it, i.e. “free thinkers”. In addition, the preparation for Brainstorming continues through the information and functional analysis phases of VE studies. During the information phase, the team leader has to ensure that the each team member understands the process of VE and the various issues related to the studied project. In the functional analysis phase, the team leader has to guide the team to develop the Functional Analysis System Technique (FAST) diagram, which will assist the team to visualize all basic and secondary functions of the project. The team understanding of the studied project and the functions that the project has to provide will assist the team to generate “implementable” ideas. Step 2 – A Warm-Up Team Brainstorming At the beginning of the creativity phase, the team leader should consider a 15 minutes warm-up Brainstorming session on an object, which is not related to the studied project. The team will start by introducing the four rules of brainstorming and emphasize their impact on the quantity and quality of the generated ideas. Then, the team leader has to introduce the basic function of an object and asks the team to suggest alternatives that will fulfill its basic function. This session will help the team leader to assess the team’s performance in Brainstorming. More importantly, it will reflect the team’s adherence of the four rules of Brainstorming. Then, the team leader has a chance to re-emphasize some of the issues necessary for a successful Brainstorming session. Step 3 - Team Brainstorming In the team Brainstorming session, the team leader has to introduce the functions of the project’s components with potential value improvement. For each function, the team leader should allow 20 minutes for the team to suggest alternatives (more time should be 7 6/11/2004 allowed if the flow of ideas is continuous). All ideas should be recorded once they are generated on a flip chart, which has to be visible to all team members. During this session, the team leader should consider going through general or/and specialized checklists, as appropriate, to enhance ideas generation. When he feels that some of the team members are losing interest due to fatigue or any other reasons, he may call for a 5 minutes break or consider presenting a creativity game to reenergize the interest of team members and refresh their minds. Step 4 – Solo Brainstorming In solo Brainstorming, the team leader hands every team member a sheet of paper for each of the analyzed function(s). Then, he allows the team members 5 to 10 minutes, per function, to generate ideas individually. The benefits of this activity are to limit the influence of “Emotional Blocks”, provide some room for individual creativity, and assess whether the team has reached its plateau of ideas or not. By the end of this session, the team leader collects all papers and lists the generated ideas, according to their functions, on the same flipcharts used to post the ideas generated in the team Brainstorming session. Then, the team leader may start the evaluation phase. Step 5 – Post Initial-Screening Team Brainstorming The team members will be drained by the end of the creativity phase. However, it is beneficial to conduct a 20 minutes post-initial screening team Brainstorming session. Because the period of initial screening will provide the subconscious of the team members some time (Gestation Period) to absorb the analyzed functions and the suggested alternatives. This might trigger additional creative ideas. The post-initial screening Brainstorming session has the benefit of collecting these afterthoughts. Then, a final screening of all ideas can take place. SUMMARY Brainstorming is the most popular creativity technique utilized for ideas generation. However, some VE professionals questioned the usefulness of Brainstorming in VE studies. They are developing and recommending other creativity techniques that they believe are more useful than Brainstorming. This paper investigated and discussed the blocks of creativity and limitations of Brainstorming. In addition, it investigated and discussed Delphi, Gordon, Checklisting and Morphological Analysis techniques and the advantages that these techniques have over Brainstorming. The paper incorporated the outcomes of the discussion and the literature review into a five-step procedure that will assist value engineers in enhancing the effectiveness of Brainstorming in VE studies. Finally, the author hopes that this paper showed that Brainstorming is not merely a single event that takes place in the creativity phase of VE studies. That is only the tip of the iceberg. VE professionals should give enough attention to the various activities conducted during the pre-VE session stage and the information and functional analysis phases of the VE session and have an impact on the effectiveness of Brainstorming. The 8 6/11/2004 author believes that the question should not be how effective is Brainstorming in generating creative ideas. It should be how effective are VE professionals in utilizing Brainstorming. REFERENCES Brightman, Harvey J. (1980) Problem Solving: A Logical and Creative Approach, College of Business Administration, Georgia State University. Brown, James (1992) Value Engineering: A Blueprint, Industrial Press Inc., New York. Dell’Isola, Alphonse (1997) Value Engineering: Practical Applications for Design, Construction, Maintenance, & Operations, R. S. Means Company, Inc. Fallon, Carlos (1986) Value Analysis, John Wiley & Sons, Inc. Fowler, Theodore C. (1990) Value Analysis in Design, Van Nostrand Reinhold, New York. Hannan, Donald (2000) ‘Value Methodology, Creative Problem Solving Strategies and TRIZ’, SAVE International Conference Proceedings, Society of American Value Engineers. Kirk, Stephen J. and Spreckelmeyer, Kent F. (1993) Enhancing Value in Design Decisions. Parker, Donald E. (1994) Management Application of Value Engineering for Business and Government, The Lawrence D. Miles Value Foundation, Washington, D. C. Saudi ARAMCO Engineering Encyclopedia, Project Support and Controls, Application of Value Engineering Concepts and Constructability Techniques, http://10.9.1.87/encyclo/default.html. VEU (2000) Value Engineering Guide: An Information Guide to Assist Project Teams in Conducting Value Engineering Studies, Value Engineering Unit, Saudi ARAMCO. Yamaguchi, Yoshitami (1995) ‘The 3 Minute Think & Show-Off Method for Idea Generation’, SAVE Proceeding, Society of American Value Engineers. 9 6/11/2004 Figure 1 - VE Study Job Plan Pre VE Session Stage VE Session Stage Information Phase Function Analysis Phase Creativity Phase Evaluation Phase Development Phase Post VE Session Stage Presentation Phase 10 6/11/2004 Figure 2 – Five Steps of Brainstorming VE Session Stage Pre VE Session Stage 1. Preparation Information Phase 1. Preparation Function Analysis Phase 1. Preparation Creativity Phase 2. A Warm-Up Team Brainstorming 3. Team Brainstorming 4. Solo Brainstorming Evaluation Phase 5. Post Initial Screening Team Brainstorming Development Phase Post VE Session Stage Presentation Phase 11